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From: SourceForge.net <no...@so...> - 2010-02-07 00:37:38
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Feature Requests item #2947215, was opened at 2010-02-07 00:37 Message generated for change (Tracker Item Submitted) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2947215&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Attempted concede isn't obvious Initial Comment: I was testing recruit triggering after the discussion/bug from yesterday and found things do work properly. (Note that you do have to concede, just leaving all your characters off still (correctly) triggers a recruit option for the defender.) But the concession testing revealed a confusing UI (at least it seemed that way to me). When the attacker attempted to concede it went back to the defender's turn and they appeared to have an option to move. After hitting done the concession by the attacker was accepted. If they instead conceded, their concession was accepted. This is all correct, but it's a bit confusing since the defender didn't appear to have any indication that the attacker was trying to concede. (Maybe I missed something though.) Bruno ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2947215&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-02-06 21:40:50
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Feature Requests item #1401221, was opened at 2006-01-10 10:02 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1401221&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Priority: 5 Private: No Submitted By: DarthMordor1138 (darthmordor1138) >Assigned to: Clemens Katzer (cleka) Summary: Pickup Games Initial Comment: I can host a game, but who would play? I would have to call up some old friends and plan a reunion. It would be nice to have a web-based server running, to pool players interested in network play, much like an automated PBEM moderator. It can be as simple as one player offering to host the game, and wait for a specified number of players or a certain registration time limit to start the game... Would be great for a late night of titan after the kids are in bed. -RB ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-02-06 23:40 Message: Well, this one we can now finally considered to be done. With the Web Client one can connect to the Colossus Public Game Server and find there somebody to play. http://www.play-colossus.net/ ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1401221&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-02-06 18:21:59
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Bugs item #2934399, was opened at 2010-01-18 18:58 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2934399&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None >Status: Closed Resolution: Fixed Priority: 5 Private: No Submitted By: Donald J. Bailey (djbailey) Assigned to: Clemens Katzer (cleka) Summary: Turn incomplete in multi-player Initial Comment: In a recent 6 player network game, player A attacks player B Titan on Titan. Player A loses but player A's turn is not marked complete. This freezes the game for the other players. The game had to be abandoned. One solution is to recognize this and automatically end the players turn. Related to this is the issue/feature that a losing player is automatically disconnected. One must log back in to make comments.In a multi-player network game, One would like to stay and watch rather than be disconnected. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-02-06 20:21 Message: Correction now visible in Release 0.10.2 => Closing this. if the "player gets disconnected when eliminated" reoccurs, please open a new bug report separately for that. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-21 21:57 Message: The main problem that turn is not completed is now resolved: >From revision 4668 on server side in this case automatically advances phase to next player. That the eliminated player is disconnected is, as said earlier, not known to me that this happens (the automated disconnect happens in 2 player games, since then the game is over and Game Over stated games ARE terminated by server to ALL players. Leaving this open until it is visible in next release, as usual. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-19 22:59 Message: I investigated this a little. There are strange things in the log (attached, and relevant part at end of this post), but none of them explains wht it seemed that eliminated plater Brohymn was disconnected from server side. 18.01.2010 01:20:40 net.sf.colossus.server.ClientHandler withdrawIfNeeded FEIN: Client disconnected without explicit withdraw - doing automatic withdraw for player Ploppe2 18.01.2010 01:20:40 net.sf.colossus.server.GameServerSide handlePlayerWithdrawal FEIN: Nothing to do for withdrawal of player Ploppe2 - is already dead. 18.01.2010 01:21:16 net.sf.colossus.server.GameServerSide engage WARNUNG: illegal call to Game.engage(): no opponent legion in hex Marsh hex 41; hex contains: [] 18.01.2010 01:21:31 net.sf.colossus.server.ClientHandler withdrawIfNeeded FEIN: Client disconnected without explicit withdraw - doing automatic withdraw for player Brohymn 18.01.2010 01:21:31 net.sf.colossus.server.GameServerSide handlePlayerWithdrawal FEIN: Nothing to do for withdrawal of player Brohymn - is already dead. 18.01.2010 01:25:02 net.sf.colossus.server.Server checkServerConnection INFO: Server received checkServerConnection request from client nimzodon - sending confirmation. The strange things in short excerpt above are: 1) It appears also that (already dead) player Ploppe disconnected from his side just about after battle was completed? Coincidence? 