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From: SourceForge.net <no...@so...> - 2008-10-11 16:28:48
|
Bugs item #2072769, was opened at 2008-08-25 05:50 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2072769&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: AI Group: None Status: Closed Resolution: Fixed Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Game hangs when AI titan killed by AI Initial Comment: I'd killed an AI titan already and the game didn't hang. When an AI (non-titan group) killed an AI titan the game hung on the dead titan's strikeback phase. Both were Rational AI. Playing Abyssal6. c_...@ya... ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:28 Message: Newest Public Build (2008-10-10) contains the correction to the issue(s) mentioned here => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ! ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:26 Message: Newest Public Build (2008-10-10) contains the correction to the issue(s) mentioned here => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ! ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-09 22:02 Message: Yes, this happens in the current public build; it is really buggy. (this particular bug is the more likely to strike, the more legions the slain player has. E.g. an AI with 40 legions, it happens easily. Except on my own computer, there never )-: But also this is (so I hope) fixed already, we just haven't made a new public build yet - coming soon. Meanwhile, you could use the "Public Testing Build" - in that one most of the recent serious bugs are (should be) corrected: http://colossus.wiki.sourceforge.net/PublicTestingBuild -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-08-26 00:11 Message: Logged In: NO It was a 5 player game: 1) Human (me) 2) Rational AI - dead previously - killed by me 3) Rational AI - alive - not in the fight 4) Rational AI - alive - in the fight, just killed Rational AI #5 5) Rational AI - dead - just killed in the fight by Rational AI #4 I can get you the log and/or turn on debug logging in case it happens again, but you'd have to tell me where the log is and how to turn on extra logging information. I haven't run the game since it hung, so whatever state was maintained when I exited the board will remain. (To end that session I clicked the 'X' in the upper right of the window to close the game and then selected 'Close the board' and then exited the app. There were no popups. The 'done' button in the battle board UI was disabled. The 'Phase | Done' menu item did nothing (but was not disabled). The phase was stuck on "brown strikeback" -- brown being the recently deceased. I could find no way to proceed without exiting the game. cl ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-25 09:52 Message: Logged In: YES user_id=1717697 Originator: NO Hi, were you as human player still alive then? I noticed that there is a problem in some case: when AIs fight to the end, when the Titan is killed, the game does not update the Game status window, so it looks like there would still be 2 or more players alive, and the "XXX wins" is not displayed; but if one looks in the log, there is (perhaps 6-8.-last message) the "xxx wins!" log entry. Can you verify whether this is there / confirm you were still alive, and the last battle was NOT a Titan-vs-Titan battle? --- I've let the game run 100+ rounds of stresstest (all players AI against each other) and none of them did hang... they do autoquit when "xxx wins" is reached, but the message does not reach the client to be displayed there.) BR, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2072769&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-11 16:26:39
|
Bugs item #2072769, was opened at 2008-08-25 05:50 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2072769&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: AI Group: None >Status: Closed Resolution: Fixed Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Game hangs when AI titan killed by AI Initial Comment: I'd killed an AI titan already and the game didn't hang. When an AI (non-titan group) killed an AI titan the game hung on the dead titan's strikeback phase. Both were Rational AI. Playing Abyssal6. c_...@ya... ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:26 Message: Newest Public Build (2008-10-10) contains the correction to the issue(s) mentioned here => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ! ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-09 22:02 Message: Yes, this happens in the current public build; it is really buggy. (this particular bug is the more likely to strike, the more legions the slain player has. E.g. an AI with 40 legions, it happens easily. Except on my own computer, there never )-: But also this is (so I hope) fixed already, we just haven't made a new public build yet - coming soon. Meanwhile, you could use the "Public Testing Build" - in that one most of the recent serious bugs are (should be) corrected: http://colossus.wiki.sourceforge.net/PublicTestingBuild -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-08-26 00:11 Message: Logged In: NO It was a 5 player game: 1) Human (me) 2) Rational AI - dead previously - killed by me 3) Rational AI - alive - not in the fight 4) Rational AI - alive - in the fight, just killed Rational AI #5 5) Rational AI - dead - just killed in the fight by Rational AI #4 I can get you the log and/or turn on debug logging in case it happens again, but you'd have to tell me where the log is and how to turn on extra logging information. I haven't run the game since it hung, so whatever state was maintained when I exited the board will remain. (To end that session I clicked the 'X' in the upper right of the window to close the game and then selected 'Close the board' and then exited the app. There were no popups. The 'done' button in the battle board UI was disabled. The 'Phase | Done' menu item did nothing (but was not disabled). The phase was stuck on "brown strikeback" -- brown being the recently deceased. I could find no way to proceed without exiting the game. cl ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-25 09:52 Message: Logged In: YES user_id=1717697 Originator: NO Hi, were you as human player still alive then? I noticed that there is a problem in some case: when AIs fight to the end, when the Titan is killed, the game does not update the Game status window, so it looks like there would still be 2 or more players alive, and the "XXX wins" is not displayed; but if one looks in the log, there is (perhaps 6-8.-last message) the "xxx wins!" log entry. Can you verify whether this is there / confirm you were still alive, and the last battle was NOT a Titan-vs-Titan battle? --- I've let the game run 100+ rounds of stresstest (all players AI against each other) and none of them did hang... they do autoquit when "xxx wins" is reached, but the message does not reach the client to be displayed there.) BR, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2072769&group_id=1939 |
|
From: SourceForge.net <no...@so...> - 2008-10-11 16:26:27
|
Bugs item #2072769, was opened at 2008-08-25 05:50 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2072769&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: AI Group: None Status: Open Resolution: Fixed Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Game hangs when AI titan killed by AI Initial Comment: I'd killed an AI titan already and the game didn't hang. When an AI (non-titan group) killed an AI titan the game hung on the dead titan's strikeback phase. Both were Rational AI. Playing Abyssal6. c_...@ya... ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:26 Message: Newest Public Build (2008-10-10) contains the correction to the issue(s) mentioned here => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ! ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-09 22:02 Message: Yes, this happens in the current public build; it is really buggy. (this particular bug is the more likely to strike, the more legions the slain player has. E.g. an AI with 40 legions, it happens easily. Except on my own computer, there never )-: But also this is (so I hope) fixed already, we just haven't made a new public build yet - coming soon. Meanwhile, you could use the "Public Testing Build" - in that one most of the recent serious bugs are (should be) corrected: http://colossus.wiki.sourceforge.net/PublicTestingBuild -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-08-26 00:11 Message: Logged In: NO It was a 5 player game: 1) Human (me) 2) Rational AI - dead previously - killed by me 3) Rational AI - alive - not in the fight 4) Rational AI - alive - in the fight, just killed Rational AI #5 5) Rational AI - dead - just killed in the fight by Rational AI #4 I can get you the log and/or turn on debug logging in case it happens again, but you'd have to tell me where the log is and how to turn on extra logging information. I haven't run the game since it hung, so whatever state was maintained when I exited the board will remain. (To end that session I clicked the 'X' in the upper right of the window to close the game and then selected 'Close the board' and then exited the app. There were no popups. The 'done' button in the battle board UI was disabled. The 'Phase | Done' menu item did nothing (but was not disabled). The phase was stuck on "brown strikeback" -- brown being the recently deceased. I could find no way to proceed without exiting the game. cl ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-25 09:52 Message: Logged In: YES user_id=1717697 Originator: NO Hi, were you as human player still alive then? I noticed that there is a problem in some case: when AIs fight to the end, when the Titan is killed, the game does not update the Game status window, so it looks like there would still be 2 or more players alive, and the "XXX wins" is not displayed; but if one looks in the log, there is (perhaps 6-8.-last message) the "xxx wins!" log entry. Can you verify whether this is there / confirm you were still alive, and the last battle was NOT a Titan-vs-Titan battle? --- I've let the game run 100+ rounds of stresstest (all players AI against each other) and none of them did hang... they do autoquit when "xxx wins" is reached, but the message does not reach the client to be displayed there.) BR, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2072769&group_id=1939 |
|
From: SourceForge.net <no...@so...> - 2008-10-11 16:26:10
|
Bugs item #2073991, was opened at 2008-08-25 20:27 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2073991&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: Ben Bishop (benbishop) Assigned to: Clemens Katzer (cleka) Summary: Game hangs on AI Split Initial Comment: Build 20080822 under XP java version 1.5.0_08 In Abyssal9, got around to 'sky' and the game hangs on Sky Turn 18 "split stacks" Attached is the save file. (or will be if I can trim it down to <250k...) So, can't trim it (too many data files in it and no indication on what might be "optional") you can download the save from: http://www.pileofstuff.com/sky_hang.xml ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:25 Message: Newest Public Build (2008-10-10) contains the correction to the issue(s) mentioned here => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ! ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 12:34 Message: The nak for split happened, because server/client data was out of sync, thus AI considered the marker to be still available but it was not, resulting to a nak from server. Probably this out of sync was caused by messages lost from server to client - the added flow control should prevent that in future. Also now the resolving of legions from dead players during loading a game is fixed (which would in theory be another way how the data could go out of sync). With above, the situation should not happen any more, but even if it does, the recoverFromNak() on client side now does doneWithSplit() instead of kickSplit() which would result in an endless loop. Setting this to fixed, waiting for public build. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-30 14:41 Message: Logged In: YES user_id=1717697 Originator: NO I can now load any other file without problem, but your already during loading reveals inconsistencies. Did you save and load back to continue this sky_hang game at least once in between? That would explain the inconsistencies (some split/unsplit were not handle well during loading). -CleKa ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-25 22:42 Message: Logged In: YES user_id=1717697 Originator: NO I downloaded and tried the sky_hang file. But as reported in another report, it seems loading a game has went broken recently (can't even load one I saved myself). ((So this needs fixing first ))-: Anyway, while loading yours, there is first plenty of errors, but then repeatedly: WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split ... endlessly, I'd guess, I aborted it some point. So, I guess that's why it hangs - AI tries to do some split and server rejects it again and again. (Hm. I thought I fixed this type of error already once ;-) I'll take a look at it, anyway... -CleKa PS: I didn't manage to attach a file either - web page rejected it first (too big, too), and when I compressed it some other error message: "File Upload: ArtifactFile: Could not open file for writing" ... together with a green "ok" symbol ;-) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2073991&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-11 16:26:02
|
Bugs item #2073991, was opened at 2008-08-25 20:27 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2073991&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: Fixed Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) Assigned to: Clemens Katzer (cleka) Summary: Game hangs on AI Split Initial Comment: Build 20080822 under XP java version 1.5.0_08 In Abyssal9, got around to 'sky' and the game hangs on Sky Turn 18 "split stacks" Attached is the save file. (or will be if I can trim it down to <250k...) So, can't trim it (too many data files in it and no indication on what might be "optional") you can download the save from: http://www.pileofstuff.com/sky_hang.xml ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:25 Message: Newest Public Build (2008-10-10) contains the correction to the issue(s) mentioned here => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ! ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 12:34 Message: The nak for split happened, because server/client data was out of sync, thus AI considered the marker to be still available but it was not, resulting to a nak from server. Probably this out of sync was caused by messages lost from server to client - the added flow control should prevent that in future. Also now the resolving of legions from dead players during loading a game is fixed (which would in theory be another way how the data could go out of sync). With above, the situation should not happen any more, but even if it does, the recoverFromNak() on client side now does doneWithSplit() instead of kickSplit() which would result in an endless loop. Setting this to fixed, waiting for public build. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-30 14:41 Message: Logged In: YES user_id=1717697 Originator: NO I can now load any other file without problem, but your already during loading reveals inconsistencies. Did you save and load back to continue this sky_hang game at least once in between? That would explain the inconsistencies (some split/unsplit were not handle well during loading). -CleKa ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-25 22:42 Message: Logged In: YES user_id=1717697 Originator: NO I downloaded and tried the sky_hang file. But as reported in another report, it seems loading a game has went broken recently (can't even load one I saved myself). ((So this needs fixing first ))-: Anyway, while loading yours, there is first plenty of errors, but then repeatedly: WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split ... endlessly, I'd guess, I aborted it some point. So, I guess that's why it hangs - AI tries to do some split and server rejects it again and again. (Hm. I thought I fixed this type of error already once ;-) I'll take a look at it, anyway... -CleKa PS: I didn't manage to attach a file either - web page rejected it first (too big, too), and when I compressed it some other error message: "File Upload: ArtifactFile: Could not open file for writing" ... together with a green "ok" symbol ;-) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2073991&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-11 16:25:36
|
Bugs item #2074220, was opened at 2008-08-25 22:32 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2074220&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: Fixed Priority: 4 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Exception while loading game with dead players Initial Comment: When loading a game (in which some players are already dead) game gets an exception: D:\workspace\Trunk1>java -Djava.util.logging.config.file=logging.properties -Xmx128M -jar Colossus.jar --load Round34.xml WARNING: Can't find legion for markerId 'Br04' SEVERE: Exception while waiting on selector java.lang.NullPointerException at net.sf.colossus.server.History.fireEventFromElement(History.java:368) at net.sf.colossus.server.History.fireEventsFromXML(History.java:211) at net.sf.colossus.server.GameServerSide.loadGame2(GameServerSide.java:1818) at net.sf.colossus.server.Server.startGameIfAllPlayers(Server.java:792) at net.sf.colossus.server.ClientHandler.callMethod(ClientHandler.java:209) at net.sf.colossus.server.ClientHandler.processInput(ClientHandler.java:137) at net.sf.colossus.server.Server.waitOnSelector(Server.java:292) at net.sf.colossus.server.Server.run(Server.java:145) Startup progress window is still up and says "ok, got all clients, game can start now" (and probably it would do so, but during doing so it dies with the exception). When one closes the window then with Abort button, plenty of error messages are printed to the console, and after that one is back to the main game setup (Player Selection) dialog. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:25 Message: Newest Public Build (2008-10-10) contains the correction to the issue(s) mentioned here => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ! ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 11:28 Message: Situation is as follows: Game with dead players can be loaded, BUT: right now it demands all clients to join first (even for dead players) and will replay all events of all legions of all players to each player. So, it is slow, and will start possibly a lot of unnecessary AI clients, and worse, if there were remote clients which are dead, there still need to be a client first connecting for those. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-03 23:58 Message: Logged In: YES user_id=1717697 Originator: YES Revision 3342 should fix this problem. Leaving it open until next public build. But anyone interesting can try it out already in the new "Public Testing Build" (go to: http://colossus.wiki.sourceforge.net/ExperimentalBuilds ) -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-25 22:33 Message: Logged In: YES user_id=1717697 Originator: YES Trying once again to attach the file... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2074220&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-11 16:25:35
|
Bugs item #2074220, was opened at 2008-08-25 22:32 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2074220&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: 4 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Exception while loading game with dead players Initial Comment: When loading a game (in which some players are already dead) game gets an exception: D:\workspace\Trunk1>java -Djava.util.logging.config.file=logging.properties -Xmx128M -jar Colossus.jar --load Round34.xml WARNING: Can't find legion for markerId 'Br04' SEVERE: Exception while waiting on selector java.lang.NullPointerException at net.sf.colossus.server.History.fireEventFromElement(History.java:368) at net.sf.colossus.server.History.fireEventsFromXML(History.java:211) at net.sf.colossus.server.GameServerSide.loadGame2(GameServerSide.java:1818) at net.sf.colossus.server.Server.startGameIfAllPlayers(Server.java:792) at net.sf.colossus.server.ClientHandler.callMethod(ClientHandler.java:209) at net.sf.colossus.server.ClientHandler.processInput(ClientHandler.java:137) at net.sf.colossus.server.Server.waitOnSelector(Server.java:292) at net.sf.colossus.server.Server.run(Server.java:145) Startup progress window is still up and says "ok, got all clients, game can start now" (and probably it would do so, but during doing so it dies with the exception). When one closes the window then with Abort button, plenty of error messages are printed to the console, and after that one is back to the main game setup (Player Selection) dialog. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:25 Message: Newest Public Build (2008-10-10) contains the correction to the issue(s) mentioned here => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ! ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 11:28 Message: Situation is as follows: Game with dead players can be loaded, BUT: right now it demands all clients to join first (even for dead players) and will replay all events of all legions of all players to each player. So, it is slow, and will start possibly a lot of unnecessary AI clients, and worse, if there were remote clients which are dead, there still need to be a client first connecting for those. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-03 23:58 Message: Logged In: YES user_id=1717697 Originator: YES Revision 3342 should fix this problem. Leaving it open until next public build. But anyone interesting can try it out already in the new "Public Testing Build" (go to: http://colossus.wiki.sourceforge.net/ExperimentalBuilds ) -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-25 22:33 Message: Logged In: YES user_id=1717697 Originator: YES Trying once again to attach the file... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2074220&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-11 16:25:02
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Bugs item #2078529, was opened at 2008-08-27 18:22 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2078529&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: Closed Resolution: Fixed Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) Assigned to: Clemens Katzer (cleka) Summary: Preferences Initial Comment: I play abyssal9, and I more or less _have_ to have the window scale set to '8' to play. Since the new version (20080822) the scale is now set in the Windows tab of the Preferences window. It may keep during a session, but it reset to 15 when I started a game a few days later. In addition, when you change the scale, the "Game Status" window also changes scale (but the "caretaker stacks" and "engagement status" windows do not -- i certainly don't think it should) Ben ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:24 Message: Newest Public Build (2008-10-10) contains the correction to the issue(s) mentioned here => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ! ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:14 Message: Newest Public Build (2008-10-10) contains the correction to the issue(s) mentioned here => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ! ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 16:32 Message: Status screen does not change with scale any more since r3360; probably I'll do a public testing build today (16.9.2008) Leaving open till next public build, as usual... ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-28 16:40 Message: Logged In: YES user_id=1717697 Originator: NO Main issue (value back to 15 each time) now fixed, r3335. Whether/which windows should use the scale which not... remains an open issue. -CleKa ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-27 23:07 Message: Logged In: YES user_id=1717697 Originator: NO All right... ok, basically it can be done that it is on start the same as in previous game. Only... - for good or bad, this effect then also the pick color and pick legion marker dialogs (and of course the status window). One can drag some of them bigger but ... well, interesting effects. BTW, not to mention the case if there is two boards (more than one human local player on this computer). If any of them changes it effects to both players windows ...somehow... (sooner or later. Or then, not). And which ends up in cf file, and/or during next load... pure randomly. Oh boy. :-( I think the whole thing needs reconsidering. Someone said already we should get rid of this scale issue and let Java/Swing take care of all scaling (based on window drag)... would be better probably, but lot of work. To get an usable solution in near future, my idea would be: Two scales, one for Masterboard and one for everything else. PickColor, PickMarker and Game status do not care about scale at all - they remain that big as they were before (that is, status window as high as before, width adjusting to player count; the pick* should perhaps adapt their size that way that a marker / color box ("button") is always "same big" - so if more markers, window grows etc. *just thinking loudly* -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-27 22:33 Message: Logged In: YES user_id=1717697 Originator: NO You are right, one a new start in the preferences window it is again 15, and the board is drawn this size. BUT:... But even worse, the changed value *is* stored to the file, and if you change it in preferences first from 15 to same what it was stored, nothing will happen... it compares to the value in the options file, it's same, so it does not repaint. So you have first change to e.g. 9 and apply, and then to 8 and apply. ... Really room for improvement here. Right, to me it also looks as if status window is scaled, engagement & caretaker are not. Scaling status window does not make too much sense to me... [Event viewer *kind of* is: from scale change on they are displayed with new size, and on a redraw (e.g. change settings, which type of events to show), all are drawn with new scale, too. ] Yeah, something to fix here. And having different scales for different issues is on the to do list and in feature requests already for ... years. Thanks for pointing this out. I'll see what I can do. (except if someone else is faster *ggg*) Right now I am hunting why game loading sometimes does not work.... BR, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2078529&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-11 16:25:00
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Bugs item #2078529, was opened at 2008-08-27 18:22 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2078529&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: Fixed Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) Assigned to: Clemens Katzer (cleka) Summary: Preferences Initial Comment: I play abyssal9, and I more or less _have_ to have the window scale set to '8' to play. Since the new version (20080822) the scale is now set in the Windows tab of the Preferences window. It may keep during a session, but it reset to 15 when I started a game a few days later. In addition, when you change the scale, the "Game Status" window also changes scale (but the "caretaker stacks" and "engagement status" windows do not -- i certainly don't think it should) Ben ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:24 Message: Newest Public Build (2008-10-10) contains the correction to the issue(s) mentioned here => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ! ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:14 Message: Newest Public Build (2008-10-10) contains the correction to the issue(s) mentioned here => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ! ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 16:32 Message: Status screen does not change with scale any more since r3360; probably I'll do a public testing build today (16.9.2008) Leaving open till next public build, as usual... ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-28 16:40 Message: Logged In: YES user_id=1717697 Originator: NO Main issue (value back to 15 each time) now fixed, r3335. Whether/which windows should use the scale which not... remains an open issue. -CleKa ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-27 23:07 Message: Logged In: YES user_id=1717697 Originator: NO All right... ok, basically it can be done that it is on start the same as in previous game. Only... - for good or bad, this effect then also the pick color and pick legion marker dialogs (and of course the status window). One can drag some of them bigger but ... well, interesting effects. BTW, not to mention the case if there is two boards (more than one human local player on this computer). If any of them changes it effects to both players windows ...somehow... (sooner or later. Or then, not). And which ends up in cf file, and/or during next load... pure randomly. Oh boy. :-( I think the whole thing needs reconsidering. Someone said already we should get rid of this scale issue and let Java/Swing take care of all scaling (based on window drag)... would be better probably, but lot of work. To get an usable solution in near future, my idea would be: Two scales, one for Masterboard and one for everything else. PickColor, PickMarker and Game status do not care about scale at all - they remain that big as they were before (that is, status window as high as before, width adjusting to player count; the pick* should perhaps adapt their size that way that a marker / color box ("button") is always "same big" - so if more markers, window grows etc. *just thinking loudly* -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-27 22:33 Message: Logged In: YES user_id=1717697 Originator: NO You are right, one a new start in the preferences window it is again 15, and the board is drawn this size. BUT:... But even worse, the changed value *is* stored to the file, and if you change it in preferences first from 15 to same what it was stored, nothing will happen... it compares to the value in the options file, it's same, so it does not repaint. So you have first change to e.g. 9 and apply, and then to 8 and apply. ... Really room for improvement here. Right, to me it also looks as if status window is scaled, engagement & caretaker are not. Scaling status window does not make too much sense to me... [Event viewer *kind of* is: from scale change on they are displayed with new size, and on a redraw (e.g. change settings, which type of events to show), all are drawn with new scale, too. ] Yeah, something to fix here. And having different scales for different issues is on the to do list and in feature requests already for ... years. Thanks for pointing this out. I'll see what I can do. (except if someone else is faster *ggg*) Right now I am hunting why game loading sometimes does not work.... BR, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2078529&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-11 16:14:11
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Bugs item #2078529, was opened at 2008-08-27 18:22 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2078529&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: Fixed Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) Assigned to: Clemens Katzer (cleka) Summary: Preferences Initial Comment: I play abyssal9, and I more or less _have_ to have the window scale set to '8' to play. Since the new version (20080822) the scale is now set in the Windows tab of the Preferences window. It may keep during a session, but it reset to 15 when I started a game a few days later. In addition, when you change the scale, the "Game Status" window also changes scale (but the "caretaker stacks" and "engagement status" windows do not -- i certainly don't think it should) Ben ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:14 Message: Newest Public Build (2008-10-10) contains the correction to the issue(s) mentioned here => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ! ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 16:32 Message: Status screen does not change with scale any more since r3360; probably I'll do a public testing build today (16.9.2008) Leaving open till next public build, as usual... ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-28 16:40 Message: Logged In: YES user_id=1717697 Originator: NO Main issue (value back to 15 each time) now fixed, r3335. Whether/which windows should use the scale which not... remains an open issue. -CleKa ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-27 23:07 Message: Logged In: YES user_id=1717697 Originator: NO All right... ok, basically it can be done that it is on start the same as in previous game. Only... - for good or bad, this effect then also the pick color and pick legion marker dialogs (and of course the status window). One can drag some of them bigger but ... well, interesting effects. BTW, not to mention the case if there is two boards (more than one human local player on this computer). If any of them changes it effects to both players windows ...somehow... (sooner or later. Or then, not). And which ends up in cf file, and/or during next load... pure randomly. Oh boy. :-( I think the whole thing needs reconsidering. Someone said already we should get rid of this scale issue and let Java/Swing take care of all scaling (based on window drag)... would be better probably, but lot of work. To get an usable solution in near future, my idea would be: Two scales, one for Masterboard and one for everything else. PickColor, PickMarker and Game status do not care about scale at all - they remain that big as they were before (that is, status window as high as before, width adjusting to player count; the pick* should perhaps adapt their size that way that a marker / color box ("button") is always "same big" - so if more markers, window grows etc. *just thinking loudly* -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-27 22:33 Message: Logged In: YES user_id=1717697 Originator: NO You are right, one a new start in the preferences window it is again 15, and the board is drawn this size. BUT:... But even worse, the changed value *is* stored to the file, and if you change it in preferences first from 15 to same what it was stored, nothing will happen... it compares to the value in the options file, it's same, so it does not repaint. So you have first change to e.g. 9 and apply, and then to 8 and apply. ... Really room for improvement here. Right, to me it also looks as if status window is scaled, engagement & caretaker are not. Scaling status window does not make too much sense to me... [Event viewer *kind of* is: from scale change on they are displayed with new size, and on a redraw (e.g. change settings, which type of events to show), all are drawn with new scale, too. ] Yeah, something to fix here. And having different scales for different issues is on the to do list and in feature requests already for ... years. Thanks for pointing this out. I'll see what I can do. (except if someone else is faster *ggg*) Right now I am hunting why game loading sometimes does not work.... BR, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2078529&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-11 16:13:20
