November 8th, 2012, 06:50
(This post was last modified: November 8th, 2012, 06:52 by Serdoa.)
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Guys, lets not make it too complicated - and certainly don't move players to time-slots they have never stated. We simply put together what everyone stated and look how to best arrange it. As catwalk mentioned PBEM37 I looked there and it seems Azza prefers to play 1900-2300 GMT+11 which of course gives 0800-1200 GMT. Means we have
0800 - 1200 Azza
1700 - 2100 Lego
1600 - 2130 Serdoa
2100 - 0100 Old Harry
Turn order: Azza -> Lego -> Serdoa -> Old Harry -> Azza
I've put Lego in front as I also will get PBEM43 to play and so wouldn't mind to actually get it a little bit later in the day. I'd be very grateful if the save could reach me till 2000 though, you think that is possible most of the time Lego?
edit: changed Azza playing time as he is not +10 but +11 GMT
November 8th, 2012, 06:57
(This post was last modified: November 8th, 2012, 07:01 by Catwalk.)
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Serdoa before Azza is risky, if Serdoa misses the morning slot and can't play until 16:00, that means Azza's slot will be missed entirely. That's why I was trying to put Serdoa in the late slot, as it'd give him two chances to play. Problem with that is that his late slot is not nearly as late as yours, so this might be a bad approach. Again, just tossing out ideas to be scrapped at will.
X-posted with Serdoa. Serdoa's looks good, with only 4 players total it shouldn't be a problem for 3 Europeans to play during the afternoon and evening, gives around 12 hours total for the 3 of you.
November 8th, 2012, 07:28
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Looks good to me - does BRick have enough info to roll a map now?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
November 8th, 2012, 09:46
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I do not know if this is poor timing or good timing, I suspect the latter for your sake. I have just found out that the flat I will be living in from tomorrow will not have internet access until January 23rd. I can't believe that I have been fine for so long and just as I am about to join you in a game, this happens. Someone is going to need to take my place. My deepest regrets and apology.
November 8th, 2012, 10:05
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Oh no! Can you borrow your new neighbour's wi-fi? (or maybe buy it?)
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
November 8th, 2012, 10:19
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(November 8th, 2012, 10:05)Old Harry Wrote: Oh no! Can you borrow your new neighbour's wi-fi? (or maybe buy it?)
That is something I am going to aim to found out as soon as possible. I tried knocking today but no answer. I feel it is only fair to warn you now and assume worst case because it would be unfair for me to begin picking, having a map made especially and then not be able to go through with my duties.
November 8th, 2012, 12:04
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I'd offer to sub in until Lego is set, but 2.5 months is too long for me. Anyone else want the spot, either full-term or subbing for Lego until he can play? Don't sweat it Lego, shit happens. Would be good if you can work something out, of course.
November 8th, 2012, 12:58
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(November 8th, 2012, 04:49)SevenSpirits Wrote: (November 7th, 2012, 17:35)BRickAstley Wrote: I've been rolling up maps with the mirrorland script, and I'm having difficulty finding one that will fit right. (Mainly too big feeling). I might look into an alternative script or handwritten, but will still keep the mirrored aspect, if there's no objections.
If you want, you could edit a line in the Mirrorland script to change the parameters a bit.
Find this:
Code: elif n == 4:
shard = BarberDuet(n, 16, 20, 1, 2)
If you changed it to this,
Code: elif n == 4:
shard = BarberDuet(n, 16, 16, 0, 2)
for example, then you'd get a 32x32 map that is just four copies of the same land in a square:
AA
AA
(The third parameter was telling it to offset the second column by 1/4, and the first two parameters are controlling the tiles per player. Fourth parameter is telling it two players per column.)
The advantage of this script is that the terrain will be seamless - the point where the four corners meet will be just as natural-looking as any other point. However, for four players an easy thing to do is reflecting, sorta like this:
and Mirrorland won't help you if that's what you are going for.
P.S. Do I not use the best variable and function names of all time
As someone else who writes code, i understand and do the same with variable names. I'll try to fiddle around with it then.
November 8th, 2012, 19:12
(This post was last modified: November 8th, 2012, 19:15 by TheHumanHydra.)
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(November 4th, 2012, 18:01)TheHumanHydra Wrote: I'm really sorry about this, man ... I just don't feel it would be wise for me to commit to a third game right now. I have the time now, but I don't know about come January. I don't know if this would appeal to you, but you could come join our team (or one of the others) in the Realms Beyond Demogame (http://realmsbeyond.net/forums/forumdisplay.php?fid=49). Our team (Menagerie-trois) doesn't have very many people on it, so you could have the chance to have a substantial impact on our play!
All the best,
THH
I could fill in for Lego until the end of January. Like I said, I have time now, just not necessarily come the new semester (if somebody else wants it long-term, though, by all means!). I hope it works out for you, though, Lego!
November 9th, 2012, 01:40
(This post was last modified: November 9th, 2012, 01:40 by NobleHelium.)
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(November 8th, 2012, 04:31)SevenSpirits Wrote: (November 7th, 2012, 14:27)NobleHelium Wrote: Uh...Seven's script does not work that way. It will not generate a 40x32 map for you, and I don't think it would be possible to have a 40x32 map with the mirroring that the script uses.
It does make maps for every player count, though only a few work out really beautifully.
With 4 players, it does something that looks like this
12
34
except with the second column shifted down by 1/4 of the map height. Each of those numbers represents a copy of a 16x20 (WxH) map section. This is the same tile count per player as the 40x40 5-player map, and yeah it's on the high end for tiles per player, though the whole toroid thing means you still get lots of border conflict.
Oh, I didn't realize they had dropped down to 4 players. I looked earlier and it looked like they had 5, and I didn't see how that could work out on a 40x32 canvas.
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