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From: SourceForge.net <no...@so...> - 2008-10-10 19:58:47
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Bugs item #2158066, was opened at 2008-10-10 19:58 Message generated for change (Tracker Item Submitted) made by Item Submitter 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. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2158066&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-10 10:18:03
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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: Open Resolution: None 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...> - 2008-10-10 09:35:38
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Bugs item #2090156, was opened at 2008-09-03 05:01 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090156&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: Later Priority: 5 Private: No Submitted By: Babbling Balrog (nsillito) Assigned to: Clemens Katzer (cleka) Summary: Movement Fails Initial Comment: Occasionally get an illegal move even if the hex has been highlited as an option. The log says that the destination hex isn't in the list as a legal move. I suspect rather than computing each move based on the connection between hexes, the program has a table of the legal moves for each die roll. The table or the lookup into the table is messed up. Doesn't happen for all hexes although I have noticed a few. This may be related to the empty stack counter tops remaining on the board. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-10 12:31 Message: It might happen especially in those cases when there is more than one possible path to that hex. Eg. being below the ring with a 4 to the mountain/tundra just opposite (can go left or right around). There has been issues with this "entryside" (if there is more than one possible entry side, client did choose another than the server). Easy to imagine is also if the target hex is occupied (or client thinks it is occupied, due to "stranded markers"), e.g. from a woods/hills with 5 or more to neighbored desert/swamp (one is stopped there due to the enemy legion, no matter which way one goes. If there is data inconsistency between client and server, it may send the wrong "entry side". Perhaps it will now never happen again when the server-client - lost-messages is fixed. If it happens again (current Public Testing Build or upcoming Public Build), then please report it. With log and savegame file etc., if possible :) -Clemens ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 03:58 Message: Logged In: YES user_id=2202652 Originator: YES The game was not saved or reloaded. All games played through from start to finish. Exact message not sure. Will submit it when it happens again. It says illegal move in some cases, and it just ignores the mouse clicks in others. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-03 08:39 Message: Logged In: YES user_id=1717697 Originator: NO The moves are calculated every time again when needed, even every time when you click on a creature to move it even if you clicked on it before in same turn with same dice number. (At least last time when I checked the code it was still done that way ;-) Same question: was this a game that had been saved and reloaded? What is the exact message why it refuses to move the legion there? Does it just not happen when you click, or comes there a popup message "illegal move: ...." ? If possible, please send a saved game and screen-snapshot where this problem is visible. Log and console output would be very helpful of course too... -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090156&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-10 09:32:13
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Bugs item #2090156, was opened at 2008-09-03 05:01 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090156&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Babbling Balrog (nsillito) Assigned to: Clemens Katzer (cleka) Summary: Movement Fails Initial Comment: Occasionally get an illegal move even if the hex has been highlited as an option. The log says that the destination hex isn't in the list as a legal move. I suspect rather than computing each move based on the connection between hexes, the program has a table of the legal moves for each die roll. The table or the lookup into the table is messed up. Doesn't happen for all hexes although I have noticed a few. This may be related to the empty stack counter tops remaining on the board. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-10 12:31 Message: It might happen especially in those cases when there is more than one possible path to that hex. Eg. being below the ring with a 4 to the mountain/tundra just opposite (can go left or right around). There has been issues with this "entryside" (if there is more than one possible entry side, client did choose another than the server). Easy to imagine is also if the target hex is occupied (or client thinks it is occupied, due to "stranded markers"), e.g. from a woods/hills with 5 or more to neighbored desert/swamp (one is stopped there due to the enemy legion, no matter which way one goes. If there is data inconsistency between client and server, it may send the wrong "entry side". Perhaps it will now never happen again when the server-client - lost-messages is fixed. If it happens again (current Public Testing Build or upcoming Public Build), then please report it. With log and savegame file etc., if possible :) -Clemens ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 03:58 Message: Logged In: YES user_id=2202652 Originator: YES The game was not saved or reloaded. All games played through from start to finish. Exact message not sure. Will submit it when it happens again. It says illegal move in some cases, and it just ignores the mouse clicks in others. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-03 08:39 Message: Logged In: YES user_id=1717697 Originator: NO The moves are calculated every time again when needed, even every time when you click on a creature to move it even if you clicked on it before in same turn with same dice number. (At least last time when I checked the code it was still done that way ;-) Same question: was this a game that had been saved and reloaded? What is the exact message why it refuses to move the legion there? Does it just not happen when you click, or comes there a popup message "illegal move: ...." ? If possible, please send a saved game and screen-snapshot where this problem is visible. Log and console output would be very helpful of course too... -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090156&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-10 09:25:46
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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: Open >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...> - 2008-10-10 08:04:19
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Bugs item #2081285, was opened at 2008-08-29 01:56 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2081285&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: Accepted Priority: 3 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) >Summary: Preferences of <by-.....> named players Initial Comment: for some reason, colossus is not saving my preferences of game-play - for example, I want scale size : 8 instead of the default 11 I'm running generic PC with Win XP, 2 gigs ram I have been digging thru all the readme docs I can't find where/how to force colossus to remember & save my preferences of game-play I'm installing & running colossus inside the same Dir as Java itself - should I re-install it into a subordinate dir? I love both the boardgame Titan and the computer game Colossus thank you guys all for your good work one wee improvement, perhaps - would it be possible to create a "Pantheon - 12 " version to equal the "Beezelbub - 12" version? please email me at: bon...@at... ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-10 09:16 Message: Finally we found out why the Preferences are not saved/restored for him: Bonniee used the "<by-color>" or "<by-type> placeholder type of name, instead of typing an own name there. For this temporary names Colossus does not (and cannot) restore the Preferences (actually it still does write them to a file, which is totally bogus then). So, needs to be fixed: 1a) Prevent name type <by-color> and <by-type> to be chosen for human players, or 1b) Upon selecting so, show a warning dialog informing about the fact of non-storing 2) For players where preferences won't be loaded they should not be saved at all. E.g. after many rounds of stresstest I have dozens of useless cf files, Simple1, Simple2, ..., Simple6, Rational1, ... Rational6, ... (all types), and for each color... or perhaps 3) Enable/implement a "Load Preferences" feature?? Renaming this tracker item from "how-to-save-preferences ???" to "Preferences of <by-.....> named players" -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-30 12:36 Message: Logged In: YES user_id=1717697 Originator: NO You say, you "have installed" (i.e. downloaded it). You could do the following trick: Assuming you are on (whatever) Windows, you could force Colossus to consider some other directory to be your "users home directory." Edit the command in it - between "java" and "-Djava..." insert the following: -Duser-home=<the path you want> E.g. I made it like this (all in one line, even if this tracker wraps it): java -Duser.home=C:\Temp\Here -Djava.util.logging.config.file=logging.properties -Xmx128M -jar Colossus.jar %1 %2 %3 %4 %5 %6 %7 %8 %9 And then started the game with "run.bat". And voil: C:\Temp\Here>dir .colossus Volume in drive C is SOMEHOST Volume Serial Number is 0000-0000 Directory of C:\Temp\Here\.colossus 30.08.2008 12:19 <DIR> . 30.08.2008 12:19 <DIR> .. 30.08.2008 12:19 924 Colossus-katzer.cfg 30.08.2008 12:19 335 Colossus-server.cfg 2 File(s) 1 259 bytes 2 Dir(s) 12 332 052 992 bytes free C:\Temp\Here> (Under unix/linux would have to edit the file "run" and start with "./run" instead, naturally...) Good luck! BR, Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-30 12:28 Message: Logged In: YES user_id=1717697 Originator: NO -- In entry before I the posted the reply which -- -- I got from but submitter I got by email -- As I said, Colossus *is* saving them every time the Pref. window is closed (perhaps only if anything was changed), and when the board is closed. Scale was saved but not reread - which is already fixed, for next release. If you notice any other setting that it forgets, please name it specifically, then I will verify it. But I am pretty confident that at least all checkboxes are properly saved. You can even verify the saving yourself - change something, and close the preferences window, and then look what it saved into the file. OK, which file... In MasterBoard, open Help => About. It displays several things, one of them is "user.home". That is what Colossus considers to be your "Home Directory" (for the login user on the Computer). In your computer, go to that directory. There should be a directory .colossus (or perhaps .Colossus, depending on OS). Colossus will create it there on startup if it needs it. In there are various files "Colossus-<something>.cfg". So, when Colossus saves your preferences e.g. for player "Mike", it will save them to <user home directory>/.Colossus/Colossus-Mike.cfg Consequently, if you happen to play sometimes with different playernames, they have different preferences. Which might appear to you as "sometime it remembers and sometimes not". BTW: One of the files will be "Colossus-server.cfg" which contains the "global" settings (what you select in the Game startup dialog: number and type of players, autosave, balanced towers, Variant, etc.) We can't rely on "inside the installed colossus dir itself" approach, because may play Colossus just via Java Web start (just clicking the pink icon on the colossus home page) and then there is not such directory "where Colossus is installed" at all. If you use "File => Save game", or have Autosave on, it will create a directory "saves" inside this ".colossus" directory and save the files there. So: start Colossus, change some preferences, close the Prefs. window, and check whether it has changed the file (you can simply open in a text editor (e.g. notepad). E.g. one of my files looks (only part of it): ----clip--- #Colossus config file version 2 #Sat Aug 30 12:19:56 EEST 2008 Turn\ change\ info=true Auto-scroll\ to\ end=true EventExpire=5 Player\ change\ info=true ViewMode=Ever revealed (or concludable) since start Scale=15 Recruit\ events=true ----clap---- Best Regards, Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-30 12:06 Message: Logged In: YES user_id=1717697 Originator: NO My problem with this bug is that Colossus is NOT saving the preferences correctly window scale size does not get remembered, certain other tweaks I have for the beezelbub 12 game do not get remembered - and sometimes I have to reset the entire colossus game back to beez from the original defaults. I *suspect* that one or another privacy mode of one of my programs is causing this problem - because the same thing sometimes happens to Civilization IV - but I don't know where/how colossus saves *its* defaults to prevent this. I suspect the best fix for this would be some way to *force* the save & load of preferences from/to a certain DIR and/or a certain file - the default being a prefs.txt file inside the installed colossus dir itself. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-29 08:42 Message: Logged In: YES user_id=1717697 Originator: NO You can't find any info about how to do that it because there is no need to do anything for it - the preferences are saved everytime when you close the Preferences window, or at latest when you close the MasterBoard (to QUIT, or start a new game, all the same). But that's a good point, we should mention this fact in docs. All your other preferences (auto***, Color, Battle, ...) should work fine. BUT ... the scale value of the Preferences ... actually it is _saved_ but not re-read on next start. Just the previous bug is about same issue :) I fixed that already (in repository), but there is no public build yet... so you still have the wrong behavior. (Hm, for you default is 11? I thought it is by default 15 and have thus used that one as "if it's not set so far set initialize it to 15".... Hmpf :-/ ---------- It does not matter where you install or run Colossus. ---------- Yes it *would* be possible to make Pantheon 12 -- if someone would do the laborous design part (which hex is which land, which creatures and their skills, how many of each). I myself rather do the programming part, fix bugs and so on :) *Please* make a feature request for it - if it is mentioned here just as a side note inside a bug it gets easily forgotten. ----- TO DO here: update docs to tell this fact that preferences are saved automatically (and get into effect immediately when changed - and can't do "cancel" to get back to previous set of settings. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2081285&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-10 07:19:11
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Bugs item #1739439, was opened at 2007-06-19 03:15 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1739439&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: Works For Me Priority: 5 Private: No Submitted By: Brett Lentz (wakko666) Assigned to: David Ripton (dripton) Summary: Game unplayable on newer JREs Initial Comment: When using Sun's JRE 6, the game will not create a playable fight. I can play on the mainboard just fine, but whenever a fight occurs, it spawns the battle board, but doesn't spawn any of the creature tiles. When in this state, the game is responsive. It hasn't hung. I can click on any of the menus, or right-click any of the stacks on the mainboard and receive their contents. The battle board just seems to not get populated with the needed creatures. It shows the terrain, but no creatures. I don't have this problem with JRE 1.4. So, it seems like the only difference is connected with the new JRE. If you need additional log output, please let me know. I can duplicate this problem very easily. The last log messages are always similar to this: Brown's turn, number 4 2 creatures are split off from legion Br06 (Hourglass) into new legion Br03 (Chest) Legion Br03[Gargoyle, Gargoyle] is eliminated Legion Br03 (Chest) recombined into legion Br06 (Hourglass) Phase advances to Move Brown rolls a 6 for movement Legion Br06 (Hourglass) in 135 moves to Brush hex 134 entering on Left Phase advances to Fight Br06 (Hourglass) (Brown) attacks Rd04 (Gong) (blentz) in Brush hex 134 ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-10 10:18 Message: Sounds this is more caused by specialties of your computer rather than a generic fault in Colossus. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-12-28 06:36 Message: Logged In: YES user_id=1717697 Originator: NO The symptoms sounds very much the same as described in the recent entry by "Nobody" 2007-12-27 01:01 in 1813362 Battle hangs game, perhaps due to Java 1.5 ? http://sourceforge.net/tracker/index.php?func=detail&aid=1813362&group_id=1939&atid=101939 (the original creator of that bug informed me that this last entry was NOT from him.) ---clip--- ... , but none of the creatures appear. The log window shows nothing interesting( which you might want to fix ), but the Java console gives the following error: INFO: Phase advances to Fight Dec 27, 2007 8:49:35 AM net.sf.colossus.server.Battle <init> INFO: Bk10 (Skull) (augustinku) attacks Rd11 (Sword) (Red) in Brush hex 113 Exception in thread "Client Brown" java.lang.NullPointerException at net.sf.colossus.client.BattleChit.getCreatureName(BattleChit.java:148 ) at net.sf.colossus.client.BattleChit.getName(BattleChit.java:157) at com.sun.java.swing.plaf.gtk.GTKStyle.getInsets(GTKStyle.java:274) at javax.swing.plaf.synth.SynthStyle.installDefaults(SynthStyle.java:876 ) at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(SynthLookAndFeel. java:256) ---clap--- Please read what I wrote there. In short, I suspect that the "GTK Style" is causing this. Check/compare which you use, and/or try another one. I made a "trunk build" from latest version where the code involved above check some things and prints more info to the log. Can you please run the Colossus from via this web start link: http://colossus.sf.net/trunk-head/Colossus-trunk-head.jnlp (you could find that link from http://sourceforge.net/projects/colossus => Wiki => left side "ExperimentalBuilds" => .... Trunk builds We now have a separate JNLP file Colossus-head-trunk.jnlp for running the latest ... Make sure it really says "downloading..." (and does not take old from cache), - you can tell the difference by the fact, that the new one has a "Settings" menu. This new one writes some more stuff to the log, perhaps the changes even fix it, or perhaps it throws the NPEs then somewhere else :) --- Summary: 1) check which Look&Feels your users use, try to use a different one, 2) try the experimental build above. Regards, Clemens ---------------------------------------------------------------------- Comment By: Brett Lentz (wakko666) Date: 2007-12-28 04:04 Message: Logged In: YES user_id=846608 Originator: YES Finally had a chance to narrow down the problem a little more. On my Fedora 8 workstation, the game works fine if I run javaws as root, but it does not work when run with a normal user's account. I do have NFS home directories, so that may be a complicating factor as well. ---------------------------------------------------------------------- Comment By: Peter Becker (peterbecker) Date: 2007-06-21 02:22 Message: Logged In: YES user_id=41603 Originator: NO I can confirm that it works with Sun JRE 1.6.0_00 under Kubuntu 7.04, too. I deliberately tried the Webstart version, too. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2007-06-20 05:56 Message: Logged In: YES user_id=9425 Originator: NO Works fine for me Java 6 / 1.6 (also 5 / 1.5), on Gentoo Linux, on x86. $ java -version java version "1.6.0_01" Java(TM) SE Runtime Environment (build 1.6.0_01-b06) Java HotSpot(TM) Server VM (build 1.6.0_01-b06, mixed mode) ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-06-19 13:36 Message: Logged In: YES user_id=1717697 Originator: NO Works fine with Java 1.6.0 on WinXP. C:\>java -version java version "1.6.0" Java(TM) SE Runtime Environment (build 1.6.0-b105) Java HotSpot(TM) Client VM (build 1.6.0-b105, mixed mode, sharing) ---------------------------------------------------------------------- Comment By: Brett Lentz (wakko666) Date: 2007-06-19 03:26 Message: Logged In: YES user_id=846608 Originator: YES Some additional info: $ javaws -verbose http://colossus.sourceforge.net/Colossus.jnlp Java(TM) Web Start 1.6.0_01 Launching: /usr/java/jre1.6.0_01/bin/java /usr/java/jre1.6.0_01/bin/java -Xbootclasspath/a:/usr/java/jre1.6.0_01/lib/javaws.jar:/usr/java/jre1.6.0_01/lib/deploy.jar -classpath /usr/java/jre1.6.0_01/lib/deploy.jar -Djava.security.policy=file:/usr/java/jre1.6.0_01/lib/security/javaws.policy -DtrustProxy=true -Xverify:remote -Djnlpx.home=/usr/java/jre1.6.0_01/bin -Djnlpx.remove=false -Djnlpx.splashport=59008 -Djnlpx.jvm=/usr/java/jre1.6.0_01/bin/java com.sun.javaws.Main http://colossus.sourceforge.net/Colossus.jnlp ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1739439&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-10 07:19:07
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Bugs item #1739439, was opened at 2007-06-19 03:15 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1739439&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: Works For Me Priority: 5 Private: No Submitted By: Brett Lentz (wakko666) Assigned to: David Ripton (dripton) Summary: Game unplayable on newer JREs Initial Comment: When using Sun's JRE 6, the game will not create a playable fight. I can play on the mainboard just fine, but whenever a fight occurs, it spawns the battle board, but doesn't spawn any of the creature tiles. When in this state, the game is responsive. It hasn't hung. I can click on any of the menus, or right-click any of the stacks on the mainboard and receive their contents. The battle board just seems to not get populated with the needed creatures. It shows the terrain, but no creatures. I don't have this problem with JRE 1.4. So, it seems like the only difference is connected with the new JRE. If you need additional log output, please let me know. I can duplicate this problem very easily. The last log messages are always similar to this: Brown's turn, number 4 2 creatures are split off from legion Br06 (Hourglass) into new legion Br03 (Chest) Legion Br03[Gargoyle, Gargoyle] is eliminated Legion Br03 (Chest) recombined into legion Br06 (Hourglass) Phase advances to Move Brown rolls a 6 for movement Legion Br06 (Hourglass) in 135 moves to Brush hex 134 entering on Left Phase advances to Fight Br06 (Hourglass) (Brown) attacks Rd04 (Gong) (blentz) in Brush hex 134 ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-10 10:18 Message: Sounds this is more caused by specialties of your computer rather than a generic fault in Colossus. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-12-28 06:36 Message: Logged In: YES user_id=1717697 Originator: NO The symptoms sounds very much the same as described in the recent entry by "Nobody" 2007-12-27 01:01 in 1813362 Battle hangs game, perhaps due to Java 1.5 ? http://sourceforge.net/tracker/index.php?func=detail&aid=1813362&group_id=1939&atid=101939 (the original creator of that bug informed me that this last entry was NOT from him.) ---clip--- ... , but none of the creatures appear. The log window shows nothing interesting( which you might want to fix ), but the Java console gives the following error: INFO: Phase advances to Fight Dec 27, 2007 8:49:35 AM net.sf.colossus.server.Battle <init> INFO: Bk10 (Skull) (augustinku) attacks Rd11 (Sword) (Red) in Brush hex 113 Exception in thread "Client Brown" java.lang.NullPointerException at net.sf.colossus.client.BattleChit.getCreatureName(BattleChit.java:148 ) at net.sf.colossus.client.BattleChit.getName(BattleChit.java:157) at com.sun.java.swing.plaf.gtk.GTKStyle.getInsets(GTKStyle.java:274) at javax.swing.plaf.synth.SynthStyle.installDefaults(SynthStyle.java:876 ) at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(SynthLookAndFeel. java:256) ---clap--- Please read what I wrote there. In short, I suspect that the "GTK Style" is causing this. Check/compare which you use, and/or try another one. I made a "trunk build" from latest version where the code involved above check some things and prints more info to the log. Can you please run the Colossus from via this web start link: http://colossus.sf.net/trunk-head/Colossus-trunk-head.jnlp (you could find that link from http://sourceforge.net/projects/colossus => Wiki => left side "ExperimentalBuilds" => .... Trunk builds We now have a separate JNLP file Colossus-head-trunk.jnlp for running the latest ... Make sure it really says "downloading..." (and does not take old from cache), - you can tell the difference by the fact, that the new one has a "Settings" menu. This new one writes some more stuff to the log, perhaps the changes even fix it, or perhaps it throws the NPEs then somewhere else :) --- Summary: 1) check which Look&Feels your users use, try to use a different one, 2) try the experimental build above. Regards, Clemens ---------------------------------------------------------------------- Comment By: Brett Lentz (wakko666) Date: 2007-12-28 04:04 Message: Logged In: YES user_id=846608 Originator: YES Finally had a chance to narrow down the problem a little more. On my Fedora 8 workstation, the game works fine if I run javaws as root, but it does not work when run with a normal user's account. I do have NFS home directories, so that may be a complicating factor as well. ---------------------------------------------------------------------- Comment By: Peter Becker (peterbecker) Date: 2007-06-21 02:22 Message: Logged In: YES user_id=41603 Originator: NO I can confirm that it works with Sun JRE 1.6.0_00 under Kubuntu 7.04, too. I deliberately tried the Webstart version, too. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2007-06-20 05:56 Message: Logged In: YES user_id=9425 Originator: NO Works fine for me Java 6 / 1.6 (also 5 / 1.5), on Gentoo Linux, on x86. $ java -version java version "1.6.0_01" Java(TM) SE Runtime Environment (build 1.6.0_01-b06) Java HotSpot(TM) Server VM (build 1.6.0_01-b06, mixed mode) ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-06-19 13:36 Message: Logged In: YES user_id=1717697 Originator: NO Works fine with Java 1.6.0 on WinXP. C:\>java -version java version "1.6.0" Java(TM) SE Runtime Environment (build 1.6.0-b105) Java HotSpot(TM) Client VM (build 1.6.0-b105, mixed mode, sharing) ---------------------------------------------------------------------- Comment By: Brett Lentz (wakko666) Date: 2007-06-19 03:26 Message: Logged In: YES user_id=846608 Originator: YES Some additional info: $ javaws -verbose http://colossus.sourceforge.net/Colossus.jnlp Java(TM) Web Start 1.6.0_01 Launching: /usr/java/jre1.6.0_01/bin/java /usr/java/jre1.6.0_01/bin/java -Xbootclasspath/a:/usr/java/jre1.6.0_01/lib/javaws.jar:/usr/java/jre1.6.0_01/lib/deploy.jar -classpath /usr/java/jre1.6.0_01/lib/deploy.jar -Djava.security.policy=file:/usr/java/jre1.6.0_01/lib/security/javaws.policy -DtrustProxy=true -Xverify:remote -Djnlpx.home=/usr/java/jre1.6.0_01/bin -Djnlpx.remove=false -Djnlpx.splashport=59008 -Djnlpx.jvm=/usr/java/jre1.6.0_01/bin/java com.sun.javaws.Main http://colossus.sourceforge.net/Colossus.jnlp ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1739439&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-10 07:15:10