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Bugs item #2090150, was opened at 2008-09-03 04:58 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090150&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: 9 Private: No Submitted By: Babbling Balrog (nsillito) Assigned to: Clemens Katzer (cleka) Summary: Stack Counter left after a battle Initial Comment: Stack counter remains on the board with no units. Stack counter blocks movement. Can't resolve the battle. Only option is to use the new Force Done on the menu. That option doesn't always work. Next turn can move unit off the stack counter if the game isn't hung. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:13 Message: Newest Public Build (2008-10-10) contains the correction to the issue(s) mentioned here => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ! ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-09 21:53 Message: Yes, this happens in the current public build; it is really buggy. But it was fixed already while ago we just haven't made a new public build yet - coming soon. Meanwhile, you could use the "Public Testing Build" - in that one most of the recent serious bugs are (should be) corrected: http://colossus.wiki.sourceforge.net/PublicTestingBuild -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-10-09 19:05 Message: I've had this occur as well. The legion marker for the dead legion will remain on the map and will never move again. But any legions that enter the area it occupies are forced to stop and fight the non-existant legion. I also had a game where when the Titan was killed all of the legion markers for that Titan remain on the Masterboard and interfere with movement with an unresolveable combat. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 10:28 Message: Raising priority. ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 06:50 Message: Logged In: YES user_id=2202652 Originator: YES Sorry, log window was closed. Here is the saved game. File Added: zerostackengaged.xml ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 06:48 Message: Logged In: YES user_id=2202652 Originator: YES New game. Human vs 5 AI. Blue's turn. Green 7 stack engagement with Brown 0 stack in Tower. Message for Blue : Resolve Engagements. Can use Force Done to make the game proceed. On Green's turn he will be able to move the stack out of the tower, maybe. Here is the log. I'll upload the image of the board and the saved game at that point. File Added: emptystack.JPG ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 04:14 Message: Logged In: YES user_id=2202652 Originator: YES File Added: zerostackwithsplitlegion.xml ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 03:56 Message: Logged In: YES user_id=2202652 Originator: YES Opps, that was a zero stack for brown not gold as per the image file name. I've saved this game and will upload it next. File Added: zerostack.xml ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 03:50 Message: Logged In: YES user_id=2202652 Originator: YES Here is the game log from the new game I am playing right now. Taken at the same time as I sent the images. I don't save and reload any games. I play them straight through. Also re: "Next turn can move unit off the stack counter if the game isn't hung." What I meant was that the following turn I can move my normal stack off the other AI player's zero size stack. Babbling Balrog chooses color Blue Setting for "<By type>5" new name: Milvang5 Milvang5 chooses color Red Setting for "<By type>3" new name: Rational3 Rational3 chooses color Gold Setting for "<By type>1" new name: Rational1 Rational1 chooses color Black Setting for "<By type>4" new name: Hater4 Hater4 chooses color Green Setting for "<By type>2" new name: Hater2 Hater2 chooses color Brown Hater2 selects initial marker Hater4 selects initial marker Babbling Balrog selects initial marker Rational1 selects initial marker Rational3 selects initial marker Milvang5 selects initial marker 4 creatures are split off from legion Br01 into new legion Br03 Phase advances to Move Hater2 rolls a 4 for movement Legion Br03 (Chest) in Tower hex 600 moves to Marsh hex 41 entering on Right Legion Br01 (Antlers) in Tower hex 600 moves to Plains hex 133 entering on Right Phase advances to Fight Phase advances to Muster Added Centaur - now there are 12 left. Legion Br01 in Plains hex 133 recruits Centaur with 1 Centaur Added Troll - now there are 27 left. Legion Br03 in Marsh hex 41 recruits Troll with 2 Ogres Hater4's turn, number 1 4 creatures are split off from legion Gr04 into new legion Gr06 Phase advances to Move Hater4 rolls a 3 for movement Legion Gr04 (Fish) in Tower hex 500 moves to Plains hex 29 entering on Right Legion Gr06 (Frog) in Tower hex 500 moves to Brush hex 127 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 11 left. Legion Gr04 in Plains hex 29 recruits Centaur with 1 Centaur Added Cyclops - now there are 27 left. Legion Gr06 in Brush hex 127 recruits Cyclops with 2 Gargoyles Babbling Balrog's turn, number 1 4 creatures are split off from legion Bu05 into new legion Bu03 Phase advances to Move Babbling Balrog rolls a 1 for movement Legion Bu05 (Egg) in Tower hex 400 moves to Brush hex 24 entering on Right Legion Bu03 (Candle) in Tower hex 400 moves to Marsh hex 122 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 26 left. Legion Bu03 in Marsh hex 122 recruits Troll with 2 Ogres Added Cyclops - now there are 26 left. Legion Bu05 in Brush hex 24 recruits Cyclops with 2 Gargoyles Rational1's turn, number 1 4 creatures are split off from legion Bk03 into new legion Bk05 Phase advances to Move Rational1 rolls a 6 for movement Legion Bk05 (Hand) in Tower hex 300 tower teleports (Titan) to Tower hex 600 entering on Bottom Legion Bk03 (Die) in Tower hex 300 moves to Plains hex 110 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 27 left. Legion Bk03 in Plains hex 110 recruits Lion with 2 Centaurs Added Warlock - now there are 5 left. Legion Bk05 in Tower hex 600 recruits Warlock with 1 Titan Rational3's turn, number 1 4 creatures are split off from legion Gd10 into new legion Gd08 Phase advances to Move Rational3 rolls a 5 for movement Rational3 takes a mulligan Rational3 rolls a 3 for movement Rational3 takes a mulligan and rolls 3 Legion Gd08 (Rings) in Tower hex 200 moves to Brush hex 106 entering on Left Legion Gd10 (Scimitars) in Tower hex 200 moves to Marsh hex 8 entering on Right Phase advances to Fight Phase advances to Muster Added Ogre - now there are 12 left. Legion Gd10 in Marsh hex 8 recruits Ogre with 1 Ogre Added Cyclops - now there are 25 left. Legion Gd08 in Brush hex 106 recruits Cyclops with 2 Gargoyles Milvang5's turn, number 1 4 creatures are split off from legion Rd01 into new legion Rd09 Phase advances to Move Milvang5 rolls a 5 for movement Milvang5 takes a mulligan Milvang5 rolls a 1 for movement Milvang5 takes a mulligan and rolls 1 Legion Rd01 (Cross) in Tower hex 100 moves to Brush hex 3 entering on Right Legion Rd09 (Spiral) in Tower hex 100 moves to Plains hex 101 entering on Bottom Phase advances to Fight Phase advances to Muster Added Gargoyle - now there are 8 left. Legion Rd01 in Brush hex 3 recruits Gargoyle with 1 Gargoyle Added Lion - now there are 26 left. Legion Rd09 in Plains hex 101 recruits Lion with 2 Centaurs Hater2's turn, number 2 Phase advances to Move Hater2 rolls a 2 for movement Legion Br03 (Chest) in Marsh hex 41 moves to Plains hex 1 entering on Right Legion Br01 (Antlers) in Plains hex 133 moves to Marsh hex 131 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 10 left. Legion Br03 in Plains hex 1 recruits Centaur with 1 Centaur Hater4's turn, number 2 Phase advances to Move Hater4 rolls a 6 for movement Legion Gr04 (Fish) in Plains hex 29 moves to Tundra hex 4000 entering on Left Legion Gr06 (Frog) in Brush hex 127 moves to Brush hex 31 entering on Bottom Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 24 left. Legion Gr06 in Brush hex 31 recruits Cyclops with 1 Cyclops Babbling Balrog's turn, number 2 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu05 (Egg) in Brush hex 24 moves to Jungle hex 121 entering on Right Legion Bu03 (Candle) in Marsh hex 122 moves to Woods hex 25 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 9 left. Legion Bu03 in Woods hex 25 recruits Centaur with 1 Centaur Added Cyclops - now there are 23 left. Legion Bu05 in Jungle hex 121 recruits Cyclops with 1 Cyclops Rational1's turn, number 2 Phase advances to Move Rational1 rolls a 4 for movement Legion Bk03 (Die) in Plains hex 110 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Rational3's turn, number 2 Phase advances to Move Rational3 rolls a 2 for movement Legion Gd08 (Rings) in Brush hex 106 moves to Plains hex 6 entering on Right Legion Gd10 (Scimitars) in Marsh hex 8 moves to Brush hex 10 entering on Bottom Phase advances to Fight Phase advances to Muster Milvang5's turn, number 2 Phase advances to Move Milvang5 rolls a 1 for movement Legion Rd01 (Cross) in Brush hex 3 moves to Hills hex 4 entering on Left Legion Rd09 (Spiral) in Plains hex 101 moves to Tower hex 100 entering on Bottom Phase advances to Fight Phase advances to Muster Added Ogre - now there are 11 left. Legion Rd01 in Hills hex 4 recruits Ogre with 1 Ogre Added Warlock - now there are 4 left. Legion Rd09 in Tower hex 100 recruits Warlock with 1 Titan Hater2's turn, number 3 Phase advances to Move Hater2 rolls a 2 for movement Legion Br01 (Antlers) in Marsh hex 131 moves to Plains hex 129 entering on Left Legion Br03 (Chest) in Plains hex 1 moves to Tundra hex 6000 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 25 left. Legion Br01 in Plains hex 129 recruits Lion with 2 Centaurs Added Troll - now there are 25 left. Legion Br03 in Tundra hex 6000 recruits Troll with 1 Troll Hater4's turn, number 3 Phase advances to Move Hater4 rolls a 2 for movement Legion Gr06 (Frog) in Brush hex 31 moves to Marsh hex 27 entering on Left Legion Gr04 (Fish) in Tundra hex 4000 moves to Hills hex 23 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 10 left. Legion Gr04 in Hills hex 23 recruits Ogre with 1 Ogre Babbling Balrog's turn, number 3 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu05 (Egg) in Jungle hex 121 moves to Marsh hex 117 entering on Left Legion Bu03 (Candle) in Woods hex 25 moves to Jungle hex 121 entering on Right Phase advances to Fight Phase advances to Muster Rational1's turn, number 3 Phase advances to Move Rational1 rolls a 1 for movement Legion Bk03 (Die) in Swamp hex 14 moves to Plains hex 15 entering on Right Legion Bk05 (Hand) in Tower hex 600 moves to Brush hex 38 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 24 left. Legion Bk03 in Plains hex 15 recruits Lion with 2 Centaurs Added Cyclops - now there are 22 left. Legion Bk05 in Brush hex 38 recruits Cyclops with 2 Gargoyles Rational3's turn, number 3 Phase advances to Move Rational3 rolls a 2 for movement Legion Gd10 (Scimitars) in Brush hex 10 moves to Marsh hex 108 entering on Bottom Legion Gd08 (Rings) in Plains hex 6 moves to Brush hex 10 entering on Right Phase advances to Fight Phase advances to Muster Added Troll - now there are 24 left. Legion Gd10 in Marsh hex 108 recruits Troll with 2 Ogres Added Cyclops - now there are 21 left. Legion Gd08 in Brush hex 10 recruits Cyclops with 1 Cyclops Milvang5's turn, number 3 Phase advances to Move Milvang5 rolls a 3 for movement Legion Rd09 (Spiral) in Tower hex 100 moves to Plains hex 1 entering on Right Legion Rd01 (Cross) in Hills hex 4 moves to Plains hex 101 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 23 left. Legion Rd09 in Plains hex 1 recruits Lion with 2 Centaurs Hater2's turn, number 4 2 creatures are split off from legion Br01 into new legion Br02 2 creatures are split off from legion Br03 into new legion Br09 Legion Br09[Ogre, Ogre] is eliminated Legion Br09 recombined into legion Br03 Phase advances to Move Hater2 rolls a 2 for movement Legion Br01 (Antlers) in Plains hex 129 moves to Brush hex 31 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 20 left. Legion Br01 in Brush hex 31 recruits Cyclops with 2 Gargoyles Hater4's turn, number 4 Phase advances to Move Hater4 rolls a 3 for movement Legion Gr06 (Frog) in Marsh hex 27 moves to Woods hex 30 entering on Left Legion Gr04 (Fish) in Hills hex 23 moves to Abyss hex 26 entering on Bottom Phase advances to Fight Phase advances to Muster Added Centaur - now there are 8 left. Legion Gr06 in Woods hex 30 recruits Centaur with 1 Centaur Babbling Balrog's turn, number 4 Phase advances to Move Babbling Balrog rolls a 6 for movement Legion Bu05 (Egg) in Marsh hex 117 moves to Jungle hex 111 entering on Right Legion Bu03 (Candle) in Jungle hex 121 moves to Plains hex 115 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 22 left. Legion Bu03 in Plains hex 115 recruits Lion with 2 Centaurs Added Cyclops - now there are 19 left. Legion Bu05 in Jungle hex 111 recruits Cyclops with 1 Cyclops Rational1's turn, number 4 2 creatures are split off from legion Bk03 into new legion Bk04 Phase advances to Move Rational1 rolls a 6 for movement Legion Bk03 (Die) in Plains hex 15 moves to Desert hex 21 entering on Bottom Legion Bk05 (Hand) in Brush hex 38 moves to Brush hex 38 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 21 left. Legion Bk03 in Desert hex 21 recruits Lion with 1 Lion Added Cyclops - now there are 18 left. Legion Bk05 in Brush hex 38 recruits Cyclops with 1 Cyclops Rational3's turn, number 4 2 creatures are split off from legion Gd10 into new legion Gd02 Phase advances to Move Rational3 rolls a 6 for movement Legion Gd08 (Rings) in Brush hex 10 moves to Brush hex 10 entering on Bottom Legion Gd10 (Scimitars) in Marsh hex 108 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 23 left. Legion Gd10 in Swamp hex 14 recruits Troll with 1 Troll Added Gorgon - now there are 24 left. Legion Gd08 in Brush hex 10 recruits Gorgon with 2 Cyclopes Milvang5's turn, number 4 2 creatures are split off from legion Rd09 into new legion Rd11 Phase advances to Move Milvang5 rolls a 5 for movement Legion Rd11 (Sword) in Plains hex 1 moves to Plains hex 6 entering on Right Legion Rd09 (Spiral) in Plains hex 1 moves to Mountains hex 5000 entering on Left Phase advances to Fight Phase advances to Muster Added Minotaur - now there are 20 left. Legion Rd09 in Mountains hex 5000 recruits Minotaur with 2 Lions Added Lion - now there are 20 left. Legion Rd11 in Plains hex 6 recruits Lion with 2 Centaurs Hater2's turn, number 5 2 creatures are split off from legion Br03 into new legion Br07 Legion Br07[Ogre, Ogre] is eliminated Legion Br07 recombined into legion Br03 Phase advances to Move Hater2 rolls a 2 for movement Legion Br03 (Chest) in Tundra hex 6000 moves to Hills hex 37 entering on Left Legion Br02 (Bell) in Plains hex 129 moves to Marsh hex 27 entering on Left Legion Br01 (Antlers) in Brush hex 31 moves to Plains hex 129 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 19 left. Legion Br01 in Plains hex 129 recruits Lion with 1 Lion Hater4's turn, number 5 2 creatures are split off from legion Gr06 into new legion Gr11 Phase advances to Move Hater4 rolls a 4 for movement Legion Gr04 (Fish) in Abyss hex 26 moves to Plains hex 124 entering on Left Legion Gr06 (Frog) in Woods hex 30 moves to Plains hex 34 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 18 left. Legion Gr04 in Plains hex 124 recruits Lion with 2 Centaurs Added Lion - now there are 17 left. Legion Gr06 in Plains hex 34 recruits Lion with 2 Centaurs Babbling Balrog's turn, number 5 2 creatures are split off from legion Bu05 into new legion Bu12 2 creatures are split off from legion Bu03 into new legion Bu10 Phase advances to Move Babbling Balrog rolls a 1 for movement Legion Bu05 (Egg) in Jungle hex 111 moves to Plains hex 110 entering on Left Legion Bu03 (Candle) in Plains hex 115 moves to Desert hex 114 entering on Right Legion Bu10 (Padlock) in Plains hex 115 moves to Tower hex 300 entering on Bottom Phase advances to Fight Phase advances to Muster Added Centaur - now there are 7 left. Legion Bu05 in Plains hex 110 recruits Centaur with 1 Centaur Added Ogre - now there are 9 left. Legion Bu10 in Tower hex 300 recruits Ogre with nothing Added Lion - now there are 16 left. Legion Bu03 in Desert hex 114 recruits Lion with 1 Lion Rational1's turn, number 5 2 creatures are split off from legion Bk05 into new legion Bk12 Legion Bk12[Gargoyle, Gargoyle] is eliminated Legion Bk12 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 3 for movement Legion Bk05 (Hand) in Brush hex 38 moves to Marsh hex 41 entering on Right Legion Bk04 (Feather) in Plains hex 15 moves to Hills hex 18 entering on Left Phase advances to Fight Phase advances to Muster Rational3's turn, number 5 2 creatures are split off from legion Gd08 into new legion Gd01 Legion Gd01[Gargoyle, Gargoyle] is eliminated Legion Gd01 recombined into legion Gd08 Phase advances to Move Rational3 rolls a 4 for movement Legion Gd02 (Claw) in Marsh hex 108 moves to Jungle hex 104 entering on Right Legion Gd10 (Scimitars) in Swamp hex 14 moves to Abyss hex 12 entering on Bottom Phase advances to Fight Phase advances to Muster Milvang5's turn, number 5 Phase advances to Move Milvang5 rolls a 5 for movement Legion Rd11 (Sword) in Plains hex 6 moves to Plains hex 105 entering on Right Legion Rd01 (Cross) in Plains hex 101 moves to Plains hex 138 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 15 left. Legion Rd11 in Plains hex 105 recruits Lion with 2 Centaurs Hater2's turn, number 6 2 creatures are split off from legion Br01 into new legion Br11 Legion Br11[Gargoyle, Gargoyle] is eliminated Legion Br11 recombined into legion Br01 2 creatures are split off from legion Br03 into new legion Br09 Phase advances to Move Hater2 rolls a 5 for movement Legion Br09 (Scroll) in Hills hex 37 moves to Hills hex 4 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 8 left. Legion Br09 in Hills hex 4 recruits Ogre with 1 Ogre Hater4's turn, number 6 2 creatures are split off from legion Gr04 into new legion Gr03 Phase advances to Move Hater4 rolls a 6 for movement Legion Gr04 (Fish) in Plains hex 124 moves to Swamp hex 118 entering on Right Phase advances to Fight Phase advances to Muster Babbling Balrog's turn, number 6 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu05 (Egg) in Plains hex 110 moves to Brush hex 106 entering on Left Legion Bu12 (Trident) in Jungle hex 111 moves to Desert hex 107 entering on Right Legion Bu03 (Candle) in Desert hex 114 moves to Plains hex 110 entering on Left Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 23 left. Legion Bu05 in Brush hex 106 recruits Gorgon with 2 Cyclopes Added Lion - now there are 14 left. Legion Bu03 in Plains hex 110 recruits Lion with 2 Centaurs Rational1's turn, number 6 2 creatures are split off from legion Bk05 into new legion Bk11 Legion Bk11[Gargoyle, Gargoyle] is eliminated Legion Bk11 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 2 for movement Legion Bk05 (Hand) in Marsh hex 41 moves to Plains hex 101 entering on Bottom Phase advances to Fight Phase advances to Muster Rational3's turn, number 6 2 creatures are split off from legion Gd08 into new legion Gd05 Legion Gd05[Gargoyle, Gargoyle] is eliminated Legion Gd05 recombined into legion Gd08 Phase advances to Move Rational3 rolls a 4 for movement Legion Gd08 (Rings) in Brush hex 10 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Milvang5's turn, number 6 Phase advances to Move Milvang5 rolls a 5 for movement Legion Rd11 (Sword) in Plains hex 105 moves to Jungle hex 104 entering on Right Phase advances to Fight Legion Gd02 flees from legion Rd11 Milvang5 earns 12.0 half-points (0.0 + 12.0 => 12.0) Legion Gd02[Ogre, Ogre] is eliminated tellEngagementResultHandling, winner = Rd11 Phase advances to Muster Hater2's turn, number 7 2 creatures are split off from legion Br01 into new legion Br07 Legion Br07[Gargoyle, Gargoyle] is eliminated Legion Br07 recombined into legion Br01 Phase advances to Move Hater2 rolls a 5 for movement Legion Br03 (Chest) in Hills hex 37 moves to Swamp hex 42 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 22 left. Legion Br03 in Swamp hex 42 recruits Troll with 1 Troll Hater4's turn, number 7 Phase advances to Move Hater4 rolls a 6 for movement Legion Gr11 (Scales) in Woods hex 30 moves to Marsh hex 36 entering on Right Phase advances to Fight Phase advances to Muster Babbling Balrog's turn, number 7 2 creatures are split off from legion Bu05 into new legion Bu06 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu05 (Egg) in Brush hex 106 moves to Jungle hex 104 entering on Right Legion Bu03 (Candle) in Plains hex 110 moves to Abyss hex 12 entering on Bottom Phase advances to Fight Legion Rd11 flees from legion Bu05 Babbling Balrog earns 27.0 half-points (0.0 + 27.0 => 27.0) Legion Rd11[Lion, Lion, Centaur, Centaur] is eliminated tellEngagementResultHandling, winner = Bu05 Bu03 (Babbling Balrog) attacks Gd10 (Rational3) in Abyss hex 12 Angel moves from X0 to D5 Troll moves from X0 to C4 Troll moves from X0 to E3 Centaur moves from X0 to E4 Centaur moves from X0 to D4 Battle phase advances to Fight Critter Angel in Drift (1) hex D5: 0 + 1 => 1; 0 excess Angel in Drift (1) hex D5 takes Hex damage Critter Centaur in Drift (1) hex E4: 0 + 1 => 1; 0 excess Centaur in Drift (1) hex E4 takes Hex damage Critter Centaur in Drift hex D4: 0 + 1 => 1; 0 excess Centaur in Drift hex D4 takes Hex damage Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Angel moves from X3 to F2 Troll moves from X3 to B2 Lion moves from X3 to B3 Centaur moves from X3 to B4 Lion moves from X3 to E2 Lion moves from X3 to A3 Centaur moves from X3 to F1 Battle phase advances to Fight Critter Angel in Drift (1) hex D5: 1 + 1 => 2; 0 excess Angel in Drift (1) hex D5 takes Hex damage Critter Centaur in Drift (1) hex E4: 1 + 1 => 2; 0 excess Centaur in Drift (1) hex E4 takes Hex damage Critter Centaur in Drift hex D4: 1 + 1 => 2; 0 excess Centaur in Drift hex D4 takes Hex damage Angel in Tower (2) hex F2 strikes Troll in Drift (1) hex E3 with strike number 1, rolling: 515222: 6 hits Critter Troll in Drift (1) hex E3: 0 + 6 => 6; 0 excess Lion in Tower (2) hex B3 strikes Troll in Drift (1) hex C4 with strike number 2, rolling: 15612: 3 hits Critter Troll in Drift (1) hex C4: 0 + 3 => 3; 0 excess Lion in Tower (2) hex E2 strikes Troll in Drift (1) hex E3 with strike number 2, rolling: 34143: 4 hits Critter Troll in Drift (1) hex E3: 6 + 4 => 8; 2 excess Critter Troll in Drift (1) hex E3 is now dead: (hits=8 > power=8) Centaur in Tower (2) hex B4 strikes Troll in Drift (1) hex C4 with strike number 1, rolling: 454: 3 hits Critter Troll in Drift (1) hex C4: 3 + 3 => 6; 0 excess Battle phase advances to Strikeback Troll in Drift (1) hex E3 strikes Angel in Tower (2) hex F2 with strike number 6, rolling: 53546664: 3 hits Critter Angel in Tower (2) hex F2: 0 + 3 => 3; 0 excess Troll in Drift (1) hex C4 strikes Lion in Tower (2) hex B3 with strike number 6, rolling: 23554313: 0 hits Rational3's battle turn, number 2 Battle phase advances to Move Centaur moves from E4 to D6 Angel moves from D5 to E5 Battle phase advances to Fight Critter Centaur in Drift hex D4: 2 + 1 => 3; 0 excess Critter Centaur in Drift hex D4 is now dead: (hits=3 > power=3) Centaur in Drift hex D4 takes Hex damage Troll in Drift (1) hex C4 strikes Lion in Tower (2) hex B3 with strike number 6, rolling: 34661551: 2 hits Critter Lion in Tower (2) hex B3: 0 + 2 => 2; 0 excess Battle phase advances to Strikeback Lion in Tower (2) hex B3 strikes Troll in Drift (1) hex C4 with strike number 2, rolling: 62462: 5 hits Critter Troll in Drift (1) hex C4: 6 + 5 => 8; 3 excess Critter Troll in Drift (1) hex C4 is now dead: (hits=8 > power=8) Babbling Balrog's battle turn, number 2 Battle phase advances to Move Angel moves from F2 to D2 Centaur moves from F1 to F4 Centaur moves from B4 to C5 Lion moves from A3 to B4 Lion moves from B3 to A3 Troll moves from B2 to B3 Lion moves from E2 to F3 Battle phase advances to Fight Centaur in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 4, rolling: 312: 0 hits Centaur in Tower (2) hex F4 strikes Angel in Tower (2) hex E5 with strike number 4, rolling: 565: 3 hits Critter Angel in Tower (2) hex E5: 2 + 3 => 5; 0 excess Battle phase advances to Strikeback Angel in Tower (2) hex E5 strikes Centaur in Tower (2) hex F4 with strike number 4, rolling: 125664: 4 hits Critter Centaur in Tower (2) hex F4: 0 + 4 => 3; 1 excess Critter Centaur in Tower (2) hex F4 is now dead: (hits=3 > power=3) Centaur in Tower (2) hex D6 strikes Centaur in Tower (2) hex C5 with strike number 4, rolling: 546: 3 hits Critter Centaur in Tower (2) hex C5: 0 + 3 => 3; 0 excess Critter Centaur in Tower (2) hex C5 is now dead: (hits=3 > power=3) Rational3's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 3 Battle phase advances to Move Lion moves from B4 to C5 Lion moves from F3 to F4 Battle phase advances to Fight Lion in Tower (2) hex F4 strikes Angel in Tower (2) hex E5 with strike number 5, rolling: 62523: 2 hits Critter Angel in Tower (2) hex E5: 5 + 2 => 6; 1 excess Critter Angel in Tower (2) hex E5 is now dead: (hits=6 > power=6) Lion in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 5, rolling: 33433: 0 hits Battle phase advances to Strikeback Angel in Tower (2) hex E5 strikes Lion in Tower (2) hex F4 with strike number 3, rolling: 661661: 4 hits Critter Lion in Tower (2) hex F4: 0 + 4 => 4; 0 excess Centaur in Tower (2) hex D6 strikes Lion in Tower (2) hex C5 with strike number 3, rolling: 546: 3 hits Critter Lion in Tower (2) hex C5: 0 + 3 => 3; 0 excess Rational3's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Centaur in Tower (2) hex D6 strikes Lion in Tower (2) hex C5 with strike number 3, rolling: 134: 2 hits Critter Lion in Tower (2) hex C5: 3 + 2 => 5; 0 excess Critter Lion in Tower (2) hex C5 is now dead: (hits=5 > power=5) Battle phase advances to Strikeback Lion in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 5, rolling: 63233: 1 hit Critter Centaur in Tower (2) hex D6: 2 + 1 => 3; 0 excess Critter Centaur in Tower (2) hex D6 is now dead: (hits=3 > power=3) Babbling Balrog earns 80.0 points (27.0 + 80.0 => 107.0) Legion Gd10[] is eliminated Legion Bu03 (Candle) is going to call addCreature() to add one acquired Angel Added Angel - now there are 12 left. Legion Bu03 (Candle) acquired one Angel tellEngagementResultHandling, winner = Bu03 Phase advances to Muster Added Behemoth - now there are 17 left. Legion Bu05 in Jungle hex 104 recruits Behemoth with 3 Cyclopes Rational1's turn, number 7 2 creatures are split off from legion Bk05 into new legion Bk12 Legion Bk12[Gargoyle, Gargoyle] is eliminated Legion Bk12 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 2 for movement Legion Bk04 (Feather) in Hills hex 18 moves to Brush hex 116 entering on Right Phase advances to Fight Phase advances to Muster Rational3's turn, number 7 2 creatures are split off from legion Gd08 into new legion Gd05 Legion Gd05[Gargoyle, Gargoyle] is eliminated Legion Gd05 recombined into legion Gd08 Phase advances to Move Rational3 rolls a 2 for movement Legion Gd08 (Rings) in Swamp hex 14 moves to Woods hex 16 entering on Left Phase advances to Fight Phase advances to Muster Milvang5's turn, number 7 Phase advances to Move Milvang5 rolls a 3 for movement Legion Rd09 (Spiral) in Mountains hex 5000 moves to Brush hex 31 entering on Bottom Legion Rd01 (Cross) in Plains hex 138 moves to Jungle hex 135 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 17 left. Legion Rd01 in Jungle hex 135 recruits Cyclops with 2 Gargoyles Added Gargoyle - now there are 7 left. Legion Rd09 in Brush hex 31 recruits Gargoyle with 1 Gargoyle Hater2's turn, number 8 2 creatures are split off from legion Br01 into new legion Br12 Legion Br12[Gargoyle, Gargoyle] is eliminated Legion Br12 recombined into legion Br01 Phase advances to Move Hater2 rolls a 5 for movement Legion Br03 (Chest) in Swamp hex 42 moves to Marsh hex 41 entering on Right Phase advances to Fight Phase advances to Muster Added Ranger - now there are 27 left. Legion Br03 in Marsh hex 41 recruits Ranger with 2 Trolls Hater4's turn, number 8 Phase advances to Move Hater4 rolls a 2 for movement Legion Gr11 (Scales) in Marsh hex 36 moves to Brush hex 38 entering on Bottom Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 16 left. Legion Gr11 in Brush hex 38 recruits Cyclops with 2 Gargoyles Babbling Balrog's turn, number 8 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu03 (Candle) in Abyss hex 12 moves to Jungle hex 111 entering on Right Phase advances to Fight Phase advances to Muster Rational1's turn, number 8 2 creatures are split off from legion Bk05 into new legion Bk09 Legion Bk09[Gargoyle, Gargoyle] is eliminated Legion Bk09 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 5 for movement Legion Bk03 (Die) in Desert hex 21 moves to Abyss hex 26 entering on Bottom Legion Bk05 (Hand) in Plains hex 101 moves to Plains hex 138 entering on Left Phase advances to Fight Phase advances to Muster Rational3's turn, number 8 2 creatures are split off from legion Gd08 into new legion Gd09 Phase advances to Move Rational3 rolls a 4 for movement Legion Gd09 (Scarab) in Woods hex 16 moves to Brush hex 24 entering on Bottom Legion Gd08 (Rings) in Woods hex 16 moves to Plains hex 20 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 15 left. Legion Gd09 in Brush hex 24 recruits Cyclops with 2 Gargoyles Milvang5's turn, number 8 2 creatures are split off from legion Rd01 into new legion Rd05 Legion Rd05[Gargoyle, Gargoyle] is eliminated Legion Rd05 recombined into legion Rd01 2 creatures are split off from legion Rd09 into new legion Rd04 Legion Rd04[Lion, Gargoyle] is eliminated Legion Rd04 recombined into legion Rd09 Phase advances to Move Milvang5 rolls a 1 for movement Legion Rd09 (Spiral) in Brush hex 31 moves to Tower hex 500 entering on Bottom Legion Rd01 (Cross) in Jungle hex 135 moves to Brush hex 134 entering on Left Phase advances to Fight Phase advances to Muster Hater2's turn, number 9 2 creatures are split off from legion Br01 into new legion Br06 Legion Br06[Gargoyle, Gargoyle] is eliminated Legion Br06 recombined into legion Br01 2 creatures are split off from legion Br03 into new legion Br10 Phase advances to Move Hater2 rolls a 3 for movement Legion Br02 (Bell) in Marsh hex 27 moves to Woods hex 30 entering on Left Legion Br10 (Spider) in Marsh hex 41 moves to Woods hex 2 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 6 left. Legion Br02 in Woods hex 30 recruits Centaur with 1 Centaur Added Centaur - now there are 5 left. Legion Br10 in Woods hex 2 recruits Centaur with 1 Centaur Hater4's turn, number 9 Phase advances to Move Hater4 rolls a 1 for movement Legion Gr04 (Fish) in Swamp hex 118 moves to Marsh hex 117 entering on Left Legion Gr03 (Diamond) in Plains hex 124 moves to Woods hex 25 entering on Bottom Legion Gr06 (Frog) in Plains hex 34 moves to Tower hex 600 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 21 left. Legion Gr04 in Marsh hex 117 recruits Troll with 2 Ogres Added Warlock - now there are 3 left. Legion Gr06 in Tower hex 600 recruits Warlock with 1 Titan Added Centaur - now there are 4 left. Legion Gr03 in Woods hex 25 recruits Centaur with 1 Centaur Babbling Balrog's turn, number 9 Phase advances to Move Babbling Balrog rolls a 5 for movement Legion Bu05 (Egg) in Jungle hex 104 moves to Brush hex 141 entering on Left Legion Bu12 (Trident) in Desert hex 107 moves to Brush hex 102 entering on Right Legion Bu06 (Foot) in Brush hex 106 moves to Plains hex 101 entering on Left Legion Bu03 (Candle) in Jungle hex 111 moves to Brush hex 106 entering on Left Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 22 left. Legion Bu05 in Brush hex 141 recruits Gorgon with 1 Gorgon Rational1's turn, number 9 2 creatures are split off from legion Bk05 into new legion Bk10 Legion Bk10[Gargoyle, Gargoyle] is eliminated Legion Bk10 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 4 for movement Legion Bk04 (Feather) in Brush hex 116 moves to Marsh hex 112 entering on Right Legion Bk03 (Die) in Abyss hex 26 moves to Plains hex 124 entering on Left Phase advances to Fight Phase advances to Muster Added Ranger - now there are 26 left. Legion Bk03 in Plains hex 124 recruits Ranger with 2 Lions Rational3's turn, number 9 Phase advances to Move Rational3 rolls a 3 for movement Legion Gd08 (Rings) in Plains hex 20 moves to Hills hex 23 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 7 left. Legion Gd08 in Hills hex 23 recruits Ogre with 1 Ogre Milvang5's turn, number 9 2 creatures are split off from legion Rd01 into new legion Rd05 2 creatures are split off from legion Rd09 into new legion Rd04 Legion Rd04[Lion, Gargoyle] is eliminated Legion Rd04 recombined into legion Rd09 Phase advances to Move Milvang5 rolls a 6 for movement Legion Rd09 (Spiral) in Tower hex 500 tower teleports (Titan) to Brush hex 130 entering on Bottom Legion Rd01 (Cross) in Brush hex 134 moves to Plains hex 129 entering on Left Phase advances to Fight Rd01 (Milvang5) attacks Br01 (Hater2) in Plains hex 129 Lion moves from X2 to C1 Angel moves from X2 to F2 Lion moves from X2 to D3 Cyclops moves from X2 to E2 Gargoyle moves from X2 to F1 Gargoyle moves from X2 to D2 Battle phase advances to Fight Battle phase advances to Strikeback Milvang5's battle turn, number 1 Battle phase advances to Move Angel moves from X5 to C3 Cyclops moves from X5 to B3 Ogre moves from X5 to D5 Ogre moves from X5 to C4 Ogre moves from X5 to A3 Battle phase advances to Fight Angel in Plains hex C3 strikes Lion in Plains hex D3 with strike number 3, rolling: 525125: 3 hits Critter Lion in Plains hex D3: 0 + 3 => 3; 0 excess Battle phase advances to Strikeback Lion in Plains hex D3 strikes Angel in Plains hex C3 with strike number 5, rolling: 46152: 2 hits Critter Angel in Plains hex C3: 0 + 2 => 2; 0 excess Hater2's battle turn, number 2 Battle phase advances to Move Lion moves from C1 to E1 Battle phase advances to Fight Lion in Plains hex D3 strikes Angel in Plains hex C3 with strike number 5, rolling: 32631: 1 hit Critter Angel in Plains hex C3: 2 + 1 => 3; 0 excess Battle phase advances to Strikeback Angel in Plains hex C3 strikes Lion in Plains hex D3 with strike number 3, rolling: 514121: 2 hits Critter Lion in Plains hex D3: 3 + 2 => 5; 0 excess Critter Lion in Plains hex D3 is now dead: (hits=5 > power=5) Milvang5's battle turn, number 2 Battle phase advances to Move Angel moves from C3 to D3 Cyclops moves from B3 to C2 Ogre moves from D5 to F3 Ogre moves from C4 to D4 Ogre moves from A3 to B2 Battle phase advances to Fight Cyclops in Plains hex C2 strikes Gargoyle in Brambles hex D2 with strike number 5, rolling: 654434661: 4 hits Critter Gargoyle in Brambles hex D2: 0 + 4 => 4; 0 excess Critter Gargoyle in Brambles hex D2 is now dead: (hits=4 > power=4) Angel in Plains hex D3 strikes Cyclops in Plains hex E2 with strike number 2, rolling: 125351: 4 hits Critter Cyclops in Plains hex E2: 0 + 4 => 4; 0 excess Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 343266: 2 hits Critter Angel in Plains (1) hex F2: 0 + 2 => 2; 0 excess Battle phase advances to Strikeback Angel in Plains (1) hex F2 strikes Ogre in Plains (1) hex F3 with strike number 2, rolling: 131343: 4 hits Critter Ogre in Plains (1) hex F3: 0 + 4 => 4; 0 excess Cyclops in Plains hex E2 strikes Angel in Plains hex D3 with strike number 6, rolling: 641241116: 2 hits Critter Angel in Plains hex D3: 3 + 2 => 5; 0 excess Gargoyle in Brambles hex D2 strikes Angel in Plains hex D3 with strike number 5, rolling: 3621: 1 hit Critter Angel in Plains hex D3: 5 + 1 => 6; 0 excess Critter Angel in Plains hex D3 is now dead: (hits=6 > power=6) Hater2's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Angel in Plains (1) hex F2 strikes Ogre in Plains (1) hex F3 with strike number 2, rolling: 163522: 5 hits Critter Ogre in Plains (1) hex F3: 4 + 5 => 6; 3 excess Critter Ogre in Plains (1) hex F3 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 636651: 3 hits Critter Angel in Plains (1) hex F2: 2 + 3 => 5; 0 excess Milvang5's battle turn, number 3 Battle phase advances to Move Cyclops moves from C2 to E3 Ogre moves from D4 to F3 Ogre moves from B2 to D3 Battle phase advances to Fight Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 541453: 0 hits Ogre in Plains hex D3 strikes Cyclops in Plains hex E2 with strike number 4, rolling: 512366: 3 hits Critter Cyclops in Plains hex E2: 4 + 3 => 7; 0 excess Cyclops in Plains hex E3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 341353222: 0 hits Battle phase advances to Strikeback Angel in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 621444: 5 hits Critter Cyclops in Plains hex E3: 0 + 5 => 5; 0 excess Cyclops in Plains hex E2 strikes Cyclops in Plains hex E3 with strike number 4, rolling: 135632235: 3 hits Critter Cyclops in Plains hex E3: 5 + 3 => 8; 0 excess Hater2's battle turn, number 4 Added Lion - now there are 13 left. Legion Br01 in Plains hex 129 recruits Lion with 1 Lion Battle phase advances to Move Gargoyle moves from F1 to D2 Lion moves from X2 to D1 Battle phase advances to Fight Gargoyle in Brambles hex D2 strikes Ogre in Plains hex D3 with strike number 3, rolling: 5156: 3 hits Critter Ogre in Plains hex D3: 0 + 3 => 3; 0 excess Angel in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 331115: 3 hits Critter Cyclops in Plains hex E3: 8 + 3 => 9; 2 excess Critter Cyclops in Plains hex E3 is now dead: (hits=9 > power=9) 2 carries available Critter Ogre in Plains (1) hex F3: 0 + 2 => 2; 0 excess 2 hits carry to Ogre in Plains (1) hex F3 Cyclops in Plains hex E2 strikes Ogre in Plains hex D3 with strike number 4, rolling: 416155651: 6 hits Critter Ogre in Plains hex D3: 3 + 6 => 6; 3 excess Critter Ogre in Plains hex D3 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 251535: 0 hits Cyclops in Plains hex E3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 166345126: 3 hits Critter Angel in Plains (1) hex F2: 5 + 3 => 6; 2 excess Critter Angel in Plains (1) hex F2 is now dead: (hits=6 > power=6) 2 carries available Critter Cyclops in Plains hex E2: 7 + 2 => 9; 0 excess Critter Cyclops in Plains hex E2 is now dead: (hits=9 > power=9) 2 hits carry to Cyclops in Plains hex E2 Ogre in Plains hex D3 strikes Gargoyle in Brambles hex D2 with strike number 6, rolling: 645145: 1 hit Critter Gargoyle in Brambles hex D2: 0 + 1 => 1; 0 excess Milvang5's battle turn, number 4 Battle phase advances to Move Ogre moves from F3 to F1 Battle phase advances to Fight Ogre in Plains (1) hex F1 strikes Lion in Plains hex E1 with strike number 5, rolling: 2333441: 0 hits Battle phase advances to Strikeback Lion in Plains hex E1 strikes Ogre in Plains (1) hex F1 with strike number 3, rolling: 41212: 1 hit Critter Ogre in Plains (1) hex F1: 2 + 1 => 3; 0 excess Hater2's battle turn, number 5 Battle phase advances to Move Battle phase advances to Fight Lion in Plains hex E1 strikes Ogre in Plains (1) hex F1 with strike number 3, rolling: 55215: 3 hits