2) There is a strange warning about an attempt to engage on a hex 41 where is no legion at all 3) and then also Brohymn is reported by server as "client closed his network connection without explicit withdrawal" - NW connection lost, or player closed his game, or the illegal engage somehow caused the client to get an exception (or whatever) which kicked him out of the "read-from-server" loop (just speculating)... Strange strange. And basically impossible to reproduce :-( ~~~~~~~~~~~~ INFO: Critter Titan in Plains hex C4: 3 + 3 => 6; 0 excess 18.01.2010 01:20:26 net.sf.colossus.server.PlayerServerSide addPoints INFO: KevinWorth earns 150.0 points (272.0 + 150.0 => 422.0) 18.01.2010 01:20:26 net.sf.colossus.server.PlayerServerSide die INFO: Player 'Brohymn' is dying, killed by KevinWorth 18.01.2010 01:20:26 net.sf.colossus.server.PlayerServerSide addPoints INFO: KevinWorth earns 54.0 half-points (422.0 + 54.0 => 476.0) 18.01.2010 01:20:26 net.sf.colossus.server.LegionServerSide prepareToRemove INFO: Legion Sk09[Guardian, Minotaur, Minotaur, Troll, Ogre, Unicorn] is eliminated 18.01.2010 01:20:26 net.sf.colossus.server.LegionServerSide prepareToRemove INFO: Legion Sk07[] is eliminated 18.01.2010 01:20:26 net.sf.colossus.server.PlayerServerSide addPoints INFO: KevinWorth earns 36.0 half-points (476.0 + 36.0 => 512.0) 18.01.2010 01:20:26 net.sf.colossus.server.LegionServerSide prepareToRemove INFO: Legion Sk08[Cyclops, Gargoyle, Gargoyle, Centaur, Cyclops] is eliminated 18.01.2010 01:20:26 net.sf.colossus.server.PlayerServerSide addPoints INFO: KevinWorth earns 26.0 half-points (512.0 + 26.0 => 538.0) 18.01.2010 01:20:26 net.sf.colossus.server.LegionServerSide prepareToRemove INFO: Legion Sk12[Ogre, Ogre, Ogre, Troll] is eliminated 18.01.2010 01:20:26 net.sf.colossus.server.PlayerServerSide die INFO: Brohymn is dead, telling everyone about it 18.01.2010 01:20:30 net.sf.colossus.server.LegionServerSide addAngel INFO: Legion Gd11 (Sun) is going to call addCreature() to add one acquired Angel 18.01.2010 01:20:30 net.sf.colossus.server.LegionServerSide addCreature INFO: Added Angel - now there are 16 left. 18.01.2010 01:20:30 net.sf.colossus.server.LegionServerSide addAngel INFO: Legion Gd11 (Sun) acquired one Angel 18.01.2010 01:20:32 net.sf.colossus.server.LegionServerSide addAngel INFO: Legion Gd11 (Sun) is going to call addCreature() to add one acquired Angel 18.01.2010 01:20:32 net.sf.colossus.server.LegionServerSide addCreature INFO: Added Angel - now there are 15 left. 18.01.2010 01:20:32 net.sf.colossus.server.LegionServerSide addAngel INFO: Legion Gd11 (Sun) acquired one Angel 18.01.2010 01:20:32 net.sf.colossus.server.GameServerSide checkEngagementDone INFO: Battle completed, result: winner is Gd11 (player KevinWorth) 18.01.2010 01:20:40 net.sf.colossus.server.ClientHandler withdrawIfNeeded FEIN: Client disconnected without explicit withdraw - doing automatic withdraw for player Ploppe2 18.01.2010 01:20:40 net.sf.colossus.server.GameServerSide handlePlayerWithdrawal FEIN: Nothing to do for withdrawal of player Ploppe2 - is already dead. 18.01.2010 01:21:16 net.sf.colossus.server.GameServerSide engage WARNUNG: illegal call to Game.engage(): no opponent legion in hex Marsh hex 41; hex contains: [] 18.01.2010 01:21:31 net.sf.colossus.server.ClientHandler withdrawIfNeeded FEIN: Client disconnected without explicit withdraw - doing automatic withdraw for player Brohymn 18.01.2010 01:21:31 net.sf.colossus.server.GameServerSide handlePlayerWithdrawal FEIN: Nothing to do for withdrawal of player Brohymn - is already dead. 18.01.2010 01:25:02 net.sf.colossus.server.Server checkServerConnection INFO: Server received checkServerConnection request from client nimzodon - sending confirmation. 18.01.2010 01:25:02 net.sf.colossus.server.ClientHandler serverConfirmsConnection INFO: Sending server connection confirmation to client nimzodon 18.01.2010 01:25:58 net.sf.colossus.server.ClientHandler withdrawIfNeeded FEIN: Client disconnected without explicit withdraw - doing automatic withdraw for player Rick 18.01.2010 01:25:58 net.sf.colossus.server.GameServerSide handlePlayerWithdrawal FEIN: Player Rick withdraws from the game. 18.01.2010 01:25:58 net.sf.colossus.server.PlayerServerSide die INFO: Player 'Rick' is dying, killed by nobody ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-18 22:55 Message: Regarding the difference Bruno mentioned: True; but it just happens to be that the the AI does then automatically the DONE (it's the attacking players job to finish the phase). So this explains why it happens THEN. You can achieve the same for human players by enabling the "Auto Done" option. I think one idea behind that was, that one perhaps wants to take a look at the legions before proceeding the game. I agree, that argument is quite lame because it applies only to "if human was attacker". And now that there is Suspend/Resume it's even less relevant... About the general case: Nope, there is no such Auto-logout. At least it does not happen to me. I played with 3 webclients / 3 players, one attacking the other Titan vs. Titan legion. Attacking player died. Defending player got chance to muster. Attacking player needed to press Done to finish the engagements phase, that is true. (In 2nd try. In my first try I had Auto-Done enabled so I did not even need to do that Done then.) But no "player was kicked out" effect. So I suspect there was *some* network issue involved. Has this "eliminated player get message that server closed connection from his side" effect been experienced by others as well ? But I agree it would make sense to drop the "eliminated attacking player has to press Done to finish engagements phase" behavior totally. Also, normally there shouldn't be any issue with "eliminated player" (or player withdrawal) causes "game cannot continue": in that moment when connection to a player is lost, the server side recognizes that the network connection is done, and does a withdrawal of that player (finishing a phase, i.e. like pressing Done", if necessary, i.e. if that happened while that player was the active player) automatically. OK, it can still happen that a player kind of e.g. "thinks he is dead" and goes away from his computer, leaving the game standing open without pressing Done, then the game