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Author Topic: [ANN][HUC] Huntercoin - Worlds First Decentralized Game/World on the Blockchain  (Read 879144 times)
BayAreaCoins
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June 02, 2014, 07:00:12 AM
 #4961

i'm crown holder since 1hour more or less, trying to evade all those /%$!! bots of yours, BGB!! Cheesy (and a lonely green general (BZ.0)) that i can't understand while he's following me Tongue

Go Mirth go!

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June 02, 2014, 07:06:07 AM
 #4962

I was a huge follower of Huntercoin but the value now is way too low, I didn't expect this at all  Sad
What do you think about it, I have about 2500 HUC (some months ago I was sort of rich lol), should I hold again?

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The Premier Bitcoin Gambling Experience @PrimeDice
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June 02, 2014, 07:32:06 AM
 #4963

I was a huge follower of Huntercoin but the value now is way too low, I didn't expect this at all  Sad
What do you think about it, I have about 2500 HUC (some months ago I was sort of rich lol), should I hold again?

If you want to sell it I will pay 1 satoshi more than Poloniex bid.

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June 02, 2014, 02:20:25 PM
 #4964

Would 1,400kh be enough to solo mine and find blocks?

nope not really

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June 02, 2014, 05:02:12 PM
 #4965

Would 1,400kh be enough to solo mine and find blocks?

nope not really

I lost a 2^32 bet, so never say never! Here is where it happened   Angry

I think you would be better off mining shitcoins, dumping them over to BTC and then going into HUC. A multipool for HUC would be kind of nice for the miners in your case!

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June 02, 2014, 05:58:22 PM
 #4966

I was a huge follower of Huntercoin but the value now is way too low, I didn't expect this at all  Sad
What do you think about it

There's some 'guidance' for the upcoming gameplay changes and optimisations:
http://forum.huntercoin.org/index.php?PHPSESSID=87c47cbb056264c0ce2bab62abe5dd5e&topic=96.msg577#msg577
Sounds good so far...perhaps time to start brainstorming about gameplay improvements for the next but one update?
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June 02, 2014, 08:33:42 PM
 #4967

Huntercoin needs 'rare' player classes. They could be created if a new player name has a special property/checksum
and sufficient fee is sent for name_new tx and should
a) act as a coin sink
b) encourage players of the same color to cooperate
c) give no direct advantage for rich guys versus other players of the same color, only bragging rights.

Example:


'Champion of <color>'

Cost: 50000 HUC.

Passive ability: (perhaps restricted to some part of the map)
Every soldier in the champion's vicinity (distance <= 12 squares or so) attacks like a general (2 squares destruct radius).
If the attack kills an enemy, loot is not dropped but evenly distributed between the team of that soldier
and one randomly choosen general in the vicinity of the champion. The champion has the same chance to get 50%
of the loot like every one else.


Rational players would rally around the champion(s) wherever they choose to attack.

Expensive player classes need to be mostly immortal, of course. If destructed, they either just go back to spawn,
or can be recreated at normal cost (i.e. 20 HUC) for the same name and address.
For safe cash out, their own reward address immediately gets 96% (or more) of the initial fee if self-destructed.

Is this easy to implement?  Wink
radi324
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June 02, 2014, 08:46:13 PM
 #4968

Huntercoin needs 'rare' player classes. They could be created if a new player name has a special property/checksum
and sufficient fee is sent for name_new tx and should
a) act as a coin sink
b) encourage players of the same color to cooperate
c) give no direct advantage for rich guys versus other players of the same color, only bragging rights.

Example:


'Champion of <color>'

Cost: 50000 HUC.

Passive ability: (perhaps restricted to some part of the map)
Every soldier in the champion's vicinity (distance <= 12 squares or so) attacks like a general (2 squares destruct radius).
If the attack kills an enemy, loot is not dropped but evenly distributed between the team of that soldier
and one randomly choosen general in the vicinity of the champion. The champion has the same chance to get 50%
of the loot like every one else.


Rational players would rally around the champion(s) wherever they choose to attack.

Expensive player classes need to be mostly immortal, of course. If destructed, they either just go back to spawn,
or can be recreated at normal cost (i.e. 20 HUC) for the same name and address.
For safe cash out, their own reward address immediately gets 96% (or more) of the initial fee if self-destructed.