Critter Ogre in Plains (1) hex F1: 3 + 3 => 6; 0 excess Critter Ogre in Plains (1) hex F1 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Plains (1) hex F1 strikes Lion in Plains hex E1 with strike number 5, rolling: 4566261: 4 hits Critter Lion in Plains hex E1: 0 + 4 => 4; 0 excess Hater2 earns 78.0 points (0.0 + 78.0 => 78.0) Legion Rd01[] is eliminated Phase advances to Muster Hater2's turn, number 10 Phase advances to Move Hater2 rolls a 3 for movement tellEngagementResultHandling, winner = Br01 Legion Br02 (Bell) in Woods hex 30 moves to Hills hex 37 entering on Left Legion Br10 (Spider) in Woods hex 2 moves to Hills hex 9 entering on Left Legion Br03 (Chest) in Marsh hex 41 moves to Woods hex 2 entering on Left Phase advances to Fight Phase advances to Muster Hater4's turn, number 10 3 creatures are split off from legion Gr04 into new legion Gr08 Legion Gr08[Ogre, Ogre, Ogre] is eliminated Legion Gr08 recombined into legion Gr04 2 creatures are split off from legion Gr06 into new legion Gr10 Phase advances to Move Hater4 rolls a 4 for movement Legion Gr10 (Laurel) in Tower hex 600 moves to Marsh hex 41 entering on Right Legion Gr04 (Fish) in Marsh hex 117 moves to Desert hex 21 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 12 left. Legion Gr04 in Desert hex 21 recruits Lion with 1 Lion Babbling Balrog's turn, number 10 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu05 (Egg) in Brush hex 141 moves to Plains hex 138 entering on Left Legion Bu03 (Candle) in Brush hex 106 moves to Desert hex 7 entering on Bottom Legion Bu12 (Trident) in Brush hex 102 moves to Brush hex 141 entering on Left Legion Bu06 (Foot) in Plains hex 101 moves to Marsh hex 140 entering on Right Phase advances to Fight Bu05 (Babbling Balrog) attacks Bk05 (Rational1) in Plains hex 138 Titan moves from X2 to F1 Warlock moves from X2 to F2 Cyclops moves from X2 to E2 Cyclops moves from X2 to E1 Gargoyle moves from X2 to C1 Gargoyle moves from X2 to D2 Ogre moves from X2 to D1 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Cyclops moves from X5 to A2 Cyclops moves from X5 to E5 Cyclops moves from X5 to B3 Gorgon moves from X5 to C4 Gorgon moves from X5 to A3 Behemoth moves from X5 to C5 Titan moves from X5 to B4 Battle phase advances to Fight Battle phase advances to Strikeback Rational1's battle turn, number 2 Battle phase advances to Move Gargoyle moves from C1 to D3 Battle phase advances to Fight Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E5 with strike number 2, rolling: 51: 1 hit Critter Cyclops in Plains hex E5: 0 + 1 => 1; 0 excess Battle phase advances to Strikeback Babbling Balrog's battle turn, number 2 Battle phase advances to Move Cyclops moves from E5 to F4 Cyclops moves from B3 to D4 Cyclops moves from A2 to C3 Gorgon moves from C4 to E4 Gorgon undoes move and returns to Plains hex C4 Cyclops undoes move and returns to Plains (1) hex A2 Cyclops undoes move and returns to Plains hex B3 Cyclops undoes move and returns to Plains hex E5 Cyclops moves from E5 to E4 Gorgon moves from C4 to F4 Cyclops moves from B3 to D4 Cyclops moves from A2 to C3 Gorgon moves from A3 to A1 Titan moves from B4 to A2 Behemoth moves from C5 to B3 Battle phase advances to Fight Gorgon in Plains (1) hex F4 strikes Warlock in Plains (1) hex F2 with strike number 5, rolling: 321: 0 hits Cyclops in Plains hex D4 strikes Gargoyle in Plains hex D3 with strike number 5, rolling: 542113424: 1 hit Critter Gargoyle in Plains hex D3: 0 + 1 => 1; 0 excess Cyclops in Plains hex C3 strikes Gargoyle in Plains hex D3 with strike number 5, rolling: 533544361: 3 hits Critter Gargoyle in Plains hex D3: 1 + 3 => 4; 0 excess Critter Gargoyle in Plains hex D3 is now dead: (hits=4 > power=4) Battle phase advances to Strikeback Gargoyle in Plains hex D3 strikes Cyclops in Plains hex D4 with strike number 3, rolling: 1451: 2 hits Critter Cyclops in Plains hex D4: 0 + 2 => 2; 0 excess Rational1's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E4 with strike number 2, rolling: 31: 1 hit Critter Cyclops in Plains hex E4: 1 + 1 => 2; 0 excess Battle phase advances to Strikeback Babbling Balrog's battle turn, number 3 Battle phase advances to Move Cyclops moves from E4 to E3 Cyclops moves from D4 to D3 Cyclops moves from C3 to C2 Gorgon moves from A1 to B1 Titan moves from A2 to A1 Behemoth moves from B3 to B2 Battle phase advances to Fight Gorgon in Plains (1) hex F4 strikes Warlock in Plains (1) hex F2 with strike number 5, rolling: 642: 1 hit Critter Warlock in Plains (1) hex F2: 0 + 1 => 1; 0 excess Cyclops in Plains hex C2 strikes Gargoyle in Brambles hex D2 with strike number 5, rolling: 135566334: 4 hits Critter Gargoyle in Brambles hex D2: 0 + 4 => 4; 0 excess Critter Gargoyle in Brambles hex D2 is now dead: (hits=4 > power=4) Gorgon in Plains hex B1 strikes Ogre in Plains hex D1 with strike number 3, rolling: 421: 1 hit Critter Ogre in Plains hex D1: 0 + 1 => 1; 0 excess Cyclops in Plains hex D3 strikes Cyclops in Plains hex E2 with strike number 4, rolling: 641335166: 5 hits Critter Cyclops in Plains hex E2: 0 + 5 => 5; 0 excess Cyclops in Plains hex E3 strikes Cyclops in Plains hex E2 with strike number 4, rolling: 454455521: 7 hits Critter Cyclops in Plains hex E2: 5 + 7 => 9; 3 excess Critter Cyclops in Plains hex E2 is now dead: (hits=9 > power=9) Battle phase advances to Strikeback Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 12111: 1 hit Critter Cyclops in Plains hex E3: 2 + 1 => 3; 0 excess Cyclops in Plains hex E2 strikes Cyclops in Plains hex E3 with strike number 4, rolling: 412441142: 4 hits Critter Cyclops in Plains hex E3: 3 + 4 => 7; 0 excess Gargoyle in Brambles hex D2 strikes Cyclops in Plains hex D3 with strike number 3, rolling: 4416: 3 hits Critter Cyclops in Plains hex D3: 2 + 3 => 5; 0 excess Rational1's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 15335: 4 hits Critter Cyclops in Plains hex E3: 7 + 4 => 9; 2 excess Critter Cyclops in Plains hex E3 is now dead: (hits=9 > power=9) Battle phase advances to Strikeback Cyclops in Plains hex E3 strikes Warlock in Plains (1) hex F2 with strike number 6, rolling: 414453116: 1 hit Critter Warlock in Plains (1) hex F2: 1 + 1 => 2; 0 excess Babbling Balrog's battle turn, number 4 Battle phase advances to Move Cyclops moves from D3 to E2 Cyclops moves from C2 to D2 Gorgon moves from F4 to F3 Gorgon moves from B1 to C1 Behemoth moves from B2 to E3 Battle phase advances to Fight Behemoth in Plains hex E3 strikes Warlock in Plains (1) hex F2 with strike number 6, rolling: 65142243: 1 hit Critter Warlock in Plains (1) hex F2: 2 + 1 => 3; 0 excess Gorgon in Plains hex C1 strikes Ogre in Plains hex D1 with strike number 3, rolling: 656661: 5 hits Critter Ogre in Plains hex D1: 1 + 5 => 6; 0 excess Critter Ogre in Plains hex D1 is now dead: (hits=6 > power=6) Gorgon in Plains (1) hex F3 strikes Warlock in Plains (1) hex F2 with strike number 5, rolling: 366324: 2 hits Critter Warlock in Plains (1) hex F2: 3 + 2 => 5; 0 excess Critter Warlock in Plains (1) hex F2 is now dead: (hits=5 > power=5) Cyclops in Brambles hex D2 strikes Cyclops in Plains hex E1 with strike number 4, rolling: 413566525: 6 hits Critter Cyclops in Plains hex E1: 0 + 6 => 6; 0 excess Cyclops in Plains hex E2 strikes Cyclops in Plains hex E1 with strike number 4, rolling: 565343226: 5 hits Critter Cyclops in Plains hex E1: 6 + 5 => 9; 2 excess Critter Cyclops in Plains hex E1 is now dead: (hits=9 > power=9) Battle phase advances to Strikeback Titan in Plains (1) hex F1 strikes Cyclops in Plains hex E2 with strike number 1, rolling: 341336: 6 hits Critter Cyclops in Plains hex E2: 5 + 6 => 9; 2 excess Critter Cyclops in Plains hex E2 is now dead: (hits=9 > power=9) Cyclops in Plains hex E1 strikes Cyclops in Brambles hex D2 with strike number 4, rolling: 264314423: 4 hits Critter Cyclops in Brambles hex D2: 0 + 4 => 4; 0 excess Warlock in Plains (1) hex F2 strikes Behemoth in Plains hex E3 with strike number 3, rolling: 16412: 2 hits Critter Behemoth in Plains hex E3: 0 + 2 => 2; 0 excess Ogre in Plains hex D1 strikes Gorgon in Plains hex C1 with strike number 5, rolling: 261442: 1 hit Critter Gorgon in Plains hex C1: 0 + 1 => 1; 0 excess Rational1's battle turn, number 5 Battle phase advances to Move Titan moves from F1 to C4 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 5 Battle phase advances to Move Cyclops moves from D2 to C3 Gorgon moves from C1 to D4 Gorgon moves from F3 to C5 Titan moves from A1 to B4 Battle phase advances to Fight Titan in Plains hex B4 strikes Titan in Plains hex C4 with strike number 4, rolling: 1515211: 2 hits Critter Titan in Plains hex C4: 0 + 2 => 2; 0 excess Gorgon in Plains hex D4 strikes Titan in Plains hex C4 with strike number 6, rolling: 466435: 2 hits Critter Titan in Plains hex C4: 2 + 2 => 4; 0 excess Gorgon in Plains hex C5 strikes Titan in Plains hex C4 with strike number 6, rolling: 212523: 0 hits Cyclops in Plains hex C3 strikes Titan in Plains hex C4 with strike number 6, rolling: 344411216: 1 hit Critter Titan in Plains hex C4: 4 + 1 => 5; 0 excess Battle phase advances to Strikeback Titan in Plains hex C4 strikes Titan in Plains hex B4 with strike number 4, rolling: 315551: 3 hits Critter Titan in Plains hex B4: 0 + 3 => 3; 0 excess Rational1's battle turn, number 6 Battle phase advances to Move Battle phase advances to Fight Titan in Plains hex C4 strikes Titan in Plains hex B4 with strike number 4, rolling: 356333: 2 hits Critter Titan in Plains hex B4: 3 + 2 => 5; 0 excess Battle phase advances to Strikeback Titan in Plains hex B4 strikes Titan in Plains hex C4 with strike number 4, rolling: 1263456: 4 hits Critter Titan in Plains hex C4: 5 + 4 => 6; 3 excess Critter Titan in Plains hex C4 is now dead: (hits=6 > power=6) Babbling Balrog earns 122.0 points (107.0 + 122.0 => 229.0) Player 'Rational1' is dying, killed by Babbling Balrog Babbling Balrog earns 48.5 half-points (229.0 + 48.5 => 277.5) Legion Bk03[Angel, Lion, Lion, Lion, Ogre, Ranger] is eliminated Legion Bk05[] is eliminated Babbling Balrog earns 12.0 half-points (277.5 + 12.0 => 289.5) Legion Bk04[Centaur, Centaur] is eliminated Rational1 is dead, telling everyone about it Legion Bu05 (Egg) is going to call addCreature() to add one acquired Angel Added Angel - now there are 14 left. Legion Bu05 (Egg) acquired one Angel tellEngagementResultHandling, winner = Bu05 Phase advances to Muster Added Lion - now there are 11 left. Legion Bu03 in Desert hex 7 recruits Lion with 1 Lion Rational3's turn, number 10 Phase advances to Move Rational3 rolls a 1 for movement Legion Gd09 (Scarab) in Brush hex 24 moves to Tower hex 400 entering on Bottom Legion Gd08 (Rings) in Hills hex 23 moves to Brush hex 24 entering on Bottom Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 21 left. Legion Gd08 in Brush hex 24 recruits Gorgon with 1 Gorgon Added Ogre - now there are 6 left. Legion Gd09 in Tower hex 400 recruits Ogre with nothing Milvang5's turn, number 10 2 creatures are split off from legion Rd09 into new legion Rd10 Phase advances to Move Milvang5 rolls a 1 for movement Legion Rd05 (Heart) in Brush hex 134 moves to Plains hex 133 entering on Right Legion Rd09 (Spiral) in Brush hex 130 moves to Plains hex 129 entering on Left Phase advances to Fight Legion Br01 flees from legion Rd09 Milvang5 earns 21.0 half-points (12.0 + 21.0 => 33.0) Legion Br01[Lion, Lion, Gargoyle] is eliminated Phase advances to Muster tellEngagementResultHandling, winner = Rd09 Added Lion - now there are 10 left. Legion Rd09 in Plains hex 129 recruits Lion with 1 Lion Hater2's turn, number 11 Phase advances to Move Hater2 rolls a 2 for movement Legion Br10 (Spider) in Hills hex 9 moves to Woods hex 11 entering on Left Legion Br09 (Scroll) in Hills hex 4 moves to Brush hex 102 entering on Right Legion Br02 (Bell) in Hills hex 37 moves to Plains hex 1 entering on Right Legion Br03 (Chest) in Woods hex 2 moves to Hills hex 4 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 9 left. Legion Br02 in Plains hex 1 recruits Lion with 2 Centaurs Added Warbear - now there are 20 left. Legion Br10 in Woods hex 11 recruits Warbear with 3 Centaurs Hater4's turn, number 11 3 creatures are split off from legion Gr04 into new legion Gr02 Phase advances to Move Hater4 rolls a 4 for movement Legion Gr10 (Laurel) in Marsh hex 41 moves to Brush hex 141 entering on Left Legion Gr04 (Fish) in Desert hex 21 moves to Abyss hex 19 entering on Bottom Phase advances to Fight Gr10 (Hater4) attacks Bu12 (Babbling Balrog) in Brush hex 141 Gargoyle moves from X2 to D3 Gargoyle moves from X2 to E3 Battle phase advances to Fight Battle phase advances to Strikeback Hater4's battle turn, number 1 Battle phase advances to Move Centaur moves from X5 to E4 Centaur moves from X5 to C3 Battle phase advances to Fight Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 111: 0 hits Centaur in Plains hex C3 strikes Gargoyle in Brambles (1) hex D3 with strike number 5, rolling: 423: 0 hits Battle phase advances to Strikeback Gargoyle in Brambles (1) hex D3 strikes Centaur in Plains hex C3 with strike number 5, rolling: 6254: 2 hits Critter Centaur in Plains hex C3: 0 + 2 => 2; 0 excess Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 2334: 0 hits Babbling Balrog's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Gargoyle in Brambles (1) hex D3 strikes Centaur in Plains hex C3 with strike number 5, rolling: 5553: 3 hits Critter Centaur in Plains hex C3: 2 + 3 => 3; 2 excess Critter Centaur in Plains hex C3 is now dead: (hits=3 > power=3) Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 5325: 2 hits Critter Centaur in Plains hex E4: 0 + 2 => 2; 0 excess Battle phase advances to Strikeback Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 521: 1 hit Critter Gargoyle in Brambles hex E3: 0 + 1 => 1; 0 excess Centaur in Plains hex C3 strikes Gargoyle in Brambles (1) hex D3 with strike number 5, rolling: 144: 0 hits Hater4's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 556: 3 hits Critter Gargoyle in Brambles hex E3: 1 + 3 => 4; 0 excess Critter Gargoyle in Brambles hex E3 is now dead: (hits=4 > power=4) Battle phase advances to Strikeback Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 2115: 1 hit Critter Centaur in Plains hex E4: 2 + 1 => 3; 0 excess Critter Centaur in Plains hex E4 is now dead: (hits=3 > power=3) Babbling Balrog earns 24.0 points (289.0 + 24.0 => 313.0) Legion Gr10[] is eliminated Added Gargoyle - now there are 6 left. Legion Bu12 in Brush hex 141 recruits Gargoyle with 1 Gargoyle Legion Bu12 (Trident) is going to call addCreature() to add one acquired Angel Added Angel - now there are 13 left. Legion Bu12 (Trident) acquired one Angel tellEngagementResultHandling, winner = Bu12 Phase advances to Muster Babbling Balrog's turn, number 11 Phase advances to Move Babbling Balrog rolls a 6 for movement Legion Bu03 (Candle) in Desert hex 7 moves to Hills hex 4 entering on Left Legion Bu05 (Egg) in Plains hex 138 moves to Plains hex 1 entering on Right Legion Bu12 (Trident) in Brush hex 141 moves to Jungle hex 135 entering on Right Legion Bu06 (Foot) in Marsh hex 140 moves to Brush hex 134 entering on Left Legion Bu10 (Padlock) in Tower hex 300 moves to Hills hex 18 entering on Left Phase advances to Fight Bu03 (Babbling Balrog) attacks Br03 (Hater2) in Hills hex 4 Troll moves from X2 to C1 Troll moves from X2 to D2 Titan moves from X2 to D1 Ranger moves from X2 to C2 Troll moves from X2 to E1 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Lion moves from X5 to C3 Lion moves from X5 to B2 Lion moves from X5 to D4 Angel moves from X5 to D3 Angel moves from X5 to A1 Troll moves from X5 to E5 Battle phase advances to Fight Lion in Plains hex B2 strikes Ranger in Bog hex C2 with strike number 5, rolling: 42253: 1 hit Critter Ranger in Bog hex C2: 0 + 1 => 1; 0 excess Lion in Plains (1) hex C3 strikes Ranger in Bog hex C2 with strike number 5, rolling: 522361: 2 hits Critter Ranger in Bog hex C2: 1 + 2 => 3; 0 excess Angel in Plains (1) hex D3 strikes Ranger in Bog hex C2 with strike number 4, rolling: 653634: 4 hits Critter Ranger in Bog hex C2: 3 + 4 => 4; 3 excess Critter Ranger in Bog hex C2 is now dead: (hits=4 > power=4) 3 carries available Critter Troll in Plains hex D2: 0 + 3 => 3; 0 excess 3 hits carry to Troll in Plains hex D2 Battle phase advances to Strikeback Troll in Plains hex D2 strikes Angel in Plains (1) hex D3 with strike number 6, rolling: 65434425: 1 hit Critter Angel in Plains (1) hex D3: 0 + 1 => 1; 0 excess Ranger in Bog hex C2 strikes Lion in Plains (1) hex C3 with strike number 4, rolling: 1632: 1 hit Critter Lion in Plains (1) hex C3: 0 + 1 => 1; 0 excess Hater2's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Troll in Plains hex D2 strikes Angel in Plains (1) hex D3 with strike number 6, rolling: 44535436: 1 hit Critter Angel in Plains (1) hex D3: 1 + 1 => 2; 0 excess Battle phase advances to Strikeback Angel in Plains (1) hex D3 strikes Troll in Plains hex D2 with strike number 2, rolling: 416553: 5 hits Critter Troll in Plains hex D2: 3 + 5 => 8; 0 excess Critter Troll in Plains hex D2 is now dead: (hits=8 > power=8) Babbling Balrog's battle turn, number 2 One Angel is summoned from legion Bu12 into legion Bu03 Battle phase advances to Move Troll moves from E5 to E3 Troll undoes move and returns to Plains hex E5 Lion moves from B2 to B1 Lion moves from D4 to F1 Angel moves from D3 to D2 Lion moves from C3 to E2 Troll moves from E5 to E3 Angel moves from X5 t... 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From: SourceForge.net <no...@so...> - 2008-10-11 16:13:12
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Bugs item #2090150, was opened at 2008-09-03 04:58 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090150&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: Fixed Priority: 9 Private: No Submitted By: Babbling Balrog (nsillito) Assigned to: Clemens Katzer (cleka) Summary: Stack Counter left after a battle Initial Comment: Stack counter remains on the board with no units. Stack counter blocks movement. Can't resolve the battle. Only option is to use the new Force Done on the menu. That option doesn't always work. Next turn can move unit off the stack counter if the game isn't hung. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:13 Message: Newest Public Build (2008-10-10) contains the correction to the issue(s) mentioned here => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ! ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-09 21:53 Message: Yes, this happens in the current public build; it is really buggy. But it was fixed already while ago we just haven't made a new public build yet - coming soon. Meanwhile, you could use the "Public Testing Build" - in that one most of the recent serious bugs are (should be) corrected: http://colossus.wiki.sourceforge.net/PublicTestingBuild -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-10-09 19:05 Message: I've had this occur as well. The legion marker for the dead legion will remain on the map and will never move again. But any legions that enter the area it occupies are forced to stop and fight the non-existant legion. I also had a game where when the Titan was killed all of the legion markers for that Titan remain on the Masterboard and interfere with movement with an unresolveable combat. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 10:28 Message: Raising priority. ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 06:50 Message: Logged In: YES user_id=2202652 Originator: YES Sorry, log window was closed. Here is the saved game. File Added: zerostackengaged.xml ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 06:48 Message: Logged In: YES user_id=2202652 Originator: YES New game. Human vs 5 AI. Blue's turn. Green 7 stack engagement with Brown 0 stack in Tower. Message for Blue : Resolve Engagements. Can use Force Done to make the game proceed. On Green's turn he will be able to move the stack out of the tower, maybe. Here is the log. I'll upload the image of the board and the saved game at that point. File Added: emptystack.JPG ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 04:14 Message: Logged In: YES user_id=2202652 Originator: YES File Added: zerostackwithsplitlegion.xml ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 03:56 Message: Logged In: YES user_id=2202652 Originator: YES Opps, that was a zero stack for brown not gold as per the image file name. I've saved this game and will upload it next. File Added: zerostack.xml ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 03:50 Message: Logged In: YES user_id=2202652 Originator: YES Here is the game log from the new game I am playing right now. Taken at the same time as I sent the images. I don't save and reload any games. I play them straight through. Also re: "Next turn can move unit off the stack counter if the game isn't hung." What I meant was that the following turn I can move my normal stack off the other AI player's zero size stack. Babbling Balrog chooses color Blue Setting for "<By type>5" new name: Milvang5 Milvang5 chooses color Red Setting for "<By type>3" new name: Rational3 Rational3 chooses color Gold Setting for "<By type>1" new name: Rational1 Rational1 chooses color Black Setting for "<By type>4" new name: Hater4 Hater4 chooses color Green Setting for "<By type>2" new name: Hater2 Hater2 chooses color Brown Hater2 selects initial marker Hater4 selects initial marker Babbling Balrog selects initial marker Rational1 selects initial marker Rational3 selects initial marker Milvang5 selects initial marker 4 creatures are split off from legion Br01 into new legion Br03 Phase advances to Move Hater2 rolls a 4 for movement Legion Br03 (Chest) in Tower hex 600 moves to Marsh hex 41 entering on Right Legion Br01 (Antlers) in Tower hex 600 moves to Plains hex 133 entering on Right Phase advances to Fight Phase advances to Muster Added Centaur - now there are 12 left. Legion Br01 in Plains hex 133 recruits Centaur with 1 Centaur Added Troll - now there are 27 left. Legion Br03 in Marsh hex 41 recruits Troll with 2 Ogres Hater4's turn, number 1 4 creatures are split off from legion Gr04 into new legion Gr06 Phase advances to Move Hater4 rolls a 3 for movement Legion Gr04 (Fish) in Tower hex 500 moves to Plains hex 29 entering on Right Legion Gr06 (Frog) in Tower hex 500 moves to Brush hex 127 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 11 left. Legion Gr04 in Plains hex 29 recruits Centaur with 1 Centaur Added Cyclops - now there are 27 left. Legion Gr06 in Brush hex 127 recruits Cyclops with 2 Gargoyles Babbling Balrog's turn, number 1 4 creatures are split off from legion Bu05 into new legion Bu03 Phase advances to Move Babbling Balrog rolls a 1 for movement Legion Bu05 (Egg) in Tower hex 400 moves to Brush hex 24 entering on Right Legion Bu03 (Candle) in Tower hex 400 moves to Marsh hex 122 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 26 left. Legion Bu03 in Marsh hex 122 recruits Troll with 2 Ogres Added Cyclops - now there are 26 left. Legion Bu05 in Brush hex 24 recruits Cyclops with 2 Gargoyles Rational1's turn, number 1 4 creatures are split off from legion Bk03 into new legion Bk05 Phase advances to Move Rational1 rolls a 6 for movement Legion Bk05 (Hand) in Tower hex 300 tower teleports (Titan) to Tower hex 600 entering on Bottom Legion Bk03 (Die) in Tower hex 300 moves to Plains hex 110 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 27 left. Legion Bk03 in Plains hex 110 recruits Lion with 2 Centaurs Added Warlock - now there are 5 left. Legion Bk05 in Tower hex 600 recruits Warlock with 1 Titan Rational3's turn, number 1 4 creatures are split off from legion Gd10 into new legion Gd08 Phase advances to Move Rational3 rolls a 5 for movement Rational3 takes a mulligan Rational3 rolls a 3 for movement Rational3 takes a mulligan and rolls 3 Legion Gd08 (Rings) in Tower hex 200 moves to Brush hex 106 entering on Left Legion Gd10 (Scimitars) in Tower hex 200 moves to Marsh hex 8 entering on Right Phase advances to Fight Phase advances to Muster Added Ogre - now there are 12 left. Legion Gd10 in Marsh hex 8 recruits Ogre with 1 Ogre Added Cyclops - now there are 25 left. Legion Gd08 in Brush hex 106 recruits Cyclops with 2 Gargoyles Milvang5's turn, number 1 4 creatures are split off from legion Rd01 into new legion Rd09 Phase advances to Move Milvang5 rolls a 5 for movement Milvang5 takes a mulligan Milvang5 rolls a 1 for movement Milvang5 takes a mulligan and rolls 1 Legion Rd01 (Cross) in Tower hex 100 moves to Brush hex 3 entering on Right Legion Rd09 (Spiral) in Tower hex 100 moves to Plains hex 101 entering on Bottom Phase advances to Fight Phase advances to Muster Added Gargoyle - now there are 8 left. Legion Rd01 in Brush hex 3 recruits Gargoyle with 1 Gargoyle Added Lion - now there are 26 left. Legion Rd09 in Plains hex 101 recruits Lion with 2 Centaurs Hater2's turn, number 2 Phase advances to Move Hater2 rolls a 2 for movement Legion Br03 (Chest) in Marsh hex 41 moves to Plains hex 1 entering on Right Legion Br01 (Antlers) in Plains hex 133 moves to Marsh hex 131 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 10 left. Legion Br03 in Plains hex 1 recruits Centaur with 1 Centaur Hater4's turn, number 2 Phase advances to Move Hater4 rolls a 6 for movement Legion Gr04 (Fish) in Plains hex 29 moves to Tundra hex 4000 entering on Left Legion Gr06 (Frog) in Brush hex 127 moves to Brush hex 31 entering on Bottom Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 24 left. Legion Gr06 in Brush hex 31 recruits Cyclops with 1 Cyclops Babbling Balrog's turn, number 2 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu05 (Egg) in Brush hex 24 moves to Jungle hex 121 entering on Right Legion Bu03 (Candle) in Marsh hex 122 moves to Woods hex 25 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 9 left. Legion Bu03 in Woods hex 25 recruits Centaur with 1 Centaur Added Cyclops - now there are 23 left. Legion Bu05 in Jungle hex 121 recruits Cyclops with 1 Cyclops Rational1's turn, number 2 Phase advances to Move Rational1 rolls a 4 for movement Legion Bk03 (Die) in Plains hex 110 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Rational3's turn, number 2 Phase advances to Move Rational3 rolls a 2 for movement Legion Gd08 (Rings) in Brush hex 106 moves to Plains hex 6 entering on Right Legion Gd10 (Scimitars) in Marsh hex 8 moves to Brush hex 10 entering on Bottom Phase advances to Fight Phase advances to Muster Milvang5's turn, number 2 Phase advances to Move Milvang5 rolls a 1 for movement Legion Rd01 (Cross) in Brush hex 3 moves to Hills hex 4 entering on Left Legion Rd09 (Spiral) in Plains hex 101 moves to Tower hex 100 entering on Bottom Phase advances to Fight Phase advances to Muster Added Ogre - now there are 11 left. Legion Rd01 in Hills hex 4 recruits Ogre with 1 Ogre Added Warlock - now there are 4 left. Legion Rd09 in Tower hex 100 recruits Warlock with 1 Titan Hater2's turn, number 3 Phase advances to Move Hater2 rolls a 2 for movement Legion Br01 (Antlers) in Marsh hex 131 moves to Plains hex 129 entering on Left Legion Br03 (Chest) in Plains hex 1 moves to Tundra hex 6000 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 25 left. Legion Br01 in Plains hex 129 recruits Lion with 2 Centaurs Added Troll - now there are 25 left. Legion Br03 in Tundra hex 6000 recruits Troll with 1 Troll Hater4's turn, number 3 Phase advances to Move Hater4 rolls a 2 for movement Legion Gr06 (Frog) in Brush hex 31 moves to Marsh hex 27 entering on Left Legion Gr04 (Fish) in Tundra hex 4000 moves to Hills hex 23 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 10 left. Legion Gr04 in Hills hex 23 recruits Ogre with 1 Ogre Babbling Balrog's turn, number 3 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu05 (Egg) in Jungle hex 121 moves to Marsh hex 117 entering on Left Legion Bu03 (Candle) in Woods hex 25 moves to Jungle hex 121 entering on Right Phase advances to Fight Phase advances to Muster Rational1's turn, number 3 Phase advances to Move Rational1 rolls a 1 for movement Legion Bk03 (Die) in Swamp hex 14 moves to Plains hex 15 entering on Right Legion Bk05 (Hand) in Tower hex 600 moves to Brush hex 38 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 24 left. Legion Bk03 in Plains hex 15 recruits Lion with 2 Centaurs Added Cyclops - now there are 22 left. Legion Bk05 in Brush hex 38 recruits Cyclops with 2 Gargoyles Rational3's turn, number 3 Phase advances to Move Rational3 rolls a 2 for movement Legion Gd10 (Scimitars) in Brush hex 10 moves to Marsh hex 108 entering on Bottom Legion Gd08 (Rings) in Plains hex 6 moves to Brush hex 10 entering on Right Phase advances to Fight Phase advances to Muster Added Troll - now there are 24 left. Legion Gd10 in Marsh hex 108 recruits Troll with 2 Ogres Added Cyclops - now there are 21 left. Legion Gd08 in Brush hex 10 recruits Cyclops with 1 Cyclops Milvang5's turn, number 3 Phase advances to Move Milvang5 rolls a 3 for movement Legion Rd09 (Spiral) in Tower hex 100 moves to Plains hex 1 entering on Right Legion Rd01 (Cross) in Hills hex 4 moves to Plains hex 101 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 23 left. Legion Rd09 in Plains hex 1 recruits Lion with 2 Centaurs Hater2's turn, number 4 2 creatures are split off from legion Br01 into new legion Br02 2 creatures are split off from legion Br03 into new legion Br09 Legion Br09[Ogre, Ogre] is eliminated Legion Br09 recombined into legion Br03 Phase advances to Move Hater2 rolls a 2 for movement Legion Br01 (Antlers) in Plains hex 129 moves to Brush hex 31 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 20 left. Legion Br01 in Brush hex 31 recruits Cyclops with 2 Gargoyles Hater4's turn, number 4 Phase advances to Move Hater4 rolls a 3 for movement Legion Gr06 (Frog) in Marsh hex 27 moves to Woods hex 30 entering on Left Legion Gr04 (Fish) in Hills hex 23 moves to Abyss hex 26 entering on Bottom Phase advances to Fight Phase advances to Muster Added Centaur - now there are 8 left. Legion Gr06 in Woods hex 30 recruits Centaur with 1 Centaur Babbling Balrog's turn, number 4 Phase advances to Move Babbling Balrog rolls a 6 for movement Legion Bu05 (Egg) in Marsh hex 117 moves to Jungle hex 111 entering on Right Legion Bu03 (Candle) in Jungle hex 121 moves to Plains hex 115 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 22 left. Legion Bu03 in Plains hex 115 recruits Lion with 2 Centaurs Added Cyclops - now there are 19 left. Legion Bu05 in Jungle hex 111 recruits Cyclops with 1 Cyclops Rational1's turn, number 4 2 creatures are split off from legion Bk03 into new legion Bk04 Phase advances to Move Rational1 rolls a 6 for movement Legion Bk03 (Die) in Plains hex 15 moves to Desert hex 21 entering on Bottom Legion Bk05 (Hand) in Brush hex 38 moves to Brush hex 38 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 21 left. Legion Bk03 in Desert hex 21 recruits Lion with 1 Lion Added Cyclops - now there are 18 left. Legion Bk05 in Brush hex 38 recruits Cyclops with 1 Cyclops Rational3's turn, number 4 2 creatures are split off from legion Gd10 into new legion Gd02 Phase advances to Move Rational3 rolls a 6 for movement Legion Gd08 (Rings) in Brush hex 10 moves to Brush hex 10 entering on Bottom Legion Gd10 (Scimitars) in Marsh hex 108 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 23 left. Legion Gd10 in Swamp hex 14 recruits Troll with 1 Troll Added Gorgon - now there are 24 left. Legion Gd08 in Brush hex 10 recruits Gorgon with 2 Cyclopes Milvang5's turn, number 4 2 creatures are split off from legion Rd09 into new legion Rd11 Phase advances to Move Milvang5 rolls a 5 for movement Legion Rd11 (Sword) in Plains hex 1 moves to Plains hex 6 entering on Right Legion Rd09 (Spiral) in Plains hex 1 moves to Mountains hex 5000 entering on Left Phase advances to Fight Phase advances to Muster Added Minotaur - now there are 20 left. Legion Rd09 in Mountains hex 5000 recruits Minotaur with 2 Lions Added Lion - now there are 20 left. Legion Rd11 in Plains hex 6 recruits Lion with 2 Centaurs Hater2's turn, number 5 2 creatures are split off from legion Br03 into new legion Br07 Legion Br07[Ogre, Ogre] is eliminated Legion Br07 recombined into legion Br03 Phase advances to Move Hater2 rolls a 2 for movement Legion Br03 (Chest) in Tundra hex 6000 moves to Hills hex 37 entering on Left Legion Br02 (Bell) in Plains hex 129 moves to Marsh hex 27 entering on Left Legion Br01 (Antlers) in Brush hex 31 moves to Plains hex 129 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 19 left. Legion Br01 in Plains hex 129 recruits Lion with 1 Lion Hater4's turn, number 5 2 creatures are split off from legion Gr06 into new legion Gr11 Phase advances to Move Hater4 rolls a 4 for movement Legion Gr04 (Fish) in Abyss hex 26 moves to Plains hex 124 entering on Left Legion Gr06 (Frog) in Woods hex 30 moves to Plains hex 34 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 18 left. Legion Gr04 in Plains hex 124 recruits Lion with 2 Centaurs Added Lion - now there are 17 left. Legion Gr06 in Plains hex 34 recruits Lion with 2 Centaurs Babbling Balrog's turn, number 5 2 creatures are split off from legion Bu05 into new legion Bu12 2 creatures are split off from legion Bu03 into new legion Bu10 Phase advances to Move Babbling Balrog rolls a 1 for movement Legion Bu05 (Egg) in Jungle hex 111 moves to Plains hex 110 entering on Left Legion Bu03 (Candle) in Plains hex 115 moves to Desert hex 114 entering on Right Legion Bu10 (Padlock) in Plains hex 115 moves to Tower hex 300 entering on Bottom Phase advances to Fight Phase advances to Muster Added Centaur - now there are 7 left. Legion Bu05 in Plains hex 110 recruits Centaur with 1 Centaur Added Ogre - now there are 9 left. Legion Bu10 in Tower hex 300 recruits Ogre with nothing Added Lion - now there are 16 left. Legion Bu03 in Desert hex 114 recruits Lion with 1 Lion Rational1's turn, number 5 2 creatures are split off from legion Bk05 into new legion Bk12 Legion Bk12[Gargoyle, Gargoyle] is eliminated Legion Bk12 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 3 for movement Legion Bk05 (Hand) in Brush hex 38 moves to Marsh hex 41 entering on Right Legion Bk04 (Feather) in Plains hex 15 moves to Hills hex 18 entering on Left Phase advances to Fight Phase advances to Muster Rational3's turn, number 5 2 creatures are split off from legion Gd08 into new legion Gd01 Legion Gd01[Gargoyle, Gargoyle] is eliminated Legion Gd01 recombined into legion Gd08 Phase advances to Move Rational3 rolls a 4 for movement Legion Gd02 (Claw) in Marsh hex 108 moves to Jungle hex 104 entering on Right Legion Gd10 (Scimitars) in Swamp hex 14 moves to Abyss hex 12 entering on Bottom Phase advances to Fight Phase advances to Muster Milvang5's turn, number 5 Phase advances to Move Milvang5 rolls a 5 for movement Legion Rd11 (Sword) in Plains hex 6 moves to Plains hex 105 entering on Right Legion Rd01 (Cross) in Plains hex 101 moves to Plains hex 138 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 15 left. Legion Rd11 in Plains hex 105 recruits Lion with 2 Centaurs Hater2's turn, number 6 2 creatures are split off from legion Br01 into new legion Br11 Legion Br11[Gargoyle, Gargoyle] is eliminated Legion Br11 recombined into legion Br01 2 creatures are split off from legion Br03 into new legion Br09 Phase advances to Move Hater2 rolls a 5 for movement Legion Br09 (Scroll) in Hills hex 37 moves to Hills hex 4 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 8 left. Legion Br09 in Hills hex 4 recruits Ogre with 1 Ogre Hater4's turn, number 6 2 creatures are split off from legion Gr04 into new legion Gr03 Phase advances to Move Hater4 rolls a 6 for movement Legion Gr04 (Fish) in Plains hex 124 moves to Swamp hex 118 entering on Right Phase advances to Fight Phase advances to Muster Babbling Balrog's turn, number 6 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu05 (Egg) in Plains hex 110 moves to Brush hex 106 entering on Left Legion Bu12 (Trident) in Jungle hex 111 moves to Desert hex 107 entering on Right Legion Bu03 (Candle) in Desert hex 114 moves to Plains hex 110 entering on Left Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 23 left. Legion Bu05 in Brush hex 106 recruits Gorgon with 2 Cyclopes Added Lion - now there are 14 left. Legion Bu03 in Plains hex 110 recruits Lion with 2 Centaurs Rational1's turn, number 6 2 creatures are split off from legion Bk05 into new legion Bk11 Legion Bk11[Gargoyle, Gargoyle] is eliminated Legion Bk11 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 2 for movement Legion Bk05 (Hand) in Marsh hex 41 moves to Plains hex 101 entering on Bottom Phase advances to Fight Phase advances to Muster Rational3's turn, number 6 2 creatures are split off from legion Gd08 into new legion Gd05 Legion Gd05[Gargoyle, Gargoyle] is eliminated Legion Gd05 recombined into legion Gd08 Phase advances to Move Rational3 rolls a 4 for movement Legion Gd08 (Rings) in Brush hex 10 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Milvang5's turn, number 6 Phase advances to Move Milvang5 rolls a 5 for movement Legion Rd11 (Sword) in Plains hex 105 moves to Jungle hex 104 entering on Right Phase advances to Fight Legion Gd02 flees from legion Rd11 Milvang5 earns 12.0 half-points (0.0 + 12.0 => 12.0) Legion Gd02[Ogre, Ogre] is eliminated tellEngagementResultHandling, winner = Rd11 Phase advances