would wait for him forever. So a possibility to kick out a non-responsive player might be a useful thing in any case... but not trivial to implement either. I have to think about it... inconciously. Perhaps my brain comes up with a good idea while I sleep or sit in a boring meeting at work :) ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-01-18 20:24 Message: Sort of related to this, I have noticed a difference when playing against just AIs when you get eliminated on your turn or on an AI's turn. If it's on your turn, you need to end your turn before the game continues. If it's on an AI turn, the AIs start playing out the game immediately. I don't see a good reason to need to end your turn when you have been eliminated. It was never a big enough deal to report as an enhancement request. -- Bruno ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-18 19:44 Message: Strange. Normally a network game should NOT disconnect the eliminated player. There is no such code to do that intentionally, and at least last time I tested multiplayer games this kind of things did not happen. Eliminated player should just be able to continue watching. I have to take a look onto that. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2934399&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-02-06 18:20:18
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Bugs item #2945301, was opened at 2010-02-03 16:58 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2945301&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Rules Group: None >Status: Closed >Resolution: Invalid Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Not awarded creature when hit Initial Comment: When you are hit by someone that immediately throws the fight, you should be able to pick up a piece if you are able. The game does not give you that option. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-02-06 20:20 Message: Closing this. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-02-03 17:18 Message: If the attacker concedes before entering the battleboard the defender doesn't get a recruit. It's even possible for the defender to say be forced to leave off a serpent in a jungle, but then not be able to recruit one back because the attacker did not enter any characters on their turn 1. Bruno ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2945301&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-02-06 18:19:27
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Bugs item #2945303, was opened at 2010-02-03 16:59 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2945303&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed >Resolution: Invalid Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Not able to range strike over own piece Initial Comment: As an example in the Hills. You have a ranger in a hill spot, one of your own pieces below you and then an oppenent in the next spot. It will not allow you to range strke the opponent. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-02-06 20:19 Message: Closing this. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-02-03 17:20 Message: To rangestrike over your own piece, both the rangestriker and the target need to be at higher elevation than the intervening character (excepting warlocks). In the hills the only rangestrikes over characters are from hilltop to hilltop. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2945303&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-02-03 15:20:51
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Bugs item #2945303, was opened at 2010-02-03 14:59 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2945303&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Not able to range strike over own piece Initial Comment: As an example in the Hills. You have a ranger in a hill spot, one of your own pieces below you and then an oppenent in the next spot. It will not allow you to range strke the opponent. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-02-03 15:20 Message: To rangestrike over your own piece, both the rangestriker and the target need to be at higher elevation than the intervening character (excepting warlocks). In the hills the only rangestrikes over characters are from hilltop to hilltop. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2945303&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-02-03 15:18:09
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Bugs item #2945301, was opened at 2010-02-03 14:58 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2945301&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Rules Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Not awarded creature when hit Initial Comment: When you are hit by someone that immediately throws the fight, you should be able to pick up a piece if you are able. The game does not give you that option. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-02-03 15:18 Message: If the attacker concedes before entering the battleboard the defender doesn't get a recruit. It's even possible for the defender to say be forced to leave off a serpent in a jungle, but then not be able to recruit one back because the attacker did not enter any characters on their turn 1. Bruno ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2945301&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-02-03 14:59:37
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Bugs item #2945303, was opened at 2010-02-03 14:59 Message generated for change (Tracker Item Submitted) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2945303&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Not able to range strike over own piece Initial Comment: As an example in the Hills. You have a ranger in a hill spot, one of your own pieces below you and then an oppenent in the next spot. It will not allow you to range strke the opponent. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2945303&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-02-03 14:58:20
