Difference between revisions of "Talk:Sudden Death"
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So, is that enough to conclude that SD timing is absolutely random? [[User:Cb14|Cb14]] 15:41, 9 June 2010 (UTC) | So, is that enough to conclude that SD timing is absolutely random? [[User:Cb14|Cb14]] 15:41, 9 June 2010 (UTC) | ||
:Personally I would say it is enough to conclude that SD timing is "either random, or works in a seemingly random fashion", or something like that. Until a developer clearly states that it is indeed random, you can't be absolutely sure. Again, personal opinion. [[User:Balee|Balee]] 18:20, 9 June 2010 (UTC) | :Personally I would say it is enough to conclude that SD timing is "either random, or works in a seemingly random fashion", or something like that. Until a developer clearly states that it is indeed random, you can't be absolutely sure. Again, personal opinion. [[User:Balee|Balee]] 18:20, 9 June 2010 (UTC) | ||
+ | ::In that case, I believe Deadcode ''might'' be able to help here. But digging through the (entire?) source code to find the SD routine call... [[User:Cb14|Cb14]] 19:04, 9 June 2010 (UTC) | ||
+ | :::Deadcode isn't the only one with the source. And yes, it does occur after a random team's turn. --[[User:CyberShadow|Vladimir]] 19:16, 9 June 2010 (UTC) | ||
+ | ::::Oh. Well, there's no need for "elaboration needed" remark in the article anymore, then? [[User:Cb14|Cb14]] 19:20, 9 June 2010 (UTC) | ||
+ | |||
+ | == No winner declared? == | ||
+ | |||
+ | ''"The available options for Sudden Death are: | ||
+ | |||
+ | * Round ends (no winner declared)"'' | ||
+ | |||
+ | In all my games, there was always a winner. Let's test... | ||
+ | |||
+ | '''Test conditions:''' 1 sec round time, trying triggering Sudden Death with 3 different teams, a red one, a blue one, and a green one. | ||
+ | |||
+ | '''What happened:''' Each team triggered the sudden death, but red team always won. | ||
+ | |||
+ | Once, I accidentaly damaged the red team, keeping others with full health. Blue team won. | ||
+ | |||
+ | '''Test results:''' OK, after my tests, here are my results: | ||
+ | * The stronger team wins. | ||
+ | * If several teams are leading (i.e. having the same amount of energy while leading), the winner depends on the color. The priority order is the same as the one used by default when putting teams, meaning red, blue, green, yellow, purple, cyan. | ||
+ | |||
+ | Should I have tested better? --[[User:LeTotalKiller|LeTotalKiller]] 19:59, 1 September 2011 (CEST) | ||
+ | :That sounds about right. Feel free to edit the page with the result of your findings. --[[User:Lex|Lex]] 07:28, 2 September 2011 (CEST) | ||
+ | ::That sounds a bit long to put in ( ) marks, lol. Anyway, I'm wating from CyberShadow/Deadcode's confirmation. (Edit: Hovewer, I removed the "no winner declared") --[[User:LeTotalKiller|LeTotalKiller]] 23:26, 2 September 2011 (CEST) | ||
+ | |||
+ | == WWP Nuke Sudden Death == | ||
+ | |||
+ | But isn't it in WWP that a Nuke Sudden Death does flooding akin to Indian Nuclear Test? [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 23:52, 23 July 2024 (UTC) | ||
+ | : WA and WWP are almost the same game. There is no difference from WWP and WA regarding your question and many other things. Indian Nuclear test in both games will make water rise 120 pixels. The highest value of flooding speed that can be set in-game in both WA and WWP is 45 pixels per turn. With external scheme editors such as [[SchemeEddy]] and TUS' scheme editor the water can be set to rise 117 or 125, but never 120 (the same value of Indian nuclear test). The water can be set to rise even more pixels per turn than these examples. So, WWP and WA have their Sudden Deaths options always different than Indian Nuclear Test. The answer is no.--[[User:FoxHound|FoxHound]] ([[User talk:FoxHound|talk]]) 00:49, 24 July 2024 (UTC) | ||
+ | :: Are you sure? In WA for the scheme Armageddon, the water rises when the match starts. Pretty sure there is a raised water when the Nuke version of Sudden Death is enabled. [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 12:39, 28 July 2024 (UTC) | ||