to Muster Hater2's turn, number 7 2 creatures are split off from legion Br01 into new legion Br07 Legion Br07[Gargoyle, Gargoyle] is eliminated Legion Br07 recombined into legion Br01 Phase advances to Move Hater2 rolls a 5 for movement Legion Br03 (Chest) in Hills hex 37 moves to Swamp hex 42 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 22 left. Legion Br03 in Swamp hex 42 recruits Troll with 1 Troll Hater4's turn, number 7 Phase advances to Move Hater4 rolls a 6 for movement Legion Gr11 (Scales) in Woods hex 30 moves to Marsh hex 36 entering on Right Phase advances to Fight Phase advances to Muster Babbling Balrog's turn, number 7 2 creatures are split off from legion Bu05 into new legion Bu06 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu05 (Egg) in Brush hex 106 moves to Jungle hex 104 entering on Right Legion Bu03 (Candle) in Plains hex 110 moves to Abyss hex 12 entering on Bottom Phase advances to Fight Legion Rd11 flees from legion Bu05 Babbling Balrog earns 27.0 half-points (0.0 + 27.0 => 27.0) Legion Rd11[Lion, Lion, Centaur, Centaur] is eliminated tellEngagementResultHandling, winner = Bu05 Bu03 (Babbling Balrog) attacks Gd10 (Rational3) in Abyss hex 12 Angel moves from X0 to D5 Troll moves from X0 to C4 Troll moves from X0 to E3 Centaur moves from X0 to E4 Centaur moves from X0 to D4 Battle phase advances to Fight Critter Angel in Drift (1) hex D5: 0 + 1 => 1; 0 excess Angel in Drift (1) hex D5 takes Hex damage Critter Centaur in Drift (1) hex E4: 0 + 1 => 1; 0 excess Centaur in Drift (1) hex E4 takes Hex damage Critter Centaur in Drift hex D4: 0 + 1 => 1; 0 excess Centaur in Drift hex D4 takes Hex damage Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Angel moves from X3 to F2 Troll moves from X3 to B2 Lion moves from X3 to B3 Centaur moves from X3 to B4 Lion moves from X3 to E2 Lion moves from X3 to A3 Centaur moves from X3 to F1 Battle phase advances to Fight Critter Angel in Drift (1) hex D5: 1 + 1 => 2; 0 excess Angel in Drift (1) hex D5 takes Hex damage Critter Centaur in Drift (1) hex E4: 1 + 1 => 2; 0 excess Centaur in Drift (1) hex E4 takes Hex damage Critter Centaur in Drift hex D4: 1 + 1 => 2; 0 excess Centaur in Drift hex D4 takes Hex damage Angel in Tower (2) hex F2 strikes Troll in Drift (1) hex E3 with strike number 1, rolling: 515222: 6 hits Critter Troll in Drift (1) hex E3: 0 + 6 => 6; 0 excess Lion in Tower (2) hex B3 strikes Troll in Drift (1) hex C4 with strike number 2, rolling: 15612: 3 hits Critter Troll in Drift (1) hex C4: 0 + 3 => 3; 0 excess Lion in Tower (2) hex E2 strikes Troll in Drift (1) hex E3 with strike number 2, rolling: 34143: 4 hits Critter Troll in Drift (1) hex E3: 6 + 4 => 8; 2 excess Critter Troll in Drift (1) hex E3 is now dead: (hits=8 > power=8) Centaur in Tower (2) hex B4 strikes Troll in Drift (1) hex C4 with strike number 1, rolling: 454: 3 hits Critter Troll in Drift (1) hex C4: 3 + 3 => 6; 0 excess Battle phase advances to Strikeback Troll in Drift (1) hex E3 strikes Angel in Tower (2) hex F2 with strike number 6, rolling: 53546664: 3 hits Critter Angel in Tower (2) hex F2: 0 + 3 => 3; 0 excess Troll in Drift (1) hex C4 strikes Lion in Tower (2) hex B3 with strike number 6, rolling: 23554313: 0 hits Rational3's battle turn, number 2 Battle phase advances to Move Centaur moves from E4 to D6 Angel moves from D5 to E5 Battle phase advances to Fight Critter Centaur in Drift hex D4: 2 + 1 => 3; 0 excess Critter Centaur in Drift hex D4 is now dead: (hits=3 > power=3) Centaur in Drift hex D4 takes Hex damage Troll in Drift (1) hex C4 strikes Lion in Tower (2) hex B3 with strike number 6, rolling: 34661551: 2 hits Critter Lion in Tower (2) hex B3: 0 + 2 => 2; 0 excess Battle phase advances to Strikeback Lion in Tower (2) hex B3 strikes Troll in Drift (1) hex C4 with strike number 2, rolling: 62462: 5 hits Critter Troll in Drift (1) hex C4: 6 + 5 => 8; 3 excess Critter Troll in Drift (1) hex C4 is now dead: (hits=8 > power=8) Babbling Balrog's battle turn, number 2 Battle phase advances to Move Angel moves from F2 to D2 Centaur moves from F1 to F4 Centaur moves from B4 to C5 Lion moves from A3 to B4 Lion moves from B3 to A3 Troll moves from B2 to B3 Lion moves from E2 to F3 Battle phase advances to Fight Centaur in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 4, rolling: 312: 0 hits Centaur in Tower (2) hex F4 strikes Angel in Tower (2) hex E5 with strike number 4, rolling: 565: 3 hits Critter Angel in Tower (2) hex E5: 2 + 3 => 5; 0 excess Battle phase advances to Strikeback Angel in Tower (2) hex E5 strikes Centaur in Tower (2) hex F4 with strike number 4, rolling: 125664: 4 hits Critter Centaur in Tower (2) hex F4: 0 + 4 => 3; 1 excess Critter Centaur in Tower (2) hex F4 is now dead: (hits=3 > power=3) Centaur in Tower (2) hex D6 strikes Centaur in Tower (2) hex C5 with strike number 4, rolling: 546: 3 hits Critter Centaur in Tower (2) hex C5: 0 + 3 => 3; 0 excess Critter Centaur in Tower (2) hex C5 is now dead: (hits=3 > power=3) Rational3's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 3 Battle phase advances to Move Lion moves from B4 to C5 Lion moves from F3 to F4 Battle phase advances to Fight Lion in Tower (2) hex F4 strikes Angel in Tower (2) hex E5 with strike number 5, rolling: 62523: 2 hits Critter Angel in Tower (2) hex E5: 5 + 2 => 6; 1 excess Critter Angel in Tower (2) hex E5 is now dead: (hits=6 > power=6) Lion in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 5, rolling: 33433: 0 hits Battle phase advances to Strikeback Angel in Tower (2) hex E5 strikes Lion in Tower (2) hex F4 with strike number 3, rolling: 661661: 4 hits Critter Lion in Tower (2) hex F4: 0 + 4 => 4; 0 excess Centaur in Tower (2) hex D6 strikes Lion in Tower (2) hex C5 with strike number 3, rolling: 546: 3 hits Critter Lion in Tower (2) hex C5: 0 + 3 => 3; 0 excess Rational3's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Centaur in Tower (2) hex D6 strikes Lion in Tower (2) hex C5 with strike number 3, rolling: 134: 2 hits Critter Lion in Tower (2) hex C5: 3 + 2 => 5; 0 excess Critter Lion in Tower (2) hex C5 is now dead: (hits=5 > power=5) Battle phase advances to Strikeback Lion in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 5, rolling: 63233: 1 hit Critter Centaur in Tower (2) hex D6: 2 + 1 => 3; 0 excess Critter Centaur in Tower (2) hex D6 is now dead: (hits=3 > power=3) Babbling Balrog earns 80.0 points (27.0 + 80.0 => 107.0) Legion Gd10[] is eliminated Legion Bu03 (Candle) is going to call addCreature() to add one acquired Angel Added Angel - now there are 12 left. Legion Bu03 (Candle) acquired one Angel tellEngagementResultHandling, winner = Bu03 Phase advances to Muster Added Behemoth - now there are 17 left. Legion Bu05 in Jungle hex 104 recruits Behemoth with 3 Cyclopes Rational1's turn, number 7 2 creatures are split off from legion Bk05 into new legion Bk12 Legion Bk12[Gargoyle, Gargoyle] is eliminated Legion Bk12 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 2 for movement Legion Bk04 (Feather) in Hills hex 18 moves to Brush hex 116 entering on Right Phase advances to Fight Phase advances to Muster Rational3's turn, number 7 2 creatures are split off from legion Gd08 into new legion Gd05 Legion Gd05[Gargoyle, Gargoyle] is eliminated Legion Gd05 recombined into legion Gd08 Phase advances to Move Rational3 rolls a 2 for movement Legion Gd08 (Rings) in Swamp hex 14 moves to Woods hex 16 entering on Left Phase advances to Fight Phase advances to Muster Milvang5's turn, number 7 Phase advances to Move Milvang5 rolls a 3 for movement Legion Rd09 (Spiral) in Mountains hex 5000 moves to Brush hex 31 entering on Bottom Legion Rd01 (Cross) in Plains hex 138 moves to Jungle hex 135 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 17 left. Legion Rd01 in Jungle hex 135 recruits Cyclops with 2 Gargoyles Added Gargoyle - now there are 7 left. Legion Rd09 in Brush hex 31 recruits Gargoyle with 1 Gargoyle Hater2's turn, number 8 2 creatures are split off from legion Br01 into new legion Br12 Legion Br12[Gargoyle, Gargoyle] is eliminated Legion Br12 recombined into legion Br01 Phase advances to Move Hater2 rolls a 5 for movement Legion Br03 (Chest) in Swamp hex 42 moves to Marsh hex 41 entering on Right Phase advances to Fight Phase advances to Muster Added Ranger - now there are 27 left. Legion Br03 in Marsh hex 41 recruits Ranger with 2 Trolls Hater4's turn, number 8 Phase advances to Move Hater4 rolls a 2 for movement Legion Gr11 (Scales) in Marsh hex 36 moves to Brush hex 38 entering on Bottom Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 16 left. Legion Gr11 in Brush hex 38 recruits Cyclops with 2 Gargoyles Babbling Balrog's turn, number 8 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu03 (Candle) in Abyss hex 12 moves to Jungle hex 111 entering on Right Phase advances to Fight Phase advances to Muster Rational1's turn, number 8 2 creatures are split off from legion Bk05 into new legion Bk09 Legion Bk09[Gargoyle, Gargoyle] is eliminated Legion Bk09 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 5 for movement Legion Bk03 (Die) in Desert hex 21 moves to Abyss hex 26 entering on Bottom Legion Bk05 (Hand) in Plains hex 101 moves to Plains hex 138 entering on Left Phase advances to Fight Phase advances to Muster Rational3's turn, number 8 2 creatures are split off from legion Gd08 into new legion Gd09 Phase advances to Move Rational3 rolls a 4 for movement Legion Gd09 (Scarab) in Woods hex 16 moves to Brush hex 24 entering on Bottom Legion Gd08 (Rings) in Woods hex 16 moves to Plains hex 20 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 15 left. Legion Gd09 in Brush hex 24 recruits Cyclops with 2 Gargoyles Milvang5's turn, number 8 2 creatures are split off from legion Rd01 into new legion Rd05 Legion Rd05[Gargoyle, Gargoyle] is eliminated Legion Rd05 recombined into legion Rd01 2 creatures are split off from legion Rd09 into new legion Rd04 Legion Rd04[Lion, Gargoyle] is eliminated Legion Rd04 recombined into legion Rd09 Phase advances to Move Milvang5 rolls a 1 for movement Legion Rd09 (Spiral) in Brush hex 31 moves to Tower hex 500 entering on Bottom Legion Rd01 (Cross) in Jungle hex 135 moves to Brush hex 134 entering on Left Phase advances to Fight Phase advances to Muster Hater2's turn, number 9 2 creatures are split off from legion Br01 into new legion Br06 Legion Br06[Gargoyle, Gargoyle] is eliminated Legion Br06 recombined into legion Br01 2 creatures are split off from legion Br03 into new legion Br10 Phase advances to Move Hater2 rolls a 3 for movement Legion Br02 (Bell) in Marsh hex 27 moves to Woods hex 30 entering on Left Legion Br10 (Spider) in Marsh hex 41 moves to Woods hex 2 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 6 left. Legion Br02 in Woods hex 30 recruits Centaur with 1 Centaur Added Centaur - now there are 5 left. Legion Br10 in Woods hex 2 recruits Centaur with 1 Centaur Hater4's turn, number 9 Phase advances to Move Hater4 rolls a 1 for movement Legion Gr04 (Fish) in Swamp hex 118 moves to Marsh hex 117 entering on Left Legion Gr03 (Diamond) in Plains hex 124 moves to Woods hex 25 entering on Bottom Legion Gr06 (Frog) in Plains hex 34 moves to Tower hex 600 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 21 left. Legion Gr04 in Marsh hex 117 recruits Troll with 2 Ogres Added Warlock - now there are 3 left. Legion Gr06 in Tower hex 600 recruits Warlock with 1 Titan Added Centaur - now there are 4 left. Legion Gr03 in Woods hex 25 recruits Centaur with 1 Centaur Babbling Balrog's turn, number 9 Phase advances to Move Babbling Balrog rolls a 5 for movement Legion Bu05 (Egg) in Jungle hex 104 moves to Brush hex 141 entering on Left Legion Bu12 (Trident) in Desert hex 107 moves to Brush hex 102 entering on Right Legion Bu06 (Foot) in Brush hex 106 moves to Plains hex 101 entering on Left Legion Bu03 (Candle) in Jungle hex 111 moves to Brush hex 106 entering on Left Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 22 left. Legion Bu05 in Brush hex 141 recruits Gorgon with 1 Gorgon Rational1's turn, number 9 2 creatures are split off from legion Bk05 into new legion Bk10 Legion Bk10[Gargoyle, Gargoyle] is eliminated Legion Bk10 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 4 for movement Legion Bk04 (Feather) in Brush hex 116 moves to Marsh hex 112 entering on Right Legion Bk03 (Die) in Abyss hex 26 moves to Plains hex 124 entering on Left Phase advances to Fight Phase advances to Muster Added Ranger - now there are 26 left. Legion Bk03 in Plains hex 124 recruits Ranger with 2 Lions Rational3's turn, number 9 Phase advances to Move Rational3 rolls a 3 for movement Legion Gd08 (Rings) in Plains hex 20 moves to Hills hex 23 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 7 left. Legion Gd08 in Hills hex 23 recruits Ogre with 1 Ogre Milvang5's turn, number 9 2 creatures are split off from legion Rd01 into new legion Rd05 2 creatures are split off from legion Rd09 into new legion Rd04 Legion Rd04[Lion, Gargoyle] is eliminated Legion Rd04 recombined into legion Rd09 Phase advances to Move Milvang5 rolls a 6 for movement Legion Rd09 (Spiral) in Tower hex 500 tower teleports (Titan) to Brush hex 130 entering on Bottom Legion Rd01 (Cross) in Brush hex 134 moves to Plains hex 129 entering on Left Phase advances to Fight Rd01 (Milvang5) attacks Br01 (Hater2) in Plains hex 129 Lion moves from X2 to C1 Angel moves from X2 to F2 Lion moves from X2 to D3 Cyclops moves from X2 to E2 Gargoyle moves from X2 to F1 Gargoyle moves from X2 to D2 Battle phase advances to Fight Battle phase advances to Strikeback Milvang5's battle turn, number 1 Battle phase advances to Move Angel moves from X5 to C3 Cyclops moves from X5 to B3 Ogre moves from X5 to D5 Ogre moves from X5 to C4 Ogre moves from X5 to A3 Battle phase advances to Fight Angel in Plains hex C3 strikes Lion in Plains hex D3 with strike number 3, rolling: 525125: 3 hits Critter Lion in Plains hex D3: 0 + 3 => 3; 0 excess Battle phase advances to Strikeback Lion in Plains hex D3 strikes Angel in Plains hex C3 with strike number 5, rolling: 46152: 2 hits Critter Angel in Plains hex C3: 0 + 2 => 2; 0 excess Hater2's battle turn, number 2 Battle phase advances to Move Lion moves from C1 to E1 Battle phase advances to Fight Lion in Plains hex D3 strikes Angel in Plains hex C3 with strike number 5, rolling: 32631: 1 hit Critter Angel in Plains hex C3: 2 + 1 => 3; 0 excess Battle phase advances to Strikeback Angel in Plains hex C3 strikes Lion in Plains hex D3 with strike number 3, rolling: 514121: 2 hits Critter Lion in Plains hex D3: 3 + 2 => 5; 0 excess Critter Lion in Plains hex D3 is now dead: (hits=5 > power=5) Milvang5's battle turn, number 2 Battle phase advances to Move Angel moves from C3 to D3 Cyclops moves from B3 to C2 Ogre moves from D5 to F3 Ogre moves from C4 to D4 Ogre moves from A3 to B2 Battle phase advances to Fight Cyclops in Plains hex C2 strikes Gargoyle in Brambles hex D2 with strike number 5, rolling: 654434661: 4 hits Critter Gargoyle in Brambles hex D2: 0 + 4 => 4; 0 excess Critter Gargoyle in Brambles hex D2 is now dead: (hits=4 > power=4) Angel in Plains hex D3 strikes Cyclops in Plains hex E2 with strike number 2, rolling: 125351: 4 hits Critter Cyclops in Plains hex E2: 0 + 4 => 4; 0 excess Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 343266: 2 hits Critter Angel in Plains (1) hex F2: 0 + 2 => 2; 0 excess Battle phase advances to Strikeback Angel in Plains (1) hex F2 strikes Ogre in Plains (1) hex F3 with strike number 2, rolling: 131343: 4 hits Critter Ogre in Plains (1) hex F3: 0 + 4 => 4; 0 excess Cyclops in Plains hex E2 strikes Angel in Plains hex D3 with strike number 6, rolling: 641241116: 2 hits Critter Angel in Plains hex D3: 3 + 2 => 5; 0 excess Gargoyle in Brambles hex D2 strikes Angel in Plains hex D3 with strike number 5, rolling: 3621: 1 hit Critter Angel in Plains hex D3: 5 + 1 => 6; 0 excess Critter Angel in Plains hex D3 is now dead: (hits=6 > power=6) Hater2's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Angel in Plains (1) hex F2 strikes Ogre in Plains (1) hex F3 with strike number 2, rolling: 163522: 5 hits Critter Ogre in Plains (1) hex F3: 4 + 5 => 6; 3 excess Critter Ogre in Plains (1) hex F3 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 636651: 3 hits Critter Angel in Plains (1) hex F2: 2 + 3 => 5; 0 excess Milvang5's battle turn, number 3 Battle phase advances to Move Cyclops moves from C2 to E3 Ogre moves from D4 to F3 Ogre moves from B2 to D3 Battle phase advances to Fight Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 541453: 0 hits Ogre in Plains hex D3 strikes Cyclops in Plains hex E2 with strike number 4, rolling: 512366: 3 hits Critter Cyclops in Plains hex E2: 4 + 3 => 7; 0 excess Cyclops in Plains hex E3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 341353222: 0 hits Battle phase advances to Strikeback Angel in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 621444: 5 hits Critter Cyclops in Plains hex E3: 0 + 5 => 5; 0 excess Cyclops in Plains hex E2 strikes Cyclops in Plains hex E3 with strike number 4, rolling: 135632235: 3 hits Critter Cyclops in Plains hex E3: 5 + 3 => 8; 0 excess Hater2's battle turn, number 4 Added Lion - now there are 13 left. Legion Br01 in Plains hex 129 recruits Lion with 1 Lion Battle phase advances to Move Gargoyle moves from F1 to D2 Lion moves from X2 to D1 Battle phase advances to Fight Gargoyle in Brambles hex D2 strikes Ogre in Plains hex D3 with strike number 3, rolling: 5156: 3 hits Critter Ogre in Plains hex D3: 0 + 3 => 3; 0 excess Angel in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 331115: 3 hits Critter Cyclops in Plains hex E3: 8 + 3 => 9; 2 excess Critter Cyclops in Plains hex E3 is now dead: (hits=9 > power=9) 2 carries available Critter Ogre in Plains (1) hex F3: 0 + 2 => 2; 0 excess 2 hits carry to Ogre in Plains (1) hex F3 Cyclops in Plains hex E2 strikes Ogre in Plains hex D3 with strike number 4, rolling: 416155651: 6 hits Critter Ogre in Plains hex D3: 3 + 6 => 6; 3 excess Critter Ogre in Plains hex D3 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 251535: 0 hits Cyclops in Plains hex E3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 166345126: 3 hits Critter Angel in Plains (1) hex F2: 5 + 3 => 6; 2 excess Critter Angel in Plains (1) hex F2 is now dead: (hits=6 > power=6) 2 carries available Critter Cyclops in Plains hex E2: 7 + 2 => 9; 0 excess Critter Cyclops in Plains hex E2 is now dead: (hits=9 > power=9) 2 hits carry to Cyclops in Plains hex E2 Ogre in Plains hex D3 strikes Gargoyle in Brambles hex D2 with strike number 6, rolling: 645145: 1 hit Critter Gargoyle in Brambles hex D2: 0 + 1 => 1; 0 excess Milvang5's battle turn, number 4 Battle phase advances to Move Ogre moves from F3 to F1 Battle phase advances to Fight Ogre in Plains (1) hex F1 strikes Lion in Plains hex E1 with strike number 5, rolling: 2333441: 0 hits Battle phase advances to Strikeback Lion in Plains hex E1 strikes Ogre in Plains (1) hex F1 with strike number 3, rolling: 41212: 1 hit Critter Ogre in Plains (1) hex F1: 2 + 1 => 3; 0 excess Hater2's battle turn, number 5 Battle phase advances to Move Battle phase advances to Fight Lion in Plains hex E1 strikes Ogre in Plains (1) hex F1 with strike number 3, rolling: 55215: 3 hits Critter Ogre in Plains (1) hex F1: 3 + 3 => 6; 0 excess Critter Ogre in Plains (1) hex F1 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Plains (1) hex F1 strikes Lion in Plains hex E1 with strike number 5, rolling: 4566261: 4 hits Critter Lion in Plains hex E1: 0 + 4 => 4; 0 excess Hater2 earns 78.0 points (0.0 + 78.0 => 78.0) Legion Rd01[] is eliminated Phase advances to Muster Hater2's turn, number 10 Phase advances to Move Hater2 rolls a 3 for movement tellEngagementResultHandling, winner = Br01 Legion Br02 (Bell) in Woods hex 30 moves to Hills hex 37 entering on Left Legion Br10 (Spider) in Woods hex 2 moves to Hills hex 9 entering on Left Legion Br03 (Chest) in Marsh hex 41 moves to Woods hex 2 entering on Left Phase advances to Fight Phase advances to Muster Hater4's turn, number 10 3 creatures are split off from legion Gr04 into new legion Gr08 Legion Gr08[Ogre, Ogre, Ogre] is eliminated Legion Gr08 recombined into legion Gr04 2 creatures are split off from legion Gr06 into new legion Gr10 Phase advances to Move Hater4 rolls a 4 for movement Legion Gr10 (Laurel) in Tower hex 600 moves to Marsh hex 41 entering on Right Legion Gr04 (Fish) in Marsh hex 117 moves to Desert hex 21 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 12 left. Legion Gr04 in Desert hex 21 recruits Lion with 1 Lion Babbling Balrog's turn, number 10 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu05 (Egg) in Brush hex 141 moves to Plains hex 138 entering on Left Legion Bu03 (Candle) in Brush hex 106 moves to Desert hex 7 entering on Bottom Legion Bu12 (Trident) in Brush hex 102 moves to Brush hex 141 entering on Left Legion Bu06 (Foot) in Plains hex 101 moves to Marsh hex 140 entering on Right Phase advances to Fight Bu05 (Babbling Balrog) attacks Bk05 (Rational1) in Plains hex 138 Titan moves from X2 to F1 Warlock moves from X2 to F2 Cyclops moves from X2 to E2 Cyclops moves from X2 to E1 Gargoyle moves from X2 to C1 Gargoyle moves from X2 to D2 Ogre moves from X2 to D1 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Cyclops moves from X5 to A2 Cyclops moves from X5 to E5 Cyclops moves from X5 to B3 Gorgon moves from X5 to C4 Gorgon moves from X5 to A3 Behemoth moves from X5 to C5 Titan moves from X5 to B4 Battle phase advances to Fight Battle phase advances to Strikeback Rational1's battle turn, number 2 Battle phase advances to Move Gargoyle moves from C1 to D3 Battle phase advances to Fight Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E5 with strike number 2, rolling: 51: 1 hit Critter Cyclops in Plains hex E5: 0 + 1 => 1; 0 excess Battle phase advances to Strikeback Babbling Balrog's battle turn, number 2 Battle phase advances to Move Cyclops moves from E5 to F4 Cyclops moves from B3 to D4 Cyclops moves from A2 to C3 Gorgon moves from C4 to E4 Gorgon undoes move and returns to Plains hex C4 Cyclops undoes move and returns to Plains (1) hex A2 Cyclops undoes move and returns to Plains hex B3 Cyclops undoes move and returns to Plains hex E5 Cyclops moves from E5 to E4 Gorgon moves from C4 to F4 Cyclops moves from B3 to D4 Cyclops moves from A2 to C3 Gorgon moves from A3 to A1 Titan moves from B4 to A2 Behemoth moves from C5 to B3 Battle phase advances to Fight Gorgon in Plains (1) hex F4 strikes Warlock in Plains (1) hex F2 with strike number 5, rolling: 321: 0 hits Cyclops in Plains hex D4 strikes Gargoyle in Plains hex D3 with strike number 5, rolling: 542113424: 1 hit Critter Gargoyle in Plains hex D3: 0 + 1 => 1; 0 excess Cyclops in Plains hex C3 strikes Gargoyle in Plains hex D3 with strike number 5, rolling: 533544361: 3 hits Critter Gargoyle in Plains hex D3: 1 + 3 => 4; 0 excess Critter Gargoyle in Plains hex D3 is now dead: (hits=4 > power=4) Battle phase advances to Strikeback Gargoyle in Plains hex D3 strikes Cyclops in Plains hex D4 with strike number 3, rolling: 1451: 2 hits Critter Cyclops in Plains hex D4: 0 + 2 => 2; 0 excess Rational1's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E4 with strike number 2, rolling: 31: 1 hit Critter Cyclops in Plains hex E4: 1 + 1 => 2; 0 excess Battle phase advances to Strikeback Babbling Balrog's battle turn, number 3 Battle phase advances to Move Cyclops moves from E4 to E3 Cyclops moves from D4 to D3 Cyclops moves from C3 to C2 Gorgon moves from A1 to B1 Titan moves from A2 to A1 Behemoth moves from B3 to B2 Battle phase advances to Fight Gorgon in Plains (1) hex F4 strikes Warlock in Plains (1) hex F2 with strike number 5, rolling: 642: 1 hit Critter Warlock in Plains (1) hex F2: 0 + 1 => 1; 0 excess Cyclops in Plains hex C2 strikes Gargoyle in Brambles hex D2 with strike number 5, rolling: 135566334: 4 hits Critter Gargoyle in Brambles hex D2: 0 + 4 => 4; 0 excess Critter Gargoyle in Brambles hex D2 is now dead: (hits=4 > power=4) Gorgon in Plains hex B1 strikes Ogre in Plains hex D1 with strike number 3, rolling: 421: 1 hit Critter Ogre in Plains hex D1: 0 + 1 => 1; 0 excess Cyclops in Plains hex D3 strikes Cyclops in Plains hex E2 with strike number 4, rolling: 641335166: 5 hits Critter Cyclops in Plains hex E2: 0 + 5 => 5; 0 excess Cyclops in Plains hex E3 strikes Cyclops in Plains hex E2 with strike number 4, rolling: 454455521: 7 hits Critter Cyclops in Plains hex E2: 5 + 7 => 9; 3 excess Critter Cyclops in Plains hex E2 is now dead: (hits=9 > power=9) Battle phase advances to Strikeback Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 12111: 1 hit Critter Cyclops in Plains hex E3: 2 + 1 => 3; 0 excess Cyclops in Plains hex E2 strikes Cyclops in Plains hex E3 with strike number 4, rolling: 412441142: 4 hits Critter Cyclops in Plains hex E3: 3 + 4 => 7; 0 excess Gargoyle in Brambles hex D2 strikes Cyclops in Plains hex D3 with strike number 3, rolling: 4416: 3 hits Critter Cyclops in Plains hex D3: 2 + 3 => 5; 0 excess Rational1's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 15335: 4 hits Critter Cyclops in Plains hex E3: 7 + 4 => 9; 2 excess Critter Cyclops in Plains hex E3 is now dead: (hits=9 > power=9) Battle phase advances to Strikeback Cyclops in Plains hex E3 strikes Warlock in Plains (1) hex F2 with strike number 6, rolling: 414453116: 1 hit Critter Warlock in Plains (1) hex F2: 1 + 1 => 2; 0 excess Babbling Balrog's battle turn, number 4 Battle phase advances to Move Cyclops moves from D3 to E2 Cyclops moves from C2 to D2 Gorgon moves from F4 to F3 Gorgon moves from B1 to C1 Behemoth moves from B2 to E3 Battle phase advances to Fight Behemoth in Plains hex E3 strikes Warlock in Plains (1) hex F2 with strike number 6, rolling: 65142243: 1 hit Critter Warlock in Plains (1) hex F2: 2 + 1 => 3; 0 excess Gorgon in Plains hex C1 strikes Ogre in Plains hex D1 with strike number 3, rolling: 656661: 5 hits Critter Ogre in Plains hex D1: 1 + 5 => 6; 0 excess Critter Ogre in Plains hex D1 is now dead: (hits=6 > power=6) Gorgon in Plains (1) hex F3 strikes Warlock in Plains (1) hex F2 with strike number 5, rolling: 366324: 2 hits Critter Warlock in Plains (1) hex F2: 3 + 2 => 5; 0 excess Critter Warlock in Plains (1) hex F2 is now dead: (hits=5 > power=5) Cyclops in Brambles hex D2 strikes Cyclops in Plains hex E1 with strike number 4, rolling: 413566525: 6 hits Critter Cyclops in Plains hex E1: 0 + 6 => 6; 0 excess Cyclops in Plains hex E2 strikes Cyclops in Plains hex E1 with strike number 4, rolling: 565343226: 5 hits Critter Cyclops in Plains hex E1: 6 + 5 => 9; 2 excess Critter Cyclops in Plains hex E1 is now dead: (hits=9 > power=9) Battle phase advances to Strikeback Titan in Plains (1) hex F1 strikes Cyclops in Plains hex E2 with strike number 1, rolling: 341336: 6 hits Critter Cyclops in Plains hex E2: 5 + 6 => 9; 2 excess Critter Cyclops in Plains hex E2 is now dead: (hits=9 > power=9) Cyclops in Plains hex E1 strikes Cyclops in Brambles hex D2 with strike number 4, rolling: 264314423: 4 hits Critter Cyclops in Brambles hex D2: 0 + 4 => 4; 0 excess Warlock in Plains (1) hex F2 strikes Behemoth in Plains hex E3 with strike number 3, rolling: 16412: 2 hits Critter Behemoth in Plains hex E3: 0 + 2 => 2; 0 excess Ogre in Plains hex D1 strikes Gorgon in Plains hex C1 with strike number 5, rolling: 261442: 1 hit Critter Gorgon in Plains hex C1: 0 + 1 => 1; 0 excess Rational1's battle turn, number 5 Battle phase advances to Move Titan moves from F1 to C4 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 5 Battle phase advances to Move Cyclops moves from D2 to C3 Gorgon moves from C1 to D4 Gorgon moves from F3 to C5 Titan moves from A1 to B4 Battle phase advances to Fight Titan in Plains hex B4 strikes Titan in Plains hex C4 with strike number 4, rolling: 1515211: 2 hits Critter Titan in Plains hex C4: 0 + 2 => 2; 0 excess Gorgon in Plains hex D4 strikes Titan in Plains hex C4 with strike number 6, rolling: 466435: 2 hits Critter Titan in Plains hex C4: 2 + 2 => 4; 0 excess Gorgon in Plains hex C5 strikes Titan in Plains hex C4 with strike number 6, rolling: 212523: 0 hits Cyclops in Plains hex C3 strikes Titan in Plains hex C4 with strike number 6, rolling: 344411216: 1 hit Critter Titan in Plains hex C4: 4 + 1 => 5; 0 excess Battle phase advances to Strikeback Titan in Plains hex C4 strikes Titan in Plains hex B4 with strike number 4, rolling: 315551: 3 hits Critter Titan in Plains hex B4: 0 + 3 => 3; 0 excess Rational1's battle turn, number 6 Battle phase advances to Move Battle phase advances to Fight Titan in Plains hex C4 strikes Titan in Plains hex B4 with strike number 4, rolling: 356333: 2 hits Critter Titan in Plains hex B4: 3 + 2 => 5; 0 excess Battle phase advances to Strikeback Titan in Plains hex B4 strikes Titan in Plains hex C4 with strike number 4, rolling: 1263456: 4 hits Critter Titan in Plains hex C4: 5 + 4 => 6; 3 excess Critter Titan in Plains hex C4 is now dead: (hits=6 > power=6) Babbling Balrog earns 122.0 points (107.0 + 122.0 => 229.0) Player 'Rational1' is dying, killed by Babbling Balrog Babbling Balrog earns 48.5 half-points (229.0 + 48.5 => 277.5) Legion Bk03[Angel, Lion, Lion, Lion, Ogre, Ranger] is eliminated Legion Bk05[] is eliminated Babbling Balrog earns 12.0 half-points (277.5 + 12.0 => 289.5) Legion Bk04[Centaur, Centaur] is eliminated Rational1 is dead, telling everyone about it Legion Bu05 (Egg) is going to call addCreature() to add one acquired Angel Added Angel - now there are 14 left. Legion Bu05 (Egg) acquired one Angel tellEngagementResultHandling, winner = Bu05 Phase advances to Muster Added Lion - now there are 11 left. Legion Bu03 in Desert hex 7 recruits Lion with 1 Lion Rational3's turn, number 10 Phase advances to Move Rational3 rolls a 1 for movement Legion Gd09 (Scarab) in Brush hex 24 moves to Tower hex 400 entering on Bottom Legion Gd08 (Rings) in Hills hex 23 moves to Brush hex 24 entering on Bottom Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 21 left. Legion Gd08 in Brush hex 24 recruits Gorgon with 1 Gorgon Added Ogre - now there are 6 left. Legion Gd09 in Tower hex 400 recruits Ogre with nothing Milvang5's turn, number 10 2 creatures are split off from legion Rd09 into new legion Rd10 Phase advances to Move Milvang5 rolls a 1 for movement Legion Rd05 (Heart) in Brush hex 134 moves to Plains hex 133 entering on Right Legion Rd09 (Spiral) in Brush hex 130 moves to Plains hex 129 entering on Left Phase advances to Fight Legion Br01 flees from legion Rd09 Milvang5 earns 21.0 half-points (12.0 + 21.0 => 33.0) Legion Br01[Lion, Lion, Gargoyle] is eliminated Phase advances to Muster tellEngagementResultHandling, winner = Rd09 Added Lion - now there are 10 left. Legion Rd09 in Plains hex 129 recruits Lion with 1 Lion Hater2's turn, number 11 Phase advances to Move Hater2 rolls a 2 for movement Legion Br10 (Spider) in Hills hex 9 moves to Woods hex 11 entering on Left Legion Br09 (Scroll) in Hills hex 4 moves to Brush hex 102 entering on Right Legion Br02 (Bell) in Hills hex 37 moves to Plains hex 1 entering on Right Legion Br03 (Chest) in Woods hex 2 moves to Hills hex 4 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 9 left. Legion Br02 in Plains hex 1 recruits Lion with 2 Centaurs Added Warbear - now there are 20 left. Legion Br10 in Woods hex 11 recruits Warbear with 3 Centaurs Hater4's turn, number 11 3 creatures are split off from legion Gr04 into new legion Gr02 Phase advances to Move Hater4 rolls a 4 for movement Legion Gr10 (Laurel) in Marsh hex 41 moves to Brush hex 141 entering on Left Legion Gr04 (Fish) in Desert hex 21 moves to Abyss hex 19 entering on Bottom Phase advances to Fight Gr10 (Hater4) attacks Bu12 (Babbling Balrog) in Brush hex 141 Gargoyle moves from X2 to D3 Gargoyle moves from X2 to E3 Battle phase advances to Fight Battle phase advances to Strikeback Hater4's battle turn, number 1 Battle phase advances to Move Centaur moves from X5 to E4 Centaur moves from X5 to C3 Battle phase advances to Fight Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 111: 0 hits Centaur in Plains hex C3 strikes Gargoyle in Brambles (1) hex D3 with strike number 5, rolling: 423: 0 hits Battle phase advances to Strikeback Gargoyle in Brambles (1) hex D3 strikes Centaur in Plains hex C3 with strike number 5, rolling: 6254: 2 hits Critter Centaur in Plains hex C3: 0 + 2 => 2; 0 excess Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 2334: 0 hits Babbling Balrog's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Gargoyle in Brambles (1) hex D3 strikes Centaur in Plains hex C3 with strike number 5, rolling: 5553: 3 hits Critter Centaur in Plains hex C3: 2 + 3 => 3; 2 excess Critter Centaur in Plains hex C3 is now dead: (hits=3 > power=3) Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 5325: 2 hits Critter Centaur in Plains hex E4: 0 + 2 => 2; 0 excess Battle phase advances to Strikeback Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 521: 1 hit Critter Gargoyle in Brambles hex E3: 0 + 1 => 1; 0 excess Centaur in Plains hex C3 strikes Gargoyle in Brambles (1) hex D3 with strike number 5, rolling: 144: 0 hits Hater4's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 556: 3 hits Critter Gargoyle in Brambles hex E3: 1 + 3 => 4; 0 excess Critter Gargoyle in Brambles hex E3 is now dead: (hits=4 > power=4) Battle phase advances to Strikeback Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 2115: 1 hit Critter Centaur in Plains hex E4: 2 + 1 => 3; 0 excess Critter Centaur in Plains hex E4 is now dead: (hits=3 > power=3) Babbling Balrog earns 24.0 points (289.0 + 24.0 => 313.0) Legion Gr10[] is eliminated Added Gargoyle - now there are 6 left. Legion Bu12 in Brush hex 141 recruits Gargoyle with 1 Gargoyle Legion Bu12 (Trident) is going to call addCreature() to add one acquired Angel Added Angel - now there are 13 left. Legion Bu12 (Trident) acquired one Angel tellEngagementResultHandling, winner = Bu12 Phase advances to Muster Babbling Balrog's turn, number 11 Phase advances to Move Babbling Balrog rolls a 6 for movement Legion Bu03 (Candle) in Desert hex 7 moves to Hills hex 4 entering on Left Legion Bu05 (Egg) in Plains hex 138 moves to Plains hex 1 entering on Right Legion Bu12 (Trident) in Brush hex 141 moves to Jungle hex 135 entering on Right Legion Bu06 (Foot) in Marsh hex 140 moves to Brush hex 134 entering on Left Legion Bu10 (Padlock) in Tower hex 300 moves to Hills hex 18 entering on Left Phase advances to Fight Bu03 (Babbling Balrog) attacks Br03 (Hater2) in Hills hex 4 Troll moves from X2 to C1 Troll moves from X2 to D2 Titan moves from X2 to D1 Ranger moves from X2 to C2 Troll moves from X2 to E1 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Lion moves from X5 to C3 Lion moves from X5 to B2 Lion moves from X5 to D4 Angel moves from X5 to D3 Angel moves from X5 to A1 Troll moves from X5 to E5 Battle phase advances to Fight Lion in Plains hex B2 strikes Ranger in Bog hex C2 with strike number 5, rolling: 42253: 1 hit Critter Ranger in Bog hex C2: 0 + 1 => 1; 0 excess Lion in Plains (1) hex C3 strikes Ranger in Bog hex C2 with strike number 5, rolling: 522361: 2 hits Critter Ranger in Bog hex C2: 1 + 2 => 3; 0 excess Angel in Plains (1) hex D3 strikes Ranger in Bog hex C2 with strike number 4, rolling: 653634: 4 hits Critter Ranger in Bog hex C2: 3 + 4 => 4; 3 excess Critter Ranger in Bog hex C2 is now dead: (hits=4 > power=4) 3 carries available Critter Troll in Plains hex D2: 0 + 3 => 3; 0 excess 3 hits carry to Troll in Plains hex D2 Battle phase advances to Strikeback Troll in Plains hex D2 strikes Angel in Plains (1) hex D3 with strike number 6, rolling: 65434425: 1 hit Critter Angel in Plains (1) hex D3: 0 + 1 => 1; 0 excess Ranger in Bog hex C2 strikes Lion in Plains (1) hex C3 with strike number 4, rolling: 1632: 1 hit Critter Lion in Plains (1) hex C3: 0 + 1 => 1; 0 excess Hater2's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Troll in Plains hex D2 strikes Angel in Plains (1) hex D3 with strike number 6, rolling: 44535436: 1 hit Critter Angel in Plains (1) hex D3: 1 + 1 => 2; 0 excess Battle phase advances to Strikeback Angel in Plains (1) hex D3 strikes Troll in Plains hex D2 with strike number 2, rolling: 416553: 5 hits Critter Troll in Plains hex D2: 3 + 5 => 8; 0 excess Critter Troll in Plains hex D2 is now dead: (hits=8 > power=8) Babbling Balrog's battle turn, number 2 One Angel is summoned from legion Bu12 into legion Bu03 Battle phase advances to Move Troll moves from E5 to E3 Troll undoes move and returns to Plains hex E5 Lion moves from B2 to B1 Lion moves from D4 to F1 Angel moves from D3 to D2 Lion moves from C3 to E2 Troll moves from E5 to E3 Angel moves from X5 to D3 B... [truncated message content] |
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From: SourceForge.net <no...@so...> - 2008-10-11 16:12:32