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Bugs item #1823775, was opened at 2007-11-01 01:51 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1823775&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Resolution: Duplicate Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Battle Hangs on Linux (continued) Initial Comment: I've attached a save game file that hangs my machine. If I try to load the save game from the initial dialog, nothing happens. If I start a new game and then load the save game, it loads and hangs on the battle between two AIs. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-10 10:15 Message: Closing this as it is a duplicate anyway. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-01 11:13 Message: Logged In: YES user_id=1717697 Originator: NO I have attached your file to the other bug report to which this is probably a duplicate. Please continue adding information into *that* report (" 1813362 Battle hangs game, perhaps due to Java 1.5 ?" rather than here or creating new one. I will close this here soon - keeping it open right now only so that when you log in next time it's not suddenly "gone". -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1823775&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-10 07:15:08
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Bugs item #1823775, was opened at 2007-11-01 01:51 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1823775&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: Duplicate Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Battle Hangs on Linux (continued) Initial Comment: I've attached a save game file that hangs my machine. If I try to load the save game from the initial dialog, nothing happens. If I start a new game and then load the save game, it loads and hangs on the battle between two AIs. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-10 10:15 Message: Closing this as it is a duplicate anyway. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-01 11:13 Message: Logged In: YES user_id=1717697 Originator: NO I have attached your file to the other bug report to which this is probably a duplicate. Please continue adding information into *that* report (" 1813362 Battle hangs game, perhaps due to Java 1.5 ?" rather than here or creating new one. I will close this here soon - keeping it open right now only so that when you log in next time it's not suddenly "gone". -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1823775&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-10 07:13:02
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Bugs item #725456, was opened at 2003-04-22 08:24 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=725456&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: Accepted Priority: 6 Private: No Submitted By: Travis Hall (travishall) Assigned to: David Ripton (dripton) Summary: Lock-up reloading large saved game Initial Comment: Playing Abyssal9 Titan with one human player and 8 AIs, I saved the game and the resulting file was 285 KB in size. When I attempted to reload the game, Colossus locked up. (JRE 1.4.1 I think - can't check version right now - on win2000. Colossus version 20030317, I think again.) I believe the problem has to do with the size of the saved game file, specifically the game history. After having a look at the contents of the file, I tried modifying the file to allow it to load. Initially, I just deleted huge chunks out of the history, which caused other crashes while trying to predict splits, but then I went through the file and modified the history to be much shorter while giving equivalent information for split prediction purposes. It took a lot of work, but I eventually had a file that would reload correctly (and I could then play on to finish the game). I still have a copy of the original save file, which I can use to reproduce the problem on my machine, and which I can provide for whoever wants to attempt a fix. I might upload it later, from my home PC. It has occurred to me that I could probably write a new split prediction algorithm based on the approach I used to modify the save file, which would allow a much shorter version of the history to be saved and might actually make the predictions better - there seem to be a few cases in which the split predictor doesn't work things out that I can for sure. But don't count on it any time soon. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-10 10:12 Message: Closing this as obsolete. Loading big games works nowadays fine (at least with recent fixes, upcoming public build). ---------------------------------------------------------------------- Comment By: Kim Milvang-Jensen (milvang) Date: 2004-03-24 10:42 Message: Logged In: YES user_id=972236 I am guessing this is an instance of the bug where game wont load when a play has no available legion markers (common in abyssal9 for that AI). If that is the case it should be closed as fixed. If travis is still around, he should check. Otherwiese I would love a copy of the save game to debug. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2003-05-03 23:31 Message: Logged In: YES user_id=9425 Under docs/ in the zip file or on the web page. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2003-05-02 20:12 Message: Logged In: NO Where are the documents? They are not under windows\.colosus... ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2003-04-23 10:10 Message: Logged In: YES user_id=9425 This is a known problem, though it's rare in practice to make savegames big enough to cause it. Increasing Java's heap size might help -- Colossus currently uses 128MB. (When it used to be 32MB, this problem was much more visible.) Yes, the current history format is full of redundant data. I'm working on streamlining it. See docs/XMLprotocol.txt Also, there's a known issue with JDK 1.4.1 that causes memory leaks with JDOM. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=725456&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-10 07:12:58
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Bugs item #725456, was opened at 2003-04-22 08:24 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=725456&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: Out of Date Priority: 6 Private: No Submitted By: Travis Hall (travishall) Assigned to: David Ripton (dripton) Summary: Lock-up reloading large saved game Initial Comment: Playing Abyssal9 Titan with one human player and 8 AIs, I saved the game and the resulting file was 285 KB in size. When I attempted to reload the game, Colossus locked up. (JRE 1.4.1 I think - can't check version right now - on win2000. Colossus version 20030317, I think again.) I believe the problem has to do with the size of the saved game file, specifically the game history. After having a look at the contents of the file, I tried modifying the file to allow it to load. Initially, I just deleted huge chunks out of the history, which caused other crashes while trying to predict splits, but then I went through the file and modified the history to be much shorter while giving equivalent information for split prediction purposes. It took a lot of work, but I eventually had a file that would reload correctly (and I could then play on to finish the game). I still have a copy of the original save file, which I can use to reproduce the problem on my machine, and which I can provide for whoever wants to attempt a fix. I might upload it later, from my home PC. It has occurred to me that I could probably write a new split prediction algorithm based on the approach I used to modify the save file, which would allow a much shorter version of the history to be saved and might actually make the predictions better - there seem to be a few cases in which the split predictor doesn't work things out that I can for sure. But don't count on it any time soon. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-10 10:12 Message: Closing this as obsolete. Loading big games works nowadays fine (at least with recent fixes, upcoming public build). ---------------------------------------------------------------------- Comment By: Kim Milvang-Jensen (milvang) Date: 2004-03-24 10:42 Message: Logged In: YES user_id=972236 I am guessing this is an instance of the bug where game wont load when a play has no available legion markers (common in abyssal9 for that AI). If that is the case it should be closed as fixed. If travis is still around, he should check. Otherwiese I would love a copy of the save game to debug. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2003-05-03 23:31 Message: Logged In: YES user_id=9425 Under docs/ in the zip file or on the web page. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2003-05-02 20:12 Message: Logged In: NO Where are the documents? They are not under windows\.colosus... ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2003-04-23 10:10 Message: Logged In: YES user_id=9425 This is a known problem, though it's rare in practice to make savegames big enough to cause it. Increasing Java's heap size might help -- Colossus currently uses 128MB. (When it used to be 32MB, this problem was much more visible.) Yes, the current history format is full of redundant data. I'm working on streamlining it. See docs/XMLprotocol.txt Also, there's a known issue with JDK 1.4.1 that causes memory leaks with JDOM. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=725456&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-10 07:09:22
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Bugs item #2069565, was opened at 2008-08-23 14:56 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2069565&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: Out of Date Priority: 2 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: WARNING: Rolled rollMovementDie() more than once Initial Comment: When loading a game, on console is usually always printed: WARNING: Called rollMovementDie() more than once (This is in r3332, Java 1.5.0_07 on WinXP, but happens probably in any case). -CleKa ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-10 10:09 Message: Didn't see that recently any more either, no idea how to reproduce it. Closing it, if it happens again it may be re-opened or created new ... with instructions how exactly to reproduce it. => Closed. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2069565&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-10 07:09:13
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Bugs item #2069565, was opened at 2008-08-23 14:56 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2069565&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 2 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: WARNING: Rolled rollMovementDie() more than once Initial Comment: When loading a game, on console is usually always printed: WARNING: Called rollMovementDie() more than once (This is in r3332, Java 1.5.0_07 on WinXP, but happens probably in any case). -CleKa ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-10 10:09 Message: Didn't see that recently any more either, no idea how to reproduce it. Closing it, if it happens again it may be re-opened or created new ... with instructions how exactly to reproduce it. => Closed. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2069565&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-10 07:06:23
