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RTS-Sanctuary Upgrades
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Zero_P1nk_Fl0yd
post Dec 15 2012, 12:24 PM
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When you click games your given Age of Mythology, and The Titans as options. Can one option just be made so when I click the Titans I can view aom recorded game section, and the aom dm recorded game section. Then when I switch game to AOM I can't see the titans replay forum or titans dm.
It should just all be view able.

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Mirez
post Dec 15 2012, 02:39 PM
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Needs more cowbell.

Also an option to select which recorded games/news you want to see. I don't give a flying fruit about deathmatch games flooding the main page.
And an option to select what forums you want to see on your home page. I don't care about the vip forums, I can't post there anyways.

This post has been edited by Mirez: Dec 15 2012, 02:42 PM

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DoD_SymphoniC
post Dec 17 2012, 11:33 AM
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I know this was mentioned before, but I'm bringing it up again. Change main page Top 10 to Voobly. When was the last time anyone played on ESO? Seriously. Would be nice to have DM Top 10, too.

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DoD_Nakamura
post Dec 17 2012, 12:08 PM
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Mirez, the DM games are at the bottom of the page. I don't think that is hurting anyone?

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LNC_GoldenAxe
post Dec 17 2012, 04:47 PM
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no one like DM, maybe one DM game is hosted by some noob compared to over 30 sup games being hosted.

By the way, the fan patch suck! Bottomline, anyone who suck in sup plays DM!


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[DoD]Hellsravage
post Dec 18 2012, 02:33 PM
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QUOTE(TSM_Tarnation_ @ Dec 17 2012, 11:33 AM)
I know this was mentioned before, but I'm bringing it up again.  Change main page Top 10 to Voobly.  When was the last time anyone played on ESO?  Seriously.  Would be nice to have DM Top 10, too.
*



I agree, but I don't know how to implement it.

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LNC_GoldenAxe
post Dec 18 2012, 06:31 PM
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I have a new and great update for RTS Sanctuary site, can we advertise Voobly here?

Can we have something saying on the main page of the AOM, AOT section that you can still play these games at Voobly.com for free. Lots of old player like DoD Power for example returns back to this section just to check up on it and when they see Voobly being mentioned and advertise they would probably return.

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DoD_Nakamura
post Feb 15 2013, 11:21 AM
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None of this was ever seriously considered and looked into, correct?

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DoD_Nakamura
post Feb 15 2013, 01:21 PM
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I got the file the game is using for victory conditions.
Copying the code here.

CODE

//==============================================================================
// BASICVC.xs
//
// A really, really simple victory condition script.
//==============================================================================

// this rule checks if a player's units are all dead
// run this every ~4 seconds.
// this rule operates in all gameplay modes (it is the definition of conquest victory)
rule BasicVC1
  minInterval 4
  maxInterval 5
  active
{
  // never fire VCs instantly
  if (trTimeMS() < 10000)
     return;

  int prevPlayer = xsGetContextPlayer();

  //Iterate over the players.
  for (i=1; < cNumberPlayers)
  {
     xsSetContextPlayer(i);
     //Don't check players who have already lost
     if (kbHasPlayerLost(i) == false)
     {
        int count = 0;
        count = count + kbUnitCount(i, cUnitTypeLogicalTypeNeededForVictory, cUnitStateAlive);

        //If we don't have any, this player is done.
        if (count <= 0)
        {
           //trEcho("You have lost, Player #"+i+".  You suxor.");
           
           trSetPlayerDefeated(i); // note that this func must be called synchronously on all machines
        }
     }
  }

  xsSetContextPlayer(prevPlayer);
}


// this rule checks to see if there are enemies left in the game, if not it ends the game
// we run this rule pretty quickly since it should be responsive when you win
rule BasicVC2
  minInterval 1
  maxInterval 1
  active
{
  // never fire VCs instantly
  if (trTimeMS() < 10000)
     return;

  if (kbIsGameOver() == false)
  {
     vcCheckConquestVictory();
  }  
}

void checkSettlementVictory()
{
  // never fire VCs instantly
  if (trTimeMS() < 10000)
     return;

  vcCheckSettlementVictory(120);
}


void checkWonderVictory()
{
  // never fire VCs instantly
  if (trTimeMS() < 10000)
     return;

  int prevPlayer = xsGetContextPlayer();

  // go through all players and look for wonder timers to start
  // note the actual wonder countdown, etc is handled in C code
  // this trigger's responsibility is just starting things up
  for (p=1; < cNumberPlayers)
  {
     xsSetContextPlayer(p);
     if (kbHasPlayerLost(p) == false)
     {
        int wonder = kbUnitCount(p, cUnitTypeWonder, cUnitStateAlive);
        if (wonder > 0)
           vcStartOrUpdateWonderTimer(p, "Wonder", 600);
     }
  }
  xsSetContextPlayer(prevPlayer);
}

void resignEventHandler(int plrID=1)
{
  vcCheckConquestVictory();
}

void buildingUpgradeEventHandler(int unused=1)
{
  if (kbIsGameOver() == true)
     return;

  // only apply this in supremacy (normal) and lightning
  if ((vcGetGameplayMode() != cGameModeSupremacy) && (vcGetGameplayMode() != cGameModeLightning))
     return;

  checkSettlementVictory();
}

void allianceChangeEventHandler(int unused=1)
{
  if (kbIsGameOver() == true)
     return;

  // only apply this in supremacy (normal) and lightning
  if ((vcGetGameplayMode() != cGameModeSupremacy) && (vcGetGameplayMode() != cGameModeLightning))
     return;

  checkSettlementVictory();
}

void buildingConstructedEventHandler(int unused=1)
{
  if (kbIsGameOver() == true)
     return;

  // only apply this in supremacy (normal) and lightning
  if ((vcGetGameplayMode() != cGameModeSupremacy) && (vcGetGameplayMode() != cGameModeLightning))
     return;
   
  checkWonderVictory();
}


Perhaps this is useful to voobly staff for fixing their issue with wonders and TC wins in rated games.



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