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Bugs item #2090866, was opened at 2008-09-03 13:23 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090866&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: Closed Resolution: Fixed Priority: 2 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: AI spinners wrong intialized Initial Comment: In Game Setup dialog, if one modifies the AI timer spinners a 2nd (or more) time, the spinner dialog opens always with the value which was loaded from cf file when the Game Setup dialog was displayed first time (i.e. loaded 10, set to 20, close it, shows 20 (and 20 will probably be used during game); click again to change it, now it's again/back to 10. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:12 Message: Newest Public Build (2008-10-10) contains the correction to the issue(s) mentioned here => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ! ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-10 09:58 Message: Fixed already while ago, leaving open until next public build. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-03 13:23 Message: Logged In: YES user_id=1717697 Originator: YES Lowering priority... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090866&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-11 16:12:28
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Bugs item #2090866, was opened at 2008-09-03 13:23 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090866&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: Fixed Priority: 2 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: AI spinners wrong intialized Initial Comment: In Game Setup dialog, if one modifies the AI timer spinners a 2nd (or more) time, the spinner dialog opens always with the value which was loaded from cf file when the Game Setup dialog was displayed first time (i.e. loaded 10, set to 20, close it, shows 20 (and 20 will probably be used during game); click again to change it, now it's again/back to 10. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:12 Message: Newest Public Build (2008-10-10) contains the correction to the issue(s) mentioned here => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ! ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-10 09:58 Message: Fixed already while ago, leaving open until next public build. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-03 13:23 Message: Logged In: YES user_id=1717697 Originator: YES Lowering priority... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090866&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-11 16:12:04
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Bugs item #2091811, was opened at 2008-09-03 23:24 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2091811&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: Closed Resolution: Fixed Priority: 2 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Preferences window should restore if requested from menu Initial Comment: If one puts the Preferences window to minimized state, and then selects it from the menu, it get's "active" in the (e.g. on windows) taskbar, but it does not come up. Iwas wondering first "why does it not show me the Pref. window now?" So, when user selects it on menu, if minimized, it should restore itself to the normal restore-size. This is in r3342. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:11 Message: Newest Public Build (2008-10-10) contains the correction to the issue(s) mentioned here => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ! ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-10 12:21 Message: Fixed in r3346, working fine in Public Testing Build. Waiting / this can be Closed with next official Public Build. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2091811&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-11 16:11:41
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Bugs item #2091811, was opened at 2008-09-03 23:24 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2091811&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: Closed Resolution: Fixed Priority: 2 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Preferences window should restore if requested from menu Initial Comment: If one puts the Preferences window to minimized state, and then selects it from the menu, it get's "active" in the (e.g. on windows) taskbar, but it does not come up. Iwas wondering first "why does it not show me the Pref. window now?" So, when user selects it on menu, if minimized, it should restore itself to the normal restore-size. This is in r3342. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-10 12:21 Message: Fixed in r3346, working fine in Public Testing Build. Waiting / this can be Closed with next official Public Build. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2091811&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-11 16:11:27
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Bugs item #2095361, was opened at 2008-09-05 19:47 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2095361&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: 9 Private: No Submitted By: Daniel (dmorenus) Assigned to: Clemens Katzer (cleka) Summary: Game hangs when AI Titan killed Initial Comment: This has happened in Default, Abyssal3, Unified, and possibly other variants, with MilvangAI and RationalAI. When an AI Titan stack attacks and the Titan is killed, the combat hangs. The remaining surviving units in the attacking stack remain on the combat board, and the losing player's stacks are not removed from the board, although they no longer display a unit count. Units still appear in the inspector window if you mouse over any of the losing player's stacks, including the doomed attacking stack. In one case I used the Phase -> Force Done menu item in the combat land menu to force the game to continue. The game crashed or hung again a short time later. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:11 Message: Newest Public Build (2008-10-10) contains the correction to the issue(s) mentioned here => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ! ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-09 21:55 Message: Yes, this happens in the current public build; it is really buggy. But it was fixed already while ago we just haven't made a new public build yet - coming soon. Meanwhile, you could use the "Public Testing Build" - in that one most of the recent serious bugs are (should be) corrected: http://colossus.wiki.sourceforge.net/PublicTestingBuild -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 10:35 Message: Raising priority. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-06 11:17 Message: Logged In: YES user_id=1717697 Originator: NO What would be even more helpful would be a saved game file from shortly before the hang - sooo... Since you can't save after it hangs, only way is to save all the time. There is "Autosave" in the game startup menu. Simple... if you don't mind having several hundred save files created ;-) If you do mind, there is a cure, but it's not in the GUI. You can place a certain line in the Colossus-server.cfg file which tells how many those file may max. created during one game. OK, where is the cfg file... In Help=>About there it tells is user.home and Colossus-home (just .colossus under the user.home). In this Colossus-home are several Colossus-<somename>.cfg files. <somename> = server is the global config file, holding all the settings from the Game startup menu. (Tip: if there are many cf files, the -server is usually one of the most recent modified ones). All the other files are from the different players, so there will be - beside the name you choose - "Blue", "Red", ... "Simple1", "Simple4" etc. - depending whether you use "name by type" or "name by color" - that's obvious, I guess... Into this -server.cfg file, add a line (does not matter where) like this: Max\ autosave\ files=10 Note the backslashes before the spaces. The autosave files are in the directory "saves" in the Colossus home directory as told above. With that setting, when creating the 11th file, the first one is deleted again. For each game will remain 10 files. So every then and now should clean the directory anyway. But it's much better than having hundreds (during my stresstest rounds, and before I made this cfg file options, occasionally I had to delete 3000-5000 files there... Not fun with Explorer for an impatient guy as me. And even Cygwin bash gets in trouble with rm *.xml ... too long commandline eventually *g* ;-) Okay, if you could provide the few lastest autosave files before a hang would be cool. Attaching them here might be tricky, so you can send them directly to me by mail. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-06 11:01 Message: Logged In: YES user_id=1717697 Originator: NO I've done fixes to the cleanup at game over, and added server-to-client flow control (I suspect that in some cases messages got dropped because server sends them too quickly). Could you use the latest "Public Testing Build"? It is available on the our wiki page: http://colossus.wiki.sourceforge.net/ExperimentalBuilds Don't be frightened by the word "experimental" ... ;-) ---- Which files I need: Mostly interested I would be in the Colossus<x>.log files, x being 0, 1 and 2. Colossus0.log is always the newest. A long game may span over more than one file, so it's best to send me all three files. In MasterBoard Help=>About I have now finally added that it tells you what is on your computer the Temp directory it uses. (Be aware, on windows: in my computer this is under some Local Settings directory which Explorer by default does NOT show. But if you type the path to the address line it goes there, or with a cmd prompt window cd command works also...). Java console additionally is helpful, exceptions are only shown there :-( -Clemens ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-09-06 09:46 Message: Logged In: YES user_id=2134184 Originator: YES * The defeated player turns red in the player status window. * The problem arises both when the defeated player was the attacker and when he was the defender. * It does not *always* arise. I was able to finish a game just now where two AI players eliminated each other and the game didn't hang until I defeated the last AI. This was the first time this week I was able to play a game to completion though. ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-09-06 09:43 Message: Logged In: YES user_id=2134184 Originator: YES * None of these occurrences is from a saved game. * My original report is wrong in that the loser's stacks cannot be inspected on the main board; I was mistaking the recruitment options for stack contents in the inspector. All that remains is the legion markers. The surviving creatures from the defeated side *do* remain on the battle board though. * The Save Game function does not work after the game has hung in this fashion. * If the combat leads to game over status then there is not a problem as the game has been played to completion. I can live without the "Game Over!" message. The real problem arises when the defeat does not lead to the game being over. * Do you want the Java Console contents, or the game log window, or both? I will try to capture both for you. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-05 21:59 Message: Logged In: YES user_id=1717697 Originator: NO 1) Is it possible that you saved and loaded later to continue? I know that this could cause such effects (and have fixed that now). 2) Can you provide log file and/or saved file? Without that, I don't see any chance to fix anything, because I've let the computer run literally hundreds of AI-only (or: AIs + one human in autoplay) games and this situation never happened. What I know what happens is, if the kill leads to Game over state (and if one has autoplay on, then one does not get the Game Over message), things might not get cleaned up properly, status window still shows them as alive and possibly even a player which is actually dead is yellow as being the active player now... so it looks it hangs but in fact game would be over (in recent changes I made it *clear* to see that it is really over). But well, for that change you have to wait to next public build, or use the Test Build from wiki page... -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2095361&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-11 16:11:25
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Bugs item #2095361, was opened at 2008-09-05 19:47 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2095361&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: Fixed Priority: 9 Private: No Submitted By: Daniel (dmorenus) Assigned to: Clemens Katzer (cleka) Summary: Game hangs when AI Titan killed Initial Comment: This has happened in Default, Abyssal3, Unified, and possibly other variants, with MilvangAI and RationalAI. When an AI Titan stack attacks and the Titan is killed, the combat hangs. The remaining surviving units in the attacking stack remain on the combat board, and the losing player's stacks are not removed from the board, although they no longer display a unit count. Units still appear in the inspector window if you mouse over any of the losing player's stacks, including the doomed attacking stack. In one case I used the Phase -> Force Done menu item in the combat land menu to force the game to continue. The game crashed or hung again a short time later. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:11 Message: Newest Public Build (2008-10-10) contains the correction to the issue(s) mentioned here => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ! ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-09 21:55 Message: Yes, this happens in the current public build; it is really buggy. But it was fixed already while ago we just haven't made a new public build yet - coming soon. Meanwhile, you could use the "Public Testing Build" - in that one most of the recent serious bugs are (should be) corrected: http://colossus.wiki.sourceforge.net/PublicTestingBuild -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 10:35 Message: Raising priority. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-06 11:17 Message: Logged In: YES user_id=1717697 Originator: NO What would be even more helpful would be a saved game file from shortly before the hang - sooo... Since you can't save after it hangs, only way is to save all the time. There is "Autosave" in the game startup menu. Simple... if you don't mind having several hundred save files created ;-) If you do mind, there is a cure, but it's not in the GUI. You can place a certain line in the Colossus-server.cfg file which tells how many those file may max. created during one game. OK, where is the cfg file... In Help=>About there it tells is user.home and Colossus-home (just .colossus under the user.home). In this Colossus-home are several Colossus-<somename>.cfg files. <somename> = server is the global config file, holding all the settings from the Game startup menu. (Tip: if there are many cf files, the -server is usually one of the most recent modified ones). All the other files are from the different players, so there will be - beside the name you choose - "Blue", "Red", ... "Simple1", "Simple4" etc. - depending whether you use "name by type" or "name by color" - that's obvious, I guess... Into this -server.cfg file, add a line (does not matter where) like this: Max\ autosave\ files=10 Note the backslashes before the spaces. The autosave files are in the directory "saves" in the Colossus home directory as told above. With that setting, when creating the 11th file, the first one is deleted again. For each game will remain 10 files. So every then and now should clean the directory anyway. But it's much better than having hundreds (during my stresstest rounds, and before I made this cfg file options, occasionally I had to delete 3000-5000 files there... Not fun with Explorer for an impatient guy as me. And even Cygwin bash gets in trouble with rm *.xml ... too long commandline eventually *g* ;-) Okay, if you could provide the few lastest autosave files before a hang would be cool. Attaching them here might be tricky, so you can send them directly to me by mail. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-06 11:01 Message: Logged In: YES user_id=1717697 Originator: NO I've done fixes to the cleanup at game over, and added server-to-client flow control (I suspect that in some cases messages got dropped because server sends them too quickly). Could you use the latest "Public Testing Build"? It is available on the our wiki page: http://colossus.wiki.sourceforge.net/ExperimentalBuilds Don't be frightened by the word "experimental" ... ;-) ---- Which files I need: Mostly interested I would be in the Colossus<x>.log files, x being 0, 1 and 2. Colossus0.log is always the newest. A long game may span over more than one file, so it's best to send me all three files. In MasterBoard Help=>About I have now finally added that it tells you what is on your computer the Temp directory it uses. (Be aware, on windows: in my computer this is under some Local Settings directory which Explorer by default does NOT show. But if you type the path to the address line it goes there, or with a cmd prompt window cd command works also...). Java console additionally is helpful, exceptions are only shown there :-( -Clemens ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-09-06 09:46 Message: Logged In: YES user_id=2134184 Originator: YES * The defeated player turns red in the player status window. * The problem arises both when the defeated player was the attacker and when he was the defender. * It does not *always* arise. I was able to finish a game just now where two AI players eliminated each other and the game didn't hang until I defeated the last AI. This was the first time this week I was able to play a game to completion though. ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-09-06 09:43 Message: Logged In: YES user_id=2134184 Originator: YES * None of these occurrences is from a saved game. * My original report is wrong in that the loser's stacks cannot be inspected on the main board; I was mistaking the recruitment options for stack contents in the inspector. All that remains is the legion markers. The surviving creatures from the defeated side *do* remain on the battle board though. * The Save Game function does not work after the game has hung in this fashion. * If the combat leads to game over status then there is not a problem as the game has been played to completion. I can live without the "Game Over!" message. The real problem arises when the defeat does not lead to the game being over. * Do you want the Java Console contents, or the game log window, or both? I will try to capture both for you. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-05 21:59 Message: Logged In: YES user_id=1717697 Originator: NO 1) Is it possible that you saved and loaded later to continue? I know that this could cause such effects (and have fixed that now). 2) Can you provide log file and/or saved file? Without that, I don't see any chance to fix anything, because I've let the computer run literally hundreds of AI-only (or: AIs + one human in autoplay) games and this situation never happened. What I know what happens is, if the kill leads to Game over state (and if one has autoplay on, then one does not get the Game Over message), things might not get cleaned up properly, status window still shows them as alive and possibly even a player which is actually dead is yellow as being the active player now... so it looks it hangs but in fact game would be over (in recent changes I made it *clear* to see that it is really over). But well, for that change you have to wait to next public build, or use the Test Build from wiki page... -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2095361&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-11 16:10:52
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Bugs item #2097773, was opened at 2008-09-07 04:08 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2097773&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: 9 Private: No Submitted By: Babbling Balrog (nsillito) Assigned to: Clemens Katzer (cleka) Summary: Battlemat fails to close Initial Comment: After a battle, the battle mat fails to close. I'll attach 2 screen shots. The battle took place several turns before. I won, killing the Brown Titan. Here is the log Babbling Balrog chooses color Blue Setting for "<By type>5" new name: Milvang5 Milvang5 chooses color Red Setting for "<By type>3" new name: Rational3 Rational3 chooses color Gold Setting for "<By type>1" new name: Rational1 Rational1 chooses color Black Setting for "<By type>4" new name: Hater4 Hater4 chooses color Green Setting for "<By type>2" new name: Hater2 Hater2 chooses color Brown Hater2 selects initial marker Hater4 selects initial marker Babbling Balrog selects initial marker Rational1 selects initial marker Rational3 selects initial marker Milvang5 selects initial marker 4 creatures are split off from legion Br01 into new legion Br03 Phase advances to Move Hater2 rolls a 4 for movement Legion Br03 (Chest) in Tower hex 600 moves to Marsh hex 41 entering on Right Legion Br01 (Antlers) in Tower hex 600 moves to Plains hex 133 entering on Right Phase advances to Fight Phase advances to Muster Added Centaur - now there are 12 left. Legion Br01 in Plains hex 133 recruits Centaur with 1 Centaur Added Troll - now there are 27 left. Legion Br03 in Marsh hex 41 recruits Troll with 2 Ogres Hater4's turn, number 1 4 creatures are split off from legion Gr04 into new legion Gr06 Phase advances to Move Hater4 rolls a 3 for movement Legion Gr04 (Fish) in Tower hex 500 moves to Plains hex 29 entering on Right Legion Gr06 (Frog) in Tower hex 500 moves to Brush hex 127 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 11 left. Legion Gr04 in Plains hex 29 recruits Centaur with 1 Centaur Added Cyclops - now there are 27 left. Legion Gr06 in Brush hex 127 recruits Cyclops with 2 Gargoyles Babbling Balrog's turn, number 1 4 creatures are split off from legion Bu05 into new legion Bu03 Phase advances to Move Babbling Balrog rolls a 1 for movement Legion Bu05 (Egg) in Tower hex 400 moves to Brush hex 24 entering on Right Legion Bu03 (Candle) in Tower hex 400 moves to Marsh hex 122 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 26 left. Legion Bu03 in Marsh hex 122 recruits Troll with 2 Ogres Added Cyclops - now there are 26 left. Legion Bu05 in Brush hex 24 recruits Cyclops with 2 Gargoyles Rational1's turn, number 1 4 creatures are split off from legion Bk03 into new legion Bk05 Phase advances to Move Rational1 rolls a 6 for movement Legion Bk05 (Hand) in Tower hex 300 tower teleports (Titan) to Tower hex 600 entering on Bottom Legion Bk03 (Die) in Tower hex 300 moves to Plains hex 110 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 27 left. Legion Bk03 in Plains hex 110 recruits Lion with 2 Centaurs Added Warlock - now there are 5 left. Legion Bk05 in Tower hex 600 recruits Warlock with 1 Titan Rational3's turn, number 1 4 creatures are split off from legion Gd10 into new legion Gd08 Phase advances to Move Rational3 rolls a 5 for movement Rational3 takes a mulligan Rational3 rolls a 3 for movement Rational3 takes a mulligan and rolls 3 Legion Gd08 (Rings) in Tower hex 200 moves to Brush hex 106 entering on Left Legion Gd10 (Scimitars) in Tower hex 200 moves to Marsh hex 8 entering on Right Phase advances to Fight Phase advances to Muster Added Ogre - now there are 12 left. Legion Gd10 in Marsh hex 8 recruits Ogre with 1 Ogre Added Cyclops - now there are 25 left. Legion Gd08 in Brush hex 106 recruits Cyclops with 2 Gargoyles Milvang5's turn, number 1 4 creatures are split off from legion Rd01 into new legion Rd09 Phase advances to Move Milvang5 rolls a 5 for movement Milvang5 takes a mulligan Milvang5 rolls a 1 for movement Milvang5 takes a mulligan and rolls 1 Legion Rd01 (Cross) in Tower hex 100 moves to Brush hex 3 entering on Right Legion Rd09 (Spiral) in Tower hex 100 moves to Plains hex 101 entering on Bottom Phase advances to Fight Phase advances to Muster Added Gargoyle - now there are 8 left. Legion Rd01 in Brush hex 3 recruits Gargoyle with 1 Gargoyle Added Lion - now there are 26 left. Legion Rd09 in Plains hex 101 recruits Lion with 2 Centaurs Hater2's turn, number 2 Phase advances to Move Hater2 rolls a 2 for movement Legion Br03 (Chest) in Marsh hex 41 moves to Plains hex 1 entering on Right Legion Br01 (Antlers) in Plains hex 133 moves to Marsh hex 131 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 10 left. Legion Br03 in Plains hex 1 recruits Centaur with 1 Centaur Hater4's turn, number 2 Phase advances to Move Hater4 rolls a 6 for movement Legion Gr04 (Fish) in Plains hex 29 moves to Tundra hex 4000 entering on Left Legion Gr06 (Frog) in Brush hex 127 moves to Brush hex 31 entering on Bottom Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 24 left. Legion Gr06 in Brush hex 31 recruits Cyclops with 1 Cyclops Babbling Balrog's turn, number 2 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu05 (Egg) in Brush hex 24 moves to Jungle hex 121 entering on Right Legion Bu03 (Candle) in Marsh hex 122 moves to Woods hex 25 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 9 left. Legion Bu03 in Woods hex 25 recruits Centaur with 1 Centaur Added Cyclops - now there are 23 left. Legion Bu05 in Jungle hex 121 recruits Cyclops with 1 Cyclops Rational1's turn, number 2 Phase advances to Move Rational1 rolls a 4 for movement Legion Bk03 (Die) in Plains hex 110 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Rational3's turn, number 2 Phase advances to Move Rational3 rolls a 2 for movement Legion Gd08 (Rings) in Brush hex 106 moves to Plains hex 6 entering on Right Legion Gd10 (Scimitars) in Marsh hex 8 moves to Brush hex 10 entering on Bottom Phase advances to Fight Phase advances to Muster Milvang5's turn, number 2 Phase advances to Move Milvang5 rolls a 1 for movement Legion Rd01 (Cross) in Brush hex 3 moves to Hills hex 4 entering on Left Legion Rd09 (Spiral) in Plains hex 101 moves to Tower hex 100 entering on Bottom Phase advances to Fight Phase advances to Muster Added Ogre - now there are 11 left. Legion Rd01 in Hills hex 4 recruits Ogre with 1 Ogre Added Warlock - now there are 4 left. Legion Rd09 in Tower hex 100 recruits Warlock with 1 Titan Hater2's turn, number 3 Phase advances to Move Hater2 rolls a 2 for movement Legion Br01 (Antlers) in Marsh hex 131 moves to Plains hex 129 entering on Left Legion Br03 (Chest) in Plains hex 1 moves to Tundra hex 6000 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 25 left. Legion Br01 in Plains hex 129 recruits Lion with 2 Centaurs Added Troll - now there are 25 left. Legion Br03 in Tundra hex 6000 recruits Troll with 1 Troll Hater4's turn, number 3 Phase advances to Move Hater4 rolls a 2 for movement Legion Gr06 (Frog) in Brush hex 31 moves to Marsh hex 27 entering on Left Legion Gr04 (Fish) in Tundra hex 4000 moves to Hills hex 23 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 10 left. Legion Gr04 in Hills hex 23 recruits Ogre with 1 Ogre Babbling Balrog's turn, number 3 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu05 (Egg) in Jungle hex 121 moves to Marsh hex 117 entering on Left Legion Bu03 (Candle) in Woods hex 25 moves to Jungle hex 121 entering on Right Phase advances to Fight Phase advances to Muster Rational1's turn, number 3 Phase advances to Move Rational1 rolls a 1 for movement Legion Bk03 (Die) in Swamp hex 14 moves to Plains hex 15 entering on Right Legion Bk05 (Hand) in Tower hex 600 moves to Brush hex 38 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 24 left. Legion Bk03 in Plains hex 15 recruits Lion with 2 Centaurs Added Cyclops - now there are 22 left. Legion Bk05 in Brush hex 38 recruits Cyclops with 2 Gargoyles Rational3's turn, number 3 Phase advances to Move Rational3 rolls a 2 for movement Legion Gd10 (Scimitars) in Brush hex 10 moves to Marsh hex 108 entering on Bottom Legion Gd08 (Rings) in Plains hex 6 moves to Brush hex 10 entering on Right Phase advances to Fight Phase advances to Muster Added Troll - now there are 24 left. Legion Gd10 in Marsh hex 108 recruits Troll with 2 Ogres Added Cyclops - now there are 21 left. Legion Gd08 in Brush hex 10 recruits Cyclops with 1 Cyclops Milvang5's turn, number 3 Phase advances to Move Milvang5 rolls a 3 for movement Legion Rd09 (Spiral) in Tower hex 100 moves to Plains hex 1 entering on Right Legion Rd01 (Cross) in Hills hex 4 moves to Plains hex 101 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 23 left. Legion Rd09 in Plains hex 1 recruits Lion with 2 Centaurs Hater2's turn, number 4 2 creatures are split off from legion Br01 into new legion Br02 2 creatures are split off from legion Br03 into new legion Br09 Legion Br09[Ogre, Ogre] is eliminated Legion Br09 recombined into legion Br03 Phase advances to Move Hater2 rolls a 2 for movement Legion Br01 (Antlers) in Plains hex 129 moves to Brush hex 31 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 20 left. Legion Br01 in Brush hex 31 recruits Cyclops with 2 Gargoyles Hater4's turn, number 4 Phase advances to Move Hater4 rolls a 3 for movement Legion Gr06 (Frog) in Marsh hex 27 moves to Woods hex 30 entering on Left Legion Gr04 (Fish) in Hills hex 23 moves to Abyss hex 26 entering on Bottom Phase advances to Fight Phase advances to Muster Added Centaur - now there are 8 left. Legion Gr06 in Woods hex 30 recruits Centaur with 1 Centaur Babbling Balrog's turn, number 4 Phase advances to Move Babbling Balrog rolls a 6 for movement Legion Bu05 (Egg) in Marsh hex 117 moves to Jungle hex 111 entering on Right Legion Bu03 (Candle) in Jungle hex 121 moves to Plains hex 115 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 22 left. Legion Bu03 in Plains hex 115 recruits Lion with 2 Centaurs Added Cyclops - now there are 19 left. Legion Bu05 in Jungle hex 111 recruits Cyclops with 1 Cyclops Rational1's turn, number 4 2 creatures are split off from legion Bk03 into new legion Bk04 Phase advances to Move Rational1 rolls a 6 for movement Legion Bk03 (Die) in Plains hex 15 moves to Desert hex 21 entering on Bottom Legion Bk05 (Hand) in Brush hex 38 moves to Brush hex 38 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 21 left. Legion Bk03 in Desert hex 21 recruits Lion with 1 Lion Added Cyclops - now there are 18 left. Legion Bk05 in Brush hex 38 recruits Cyclops with 1 Cyclops Rational3's turn, number 4 2 creatures are split off from legion Gd10 into new legion Gd02 Phase advances to Move Rational3 rolls a 6 for movement Legion Gd08 (Rings) in Brush hex 10 moves to Brush hex 10 entering on Bottom Legion Gd10 (Scimitars) in Marsh hex 108 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 23 left. Legion Gd10 in Swamp hex 14 recruits Troll with 1 Troll Added Gorgon - now there are 24 left. Legion Gd08 in Brush hex 10 recruits Gorgon with 2 Cyclopes Milvang5's turn, number 4 2 creatures are split off from legion Rd09 into new legion Rd11 Phase advances to Move Milvang5 rolls a 5 for movement Legion Rd11 (Sword) in Plains hex 1 moves to Plains hex 6 entering on Right Legion Rd09 (Spiral) in Plains hex 1 moves to Mountains hex 5000 entering on Left Phase advances to Fight Phase advances to Muster Added Minotaur - now there are 20 left. Legion Rd09 in Mountains hex 5000 recruits Minotaur with 2 Lions Added Lion - now there are 20 left. Legion Rd11 in Plains hex 6 recruits Lion with 2 Centaurs Hater2's turn, number 5 2 creatures are split off from legion Br03 into new legion Br07 Legion Br07[Ogre, Ogre] is eliminated Legion Br07 recombined into legion Br03 Phase advances to Move Hater2 rolls a 2 for movement Legion Br03 (Chest) in Tundra hex 6000 moves to Hills hex 37 entering on Left Legion Br02 (Bell) in Plains hex 129 moves to Marsh hex 27 entering on Left Legion Br01 (Antlers) in Brush hex 31 moves to Plains hex 129 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 19 left. Legion Br01 in Plains hex 129 recruits Lion with 1 Lion Hater4's turn, number 5 2 creatures are split off from legion Gr06 into new legion Gr11 Phase advances to Move Hater4 rolls a 4 for movement Legion Gr04 (Fish) in Abyss hex 26 moves to Plains hex 124 entering on Left Legion Gr06 (Frog) in Woods hex 30 moves to Plains hex 34 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 18 left. Legion Gr04 in Plains hex 124 recruits Lion with 2 Centaurs Added Lion - now there are 17 left. Legion Gr06 in Plains hex 34 recruits Lion with 2 Centaurs Babbling Balrog's turn, number 5 2 creatures are split off from legion Bu05 into new legion Bu12 2 creatures are split off from legion Bu03 into new legion Bu10 Phase advances to Move Babbling Balrog rolls a 1 for movement Legion Bu05 (Egg) in Jungle hex 111 moves to Plains hex 110 entering on Left Legion Bu03 (Candle) in Plains hex 115 moves to Desert hex 114 entering on Right Legion Bu10 (Padlock) in Plains hex 115 moves to Tower hex 300 entering on Bottom Phase advances to Fight Phase advances to Muster Added Centaur - now there are 7 left. Legion Bu05 in Plains hex 110 recruits Centaur with 1 Centaur Added Ogre - now there are 9 left. Legion Bu10 in Tower hex 300 recruits Ogre with nothing Added Lion - now there are 16 left. Legion Bu03 in Desert hex 114 recruits Lion with 1 Lion Rational1's turn, number 5 2 creatures are split off from legion Bk05 into new legion Bk12 Legion Bk12[Gargoyle, Gargoyle] is eliminated Legion Bk12 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 3 for movement Legion Bk05 (Hand) in Brush hex 38 moves to Marsh hex 41 entering on Right Legion Bk04 (Feather) in Plains hex 15 moves to Hills hex 18 entering on Left Phase advances to Fight Phase advances to Muster Rational3's turn, number 5 2 creatures are split off from legion Gd08 into new legion Gd01 Legion Gd01[Gargoyle, Gargoyle] is eliminated Legion Gd01 recombined into legion Gd08 Phase advances to Move Rational3 rolls a 4 for movement Legion Gd02 (Claw) in Marsh hex 108 moves to Jungle hex 104 entering on Right Legion Gd10 (Scimitars) in Swamp hex 14 moves to Abyss hex 12 entering on Bottom Phase advances to Fight Phase advances to Muster Milvang5's turn, number 5 Phase advances to Move Milvang5 rolls a 5 for movement Legion Rd11 (Sword) in Plains hex 6 moves to Plains hex 105 entering on Right Legion Rd01 (Cross) in Plains hex 101 moves to Plains hex 138 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 15 left. Legion Rd11 in Plains hex 105 recruits Lion with 2 Centaurs Hater2's turn, number 6 2 creatures are split off from legion Br01 into new legion Br11 Legion Br11[Gargoyle, Gargoyle] is eliminated Legion Br11 recombined into legion Br01 2 creatures are split off from legion Br03 into new legion Br09 Phase advances to Move Hater2 rolls a 5 for movement Legion Br09 (Scroll) in Hills hex 37 moves to Hills hex 4 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 8 left. Legion Br09 in Hills hex 4 recruits Ogre with 1 Ogre Hater4's turn, number 6 2 creatures are split off from legion Gr04 into new legion Gr03 Phase advances to Move Hater4 rolls a 6 for movement Legion Gr04 (Fish) in Plains hex 124 moves to Swamp hex 118 entering on Right Phase advances to Fight Phase advances to Muster Babbling Balrog's turn, number 6 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu05 (Egg) in Plains hex 110 moves to Brush hex 106 entering on Left Legion Bu12 (Trident) in Jungle hex 111 moves to Desert hex 107 entering on Right Legion Bu03 (Candle) in Desert hex 114 moves to Plains hex 110 entering on Left Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 23 left. Legion Bu05 in Brush hex 106 recruits Gorgon with 2 Cyclopes Added Lion - now there are 14 left. Legion Bu03 in Plains hex 110 recruits Lion with 2 Centaurs Rational1's turn, number 6 2 creatures are split off from legion Bk05 into new legion Bk11 Legion Bk11[Gargoyle, Gargoyle] is eliminated Legion Bk11 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 2 for movement Legion Bk05 (Hand) in Marsh hex 41 moves to Plains hex 101 entering on Bottom Phase advances to Fight Phase advances to Muster Rational3's turn, number 6 2 creatures are split off from legion Gd08 into new legion Gd05 Legion Gd05[Gargoyle, Gargoyle] is eliminated Legion Gd05 recombined into legion Gd08 Phase advances to Move Rational3 rolls a 4 for movement Legion Gd08 (Rings) in Brush hex 10 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Milvang5's turn, number 6 Phase advances to Move Milvang5 rolls a 5 for movement Legion Rd11 (Sword) in Plains hex 105 moves to Jungle hex 104 entering on Right Phase advances to Fight Legion Gd02 flees from legion Rd11 Milvang5 earns 12.0 half-points (0.0 + 12.0 => 12.0) Legion Gd02[Ogre, Ogre] is eliminated tellEngagementResultHandling, winner = Rd11 Phase advances to Muster Hater2's turn, number 7 2 creatures are split off from legion Br01 into new legion Br07 Legion Br07[Gargoyle, Gargoyle] is eliminated Legion Br07 recombined into legion Br01 Phase advances to Move Hater2 rolls a 5 for movement Legion Br03 (Chest) in Hills hex 37 moves to Swamp hex 42 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 22 left. Legion Br03 in Swamp hex 42 recruits Troll with 1 Troll Hater4's turn, number 7 Phase advances to Move Hater4 rolls a 6 for movement Legion Gr11 (Scales) in Woods hex 30 moves to Marsh hex 36 entering on Right Phase advances to Fight Phase advances to Muster Babbling Balrog's turn, number 7 2 creatures are split off from legion Bu05 into new legion Bu06 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu05 (Egg) in Brush hex 106 moves to Jungle hex 104 entering on Right Legion Bu03 (Candle) in Plains hex 110 moves to