Is this easy to implement?  Wink


50,000 HUC? Are you serious lol?

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BayAreaCoins
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June 02, 2014, 08:50:58 PM
 #4969

Huntercoin needs 'rare' player classes. They could be created if a new player name has a special property/checksum
and sufficient fee is sent for name_new tx and should
a) act as a coin sink
b) encourage players of the same color to cooperate
c) give no direct advantage for rich guys versus other players of the same color, only bragging rights.

Example:


'Champion of <color>'

Cost: 50000 HUC.

Passive ability: (perhaps restricted to some part of the map)
Every soldier in the champion's vicinity (distance <= 12 squares or so) attacks like a general (2 squares destruct radius).
If the attack kills an enemy, loot is not dropped but evenly distributed between the team of that soldier
and one randomly choosen general in the vicinity of the champion. The champion has the same chance to get 50%
of the loot like every one else.


Rational players would rally around the champion(s) wherever they choose to attack.

Expensive player classes need to be mostly immortal, of course. If destructed, they either just go back to spawn,
or can be recreated at normal cost (i.e. 20 HUC) for the same name and address.
For safe cash out, their own reward address immediately gets 96% (or more) of the initial fee if self-destructed.

Is this easy to implement?  Wink


50,000 HUC? Are you serious lol?

Make it 100,00 lol Cheesy

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snailbrain (OP)
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June 02, 2014, 08:52:37 PM
 #4970

Huntercoin needs 'rare' player classes. They could be created if a new player name has a special property/checksum
and sufficient fee is sent for name_new tx and should
a) act as a coin sink
b) encourage players of the same color to cooperate
c) give no direct advantage for rich guys versus other players of the same color, only bragging rights.

Example:


'Champion of <color>'

Cost: 50000 HUC.

Passive ability: (perhaps restricted to some part of the map)
Every soldier in the champion's vicinity (distance <= 12 squares or so) attacks like a general (2 squares destruct radius).
If the attack kills an enemy, loot is not dropped but evenly distributed between the team of that soldier
and one randomly choosen general in the vicinity of the champion. The champion has the same chance to get 50%
of the loot like every one else.


Rational players would rally around the champion(s) wherever they choose to attack.

Expensive player classes need to be mostly immortal, of course. If destructed, they either just go back to spawn,
or can be recreated at normal cost (i.e. 20 HUC) for the same name and address.
For safe cash out, their own reward address immediately gets 96% (or more) of the initial fee if self-destructed.

Is this easy to implement?  Wink


it's possible to have other classes just like that.
and even NPCs

probably not easy to implement and better to be done from the start.

Everything you see in the original chronokings thread is possible: https://bitcointalk.org/index.php?topic=262599
and more that i've not posted.

but we need to solve all the other stuff first Smiley

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June 02, 2014, 09:21:44 PM
 #4971


50,000 HUC? Are you serious lol?
Totally serious.
If you can't really be killed by other players or disasters, then the coins are as save as in an (unencrypted) wallet.
And there should be only a few of these units, not thousands.
Start saving up!  Cheesy
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June 02, 2014, 09:34:19 PM
 #4972

probably not easy to implement and better to be done from the start.

Everything you see in the original chronokings thread is possible: https://bitcointalk.org/index.php?topic=262599
and more that i've not posted.

Yep. Not easy but huntercoin can become the one true chronokings, over time...
MithrilMan
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June 03, 2014, 12:05:37 AM
 #4973

I've a question to ask to past/current/future players:

I'm trying a different way to display cell values
before this changes, cell value was the sum of money carried by hunters, but since generals have a value (0.96 huc), i've decided to add that sum, so it's easy even to pick a zone to destroy some afkers at their base, or similar