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Bugs item #2129433, was opened at 2008-09-26 03:02 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2129433&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: Remind Priority: 5 Private: No Submitted By: mjr (bonniee_partiee) Assigned to: Clemens Katzer (cleka) Summary: BeezeGods 12 variant playtesting Initial Comment: Clemens recommended I use the bug tracker for this - sorry if I disturb anyone else ...... I've been playtesting Beezegods 12 a lot 1) the deities & other "lords" including the phantom are teleporting out of hellmouth &/or circle - 2) do the deities & other lord types (archdevil) recruit downward on the ladder ??? I'm not seeing this happen ..... 3) is there a way to develop hints or better AI tatics in the battlemaps to use terrain & creatures more effectively? i.e. use higher terrain properly, use non-recruitable units more aggressively ??? (I know I'm nitpicking on the stupid AI's - I'm running 11 ai's half Milvang half Random and they *still* make very bad tactical mistakes) 4) may I reccomend having 2 knights recruit aphrodite 3 knights recruit apollo 3 basilisk recruit hermes 4 basilisk recruit dionysous the wraith lineup as is becomes too powerful stacking Beezelbub, Hermes, Dionysous with 4 Wraiths looks a little awkward.... 5) are there hints for the AI's to correctly recruit the deities ??? I'm seeing Aphro & Apollo show up frequently on the AI side, but very few of the other deities .... Sourceforge won't allow me to upload/attach a saved game because it's too large ......... (50 turns or more - I'm delibrately waiting so the AI's have a fair chance of recruiting Deities) Bonniee_Partiee ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-10 10:06 Message: Changed the recruiting conditions again, now mostly based on 2 or 3. Hera and Hades which are rather equally strong based on 2 Colossi and 2 Mammoth, and Zeus, strongest of all, with 3 Lords or 4 Demilords. Fiend downgraded to be only DemiLord due to that. Deities, or in general in Hellmouth, one cannot recruit downwards. Info about that added in Readme, also in other affected variants. Teleport out of Abyss, Hellmouth, ... also fixed. So, all mentioned issues are now resolved except: Recruit Hints file is still missing. Setting this to remind. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-07 10:27 Message: Thanks for the feedback! Here "some" comments: > Question: 4 Lords recruits Hades > - I imagine they don't have to be the same type (ie 4 arch mages) YES they have to be the same type. We don't want to let someone get this strong creature too easily, would we? ;-) No, seriously: Colossus knows only "N times the same" concept of recruiting. E.g. mixed recruiting (1 X + 2 Y) would be quite some extra work. And the "4 Lords" is resolved already during loadinto "4 X, 4Y, 4 Z or ..." i.e. into a tree-representation of existing concrete creatures. (not abstract concept like lord or demilord). --- I've been discussing the recruiting conditions quite much with Bonnie recently, and changed quite frequently... > Game doesn't offer Estia when I have 3 Fiends in the Hellmouth. Right. Readme says wrongly 3. Recruiting xml file says 4. If you click on a creature in caretakers stack (!) (not full recruit tree window... should add it there too) it will tell you what it expects to recruit that certain creature. [The recruiting tree / window is basically unreadable for those cases, IMHO]-: So right now for Estia it says there: 4 Fiends. Actually... it says: in Hellmouth by 3 Devils, by 1 Fiend in Hellmouth 2 recruit a Beelzebub, 4 recruit a Estia, 1 recruit a Fiend, 4 recruit a Hades Hm. So a Fiends pile can get Beelzebub, Estia and Hades. Not good... (this is, because Fiend is a Lord. It's the only Lord that is recruitable, all other Lords are acquirables. Or exist only once or something). Furthermore, Hades is from skill and capabilities basically identical to Beelzebub (13-4 magic missiling Lord). SO this is even more redundant... I had suggested to Bonnie the following: ---clip--- I tried to make it balanced in that sense, that "N Mammoth" should give something somewhat equally strong as "N Colossus". Hera and Hades are "quite similar". Zeus is the strongest, so should be hardest to get. What about: 4 Mummies or 4 Lichs recruit Athena - 10 4 => 40 3 Mammoths recruit Hades - 13 4 magical rangestriker => 52 3 Colossi recruit Hera - 18 3 flyer => 54 4 Lords recruit Zeus - 15 4 magical rangestriker => 60 Mammoth are "stupid" (24 x 2), so they earn a "...-4" god. And in a pile of Colossus is already enough ( ... - 4), so they get only the 18-3. Overall, is the "needs 4 or 3 " too much? Would "some with 3, some with 2" be better? 2 Knights recruit Aphrodite 6 4 flyer 3 Rangers recruit Apolo - 7 4 rangestriker 2 Wraiths recruit Hermes - 9 3 flyer 3 Basilisks recruit Dionysous - 10 3 flyer, rangestriker 2 Phoenixes recruit Dimitra - 11 3 2 Fiends recruit Estia - 9 4 3 Golems recruit Ares - 13 3 2 Hydrae recruit Poseidon - 15 3 2 Unicorns recruit Hepfaestus - 20 2 2 Manticores recruit Artemis - 16 3 rangestriker 3 Mummies or 3 Lichs recruit Athena - 10 4 => 40 2 Mammoths recruit Hades - 13 4 magical rangestriker => 52 2 Colossi recruit Hera - 18 3 flyer => 54 2 Lords recruit Zeus - 15 4 magical rangestriker => 60 or even: 2 Lords OR 3 Demilords recruit Hades - 13 4 magical rangestriker => 52 ---clap--- Hm. I'd like to make Fiend only a demilord. But then stay with 3 Lords and 4 Demilords. Zeus is really a killer (15-4), so that should not be sooo easy to get (getting e.g. 2 angels into same pile is not that hard.) ---clip--- Those are the Lords: 23 lines matching " lord=\"true\"" in buffer BeelzeGods12Cre.xml. 5: <creature name="Angel" power="6" skill="4" "false" lord="true" demilord="false" count="36" 6: <creature name="Archangel" power="10" skill="4" "false" lord="true" demilord="false" count="12" 7: <creature name="Archdevil" power="9" skill="4" "false" lord="true" demilord="false" count="12" 8: <creature name="Archmage" power="9" skill="4" "true" lord="true" demilord="false" count="12" 19: <creature name="Fiend" power="13" skill="3" "false" lord="true" demilord="false" count="16" 36: <creature name="Phantom" power="13" skill="3" "false" lord="true" demilord="false" count="12" 13: <creature name="Death" power="16" skill="3" "false" lord="true" demilord="false" count="1" 10: <creature name="Beelzebub" power="13" skill="4" "true" lord="true" demilord="false" count="1" 42: <creature name="Titan" power="-1" skill="4" "false" lord="true" demilord="false" count="12" 50: <creature name="Zeus" power="15" skill="4" "true" lord="true" demilord="false" count="1" 51: <creature name="Hera" power="18" skill="3" "false" lord="true" demilord="false" count="1" 52: <creature name="Hepfaestus" power="20" skill="2" "false" lord="true" demilord="false" count="1" 53: <creature name="Poseidon" power="15" skill="3" "false" lord="true" demilord="false" count="1" 54: <creature name="Ares" power="13" skill="3" "false" lord="true" demilord="false" count="1" 55: <creature name="Dimitra" power="11" skill="3" "false" lord="true" demilord="false" count="1" 56: <creature name="Aphrodite" power="6" skill="4" "false" lord="true" demilord="false" count="1" 57: <creature name="Apolo" power="7" skill="4" "false" lord="true" demilord="false" count="1" 58: <creature name="Hermes" power="9" skill="3" "false" lord="true" demilord="false" count="1" 59: <creature name="Artemis" power="16" skill="3" "false" lord="true" demilord="false" count="1" 60: <creature name="Athena" power="10" skill="4" "false" lord="true" demilord="false" count="1" 61: <creature name="Hades" power="13" skill="4" "true" lord="true" demilord="false" count="1" 62: <creature name="Estia" power="9" skill="4" "false" lord="true" demilord="false" count="1" 63: <creature name="Dionysous" power="10" skill="3" "false" lord="true" demilord="false" count="1" All the deities, Titan, Beelzebub and Death exist only once - so no chance to have 4. ------------- Those are the Demilords: 9 lines matching " demilord=\"true\"" in buffer BeelzeGods12Cre.xml. 4: <creature name="AirElemental" power="5" lord="false" demilord="true" count="12" /> 14: <creature name="Devil" power="6" lord="false" demilord="true" count="36" /> 17: <creature name="EarthElemental" power="16" lord="false" demilord="true" count="12" /> 20: <creature name="FireElemental" power="10" lord="false" demilord="true" count="12" /> 24: <creature name="Golem" power="14" lord="false" demilord="true" count="20" /> 26: <creature name="Imp" power="6" lord="false" demilord="true" count="36" /> 30: <creature name="Mage" power="7" lord="false" demilord="true" count="12" /> 41: <creature name="Spectre" power="11" lord="false" demilord="true" count="12" /> 46: <creature name="WaterElemental" power="8" lord="false" demilord="true" count="12" /> ---clap--- 3 Lords is not too easy, but doable. 4 Demilords... Imp is already demilord, and you get that for free in Hellmouth. (ok, then you have Zeus in a pile of dumb imps, but hey, Gods are meant to summon;-). So I think Lord and Demilords numbers should be 4 and 3. What do others think? -Clemens ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-10-07 09:55 Message: Game doesn't offer Estia when I have 3 Fiends in the Hellmouth. It offers everything else including Beelzebub. Turn 81. Titan 32 pts. 11 AIs ( 10 dead) : 4 Rational, 1 Coward, 2 Milv, 2 Simple, 2 Haters. No bugs or hangs during the game. Following gods have been recruited so far: Aphrodite 6 4 flyer Dimitra - 11 3 Ares - 13 3 Poseidon - 15 3 - recruited by AI, killed by me, and recruited by me Hepfaestus - 20 2 Artemis - 16 3 rangestriker Hera - 18 3 flyer Question: 4 Lords recruits Hades - I imagine they don't have to be the same type (ie 4 arch mages) ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-30 01:01 Message: 1) is now fixed. 2) no, the Gods cannot recruit down. That is the same principle as "Guardian in Tower cannot recruit just anything" (otherwise, 3 Colossus make guardian, if you have Guardian could you recruit Colossus? No). Also an explanation for that added in the Variant README file. 3) Easy way to develop hints for AI: I don't see that happen in near future. 4) Right. I have now totally rearranged the recruiting conditions for the Gods. There is so many creatures as choices, that we don't need to duplicately use them; i.e. there is no "double use", that 2 X make this and 3 X make that. See the Variant Readme for details. 5) NO. I still haven't done the BeelzeGod12 hints file. Once I've done it, you will hear it from me... -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-26 08:30 Message: 0) Don't worry, NO, you don't disturb - that's what the tracker is made for. 1) "are teleporting out of hellmouth &/or circle -" yes, that is a bug. Colossus errornously uses the "has_startlist" property to decide whether teleport is allowed, instead of the is_tower. Hm. Perhaps I should just fix it quickly ;-) Also applies to Beelzebub itself, and even Pantheon (Mantio), I think. 2) "do the deities & other lord types (archdevil) recruit downward on the ladder " They should, but you are right: they don't. If you open caretaker window, and the click on e.g. aphrodite and ranger, you can see the who recruits who. And indeed the recruiting down the ladder is missing. Should make a separate bug report about it. 3) "is there a way to develop hints or better AI tatics..." I don't see a feasible way. 4) Agreed, that with the Wraith. If you have 4, you can get all of the 3 other power monsters. Didn't see it from that angle so far. Yes, I can change it to your suggestion. 5) No, I still haven't made the AI hints... so they don't go for them. I will send you a mail when I did it. As said, right now I try to get Colossus working again, because since the august build for some players it hangs in 95% of the games, sooner or later. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2129433&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-10 07:06:13
