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Author Topic: Retreat in super-melee  (Read 2154 times)
xaionaro
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Retreat in super-melee
« on: July 18, 2010, 09:58:51 pm »

Hello. I know that nobody need in this. But here's a crude patch that allows retreating in super-melee. It was been made for UQM0.6.2 + balance 1.28.

http://uqm.dxnet.ru/uqm-0.6.2-balance-melee_retreat.tar.gz
« Last Edit: July 18, 2010, 10:05:13 pm by xaionaro » Logged

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Re: Retreat in super-melee
« Reply #1 on: July 18, 2010, 10:44:59 pm »

Sounds interesting, but I don't really understand the installation instructions. They look like stuff to copy into a terminal, but I can't tell for sure.
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xaionaro
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Re: Retreat in super-melee
« Reply #2 on: July 18, 2010, 10:48:20 pm »

I thought that almost every UQM-player knows diff-utils good Smiley

I can place whole source code if it's needed.. Am I should place it there?
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Re: Retreat in super-melee
« Reply #3 on: July 19, 2010, 12:14:14 am »

I thought that almost every UQM-player knows diff-utils good Smiley

I can place whole source code if it's needed.. Am I should place it there?
I think we can assume that pretty much anyone who can compile UQM knows how to run patch.
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Death 999
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Re: Retreat in super-melee
« Reply #4 on: July 20, 2010, 04:26:13 pm »

Are there any restrictions on its use? It's been established that it'd become pretty degenerate if there aren't.
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Cedric6014
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Re: Retreat in super-melee
« Reply #5 on: July 20, 2010, 09:59:11 pm »

Are there any restrictions on its use? It's been established that it'd become pretty degenerate if there aren't.

What you'd do is get the melee community to experiment with it. They'd soon get a feel for what kind of restrictions worked best.

Could be a really interesting enhancement
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Re: Retreat in super-melee
« Reply #6 on: July 20, 2010, 11:07:50 pm »

It seems to me the biggest problem with fleeing would be pulling back your ship right after defeating the other ship, preventing the other player from ever being able to choose proper counter ships and therefore always keeping the upper hand. A good solution to this would be to force retreating players to immediately select their next ship, which would prevent such an abusive strategy from working (the danger in the time it takes to retreat would handle the rest), while at the same time disallowing players from fleeing during the victory ditty (to prevent the player from bypassing the nerf).
« Last Edit: July 20, 2010, 11:10:45 pm by onpon4 » Logged

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Re: Retreat in super-melee
« Reply #7 on: July 20, 2010, 11:41:40 pm »



We had our first test game. Apparently there is something in code in this fashion: "If the player retreats 3 times successfully, he then returns to the travel mode". xaionaro is currently reading the code and trying to find it.

Anyway, it proved out to be deeper and less broken that I thought. First we were abusing it quite a lot, but then we laid down the first rule: Ships are not allowed to retreat for 1 minute after warping in. This might need a timer or something in the code. We can also explain it with something like: "The warp engine is still cooling down."

Then Xaionaro pulled something that was playing a bit on the border of this rule and retreated immediately after defeating my ship. We decided that this should be allowed, even though technically you are retreating in before 1 min has passed after the enemy ship has warped in. But, using the above logic (systems cooling down) and the "keeping upper hand in the game of rock-paper-scissors" -gameplay mechanic we decided to allow this.

I guess that first game ended with the retreat of my fleet? Smiley
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xaionaro
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Re: Retreat in super-melee
« Reply #8 on: July 21, 2010, 12:09:00 am »

Patch was been updated. Fixed a bug with premature end of game.
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Re: Retreat in super-melee
« Reply #9 on: July 21, 2010, 12:14:21 am »

I'll put the Windows exe + all other files to my mirror once we get this rolling.

EDIT: http://gekko.frud.biz/uqmtutorial/mirror.html

Version 2
« Last Edit: July 21, 2010, 12:21:18 am by Gekko » Logged

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Re: Retreat in super-melee
« Reply #10 on: July 21, 2010, 12:38:33 am »

My only hope is that more people playing this will result in work to get this bug fixed in a stable version.
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Gekko
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Re: Retreat in super-melee
« Reply #11 on: July 21, 2010, 01:02:46 am »

My only hope is that more people playing this will result in work to get this bug fixed in a stable version.

Possibly related to Vux. We just had this twice. Probably due to Vux attempting to warp in near a ship that's retreating.

EDIT: Btw, this isn't part of the balance mod. It's simply built on the balance mod as that's what people mostly play on the arena. It shouldn't be too hard to use the patch to create your vanilla version, though.
« Last Edit: July 21, 2010, 05:15:31 am by Gekko » Logged

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xaionaro
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Re: Retreat in super-melee
« Reply #12 on: July 21, 2010, 01:15:30 am »

My only hope is that more people playing this will result in work to get this bug fixed in a stable version.
Thank you for information about bug-report. I'll carry in the changes into the patch in free time. Smiley
« Last Edit: July 21, 2010, 01:27:41 am by xaionaro » Logged

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Re: Retreat in super-melee
« Reply #13 on: July 21, 2010, 02:04:57 am »

Related to Vux. We just had this twice. Probably due to Vux attempting to warp in near a ship that's retreating.

EDIT: Btw, this isn't part of the balance mod. It's simply built on the balance mod as that's what people mostly play on the arena. It shouldn't be too hard to use the patch to create your vanilla version, though.

I don't get what you're talking about or who you're talking to... did someone delete his/her post?
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Gekko
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Re: Retreat in super-melee
« Reply #14 on: July 21, 2010, 05:15:58 am »

Added a quote and italicized word.
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