in the process of doing that, since now much more cells has values displayed, i've decided to display loot value differently, based on some value threshold
this is the simply "if" based on value, that i'm doing
Code:
if (cell.CoinValue <= 1) {
                  scale = 0.7f;
                  textColor = new Color(255, 150, 0, 255);
               }
               else if (cell.CoinValue < 2) {
                  scale = 0.85f;
                  textColor = new Color(255, 170, 0, 255);
               }
               else if (cell.CoinValue < 4) {
                  scale = 0.9f;
                  textColor = new Color(255, 200, 0, 255);
               }
               else if (cell.CoinValue < 10) {
                  scale = 1f;
                  textColor = new Color(255, 215, 0, 255);
               }
               else if (cell.CoinValue < 15) {
                  scale = 1.1f;
                  textColor = new Color(255, 230, 0, 255);
               }
               else if (cell.CoinValue < 25) {
                  scale = 1.3f;
                  textColor = new Color(255, 255, 0, 255);
               }
               else {
                  scale = 1.5f;
                  textColor = new Color(255, 255, 0, 255);
               }

the code isn't important (but give a clue about my subdivision, that could change during time if huc generals change of costs, etc...

this is how this appear




with yellow players in their bank area, text color is not very readable but i think that bank area isn't a real problem, most of action happen on grass and this pic show the new style in action, i think it could be helpful to find easier a good area to go & destroy but i'd like your opinion (maybe in the future color could be chosen, but in a not so close future... so i'd like to setup something good)

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June 03, 2014, 12:22:57 AM
 #4974

I've a question to ask to past/current/future players:

I'm trying a different way to display cell values
before this changes, cell value was the sum of money carried by hunters, but since generals have a value (0.96 huc), i've decided to add that sum, so it's easy even to pick a zone to destroy some afkers at their base, or similar

in the process of doing that, since now much more cells has values displayed, i've decided to display loot value differently, based on some value threshold
this is the simply "if" based on value, that i'm doing
Code:
if (cell.CoinValue <= 1) {
                  scale = 0.7f;
                  textColor = new Color(255, 150, 0, 255);
               }
               else if (cell.CoinValue < 2) {
                  scale = 0.85f;
                  textColor = new Color(255, 170, 0, 255);
               }
               else if (cell.CoinValue < 4) {
                  scale = 0.9f;
                  textColor = new Color(255, 200, 0, 255);
               }
               else if (cell.CoinValue < 10) {
                  scale = 1f;
                  textColor = new Color(255, 215, 0, 255);
               }
               else if (cell.CoinValue < 15) {
                  scale = 1.1f;
                  textColor = new Color(255, 230, 0, 255);
               }
               else if (cell.CoinValue < 25) {
                  scale = 1.3f;
                  textColor = new Color(255, 255, 0, 255);
               }
               else {
                  scale = 1.5f;
                  textColor = new Color(255, 255, 0, 255);
               }

the code isn't important (but give a clue about my subdivision, that could change during time if huc generals change of costs, etc...

this is how this appear




with yellow players in their bank area, text color is not very readable but i think that bank area isn't a real problem, most of action happen on grass and this pic show the new style in action, i think it could be helpful to find easier a good area to go & destroy but i'd like your opinion (maybe in the future color could be chosen, but in a not so close future... so i'd like to setup something good)

I like that - there definitely needs some quick way of knowing if someone has a lot of coins

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June 03, 2014, 08:23:14 AM
 #4975

I've a question to ask to past/current/future players:

I'm trying a different way to display cell values
before this changes, cell value was the sum of money carried by hunters, but since generals have a value (0.96 huc), i've decided to add that sum, so it's easy even to pick a zone to destroy some afkers at their base, or similar

in the process of doing that, since now much more cells has values displayed, i've decided to display loot value differently, based on some value threshold
this is the simply "if" based on value, that i'm doing
Code:
if (cell.CoinValue <= 1) {
                  scale = 0.7f;
                  textColor = new Color(255, 150, 0, 255);
               }
               else if (cell.CoinValue < 2) {
                  scale = 0.85f;
                  textColor = new Color(255, 170, 0, 255);
               }
               else if (cell.CoinValue < 4) {
                  scale = 0.9f;
                  textColor = new Color(255, 200, 0, 255);
               }
               else if (cell.CoinValue < 10) {
                  scale = 1f;
                  textColor = new Color(255, 215, 0, 255);
               }
               else if (cell.CoinValue < 15) {
                  scale = 1.1f;
                  textColor = new Color(255, 230, 0, 255);
               }
               else if (cell.CoinValue < 25) {
                  scale = 1.3f;
                  textColor = new Color(255, 255, 0, 255);
               }
               else {
                  scale = 1.5f;
                  textColor = new Color(255, 255, 0, 255);
               }

the code isn't important (but give a clue about my subdivision, that could change during time if huc generals change of costs, etc...