+ | <gallery> | ||
+ | 20240729000852 1.jpg|Pre-match | ||
+ | 20240729000854_1.jpg|Sudden Death begins on first round | ||
+ | 20240729000859 1.jpg|The sickness and water rising is almost done... | ||
+ | 20240729000906 1.jpg|End of rising water, and the match begins | ||
+ | </gallery> | ||
+ | :::Okay, maybe I misworded my question. What I meant was that the Sudden Death article for the Nuke version of the Sudden Death doesn't mention that there is an amount of flooding upon the start of a Nuke version of Sudden Death. I wasn't saying that the Indian Nuclear Test has the same amount of rising water, but rather asking if both the Nuke version of Sudden Death and Indian Nuclear Test both rise water, albeit different amounts of flooding. [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 12:43, 28 July 2024 (UTC) | ||
+ | ::::If you look closely at the mushroom object at the bottom between the very first image and the last image, there actually ''is'' flooding during the start of the Nuke version of Sudden Death. [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 12:45, 28 July 2024 (UTC) | ||
+ | :::::If you load Sudden Sinking scheme it starts with Sudden Death too (same amount of pixels of water rising compared to Armageddon scheme). Both Sudden Sinking and Armageddon rises the water when the game starts. This Sudden Death article already mentions correctly about water rising options. Water rising is independent from the type of sudden death.--[[User:FoxHound|FoxHound]] ([[User talk:FoxHound|talk]]) 23:05, 28 July 2024 (UTC) | ||
+ | ::::::Now that makes sense. The explanation in the article as was felt a bit confusing, so I made some edits [https://worms2d.info/?title=Sudden_Death&type=revision&diff=33881&oldid=33814 here] to clarify the independence of the flooding and type of Sudden Death mode. [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 04:11, 29 July 2024 (UTC) |
Latest revision as of 04:11, 29 July 2024
On Sudden Death timing (did someone request elaboration?).
After some testing, I've come to a conclusion that it is indeed determined randomly. Namely, I had two teams with the same amount of worms and health, 1-minute round time, and I did several consequent rounds on the same map. Turns were skipped (no attacks or moving) with 31-second wait - that resulted in round time always expiring at the end of 2nd team's turn.
Therefore, I believe, most possible factors were eliminated, like differences in damage dealt, health remaining, total health, anything related to motion - leaving only starting team order (but maybe I'm missing something?). And still there was no invariability in which team's turn would be the last one before Sudden Death fell.
So, is that enough to conclude that SD timing is absolutely random? Cb14 15:41, 9 June 2010 (UTC)
- Personally I would say it is enough to conclude that SD timing is "either random, or works in a seemingly random fashion", or something like that. Until a developer clearly states that it is indeed random, you can't be absolutely sure. Again, personal opinion. Balee 18:20, 9 June 2010 (UTC)
- In that case, I believe Deadcode might be able to help here. But digging through the (entire?) source code to find the SD routine call... Cb14 19:04, 9 June 2010 (UTC)
No winner declared?
"The available options for Sudden Death are:
- Round ends (no winner declared)"
In all my games, there was always a winner. Let's test...
Test conditions: 1 sec round time, trying triggering Sudden Death with 3 different teams, a red one, a blue one, and a green one.
What happened: Each team triggered the sudden death, but red team always won.
Once, I accidentaly damaged the red team, keeping others with full health. Blue team won.
Test results: OK, after my tests, here are my results:
- The stronger team wins.
- If several teams are leading (i.e. having the same amount of energy while leading), the winner depends on the color. The priority order is the same as the one used by default when putting teams, meaning red, blue, green, yellow, purple, cyan.