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Bugs item #2945301, was opened at 2010-02-03 14:58 Message generated for change (Tracker Item Submitted) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2945301&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Rules Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Not awarded creature when hit Initial Comment: When you are hit by someone that immediately throws the fight, you should be able to pick up a piece if you are able. The game does not give you that option. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2945301&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-01-31 03:59:57
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Feature Requests item #2943039, was opened at 2010-01-31 03:59 Message generated for change (Tracker Item Submitted) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2943039&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Fixes to strengthen AI during battles. Tundra. Initial Comment: First, although it is sometimes (rarely) tactically useful to suffer the 2-points of damage to stand inside a Drift in the Tundra, it is useful so rarely that the AI would be stronger if they were programmed NEVER to stand in Drifts. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2943039&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-01-31 03:59:06
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Feature Requests item #2943038, was opened at 2010-01-31 03:59 Message generated for change (Tracker Item Submitted) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2943038&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Fixes to strengthen AI during battles. Warlocks. Initial Comment: Second, in the hands of the AI, the Warlock is merely a weaker Angel. The AI does not take advantage of the Ranged capability at all... in fact, the AI is at its weakest when it is controlling groups that contain some "move 4" units and some "move 2"s. ESPECIALLY with Warlocks, use them at Range. (Range is very useful with Minotaurs too.) I suggest not allowing the AI Warlocks to enter battle AT ALL; they would only end up in hand-to-hand combat if the enemy moved up TO THEM. Following on this theme, it would be nice if Warlocks, Minotaurs, and Rangers were programmed to FIRST seek ranged battle and only as a second resort to seek hand-to-hand. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2943038&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-01-31 03:57:53
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Feature Requests item #2943037, was opened at 2010-01-31 03:57 Message generated for change (Tracker Item Submitted) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2943037&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Fixes to strengthen AI during battles. Woods. Initial Comment: When defending in the woods, against larger forces, the computer should seek to find places where only one enemy can squeeze through a bottleneck to face two friendlies and LIE IN WAIT. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2943037&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-01-31 03:57:13
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Feature Requests item #2943036, was opened at 2010-01-31 03:57 Message generated for change (Tracker Item Submitted) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2943036&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Fixes to strengthen AI during battles. Plains. Initial Comment: Third, on the Plains, the computer should not move "move 4" units further ahead than the mass of the army. "Move 4"s are often the strongest, but are left vulnerable by being singled out this way. I think this could be easily done by checking to see what the three fastest units were and tying the first and second fastest units to the speed of the third (EXCEPT IN SMALL LEGIONS). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2943036&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-01-31 03:54:48
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Feature Requests item #2943035, was opened at 2010-01-31 03:54 Message generated for change (Tracker Item Submitted) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2943035&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Fixes to strengthen AI during battles. Rangestrikers. Initial Comment: I have a list of ideas. Some of them are very simple. I am posting each in a separate post to keep discussion clear. When the computer is defending and the opponent is rangestrikers who are keeping distance, the computer needs to move to hand-to-hand. With a mass of Rangers (for example) I can pick off enemies one at a time and the computer will just wait and allow it to happen. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2943035&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-01-27 21:28:54
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Bugs item #2941256, was opened at 2010-01-27 23:28 Message generated for change (Tracker Item Submitted) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2941256&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Hit treshold etc. options have no effect Initial Comment: In Preferences, Battle tab, are the options : "Show needed roll for hit", "Show added/lost dice due to terrain" and "Show lost dice due to rangestrike"; But disabling them has no effect; in fact they are never queried anywhere. The hit treshold and dice/skill changes are always shown. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2941256&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-01-26 22:25:53