this is how this appear




with yellow players in their bank area, text color is not very readable but i think that bank area isn't a real problem, most of action happen on grass and this pic show the new style in action, i think it could be helpful to find easier a good area to go & destroy but i'd like your opinion (maybe in the future color could be chosen, but in a not so close future... so i'd like to setup something good)

I like that - there definitely needs some quick way of knowing if someone has a lot of coins

Looks good! Well done MithrilMan

[MUN] Muniti - Malta's National Cryptocurrency - http://www.muniticoin.com/

Bitcointalk thread - https://bitcointalk.org/index.php?topic=545886.0
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June 04, 2014, 07:59:08 AM
 #4976

Hi,

totally new here. Installed the wallet, but couldn't bare to finish watching the blockchain download. It stops all the time.

Is this a common issue, or just at my end? Never had this problem with another coin.

Edit: found the answer in OP

I think Monero (XMR) is very interesting.
https://moneroeconomy.com/faq/why-monero-matters
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June 04, 2014, 08:17:42 AM
 #4977

I had a user out of Just-dice request for the past 4 weeks blockchain download be put on the DL list to help sync the wallet!


Thanks,

BAC

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June 04, 2014, 08:19:27 AM
 #4978

Hi,

totally new here. Installed the wallet, but couldn't bare to finish watching the blockchain download. It stops all the time.

Is this a common issue, or just at my end? Never had this problem with another coin.

Edit: found the answer in OP

The dev team is working on smoothing out the blockchain and pruning it, making it much easier to sync the wallet.

[MUN] Muniti - Malta's National Cryptocurrency - http://www.muniticoin.com/

Bitcointalk thread - https://bitcointalk.org/index.php?topic=545886.0
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June 04, 2014, 09:40:18 AM
 #4979

No, it doesn't explain much at all. How can a human mine anything if now when you play you often start (right after a block was found), drive for 3 seconds and the map changes because someone already found the block... in 3 seconds???

My bots are still "throttled" so they don't solve blocks faster than the TargetTime.  It seems like all the bot operators were doing this at first, but now I think it is just me.

Today the bot competition heated up quite a bit, before there was just three prominent bots (all three (including my own) have very distinct "signatures") and they were being subtle, but today I saw several new bots, stale/fork rates going up, many coin dumped onto c-cex, etc.

I think this is great, the first coin to directly monetize AI research!  Game on!

It seems that not only Huntercoin has a problem with bots.  Human-minable is very difficult to actually achieve, it seems.  But honestly, I think that Huntercoin is much more fun with bots than Motocoin with bots.

Use your Namecoin identity as OpenID: https://nameid.org/
Donations: 1domobKsPZ5cWk2kXssD8p8ES1qffGUCm | NMC: NCdomobcmcmVdxC5yxMitojQ4tvAtv99pY
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June 04, 2014, 11:22:41 AM
 #4980

No, it doesn't explain much at all. How can a human mine anything if now when you play you often start (right after a block was found), drive for 3 seconds and the map changes because someone already found the block... in 3 seconds???

My bots are still "throttled" so they don't solve blocks faster than the TargetTime.  It seems like all the bot operators were doing this at first, but now I think it is just me.

Today the bot competition heated up quite a bit, before there was just three prominent bots (all three (including my own) have very distinct "signatures") and they were being subtle, but today I saw several new bots, stale/fork rates going up, many coin dumped onto c-cex, etc.

I think this is great, the first coin to directly monetize AI research!  Game on!

It seems that not only Huntercoin has a problem with bots.  Human-minable is very difficult to actually achieve, it seems.  But honestly, I think that Huntercoin is much more fun with bots than Motocoin with bots.

Yeah, just saw that Motocoin has been taken over by bots now as well. Shame, I had bought some MOTO just in case but that game is simply useless and no fun with bots. In Huntercoin, unlike Motocoin, bots can complement human play

[MUN] Muniti - Malta's National Cryptocurrency - http://www.muniticoin.com/

Bitcointalk thread - https://bitcointalk.org/index.php?topic=545886.0
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