Abyss hex 12 entering on Bottom Phase advances to Fight Legion Rd11 flees from legion Bu05 Babbling Balrog earns 27.0 half-points (0.0 + 27.0 => 27.0) Legion Rd11[Lion, Lion, Centaur, Centaur] is eliminated tellEngagementResultHandling, winner = Bu05 Bu03 (Babbling Balrog) attacks Gd10 (Rational3) in Abyss hex 12 Angel moves from X0 to D5 Troll moves from X0 to C4 Troll moves from X0 to E3 Centaur moves from X0 to E4 Centaur moves from X0 to D4 Battle phase advances to Fight Critter Angel in Drift (1) hex D5: 0 + 1 => 1; 0 excess Angel in Drift (1) hex D5 takes Hex damage Critter Centaur in Drift (1) hex E4: 0 + 1 => 1; 0 excess Centaur in Drift (1) hex E4 takes Hex damage Critter Centaur in Drift hex D4: 0 + 1 => 1; 0 excess Centaur in Drift hex D4 takes Hex damage Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Angel moves from X3 to F2 Troll moves from X3 to B2 Lion moves from X3 to B3 Centaur moves from X3 to B4 Lion moves from X3 to E2 Lion moves from X3 to A3 Centaur moves from X3 to F1 Battle phase advances to Fight Critter Angel in Drift (1) hex D5: 1 + 1 => 2; 0 excess Angel in Drift (1) hex D5 takes Hex damage Critter Centaur in Drift (1) hex E4: 1 + 1 => 2; 0 excess Centaur in Drift (1) hex E4 takes Hex damage Critter Centaur in Drift hex D4: 1 + 1 => 2; 0 excess Centaur in Drift hex D4 takes Hex damage Angel in Tower (2) hex F2 strikes Troll in Drift (1) hex E3 with strike number 1, rolling: 515222: 6 hits Critter Troll in Drift (1) hex E3: 0 + 6 => 6; 0 excess Lion in Tower (2) hex B3 strikes Troll in Drift (1) hex C4 with strike number 2, rolling: 15612: 3 hits Critter Troll in Drift (1) hex C4: 0 + 3 => 3; 0 excess Lion in Tower (2) hex E2 strikes Troll in Drift (1) hex E3 with strike number 2, rolling: 34143: 4 hits Critter Troll in Drift (1) hex E3: 6 + 4 => 8; 2 excess Critter Troll in Drift (1) hex E3 is now dead: (hits=8 > power=8) Centaur in Tower (2) hex B4 strikes Troll in Drift (1) hex C4 with strike number 1, rolling: 454: 3 hits Critter Troll in Drift (1) hex C4: 3 + 3 => 6; 0 excess Battle phase advances to Strikeback Troll in Drift (1) hex E3 strikes Angel in Tower (2) hex F2 with strike number 6, rolling: 53546664: 3 hits Critter Angel in Tower (2) hex F2: 0 + 3 => 3; 0 excess Troll in Drift (1) hex C4 strikes Lion in Tower (2) hex B3 with strike number 6, rolling: 23554313: 0 hits Rational3's battle turn, number 2 Battle phase advances to Move Centaur moves from E4 to D6 Angel moves from D5 to E5 Battle phase advances to Fight Critter Centaur in Drift hex D4: 2 + 1 => 3; 0 excess Critter Centaur in Drift hex D4 is now dead: (hits=3 > power=3) Centaur in Drift hex D4 takes Hex damage Troll in Drift (1) hex C4 strikes Lion in Tower (2) hex B3 with strike number 6, rolling: 34661551: 2 hits Critter Lion in Tower (2) hex B3: 0 + 2 => 2; 0 excess Battle phase advances to Strikeback Lion in Tower (2) hex B3 strikes Troll in Drift (1) hex C4 with strike number 2, rolling: 62462: 5 hits Critter Troll in Drift (1) hex C4: 6 + 5 => 8; 3 excess Critter Troll in Drift (1) hex C4 is now dead: (hits=8 > power=8) Babbling Balrog's battle turn, number 2 Battle phase advances to Move Angel moves from F2 to D2 Centaur moves from F1 to F4 Centaur moves from B4 to C5 Lion moves from A3 to B4 Lion moves from B3 to A3 Troll moves from B2 to B3 Lion moves from E2 to F3 Battle phase advances to Fight Centaur in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 4, rolling: 312: 0 hits Centaur in Tower (2) hex F4 strikes Angel in Tower (2) hex E5 with strike number 4, rolling: 565: 3 hits Critter Angel in Tower (2) hex E5: 2 + 3 => 5; 0 excess Battle phase advances to Strikeback Angel in Tower (2) hex E5 strikes Centaur in Tower (2) hex F4 with strike number 4, rolling: 125664: 4 hits Critter Centaur in Tower (2) hex F4: 0 + 4 => 3; 1 excess Critter Centaur in Tower (2) hex F4 is now dead: (hits=3 > power=3) Centaur in Tower (2) hex D6 strikes Centaur in Tower (2) hex C5 with strike number 4, rolling: 546: 3 hits Critter Centaur in Tower (2) hex C5: 0 + 3 => 3; 0 excess Critter Centaur in Tower (2) hex C5 is now dead: (hits=3 > power=3) Rational3's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 3 Battle phase advances to Move Lion moves from B4 to C5 Lion moves from F3 to F4 Battle phase advances to Fight Lion in Tower (2) hex F4 strikes Angel in Tower (2) hex E5 with strike number 5, rolling: 62523: 2 hits Critter Angel in Tower (2) hex E5: 5 + 2 => 6; 1 excess Critter Angel in Tower (2) hex E5 is now dead: (hits=6 > power=6) Lion in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 5, rolling: 33433: 0 hits Battle phase advances to Strikeback Angel in Tower (2) hex E5 strikes Lion in Tower (2) hex F4 with strike number 3, rolling: 661661: 4 hits Critter Lion in Tower (2) hex F4: 0 + 4 => 4; 0 excess Centaur in Tower (2) hex D6 strikes Lion in Tower (2) hex C5 with strike number 3, rolling: 546: 3 hits Critter Lion in Tower (2) hex C5: 0 + 3 => 3; 0 excess Rational3's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Centaur in Tower (2) hex D6 strikes Lion in Tower (2) hex C5 with strike number 3, rolling: 134: 2 hits Critter Lion in Tower (2) hex C5: 3 + 2 => 5; 0 excess Critter Lion in Tower (2) hex C5 is now dead: (hits=5 > power=5) Battle phase advances to Strikeback Lion in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 5, rolling: 63233: 1 hit Critter Centaur in Tower (2) hex D6: 2 + 1 => 3; 0 excess Critter Centaur in Tower (2) hex D6 is now dead: (hits=3 > power=3) Babbling Balrog earns 80.0 points (27.0 + 80.0 => 107.0) Legion Gd10[] is eliminated Legion Bu03 (Candle) is going to call addCreature() to add one acquired Angel Added Angel - now there are 12 left. Legion Bu03 (Candle) acquired one Angel tellEngagementResultHandling, winner = Bu03 Phase advances to Muster Added Behemoth - now there are 17 left. Legion Bu05 in Jungle hex 104 recruits Behemoth with 3 Cyclopes Rational1's turn, number 7 2 creatures are split off from legion Bk05 into new legion Bk12 Legion Bk12[Gargoyle, Gargoyle] is eliminated Legion Bk12 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 2 for movement Legion Bk04 (Feather) in Hills hex 18 moves to Brush hex 116 entering on Right Phase advances to Fight Phase advances to Muster Rational3's turn, number 7 2 creatures are split off from legion Gd08 into new legion Gd05 Legion Gd05[Gargoyle, Gargoyle] is eliminated Legion Gd05 recombined into legion Gd08 Phase advances to Move Rational3 rolls a 2 for movement Legion Gd08 (Rings) in Swamp hex 14 moves to Woods hex 16 entering on Left Phase advances to Fight Phase advances to Muster Milvang5's turn, number 7 Phase advances to Move Milvang5 rolls a 3 for movement Legion Rd09 (Spiral) in Mountains hex 5000 moves to Brush hex 31 entering on Bottom Legion Rd01 (Cross) in Plains hex 138 moves to Jungle hex 135 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 17 left. Legion Rd01 in Jungle hex 135 recruits Cyclops with 2 Gargoyles Added Gargoyle - now there are 7 left. Legion Rd09 in Brush hex 31 recruits Gargoyle with 1 Gargoyle Hater2's turn, number 8 2 creatures are split off from legion Br01 into new legion Br12 Legion Br12[Gargoyle, Gargoyle] is eliminated Legion Br12 recombined into legion Br01 Phase advances to Move Hater2 rolls a 5 for movement Legion Br03 (Chest) in Swamp hex 42 moves to Marsh hex 41 entering on Right Phase advances to Fight Phase advances to Muster Added Ranger - now there are 27 left. Legion Br03 in Marsh hex 41 recruits Ranger with 2 Trolls Hater4's turn, number 8 Phase advances to Move Hater4 rolls a 2 for movement Legion Gr11 (Scales) in Marsh hex 36 moves to Brush hex 38 entering on Bottom Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 16 left. Legion Gr11 in Brush hex 38 recruits Cyclops with 2 Gargoyles Babbling Balrog's turn, number 8 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu03 (Candle) in Abyss hex 12 moves to Jungle hex 111 entering on Right Phase advances to Fight Phase advances to Muster Rational1's turn, number 8 2 creatures are split off from legion Bk05 into new legion Bk09 Legion Bk09[Gargoyle, Gargoyle] is eliminated Legion Bk09 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 5 for movement Legion Bk03 (Die) in Desert hex 21 moves to Abyss hex 26 entering on Bottom Legion Bk05 (Hand) in Plains hex 101 moves to Plains hex 138 entering on Left Phase advances to Fight Phase advances to Muster Rational3's turn, number 8 2 creatures are split off from legion Gd08 into new legion Gd09 Phase advances to Move Rational3 rolls a 4 for movement Legion Gd09 (Scarab) in Woods hex 16 moves to Brush hex 24 entering on Bottom Legion Gd08 (Rings) in Woods hex 16 moves to Plains hex 20 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 15 left. Legion Gd09 in Brush hex 24 recruits Cyclops with 2 Gargoyles Milvang5's turn, number 8 2 creatures are split off from legion Rd01 into new legion Rd05 Legion Rd05[Gargoyle, Gargoyle] is eliminated Legion Rd05 recombined into legion Rd01 2 creatures are split off from legion Rd09 into new legion Rd04 Legion Rd04[Lion, Gargoyle] is eliminated Legion Rd04 recombined into legion Rd09 Phase advances to Move Milvang5 rolls a 1 for movement Legion Rd09 (Spiral) in Brush hex 31 moves to Tower hex 500 entering on Bottom Legion Rd01 (Cross) in Jungle hex 135 moves to Brush hex 134 entering on Left Phase advances to Fight Phase advances to Muster Hater2's turn, number 9 2 creatures are split off from legion Br01 into new legion Br06 Legion Br06[Gargoyle, Gargoyle] is eliminated Legion Br06 recombined into legion Br01 2 creatures are split off from legion Br03 into new legion Br10 Phase advances to Move Hater2 rolls a 3 for movement Legion Br02 (Bell) in Marsh hex 27 moves to Woods hex 30 entering on Left Legion Br10 (Spider) in Marsh hex 41 moves to Woods hex 2 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 6 left. Legion Br02 in Woods hex 30 recruits Centaur with 1 Centaur Added Centaur - now there are 5 left. Legion Br10 in Woods hex 2 recruits Centaur with 1 Centaur Hater4's turn, number 9 Phase advances to Move Hater4 rolls a 1 for movement Legion Gr04 (Fish) in Swamp hex 118 moves to Marsh hex 117 entering on Left Legion Gr03 (Diamond) in Plains hex 124 moves to Woods hex 25 entering on Bottom Legion Gr06 (Frog) in Plains hex 34 moves to Tower hex 600 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 21 left. Legion Gr04 in Marsh hex 117 recruits Troll with 2 Ogres Added Warlock - now there are 3 left. Legion Gr06 in Tower hex 600 recruits Warlock with 1 Titan Added Centaur - now there are 4 left. Legion Gr03 in Woods hex 25 recruits Centaur with 1 Centaur Babbling Balrog's turn, number 9 Phase advances to Move Babbling Balrog rolls a 5 for movement Legion Bu05 (Egg) in Jungle hex 104 moves to Brush hex 141 entering on Left Legion Bu12 (Trident) in Desert hex 107 moves to Brush hex 102 entering on Right Legion Bu06 (Foot) in Brush hex 106 moves to Plains hex 101 entering on Left Legion Bu03 (Candle) in Jungle hex 111 moves to Brush hex 106 entering on Left Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 22 left. Legion Bu05 in Brush hex 141 recruits Gorgon with 1 Gorgon Rational1's turn, number 9 2 creatures are split off from legion Bk05 into new legion Bk10 Legion Bk10[Gargoyle, Gargoyle] is eliminated Legion Bk10 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 4 for movement Legion Bk04 (Feather) in Brush hex 116 moves to Marsh hex 112 entering on Right Legion Bk03 (Die) in Abyss hex 26 moves to Plains hex 124 entering on Left Phase advances to Fight Phase advances to Muster Added Ranger - now there are 26 left. Legion Bk03 in Plains hex 124 recruits Ranger with 2 Lions Rational3's turn, number 9 Phase advances to Move Rational3 rolls a 3 for movement Legion Gd08 (Rings) in Plains hex 20 moves to Hills hex 23 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 7 left. Legion Gd08 in Hills hex 23 recruits Ogre with 1 Ogre Milvang5's turn, number 9 2 creatures are split off from legion Rd01 into new legion Rd05 2 creatures are split off from legion Rd09 into new legion Rd04 Legion Rd04[Lion, Gargoyle] is eliminated Legion Rd04 recombined into legion Rd09 Phase advances to Move Milvang5 rolls a 6 for movement Legion Rd09 (Spiral) in Tower hex 500 tower teleports (Titan) to Brush hex 130 entering on Bottom Legion Rd01 (Cross) in Brush hex 134 moves to Plains hex 129 entering on Left Phase advances to Fight Rd01 (Milvang5) attacks Br01 (Hater2) in Plains hex 129 Lion moves from X2 to C1 Angel moves from X2 to F2 Lion moves from X2 to D3 Cyclops moves from X2 to E2 Gargoyle moves from X2 to F1 Gargoyle moves from X2 to D2 Battle phase advances to Fight Battle phase advances to Strikeback Milvang5's battle turn, number 1 Battle phase advances to Move Angel moves from X5 to C3 Cyclops moves from X5 to B3 Ogre moves from X5 to D5 Ogre moves from X5 to C4 Ogre moves from X5 to A3 Battle phase advances to Fight Angel in Plains hex C3 strikes Lion in Plains hex D3 with strike number 3, rolling: 525125: 3 hits Critter Lion in Plains hex D3: 0 + 3 => 3; 0 excess Battle phase advances to Strikeback Lion in Plains hex D3 strikes Angel in Plains hex C3 with strike number 5, rolling: 46152: 2 hits Critter Angel in Plains hex C3: 0 + 2 => 2; 0 excess Hater2's battle turn, number 2 Battle phase advances to Move Lion moves from C1 to E1 Battle phase advances to Fight Lion in Plains hex D3 strikes Angel in Plains hex C3 with strike number 5, rolling: 32631: 1 hit Critter Angel in Plains hex C3: 2 + 1 => 3; 0 excess Battle phase advances to Strikeback Angel in Plains hex C3 strikes Lion in Plains hex D3 with strike number 3, rolling: 514121: 2 hits Critter Lion in Plains hex D3: 3 + 2 => 5; 0 excess Critter Lion in Plains hex D3 is now dead: (hits=5 > power=5) Milvang5's battle turn, number 2 Battle phase advances to Move Angel moves from C3 to D3 Cyclops moves from B3 to C2 Ogre moves from D5 to F3 Ogre moves from C4 to D4 Ogre moves from A3 to B2 Battle phase advances to Fight Cyclops in Plains hex C2 strikes Gargoyle in Brambles hex D2 with strike number 5, rolling: 654434661: 4 hits Critter Gargoyle in Brambles hex D2: 0 + 4 => 4; 0 excess Critter Gargoyle in Brambles hex D2 is now dead: (hits=4 > power=4) Angel in Plains hex D3 strikes Cyclops in Plains hex E2 with strike number 2, rolling: 125351: 4 hits Critter Cyclops in Plains hex E2: 0 + 4 => 4; 0 excess Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 343266: 2 hits Critter Angel in Plains (1) hex F2: 0 + 2 => 2; 0 excess Battle phase advances to Strikeback Angel in Plains (1) hex F2 strikes Ogre in Plains (1) hex F3 with strike number 2, rolling: 131343: 4 hits Critter Ogre in Plains (1) hex F3: 0 + 4 => 4; 0 excess Cyclops in Plains hex E2 strikes Angel in Plains hex D3 with strike number 6, rolling: 641241116: 2 hits Critter Angel in Plains hex D3: 3 + 2 => 5; 0 excess Gargoyle in Brambles hex D2 strikes Angel in Plains hex D3 with strike number 5, rolling: 3621: 1 hit Critter Angel in Plains hex D3: 5 + 1 => 6; 0 excess Critter Angel in Plains hex D3 is now dead: (hits=6 > power=6) Hater2's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Angel in Plains (1) hex F2 strikes Ogre in Plains (1) hex F3 with strike number 2, rolling: 163522: 5 hits Critter Ogre in Plains (1) hex F3: 4 + 5 => 6; 3 excess Critter Ogre in Plains (1) hex F3 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 636651: 3 hits Critter Angel in Plains (1) hex F2: 2 + 3 => 5; 0 excess Milvang5's battle turn, number 3 Battle phase advances to Move Cyclops moves from C2 to E3 Ogre moves from D4 to F3 Ogre moves from B2 to D3 Battle phase advances to Fight Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 541453: 0 hits Ogre in Plains hex D3 strikes Cyclops in Plains hex E2 with strike number 4, rolling: 512366: 3 hits Critter Cyclops in Plains hex E2: 4 + 3 => 7; 0 excess Cyclops in Plains hex E3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 341353222: 0 hits Battle phase advances to Strikeback Angel in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 621444: 5 hits Critter Cyclops in Plains hex E3: 0 + 5 => 5; 0 excess Cyclops in Plains hex E2 strikes Cyclops in Plains hex E3 with strike number 4, rolling: 135632235: 3 hits Critter Cyclops in Plains hex E3: 5 + 3 => 8; 0 excess Hater2's battle turn, number 4 Added Lion - now there are 13 left. Legion Br01 in Plains hex 129 recruits Lion with 1 Lion Battle phase advances to Move Gargoyle moves from F1 to D2 Lion moves from X2 to D1 Battle phase advances to Fight Gargoyle in Brambles hex D2 strikes Ogre in Plains hex D3 with strike number 3, rolling: 5156: 3 hits Critter Ogre in Plains hex D3: 0 + 3 => 3; 0 excess Angel in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 331115: 3 hits Critter Cyclops in Plains hex E3: 8 + 3 => 9; 2 excess Critter Cyclops in Plains hex E3 is now dead: (hits=9 > power=9) 2 carries available Critter Ogre in Plains (1) hex F3: 0 + 2 => 2; 0 excess 2 hits carry to Ogre in Plains (1) hex F3 Cyclops in Plains hex E2 strikes Ogre in Plains hex D3 with strike number 4, rolling: 416155651: 6 hits Critter Ogre in Plains hex D3: 3 + 6 => 6; 3 excess Critter Ogre in Plains hex D3 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 251535: 0 hits Cyclops in Plains hex E3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 166345126: 3 hits Critter Angel in Plains (1) hex F2: 5 + 3 => 6; 2 excess Critter Angel in Plains (1) hex F2 is now dead: (hits=6 > power=6) 2 carries available Critter Cyclops in Plains hex E2: 7 + 2 => 9; 0 excess Critter Cyclops in Plains hex E2 is now dead: (hits=9 > power=9) 2 hits carry to Cyclops in Plains hex E2 Ogre in Plains hex D3 strikes Gargoyle in Brambles hex D2 with strike number 6, rolling: 645145: 1 hit Critter Gargoyle in Brambles hex D2: 0 + 1 => 1; 0 excess Milvang5's battle turn, number 4 Battle phase advances to Move Ogre moves from F3 to F1 Battle phase advances to Fight Ogre in Plains (1) hex F1 strikes Lion in Plains hex E1 with strike number 5, rolling: 2333441: 0 hits Battle phase advances to Strikeback Lion in Plains hex E1 strikes Ogre in Plains (1) hex F1 with strike number 3, rolling: 41212: 1 hit Critter Ogre in Plains (1) hex F1: 2 + 1 => 3; 0 excess Hater2's battle turn, number 5 Battle phase advances to Move Battle phase advances to Fight Lion in Plains hex E1 strikes Ogre in Plains (1) hex F1 with strike number 3, rolling: 55215: 3 hits Critter Ogre in Plains (1) hex F1: 3 + 3 => 6; 0 excess Critter Ogre in Plains (1) hex F1 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Plains (1) hex F1 strikes Lion in Plains hex E1 with strike number 5, rolling: 4566261: 4 hits Critter Lion in Plains hex E1: 0 + 4 => 4; 0 excess Hater2 earns 78.0 points (0.0 + 78.0 => 78.0) Legion Rd01[] is eliminated Phase advances to Muster Hater2's turn, number 10 Phase advances to Move Hater2 rolls a 3 for movement tellEngagementResultHandling, winner = Br01 Legion Br02 (Bell) in Woods hex 30 moves to Hills hex 37 entering on Left Legion Br10 (Spider) in Woods hex 2 moves to Hills hex 9 entering on Left Legion Br03 (Chest) in Marsh hex 41 moves to Woods hex 2 entering on Left Phase advances to Fight Phase advances to Muster Hater4's turn, number 10 3 creatures are split off from legion Gr04 into new legion Gr08 Legion Gr08[Ogre, Ogre, Ogre] is eliminated Legion Gr08 recombined into legion Gr04 2 creatures are split off from legion Gr06 into new legion Gr10 Phase advances to Move Hater4 rolls a 4 for movement Legion Gr10 (Laurel) in Tower hex 600 moves to Marsh hex 41 entering on Right Legion Gr04 (Fish) in Marsh hex 117 moves to Desert hex 21 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 12 left. Legion Gr04 in Desert hex 21 recruits Lion with 1 Lion Babbling Balrog's turn, number 10 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu05 (Egg) in Brush hex 141 moves to Plains hex 138 entering on Left Legion Bu03 (Candle) in Brush hex 106 moves to Desert hex 7 entering on Bottom Legion Bu12 (Trident) in Brush hex 102 moves to Brush hex 141 entering on Left Legion Bu06 (Foot) in Plains hex 101 moves to Marsh hex 140 entering on Right Phase advances to Fight Bu05 (Babbling Balrog) attacks Bk05 (Rational1) in Plains hex 138 Titan moves from X2 to F1 Warlock moves from X2 to F2 Cyclops moves from X2 to E2 Cyclops moves from X2 to E1 Gargoyle moves from X2 to C1 Gargoyle moves from X2 to D2 Ogre moves from X2 to D1 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Cyclops moves from X5 to A2 Cyclops moves from X5 to E5 Cyclops moves from X5 to B3 Gorgon moves from X5 to C4 Gorgon moves from X5 to A3 Behemoth moves from X5 to C5 Titan moves from X5 to B4 Battle phase advances to Fight Battle phase advances to Strikeback Rational1's battle turn, number 2 Battle phase advances to Move Gargoyle moves from C1 to D3 Battle phase advances to Fight Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E5 with strike number 2, rolling: 51: 1 hit Critter Cyclops in Plains hex E5: 0 + 1 => 1; 0 excess Battle phase advances to Strikeback Babbling Balrog's battle turn, number 2 Battle phase advances to Move Cyclops moves from E5 to F4 Cyclops moves from B3 to D4 Cyclops moves from A2 to C3 Gorgon moves from C4 to E4 Gorgon undoes move and returns to Plains hex C4 Cyclops undoes move and returns to Plains (1) hex A2 Cyclops undoes move and returns to Plains hex B3 Cyclops undoes move and returns to Plains hex E5 Cyclops moves from E5 to E4 Gorgon moves from C4 to F4 Cyclops moves from B3 to D4 Cyclops moves from A2 to C3 Gorgon moves from A3 to A1 Titan moves from B4 to A2 Behemoth moves from C5 to B3 Battle phase advances to Fight Gorgon in Plains (1) hex F4 strikes Warlock in Plains (1) hex F2 with strike number 5, rolling: 321: 0 hits Cyclops in Plains hex D4 strikes Gargoyle in Plains hex D3 with strike number 5, rolling: 542113424: 1 hit Critter Gargoyle in Plains hex D3: 0 + 1 => 1; 0 excess Cyclops in Plains hex C3 strikes Gargoyle in Plains hex D3 with strike number 5, rolling: 533544361: 3 hits Critter Gargoyle in Plains hex D3: 1 + 3 => 4; 0 excess Critter Gargoyle in Plains hex D3 is now dead: (hits=4 > power=4) Battle phase advances to Strikeback Gargoyle in Plains hex D3 strikes Cyclops in Plains hex D4 with strike number 3, rolling: 1451: 2 hits Critter Cyclops in Plains hex D4: 0 + 2 => 2; 0 excess Rational1's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E4 with strike number 2, rolling: 31: 1 hit Critter Cyclops in Plains hex E4: 1 + 1 => 2; 0 excess Battle phase advances to Strikeback Babbling Balrog's battle turn, number 3 Battle phase advances to Move Cyclops moves from E4 to E3 Cyclops moves from D4 to D3 Cyclops moves from C3 to C2 Gorgon moves from A1 to B1 Titan moves from A2 to A1 Behemoth moves from B3 to B2 Battle phase advances to Fight Gorgon in Plains (1) hex F4 strikes Warlock in Plains (1) hex F2 with strike number 5, rolling: 642: 1 hit Critter Warlock in Plains (1) hex F2: 0 + 1 => 1; 0 excess Cyclops in Plains hex C2 strikes Gargoyle in Brambles hex D2 with strike number 5, rolling: 135566334: 4 hits Critter Gargoyle in Brambles hex D2: 0 + 4 => 4; 0 excess Critter Gargoyle in Brambles hex D2 is now dead: (hits=4 > power=4) Gorgon in Plains hex B1 strikes Ogre in Plains hex D1 with strike number 3, rolling: 421: 1 hit Critter Ogre in Plains hex D1: 0 + 1 => 1; 0 excess Cyclops in Plains hex D3 strikes Cyclops in Plains hex E2 with strike number 4, rolling: 641335166: 5 hits Critter Cyclops in Plains hex E2: 0 + 5 => 5; 0 excess Cyclops in Plains hex E3 strikes Cyclops in Plains hex E2 with strike number 4, rolling: 454455521: 7 hits Critter Cyclops in Plains hex E2: 5 + 7 => 9; 3 excess Critter Cyclops in Plains hex E2 is now dead: (hits=9 > power=9) Battle phase advances to Strikeback Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 12111: 1 hit Critter Cyclops in Plains hex E3: 2 + 1 => 3; 0 excess Cyclops in Plains hex E2 strikes Cyclops in Plains hex E3 with strike number 4, rolling: 412441142: 4 hits Critter Cyclops in Plains hex E3: 3 + 4 => 7; 0 excess Gargoyle in Brambles hex D2 strikes Cyclops in Plains hex D3 with strike number 3, rolling: 4416: 3 hits Critter Cyclops in Plains hex D3: 2 + 3 => 5; 0 excess Rational1's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 15335: 4 hits Critter Cyclops in Plains hex E3: 7 + 4 => 9; 2 excess Critter Cyclops in Plains hex E3 is now dead: (hits=9 > power=9) Battle phase advances to Strikeback Cyclops in Plains hex E3 strikes Warlock in Plains (1) hex F2 with strike number 6, rolling: 414453116: 1 hit Critter Warlock in Plains (1) hex F2: 1 + 1 => 2; 0 excess Babbling Balrog's battle turn, number 4 Battle phase advances to Move Cyclops moves from D3 to E2 Cyclops moves from C2 to D2 Gorgon moves from F4 to F3 Gorgon moves from B1 to C1 Behemoth moves from B2 to E3 Battle phase advances to Fight Behemoth in Plains hex E3 strikes Warlock in Plains (1) hex F2 with strike number 6, rolling: 65142243: 1 hit Critter Warlock in Plains (1) hex F2: 2 + 1 => 3; 0 excess Gorgon in Plains hex C1 strikes Ogre in Plains hex D1 with strike number 3, rolling: 656661: 5 hits Critter Ogre in Plains hex D1: 1 + 5 => 6; 0 excess Critter Ogre in Plains hex D1 is now dead: (hits=6 > power=6) Gorgon in Plains (1) hex F3 strikes Warlock in Plains (1) hex F2 with strike number 5, rolling: 366324: 2 hits Critter Warlock in Plains (1) hex F2: 3 + 2 => 5; 0 excess Critter Warlock in Plains (1) hex F2 is now dead: (hits=5 > power=5) Cyclops in Brambles hex D2 strikes Cyclops in Plains hex E1 with strike number 4, rolling: 413566525: 6 hits Critter Cyclops in Plains hex E1: 0 + 6 => 6; 0 excess Cyclops in Plains hex E2 strikes Cyclops in Plains hex E1 with strike number 4, rolling: 565343226: 5 hits Critter Cyclops in Plains hex E1: 6 + 5 => 9; 2 excess Critter Cyclops in Plains hex E1 is now dead: (hits=9 > power=9) Battle phase advances to Strikeback Titan in Plains (1) hex F1 strikes Cyclops in Plains hex E2 with strike number 1, rolling: 341336: 6 hits Critter Cyclops in Plains hex E2: 5 + 6 => 9; 2 excess Critter Cyclops in Plains hex E2 is now dead: (hits=9 > power=9) Cyclops in Plains hex E1 strikes Cyclops in Brambles hex D2 with strike number 4, rolling: 264314423: 4 hits Critter Cyclops in Brambles hex D2: 0 + 4 => 4; 0 excess Warlock in Plains (1) hex F2 strikes Behemoth in Plains hex E3 with strike number 3, rolling: 16412: 2 hits Critter Behemoth in Plains hex E3: 0 + 2 => 2; 0 excess Ogre in Plains hex D1 strikes Gorgon in Plains hex C1 with strike number 5, rolling: 261442: 1 hit Critter Gorgon in Plains hex C1: 0 + 1 => 1; 0 excess Rational1's battle turn, number 5 Battle phase advances to Move Titan moves from F1 to C4 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 5 Battle phase advances to Move Cyclops moves from D2 to C3 Gorgon moves from C1 to D4 Gorgon moves from F3 to C5 Titan moves from A1 to B4 Battle phase advances to Fight Titan in Plains hex B4 strikes Titan in Plains hex C4 with strike number 4, rolling: 1515211: 2 hits Critter Titan in Plains hex C4: 0 + 2 => 2; 0 excess Gorgon in Plains hex D4 strikes Titan in Plains hex C4 with strike number 6, rolling: 466435: 2 hits Critter Titan in Plains hex C4: 2 + 2 => 4; 0 excess Gorgon in Plains hex C5 strikes Titan in Plains hex C4 with strike number 6, rolling: 212523: 0 hits Cyclops in Plains hex C3 strikes Titan in Plains hex C4 with strike number 6, rolling: 344411216: 1 hit Critter Titan in Plains hex C4: 4 + 1 => 5; 0 excess Battle phase advances to Strikeback Titan in Plains hex C4 strikes Titan in Plains hex B4 with strike number 4, rolling: 315551: 3 hits Critter Titan in Plains hex B4: 0 + 3 => 3; 0 excess Rational1's battle turn, number 6 Battle phase advances to Move Battle phase advances to Fight Titan in Plains hex C4 strikes Titan in Plains hex B4 with strike number 4, rolling: 356333: 2 hits Critter Titan in Plains hex B4: 3 + 2 => 5; 0 excess Battle phase advances to Strikeback Titan in Plains hex B4 strikes Titan in Plains hex C4 with strike number 4, rolling: 1263456: 4 hits Critter Titan in Plains hex C4: 5 + 4 => 6; 3 excess Critter Titan in Plains hex C4 is now dead: (hits=6 > power=6) Babbling Balrog earns 122.0 points (107.0 + 122.0 => 229.0) Player 'Rational1' is dying, killed by Babbling Balrog Babbling Balrog earns 48.5 half-points (229.0 + 48.5 => 277.5) Legion Bk03[Angel, Lion, Lion, Lion, Ogre, Ranger] is eliminated Legion Bk05[] is eliminated Babbling Balrog earns 12.0 half-points (277.5 + 12.0 => 289.5) Legion Bk04[Centaur, Centaur] is eliminated Rational1 is dead, telling everyone about it Legion Bu05 (Egg) is going to call addCreature() to add one acquired Angel Added Angel - now there are 14 left. Legion Bu05 (Egg) acquired one Angel tellEngagementResultHandling, winner = Bu05 Phase advances to Muster Added Lion - now there are 11 left. Legion Bu03 in Desert hex 7 recruits Lion with 1 Lion Rational3's turn, number 10 Phase advances to Move Rational3 rolls a 1 for movement Legion Gd09 (Scarab) in Brush hex 24 moves to Tower hex 400 entering on Bottom Legion Gd08 (Rings) in Hills hex 23 moves to Brush hex 24 entering on Bottom Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 21 left. Legion Gd08 in Brush hex 24 recruits Gorgon with 1 Gorgon Added Ogre - now there are 6 left. Legion Gd09 in Tower hex 400 recruits Ogre with nothing Milvang5's turn, number 10 2 creatures are split off from legion Rd09 into new legion Rd10 Phase advances to Move Milvang5 rolls a 1 for movement Legion Rd05 (Heart) in Brush hex 134 moves to Plains hex 133 entering on Right Legion Rd09 (Spiral) in Brush hex 130 moves to Plains hex 129 entering on Left Phase advances to Fight Legion Br01 flees from legion Rd09 Milvang5 earns 21.0 half-points (12.0 + 21.0 => 33.0) Legion Br01[Lion, Lion, Gargoyle] is eliminated Phase advances to Muster tellEngagementResultHandling, winner = Rd09 Added Lion - now there are 10 left. Legion Rd09 in Plains hex 129 recruits Lion with 1 Lion Hater2's turn, number 11 Phase advances to Move Hater2 rolls a 2 for movement Legion Br10 (Spider) in Hills hex 9 moves to Woods hex 11 entering on Left Legion Br09 (Scroll) in Hills hex 4 moves to Brush hex 102 entering on Right Legion Br02 (Bell) in Hills hex 37 moves to Plains hex 1 entering on Right Legion Br03 (Chest) in Woods hex 2 moves to Hills hex 4 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 9 left. Legion Br02 in Plains hex 1 recruits Lion with 2 Centaurs Added Warbear - now there are 20 left. Legion Br10 in Woods hex 11 recruits Warbear with 3 Centaurs Hater4's turn, number 11 3 creatures are split off from legion Gr04 into new legion Gr02 Phase advances to Move Hater4 rolls a 4 for movement Legion Gr10 (Laurel) in Marsh hex 41 moves to Brush hex 141 entering on Left Legion Gr04 (Fish) in Desert hex 21 moves to Abyss hex 19 entering on Bottom Phase advances to Fight Gr10 (Hater4) attacks Bu12 (Babbling Balrog) in Brush hex 141 Gargoyle moves from X2 to D3 Gargoyle moves from X2 to E3 Battle phase advances to Fight Battle phase advances to Strikeback Hater4's battle turn, number 1 Battle phase advances to Move Centaur moves from X5 to E4 Centaur moves from X5 to C3 Battle phase advances to Fight Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 111: 0 hits Centaur in Plains hex C3 strikes Gargoyle in Brambles (1) hex D3 with strike number 5, rolling: 423: 0 hits Battle phase advances to Strikeback Gargoyle in Brambles (1) hex D3 strikes Centaur in Plains hex C3 with strike number 5, rolling: 6254: 2 hits Critter Centaur in Plains hex C3: 0 + 2 => 2; 0 excess Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 2334: 0 hits Babbling Balrog's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Gargoyle in Brambles (1) hex D3 strikes Centaur in Plains hex C3 with strike number 5, rolling: 5553: 3 hits Critter Centaur in Plains hex C3: 2 + 3 => 3; 2 excess Critter Centaur in Plains hex C3 is now dead: (hits=3 > power=3) Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 5325: 2 hits Critter Centaur in Plains hex E4: 0 + 2 => 2; 0 excess Battle phase advances to Strikeback Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 521: 1 hit Critter Gargoyle in Brambles hex E3: 0 + 1 => 1; 0 excess Centaur in Plains hex C3 strikes Gargoyle in Brambles (1) hex D3 with strike number 5, rolling: 144: 0 hits Hater4's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 556: 3 hits Critter Gargoyle in Brambles hex E3: 1 + 3 => 4; 0 excess Critter Gargoyle in Brambles hex E3 is now dead: (hits=4 > power=4) Battle phase advances to Strikeback Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 2115: 1 hit Critter Centaur in Plains hex E4: 2 + 1 => 3; 0 excess Critter Centaur in Plains hex E4 is now dead: (hits=3 > power=3) Babbling Balrog earns 24.0 points (289.0 + 24.0 => 313.0) Legion Gr10[] is eliminated Added Gargoyle - now there are 6 left. Legion Bu12 in Brush hex 141 recruits Gargoyle with 1 Gargoyle Legion Bu12 (Trident) is going to call addCreature() to add one acquired Angel Added Angel - now there are 13 left. Legion Bu12 (Trident) acquired one Angel tellEngagementResultHandling, winner = Bu12 Phase advances to Muster Babbling Balrog's turn, number 11 Phase advances to Move Babbling Balrog rolls a 6 for movement Legion Bu03 (Candle) in Desert hex 7 moves to Hills hex 4 entering on Left Legion Bu05 (Egg) in Plains hex 138 moves to Plains hex 1 entering on Right Legion Bu12 (Trident) in Brush hex 141 moves to Jungle hex 135 entering on Right Legion Bu06 (Foot) in Marsh hex 140 moves to Brush hex 134 entering on Left Legion Bu10 (Padlock) in Tower hex 300 moves to Hills hex 18 entering on Left Phase advances to Fight Bu03 (Babbling Balrog) attacks Br03 (Hater2) in Hills hex 4 Troll moves from X2 to C1 Troll moves from X2 to D2 Titan moves from X2 to D1 Ranger moves from X2 to C2 Troll moves from X2 to E1 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Lion moves from X5 to C3 Lion moves from X5 to B2 Lion moves from X5 to D4 Angel moves from X5 to D3 Angel moves from X5 to A1 Troll moves from X5 to E5 Battle phase advances to Fight Lion in Plains hex B2 strikes Ranger in Bog hex C2 with strike number 5, rolling: 42253: 1 hit Critter Ranger in Bog hex C2: 0 + 1 => 1; 0 excess Lion in Plains (1) hex C3 strikes Ranger in Bog hex C2 with strike number 5, rolling: 522361: 2 hits Critter Ranger in Bog hex C2: 1 + 2 => 3; 0 excess Angel in Plains (1) hex D3 strikes Ranger in Bog hex C2 with strike number 4, rolling: 653634: 4 hits Critter Ranger in Bog hex C2: 3 + 4 => 4; 3 excess Critter Ranger in Bog hex C2 is now dead: (hits=4 > power=4) 3 carries available Critter Troll in Plains hex D2: 0 + 3 => 3; 0 excess 3 hits carry to Troll in Plains hex D2 Battle phase advances to Strikeback Troll in Plains hex D2 strikes Angel in Plains (1) hex D3 with strike number 6, rolling: 65434425: 1 hit Critter Angel in Plains (1) hex D3: 0 + 1 => 1; 0 excess Ranger in Bog hex C2 strikes Lion in Plains (1) hex C3 with strike number 4, rolling: 1632: 1 hit Critter Lion in Plains (1) hex C3: 0 + 1 => 1; 0 excess Hater2's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Troll in Plains hex D2 strikes Angel in Plains (1) hex D3 with strike number 6, rolling: 44535436: 1 hit Critter Angel in Plains (1) hex D3: 1 + 1 => 2; 0 excess Battle phase advances to Strikeback Angel in Plains (1) hex D3 strikes Troll in Plains hex D2 with strike number 2, rolling: 416553: 5 hits Critter Troll in Plains hex D2: 3 + 5 => 8; 0 excess Critter Troll in Plains hex D2 is now dead: (hits=8 > power=8) Babbling Balrog's battle turn, number 2 One Angel is summoned from legion Bu12 into legion Bu03 Battle phase advances to Move Troll moves from E5 to E3 Troll undoes move and returns to Plains hex E5 Lion moves from B2 to B1 Lion moves from D4 to F1 Angel moves from D3 to D2 Lion moves from C3 to E2 Troll moves from E5 to E3 Angel moves from X5 to D3 Battle phase advances to Fight Lion in Plains hex F1 strikes Troll in Brambles (1) hex E1 with strike number 3, rolling: 45655: 5 hits Critter Troll in Brambles (1) hex E1: 0 + 5 => 5; 0 excess Lion in Plains hex B1 strikes Troll in Plains (1) hex C1 with strike number 3, rolling: 45141: 3 hits Critter Troll in Plains (1) hex C1: 0 + 3 => 3; 0 excess Lion in Plains hex E2 strikes Troll in Brambles (1) hex E1 with strike number 3, rolling: 36462: 4 hits Critter Troll in Brambles (1) hex E1: 5 + 4 => 8; 1 excess Critter Troll in Brambles (1) hex E1 is now dead: (hits=8 > power=8) Angel in Plains hex D2 strikes Troll in Plains (1) hex C1 with strike number 3, rolling: 614532: 4 hits Critter Troll in Plains (1) hex C1: 3 + 4 => 7; 0 excess Battle phase advances to Strikeback Titan in Plains (1) hex D1 strikes Angel in Plains hex D2 with strike number 3, rolling: 152313: 3 hits Critter Angel in Plains hex D2: 2 + 3 => 5; 0 excess Troll in Plains (1) hex C1 strikes Angel in Plains hex D2 with strike number 6, rolling: 21646564: 3 hits Critter Angel in Plains hex D2: 5 + 3 => 6; 2 excess Critter Angel in Plains hex D2 is now dead: (hits=6 > power=6) 2 carries available Critter Lion in Plains hex B1: 0 + 2 => 2; 0 excess 2 hits carry to Lion in Plains hex B1 Troll in Brambles (1) hex E1 strikes Lion in Plains hex E2 with strike number 6, rolling: 15211332: 0 hits Hater2's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Troll in Plains (1) hex C1 strikes Lion in Plains hex B1 with strike number 5, rolling: 42266256: 4 hits Critter Lion in Plains hex B1: 2 + 4 => 5; 1 excess Critter Lion in Plains hex B1 is now dead: (hits=5 > power=5) Battle phase advances to Strikeback Lion in Plains hex B1 strikes Troll in Plains (1) hex C1 with strike number 3, rolling: 31221: 1 hit Critter Troll in Plains (1) hex C1: 7 + 1 => 8; 0 excess Critter Troll in Plains (1) hex C1 is now dead: (hits=8 > power=8) Babbling Balrog's battle turn, number 3 Battle phase advances to Move Angel moves from A1 to C1 Angel moves from D3 to A1 Lion moves from E2 to D3 Troll moves from E3 to D2 Lion moves from F1 to E1 Battle phase advances to Fight Angel in Plains (1) hex C1 strikes Titan in Plains (1) hex D1 with strike number 5, rolling: 334364: 1 hit Critter Titan in Plains (1) hex D1: 0 + 1 => 1; 0 excess Troll in Plains hex D2 strikes Titan in Plains (1) hex D1 with strike number 6, rolling: 15464413: 1 hit Critter Titan in Plains (1) hex D1: 1 + 1 => 2; 0 excess Lion in Brambles (1) hex E1 strikes Titan in Plains (1) hex D1 with strike number 6, rolling: 13145: 0 hits Battle phase advances to Strikeback Titan in Plains (1) hex D1 strikes Angel in Plains (1) hex C1 with strike number 3, rolling: 532131: 3 hits Critter Angel in Plains (1) hex C1: 0 + 3 => 3; 0 excess Hater2's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Titan in Plains (1) hex D1 strikes Angel in Plains (1) hex C1 with strike number 3, rolling: 135523: 4 hits Critter Angel in Plains (1) hex C1: 3 + 4 => 6; 1 excess Critter Angel in Plains (1) hex C1 is now dead: (hits=6 > power=6) 1 carry available Critter Troll in Plains hex D2: 0 + 1 => 1; 0 excess 1 hit carries to Troll in Plains hex D2 Battle phase advances to Strikeback Angel in Plains (1) hex C1 strikes Titan in Plains (1) hex D1 with strike number 5, rolling: 153324: 1 hit Critter Titan in Plains (1) hex D1: 2 + 1 => 3; 0 excess Troll in Plains hex D2 strikes Titan in Plains (1) hex D1 with strike number 6, rolling: 46415136: 2 hits Critter Titan in Plains (1) hex D1: 3 + 2 => 5; 0 exc... 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From: SourceForge.net <no...@so...> - 2008-10-11 16:10:36