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Feature Requests item #2937615, was opened at 2010-01-23 15:07 Message generated for change (Comment added) made by salient You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2937615&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: BrentNZ (salient) Assigned to: Nobody/Anonymous (nobody) Summary: "Done" for engagements not required Initial Comment: There is no reason to have a "Done" required for the end of the engagements phase. It just allows an accidental double click to lose all your musters. ---------------------------------------------------------------------- >Comment By: BrentNZ (salient) Date: 2010-01-27 11:25 Message: If there are no engagements there is no "Done" required. There is nothing you can do except press "Done". If (as you put it) "perhaps somebody wants to look over everything once more before the game goes on", They can do that at the Muster stage (whose "done" is very useful as you can re-assess your mustering, perhaps after a quick look at the caretaker's stacks). The only point would be if "Auto-Done" is turned on, and there are no musters. In which case, instead of the "Done" engagements, how about not acting on the "Auto-done" for Mustering if there were engagements, and are no mustering ? Alternatively (and probably easier to code), Never do the "Auto-done" on mustering if there are no musters (or have it as a separate option). Still, now that there is the prompt for missed musters, it's not so important. Cheers, Brent. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-01-25 18:12 Message: I really don't think a pause at the end of the engagement phase is necessary. There isn't anything you can undo at that point and it is still your turn, so the game can't advance before you have a chance to look around. There might be and issue where someone wants an auto done for the muster phase but not for the engagement phase. I can't think of a good reason why someone would want that though. -- Bruno ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-24 09:41 Message: Somehow true but somehow... Now the situation is improved in 2 respects: the confirmation to accidentally be done with unhandled recruits is implemented; if the attacking player dies, server does the Done for him automatically (just in case he would be so angry that he would want to let the others suffer and not pressing Done ;-); The case you had that "player killed == he is kicked out" should not be normal behavior. Anyway above solves that as well. Finally, there is an option "Auto Done" which does the Done to finish the engagement phase (and the recruit if there is nothing to recruit at all, IIRC) automatically. The reasoning behind this "give a chance to not have it automatically done" is somewhat like "perhaps somebody wants to look over everything once more before the game goes on (especially with all the AIs...) -- Not sure. Is it silly? Should this be Done with engagements phase really be automated? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2937615&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-01-25 19:27:42
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Bugs item #2939582, was opened at 2010-01-25 19:50 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2939582&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Scott Blum (dragonsinth) Assigned to: Clemens Katzer (cleka) Summary: Loading saved game locks UI Initial Comment: In both the release and beta versions of Colossus, I cannot successfully load saved games anymore. The game *appears* to lead successfully, and according to the title bar, the game advances to the appropriate turn and player, e.g. "Red Turn 10: Split Stacks". However, at that point the UI locks up, and the Java process continually consumes CPU until externally killed. I have attached an example of a save game I cannot load, but the problem is pervasive for me. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-01-25 20:34 Message: I don't see any pics attachments, just the cfg file? ---------------------------------------------------------------------- Comment By: Scott Blum (dragonsinth) Date: 2010-01-25 20:26 Message: Update: there appears to be a race condition when loading up the game from the Game Setup dialog! Here are three interesting facts: 1) One time out of about 20 tries, the game did start successfully. 2) If I start a New Game, then I load the old game from the menu, it starts successfully. 3) In either case, once I'm in a valid "game is running" state, I can successfully load any saved game and have it start with 100% success. It only hangs when loading from the Game Setup screen. ---------------------------------------------------------------------- Comment By: Scott Blum (dragonsinth) Date: 2010-01-25 20:21 Message: There is NO engagement dialog; and the same failure to start occurs even when I go back and load an autosave that occurs at the start of my own turn. I have attached my configuration file, and the windows that come up at start for me are: Main, Game Status, Engagement Status, Log Window. The only stuff I can see in the log window is this: cancelDummy was set... Canceling connection accepting key. Closing server socket Client Black confirmed catch up. Remaining: 4 Client Brown confirmed catch up. Remaining: 3 Client Blue confirmed catch up. Remaining: 2 Client Red confirmed catch up. Remaining: 1 ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-25 20:09 Message: Ah, and to verify the "loading procedure in general": When it's your turn, e.g. split phase, do one split and save the game under a own choosen name (Save as), like "test". Then try to load that save game test.xml ; Does that work? -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-25 20:04 Message: Ugh. That would be a severe problem. Hoever... it's strange. Same save game file works for me ... ;-/ In fact the game you have there is an autodsave game at the begin of the AI player. So when I load it, immediately the AI starts an engagement, I am offered the "flee" dialog, and if I don't flee, battle starts. Actually, depending on the case (probably AI's roll) the AI attacks either "my" titan legion or first another; the non-Titan legion produces a flee dialog; being titan legion attacked, there is no dialog (shouldn't there be a concede dialog?) Can you verify, when you have loaded, is there any dialog for the flee? Or is there a 2nd icon for the battle board ? Otherwise, can you provide log files / stuff from Java Web Start console? (and/or: in some other game with same user name ("Scott") enable under Window => Log window the log window. Say File -> New Game. Colossus rememebrs which windows are open, so upon next loading the log window should be open from quite early on. Post what is there at the end. If you can't copy-paste there, the Java GUI thread (EDT) is hanging, then we really have a problem :) So tell me what is written there.... Regards, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2939582&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-01-25 18:26:25
