Edit: Thanks for the ideas, but I did manage to solve this issue on the third post of this thread. Turns out it was working fine all along, it's just that when you add computer players, they are added in reverse order for some reason, which made it seem like my Variant settings were messed up.
Original Post: I am at my wit's end with this Variant problem in my Custom map. Here's the situation:
Players 1, 3, and 5 are on one team, while Players 2, 4, and 6 are on the the other team. My goal is that this setup would allow an even number of teams whenever two, four, or six players join the game.
Here's the problem: The host becomes player 1, as expected. However, the second person to join becomes player 6, and the next becomes player 5, then 4, then 3, and lastly 2. Though this makes for even teams, the starting locations are all over the place! And no matter what combination of Variant settings I've tried, I haven't been able to get it to work right.
Miscellaneous info: I started working on this game in Beta times, so I guess it's possible the wierd dependency things could be throwing it off (though I don't currently have any Dependency problems). I also have not been able to test with actual people-all this information has come about by adding computer players.
I don't mean to bump this again, but in case anyone is having the same problem, I've found the reason why this happens. Apparently when human players join a game, they fill up the slots in proper order-first one to join is P1, next is P2, then P3 and so forth. When you add computers, they fill up the slots in reverse order. So as soon as I tested it with a human player, the starting positions worked just fine.
@rutegar: Go
Just a thought, have you set the starting points to the players?
Map>Player Properties> Starting position, and select your starting point.
I have a feeling that it may not be the answer, but it could be
I use fixed colours in the lobby, fixed team slots in the lobby, and fixed starting locations in the player properties of the map.
All my logic refers to colours of players and so far the link between lobby slot and player/starting location has remained intact.
I posted in another, similar thread with this approach a few days ago. There's a lot of good info in it from other people, esp regarding a recent revelation since the 1.1 patch. Can't find the damn thread right now tho!
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Edit: Thanks for the ideas, but I did manage to solve this issue on the third post of this thread. Turns out it was working fine all along, it's just that when you add computer players, they are added in reverse order for some reason, which made it seem like my Variant settings were messed up.
Original Post: I am at my wit's end with this Variant problem in my Custom map. Here's the situation:
Players 1, 3, and 5 are on one team, while Players 2, 4, and 6 are on the the other team. My goal is that this setup would allow an even number of teams whenever two, four, or six players join the game.
Here's the problem: The host becomes player 1, as expected. However, the second person to join becomes player 6, and the next becomes player 5, then 4, then 3, and lastly 2. Though this makes for even teams, the starting locations are all over the place! And no matter what combination of Variant settings I've tried, I haven't been able to get it to work right.
Miscellaneous info: I started working on this game in Beta times, so I guess it's possible the wierd dependency things could be throwing it off (though I don't currently have any Dependency problems). I also have not been able to test with actual people-all this information has come about by adding computer players.
Any ideas?
Shameless bump.
I don't mean to bump this again, but in case anyone is having the same problem, I've found the reason why this happens. Apparently when human players join a game, they fill up the slots in proper order-first one to join is P1, next is P2, then P3 and so forth. When you add computers, they fill up the slots in reverse order. So as soon as I tested it with a human player, the starting positions worked just fine.
Hopefully this helps someone!
@rutegar: Go Just a thought, have you set the starting points to the players? Map>Player Properties> Starting position, and select your starting point. I have a feeling that it may not be the answer, but it could be