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Bugs item #2097773, was opened at 2008-09-07 04:08 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2097773&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: Fixed Priority: 9 Private: No Submitted By: Babbling Balrog (nsillito) Assigned to: Clemens Katzer (cleka) Summary: Battlemat fails to close Initial Comment: After a battle, the battle mat fails to close. I'll attach 2 screen shots. The battle took place several turns before. I won, killing the Brown Titan. Here is the log Babbling Balrog chooses color Blue Setting for "<By type>5" new name: Milvang5 Milvang5 chooses color Red Setting for "<By type>3" new name: Rational3 Rational3 chooses color Gold Setting for "<By type>1" new name: Rational1 Rational1 chooses color Black Setting for "<By type>4" new name: Hater4 Hater4 chooses color Green Setting for "<By type>2" new name: Hater2 Hater2 chooses color Brown Hater2 selects initial marker Hater4 selects initial marker Babbling Balrog selects initial marker Rational1 selects initial marker Rational3 selects initial marker Milvang5 selects initial marker 4 creatures are split off from legion Br01 into new legion Br03 Phase advances to Move Hater2 rolls a 4 for movement Legion Br03 (Chest) in Tower hex 600 moves to Marsh hex 41 entering on Right Legion Br01 (Antlers) in Tower hex 600 moves to Plains hex 133 entering on Right Phase advances to Fight Phase advances to Muster Added Centaur - now there are 12 left. Legion Br01 in Plains hex 133 recruits Centaur with 1 Centaur Added Troll - now there are 27 left. Legion Br03 in Marsh hex 41 recruits Troll with 2 Ogres Hater4's turn, number 1 4 creatures are split off from legion Gr04 into new legion Gr06 Phase advances to Move Hater4 rolls a 3 for movement Legion Gr04 (Fish) in Tower hex 500 moves to Plains hex 29 entering on Right Legion Gr06 (Frog) in Tower hex 500 moves to Brush hex 127 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 11 left. Legion Gr04 in Plains hex 29 recruits Centaur with 1 Centaur Added Cyclops - now there are 27 left. Legion Gr06 in Brush hex 127 recruits Cyclops with 2 Gargoyles Babbling Balrog's turn, number 1 4 creatures are split off from legion Bu05 into new legion Bu03 Phase advances to Move Babbling Balrog rolls a 1 for movement Legion Bu05 (Egg) in Tower hex 400 moves to Brush hex 24 entering on Right Legion Bu03 (Candle) in Tower hex 400 moves to Marsh hex 122 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 26 left. Legion Bu03 in Marsh hex 122 recruits Troll with 2 Ogres Added Cyclops - now there are 26 left. Legion Bu05 in Brush hex 24 recruits Cyclops with 2 Gargoyles Rational1's turn, number 1 4 creatures are split off from legion Bk03 into new legion Bk05 Phase advances to Move Rational1 rolls a 6 for movement Legion Bk05 (Hand) in Tower hex 300 tower teleports (Titan) to Tower hex 600 entering on Bottom Legion Bk03 (Die) in Tower hex 300 moves to Plains hex 110 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 27 left. Legion Bk03 in Plains hex 110 recruits Lion with 2 Centaurs Added Warlock - now there are 5 left. Legion Bk05 in Tower hex 600 recruits Warlock with 1 Titan Rational3's turn, number 1 4 creatures are split off from legion Gd10 into new legion Gd08 Phase advances to Move Rational3 rolls a 5 for movement Rational3 takes a mulligan Rational3 rolls a 3 for movement Rational3 takes a mulligan and rolls 3 Legion Gd08 (Rings) in Tower hex 200 moves to Brush hex 106 entering on Left Legion Gd10 (Scimitars) in Tower hex 200 moves to Marsh hex 8 entering on Right Phase advances to Fight Phase advances to Muster Added Ogre - now there are 12 left. Legion Gd10 in Marsh hex 8 recruits Ogre with 1 Ogre Added Cyclops - now there are 25 left. Legion Gd08 in Brush hex 106 recruits Cyclops with 2 Gargoyles Milvang5's turn, number 1 4 creatures are split off from legion Rd01 into new legion Rd09 Phase advances to Move Milvang5 rolls a 5 for movement Milvang5 takes a mulligan Milvang5 rolls a 1 for movement Milvang5 takes a mulligan and rolls 1 Legion Rd01 (Cross) in Tower hex 100 moves to Brush hex 3 entering on Right Legion Rd09 (Spiral) in Tower hex 100 moves to Plains hex 101 entering on Bottom Phase advances to Fight Phase advances to Muster Added Gargoyle - now there are 8 left. Legion Rd01 in Brush hex 3 recruits Gargoyle with 1 Gargoyle Added Lion - now there are 26 left. Legion Rd09 in Plains hex 101 recruits Lion with 2 Centaurs Hater2's turn, number 2 Phase advances to Move Hater2 rolls a 2 for movement Legion Br03 (Chest) in Marsh hex 41 moves to Plains hex 1 entering on Right Legion Br01 (Antlers) in Plains hex 133 moves to Marsh hex 131 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 10 left. Legion Br03 in Plains hex 1 recruits Centaur with 1 Centaur Hater4's turn, number 2 Phase advances to Move Hater4 rolls a 6 for movement Legion Gr04 (Fish) in Plains hex 29 moves to Tundra hex 4000 entering on Left Legion Gr06 (Frog) in Brush hex 127 moves to Brush hex 31 entering on Bottom Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 24 left. Legion Gr06 in Brush hex 31 recruits Cyclops with 1 Cyclops Babbling Balrog's turn, number 2 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu05 (Egg) in Brush hex 24 moves to Jungle hex 121 entering on Right Legion Bu03 (Candle) in Marsh hex 122 moves to Woods hex 25 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 9 left. Legion Bu03 in Woods hex 25 recruits Centaur with 1 Centaur Added Cyclops - now there are 23 left. Legion Bu05 in Jungle hex 121 recruits Cyclops with 1 Cyclops Rational1's turn, number 2 Phase advances to Move Rational1 rolls a 4 for movement Legion Bk03 (Die) in Plains hex 110 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Rational3's turn, number 2 Phase advances to Move Rational3 rolls a 2 for movement Legion Gd08 (Rings) in Brush hex 106 moves to Plains hex 6 entering on Right Legion Gd10 (Scimitars) in Marsh hex 8 moves to Brush hex 10 entering on Bottom Phase advances to Fight Phase advances to Muster Milvang5's turn, number 2 Phase advances to Move Milvang5 rolls a 1 for movement Legion Rd01 (Cross) in Brush hex 3 moves to Hills hex 4 entering on Left Legion Rd09 (Spiral) in Plains hex 101 moves to Tower hex 100 entering on Bottom Phase advances to Fight Phase advances to Muster Added Ogre - now there are 11 left. Legion Rd01 in Hills hex 4 recruits Ogre with 1 Ogre Added Warlock - now there are 4 left. Legion Rd09 in Tower hex 100 recruits Warlock with 1 Titan Hater2's turn, number 3 Phase advances to Move Hater2 rolls a 2 for movement Legion Br01 (Antlers) in Marsh hex 131 moves to Plains hex 129 entering on Left Legion Br03 (Chest) in Plains hex 1 moves to Tundra hex 6000 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 25 left. Legion Br01 in Plains hex 129 recruits Lion with 2 Centaurs Added Troll - now there are 25 left. Legion Br03 in Tundra hex 6000 recruits Troll with 1 Troll Hater4's turn, number 3 Phase advances to Move Hater4 rolls a 2 for movement Legion Gr06 (Frog) in Brush hex 31 moves to Marsh hex 27 entering on Left Legion Gr04 (Fish) in Tundra hex 4000 moves to Hills hex 23 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 10 left. Legion Gr04 in Hills hex 23 recruits Ogre with 1 Ogre Babbling Balrog's turn, number 3 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu05 (Egg) in Jungle hex 121 moves to Marsh hex 117 entering on Left Legion Bu03 (Candle) in Woods hex 25 moves to Jungle hex 121 entering on Right Phase advances to Fight Phase advances to Muster Rational1's turn, number 3 Phase advances to Move Rational1 rolls a 1 for movement Legion Bk03 (Die) in Swamp hex 14 moves to Plains hex 15 entering on Right Legion Bk05 (Hand) in Tower hex 600 moves to Brush hex 38 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 24 left. Legion Bk03 in Plains hex 15 recruits Lion with 2 Centaurs Added Cyclops - now there are 22 left. Legion Bk05 in Brush hex 38 recruits Cyclops with 2 Gargoyles Rational3's turn, number 3 Phase advances to Move Rational3 rolls a 2 for movement Legion Gd10 (Scimitars) in Brush hex 10 moves to Marsh hex 108 entering on Bottom Legion Gd08 (Rings) in Plains hex 6 moves to Brush hex 10 entering on Right Phase advances to Fight Phase advances to Muster Added Troll - now there are 24 left. Legion Gd10 in Marsh hex 108 recruits Troll with 2 Ogres Added Cyclops - now there are 21 left. Legion Gd08 in Brush hex 10 recruits Cyclops with 1 Cyclops Milvang5's turn, number 3 Phase advances to Move Milvang5 rolls a 3 for movement Legion Rd09 (Spiral) in Tower hex 100 moves to Plains hex 1 entering on Right Legion Rd01 (Cross) in Hills hex 4 moves to Plains hex 101 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 23 left. Legion Rd09 in Plains hex 1 recruits Lion with 2 Centaurs Hater2's turn, number 4 2 creatures are split off from legion Br01 into new legion Br02 2 creatures are split off from legion Br03 into new legion Br09 Legion Br09[Ogre, Ogre] is eliminated Legion Br09 recombined into legion Br03 Phase advances to Move Hater2 rolls a 2 for movement Legion Br01 (Antlers) in Plains hex 129 moves to Brush hex 31 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 20 left. Legion Br01 in Brush hex 31 recruits Cyclops with 2 Gargoyles Hater4's turn, number 4 Phase advances to Move Hater4 rolls a 3 for movement Legion Gr06 (Frog) in Marsh hex 27 moves to Woods hex 30 entering on Left Legion Gr04 (Fish) in Hills hex 23 moves to Abyss hex 26 entering on Bottom Phase advances to Fight Phase advances to Muster Added Centaur - now there are 8 left. Legion Gr06 in Woods hex 30 recruits Centaur with 1 Centaur Babbling Balrog's turn, number 4 Phase advances to Move Babbling Balrog rolls a 6 for movement Legion Bu05 (Egg) in Marsh hex 117 moves to Jungle hex 111 entering on Right Legion Bu03 (Candle) in Jungle hex 121 moves to Plains hex 115 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 22 left. Legion Bu03 in Plains hex 115 recruits Lion with 2 Centaurs Added Cyclops - now there are 19 left. Legion Bu05 in Jungle hex 111 recruits Cyclops with 1 Cyclops Rational1's turn, number 4 2 creatures are split off from legion Bk03 into new legion Bk04 Phase advances to Move Rational1 rolls a 6 for movement Legion Bk03 (Die) in Plains hex 15 moves to Desert hex 21 entering on Bottom Legion Bk05 (Hand) in Brush hex 38 moves to Brush hex 38 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 21 left. Legion Bk03 in Desert hex 21 recruits Lion with 1 Lion Added Cyclops - now there are 18 left. Legion Bk05 in Brush hex 38 recruits Cyclops with 1 Cyclops Rational3's turn, number 4 2 creatures are split off from legion Gd10 into new legion Gd02 Phase advances to Move Rational3 rolls a 6 for movement Legion Gd08 (Rings) in Brush hex 10 moves to Brush hex 10 entering on Bottom Legion Gd10 (Scimitars) in Marsh hex 108 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 23 left. Legion Gd10 in Swamp hex 14 recruits Troll with 1 Troll Added Gorgon - now there are 24 left. Legion Gd08 in Brush hex 10 recruits Gorgon with 2 Cyclopes Milvang5's turn, number 4 2 creatures are split off from legion Rd09 into new legion Rd11 Phase advances to Move Milvang5 rolls a 5 for movement Legion Rd11 (Sword) in Plains hex 1 moves to Plains hex 6 entering on Right Legion Rd09 (Spiral) in Plains hex 1 moves to Mountains hex 5000 entering on Left Phase advances to Fight Phase advances to Muster Added Minotaur - now there are 20 left. Legion Rd09 in Mountains hex 5000 recruits Minotaur with 2 Lions Added Lion - now there are 20 left. Legion Rd11 in Plains hex 6 recruits Lion with 2 Centaurs Hater2's turn, number 5 2 creatures are split off from legion Br03 into new legion Br07 Legion Br07[Ogre, Ogre] is eliminated Legion Br07 recombined into legion Br03 Phase advances to Move Hater2 rolls a 2 for movement Legion Br03 (Chest) in Tundra hex 6000 moves to Hills hex 37 entering on Left Legion Br02 (Bell) in Plains hex 129 moves to Marsh hex 27 entering on Left Legion Br01 (Antlers) in Brush hex 31 moves to Plains hex 129 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 19 left. Legion Br01 in Plains hex 129 recruits Lion with 1 Lion Hater4's turn, number 5 2 creatures are split off from legion Gr06 into new legion Gr11 Phase advances to Move Hater4 rolls a 4 for movement Legion Gr04 (Fish) in Abyss hex 26 moves to Plains hex 124 entering on Left Legion Gr06 (Frog) in Woods hex 30 moves to Plains hex 34 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 18 left. Legion Gr04 in Plains hex 124 recruits Lion with 2 Centaurs Added Lion - now there are 17 left. Legion Gr06 in Plains hex 34 recruits Lion with 2 Centaurs Babbling Balrog's turn, number 5 2 creatures are split off from legion Bu05 into new legion Bu12 2 creatures are split off from legion Bu03 into new legion Bu10 Phase advances to Move Babbling Balrog rolls a 1 for movement Legion Bu05 (Egg) in Jungle hex 111 moves to Plains hex 110 entering on Left Legion Bu03 (Candle) in Plains hex 115 moves to Desert hex 114 entering on Right Legion Bu10 (Padlock) in Plains hex 115 moves to Tower hex 300 entering on Bottom Phase advances to Fight Phase advances to Muster Added Centaur - now there are 7 left. Legion Bu05 in Plains hex 110 recruits Centaur with 1 Centaur Added Ogre - now there are 9 left. Legion Bu10 in Tower hex 300 recruits Ogre with nothing Added Lion - now there are 16 left. Legion Bu03 in Desert hex 114 recruits Lion with 1 Lion Rational1's turn, number 5 2 creatures are split off from legion Bk05 into new legion Bk12 Legion Bk12[Gargoyle, Gargoyle] is eliminated Legion Bk12 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 3 for movement Legion Bk05 (Hand) in Brush hex 38 moves to Marsh hex 41 entering on Right Legion Bk04 (Feather) in Plains hex 15 moves to Hills hex 18 entering on Left Phase advances to Fight Phase advances to Muster Rational3's turn, number 5 2 creatures are split off from legion Gd08 into new legion Gd01 Legion Gd01[Gargoyle, Gargoyle] is eliminated Legion Gd01 recombined into legion Gd08 Phase advances to Move Rational3 rolls a 4 for movement Legion Gd02 (Claw) in Marsh hex 108 moves to Jungle hex 104 entering on Right Legion Gd10 (Scimitars) in Swamp hex 14 moves to Abyss hex 12 entering on Bottom Phase advances to Fight Phase advances to Muster Milvang5's turn, number 5 Phase advances to Move Milvang5 rolls a 5 for movement Legion Rd11 (Sword) in Plains hex 6 moves to Plains hex 105 entering on Right Legion Rd01 (Cross) in Plains hex 101 moves to Plains hex 138 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 15 left. Legion Rd11 in Plains hex 105 recruits Lion with 2 Centaurs Hater2's turn, number 6 2 creatures are split off from legion Br01 into new legion Br11 Legion Br11[Gargoyle, Gargoyle] is eliminated Legion Br11 recombined into legion Br01 2 creatures are split off from legion Br03 into new legion Br09 Phase advances to Move Hater2 rolls a 5 for movement Legion Br09 (Scroll) in Hills hex 37 moves to Hills hex 4 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 8 left. Legion Br09 in Hills hex 4 recruits Ogre with 1 Ogre Hater4's turn, number 6 2 creatures are split off from legion Gr04 into new legion Gr03 Phase advances to Move Hater4 rolls a 6 for movement Legion Gr04 (Fish) in Plains hex 124 moves to Swamp hex 118 entering on Right Phase advances to Fight Phase advances to Muster Babbling Balrog's turn, number 6 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu05 (Egg) in Plains hex 110 moves to Brush hex 106 entering on Left Legion Bu12 (Trident) in Jungle hex 111 moves to Desert hex 107 entering on Right Legion Bu03 (Candle) in Desert hex 114 moves to Plains hex 110 entering on Left Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 23 left. Legion Bu05 in Brush hex 106 recruits Gorgon with 2 Cyclopes Added Lion - now there are 14 left. Legion Bu03 in Plains hex 110 recruits Lion with 2 Centaurs Rational1's turn, number 6 2 creatures are split off from legion Bk05 into new legion Bk11 Legion Bk11[Gargoyle, Gargoyle] is eliminated Legion Bk11 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 2 for movement Legion Bk05 (Hand) in Marsh hex 41 moves to Plains hex 101 entering on Bottom Phase advances to Fight Phase advances to Muster Rational3's turn, number 6 2 creatures are split off from legion Gd08 into new legion Gd05 Legion Gd05[Gargoyle, Gargoyle] is eliminated Legion Gd05 recombined into legion Gd08 Phase advances to Move Rational3 rolls a 4 for movement Legion Gd08 (Rings) in Brush hex 10 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Milvang5's turn, number 6 Phase advances to Move Milvang5 rolls a 5 for movement Legion Rd11 (Sword) in Plains hex 105 moves to Jungle hex 104 entering on Right Phase advances to Fight Legion Gd02 flees from legion Rd11 Milvang5 earns 12.0 half-points (0.0 + 12.0 => 12.0) Legion Gd02[Ogre, Ogre] is eliminated tellEngagementResultHandling, winner = Rd11 Phase advances to Muster Hater2's turn, number 7 2 creatures are split off from legion Br01 into new legion Br07 Legion Br07[Gargoyle, Gargoyle] is eliminated Legion Br07 recombined into legion Br01 Phase advances to Move Hater2 rolls a 5 for movement Legion Br03 (Chest) in Hills hex 37 moves to Swamp hex 42 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 22 left. Legion Br03 in Swamp hex 42 recruits Troll with 1 Troll Hater4's turn, number 7 Phase advances to Move Hater4 rolls a 6 for movement Legion Gr11 (Scales) in Woods hex 30 moves to Marsh hex 36 entering on Right Phase advances to Fight Phase advances to Muster Babbling Balrog's turn, number 7 2 creatures are split off from legion Bu05 into new legion Bu06 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu05 (Egg) in Brush hex 106 moves to Jungle hex 104 entering on Right Legion Bu03 (Candle) in Plains hex 110 moves to Abyss hex 12 entering on Bottom Phase advances to Fight Legion Rd11 flees from legion Bu05 Babbling Balrog earns 27.0 half-points (0.0 + 27.0 => 27.0) Legion Rd11[Lion, Lion, Centaur, Centaur] is eliminated tellEngagementResultHandling, winner = Bu05 Bu03 (Babbling Balrog) attacks Gd10 (Rational3) in Abyss hex 12 Angel moves from X0 to D5 Troll moves from X0 to C4 Troll moves from X0 to E3 Centaur moves from X0 to E4 Centaur moves from X0 to D4 Battle phase advances to Fight Critter Angel in Drift (1) hex D5: 0 + 1 => 1; 0 excess Angel in Drift (1) hex D5 takes Hex damage Critter Centaur in Drift (1) hex E4: 0 + 1 => 1; 0 excess Centaur in Drift (1) hex E4 takes Hex damage Critter Centaur in Drift hex D4: 0 + 1 => 1; 0 excess Centaur in Drift hex D4 takes Hex damage Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Angel moves from X3 to F2 Troll moves from X3 to B2 Lion moves from X3 to B3 Centaur moves from X3 to B4 Lion moves from X3 to E2 Lion moves from X3 to A3 Centaur moves from X3 to F1 Battle phase advances to Fight Critter Angel in Drift (1) hex D5: 1 + 1 => 2; 0 excess Angel in Drift (1) hex D5 takes Hex damage Critter Centaur in Drift (1) hex E4: 1 + 1 => 2; 0 excess Centaur in Drift (1) hex E4 takes Hex damage Critter Centaur in Drift hex D4: 1 + 1 => 2; 0 excess Centaur in Drift hex D4 takes Hex damage Angel in Tower (2) hex F2 strikes Troll in Drift (1) hex E3 with strike number 1, rolling: 515222: 6 hits Critter Troll in Drift (1) hex E3: 0 + 6 => 6; 0 excess Lion in Tower (2) hex B3 strikes Troll in Drift (1) hex C4 with strike number 2, rolling: 15612: 3 hits Critter Troll in Drift (1) hex C4: 0 + 3 => 3; 0 excess Lion in Tower (2) hex E2 strikes Troll in Drift (1) hex E3 with strike number 2, rolling: 34143: 4 hits Critter Troll in Drift (1) hex E3: 6 + 4 => 8; 2 excess Critter Troll in Drift (1) hex E3 is now dead: (hits=8 > power=8) Centaur in Tower (2) hex B4 strikes Troll in Drift (1) hex C4 with strike number 1, rolling: 454: 3 hits Critter Troll in Drift (1) hex C4: 3 + 3 => 6; 0 excess Battle phase advances to Strikeback Troll in Drift (1) hex E3 strikes Angel in Tower (2) hex F2 with strike number 6, rolling: 53546664: 3 hits Critter Angel in Tower (2) hex F2: 0 + 3 => 3; 0 excess Troll in Drift (1) hex C4 strikes Lion in Tower (2) hex B3 with strike number 6, rolling: 23554313: 0 hits Rational3's battle turn, number 2 Battle phase advances to Move Centaur moves from E4 to D6 Angel moves from D5 to E5 Battle phase advances to Fight Critter Centaur in Drift hex D4: 2 + 1 => 3; 0 excess Critter Centaur in Drift hex D4 is now dead: (hits=3 > power=3) Centaur in Drift hex D4 takes Hex damage Troll in Drift (1) hex C4 strikes Lion in Tower (2) hex B3 with strike number 6, rolling: 34661551: 2 hits Critter Lion in Tower (2) hex B3: 0 + 2 => 2; 0 excess Battle phase advances to Strikeback Lion in Tower (2) hex B3 strikes Troll in Drift (1) hex C4 with strike number 2, rolling: 62462: 5 hits Critter Troll in Drift (1) hex C4: 6 + 5 => 8; 3 excess Critter Troll in Drift (1) hex C4 is now dead: (hits=8 > power=8) Babbling Balrog's battle turn, number 2 Battle phase advances to Move Angel moves from F2 to D2 Centaur moves from F1 to F4 Centaur moves from B4 to C5 Lion moves from A3 to B4 Lion moves from B3 to A3 Troll moves from B2 to B3 Lion moves from E2 to F3 Battle phase advances to Fight Centaur in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 4, rolling: 312: 0 hits Centaur in Tower (2) hex F4 strikes Angel in Tower (2) hex E5 with strike number 4, rolling: 565: 3 hits Critter Angel in Tower (2) hex E5: 2 + 3 => 5; 0 excess Battle phase advances to Strikeback Angel in Tower (2) hex E5 strikes Centaur in Tower (2) hex F4 with strike number 4, rolling: 125664: 4 hits Critter Centaur in Tower (2) hex F4: 0 + 4 => 3; 1 excess Critter Centaur in Tower (2) hex F4 is now dead: (hits=3 > power=3) Centaur in Tower (2) hex D6 strikes Centaur in Tower (2) hex C5 with strike number 4, rolling: 546: 3 hits Critter Centaur in Tower (2) hex C5: 0 + 3 => 3; 0 excess Critter Centaur in Tower (2) hex C5 is now dead: (hits=3 > power=3) Rational3's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 3 Battle phase advances to Move Lion moves from B4 to C5 Lion moves from F3 to F4 Battle phase advances to Fight Lion in Tower (2) hex F4 strikes Angel in Tower (2) hex E5 with strike number 5, rolling: 62523: 2 hits Critter Angel in Tower (2) hex E5: 5 + 2 => 6; 1 excess Critter Angel in Tower (2) hex E5 is now dead: (hits=6 > power=6) Lion in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 5, rolling: 33433: 0 hits Battle phase advances to Strikeback Angel in Tower (2) hex E5 strikes Lion in Tower (2) hex F4 with strike number 3, rolling: 661661: 4 hits Critter Lion in Tower (2) hex F4: 0 + 4 => 4; 0 excess Centaur in Tower (2) hex D6 strikes Lion in Tower (2) hex C5 with strike number 3, rolling: 546: 3 hits Critter Lion in Tower (2) hex C5: 0 + 3 => 3; 0 excess Rational3's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Centaur in Tower (2) hex D6 strikes Lion in Tower (2) hex C5 with strike number 3, rolling: 134: 2 hits Critter Lion in Tower (2) hex C5: 3 + 2 => 5; 0 excess Critter Lion in Tower (2) hex C5 is now dead: (hits=5 > power=5) Battle phase advances to Strikeback Lion in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 5, rolling: 63233: 1 hit Critter Centaur in Tower (2) hex D6: 2 + 1 => 3; 0 excess Critter Centaur in Tower (2) hex D6 is now dead: (hits=3 > power=3) Babbling Balrog earns 80.0 points (27.0 + 80.0 => 107.0) Legion Gd10[] is eliminated Legion Bu03 (Candle) is going to call addCreature() to add one acquired Angel Added Angel - now there are 12 left. Legion Bu03 (Candle) acquired one Angel tellEngagementResultHandling, winner = Bu03 Phase advances to Muster Added Behemoth - now there are 17 left. Legion Bu05 in Jungle hex 104 recruits Behemoth with 3 Cyclopes Rational1's turn, number 7 2 creatures are split off from legion Bk05 into new legion Bk12 Legion Bk12[Gargoyle, Gargoyle] is eliminated Legion Bk12 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 2 for movement Legion Bk04 (Feather) in Hills hex 18 moves to Brush hex 116 entering on Right Phase advances to Fight Phase advances to Muster Rational3's turn, number 7 2 creatures are split off from legion Gd08 into new legion Gd05 Legion Gd05[Gargoyle, Gargoyle] is eliminated Legion Gd05 recombined into legion Gd08 Phase advances to Move Rational3 rolls a 2 for movement Legion Gd08 (Rings) in Swamp hex 14 moves to Woods hex 16 entering on Left Phase advances to Fight Phase advances to Muster Milvang5's turn, number 7 Phase advances to Move Milvang5 rolls a 3 for movement Legion Rd09 (Spiral) in Mountains hex 5000 moves to Brush hex 31 entering on Bottom Legion Rd01 (Cross) in Plains hex 138 moves to Jungle hex 135 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 17 left. Legion Rd01 in Jungle hex 135 recruits Cyclops with 2 Gargoyles Added Gargoyle - now there are 7 left. Legion Rd09 in Brush hex 31 recruits Gargoyle with 1 Gargoyle Hater2's turn, number 8 2 creatures are split off from legion Br01 into new legion Br12 Legion Br12[Gargoyle, Gargoyle] is eliminated Legion Br12 recombined into legion Br01 Phase advances to Move Hater2 rolls a 5 for movement Legion Br03 (Chest) in Swamp hex 42 moves to Marsh hex 41 entering on Right Phase advances to Fight Phase advances to Muster Added Ranger - now there are 27 left. Legion Br03 in Marsh hex 41 recruits Ranger with 2 Trolls Hater4's turn, number 8 Phase advances to Move Hater4 rolls a 2 for movement Legion Gr11 (Scales) in Marsh hex 36 moves to Brush hex 38 entering on Bottom Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 16 left. Legion Gr11 in Brush hex 38 recruits Cyclops with 2 Gargoyles Babbling Balrog's turn, number 8 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu03 (Candle) in Abyss hex 12 moves to Jungle hex 111 entering on Right Phase advances to Fight Phase advances to Muster Rational1's turn, number 8 2 creatures are split off from legion Bk05 into new legion Bk09 Legion Bk09[Gargoyle, Gargoyle] is eliminated Legion Bk09 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 5 for movement Legion Bk03 (Die) in Desert hex 21 moves to Abyss hex 26 entering on Bottom Legion Bk05 (Hand) in Plains hex 101 moves to Plains hex 138 entering on Left Phase advances to Fight Phase advances to Muster Rational3's turn, number 8 2 creatures are split off from legion Gd08 into new legion Gd09 Phase advances to Move Rational3 rolls a 4 for movement Legion Gd09 (Scarab) in Woods hex 16 moves to Brush hex 24 entering on Bottom Legion Gd08 (Rings) in Woods hex 16 moves to Plains hex 20 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 15 left. Legion Gd09 in Brush hex 24 recruits Cyclops with 2 Gargoyles Milvang5's turn, number 8 2 creatures are split off from legion Rd01 into new legion Rd05 Legion Rd05[Gargoyle, Gargoyle] is eliminated Legion Rd05 recombined into legion Rd01 2 creatures are split off from legion Rd09 into new legion Rd04 Legion Rd04[Lion, Gargoyle] is eliminated Legion Rd04 recombined into legion Rd09 Phase advances to Move Milvang5 rolls a 1 for movement Legion Rd09 (Spiral) in Brush hex 31 moves to Tower hex 500 entering on Bottom Legion Rd01 (Cross) in Jungle hex 135 moves to Brush hex 134 entering on Left Phase advances to Fight Phase advances to Muster Hater2's turn, number 9 2 creatures are split off from legion Br01 into new legion Br06 Legion Br06[Gargoyle, Gargoyle] is eliminated Legion Br06 recombined into legion Br01 2 creatures are split off from legion Br03 into new legion Br10 Phase advances to Move Hater2 rolls a 3 for movement Legion Br02 (Bell) in Marsh hex 27 moves to Woods hex 30 entering on Left Legion Br10 (Spider) in Marsh hex 41 moves to Woods hex 2 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 6 left. Legion Br02 in Woods hex 30 recruits Centaur with 1 Centaur Added Centaur - now there are 5 left. Legion Br10 in Woods hex 2 recruits Centaur with 1 Centaur Hater4's turn, number 9 Phase advances to Move Hater4 rolls a 1 for movement Legion Gr04 (Fish) in Swamp hex 118 moves to Marsh hex 117 entering on Left Legion Gr03 (Diamond) in Plains hex 124 moves to Woods hex 25 entering on Bottom Legion Gr06 (Frog) in Plains hex 34 moves to Tower hex 600 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 21 left. Legion Gr04 in Marsh hex 117 recruits Troll with 2 Ogres Added Warlock - now there are 3 left. Legion Gr06 in Tower hex 600 recruits Warlock with 1 Titan Added Centaur - now there are 4 left. Legion Gr03 in Woods hex 25 recruits Centaur with 1 Centaur Babbling Balrog's turn, number 9 Phase advances to Move Babbling Balrog rolls a 5 for movement Legion Bu05 (Egg) in Jungle hex 104 moves to Brush hex 141 entering on Left Legion Bu12 (Trident) in Desert hex 107 moves to Brush hex 102 entering on Right Legion Bu06 (Foot) in Brush hex 106 moves to Plains hex 101 entering on Left Legion Bu03 (Candle) in Jungle hex 111 moves to Brush hex 106 entering on Left Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 22 left. Legion Bu05 in Brush hex 141 recruits Gorgon with 1 Gorgon Rational1's turn, number 9 2 creatures are split off from legion Bk05 into new legion Bk10 Legion Bk10[Gargoyle, Gargoyle] is eliminated Legion Bk10 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 4 for movement Legion Bk04 (Feather) in Brush hex 116 moves to Marsh hex 112 entering on Right Legion Bk03 (Die) in Abyss hex 26 moves to Plains hex 124 entering on Left Phase advances to Fight Phase advances to Muster Added Ranger - now there are 26 left. Legion Bk03 in Plains hex 124 recruits Ranger with 2 Lions Rational3's turn, number 9 Phase advances to Move Rational3 rolls a 3 for movement Legion Gd08 (Rings) in Plains hex 20 moves to Hills hex 23 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 7 left. Legion Gd08 in Hills hex 23 recruits Ogre with 1 Ogre Milvang5's turn, number 9 2 creatures are split off from legion Rd01 into new legion Rd05 2 creatures are split off from legion Rd09 into new legion Rd04 Legion Rd04[Lion, Gargoyle] is eliminated Legion Rd04 recombined into legion Rd09 Phase advances to Move Milvang5 rolls a 6 for movement Legion Rd09 (Spiral) in Tower hex 500 tower teleports (Titan) to Brush hex 130 entering on Bottom Legion Rd01 (Cross) in Brush hex 134 moves to Plains hex 129 entering on Left Phase advances to Fight Rd01 (Milvang5) attacks Br01 (Hater2) in Plains hex 129 Lion moves from X2 to C1 Angel moves from X2 to F2 Lion moves from X2 to D3 Cyclops moves from X2 to E2 Gargoyle moves from X2 to F1 Gargoyle moves from X2 to D2 Battle phase advances to Fight Battle phase advances to Strikeback Milvang5's battle turn, number 1 Battle phase advances to Move Angel moves from X5 to C3 Cyclops moves from X5 to B3 Ogre moves from X5 to D5 Ogre moves from X5 to C4 Ogre moves from X5 to A3 Battle phase advances to Fight Angel in Plains hex C3 strikes Lion in Plains hex D3 with strike number 3, rolling: 525125: 3 hits Critter Lion in Plains hex D3: 0 + 3 => 3; 0 excess Battle phase advances to Strikeback Lion in Plains hex D3 strikes Angel in Plains hex C3 with strike number 5, rolling: 46152: 2 hits Critter Angel in Plains hex C3: 0 + 2 => 2; 0 excess Hater2's battle turn, number 2 Battle phase advances to Move Lion moves from C1 to E1 Battle phase advances to Fight Lion in Plains hex D3 strikes Angel in Plains hex C3 with strike number 5, rolling: 32631: 1 hit Critter Angel in Plains hex C3: 2 + 1 => 3; 0 excess Battle phase advances to Strikeback Angel in Plains hex C3 strikes Lion in Plains hex D3 with strike number 3, rolling: 514121: 2 hits Critter Lion in Plains hex D3: 3 + 2 => 5; 0 excess Critter Lion in Plains hex D3 is now dead: (hits=5 > power=5) Milvang5's battle turn, number 2 Battle phase advances to Move Angel moves from C3 to D3 Cyclops moves from B3 to C2 Ogre moves from D5 to F3 Ogre moves from C4 to D4 Ogre moves from A3 to B2 Battle phase advances to Fight Cyclops in Plains hex C2 strikes Gargoyle in Brambles hex D2 with strike number 5, rolling: 654434661: 4 hits Critter Gargoyle in Brambles hex D2: 0 + 4 => 4; 0 excess Critter Gargoyle in Brambles hex D2 is now dead: (hits=4 > power=4) Angel in Plains hex D3 strikes Cyclops in Plains hex E2 with strike number 2, rolling: 125351: 4 hits Critter Cyclops in Plains hex E2: 0 + 4 => 4; 0 excess Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 343266: 2 hits Critter Angel in Plains (1) hex F2: 0 + 2 => 2; 0 excess Battle phase advances to Strikeback Angel in Plains (1) hex F2 strikes Ogre in Plains (1) hex F3 with strike number 2, rolling: 131343: 4 hits Critter Ogre in Plains (1) hex F3: 0 + 4 => 4; 0 excess Cyclops in Plains hex E2 strikes Angel in Plains hex D3 with strike number 6, rolling: 641241116: 2 hits Critter Angel in Plains hex D3: 3 + 2 => 5; 0 excess Gargoyle in Brambles hex D2 strikes Angel in Plains hex D3 with strike number 5, rolling: 3621: 1 hit Critter Angel in Plains hex D3: 5 + 1 => 6; 0 excess Critter Angel in Plains hex D3 is now dead: (hits=6 > power=6) Hater2's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Angel in Plains (1) hex F2 strikes Ogre in Plains (1) hex F3 with strike number 2, rolling: 163522: 5 hits Critter Ogre in Plains (1) hex F3: 4 + 5 => 6; 3 excess Critter Ogre in Plains (1) hex F3 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 636651: 3 hits Critter Angel in Plains (1) hex F2: 2 + 3 => 5; 0 excess Milvang5's battle turn, number 3 Battle phase advances to Move Cyclops moves from C2 to E3 Ogre moves from D4 to F3 Ogre moves from B2 to D3 Battle phase advances to Fight Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 541453: 0 hits Ogre in Plains hex D3 strikes Cyclops in Plains hex E2 with strike number 4, rolling: 512366: 3 hits Critter Cyclops in Plains hex E2: 4 + 3 => 7; 0 excess Cyclops in Plains hex E3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 341353222: 0 hits Battle phase advances to Strikeback Angel in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 621444: 5 hits Critter Cyclops in Plains hex E3: 0 + 5 => 5; 0 excess Cyclops in Plains hex E2 strikes Cyclops in Plains hex E3 with strike number 4, rolling: 135632235: 3 hits Critter Cyclops in Plains hex E3: 5 + 3 => 8; 0 excess Hater2's battle turn, number 4 Added Lion - now there are 13 left. Legion Br01 in Plains hex 129 recruits Lion with 1 Lion Battle phase advances to Move Gargoyle moves from F1 to D2 Lion moves from X2 to D1 Battle phase advances to Fight Gargoyle in Brambles hex D2 strikes Ogre in Plains hex D3 with strike number 3, rolling: 5156: 3 hits Critter Ogre in Plains hex D3: 0 + 3 => 3; 0 excess Angel in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 331115: 3 hits Critter Cyclops in Plains hex E3: 8 + 3 => 9; 2 excess Critter Cyclops in Plains hex E3 is now dead: (hits=9 > power=9) 2 carries available Critter Ogre in Plains (1) hex F3: 0 + 2 => 2; 0 excess 2 hits carry to Ogre in Plains (1) hex F3 Cyclops in Plains hex E2 strikes Ogre in Plains hex D3 with strike number 4, rolling: 416155651: 6 hits Critter Ogre in Plains hex D3: 3 + 6 => 6; 3 excess Critter Ogre in Plains hex D3 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 251535: 0 hits Cyclops in Plains hex E3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 166345126: 3 hits Critter Angel in Plains (1) hex F2: 5 + 3 => 6; 2 excess Critter Angel in Plains (1) hex F2 is now dead: (hits=6 > power=6) 2 carries available Critter Cyclops in Plains hex E2: 7 + 2 => 9; 0 excess Critter Cyclops in Plains hex E2 is now dead: (hits=9 > power=9) 2 hits carry to Cyclops in Plains hex E2 Ogre in Plains hex D3 strikes Gargoyle in Brambles hex D2 with strike number 6, rolling: 645145: 1 hit Critter Gargoyle in Brambles hex D2: 0 + 1 => 1; 0 excess Milvang5's battle turn, number 4 Battle phase advances to Move Ogre moves from F3 to F1 Battle phase advances to Fight Ogre in Plains (1) hex F1 strikes Lion in Plains hex E1 with strike number 5, rolling: 2333441: 0 hits Battle phase advances to Strikeback Lion in Plains hex E1 strikes Ogre in Plains (1) hex F1 with strike number 3, rolling: 41212: 1 hit Critter Ogre in Plains (1) hex F1: 2 + 1 => 3; 0 excess Hater2's battle turn, number 5 Battle phase advances to Move Battle phase advances to Fight Lion in Plains hex E1 strikes Ogre in Plains (1) hex F1 with strike number 3, rolling: 55215: 3 hits Critter Ogre in Plains (1) hex F1: 3 + 3 => 6; 0 excess Critter Ogre in Plains (1) hex F1 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Plains (1) hex F1 strikes Lion in Plains hex E1 with strike number 5, rolling: 4566261: 4 hits Critter Lion in Plains hex E1: 0 + 4 => 4; 0 excess Hater2 earns 78.0 points (0.0 + 78.0 => 78.0) Legion Rd01[] is eliminated Phase advances to Muster Hater2's turn, number 10 Phase advances to Move Hater2 rolls a 3 for movement tellEngagementResultHandling, winner = Br01 Legion Br02 (Bell) in Woods hex 30 moves to Hills hex 37 entering on Left Legion Br10 (Spider) in Woods hex 2 moves to Hills hex 9 entering on Left Legion Br03 (Chest) in Marsh hex 41 moves to Woods hex 2 entering on Left Phase advances to Fight Phase advances to Muster Hater4's turn, number 10 3 creatures are split off from legion Gr04 into new legion Gr08 Legion Gr08[Ogre, Ogre, Ogre] is eliminated Legion Gr08 recombined into legion Gr04 2 creatures are split off from legion Gr06 into new legion Gr10 Phase advances to Move Hater4 rolls a 4 for movement Legion Gr10 (Laurel) in Tower hex 600 moves to Marsh hex 41 entering on Right Legion Gr04 (Fish) in Marsh hex 117 moves to Desert hex 21 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 12 left. Legion Gr04 in Desert hex 21 recruits Lion with 1 Lion Babbling Balrog's turn, number 10 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu05 (Egg) in Brush hex 141 moves to Plains hex 138 entering on Left Legion Bu03 (Candle) in Brush hex 106 moves to Desert hex 7 entering on Bottom Legion Bu12 (Trident) in Brush hex 102 moves to Brush hex 141 entering on Left Legion Bu06 (Foot) in Plains hex 101 moves to Marsh hex 140 entering on Right Phase advances to Fight Bu05 (Babbling Balrog) attacks Bk05 (Rational1) in Plains hex 138 Titan moves from X2 to F1 Warlock moves from X2 to F2 Cyclops moves from X2 to E2 Cyclops moves from X2 to E1 Gargoyle moves from X2 to C1 Gargoyle moves from X2 to D2 Ogre moves from X2 to D1 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Cyclops moves from X5 to A2 Cyclops moves from X5 to E5 Cyclops moves from X5 to B3 Gorgon moves from X5 to C4 Gorgon moves from X5 to A3 Behemoth moves from X5 to C5 Titan moves from X5 to B4 Battle phase advances to Fight Battle phase advances to Strikeback Rational1's battle turn, number 2 Battle phase advances to Move Gargoyle moves from C1 to D3 Battle phase advances to Fight Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E5 with strike number 2, rolling: 51: 1 hit Critter Cyclops in Plains hex E5: 0 + 1 => 1; 0 excess Battle phase advances to Strikeback Babbling Balrog's battle turn, number 2 Battle phase advances to Move Cyclops moves from E5 to F4 Cyclops moves from B3 to D4 Cyclops moves from A2 to C3 Gorgon moves from C4 to E4 Gorgon undoes move and returns to Plains hex C4 Cyclops undoes move and returns to Plains (1) hex A2 Cyclops undoes move and returns to Plains hex B3 Cyclops undoes move and returns to Plains hex E5 Cyclops moves from E5 to E4 Gorgon moves from C4 to F4 Cyclops moves from B3 to D4 Cyclops moves from A2 to C3 Gorgon moves from A3 to A1 Titan moves from B4 to A2 Behemoth moves from C5 to B3 Battle phase advances to Fight Gorgon in Plains (1) hex F4 strikes Warlock in Plains (1) hex F2 with strike number 5, rolling: 321: 0 hits Cyclops in Plains hex D4 strikes Gargoyle in Plains hex D3 with strike number 5, rolling: 542113424: 1 hit Critter Gargoyle in Plains hex D3: 0 + 1 => 1; 0 excess Cyclops in Plains hex C3 strikes Gargoyle in Plains hex D3 with strike number 5, rolling: 533544361: 3 hits Critter Gargoyle in Plains hex D3: 1 + 3 => 4; 0 excess Critter Gargoyle in Plains hex D3 is now dead: (hits=4 > power=4) Battle phase advances to Strikeback Gargoyle in Plains hex D3 strikes Cyclops in Plains hex D4 with strike number 3, rolling: 1451: 2 hits Critter Cyclops in Plains hex D4: 0 + 2 => 2; 0 excess Rational1's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E4 with strike number 2, rolling: 31: 1 hit Critter Cyclops in Plains hex E4: 1 + 1 => 2; 0 excess Battle phase advances to Strikeback Babbling Balrog's battle turn, number 3 Battle phase advances to Move Cyclops moves from E4 to E3 Cyclops moves from D4 to D3 Cyclops moves from C3 to C2 Gorgon moves from A1 to B1 Titan moves from A2 to A1 Behemoth moves from B3 to B2 Battle phase advances to Fight Gorgon in Plains (1) hex F4 strikes Warlock in Plains (1) hex F2 with strike number 5, rolling: 642: 1 hit Critter Warlock in Plains (1) hex F2: 0 + 1 => 1; 0 excess Cyclops in Plains hex C2 strikes Gargoyle in Brambles hex D2 with strike number 5, rolling: 135566334: 4 hits Critter Gargoyle in Brambles hex D2: 0 + 4 => 4; 0 excess Critter Gargoyle in Brambles hex D2 is now dead: (hits=4 > power=4) Gorgon in Plains hex B1 strikes Ogre in Plains hex D1 with strike number 3, rolling: 421: 1 hit Critter Ogre in Plains hex D1: 0 + 1 => 1; 0 excess Cyclops in Plains hex D3 strikes Cyclops in Plains hex E2 with strike number 4, rolling: 641335166: 5 hits Critter Cyclops in Plains hex E2: 0 + 5 => 5; 0 excess Cyclops in Plains hex E3 strikes Cyclops in Plains hex E2 with strike number 4, rolling: 454455521: 7 hits Critter Cyclops in Plains hex E2: 5 + 7 => 9; 3 excess Critter Cyclops in Plains hex E2 is now dead: (hits=9 > power=9) Battle phase advances to Strikeback Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 12111: 1 hit Critter Cyclops in Plains hex E3: 2 + 1 => 3; 0 excess Cyclops in Plains hex E2 strikes Cyclops in Plains hex E3 with strike number 4, rolling: 412441142: 4 hits Critter Cyclops in Plains hex E3: 3 + 4 => 7; 0 excess Gargoyle in Brambles hex D2 strikes Cyclops in Plains hex D3 with strike number 3, rolling: 4416: 3 hits Critter Cyclops in Plains hex D3: 2 + 3 => 5; 0 excess Rational1's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 15335: 4 hits Critter Cyclops in Plains hex E3: 7 + 4 => 9; 2 excess Critter Cyclops in Plains hex E3 is now dead: (hits=9 > power=9) Battle phase advances to Strikeback Cyclops in Plains hex E3 strikes Warlock in Plains (1) hex F2 with strike number 6, rolling: 414453116: 1 hit Critter Warlock in Plains (1) hex F2: 1 + 1 => 2; 0 excess Babbling Balrog's battle turn, number 4 Battle phase advances to Move Cyclops moves from D3 to E2 Cyclops moves from C2 to D2 Gorgon moves from F4 to F3 Gorgon moves from B1 to C1 Behemoth moves from B2 to E3 Battle phase advances to Fight Behemoth in Plains hex E3 strikes Warlock in Plains (1) hex F2 with strike number 6, rolling: 65142243: 1 hit Critter Warlock in Plains (1) hex F2: 2 + 1 => 3; 0 excess Gorgon in Plains hex C1 strikes Ogre in Plains hex D1 with strike number 3, rolling: 656661: 5 hits Critter Ogre in Plains hex D1: 1 + 5 => 6; 0 excess Critter Ogre in Plains hex D1 is now dead: (hits=6 > power=6) Gorgon in Plains (1) hex F3 strikes Warlock in Plains (1) hex F2 with strike number 5, rolling: 366324: 2 hits Critter Warlock in Plains (1) hex F2: 3 + 2 => 5; 0 excess Critter Warlock in Plains (1) hex F2 is now dead: (hits=5 > power=5) Cyclops in Brambles hex D2 strikes Cyclops in Plains hex E1 with strike number 4, rolling: 413566525: 6 hits Critter Cyclops in Plains hex E1: 0 + 6 => 6; 0 excess Cyclops in Plains hex E2 strikes Cyclops in Plains hex E1 with strike number 4, rolling: 565343226: 5 hits Critter Cyclops in Plains hex E1: 6 + 5 => 9; 2 excess Critter Cyclops in Plains hex E1 is now dead: (hits=9 > power=9) Battle phase advances to Strikeback Titan in Plains (1) hex F1 strikes Cyclops in Plains hex E2 with strike number 1, rolling: 341336: 6 hits Critter Cyclops in Plains hex E2: 5 + 6 => 9; 2 excess Critter Cyclops in Plains hex E2 is now dead: (hits=9 > power=9) Cyclops in Plains hex E1 strikes Cyclops in Brambles hex D2 with strike number 4, rolling: 264314423: 4 hits Critter Cyclops in Brambles hex D2: 0 + 4 => 4; 0 excess Warlock in Plains (1) hex F2 strikes Behemoth in Plains hex E3 with strike number 3, rolling: 16412: 2 hits Critter Behemoth in Plains hex E3: 0 + 2 => 2; 0 excess Ogre in Plains hex D1 strikes Gorgon in Plains hex C1 with strike number 5, rolling: 261442: 1 hit Critter Gorgon in Plains hex C1: 0 + 1 => 1; 0 excess Rational1's battle turn, number 5 Battle phase advances to Move Titan moves from F1 to C4 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 5 Battle phase advances to Move Cyclops moves from D2 to C3 Gorgon moves from C1 to D4 Gorgon moves from F3 to C5 Titan moves from A1 to B4 Battle phase advances to Fight Titan in Plains hex B4 strikes Titan in Plains hex C4 with strike number 4, rolling: 1515211: 2 hits Critter Titan in Plains hex C4: 0 + 2 => 2; 0 excess Gorgon in Plains hex D4 strikes Titan in Plains hex C4 with strike number 6, rolling: 466435: 2 hits Critter Titan in Plains hex C4: 2 + 2 => 4; 0 excess Gorgon in Plains hex C5 strikes Titan in Plains hex C4 with strike number 6, rolling: 212523: 0 hits Cyclops in Plains hex C3 strikes Titan in Plains hex C4 with strike number 6, rolling: 344411216: 1 hit Critter Titan in Plains hex C4: 4 + 1 => 5; 0 excess Battle phase advances to Strikeback Titan in Plains hex C4 strikes Titan in Plains hex B4 with strike number 4, rolling: 315551: 3 hits Critter Titan in Plains hex B4: 0 + 3 => 3; 0 excess Rational1's battle turn, number 6 Battle phase advances to Move Battle phase advances to Fight Titan in Plains hex C4 strikes Titan in Plains hex B4 with strike number 4, rolling: 356333: 2 hits Critter Titan in Plains hex B4: 3 + 2 => 5; 0 excess Battle phase advances to Strikeback Titan in Plains hex B4 strikes Titan in Plains hex C4 with strike number 4, rolling: 1263456: 4 hits Critter Titan in Plains hex C4: 5 + 4 => 6; 3 excess Critter Titan in Plains hex C4 is now dead: (hits=6 > power=6) Babbling Balrog earns 122.0 points (107.0 + 122.0 => 229.0) Player 'Rational1' is dying, killed by Babbling Balrog Babbling Balrog earns 48.5 half-points (229.0 + 48.5 => 277.5) Legion Bk03[Angel, Lion, Lion, Lion, Ogre, Ranger] is eliminated Legion Bk05[] is eliminated Babbling Balrog earns 12.0 half-points (277.5 + 12.0 => 289.5) Legion Bk04[Centaur, Centaur] is eliminated Rational1 is dead, telling everyone about it Legion Bu05 (Egg) is going to call addCreature() to add one acquired Angel Added Angel - now there are 14 left. Legion Bu05 (Egg) acquired one Angel tellEngagementResultHandling, winner = Bu05 Phase advances to Muster Added Lion - now there are 11 left. Legion Bu03 in Desert hex 7 recruits Lion with 1 Lion Rational3's turn, number 10 Phase advances to Move Rational3 rolls a 1 for movement Legion Gd09 (Scarab) in Brush hex 24 moves to Tower hex 400 entering on Bottom Legion Gd08 (Rings) in Hills hex 23 moves to Brush hex 24 entering on Bottom Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 21 left. Legion Gd08 in Brush hex 24 recruits Gorgon with 1 Gorgon Added Ogre - now there are 6 left. Legion Gd09 in Tower hex 400 recruits Ogre with nothing Milvang5's turn, number 10 2 creatures are split off from legion Rd09 into new legion Rd10 Phase advances to Move Milvang5 rolls a 1 for movement Legion Rd05 (Heart) in Brush hex 134 moves to Plains hex 133 entering on Right Legion Rd09 (Spiral) in Brush hex 130 moves to Plains hex 129 entering on Left Phase advances to Fight Legion Br01 flees from legion Rd09 Milvang5 earns 21.0 half-points (12.0 + 21.0 => 33.0) Legion Br01[Lion, Lion, Gargoyle] is eliminated Phase advances to Muster tellEngagementResultHandling, winner = Rd09 Added Lion - now there are 10 left. Legion Rd09 in Plains hex 129 recruits Lion with 1 Lion Hater2's turn, number 11 Phase advances to Move Hater2 rolls a 2 for movement Legion Br10 (Spider) in Hills hex 9 moves to Woods hex 11 entering on Left Legion Br09 (Scroll) in Hills hex 4 moves to Brush hex 102 entering on Right Legion Br02 (Bell) in Hills hex 37 moves to Plains hex 1 entering on Right Legion Br03 (Chest) in Woods hex 2 moves to Hills hex 4 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 9 left. Legion Br02 in Plains hex 1 recruits Lion with 2 Centaurs Added Warbear - now there are 20 left. Legion Br10 in Woods hex 11 recruits Warbear with 3 Centaurs Hater4's turn, number 11 3 creatures are split off from legion Gr04 into new legion Gr02 Phase advances to Move Hater4 rolls a 4 for movement Legion Gr10 (Laurel) in Marsh hex 41 moves to Brush hex 141 entering on Left Legion Gr04 (Fish) in Desert hex 21 moves to Abyss hex 19 entering on Bottom Phase advances to Fight Gr10 (Hater4) attacks Bu12 (Babbling Balrog) in Brush hex 141 Gargoyle moves from X2 to D3 Gargoyle moves from X2 to E3 Battle phase advances to Fight Battle phase advances to Strikeback Hater4's battle turn, number 1 Battle phase advances to Move Centaur moves from X5 to E4 Centaur moves from X5 to C3 Battle phase advances to Fight Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 111: 0 hits Centaur in Plains hex C3 strikes Gargoyle in Brambles (1) hex D3 with strike number 5, rolling: 423: 0 hits Battle phase advances to Strikeback Gargoyle in Brambles (1) hex D3 strikes Centaur in Plains hex C3 with strike number 5, rolling: 6254: 2 hits Critter Centaur in Plains hex C3: 0 + 2 => 2; 0 excess Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 2334: 0 hits Babbling Balrog's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Gargoyle in Brambles (1) hex D3 strikes Centaur in Plains hex C3 with strike number 5, rolling: 5553: 3 hits Critter Centaur in Plains hex C3: 2 + 3 => 3; 2 excess Critter Centaur in Plains hex C3 is now dead: (hits=3 > power=3) Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 5325: 2 hits Critter Centaur in Plains hex E4: 0 + 2 => 2; 0 excess Battle phase advances to Strikeback Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 521: 1 hit Critter Gargoyle in Brambles hex E3: 0 + 1 => 1; 0 excess Centaur in Plains hex C3 strikes Gargoyle in Brambles (1) hex D3 with strike number 5, rolling: 144: 0 hits Hater4's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 556: 3 hits Critter Gargoyle in Brambles hex E3: 1 + 3 => 4; 0 excess Critter Gargoyle in Brambles hex E3 is now dead: (hits=4 > power=4) Battle phase advances to Strikeback Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 2115: 1 hit Critter Centaur in Plains hex E4: 2 + 1 => 3; 0 excess Critter Centaur in Plains hex E4 is now dead: (hits=3 > power=3) Babbling Balrog earns 24.0 points (289.0 + 24.0 => 313.0) Legion Gr10[] is eliminated Added Gargoyle - now there are 6 left. Legion Bu12 in Brush hex 141 recruits Gargoyle with 1 Gargoyle Legion Bu12 (Trident) is going to call addCreature() to add one acquired Angel Added Angel - now there are 13 left. Legion Bu12 (Trident) acquired one Angel tellEngagementResultHandling, winner = Bu12 Phase advances to Muster Babbling Balrog's turn, number 11 Phase advances to Move Babbling Balrog rolls a 6 for movement Legion Bu03 (Candle) in Desert hex 7 moves to Hills hex 4 entering on Left Legion Bu05 (Egg) in Plains hex 138 moves to Plains hex 1 entering on Right Legion Bu12 (Trident) in Brush hex 141 moves to Jungle hex 135 entering on Right Legion Bu06 (Foot) in Marsh hex 140 moves to Brush hex 134 entering on Left Legion Bu10 (Padlock) in Tower hex 300 moves to Hills hex 18 entering on Left Phase advances to Fight Bu03 (Babbling Balrog) attacks Br03 (Hater2) in Hills hex 4 Troll moves from X2 to C1 Troll moves from X2 to D2 Titan moves from X2 to D1 Ranger moves from X2 to C2 Troll moves from X2 to E1 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Lion moves from X5 to C3 Lion moves from X5 to B2 Lion moves from X5 to D4 Angel moves from X5 to D3 Angel moves from X5 to A1 Troll moves from X5 to E5 Battle phase advances to Fight Lion in Plains hex B2 strikes Ranger in Bog hex C2 with strike number 5, rolling: 42253: 1 hit Critter Ranger in Bog hex C2: 0 + 1 => 1; 0 excess Lion in Plains (1) hex C3 strikes Ranger in Bog hex C2 with strike number 5, rolling: 522361: 2 hits Critter Ranger in Bog hex C2: 1 + 2 => 3; 0 excess Angel in Plains (1) hex D3 strikes Ranger in Bog hex C2 with strike number 4, rolling: 653634: 4 hits Critter Ranger in Bog hex C2: 3 + 4 => 4; 3 excess Critter Ranger in Bog hex C2 is now dead: (hits=4 > power=4) 3 carries available Critter Troll in Plains hex D2: 0 + 3 => 3; 0 excess 3 hits carry to Troll in Plains hex D2 Battle phase advances to Strikeback Troll in Plains hex D2 strikes Angel in Plains (1) hex D3 with strike number 6, rolling: 65434425: 1 hit Critter Angel in Plains (1) hex D3: 0 + 1 => 1; 0 excess Ranger in Bog hex C2 strikes Lion in Plains (1) hex C3 with strike number 4, rolling: 1632: 1 hit Critter Lion in Plains (1) hex C3: 0 + 1 => 1; 0 excess Hater2's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Troll in Plains hex D2 strikes Angel in Plains (1) hex D3 with strike number 6, rolling: 44535436: 1 hit Critter Angel in Plains (1) hex D3: 1 + 1 => 2; 0 excess Battle phase advances to Strikeback Angel in Plains (1) hex D3 strikes Troll in Plains hex D2 with strike number 2, rolling: 416553: 5 hits Critter Troll in Plains hex D2: 3 + 5 => 8; 0 excess Critter Troll in Plains hex D2 is now dead: (hits=8 > power=8) Babbling Balrog's battle turn, number 2 One Angel is summoned from legion Bu12 into legion Bu03 Battle phase advances to Move Troll moves from E5 to E3 Troll undoes move and returns to Plains hex E5 Lion moves from B2 to B1 Lion moves from D4 to F1 Angel moves from D3 to D2 Lion moves from C3 to E2 Troll moves from E5 to E3 Angel moves from X5 to D3 Battle phase advances to Fight Lion in Plains hex F1 strikes Troll in Brambles (1) hex E1 with strike number 3, rolling: 45655: 5 hits Critter Troll in Brambles (1) hex E1: 0 + 5 => 5; 0 excess Lion in Plains hex B1 strikes Troll in Plains (1) hex C1 with strike number 3, rolling: 45141: 3 hits Critter Troll in Plains (1) hex C1: 0 + 3 => 3; 0 excess Lion in Plains hex E2 strikes Troll in Brambles (1) hex E1 with strike number 3, rolling: 36462: 4 hits Critter Troll in Brambles (1) hex E1: 5 + 4 => 8; 1 excess Critter Troll in Brambles (1) hex E1 is now dead: (hits=8 > power=8) Angel in Plains hex D2 strikes Troll in Plains (1) hex C1 with strike number 3, rolling: 614532: 4 hits Critter Troll in Plains (1) hex C1: 3 + 4 => 7; 0 excess Battle phase advances to Strikeback Titan in Plains (1) hex D1 strikes Angel in Plains hex D2 with strike number 3, rolling: 152313: 3 hits Critter Angel in Plains hex D2: 2 + 3 => 5; 0 excess Troll in Plains (1) hex C1 strikes Angel in Plains hex D2 with strike number 6, rolling: 21646564: 3 hits Critter Angel in Plains hex D2: 5 + 3 => 6; 2 excess Critter Angel in Plains hex D2 is now dead: (hits=6 > power=6) 2 carries available Critter Lion in Plains hex B1: 0 + 2 => 2; 0 excess 2 hits carry to Lion in Plains hex B1 Troll in Brambles (1) hex E1 strikes Lion in Plains hex E2 with strike number 6, rolling: 15211332: 0 hits Hater2's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Troll in Plains (1) hex C1 strikes Lion in Plains hex B1 with strike number 5, rolling: 42266256: 4 hits Critter Lion in Plains hex B1: 2 + 4 => 5; 1 excess Critter Lion in Plains hex B1 is now dead: (hits=5 > power=5) Battle phase advances to Strikeback Lion in Plains hex B1 strikes Troll in Plains (1) hex C1 with strike number 3, rolling: 31221: 1 hit Critter Troll in Plains (1) hex C1: 7 + 1 => 8; 0 excess Critter Troll in Plains (1) hex C1 is now dead: (hits=8 > power=8) Babbling Balrog's battle turn, number 3 Battle phase advances to Move Angel moves from A1 to C1 Angel moves from D3 to A1 Lion moves from E2 to D3 Troll moves from E3 to D2 Lion moves from F1 to E1 Battle phase advances to Fight Angel in Plains (1) hex C1 strikes Titan in Plains (1) hex D1 with strike number 5, rolling: 334364: 1 hit Critter Titan in Plains (1) hex D1: 0 + 1 => 1; 0 excess Troll in Plains hex D2 strikes Titan in Plains (1) hex D1 with strike number 6, rolling: 15464413: 1 hit Critter Titan in Plains (1) hex D1: 1 + 1 => 2; 0 excess Lion in Brambles (1) hex E1 strikes Titan in Plains (1) hex D1 with strike number 6, rolling: 13145: 0 hits Battle phase advances to Strikeback Titan in Plains (1) hex D1 strikes Angel in Plains (1) hex C1 with strike number 3, rolling: 532131: 3 hits Critter Angel in Plains (1) hex C1: 0 + 3 => 3; 0 excess Hater2's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Titan in Plains (1) hex D1 strikes Angel in Plains (1) hex C1 with strike number 3, rolling: 135523: 4 hits Critter Angel in Plains (1) hex C1: 3 + 4 => 6; 1 excess Critter Angel in Plains (1) hex C1 is now dead: (hits=6 > power=6) 1 carry available Critter Troll in Plains hex D2: 0 + 1 => 1; 0 excess 1 hit carries to Troll in Plains hex D2 Battle phase advances to Strikeback Angel in Plains (1) hex C1 strikes Titan in Plains (1) hex D1 with strike number 5, rolling: 153324: 1 hit Critter Titan in Plains (1) hex D1: 2 + 1 => 3; 0 excess Troll in Plains hex D2 strikes Titan in Plains (1) hex D1 with strike number 6, rolling: 46415136: 2 hits Critter Titan in Plains (1) hex D1: 3 + 2 => 5; 0 excess Li... [truncated message content] |
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From: SourceForge.net <no...@so...> - 2008-10-11 16:08:51
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Bugs item #2099803, was opened at 2008-09-08 11:58 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2099803&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: Documentation Group: None Status: Open Resolution: Fixed Priority: 3 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Variant READMEs should mention the "tower-type" lands Initial Comment: Several variants have lands which are "Tower-like", e.g. Abyss, Mantio, Hellmouth, Circle. This means that 1) defender can place his battle chits only to a certain set of 7 hexes on entering the battle map (for tower and abyss and so on it's easy to recognize, its inside the walls), but same applies for Circle and there it's on first glance confusing why creature can go only to certain hexes and others not. 2) Those lands enable Tower-teleport for Lords. So, any legion which has a lord, like: Titan, Angel, Archangel; * In Beelzebub (Hellmouth, Circle) also Devil, Archdevil, Death, Beelzebub; * In Pantheon (Mantio) the Pantheon Gods * In BeelzeGods12 all of the above) Any such legion, on rolling a 6 can teleport from there -- just as Tower Teleport for the two startup legions in the tower on rolling a 6 in first round. So, the README files for the different variants should mention that fact, and perhaps on some general page / FAQ explain the whole things as above ? -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:08 Message: Newest Public Build (2008-10-10) contains this correction. => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-09 22:00 Message: Actually the reality is different. In fact there is two properties "is tower" and "has startlist", and in the code for checking whether it is allowed to teleport it uses the wrong one. I fixed this while ago (so that now it really allows it from "is tower" type lands, I think this is really only lands called "Tower". Not in public build yet (but one will come soon, I hope). Meanwhile, you could use the "Public Testing Build" - in that one this and most of the otehr recent serious bugs are (should be) corrected: http://colossus.wiki.sourceforge.net/PublicTestingBuild -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 23:11 Message: I was actually considering to mark the entry hexes in battle map preview somehow pink bordered or something... > That said, I'd love the option of turning off Tower teleportation on >"tower-like" lands. there is an option to prohibit tower teleport in general. And as I said, for most lands that it allows tower teleport is a bug: most of them just have start list, and the check for whether tt is allowed checks that, instead it should check for "isTower()". And then, basically no other land except really "Tower" would enable tower teleport: bash-3.00$ grep -i 'tower="true"' */*/*.xml Abyssal6/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True"> Badlands-JDG/Battlelands/TowerAlt.xml:<battlemap terrain="TowerAlt" tower="True"> Default/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True"> Pantheon/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True"> TG-ConceptI/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True" subtitle="Two Towers"> TG-ConceptII/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True" subtitle="Broadside"> TG-ConceptIII/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True" subtitle="The great wall"> TG-SetII/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True"> TG-Wild/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True" subtitle="Ziggurat"> bash-3.00$ I would consider adding the "is tower" attribute to *some* land types, e.g. those which are really tower-shaped (or anti-tower shaped), e.g. Abyss and Mantio. Clemens ---------------------------------------------------------------------- Comment By: Dranathi (dranathi) Date: 2008-09-16 22:44 Message: Perhaps we could also add the list of starting hexes to the BattleTerrainHazardWindow? I do recall being surprised the first time I saw a tower teleportation in the Abyss. That said, I'd love the option of turning off Tower teleportation on "tower-like" lands. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 10:34 Message: Looked into the sources. Actually there is two attributes: "has_startlist" and "is_tower". I think the former should affect whether creatures start at special place and the latter whether it is a tower, and as such plays a special role in tower teleport. Right now the checking for valid movements is (IMHO) buggy: it allows as possible starting "towers" anything which has a startlist, but as destination in terms of "any vacant tower" it looks for the "is_tower" attribute. Besides, if "disallow tower to tower" is selected, it removes empty towers from the list of possible hexes, should they be there in some variant where another tower is near enough to be reached within 6 hexes. I think that is not logical.... So we need to decide whether to fix it that for teleport issues only the is_tower attribute is relevant - then quite a number of lands in several variants will not allow tower teleport any more. E.g,. Abyss, Mantio, Hellmouth, Circle... -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2099803&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-11 16:08:49
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Bugs item #2099803, was opened at 2008-09-08 11:58 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2099803&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: Documentation Group: None >Status: Closed Resolution: Fixed Priority: 3 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Variant READMEs should mention the "tower-type" lands Initial Comment: Several variants have lands which are "Tower-like", e.g. Abyss, Mantio, Hellmouth, Circle. This means that 1) defender can place his battle chits only to a certain set of 7 hexes on entering the battle map (for tower and abyss and so on it's easy to recognize, its inside the walls), but same applies for Circle and there it's on first glance confusing why creature can go only to certain hexes and others not. 2) Those lands enable Tower-teleport for Lords. So, any legion which has a lord, like: Titan, Angel, Archangel; * In Beelzebub (Hellmouth, Circle) also Devil, Archdevil, Death, Beelzebub; * In Pantheon (Mantio) the Pantheon Gods * In BeelzeGods12 all of the above) Any such legion, on rolling a 6 can teleport from there -- just as Tower Teleport for the two startup legions in the tower on rolling a 6 in first round. So, the README files for the different variants should mention that fact, and perhaps on some general page / FAQ explain the whole things as above ? -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:08 Message: Newest Public Build (2008-10-10) contains this correction. => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-09 22:00 Message: Actually the reality is different. In fact there is two properties "is tower" and "has startlist", and in the code for checking whether it is allowed to teleport it uses the wrong one. I fixed this while ago (so that now it really allows it from "is tower" type lands, I think this is really only lands called "Tower". Not in public build yet (but one will come soon, I hope). Meanwhile, you could use the "Public Testing Build" - in that one this and most of the otehr recent serious bugs are (should be) corrected: http://colossus.wiki.sourceforge.net/PublicTestingBuild -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 23:11 Message: I was actually considering to mark the entry hexes in battle map preview somehow pink bordered or something... > That said, I'd love the option of turning off Tower teleportation on >"tower-like" lands. there is an option to prohibit tower teleport in general. And as I said, for most lands that it allows tower teleport is a bug: most of them just have start list, and the check for whether tt is allowed checks that, instead it should check for "isTower()". And then, basically no other land except really "Tower" would enable tower teleport: bash-3.00$ grep -i 'tower="true"' */*/*.xml Abyssal6/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True"> Badlands-JDG/Battlelands/TowerAlt.xml:<battlemap terrain="TowerAlt" tower="True"> Default/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True"> Pantheon/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True"> TG-ConceptI/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True" subtitle="Two Towers"> TG-ConceptII/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True" subtitle="Broadside"> TG-ConceptIII/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True" subtitle="The great wall"> TG-SetII/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True"> TG-Wild/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True" subtitle="Ziggurat"> bash-3.00$ I would consider adding the "is tower" attribute to *some* land types, e.g. those which are really tower-shaped (or anti-tower shaped), e.g. Abyss and Mantio. Clemens ---------------------------------------------------------------------- Comment By: Dranathi (dranathi) Date: 2008-09-16 22:44 Message: Perhaps we could also add the list of starting hexes to the BattleTerrainHazardWindow? I do recall being surprised the first time I saw a tower teleportation in the Abyss. That said, I'd love the option of turning off Tower teleportation on "tower-like" lands. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 10:34 Message: Looked into the sources. Actually there is two attributes: "has_startlist" and "is_tower". I think the former should affect whether creatures start at special place and the latter whether it is a tower, and as such plays a special role in tower teleport. Right now the checking for valid movements is (IMHO) buggy: it allows as possible starting "towers" anything which has a startlist, but as destination in terms of "any vacant tower" it looks for the "is_tower" attribute. Besides, if "disallow tower to tower" is selected, it removes empty towers from the list of possible hexes, should they be there in some variant where another tower is near enough to be reached within 6 hexes. I think that is not logical.... So we need to decide whether to fix it that for teleport issues only the is_tower attribute is relevant - then quite a number of lands in several variants will not allow tower teleport any more. E.g,. Abyss, Mantio, Hellmouth, Circle... -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2099803&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-11 16:08:06
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Bugs item #2113621, was opened at 2008-09-16 10:14 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2113621&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: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) Summary: Major battlemap bugs that end gameplay Initial Comment: I know, I know, it's already been reported - But I would like to point out that sadly, ever since the latest build based on Java 1.5+ was introduced, the 'armies remain on the battlemap', 'battlemap does not close' or the 'battle freezes' bug have resulted in about 95% of all games ending prematurely (yes, I've been keeping a record of this lately) - so, in essence, I can no longer play this wonderful game. I therefore would suggest the priority of the aforementioned bugs to be raised from 5/6 to 8 or 9, because these are serious bugs that make the game virtually unplayable. Wish I could fix it myself, but I'm not a programmer - so I'm counting on you! Cheers Mark (mar...@ya...) ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:07 Message: Newest Public Build (2008-10-10) contains this correction. => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-09 21:55 Message: I agree as well, and additionally for me a Sprite. (A real one, not Sprite Zero which tastes like ...) But, to the facts: Yes, this is true; the current public build is really buggy. But many things are fixed already in repository but we just haven't made a new public build yet - coming soon. Meanwhile, you could use the "Public Testing Build" - in that one most of the recent serious bugs are (should be) corrected: http://colossus.wiki.sourceforge.net/PublicTestingBuild -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-09-24 13:56 Message: I agree with all that was said and a bag of chips ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2113621&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-11 16:08:03
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Bugs item #2113621, was opened at 2008-09-16 10:14 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2113621&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: Fixed Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: Major battlemap bugs that end gameplay Initial Comment: I know, I know, it's already been reported - But I would like to point out that sadly, ever since the latest build based on Java 1.5+ was introduced, the 'armies remain on the battlemap', 'battlemap does not close' or the 'battle freezes' bug have resulted in about 95% of all games ending prematurely (yes, I've been keeping a record of this lately) - so, in essence, I can no longer play this wonderful game. I therefore would suggest the priority of the aforementioned bugs to be raised from 5/6 to 8 or 9, because these are serious bugs that make the game virtually unplayable. Wish I could fix it myself, but I'm not a programmer - so I'm counting on you! Cheers Mark (mar...@ya...) ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-11 19:07 Message: Newest Public Build (2008-10-10) contains this correction. => Closing this tracker. Please DO read the comment on: http://colossus.sourceforge.net/ ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-09 21:55 Message: I agree as well, and additionally for me a Sprite. (A real one, not Sprite Zero which tastes like ...) But, to the facts: Yes, this is true; the current public build is really buggy. But many things are fixed already in repository but we just haven't made a new public build yet - coming soon. Meanwhile, you could use the "Public Testing Build" - in that one most of the recent serious bugs are (should be) corrected: http://colossus.wiki.sourceforge.net/PublicTestingBuild -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-09-24 13:56 Message: I agree with all that was said and a bag of chips ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2113621&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-10 20:00:04
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Bugs item #2158066, was opened at 2008-10-10 12:58 Message generated for change (Comment added) made by dmorenus You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2158066&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: Variant Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Unified has nonsensical mustering rule Initial Comment: There appears to be a new rule in the Unified variant that 99 Green Dragons can muster anything. This makes no sense as the stack limit is 7. ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-10-10 13:00 Message: Submitted by me. This is in the 2008.10.08 public testing build. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2158066&group_id=1939 |