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Bugs item #2939582, was opened at 2010-01-25 12:50 Message generated for change (Comment added) made by dragonsinth You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2939582&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Scott Blum (dragonsinth) Assigned to: Clemens Katzer (cleka) Summary: Loading saved game locks UI Initial Comment: In both the release and beta versions of Colossus, I cannot successfully load saved games anymore. The game *appears* to lead successfully, and according to the title bar, the game advances to the appropriate turn and player, e.g. "Red Turn 10: Split Stacks". However, at that point the UI locks up, and the Java process continually consumes CPU until externally killed. I have attached an example of a save game I cannot load, but the problem is pervasive for me. ---------------------------------------------------------------------- >Comment By: Scott Blum (dragonsinth) Date: 2010-01-25 13:26 Message: Update: there appears to be a race condition when loading up the game from the Game Setup dialog! Here are three interesting facts: 1) One time out of about 20 tries, the game did start successfully. 2) If I start a New Game, then I load the old game from the menu, it starts successfully. 3) In either case, once I'm in a valid "game is running" state, I can successfully load any saved game and have it start with 100% success. It only hangs when loading from the Game Setup screen. ---------------------------------------------------------------------- Comment By: Scott Blum (dragonsinth) Date: 2010-01-25 13:21 Message: There is NO engagement dialog; and the same failure to start occurs even when I go back and load an autosave that occurs at the start of my own turn. I have attached my configuration file, and the windows that come up at start for me are: Main, Game Status, Engagement Status, Log Window. The only stuff I can see in the log window is this: cancelDummy was set... Canceling connection accepting key. Closing server socket Client Black confirmed catch up. Remaining: 4 Client Brown confirmed catch up. Remaining: 3 Client Blue confirmed catch up. Remaining: 2 Client Red confirmed catch up. Remaining: 1 ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-25 13:09 Message: Ah, and to verify the "loading procedure in general": When it's your turn, e.g. split phase, do one split and save the game under a own choosen name (Save as), like "test". Then try to load that save game test.xml ; Does that work? -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-25 13:04 Message: Ugh. That would be a severe problem. Hoever... it's strange. Same save game file works for me ... ;-/ In fact the game you have there is an autodsave game at the begin of the AI player. So when I load it, immediately the AI starts an engagement, I am offered the "flee" dialog, and if I don't flee, battle starts. Actually, depending on the case (probably AI's roll) the AI attacks either "my" titan legion or first another; the non-Titan legion produces a flee dialog; being titan legion attacked, there is no dialog (shouldn't there be a concede dialog?) Can you verify, when you have loaded, is there any dialog for the flee? Or is there a 2nd icon for the battle board ? Otherwise, can you provide log files / stuff from Java Web Start console? (and/or: in some other game with same user name ("Scott") enable under Window => Log window the log window. Say File -> New Game. Colossus rememebrs which windows are open, so upon next loading the log window should be open from quite early on. Post what is there at the end. If you can't copy-paste there, the Java GUI thread (EDT) is hanging, then we really have a problem :) So tell me what is written there.... Regards, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2939582&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-01-25 18:21:55
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Bugs item #2939582, was opened at 2010-01-25 12:50 Message generated for change (Comment added) made by dragonsinth You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2939582&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Scott Blum (dragonsinth) Assigned to: Clemens Katzer (cleka) Summary: Loading saved game locks UI Initial Comment: In both the release and beta versions of Colossus, I cannot successfully load saved games anymore. The game *appears* to lead successfully, and according to the title bar, the game advances to the appropriate turn and player, e.g. "Red Turn 10: Split Stacks". However, at that point the UI locks up, and the Java process continually consumes CPU until externally killed. I have attached an example of a save game I cannot load, but the problem is pervasive for me. ---------------------------------------------------------------------- >Comment By: Scott Blum (dragonsinth) Date: 2010-01-25 13:21 Message: There is NO engagement dialog; and the same failure to start occurs even when I go back and load an autosave that occurs at the start of my own turn. I have attached my configuration file, and the windows that come up at start for me are: Main, Game Status, Engagement Status, Log Window. The only stuff I can see in the log window is this: cancelDummy was set... Canceling connection