Should I have tested better? --LeTotalKiller 19:59, 1 September 2011 (CEST)
- That sounds about right. Feel free to edit the page with the result of your findings. --Lex 07:28, 2 September 2011 (CEST)
- That sounds a bit long to put in ( ) marks, lol. Anyway, I'm wating from CyberShadow/Deadcode's confirmation. (Edit: Hovewer, I removed the "no winner declared") --LeTotalKiller 23:26, 2 September 2011 (CEST)
WWP Nuke Sudden Death
But isn't it in WWP that a Nuke Sudden Death does flooding akin to Indian Nuclear Test? Qwertyxp2000 (talk) 23:52, 23 July 2024 (UTC)
- WA and WWP are almost the same game. There is no difference from WWP and WA regarding your question and many other things. Indian Nuclear test in both games will make water rise 120 pixels. The highest value of flooding speed that can be set in-game in both WA and WWP is 45 pixels per turn. With external scheme editors such as SchemeEddy and TUS' scheme editor the water can be set to rise 117 or 125, but never 120 (the same value of Indian nuclear test). The water can be set to rise even more pixels per turn than these examples. So, WWP and WA have their Sudden Deaths options always different than Indian Nuclear Test. The answer is no.--FoxHound (talk) 00:49, 24 July 2024 (UTC)
- Are you sure? In WA for the scheme Armageddon, the water rises when the match starts. Pretty sure there is a raised water when the Nuke version of Sudden Death is enabled. Qwertyxp2000 (talk) 12:39, 28 July 2024 (UTC)
- Okay, maybe I misworded my question. What I meant was that the Sudden Death article for the Nuke version of the Sudden Death doesn't mention that there is an amount of flooding upon the start of a Nuke version of Sudden Death. I wasn't saying that the Indian Nuclear Test has the same amount of rising water, but rather asking if both the Nuke version of Sudden Death and Indian Nuclear Test both rise water, albeit different amounts of flooding. Qwertyxp2000 (talk) 12:43, 28 July 2024 (UTC)
- If you look closely at the mushroom object at the bottom between the very first image and the last image, there actually is flooding during the start of the Nuke version of Sudden Death. Qwertyxp2000 (talk) 12:45, 28 July 2024 (UTC)
- If you load Sudden Sinking scheme it starts with Sudden Death too (same amount of pixels of water rising compared to Armageddon scheme). Both Sudden Sinking and Armageddon rises the water when the game starts. This Sudden Death article already mentions correctly about water rising options. Water rising is independent from the type of sudden death.--FoxHound (talk) 23:05, 28 July 2024 (UTC)
- Now that makes sense. The explanation in the article as was felt a bit confusing, so I made some edits here to clarify the independence of the flooding and type of Sudden Death mode. Qwertyxp2000 (talk) 04:11, 29 July 2024 (UTC)
- If you load Sudden Sinking scheme it starts with Sudden Death too (same amount of pixels of water rising compared to Armageddon scheme). Both Sudden Sinking and Armageddon rises the water when the game starts. This Sudden Death article already mentions correctly about water rising options. Water rising is independent from the type of sudden death.--FoxHound (talk) 23:05, 28 July 2024 (UTC)
- If you look closely at the mushroom object at the bottom between the very first image and the last image, there actually is flooding during the start of the Nuke version of Sudden Death. Qwertyxp2000 (talk) 12:45, 28 July 2024 (UTC)
- Okay, maybe I misworded my question. What I meant was that the Sudden Death article for the Nuke version of the Sudden Death doesn't mention that there is an amount of flooding upon the start of a Nuke version of Sudden Death. I wasn't saying that the Indian Nuclear Test has the same amount of rising water, but rather asking if both the Nuke version of Sudden Death and Indian Nuclear Test both rise water, albeit different amounts of flooding. Qwertyxp2000 (talk) 12:43, 28 July 2024 (UTC)