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Bugs item #2129433, was opened at 2008-09-26 03:02 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2129433&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: mjr (bonniee_partiee) Assigned to: Clemens Katzer (cleka) Summary: BeezeGods 12 variant playtesting Initial Comment: Clemens recommended I use the bug tracker for this - sorry if I disturb anyone else ...... I've been playtesting Beezegods 12 a lot 1) the deities & other "lords" including the phantom are teleporting out of hellmouth &/or circle - 2) do the deities & other lord types (archdevil) recruit downward on the ladder ??? I'm not seeing this happen ..... 3) is there a way to develop hints or better AI tatics in the battlemaps to use terrain & creatures more effectively? i.e. use higher terrain properly, use non-recruitable units more aggressively ??? (I know I'm nitpicking on the stupid AI's - I'm running 11 ai's half Milvang half Random and they *still* make very bad tactical mistakes) 4) may I reccomend having 2 knights recruit aphrodite 3 knights recruit apollo 3 basilisk recruit hermes 4 basilisk recruit dionysous the wraith lineup as is becomes too powerful stacking Beezelbub, Hermes, Dionysous with 4 Wraiths looks a little awkward.... 5) are there hints for the AI's to correctly recruit the deities ??? I'm seeing Aphro & Apollo show up frequently on the AI side, but very few of the other deities .... Sourceforge won't allow me to upload/attach a saved game because it's too large ......... (50 turns or more - I'm delibrately waiting so the AI's have a fair chance of recruiting Deities) Bonniee_Partiee ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-10 10:06 Message: Changed the recruiting conditions again, now mostly based on 2 or 3. Hera and Hades which are rather equally strong based on 2 Colossi and 2 Mammoth, and Zeus, strongest of all, with 3 Lords or 4 Demilords. Fiend downgraded to be only DemiLord due to that. Deities, or in general in Hellmouth, one cannot recruit downwards. Info about that added in Readme, also in other affected variants. Teleport out of Abyss, Hellmouth, ... also fixed. So, all mentioned issues are now resolved except: Recruit Hints file is still missing. Setting this to remind. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-07 10:27 Message: Thanks for the feedback! Here "some" comments: > Question: 4 Lords recruits Hades > - I imagine they don't have to be the same type (ie 4 arch mages) YES they have to be the same type. We don't want to let someone get this strong creature too easily, would we? ;-) No, seriously: Colossus knows only "N times the same" concept of recruiting. E.g. mixed recruiting (1 X + 2 Y) would be quite some extra work. And the "4 Lords" is resolved already during loadinto "4 X, 4Y, 4 Z or ..." i.e. into a tree-representation of existing concrete creatures. (not abstract concept like lord or demilord). --- I've been discussing the recruiting conditions quite much with Bonnie recently, and changed quite frequently... > Game doesn't offer Estia when I have 3 Fiends in the Hellmouth. Right. Readme says wrongly 3. Recruiting xml file says 4. If you click on a creature in caretakers stack (!) (not full recruit tree window... should add it there too) it will tell you what it expects to recruit that certain creature. [The recruiting tree / window is basically unreadable for those cases, IMHO]-: So right now for Estia it says there: 4 Fiends. Actually... it says: in Hellmouth by 3 Devils, by 1 Fiend in Hellmouth 2 recruit a Beelzebub, 4 recruit a Estia, 1 recruit a Fiend, 4 recruit a Hades Hm. So a Fiends pile can get Beelzebub, Estia and Hades. Not good... (this is, because Fiend is a Lord. It's the only Lord that is recruitable, all other Lords are acquirables. Or exist only once or something). Furthermore, Hades is from skill and capabilities basically identical to Beelzebub (13-4 magic missiling Lord). SO this is even more redundant... I had suggested to Bonnie the following: ---clip--- I tried to make it balanced in that sense, that "N Mammoth" should give something somewhat equally strong as "N Colossus". Hera and Hades are "quite similar". Zeus is the strongest, so should be hardest to get. What about: 4 Mummies or 4 Lichs recruit Athena - 10 4 => 40 3 Mammoths recruit Hades - 13 4 magical rangestriker => 52 3 Colossi recruit Hera - 18 3 flyer => 54 4 Lords recruit Zeus - 15 4 magical rangestriker => 60 Mammoth are "stupid" (24 x 2), so they earn a "...-4" god. And in a pile of Colossus is already enough ( ... - 4), so they get only the 18-3. Overall, is the "needs 4 or 3 " too much? Would "some with 3, some with 2" be better? 2 Knights recruit Aphrodite 6 4 flyer 3 Rangers recruit Apolo - 7 4 rangestriker 2 Wraiths recruit Hermes - 9 3 flyer 3 Basilisks recruit Dionysous - 10 3 flyer, rangestriker 2 Phoenixes recruit Dimitra - 11 3 2 Fiends recruit Estia - 9 4 3 Golems recruit Ares - 13 3 2 Hydrae recruit Poseidon - 15 3 2 Unicorns recruit Hepfaestus - 20 2 2 Manticores recruit Artemis - 16 3 rangestriker 3 Mummies or 3 Lichs recruit Athena - 10 4 => 40 2 Mammoths recruit Hades - 13 4 magical rangestriker => 52 2 Colossi recruit Hera - 18 3 flyer => 54 2 Lords recruit Zeus - 15 4 magical rangestriker => 60 or even: 2 Lords OR 3 Demilords recruit Hades - 13 4 magical rangestriker => 52 ---clap--- Hm. I'd like to make Fiend only a demilord. But then stay with 3 Lords and 4 Demilords. Zeus is really a killer (15-4), so that should not be sooo easy to get (getting e.g. 2 angels into same pile is not that hard.) ---clip--- Those are the Lords: 23 lines matching " lord=\"true\"" in buffer BeelzeGods12Cre.xml. 5: <creature name="Angel" power="6" skill="4" "false" lord="true" demilord="false" count="36" 6: <creature name="Archangel" power="10" skill="4" "false" lord="true" demilord="false" count="12" 7: <creature name="Archdevil" power="9" skill="4" "false" lord="true" demilord="false" count="12" 8: <creature name="Archmage" power="9" skill="4" "true" lord="true" demilord="false" count="12" 19: <creature name="Fiend" power="13" skill="3" "false" lord="true" demilord="false" count="16" 36: <creature name="Phantom" power="13" skill="3" "false" lord="true" demilord="false" count="12" 13: <creature name="Death" power="16" skill="3" "false" lord="true" demilord="false" count="1" 10: <creature name="Beelzebub" power="13" skill="4" "true" lord="true" demilord="false" count="1" 42: <creature name="Titan" power="-1" skill="4" "false" lord="true" demilord="false" count="12" 50: <creature name="Zeus" power="15" skill="4" "true" lord="true" demilord="false" count="1" 51: <creature name="Hera" power="18" skill="3" "false" lord="true" demilord="false" count="1" 52: <creature name="Hepfaestus" power="20" skill="2" "false" lord="true" demilord="false" count="1" 53: <creature name="Poseidon" power="15" skill="3" "false" lord="true" demilord="false" count="1" 54: <creature name="Ares" power="13" skill="3" "false" lord="true" demilord="false" count="1" 55: <creature name="Dimitra" power="11" skill="3" "false" lord="true" demilord="false" count="1" 56: <creature name="Aphrodite" power="6" skill="4" "false" lord="true" demilord="false" count="1" 57: <creature name="Apolo" power="7" skill="4" "false" lord="true" demilord="false" count="1" 58: <creature name="Hermes" power="9" skill="3" "false" lord="true" demilord="false" count="1" 59: <creature name="Artemis" power="16" skill="3" "false" lord="true" demilord="false" count="1" 60: <creature name="Athena" power="10" skill="4" "false" lord="true" demilord="false" count="1" 61: <creature name="Hades" power="13" skill="4" "true" lord="true" demilord="false" count="1" 62: <creature name="Estia" power="9" skill="4" "false" lord="true" demilord="false" count="1" 63: <creature name="Dionysous" power="10" skill="3" "false" lord="true" demilord="false" count="1" All the deities, Titan, Beelzebub and Death exist only once - so no chance to have 4. ------------- Those are the Demilords: 9 lines matching " demilord=\"true\"" in buffer BeelzeGods12Cre.xml. 4: <creature name="AirElemental" power="5" lord="false" demilord="true" count="12" /> 14: <creature name="Devil" power="6" lord="false" demilord="true" count="36" /> 17: <creature name="EarthElemental" power="16" lord="false" demilord="true" count="12" /> 20: <creature name="FireElemental" power="10" lord="false" demilord="true" count="12" /> 24: <creature name="Golem" power="14" lord="false" demilord="true" count="20" /> 26: <creature name="Imp" power="6" lord="false" demilord="true" count="36" /> 30: <creature name="Mage" power="7" lord="false" demilord="true" count="12" /> 41: <creature name="Spectre" power="11" lord="false" demilord="true" count="12" /> 46: <creature name="WaterElemental" power="8" lord="false" demilord="true" count="12" /> ---clap--- 3 Lords is not too easy, but doable. 4 Demilords... Imp is already demilord, and you get that for free in Hellmouth. (ok, then you have Zeus in a pile of dumb imps, but hey, Gods are meant to summon;-). So I think Lord and Demilords numbers should be 4 and 3. What do others think? -Clemens ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-10-07 09:55 Message: Game doesn't offer Estia when I have 3 Fiends in the Hellmouth. It offers everything else including Beelzebub. Turn 81. Titan 32 pts. 11 AIs ( 10 dead) : 4 Rational, 1 Coward, 2 Milv, 2 Simple, 2 Haters. No bugs or hangs during the game. Following gods have been recruited so far: Aphrodite 6 4 flyer Dimitra - 11 3 Ares - 13 3 Poseidon - 15 3 - recruited by AI, killed by me, and recruited by me Hepfaestus - 20 2 Artemis - 16 3 rangestriker Hera - 18 3 flyer Question: 4 Lords recruits Hades - I imagine they don't have to be the same type (ie 4 arch mages) ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-30 01:01 Message: 1) is now fixed. 2) no, the Gods cannot recruit down. That is the same principle as "Guardian in Tower cannot recruit just anything" (otherwise, 3 Colossus make guardian, if you have Guardian could you recruit Colossus? No). Also an explanation for that added in the Variant README file. 3) Easy way to develop hints for AI: I don't see that happen in near future. 4) Right. I have now totally rearranged the recruiting conditions for the Gods. There is so many creatures as choices, that we don't need to duplicately use them; i.e. there is no "double use", that 2 X make this and 3 X make that. See the Variant Readme for details. 5) NO. I still haven't done the BeelzeGod12 hints file. Once I've done it, you will hear it from me... -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-26 08:30 Message: 0) Don't worry, NO, you don't disturb - that's what the tracker is made for. 1) "are teleporting out of hellmouth &/or circle -" yes, that is a bug. Colossus errornously uses the "has_startlist" property to decide whether teleport is allowed, instead of the is_tower. Hm. Perhaps I should just fix it quickly ;-) Also applies to Beelzebub itself, and even Pantheon (Mantio), I think. 2) "do the deities & other lord types (archdevil) recruit downward on the ladder " They should, but you are right: they don't. If you open caretaker window, and the click on e.g. aphrodite and ranger, you can see the who recruits who. And indeed the recruiting down the ladder is missing. Should make a separate bug report about it. 3) "is there a way to develop hints or better AI tatics..." I don't see a feasible way. 4) Agreed, that with the Wraith. If you have 4, you can get all of the 3 other power monsters. Didn't see it from that angle so far. Yes, I can change it to your suggestion. 5) No, I still haven't made the AI hints... so they don't go for them. I will send you a mail when I did it. As said, right now I try to get Colossus working again, because since the august build for some players it hangs in 95% of the games, sooner or later. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2129433&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-10 06:58:25
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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: 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: 2008-10-10 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...> - 2008-10-10 06:58:21
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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: Accepted 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: 2008-10-10 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...> - 2008-10-10 06:55:09
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Bugs item #2112607, was opened at 2008-09-15 20:31 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2112607&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: Out of Date Priority: 2 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: deprecation warning when loading game (e.g. BeelzeGod12) Initial Comment: When loading a saved game which in this case used variant BeelzeGod12, during loading the following warnings are printed to console (stdout): C:\workspace\Trunk4>java -Dnet.sf.colossus.forceViewBoard=yes -Djava.util.logging.config.file=logging.properties 8M -jar Colossus.jar WARNING: DEPRECATION WARNING: in 'startlist' use 'battlehexref' instead of 'battlehex'! WARNING: DEPRECATION WARNING: in 'startlist' use 'battlehexref' instead of 'battlehex'! WARNING: DEPRECATION WARNING: in 'startlist' use 'battlehexref' instead of 'battlehex'! WARNING: Called rollMovement() more than once -CleKa ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-10 09:55 Message: Somehow I am not able to reproduce those warnings any more. Closing this; if I or someone encounters those warnings again, re-open or create new one, with exact instructions which sequence (when to do the saving, how to load (inside or via cmdline, ...) is needed to reproduce this. => Closed. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2112607&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-10 06:55:06
