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ErikH2000
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icon Re: Smite to the Death - Pre-Update Work (0)  
quote:
Kevin wrote:
Wouldn't the bomb explode on the first turn of cycle 4? I thought that the fuse length represents the length at the end of cycle 3, which would mean that it should explode on the next turn.

No, because I show the fuse at its length for the last turn of cycle 4. I've named the holds in a slightly confusing way I think: the Cycle 4 hold shows the commands of cycle 3 performed, and ends at the start of Cycle 4 before the first turn has been performed. So that bomb will explode on the first turn of cycle 5. It will take the 5 turns of cycle 4 to bring its fuse length to the point you see in the room.
quote:
I think the southeast fuse is shorter than it should be. Since it wasn't lit at the beginning of the cycle, it shouldn't have been shortened by 5 squares. Instead, it should have stayed unlit until #49 lit it on the third turn of this cycle.

Good catch! I fixed it. Reattaching above.

-Erik

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10-14-2005 at 09:44 PM
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ErikH2000
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I also changed all the orbs to rocks and the doors to floor. I'll explain my reason when I post the final hold later today.

-Erik

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10-14-2005 at 09:52 PM
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Kevin
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icon Re: Smite to the Death - Pre-Update Work (+2)  
quote:
ErikH2000 wrote:
quote:
Kevin wrote:
Wouldn't the bomb explode on the first turn of cycle 4? I thought that the fuse length represents the length at the end of cycle 3, which would mean that it should explode on the next turn.

No, because I show the fuse at its length for the last turn of cycle 4. I've named the holds in a slightly confusing way I think: the Cycle 4 hold shows the commands of cycle 3 performed, and ends at the start of Cycle 4 before the first turn has been performed. So that bomb will explode on the first turn of cycle 5. It will take the 5 turns of cycle 4 to bring its fuse length to the point you see in the room.


I'm still a bit confused about this. It really seems to me like the bomb should explode on the next turn. There have been 15 turns total so far. The fuse started with a length of 12, and #26 stepped on the fuse on the third turn. This means that on the 15th turn, the fuse should have a length of zero, and it should explode on the 16th turn, which is the first turn of cycle 4. What am I doing wrong?
10-14-2005 at 10:10 PM
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ErikH2000
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Kevin wrote:
I'm still a bit confused about this. It really seems to me like the bomb should explode on the next turn. There have been 15 turns total so far. The fuse started with a length of 12, and #26 stepped on the fuse on the third turn. This means that on the 15th turn, the fuse should have a length of zero, and it should explode on the 16th turn, which is the first turn of cycle 4. What am I doing wrong?

Aw, man. It looks like you're right. I did a previous update wrong. Okay, it explodes on the first turn of cycle 4. Don't nobody step into the blast radius on your first turn!

-Erik

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10-14-2005 at 10:38 PM
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agaricus5
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wallu wrote:
Finally, on turn 14 #56 Kevin assassined #50 agaricus5.

*Groan*

That's really annoying, but I guess I was being a bit obvious.

Oh well, I'll just have to wait until November for the next contest.

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[Last edited by agaricus5 at 10-14-2005 11:22 PM]
10-14-2005 at 11:21 PM
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Tim
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icon Re: Smite to the Death - Pre-Update Work (+2)  
Here's a picture based on the last update a few hours ago.

Oh, and the reason I'm killing myself is that I found that Cycle 2 was really horrible. I thought about that all that day and I really do not have the patience to get 2 more kills elsewhere... (Everyone around me has a lower movement order, except for techant, and I don't kill ladies :))

Besides, there were at least 2 beta holds that I was supposed to looked into but hadn't got any time due to so many other things...

-- Tim
10-14-2005 at 11:44 PM
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ErikH2000
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Aw, that's sad you left the game after an impressive start. I understand about the time though.