accepting key. Closing server socket Client Black confirmed catch up. Remaining: 4 Client Brown confirmed catch up. Remaining: 3 Client Blue confirmed catch up. Remaining: 2 Client Red confirmed catch up. Remaining: 1 ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-25 13:09 Message: Ah, and to verify the "loading procedure in general": When it's your turn, e.g. split phase, do one split and save the game under a own choosen name (Save as), like "test". Then try to load that save game test.xml ; Does that work? -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-25 13:04 Message: Ugh. That would be a severe problem. Hoever... it's strange. Same save game file works for me ... ;-/ In fact the game you have there is an autodsave game at the begin of the AI player. So when I load it, immediately the AI starts an engagement, I am offered the "flee" dialog, and if I don't flee, battle starts. Actually, depending on the case (probably AI's roll) the AI attacks either "my" titan legion or first another; the non-Titan legion produces a flee dialog; being titan legion attacked, there is no dialog (shouldn't there be a concede dialog?) Can you verify, when you have loaded, is there any dialog for the flee? Or is there a 2nd icon for the battle board ? Otherwise, can you provide log files / stuff from Java Web Start console? (and/or: in some other game with same user name ("Scott") enable under Window => Log window the log window. Say File -> New Game. Colossus rememebrs which windows are open, so upon next loading the log window should be open from quite early on. Post what is there at the end. If you can't copy-paste there, the Java GUI thread (EDT) is hanging, then we really have a problem :) So tell me what is written there.... Regards, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2939582&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-01-25 18:09:38
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Bugs item #2939582, was opened at 2010-01-25 19:50 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2939582&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Scott Blum (dragonsinth) Assigned to: Clemens Katzer (cleka) Summary: Loading saved game locks UI Initial Comment: In both the release and beta versions of Colossus, I cannot successfully load saved games anymore. The game *appears* to lead successfully, and according to the title bar, the game advances to the appropriate turn and player, e.g. "Red Turn 10: Split Stacks". However, at that point the UI locks up, and the Java process continually consumes CPU until externally killed. I have attached an example of a save game I cannot load, but the problem is pervasive for me. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-01-25 20:09 Message: Ah, and to verify the "loading procedure in general": When it's your turn, e.g. split phase, do one split and save the game under a own choosen name (Save as), like "test". Then try to load that save game test.xml ; Does that work? -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-25 20:04 Message: Ugh. That would be a severe problem. Hoever... it's strange. Same save game file works for me ... ;-/ In fact the game you have there is an autodsave game at the begin of the AI player. So when I load it, immediately the AI starts an engagement, I am offered the "flee" dialog, and if I don't flee, battle starts. Actually, depending on the case (probably AI's roll) the AI attacks either "my" titan legion or first another; the non-Titan legion produces a flee dialog; being titan legion attacked, there is no dialog (shouldn't there be a concede dialog?) Can you verify, when you have loaded, is there any dialog for the flee? Or is there a 2nd icon for the battle board ? Otherwise, can you provide log files / stuff from Java Web Start console? (and/or: in some other game with same user name ("Scott") enable under Window => Log window the log window. Say File -> New Game. Colossus rememebrs which windows are open, so upon next loading the log window should be open from quite early on. Post what is there at the end. If you can't copy-paste there, the Java GUI thread (EDT) is hanging, then we really have a problem :) So tell me what is written there.... Regards, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2939582&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-01-25 18:04:29
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Bugs item #2939582, was opened at 2010-01-25 19:50 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2939582&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Scott Blum (dragonsinth) Assigned to: Clemens Katzer (cleka) Summary: Loading saved game locks UI Initial Comment: In both the release and beta versions of Colossus, I cannot successfully load saved games anymore. The game *appears* to lead successfully, and according to the title bar, the game advances to the appropriate turn and player, e.g. "Red Turn 10: Split Stacks". However, at that point the UI locks up, and the Java process continually consumes CPU until externally killed. I have attached an example of a save game I cannot load, but the problem is pervasive for me. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-01-25 20:04 Message: Ugh. That would be a severe problem. Hoever... it's strange. Same save game file works for me ... ;-/ In fact the game you have there is an autodsave game at the begin of the AI player. So when I load it, immediately the AI starts an engagement, I am offered the "flee" dialog, and if I don't flee, battle starts. Actually, depending on the case (probably AI's roll) the AI attacks either "my" titan legion or first another; the non-Titan legion produces a flee dialog; being titan legion attacked, there is no dialog (shouldn't there be a concede dialog?) Can you verify, when you have loaded, is there any dialog for the flee? Or is there a 2nd icon for the battle board ? Otherwise, can you provide log files / stuff from Java Web Start console? (and/or: in some other game with same user name ("Scott") enable under Window => Log window the log window. Say File -> New Game. Colossus rememebrs which windows are open, so upon next loading the log window should be open from quite early on. Post what is there at the end. If you can't copy-paste there, the Java GUI thread (EDT) is hanging, then we really have a problem :) So tell me what is written there.... Regards, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2939582&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-01-25 17:50:04