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Bugs item #2112607, was opened at 2008-09-15 20:31 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2112607&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 2 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: deprecation warning when loading game (e.g. BeelzeGod12) Initial Comment: When loading a saved game which in this case used variant BeelzeGod12, during loading the following warnings are printed to console (stdout): C:\workspace\Trunk4>java -Dnet.sf.colossus.forceViewBoard=yes -Djava.util.logging.config.file=logging.properties 8M -jar Colossus.jar WARNING: DEPRECATION WARNING: in 'startlist' use 'battlehexref' instead of 'battlehex'! WARNING: DEPRECATION WARNING: in 'startlist' use 'battlehexref' instead of 'battlehex'! WARNING: DEPRECATION WARNING: in 'startlist' use 'battlehexref' instead of 'battlehex'! WARNING: Called rollMovement() more than once -CleKa ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-10 09:55 Message: Somehow I am not able to reproduce those warnings any more. Closing this; if I or someone encounters those warnings again, re-open or create new one, with exact instructions which sequence (when to do the saving, how to load (inside or via cmdline, ...) is needed to reproduce this. => Closed. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2112607&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-10 06:49:59
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Bugs item #2131404, was opened at 2008-09-27 04:20 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2131404&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: Closed Resolution: Invalid Priority: 5 Private: No Submitted By: mjr (bonniee_partiee) Assigned to: Clemens Katzer (cleka) Summary: BeezelGods12 - defender AI recruits Ares? Initial Comment: Another bug just jumped right up in front of me. I was killing off a stack of hydra's in the Swamp and on turn 4 the stack recruited *Ares* into battle against me. ????!!!!????!!!!???? I'm still trying to figure out what is the maximum size in KB that I can upload a game to this listing - or is there somewhere else I can easily upload game=test saves into ??? thanks for all your help, Clemens Bonniee ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-10 09:49 Message: Closing this. I believe this was rather a misperception than really happening. Recruiting conditions changed so much anyway. You can then create a new bug if such an issue would really happen again. Then please with Log and event viewer snapshot :) -clemens ---------------------------------------------------------------------- Comment By: mjr (bonniee_partiee) Date: 2008-09-29 23:37 Message: I'll try to reproduce the error - and then send you a copy of the save-game file. yes, I was the attacker in that situation. thanks for your help ---------------------------------------------------------------------- Comment By: mjr (bonniee_partiee) Date: 2008-09-29 23:37 Message: This is a canned message that indicates you reported a bug, but didn't provide enough information for us to have a reasonable shot at fixing it. Please provide your OS, Java Runtime Environment version (if you're using Java Web Start and it magically downloaded the JRE for you and you have no idea what version you have, just say JWS), and the Colossus build number (found in the filename of the zip file, and also in Help/About). If it's an AI bug, we also need the name of the AI that was running. If you were running any non-default Variants, we need to know that. Example: Windows 98, not sure but I was using JWS, 20020128, one human player and 5 SimpleAI players, default variant. Also, for some bugs (especially crashes and hangs, as opposed to the game running okay but doing the wrong thing) it is extremely helpful if you can give us the last hundred lines or so that the game dumped to the Java console. If you run the game locally from the command prompt then this stuff should be in your command prompt window. If you run it with JWS then you only have it if you told JWS to log to a file before you started the game -- start JWS, Preferences, Advanced, Log to File, c:\jws.txt If someone else reported this bug, and you can reproduce the bug and provide more info, please add your information. Thanks for your help. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-29 18:16 Message: I tried to reproduce that. Attacked a bunch of hydras in swamp. Played it as human (was not offered Ares as possible recruit, only the legal ones), did let the AI fight it - AI did not recruit Ares either. Are you sure the AI *recruited* - as opposed to: AI was attacker and did *summon* the Ares (it's a summonable). You can see it from EventViewer window what type of action it was. As I can't reproduce this, and until there is any new input (e.g. a logfile and/or savegame, I consider this here as "misperception by user". -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-27 08:40 Message: Ah. Now I see. The problem is that it happens in Swamp, whereas it's supposed to be recruite only in Hellmouth. Right, I look into it. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-27 08:30 Message: So, where is the problem? >From the recruit list: 2 Hydrae recruit Ares - 13 3 It was a normal reinforcement as defender in turn 4, and 2 hydra can recruit Ares. Looks ok to me... Clemens PS: try to give a meaningful title to a bug report, e.g. this one here I rename to "BeelzeGods12 - defender AI recruits Ares?" ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2131404&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-10 06:49:50
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Bugs item #2131404, was opened at 2008-09-27 04:20 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2131404&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: Invalid Priority: 5 Private: No Submitted By: mjr (bonniee_partiee) Assigned to: Clemens Katzer (cleka) Summary: BeezelGods12 - defender AI recruits Ares? Initial Comment: Another bug just jumped right up in front of me. I was killing off a stack of hydra's in the Swamp and on turn 4 the stack recruited *Ares* into battle against me. ????!!!!????!!!!???? I'm still trying to figure out what is the maximum size in KB that I can upload a game to this listing - or is there somewhere else I can easily upload game=test saves into ??? thanks for all your help, Clemens Bonniee ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-10 09:49 Message: Closing this. I believe this was rather a misperception than really happening. Recruiting conditions changed so much anyway. You can then create a new bug if such an issue would really happen again. Then please with Log and event viewer snapshot :) -clemens ---------------------------------------------------------------------- Comment By: mjr (bonniee_partiee) Date: 2008-09-29 23:37 Message: I'll try to reproduce the error - and then send you a copy of the save-game file. yes, I was the attacker in that situation. thanks for your help ---------------------------------------------------------------------- Comment By: mjr (bonniee_partiee) Date: 2008-09-29 23:37 Message: This is a canned message that indicates you reported a bug, but didn't provide enough information for us to have a reasonable shot at fixing it. Please provide your OS, Java Runtime Environment version (if you're using Java Web Start and it magically downloaded the JRE for you and you have no idea what version you have, just say JWS), and the Colossus build number (found in the filename of the zip file, and also in Help/About). If it's an AI bug, we also need the name of the AI that was running. If you were running any non-default Variants, we need to know that. Example: Windows 98, not sure but I was using JWS, 20020128, one human player and 5 SimpleAI players, default variant. Also, for some bugs (especially crashes and hangs, as opposed to the game running okay but doing the wrong thing) it is extremely helpful if you can give us the last hundred lines or so that the game dumped to the Java console. If you run the game locally from the command prompt then this stuff should be in your command prompt window. If you run it with JWS then you only have it if you told JWS to log to a file before you started the game -- start JWS, Preferences, Advanced, Log to File, c:\jws.txt If someone else reported this bug, and you can reproduce the bug and provide more info, please add your information. Thanks for your help. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-29 18:16 Message: I tried to reproduce that. Attacked a bunch of hydras in swamp. Played it as human (was not offered Ares as possible recruit, only the legal ones), did let the AI fight it - AI did not recruit Ares either. Are you sure the AI *recruited* - as opposed to: AI was attacker and did *summon* the Ares (it's a summonable). You can see it from EventViewer window what type of action it was. As I can't reproduce this, and until there is any new input (e.g. a logfile and/or savegame, I consider this here as "misperception by user". -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-27 08:40 Message: Ah. Now I see. The problem is that it happens in Swamp, whereas it's supposed to be recruite only in Hellmouth. Right, I look into it. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-27 08:30 Message: So, where is the problem? >From the recruit list: 2 Hydrae recruit Ares - 13 3 It was a normal reinforcement as defender in turn 4, and 2 hydra can recruit Ares. Looks ok to me... Clemens PS: try to give a meaningful title to a bug report, e.g. this one here I rename to "BeelzeGods12 - defender AI recruits Ares?" ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2131404&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-10 05:38:38
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Bugs item #2111020, was opened at 2008-09-15 01:42 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2111020&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: Accepted Priority: 5 Private: No Submitted By: Daniel (dmorenus) Assigned to: Clemens Katzer (cleka) Summary: After game completed, start new one: clients don't come in Initial Comment: When I clicked on the "Done" button on the main board after the game ended, it displayed a dialog with several options--Quit, Start a new game, etc. I selected "Start a new game" and it popped up the usual new game dialog. After I selected "New Game" from that dialog, it did something it's started doing ever since the recent public release--it acted like it was waiting for a bunch of network clients to connect. The only way I've been able to stop it from doing that once it gets started is to exit, and then use the Windows process manager to kill all the running javaw.exe processes. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-10-10 08:38 Message: > I clicked on the web start icon a total of once. Then it's most likely it did not even download the newest build. Seems it does that always only on 2nd click. (Don't blame me, blame Java and JWS developers ;-) And the old build naturally still behaved wrong. [you could see from Colossus0.log (or 1.log or 2.log) which version it did start for you]. > while the remaining AI's were still squabbling over ... Ah... Hm, right, this might cause issues; it's funny, I was subconciously aware of that and thus usually don't do that (although I had thought more than once to do something against it), but I didn't realize that doing so is naturally to happen to "real players" (unless they would use the "AIs stop when humans dead" option). If one plays several in same instance of Colossus (always just File-New) then the "upon QUIT, trigger System.exit" change does not help, -BUT- I had also added the "close socket and stop listening when all cliens logged on" so I would expect it to work also for that File-New case. A once started Colossus should map to one and only one javaw process. Except if Java does something very special on your HW / OS version. (Win98?) [like: "Win98 does not know threads, so it uses real OS processes for each thread" or something insane like that]. Not that I could really believe it's that, but well... you never know, ... Microsoft. So I am still optimistic that the recent corrections will cure it, once JWS downloads the new version correctly for you. Let's see. -Clemens ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-10-10 07:56 Message: Each time I selected "New Game" from the File menu while the remaining AI's were still squabbling over who would get to use my skull as an ashtray. I clicked on the web start icon a total of once. I did not end the application; I started a new game from within the application. I confess I did not check for javaw processes before the first time I launched the game. I only played one human versus n-1 AI's. No network clients. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-09 09:13 Message: When you say "On the third or so new game", do you mean New game from inside game, or from starting the web start once again (click the icon/link)? How often did you click the web start icon totally? How do you end the application - using any of the QUIT buttons/menu item, or just closing the _Game Setup_ dialog with the "x" in right upper corner. (This "x" is the only way I can imagine how to get out of the game / get it away from screen which does NOT trigger the System.exit after 10 seconds!) I cannot imagine a way how three Colossus instances stay alive if you use QUIT. Could you next time check, how many javaw processes are there - before you click the web start icon - after Game Setup dialog came up - after Game has fully started, somewhere in turn 1 or 2 - before you click QUIT, open process window look how many there are - about 10 secs after QUIT one javaw should go away. Do you play only with "1 Human + a number of AIs"? You do not use "Network clients", do you? This is really mysterious... -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-09 09:05 Message: When you say "On the third or so new game", do you mean New game from inside game, or from starting the web start once again (click the icon/link)? How often did you click the web start icon totally? How do you end the application - using any of the QUIT buttons/menu item, or just closing the _Game Setup_ dialog with the "x" in right upper corner. (This "x" is the only way I can imagine how to get out of the game / get it away from screen which does NOT trigger the System.exit after 10 seconds!) I cannot imagine a way how three Colossus instances stay alive if you use QUIT. Could you next time check, how many javaw processes are there - before you click the web start icon - after Game Setup dialog came up - after Game has fully started, somewhere in turn 1 or 2 - before you click QUIT, open process window look how many there are - about 10 secs after QUIT one javaw should go away. Do you play only with "1 Human + a number of AIs"? You do not use "Network clients", do you? This is really mysterious... -Clemens ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-10-09 08:52 Message: I recreated this again with the latest public testing build. Same as before, though I was able to select "New Game" from the File menu a couple of times successfully, after I lost, while the AI was still playing against itself. On the third or so new game, I got the client connect window. The Process Manager showed 3 javaw.exe processes. I will attach the Java Console from the game that opened the client connect window. I don't have console output for the game(s) that failed to exit properly. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-08 00:10 Message: I have committed now several changes which target to this, the whole shutdown procedure etc. Mostly: 1) Once all clients did connect, server stops accepting and closes the server socket. 2) Whenever user selects "Quit", this triggers a demon thread which sleeps 10 seconds, and in case the JVM is then still alive ( = did not terminate by itself as expected) it will do a System.exit(1) together with a relevant log message. So in any case, following games should not be face the problem any more that the new clients wrongly connect to old server socket and the new started game/server waits hopelessly for them. (not visible in public build nor public testing build yet). ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-10-07 09:11 Message: File Added: Colossus.2008.10.06.2257b.txt ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-10-07 09:10 Message: I have recreated this with the 20081003 build from the Public Testing Build page. * A game completes normally. * I select "Quit" from the end-of-game dialog. * The game appears to exit normally; the Java Console window remains open. * After I close the Java Console window there is still a javaw.exe process running. * I launch the game again and start a new game. * This time the game starts normally--the bug doesn't happen every time. * I select "File -> New Game" and confirm that I want to quit the new game I just started and start another new game. * This time when I click "New Game" on the game startup dialog I get the client connection window. I have attached logs. File Added: Colossus.2008.10.06.2257a.txt ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-10-01 23:25 Message: I have a attached the contents of the Java Console from a typical run in which the javaw.exe process does not close after the game is over and I have selected the "Quit" option from the end of game dialog. File Added: Colossus.2008.10.01.1326.txt ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-01 08:45 Message: Thankss, this is an excellent description and helps a lot. > * I exit the game, and it appears to exit > normally, though the Java Console window does not close. Well it simply closes all windows (that's easy) but that does not say much about the threads ;-) > * I close the Java Console window. > * If I now check the Task Manager, > there is a javaw.exe process still running. That is bad :-( > * If I kill that process then everything works. Naturally. > * If I do not kill that process then there is a good chance that > the next time I launch the game I will get the Server startup > progress log and it will wait for clients to connect. hm.... so somehow it does not release the socket, and then perhaps the old process grabs some clients and sometimes the new one, random or something... Hm, as first aid I probably will make the main() do a real System.exit() to forcefully exit the JVM. Note that this means (I guess) that also the Console window will be gone with that. And I will delete the old ExperimentalBuild and ExperimentalBuildWork so there is only the Public Testing Build and the official Public Build (not yet)... -Clemens ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-10-01 07:40 Message: bonnie_partiee, are you still unable to play the game after you use the Task Manager to kill *all* the old javaw processes? ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-10-01 07:38 Message: I have encountered this bug while using the public testing build. What I observe is: * I exit the game, and it appears to exit normally, though the Java Console window does not close. * I close the Java Console window. * If I now check the Task Manager, there is a javaw.exe process still running. * If I kill that process then everything works. * If I do not kill that process then there is a good chance that the next time I launch the game I will get the Server startup progress log and it will wait for clients to connect. I have attached the Java Console output from the new game process. Unfortunately I closed the Java Console for the old game last night when I quit the game. File Added: Colossus.2008.09.30.2136.txt ---------------------------------------------------------------------- Comment By: mjr (bonniee_partiee) Date: 2008-10-01 03:04 Message: when starting a new game - the clients window opens but does NOT receive AI clients after 5 seconds it gives an error message - but it will not quit or exit the window - I have to go in with win xp task manager and manually end process javaw.exe I am completely unable to run colossus at this time PLEASE can you guys fix this quickly ???? I'm running win xp with jre1.6.0_01 on the public testing colossus and it's download jar with the most recent colossus zip build installed and of course I'm trying to play the BeezeGods 12 var but it also does the same with the normal beezelbub var. ????? bonniee ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-09-30 23:35 Message: It turns out I was confused and running the Experimental build rather than the Public Testing build. I have switched to the Public Testing build. I will watch out for this problem happening again. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-30 01:08 Message: Which build do you run - the normal "official public build" or the "Public Testing Build (and if the latter: from which page... "ExperimentalBuilds" [=old] or "PublicTestingBuild" [=new]). ( => what version does it say in Help => About?) One thing to try is to delete the Colossus-server.cfg file in Colossus home directory (see Help => About for "what is the Colossus home directory?"). ---------------------------------------------------------------------- Comment By: mjr (bonniee_partiee) Date: 2008-09-29 23:40 Message: I'm having the same problem - after windows reboot, then start game - and it sits and waits 5 seconds then gives an abort message and can't find any clients. I *haven't* changed anything in game options yet it just started doing this last night ...... ??? ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-09-26 08:52 Message: File Added: Colossus.2008.09.22.2301b.txt ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-09-26 08:51 Message: I'm not sure how I managed to enter the duplicate bug. I have closed it. Here is a minimal account of how I reproduced it on 2008-09-22: I killed all the javaw processes, started a game of Abyssal-9, decided I didn't like the board, and selected "New Game" from the File menu. I then selected Abyssal-6 and pressed "New Game". I got a message box saying: "ConnectException ("Connection refused: connect") during creating Socket to connect to 127.0.0.1:26567. (This probably means: Either you have given wrong Server and/or port, or tried it too early and server side wasn't up yet.)" I got this window four times. At the same time as the first occurrence of that window, another window popped up saying "Starting up, waiting for 4 clients at port 26567" I pressed that window's "Abort" button and it closed. Then, a couple of minutes later, the game creation window reappeared and this time I was able to start my game successfully. I have attached two versions of the Java Console output. The first is its state before the new game window reopened. The second is after I successfully used the new game window to start a new game. This is the behavior I reported in the bug. In the past I haven't seen the new game window reopen after the long pause, probably because I go fairly quickly to stop the javaw.exe processes. File Added: Colossus.2008.09.22.2301a.txt ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 17:04 Message: BTW, if you have Java Web Start Console open, the javaw processes will not "terminate" themselves, until you close the console. With Colossus itself I have done lot of work so that it *does* clean up all threads and so on when a game is (cleanly) over; when something did hang, and/or as you describe above, it waits for clients but they don't come, then there is clearly something *fishy* so then it's not so surprising that it does not "Exit()" by itself. We could privide a "do the hard way exit" button somewhere (which does then the brutal System.exit()) if that helps... (Closing the masterboard and say Close/Quit, and board does not go away, selecting Quit a second time, you will get this "Nice Great" message as in (your?) other bug report. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-15 09:21 Message: For clarification: Yes, it's waiting for clients, but not necessarily for network clients. The architecture of the game is such, that all clients (local and remote ones) connect via the socket. Only that, usually, if it's local clients, this goes so fast, (and David has built in a 1-second-delay, so the window would pop up until after one second, and not at all if it gets notified by main prog to close again before the 1 sec is over), that you don't even see it. Try this: Start a game with 4 AIs, 1 network and 1 human. You will see the same: waiting for 6 clients, 5 connect, then it continues to wait for the network client. In this clean case the "Abort" button in bottom of StartupProgress should work fine. So you say also Abort does not work? Or, on abort it goes back to Game Setup dialog, but for "New Game" same happens, and if you Quit from startup dialog, it does not terminate, but you have to end it from the process manager? BTW, normally one Colossus application is one javaw.exe process. So if you have several, I would guess they are artifacts from earlier started Colossus runs. And they, for example, could in theory be the reason why no clients come in.... they wait at the socket also, and if your clients try to connect, they connect to those old server threads, not the freshly started one. Although it's unlikely... just a theory. Hmm.... -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2111020&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-10 04:57:00
