Darkwind
Announcing Phase 1: Land Grab

*sam*


Posted Apr 3, 2020, 10:23 am
The plan is to release the new camps system in phases, which gives time for things to bed in and be tweaked before each subsequent phase. It also gives time for me to implement things. Thanks to Joel for suggesting a phased approach.

I can't guarantee accurate timelines for this, because many of the intricacies won't be clear until I'm actually doing them. Dismantling previous parts of the system may be a sizeable part of the work, since code is spread throughout all the parts of the game- website, game server code, database, back-end daemons (master server, camp daemon, main daemon (looks after stuff like weekly training), events manager)..  and bugs are possible, although as you know highly unlikely. Cough.


Note that none of this is yet live in the game. This is a pre-announcement.



PHASE 1: LAND GRAB


1. The dynamic hexgrid map goes live, however only the current resources (stone, water, food, etc.) plus two new resources (DW$ generating, and strategy point generating Hexes) will be attached to the hextiles. Clarification: we will define the actual raw amount of resources generated by these numbers which are currently in the range 0-100.

2. Camps whose owners have not logged in for 6 weeks will be removed (temporarily) from the map and put into hibernation. If/when the owner returns they will have to discuss with me where to put the camp on the map.

3. All camps get a one-off opportunity to relocate. There may be a DW$ fee or refund (of their original camp fee), based on where they're moving compared to where they came from. Clarifications: movement will be done in sequence (one camp after another) based on a randomised list. Camps will have to stay in their current region. Camp base fames may change due to their move (as you know, camps closer to towns get higher base fame).

4. Camps decide whether to have their pvp flags on or off. During Phase 1 camps will be able to instantaneously turn their flags on/off; later on there will be a delay. Camps with their pvp flag off can only own the tile they're on, but that tile can not be taken from them and they cannot be attacked by other camps.

5. The current camp war system is removed. From now on, you're either PvP or you aren't; there's no mechanism to be at war with specific other camps.

6. In later Phases we will be adding numerous uncommon tile resources (training vouchers, hiring vouchers, Lithium, Camp Fame resource, etc.). I cannot say right now exactly where these will be; however, the placement of them will be done by me and Harry, with no favoritism or lobbying allowed. In general, you should realise that roads will be valuable, and any tiles which we have given interesting-sounding names probably means we have plans for something there. Resources will be spread around. We will focus on creating choke points and hotspots for conflict.

7. NPC attacks on camps cease, for all PvP camps.
darthspanky


Posted Apr 3, 2020, 10:33 am
so basically we turn pvp on then scout a certain hex and to control it?
*sam*


Posted Apr 3, 2020, 10:41 am
darthspanky said:
so basically we turn pvp on then scout a certain hex and to control it?


Not exactly.  Each 'round' (we're thinking that rounds should be 2-weeks apart), each camp assigns their strategy points to tiles that they want to attack or defend. They can only attack tiles that border on a tile they already own. If the tile is currently neutral, they'll automatically take it; if it's owned by another camp there will be a battle. The strat points declared by both sides, plus the defence rating of the tile, will determine how much CR each side is allowed to deploy. The further away from your camp a tile is, the less effective are the strategy points that you spend on attacking/defending them.
darthspanky


Posted Apr 3, 2020, 10:47 am
will psi powers be able to be used, on these camp fights?
*sam*


Posted Apr 3, 2020, 10:49 am
darthspanky said:
will psi powers be able to be used, on these camp fights?


Good question, I'll have to get back to you on that. We're also considering disallowing or rebalancing the CR of certain weapons.
Tez


Posted Apr 3, 2020, 10:56 am
Why not a chassis bulk cap? Say <200
darthspanky


Posted Apr 3, 2020, 11:05 am
not sure where to look for these strategy points, but ready to try it just need to know where to find them?
*sam*


Posted Apr 3, 2020, 11:07 am
darthspanky said:
not sure where to look for these strategy points, but ready to try it just need to know where to find them?


None of the above is live yet, I'm just announcing what will be in Phase 1.  I've added a comment to this effect at the top.
*sam*


Posted Apr 3, 2020, 11:15 am
Tez said:
Why not a chassis bulk cap? Say <200


For tiles away from roads? Hmm. To be discussed.
darthspanky


Posted Apr 3, 2020, 5:57 pm
kinda reminds me of the old world war 1 board game diplomacy.
Groovelle


Posted Apr 4, 2020, 12:58 am
:cyclops: :cyclops:
*The X Man*


Posted Apr 4, 2020, 3:30 am
*sam* said:

3. All camps get a one-off opportunity to relocate. There may be a DW$ fee or refund (of their original camp fee), based on where they're moving compared to where they came from.


If the new location we select for camp is closer or further away from town, will that affect the base camp fame and cause it to go up or down?

What if 2 players select the same hex tile to place their camps. Will they share the space or one forced to select a new hex tile?

When can we give you our camp hex tile selection?
Effy


Posted Apr 4, 2020, 6:36 am
Think how will you time the camp rellocation.