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Bugs item #2939582, was opened at 2010-01-25 12:50 Message generated for change (Tracker Item Submitted) made by dragonsinth You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2939582&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Scott Blum (dragonsinth) Assigned to: Clemens Katzer (cleka) Summary: Loading saved game locks UI Initial Comment: In both the release and beta versions of Colossus, I cannot successfully load saved games anymore. The game *appears* to lead successfully, and according to the title bar, the game advances to the appropriate turn and player, e.g. "Red Turn 10: Split Stacks". However, at that point the UI locks up, and the Java process continually consumes CPU until externally killed. I have attached an example of a save game I cannot load, but the problem is pervasive for me. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2939582&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-01-25 05:12:03
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Feature Requests item #2937615, was opened at 2010-01-23 02:07 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2937615&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: BrentNZ (salient) Assigned to: Nobody/Anonymous (nobody) Summary: "Done" for engagements not required Initial Comment: There is no reason to have a "Done" required for the end of the engagements phase. It just allows an accidental double click to lose all your musters. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-01-25 05:12 Message: I really don't think a pause at the end of the engagement phase is necessary. There isn't anything you can undo at that point and it is still your turn, so the game can't advance before you have a chance to look around. There might be and issue where someone wants an auto done for the muster phase but not for the engagement phase. I can't think of a good reason why someone would want that though. -- Bruno ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-23 20:41 Message: Somehow true but somehow... Now the situation is improved in 2 respects: the confirmation to accidentally be done with unhandled recruits is implemented; if the attacking player dies, server does the Done for him automatically (just in case he would be so angry that he would want to let the others suffer and not pressing Done ;-); The case you had that "player killed == he is kicked out" should not be normal behavior. Anyway above solves that as well. Finally, there is an option "Auto Done" which does the Done to finish the engagement phase (and the recruit if there is nothing to recruit at all, IIRC) automatically. The reasoning behind this "give a chance to not have it automatically done" is somewhat like "perhaps somebody wants to look over everything once more before the game goes on (especially with all the AIs...) -- Not sure. Is it silly? Should this be Done with engagements phase really be automated? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2937615&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-01-25 02:14:02
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Bugs item #2938989, was opened at 2010-01-25 13:47 Message generated for change (Tracker Item Submitted) made by salient You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2938989&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: BrentNZ (salient) Assigned to: Clemens Katzer (cleka) Summary: After elimination last built creatures display incorrectly Initial Comment: After elimination from the server game if you remain connected, the last built creatures remain displayed on the main board after the stack underneath them has moved away. If the stack builds again, then it disappears. Otherwise it stays there. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2938989&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-01-23 20:41:25
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Feature Requests item #2937615, was opened at 2010-01-23 04:07 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2937615&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: BrentNZ (salient) Assigned to: Nobody/Anonymous (nobody) Summary: "Done" for engagements not required Initial Comment: There is no reason to have a "Done" required for the end of the engagements phase. It just allows an accidental double click to lose all your musters. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-01-23 22:41 Message: Somehow true but somehow... Now the situation is improved in 2 respects: the confirmation to accidentally be done with unhandled recruits is implemented; if the attacking player dies, server does the Done for him automatically (just in case he would be so angry that he would want to let the others suffer and not pressing Done ;-); The case you had that "player killed == he is kicked out" should not be normal behavior. Anyway above solves that as well. Finally, there is an option "Auto Done" which does the Done to finish the engagement phase (and the recruit if there is nothing to recruit at all, IIRC) automatically. The reasoning behind this "give a chance to not have it automatically done" is somewhat like "perhaps somebody wants to look over everything once more before the game goes on (especially with all the AIs...) -- Not sure. Is it silly? Should this be Done with engagements phase really be automated? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2937615&group_id=1939 |