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Need Volunteers
#31
(10-25-2015, 03:40 AM)Ry Vor Wrote:
(10-23-2015, 01:06 AM)Jumpingfist Wrote: Update:
#13 8 hours ago
W/Sat it is, then.

Netstrider: Druid
Ry Vor: Necromancer
VBM: Sacred Order
Frost Lord: Amazon
HH: Demon Princes
LD: Halfling
Canticar: Illusionist
Jhereg: Lizard Men
JF: Nomad
Acererak: Tyrant

Remaining options for two possible mystery players from UM

Zone 3: Dwarves or Warlock
Dispersed: Underworld or Pirate

Standby if UM players not available: DuPont (pirate), Mauler

Both Diamond and Frost Lord were not showing favorites, and the focus is on new kingdoms.  So to get this pretty close to done, I will make a couple executive decisions.

DuPont has the Pirates.
HeadHoncho is switched to the Atlantians.

The FoR players were too nervous to get in.  So I believe we have one spot left that to not start a food fight, I will assign to Mad Mardigan unless he declines.  So he will check out the Warlock of the Talking Mountains.  The rest is as the above.

Mike I believe still intends to start around Halloween, ironically.
Sounds good to me, Rick.
I'd enjoy testing out the WA.
Mad
I am the greatest swordsman that ever lived. Say, um, can I have some of that water?
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#32
Ry Vor needs the weekend to do some design stuff (http://kingdomsofarcania.net/forum/showt...1#pid32771) so lets shoot for Wed Nov 4 when turn 0 files are sent out (with Sat Nov 7 when turn 1 is due). BTW, I was able to finish adding special kingdom orders (e.g., only RD-BL will see the command to create a Dragon's Lair) so the new website is ready to go.
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#33
Trying to recall my math for combinations, I found an online combination calculator.  The formula involves n, how many points there are, and r, how many are selected at a time. 

The calculator says we went from 1 fixed set in 15 player Alamaze Steel, to 2,704,156 possible combinations with 24 kingdoms possible and 12 selected.  It says combinations, unlike permutations, do not involve position, so its not Amazon selected 2nd or 1st is a different combination.  Anyone got any insight into this?  I was thinking it was more like 121. 
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#34
That's right. In a 12 player out of 15 positions you had 455 possibilities. Which sounds about right if you start listing out the combos. With 24 possible the # of combinations is indeed 2704156. It will take us a long time to exhaustively test the different combinations. Better get started on those Speed Alamaze games I'm suggesting Smile
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#35
Test game delayed due to recent changes for turn 0: http://kingdomsofarcania.net/forum/showt...0#pid32870 Can't say when test game will start...
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#36
(11-02-2015, 06:55 PM)Netstrider Wrote: That's right. In a 12 player out of 15 positions you had 455 possibilities. Which sounds about right if you start listing out the combos. With 24 possible the # of combinations is indeed 2704156. It will take us a long time to exhaustively test the different combinations. Better get started on those Speed Alamaze games I'm suggesting Smile

3rd cycle because you choose one kingdom or the other it is more like binary to figure out possible combinations so 2 to the power of 12 or 4096 different combos. Still a ton of different games just with kingdoms.
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#37
(11-04-2015, 06:13 PM)Jumpingfist Wrote:
(11-02-2015, 06:55 PM)Netstrider Wrote: That's right. In a 12 player out of 15 positions you had 455 possibilities. Which sounds about right if you start listing out the combos. With 24 possible the # of combinations is indeed 2704156. It will take us a long time to exhaustively test the different combinations. Better get started on those Speed Alamaze games I'm suggesting Smile

3rd cycle because you choose one kingdom or the other it is more like binary to figure out possible combinations so 2 to the power of 12 or 4096 different combos. Still a ton of different games just with kingdoms.

Sorry, but that's not correct. 2 to the 12 would be the combinations (permutations actually) to pick any two kingdoms out of 12 where order matters and repetition is allowed. Not the problem we are solving at all. The correct answer is as I stated.
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#38
(10-29-2015, 10:30 PM)unclemike Wrote: Ry Vor needs the weekend to do some design stuff (http://kingdomsofarcania.net/forum/showt...1#pid32771) so lets shoot for Wed Nov 4 when turn 0 files are sent out (with Sat Nov 7 when turn 1 is due). BTW, I was able to finish adding special kingdom orders (e.g., only RD-BL will see the command to create a Dragon's Lair) so the new website is ready to go.

I have been hitting 'send/receive' on my email all day long. Smile
 Lord Diamond

Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.





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#39
(11-04-2015, 08:23 PM)Lord Diamond Wrote:
(10-29-2015, 10:30 PM)unclemike Wrote: Ry Vor needs the weekend to do some design stuff (http://kingdomsofarcania.net/forum/showt...1#pid32771) so lets shoot for Wed Nov 4 when turn 0 files are sent out (with Sat Nov 7 when turn 1 is due). BTW, I was able to finish adding special kingdom orders (e.g., only RD-BL will see the command to create a Dragon's Lair) so the new website is ready to go.

I have been hitting 'send/receive' on my email all day long. Smile

Sorry, as Mike said a few posts above, he doesn't have the materials he needs to create the setup files.  I posted on this yesterday as well.  While some things like programming spells or new tactics can wait likely until turn 2, the setup stuff needs to be done before the setups can be sent.  I think that will be done tonight, but the rules from all the new 3rd Cycle changes and the related stuff about how 3rd Cycle differs from 2nd will not be done tonight.  As I said yesterday, I believe, documenting the new stuff and changes is about as long a document if put into one doc instead of 7 as are the 2nd Cycle Rules - the Commands at least, and a big extension to the spell lists, special orders, tactics, etc.

Again, I don't think we'll wait to start this test game, which is not the same as the beta, on anything other than the setups.  The testers are reminded this is about scouring the new user input and order checker first, and secondly, absorbing and commenting on the major changes and feel of the kingdoms - the traits including terrain adeptness and magical prowess as well as the cultural traits, the special abilities.  It's not about winning the game - this will probably go only 10 turns, so the idea is to identify any bugs, constructive comments (which does include favorable impressions, BTW), not on what isn't there yet, and not on a strategy to win the game.  Its fine to go for a region, to see how that is for the kingdom, and we hope to see some group battles that you might not normally engage in just to see how the battle changes are going.  Testers that provide feedback each turn will be invited to join the beta which is expected to start five weeks after this test game starts, so maybe December 12, likely 3 turns a week, and abstracting from that, my estimate is that The Choosing will be ready to go January 1.
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#40
Loving my new setup, and the Sacred Order is awesomely designed and executed by a brilliant game designer.

Did not get it yet, just practicing to ensure I make it into the Beta Smile
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