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From: SourceForge.net <no...@so...> - 2008-10-09 19:08:57
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Bugs item #1935754, was opened at 2008-04-06 04:49 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1935754&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: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) Summary: continued saved game problem Initial Comment: I saved a game mid-turn. I had moved 2 legions, then saved. When I came back to play later, it wouldn't let me continue until I moved another legion. The two previously moved legions couldn't move again, but it didn't consider them as having moved for purposes of the requirement of moving at least one legion. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-04-06 15:22 Message: Logged In: YES user_id=1717697 Originator: NO Yes, that is true, it's a known problem. To be able to continue the game, we've added at least a "Forced Done" menu item, until we are able to fix this properly. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1935754&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-09 19:08:16
|
Bugs item #2120052, was opened at 2008-09-20 05:32 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2120052&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: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: New application fails to download Initial Comment: An automatic upgrade tries to download when I start Colossus. "Download stalled" occurs at same point (approximately 30% into download cycle) Great game, though. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-10-09 22:08 Message: Did you ever try, did it ever happen again? If noone responds to this any more I will assume it was a temporary problem caused by the SF migration, and close this in a few weeks... -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-20 07:57 Message: Sourceforge is doing currently data migration (esp. now the web service stuff) from old location to Chicago, and the stuff you download is on that web service pages. Maybe this affected your access. I just tried it once (the pink icon on main Colossus homepage) and it worked fine. http://colossus.sourceforge.net/ Can you try again? -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2120052&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-09 19:06:06
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Bugs item #2090148, was opened at 2008-09-03 04:56 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090148&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: Babbling Balrog (nsillito) Assigned to: Clemens Katzer (cleka) Summary: Stack Size Overflow Initial Comment: Aug 22/08 build allows stacks greater than 7. Have seen stacks up to 11. Additional units do not show up on the battle mat. Didn't notice if they were included in the points when on the losing side of a battle. Don't know if the stack wins with the off board pieces if all pieces deleted from both sides. Extra pieces seem to be a cross link to another stack. Green had two stacks with a Green Titan in each one. Thus the crosslinking seems to be the best explanation. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-10-09 22:06 Message: >From all the recent bugs this (and one other) are the only ones where I don't know whether the root cause is the same like in the many others (messages lost from server to client) and thus whether the recet corrections have eliminated or not. We will make a new public build soon. Meanwhile, you could use the "Public Testing Build" - in that one most of the recent serious bugs are (should be) corrected: http://colossus.wiki.sourceforge.net/PublicTestingBuild If you try this one, <B>please do report in case you encounter it again!