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Bugs item #2111020, was opened at 2008-09-14 15:42 Message generated for change (Comment added) made by dmorenus You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2111020&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: Accepted Priority: 5 Private: No Submitted By: Daniel (dmorenus) Assigned to: Clemens Katzer (cleka) Summary: After game completed, start new one: clients don't come in Initial Comment: When I clicked on the "Done" button on the main board after the game ended, it displayed a dialog with several options--Quit, Start a new game, etc. I selected "Start a new game" and it popped up the usual new game dialog. After I selected "New Game" from that dialog, it did something it's started doing ever since the recent public release--it acted like it was waiting for a bunch of network clients to connect. The only way I've been able to stop it from doing that once it gets started is to exit, and then use the Windows process manager to kill all the running javaw.exe processes. ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-10-09 21:56 Message: Each time I selected "New Game" from the File menu while the remaining AI's were still squabbling over who would get to use my skull as an ashtray. I clicked on the web start icon a total of once. I did not end the application; I started a new game from within the application. I confess I did not check for javaw processes before the first time I launched the game. I only played one human versus n-1 AI's. No network clients. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-08 23:13 Message: When you say "On the third or so new game", do you mean New game from inside game, or from starting the web start once again (click the icon/link)? How often did you click the web start icon totally? How do you end the application - using any of the QUIT buttons/menu item, or just closing the _Game Setup_ dialog with the "x" in right upper corner. (This "x" is the only way I can imagine how to get out of the game / get it away from screen which does NOT trigger the System.exit after 10 seconds!) I cannot imagine a way how three Colossus instances stay alive if you use QUIT. Could you next time check, how many javaw processes are there - before you click the web start icon - after Game Setup dialog came up - after Game has fully started, somewhere in turn 1 or 2 - before you click QUIT, open process window look how many there are - about 10 secs after QUIT one javaw should go away. Do you play only with "1 Human + a number of AIs"? You do not use "Network clients", do you? This is really mysterious... -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-08 23:05 Message: When you say "On the third or so new game", do you mean New game from inside game, or from starting the web start once again (click the icon/link)? How often did you click the web start icon totally? How do you end the application - using any of the QUIT buttons/menu item, or just closing the _Game Setup_ dialog with the "x" in right upper corner. (This "x" is the only way I can imagine how to get out of the game / get it away from screen which does NOT trigger the System.exit after 10 seconds!) I cannot imagine a way how three Colossus instances stay alive if you use QUIT. Could you next time check, how many javaw processes are there - before you click the web start icon - after Game Setup dialog came up - after Game has fully started, somewhere in turn 1 or 2 - before you click QUIT, open process window look how many there are - about 10 secs after QUIT one javaw should go away. Do you play only with "1 Human + a number of AIs"? You do not use "Network clients", do you? This is really mysterious... -Clemens ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-10-08 22:52 Message: I recreated this again with the latest public testing build. Same as before, though I was able to select "New Game" from the File menu a couple of times successfully, after I lost, while the AI was still playing against itself. On the third or so new game, I got the client connect window. The Process Manager showed 3 javaw.exe processes. I will attach the Java Console from the game that opened the client connect window. I don't have console output for the game(s) that failed to exit properly. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-07 14:10 Message: I have committed now several changes which target to this, the whole shutdown procedure etc. Mostly: 1) Once all clients did connect, server stops accepting and closes the server socket. 2) Whenever user selects "Quit", this triggers a demon thread which sleeps 10 seconds, and in case the JVM is then still alive ( = did not terminate by itself as expected) it will do a System.exit(1) together with a relevant log message. So in any case, following games should not be face the problem any more that the new clients wrongly connect to old server socket and the new started game/server waits hopelessly for them. (not visible in public build nor public testing build yet). ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-10-06 23:11 Message: File Added: Colossus.2008.10.06.2257b.txt ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-10-06 23:10 Message: I have recreated this with the 20081003 build from the Public Testing Build page. * A game completes normally. * I select "Quit" from the end-of-game dialog. * The game appears to exit normally; the Java Console window remains open. * After I close the Java Console window there is still a javaw.exe process running. * I launch the game again and start a new game. * This time the game starts normally--the bug doesn't happen every time. * I select "File -> New Game" and confirm that I want to quit the new game I just started and start another new game. * This time when I click "New Game" on the game startup dialog I get the client connection window. I have attached logs. File Added: Colossus.2008.10.06.2257a.txt ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-10-01 13:25 Message: I have a attached the contents of the Java Console from a typical run in which the javaw.exe process does not close after the game is over and I have selected the "Quit" option from the end of game dialog. File Added: Colossus.2008.10.01.1326.txt ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-30 22:45 Message: Thankss, this is an excellent description and helps a lot. > * I exit the game, and it appears to exit > normally, though the Java Console window does not close. Well it simply closes all windows (that's easy) but that does not say much about the threads ;-) > * I close the Java Console window. > * If I now check the Task Manager, > there is a javaw.exe process still running. That is bad :-( > * If I kill that process then everything works. Naturally. > * If I do not kill that process then there is a good chance that > the next time I launch the game I will get the Server startup > progress log and it will wait for clients to connect. hm.... so somehow it does not release the socket, and then perhaps the old process grabs some clients and sometimes the new one, random or something... Hm, as first aid I probably will make the main() do a real System.exit() to forcefully exit the JVM. Note that this means (I guess) that also the Console window will be gone with that. And I will delete the old ExperimentalBuild and ExperimentalBuildWork so there is only the Public Testing Build and the official Public Build (not yet)... -Clemens ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-09-30 21:40 Message: bonnie_partiee, are you still unable to play the game after you use the Task Manager to kill *all* the old javaw processes? ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-09-30 21:38 Message: I have encountered this bug while using the public testing build. What I observe is: * I exit the game, and it appears to exit normally, though the Java Console window does not close. * I close the Java Console window. * If I now check the Task Manager, there is a javaw.exe process still running. * If I kill that process then everything works. * If I do not kill that process then there is a good chance that the next time I launch the game I will get the Server startup progress log and it will wait for clients to connect. I have attached the Java Console output from the new game process. Unfortunately I closed the Java Console for the old game last night when I quit the game. File Added: Colossus.2008.09.30.2136.txt ---------------------------------------------------------------------- Comment By: mjr (bonniee_partiee) Date: 2008-09-30 17:04 Message: when starting a new game - the clients window opens but does NOT receive AI clients after 5 seconds it gives an error message - but it will not quit or exit the window - I have to go in with win xp task manager and manually end process javaw.exe I am completely unable to run colossus at this time PLEASE can you guys fix this quickly ???? I'm running win xp with jre1.6.0_01 on the public testing colossus and it's download jar with the most recent colossus zip build installed and of course I'm trying to play the BeezeGods 12 var but it also does the same with the normal beezelbub var. ????? bonniee ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-09-30 13:35 Message: It turns out I was confused and running the Experimental build rather than the Public Testing build. I have switched to the Public Testing build. I will watch out for this problem happening again. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-29 15:08 Message: Which build do you run - the normal "official public build" or the "Public Testing Build (and if the latter: from which page... "ExperimentalBuilds" [=old] or "PublicTestingBuild" [=new]). ( => what version does it say in Help => About?) One thing to try is to delete the Colossus-server.cfg file in Colossus home directory (see Help => About for "what is the Colossus home directory?"). ---------------------------------------------------------------------- Comment By: mjr (bonniee_partiee) Date: 2008-09-29 13:40 Message: I'm having the same problem - after windows reboot, then start game - and it sits and waits 5 seconds then gives an abort message and can't find any clients. I *haven't* changed anything in game options yet it just started doing this last night ...... ??? ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-09-25 22:52 Message: File Added: Colossus.2008.09.22.2301b.txt ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-09-25 22:51 Message: I'm not sure how I managed to enter the duplicate bug. I have closed it. Here is a minimal account of how I reproduced it on 2008-09-22: I killed all the javaw processes, started a game of Abyssal-9, decided I didn't like the board, and selected "New Game" from the File menu. I then selected Abyssal-6 and pressed "New Game". I got a message box saying: "ConnectException ("Connection refused: connect") during creating Socket to connect to 127.0.0.1:26567. (This probably means: Either you have given wrong Server and/or port, or tried it too early and server side wasn't up yet.)" I got this window four times. At the same time as the first occurrence of that window, another window popped up saying "Starting up, waiting for 4 clients at port 26567" I pressed that window's "Abort" button and it closed. Then, a couple of minutes later, the game creation window reappeared and this time I was able to start my game successfully. I have attached two versions of the Java Console output. The first is its state before the new game window reopened. The second is after I successfully used the new game window to start a new game. This is the behavior I reported in the bug. In the past I haven't seen the new game window reopen after the long pause, probably because I go fairly quickly to stop the javaw.exe processes. File Added: Colossus.2008.09.22.2301a.txt ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 07:04 Message: BTW, if you have Java Web Start Console open, the javaw processes will not "terminate" themselves, until you close the console. With Colossus itself I have done lot of work so that it *does* clean up all threads and so on when a game is (cleanly) over; when something did hang, and/or as you describe above, it waits for clients but they don't come, then there is clearly something *fishy* so then it's not so surprising that it does not "Exit()" by itself. We could privide a "do the hard way exit" button somewhere (which does then the brutal System.exit()) if that helps... (Closing the masterboard and say Close/Quit, and board does not go away, selecting Quit a second time, you will get this "Nice Great" message as in (your?) other bug report. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-14 23:21 Message: For clarification: Yes, it's waiting for clients, but not necessarily for network clients. The architecture of the game is such, that all clients (local and remote ones) connect via the socket. Only that, usually, if it's local clients, this goes so fast, (and David has built in a 1-second-delay, so the window would pop up until after one second, and not at all if it gets notified by main prog to close again before the 1 sec is over), that you don't even see it. Try this: Start a game with 4 AIs, 1 network and 1 human. You will see the same: waiting for 6 clients, 5 connect, then it continues to wait for the network client. In this clean case the "Abort" button in bottom of StartupProgress should work fine. So you say also Abort does not work? Or, on abort it goes back to Game Setup dialog, but for "New Game" same happens, and if you Quit from startup dialog, it does not terminate, but you have to end it from the process manager? BTW, normally one Colossus application is one javaw.exe process. So if you have several, I would guess they are artifacts from earlier started Colossus runs. And they, for example, could in theory be the reason why no clients come in.... they wait at the socket also, and if your clients try to connect, they connect to those old server threads, not the freshly started one. Although it's unlikely... just a theory. Hmm.... -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2111020&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-09 19:12:34
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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 L... 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