-Erik

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10-14-2005 at 11:51 PM
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Stefan
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So, the moral of the story is that if you cannot handle the pressure, just commit suicide... ;)

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10-15-2005 at 02:19 PM
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Jacob
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Too late to say this I guess. I seemed to have one move too few in the pre-update hold. I don't know what the situation is in the final update. I'm shifting between 3 computers in 2 cities, only one of which has DROD, so it's hard to keep up to date. It's only that it puts me in a position of inevitable death :(

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10-15-2005 at 03:44 PM
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ErikH2000
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Jacob, sorry. I won't go back and change it, but acknowledging the unfairness, I gave you some extra rank points.

-Erik

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10-15-2005 at 05:47 PM
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ErikH2000
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quote:
wallu wrote:
Where is the error? Is it in cycle 3? I watched your cycle 3 movements and they seemed to be OK. You don't move on last turn because there is #17's sword in your destination. If you'd have been earlier in the order, you would be already dead.

Yeah, when I replied last, I just took Jacob's word for it. But now that I look at cycle #3, it looks correct to me. The 5th command is blocked by #17's sword as you say, so Jacob (#18) stays in place for his last command.

I might have to undo those rank points, Jacob. Let me know if the wallu's explanation satisfies you that there are no problems or there is something else wrong.

-Erik

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10-15-2005 at 07:25 PM
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Tim
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Stefan wrote:
So, the moral of the story is that if you cannot handle the pressure, just commit suicide... ;)
Nope, the real moral of the story is that if you cannot handle the pressure, just don't play at all ;)

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10-15-2005 at 08:59 PM
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Alneyan
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Pressure? What do you mean?

Stop sneaking in my back! *Stabs his chair*
10-15-2005 at 09:03 PM
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StuartK
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Tim wrote:
Nope, the real moral of the story is that if you cannot handle the pressure, just don't play at all ;)

The most darkly amusing aspect to all this was it was my intention to suicide on that bomb myself, and you even anticipated that, dammit :twak

[Last edited by StuartK at 10-15-2005 09:50 PM]
10-15-2005 at 09:48 PM
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Jacob
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Argh, really sorry. You're completely right. I watched it, counted four moves and automatically assumed a mistake had been made. Sorry for doubting, for causing confusion, and for getting rank points I don't deserve. Please do undo them, Erik.
I must remember to think before posting.


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10-15-2005 at 10:59 PM
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ErikH2000
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Jacob wrote:
Argh, really sorry. You're completely right. I watched it, counted four moves and automatically assumed a mistake had been made. Sorry for doubting, for causing confusion, and for getting rank points I don't deserve. Please do undo them, Erik.
I must remember to think before posting.


No problem. People should doubt and check my work. If you made a little mistake, that's no big deal.

-Erik

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10-16-2005 at 12:02 AM
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techant
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wallu wrote:
quote:
Jacob wrote:
Too late to say this I guess. I seemed to have one move too few in the pre-update hold. I don't know what the situation is in the final update. I'm shifting between 3 computers in 2 cities, only one of which has DROD, so it's hard to keep up to date. It's only that it puts me in a position of inevitable death :(


Where is the error? Is it in cycle 3? I watched your cycle 3 movements and they seemed to be OK. You don't move on last turn because there is #17's sword in your destination. If you'd have been earlier in the order, you would be already dead.
-
Jani


So am I getting this right if you move (walk) into a sword it is just like you bumped a person and you just stay where you were?

What if your sword is pointed so that you could kill on that move are you still bumped?

Here is a simple example X moves stright down (2) but G's sword is there. Does X get bumped or does X kill G?
- X
G -



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10-16-2005 at 03:35 AM
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ErikH2000
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techant wrote:
So am I getting this right if you move (walk) into a sword it is just like you bumped a person and you just stay where you were?

Yes. That's consistent with DROD rules.
quote:

What if your sword is pointed so that you could kill on that move are you still bumped?

Yes, if the square your body is moving into is blocked then you won't move regardless of what will happen with your sword.

Also, if the other player has a lower sequence# and goes before you, his sword may move out of the square just before you move into it--no bump. If you have the lower sequence#, you'll be blocked.

