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Forum > Goal Line Blitz 2 > GLB2Scout : Rolled over to Season 88
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Xars
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Originally posted by Stobie
Rolled over to Season 22!!!!

I have updated for the new traits, but the cap boosts will take a few days. I will update when I get that programmed. Sorry for the inconvenience, obviously I don't get any time to coordinate these changes.


Originally posted by Stobie
I stand corrected on the time it was going to take me. I am already done adding the new cap boost logic for players.

Enjoy!


Originally posted by Stobie
You are right... it's not. Neither is Adept...

I am going to have to work on those tomorrow... sorry.

I have added a warning on the Virtual Player page and will get it fixed as soon as I can.


If you've never done software development, you really can't appreciate this completely.

Traits are done! They were easy! Cap Boosters are hard! They will take awhile!

Cap Boosters are done! Wow, that was quick!

Traits are f*cked! Bugs galore!

Comedy and sadness. That's the software life.

 
Stobie
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Originally posted by Xars
If you've never done software development, you really can't appreciate this completely.

Traits are done! They were easy! Cap Boosters are hard! They will take awhile!

Cap Boosters are done! Wow, that was quick!

Traits are f*cked! Bugs galore!

Comedy and sadness. That's the software life.



So very true. The real problem was I added the traits and frankly didn't even read them so I had no idea what they added. Didn't even realize it would effect me, just assumed it was in game code not build code.

But.... with all that said.

I do believe I have it added now. Adjusted the initial formula to account for Natural. Normally you get 500sp to start a build but if Natural is selected you will get 1000 to start thus doubling your starting value. Tested a few builds and looks good.

Adept is also added conditionally if selected.

If some people want to run through the testing that would be awesome, but I think I might just have it
 
Xars
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Originally posted by Stobie

I do believe I have it added now. Adjusted the initial formula to account for Natural. Normally you get 500sp to start a build but if Natural is selected you will get 1000 to start thus doubling your starting value. Tested a few builds and looks good.

Adept is also added conditionally if selected.

If some people want to run through the testing that would be awesome, but I think I might just have it


Natural is wrong if that's how you did it.

I created two equivalent QBs with the exception of taking out Workhorse and adding Natural. The builds are open and here:

LZ2 QB w/ Workhorse: http://glb2.warriorgeneral.com/game/player/249684
Natural QB Test: http://glb2.warriorgeneral.com/game/player/249685

They both start with 1000 SP.

The difference is the Base Values of all Skills.
 
Stobie
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Originally posted by Xars
Natural is wrong if that's how you did it.

I created two equivalent QBs with the exception of taking out Workhorse and adding Natural. The builds are open and here:

LZ2 QB w/ Workhorse: http://glb2.warriorgeneral.com/game/player/249684
Natural QB Test: http://glb2.warriorgeneral.com/game/player/249685

They both start with 1000 SP.

The difference is the Base Values of all Skills.


Every build starts with 500SP in each attribute and builds up that attribute until no points left. In the case of Natural each one starts with 1000sp. Sorry if the wording was off. The initial SP values are the ones adjusted. The starting SP to spend is still 1000 unless your a Superstar
 
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Originally posted by Xars
If you've never done software development, you really can't appreciate this completely.

Traits are done! They were easy! Cap Boosters are hard! They will take awhile!

Cap Boosters are done! Wow, that was quick!

Traits are f*cked! Bugs galore!

Comedy and sadness. That's the software life.



Like my Scrum Master always says...Don't ever say it is done until the story is closed.
 
Stobie
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Originally posted by Galactic Empire
Like my Scrum Master always says...Don't ever say it is done until the story is closed.


I was done with the requirements I built based on the research effort I had

 
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Originally posted by Stobie
I was done with the requirements I built based on the research effort I had



Story closed = tested and verified.
Edited by Galactic Empire on Dec 10, 2016 07:28:31
 
Xars
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Originally posted by Galactic Empire
Story closed = tested and verified.


And then QA does regression testing and you realize that your tested and verified story broke something completely unrelated to what you were working on.

Ah the joys of software.

 
JokersChaos
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Originally posted by Xars
And then QA does regression testing and you realize that your tested and verified story broke something completely unrelated to what you were working on.

Ah the joys of software.



That's exactly what my mind went straight to.
 
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Thx again for the fast work man, everything is working fine but one thing, when i load a player build, seems like the 4 cap boots aren't saved, but the skill points don't return, not a big problem, just informing.
 
Stobie
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Originally posted by McLovinCowboys
Thx again for the fast work man, everything is working fine but one thing, when i load a player build, seems like the 4 cap boots aren't saved, but the skill points don't return, not a big problem, just informing.


I will adjust for these. Your right that I didn't code for this just yet. Once they get saved in it will be fine. To clarify when you say load are you saying load from GLB2 or from saved build in Scout
 
Stobie
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I have now accounted for saving a build with the new cap boosts, loading a saved build and importing from GLB2.

Let me know if you guys have any more issues.
 
JokersChaos
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When does the Fantasy Team part actually get started?
 
DeeVee8
Bucc'd Up
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Originally posted by canterob
When does the Fantasy Team part actually get started?


Usually about the 3rd or 4th ladder game methinks?
 
TMonsta
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Day 15
 
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