Roid fucked?

Didn't RagingAmish say on one thread that you were guaranteed not to be roid fucked under some circumstance, like not having neutrals attached to your planet, or having more than one phase lane out, or something to that effect?  I just finished a game where I had an ice and a volcanic attached to my homeworld, but no roid.  I had 2 phase lanes out, and no neutral attached.  What's the rule on being roid fucked?

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Reply #1 Top

I don't believe there's any particular rule about no-roid starts.

Reply #2 Top

I'm 90% sure RagingAmish said there was something "hard-coded."  Maybe he will chime in here.

Reply #3 Top

 

I think the only guarantee is that your home terran will have a phase lane connecting it to the rest of the map.  There is a roid and an ice or volcanic for you, but there is always a slim possibility that they will end up not being connected when the phase lanes are generated in the random map. 

The planet locations are hard-coded with some of them having a probability to be in the map or not be in the map with a probability of their being ice/volcanic/desert/terran and maybe roid or dead roid.  Phase lanes are also generated randomly with an increasing probability that two planets will have a phase lane between them as the distance between them decreases.  However, that leaves open the small possibility that your home terran and its nearby roid will not have a phase lane.

Reply #4 Top

I think its garunteed if you have no phase lanes from your hw:ninja:

Reply #5 Top

DirtySanchezz explained it clearly on how it works and why it happens.

The solution si that ICO need to make the core starting location triangle of the HW, the roid and the Ice/Volcanic world a hardcode where all 3 of these worlds are always 100% present and are always 100% connected by phase line to each other.

 

What raging was also refering to is that he was comparing the randomly generated maps when you start a random map to the ingame random map generator. Starting a ramdom map game will have a chance of gettign roid fucked like you said. How ever if you use the random map generator ingame the starting locations will all be perfectly created and will never have a senario wher eyou get roid fucked. That is what Raging Amish was talkign about. He was also asking why does teh ingame map generator generate maps correctly while a random map form multiplayer does not.

Reply #6 Top

All players will have two things around their HW on a random map. An Asteroid and an ice/volcanic planet. Thats guaranteed. The random maps generate a certain number of each other kinda of planet in varying distances from the star, then its draws phase lanes based on an average/maximum phase lane length (predefined) and a phase lane probability (also predefined). When you're "roid fucked" what happens is the map generates planets close to your HW (within the average phase lane length), at which point the probability of a phase lane connecting your asteroid to your HW decreases (due to more possible phase lanes).

RA and I are calling for hardcoded phase lanes (just like the 2 hardcoded planets) in random maps so that doesnt happen anymore.

Reply #7 Top

Quoting EadTaes, reply 5
DirtySanchezz explained it clearly on how it works and why it happens.

The solution si that ICO need to make the core starting location triangle of the HW, the roid and the Ice/Volcanic world a hardcode where all 3 of these worlds are always 100% present and are always 100% connected by phase line to each other.

End of EadTaes's quote

I agree with that.  It would be a simple fix.  Also, I'd like to see an end to randomly generated overlapping planets.

Of course, what this game really needs is auto-download for custom maps, which would effectively put an end to bad starting positions and unfair maps.

Here is an idea--what if a mapper modified the Random maps to hardset the asteroid and ice/volcanic phase lanes while perhaps making other improvements?  Only thing is that it would end up being similar to custom maps currently--no one would host the custom random map and people would have to download the custom random and then add it to their Galaxy Forge folder.

Reply #8 Top

Yeah, I mean I could sit down and program a map generator with all the goodies you want, but how would we incorporate that into the game?  People can't do all this downloading and adding to folders, blah blah.

I don't mind overlapping planets - in fact I actually like them, I can see two grav wells at once on my screen.  The problem is when they are directly stacked one on top of the other.

Reply #9 Top

The solution:

Create the random map with the in-game map designer. Those maps do not have to be downloaded and placed in the folder. The only problem is it still leaves phase lanes to probability, but with some manipulation one can make the probability of being roid fucked very low. Also you have to get people to play it (which is a problem in itself).

Reply #10 Top

 

I've tried that before.  The Map Designer maps are often unplayable (phase lanes too long, takes to long to travel them) and those that are playable are kinda meh.

Reply #11 Top

I've tried that before. The Map Designer maps are often unplayable (phase lanes too long, takes to long to travel them) and those that are playable are kinda meh.
End of quote

Its true they take quite a bit of tinkering to be playable, but honestly they are the same thing as the random maps. Perhaps I can create one you like Sanchez.

Reply #12 Top

I had manage to make a nice one once before. Maybe I can tinker with ti again and make a¸new good one. Gonan spend 2 hours on it.

Reply #13 Top

Spent 10 minutes and got one that people liked (if you see Ferdie or TehWinner ask them about it) To decrease the likelihood of a bad roid start, I put 12 extra asteroids on the outer rim where the HWs are. I got the phase lanes to be of sufficient length by populating the middle area with enough planets. Put some neutrals on the outer rim, and dispersed the rest in the middle and close to the star. Previewed it a bunch of times to make sure it there werent any gaps (areas of space where it didnt put any planets at all, or rings of separation creating really long phase lanes), took out the pirate base,  kept it at 88 planets (same as huge random single star) and voila. We ended up having a pretty fair map that no one was dissatisfied with.

Reply #14 Top

To decrease the likelihood of a bad roid start, I put 12 extra asteroids on the outer rim where the HWs are.
End of quote

I think you just reduced the chance of bad roid starts by increasing the chance of godly roid starts.  That probably is an improvement, but it's still going to be very hard to win if your opponent has, say, five roids within 3 jumps of his homeworld.

Reply #15 Top

five roids within 3 jumps of his homeworld.
End of quote

It is more likely that a player will have 2 roids (sometimes 3). But in the unlikely event someone has 5 near their HW, that also means the players on either side of them have access to those roids as well (as they are on the outer rim and would be between players. In the 5v5 maps, players are generally 3-4 jumps from each other (unless you put TONS of planets on the outer rim), and on my map those jumps would most likely be asteroids, with a chance of being an ice/volcanic or a neutral well.