-Erik

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10-16-2005 at 03:59 AM
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StuartK wrote:
The most darkly amusing aspect to all this was it was my intention to suicide on that bomb myself, and you even anticipated that, dammit :twak
My dear sir, you were playing very logically, and therefore it was very easy to predict. :)

Oh, Erik, I just read the other thread, where's #46's (MeckMeck's) entry gone to?

-- Tim

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10-16-2005 at 04:42 AM
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ErikH2000
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Here's the cycle 4 to cycle 5 movements. Note that I used a guard to make the west bomb blow up on cue.

Please check my work--the mimic you save may be your own!

-Erik

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10-16-2005 at 04:58 AM
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ErikH2000
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Tim wrote:
Oh, Erik, I just read the other thread, where's #46's (MeckMeck's) entry gone to?

He's 5 5 5 5 5. I'm going to update that other topic.

-Erik


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10-16-2005 at 04:59 AM
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Tim wrote:
My dear sir, you were playing very logically, and therefore it was very easy to predict. :)

If I'd have gone straight for you, I'd have been caught in the blast, but I decided to hedge my bets and take a little detour, also on the offchance you tried to run by under me, which left me just outside the blast radius should you go straight for it...

I think respawning would be a good addition to the game, so people don't get so attached to their single life, and hence feel it's OK to experiment and take chances...
10-16-2005 at 11:21 AM
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Znirk
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Edited. (Q: When was the fuse for (25,24) lit? Answered below.)

[Last edited by Znirk at 10-16-2005 01:31 PM]
10-16-2005 at 01:01 PM
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Doom
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In my version of the hold, #49 (Penumbra) lits that fuse on turn 13. (during cycle 3)
#15 (Yellow_Mage) has nothing to do with it blowing up. He stepped on the trapdoor too late to interrupt the fuse.

Yes, unfortunately it seems that #39 (Znirk) is dead after one turn...

[Last edited by Doom at 10-16-2005 01:21 PM]
10-16-2005 at 01:20 PM
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Znirk
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Ah, OK. Seen it now. Sorry about the confusion.
10-16-2005 at 01:28 PM
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techant
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I am still confused about bombs. When are the ones inside the inner area going to blow? The southwest would it be the end of this cycle or the next? What about the northeast?

These two statements seem off to me but the fuse thing has been confusing for me altogether.

Cycle 4 - Hold "All of the "unlit" fuses are burning and their lengths are set where they will be on the 5th turn of the 3rd cycle. The bomb on the west side that has no fuse will explode on the first turn of the 4th cycle!"

Cycle 5 - Hold "All of the "unlit" fuses are burning and their lengths are set where they will be on the 5th turn of the 5th cycle. The bomb on the south side will explode on the first turn of the 5th cycle!"

One is the 3rd cycle the other is the 5th cycle what happen to the 4th cycle?

Help......


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10-17-2005 at 07:15 AM
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Mattcrampy
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Looks like a spelling mistake; I'd guess that the first '5th cycle' should be a 4th.

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10-17-2005 at 07:31 AM
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techant
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quote:
Mattcrampy wrote:
Looks like a spelling mistake; I'd guess that the first '5th cycle' should be a 4th.


I thought maybe that was it but still am confused. Will any inside bomb go off this next cycle or is it the one after?

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10-17-2005 at 07:35 AM
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The SE-bomb on the inside blows up on the 4th turn of cycle 5 (yes, it's the next cycle) and the NE-bomb on the inside blows up on the 5th turn of cycle 5.
10-17-2005 at 07:40 AM
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Unofficial picture of the situation at the end of cycle 5:
Edited after original post to correct one mistake.
Also, kills/deaths on cycle 5

#7 (The Spitemaster) was removed
#15 (Yellow_Mage) killed #49 (Penumbra)
#22 (Leus) killed #43 (Svante)
#13 (ClaytonW) will die at the beginning of cycle 6 because of being outside the arena.

[Last edited by Doom at 10-18-2005 09:44 AM]
10-18-2005 at 07:59 AM
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