</B> (I guess NOT seeing it does not say anything, it may just not "happen" even if the bug is still there, right). -Clemens ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 04:37 Message: Logged In: YES user_id=2202652 Originator: YES File Added: 8stack.xml ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 04:36 Message: Logged In: YES user_id=2202652 Originator: YES Playing another game today. Here is an 8 piece stack. Here is the log. Image from right clicking attached. Game had not been saved yet. I have saved it now and will upload the saved game. Babbling Balrog chooses color Blue Setting for "<By type>5" new name: Milvang5 Milvang5 chooses color Gold Setting for "<By type>4" new name: Hater4 Hater4 chooses color Brown Setting for "<By type>1" new name: Rational1 Rational1 chooses color Red Setting for "<By type>3" new name: Rational3 Rational3 chooses color Green Setting for "<By type>2" new name: Hater2 Hater2 chooses color Black Hater2 selects initial marker Rational3 selects initial marker Rational1 selects initial marker Babbling Balrog selects initial marker Hater4 selects initial marker Milvang5 selects initial marker 4 creatures are split off from legion Bk06 into new legion Bk08 Phase advances to Move Hater2 rolls a 6 for movement Legion Bk08 (Rose) in Tower hex 600 tower teleports (Titan) to Brush hex 38 entering on Bottom Legion Bk06 (Lightning) in Tower hex 600 moves to Marsh hex 131 entering on Left Phase advances to Fight Phase advances to Muster Added Troll - now there are 27 left. Legion Bk06 in Marsh hex 131 recruits Troll with 2 Ogres Added Cyclops - now there are 27 left. Legion Bk08 in Brush hex 38 recruits Cyclops with 2 Gargoyles Rational3's turn, number 1 4 creatures are split off from legion Gr03 into new legion Gr06 Phase advances to Move Rational3 rolls a 2 for movement Rational3 takes a mulligan Rational3 rolls a 4 for movement Rational3 takes a mulligan and rolls 4 Legion Gr06 (Frog) in Tower hex 500 moves to Plains hex 34 entering on Right Legion Gr03 (Diamond) in Tower hex 500 moves to Marsh hex 126 entering on Right Phase advances to Fight Phase advances to Muster Added Troll - now there are 26 left. Legion Gr03 in Marsh hex 126 recruits Troll with 2 Ogres Added Centaur - now there are 12 left. Legion Gr06 in Plains hex 34 recruits Centaur with 1 Centaur Rational1's turn, number 1 4 creatures are split off from legion Rd02 into new legion Rd10 Phase advances to Move Rational1 rolls a 5 for movement Rational1 takes a mulligan Rational1 rolls a 3 for movement Rational1 takes a mulligan and rolls 3 Legion Rd02 (Eagle) in Tower hex 400 moves to Marsh hex 22 entering on Right Legion Rd10 (Star) in Tower hex 400 moves to Brush hex 120 entering on Left Phase advances to Fight Phase advances to Muster Added Troll - now there are 25 left. Legion Rd02 in Marsh hex 22 recruits Troll with 2 Ogres Added Cyclops - now there are 26 left. Legion Rd10 in Brush hex 120 recruits Cyclops with 2 Gargoyles Babbling Balrog's turn, number 1 4 creatures are split off from legion Bu05 into new legion Bu02 Phase advances to Move Babbling Balrog rolls a 4 for movement Babbling Balrog takes a mulligan Babbling Balrog rolls a 3 for movement Babbling Balrog takes a mulligan and rolls 3 Legion Bu05 (Egg) in Tower hex 300 moves to Brush hex 113 entering on Left Legion Bu02 (Bat) in Tower hex 300 moves to Plains hex 15 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 27 left. Legion Bu02 in Plains hex 15 recruits Lion with 2 Centaurs Added Cyclops - now there are 25 left. Legion Bu05 in Brush hex 113 recruits Cyclops with 2 Gargoyles Hater4's turn, number 1 4 creatures are split off from legion Br03 into new legion Br04 Phase advances to Move Hater4 rolls a 4 for movement Legion Br03 (Chest) in Tower hex 200 moves to Marsh hex 13 entering on Right Phase advances to Fight Phase advances to Muster Added Ogre - now there are 12 left. Legion Br03 in Marsh hex 13 recruits Ogre with 1 Ogre Milvang5's turn, number 1 4 creatures are split off from legion Gd02 into new legion Gd03 Phase advances to Move Milvang5 rolls a 2 for movement Milvang5 takes a mulligan Milvang5 rolls a 2 for movement Milvang5 takes a mulligan and rolls 2 Legion Gd02 (Claw) in Tower hex 100 moves to Hills hex 4 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 11 left. Legion Gd02 in Hills hex 4 recruits Ogre with 1 Ogre Hater2's turn, number 2 Phase advances to Move Hater2 rolls a 5 for movement Legion Bk08 (Rose) in Brush hex 38 moves to Plains hex 133 entering on Right Phase advances to Fight Phase advances to Muster Added Centaur - now there are 11 left. Legion Bk08 in Plains hex 133 recruits Centaur with 1 Centaur Rational3's turn, number 2 Phase advances to Move Rational3 rolls a 4 for movement Legion Gr03 (Diamond) in Marsh hex 126 moves to Marsh hex 122 entering on Left Legion Gr06 (Frog) in