Everyone blind-relocates at the same time, so what if 2 camps are too near unwillingly?

Camps relocate by date creation order?

Random order relocation seeing where everyone has moved?

*Ninesticks*


Posted Apr 4, 2020, 7:34 am
Also when we are talking about a further charge/rebate for moving camps - do you have any idea what sort of figures we are talking about?
*sam*


Posted Apr 4, 2020, 10:01 am
*The X Man* said:

If the new location we select for camp is closer or further away from town, will that affect the base camp fame and cause it to go up or down?


Good question. Yes, I suppose it will have to.

*The X Man* said:

What if 2 players select the same hex tile to place their camps. Will they share the space or one forced to select a new hex tile?


They won't be able to share a tile. See answer to post, below: random sequence.

*The X Man* said:

When can we give you our camp hex tile selection?


Soon. We have added the basic resources as well as villages icons (villages will tend to give other things such as access to NPCs). Updated map here:
http://www.dark-wind.com/hexmaptest/darkwind_map.php

If you have any suggestions/edits to these resources which Harry and I have recorded, let me know. Thanks!

Note that all resources range 0-100. We need to figure out a mapping into real units (e.g. how many dollars per 2 week 'turn' does 1 dollar resource give?)
*sam*


Posted Apr 4, 2020, 10:06 am
Effy said:
Think how will you time the camp rellocation.

Everyone blind-relocates at the same time, so what if 2 camps are too near unwillingly?

Camps relocate by date creation order?

Random order relocation seeing where everyone has moved?



Good point. After discussing with Harry:  it's probably best if I generate a randomised list, and each camp owner gets to move in turn.
*sam*


Posted Apr 4, 2020, 10:08 am
*Ninesticks* said:
Also when we are talking about a further charge/rebate for moving camps - do you have any idea what sort of figures we are talking about?


I'll try to keep it as close to the official camp costs as possible. E.g. if you have a very small 'very close to town' SS camp and move it to being a 'wilderness' SS region camp, you'll get a $4m rebate.
Grimm Sykes


Posted Apr 4, 2020, 10:56 am
How will roads be handled from camps to towns and other camps?
*sam*


Posted Apr 4, 2020, 10:58 am
Grimm Sykes said:
How will roads be handled from camps to towns and other camps?


The same system we have now, for the moment. So of course a camp that moves might have its 2 town roads changed.

Travel is essentially going to ignore the hexmap.
Scouting will probably be changed so you can scout a particular tile (but not at first).
Grimm Sykes


Posted Apr 4, 2020, 10:58 am
*sam* said:
Updated map here:
http://www.dark-wind.com/hexmaptest/darkwind_map.php


blank page, nothing there
Grimm Sykes


Posted Apr 4, 2020, 11:00 am
*sam* said:
Grimm Sykes said:
How will roads be handled from camps to towns and other camps?


The same system we have now, the moment. So of course a camp that moves might have its 2 town roads changed.


that wuld mean, 1) camps would be able to end up connected to camps from completely different town and 2) large camps could exist in SS
*sam*


Posted Apr 4, 2020, 11:00 am
Grimm Sykes said:
*sam* said:
Updated map here:
http://www.dark-wind.com/hexmaptest/darkwind_map.php


blank page, nothing there


Did you give it time to load? (takes a couple of seconds). What browser? I didn't try it on mobile.
*sam*


Posted Apr 4, 2020, 11:02 am
Grimm Sykes said:
*sam* said:
Grimm Sykes said:
How will roads be handled from camps to towns and other camps?


The same system we have now, the moment. So of course a camp that moves might have its 2 town roads changed.


that wuld mean, 1) camps would be able to end up connected to camps from completely different town and 2) large camps could exist in SS


1) No, camps are connected by virtue of having the same primary town. That's how it has always worked.

2) I think we'll have to force camps to stay in the same region. For this reason and also because the camp map graphics assume a region.
Grimm Sykes


Posted Apr 4, 2020, 11:03 am
*sam* said:
Grimm Sykes said:
*sam* said:
Updated map here:
http://www.dark-wind.com/hexmaptest/darkwind_map.php


blank page, nothing there


Did you give it time to load? (takes a couple of seconds). What browser? I didn't try it on mobile.


5 minutes on chrome on my PC
Grimm Sykes


Posted Apr 4, 2020, 11:06 am
*sam* said:
Grimm Sykes said:
*sam* said:
Grimm Sykes said:
How will roads be handled from camps to towns and other camps?


The same system we have now, the moment. So of course a camp that moves might have its 2 town roads changed.


that wuld mean, 1) camps would be able to end up connected to camps from completely different town and 2) large camps could exist in SS


1) No, camps are connected by virtue of having the same primary town. That's how it has always worked.

2) I think we'll have to force camps to stay in the same region. For this reason and also because the camp map graphics assume a region.


but that is NOT how camps are connected now, my camp is a GW camp and I can go to black stump then to badlands without ever passing through gateway. I can also go from firelight to a camp, to another camp and then go to morgan without hitting either truckstop
*sam*


Posted Apr 4, 2020, 11:07 am
Grimm Sykes said:
*sam* said:
Grimm Sykes said:
*sam* said:
Updated map here:
http://www.dark-wind.com/hexmaptest/darkwind_map.php


blank page, nothing there


Did you give it time to load? (takes a couple of seconds). What browser? I didn't try it on mobile.


5 minutes on chrome on my PC


Works fine for me in Chrome.
Can you open up the Developer Tools in Chrome, and see if there are any error messages in the Console ? if there's no errors you should just see:


PixiJS 5.2.1 - ✰ WebGL 2 ✰      http://www.pixijs.com/    ♥♥♥

PixiJS Deprecation Warning: PIXI.loader instance has moved to PIXI.Loader.sharedDeprecated since v5.0.0
*Awefense*


Posted Apr 4, 2020, 11:12 am
Come on Grimm.

You cannot travel from a GW camp to a BL camp. Camps from the same town are all interconnected.

Your BS example is flawed, that is a GW camp with a second road to BL.

My GW camp, RoM, has it's second road connected to SS. You can bypass GW by using the camp network in this instance, but never have camps from one town directly connected to camps from another town.
Grimm Sykes


Posted Apr 4, 2020, 11:18 am
So I'm trying to figure out where my camp, Zombieville is located on the new map currently, is it 15,14?
*sam*


Posted Apr 4, 2020, 11:20 am
Grimm Sykes said:
So I'm trying to figure out where my camp, Zombieville is located on the new map currently, is it 15,14?


I'm currently transferring over the current map code (for camps and travel) to the new map system, so I can't say precisely until that's done.
*sam*


Posted Apr 4, 2020, 11:26 am
Grimm Sykes said:

my camp is a GW camp and I can go to black stump then to badlands without ever passing through gateway.


Correct. Black Stump is also a GW camp, hence you can go directly to it from your camp.  And Black Stump's secondary road is to BL.

Grimm Sykes said:

I can also go from firelight to a camp, to another camp and then go to morgan without hitting either truckstop


Which camps are your referring to? I'll check them.
Grimm Sykes


Posted Apr 4, 2020, 11:27 am
*sam* said:
Grimm Sykes said:
*sam* said:
Grimm Sykes said:
*sam* said:
Updated map here:
http://www.dark-wind.com/hexmaptest/darkwind_map.php


blank page, nothing there


Did you give it time to load? (takes a couple of seconds). What browser? I didn't try it on mobile.


5 minutes on chrome on my PC


Works fine for me in Chrome.
Can you open up the Developer Tools in Chrome, and see if there are any error messages in the Console ? if there's no errors you should just see:


PixiJS 5.2.1 - ✰ WebGL 2 ✰      http://www.pixijs.com/    ♥♥♥

PixiJS Deprecation Warning: PIXI.loader instance has moved to PIXI.Loader.sharedDeprecated since v5.0.0


it came up  blank and showed 1 error with the option to generate a report, the result was:

There were issues affecting this run of Lighthouse:
Something went wrong with recording the trace over your page load. Please run Lighthouse again. (NO_FCP)
Grimm Sykes


Posted Apr 4, 2020, 11:30 am
*sam* said:
Which camps are your referring to? I'll check them.


I can't remember which one because I am no longer a member at the FL camps, it was either Agincort or Firebase Red Six to The Embassy to morgan. There was another camp in there as well but I can not recall which one
*sam*


Posted Apr 4, 2020, 11:31 am
Grimm Sykes said:
*sam* said:
Grimm Sykes said:
*sam* said:
Grimm Sykes said:
*sam* said:
Updated map here:
http://www.dark-wind.com/hexmaptest/darkwind_map.php


blank page, nothing there


Did you give it time to load? (takes a couple of seconds). What browser? I didn't try it on mobile.


5 minutes on chrome on my PC


Works fine for me in Chrome.
Can you open up the Developer Tools in Chrome, and see if there are any error messages in the Console ? if there's no errors you should just see:


PixiJS 5.2.1 - ✰ WebGL 2 ✰      http://www.pixijs.com/    ♥♥♥

PixiJS Deprecation Warning: PIXI.loader instance has moved to PIXI.Loader.sharedDeprecated since v5.0.0


it came up  blank and showed 1 error with the option to generate a report, the result was:

There were issues affecting this run of Lighthouse:
Something went wrong with recording the trace over your page load. Please run Lighthouse again. (NO_FCP)


I don't know what Lighthouse is... a plugin you have installed?
Grimm Sykes


Posted Apr 4, 2020, 11:57 am
*sam* said:
I don't know what Lighthouse is... a plugin you have installed?


I have no idea either, the developer window was empty, running a diagnostic was the only ting that showed, and that was the result.
Grimm Sykes


Posted Apr 4, 2020, 8:04 pm
it works now

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