Plains hex 34 moves to Brush hex 38 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 24 left. Legion Gr03 in Marsh hex 122 recruits Troll with 1 Troll Added Cyclops - now there are 24 left. Legion Gr06 in Brush hex 38 recruits Cyclops with 2 Gargoyles Rational1's turn, number 2 Phase advances to Move Rational1 rolls a 5 for movement Legion Rd10 (Star) in Brush hex 120 moves to Plains hex 115 entering on Left Legion Rd02 (Eagle) in Marsh hex 22 moves to Marsh hex 27 entering on Right Phase advances to Fight Phase advances to Muster Added Troll - now there are 23 left. Legion Rd02 in Marsh hex 27 recruits Troll with 1 Troll Added Centaur - now there are 10 left. Legion Rd10 in Plains hex 115 recruits Centaur with 1 Centaur Babbling Balrog's turn, number 2 Phase advances to Move Babbling Balrog rolls a 1 for movement Legion Bu05 (Egg) in Brush hex 113 moves to Abyss hex 12 entering on Bottom Legion Bu02 (Bat) in Plains hex 15 moves to Mountains hex 3000 entering on Bottom Phase advances to Fight Phase advances to Muster Added Druid - now there are 17 left. Legion Bu05 in Abyss hex 12 recruits Druid with 1 Titan Added Lion - now there are 26 left. Legion Bu02 in Mountains hex 3000 recruits Lion with 1 Lion Hater4's turn, number 2 Phase advances to Move Hater4 rolls a 1 for movement Legion Br04 (Figurehead) in Tower hex 200 moves to Brush hex 10 entering on Right Legion Br03 (Chest) in Marsh hex 13 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 23 left. Legion Br04 in Brush hex 10 recruits Cyclops with 2 Gargoyles Milvang5's turn, number 2 Phase advances to Move Milvang5 rolls a 4 for movement Legion Gd03 (Coins) in Tower hex 100 moves to Marsh hex 140 entering on Right Phase advances to Fight Phase advances to Muster Added Ogre - now there are 10 left. Legion Gd03 in Marsh hex 140 recruits Ogre with 1 Ogre Hater2's turn, number 3 Phase advances to Move Hater2 rolls a 3 for movement Legion Bk08 (Rose) in Plains hex 133 moves to Brush hex 130 entering on Right Legion Bk06 (Lightning) in Marsh hex 131 moves to Plains hex 34 entering on Right Phase advances to Fight Phase advances to Muster Added Centaur - now there are 9 left. Legion Bk06 in Plains hex 34 recruits Centaur with 1 Centaur Added Cyclops - now there are 22 left. Legion Bk08 in Brush hex 130 recruits Cyclops with 1 Cyclops Rational3's turn, number 3 2 creatures are split off from legion Gr03 into new legion Gr08 Phase advances to Move Rational3 rolls a 2 for movement Legion Gr08 (Harp) in Marsh hex 122 moves to Brush hex 24 entering on Right Legion Gr03 (Diamond) in Marsh hex 122 moves to Plains hex 20 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 8 left. Legion Gr03 in Plains hex 20 recruits Centaur with 1 Centaur Rational1's turn, number 3 2 creatures are split off from legion Rd02 into new legion Rd12 Phase advances to Move Rational1 rolls a 4 for movement Legion Rd10 (Star) in Plains hex 115 moves to Jungle hex 111 entering on Right Legion Rd12 (Torch) in Marsh hex 27 moves to Brush hex 31 entering on Bottom Legion Rd02 (Eagle) in Marsh hex 27 moves to Brush hex 127 entering on Left Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 21 left. Legion Rd10 in Jungle hex 111 recruits Cyclops with 1 Cyclops Babbling Balrog's turn, number 3 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu02 (Bat) in Mountains hex 3000 moves to Hills hex 18 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 9 left. Legion Bu02 in Hills hex 18 recruits Ogre with 1 Ogre Hater4's turn, number 3 Phase advances to Move Hater4 rolls a 5 for movement Legion Br04 (Figurehead) in Brush hex 10 moves to Hills hex 9 entering on Left Legion Br03 (Chest) in Swamp hex 14 moves to Abyss hex 12 entering on Bottom Phase advances to Fight Br03 (Hater4) attacks Bu05 (Babbling Balrog) in Abyss hex 12 Titan moves from X0 to D5 Cyclops moves from X0 to E4 Druid moves from X0 to D4 Gargoyle moves from X0 to C4 Gargoyle moves from X0 to E3 Ogre moves from X0 to D3 Battle phase advances to Fight Critter Titan in Drift (1) hex D5: 0 + 1 => 1; 0 excess Titan in Drift (1) hex D5 takes Hex damage Critter Cyclops in Drift (1) hex E4: 0 + 1 => 1; 0 excess Cyclops in Drift (1) hex E4 takes Hex damage Critter Gargoyle in Drift (1) hex C4: 0 + 1 => 1; 0 excess Gargoyle in Drift (1) hex C4 takes Hex damage Critter Gargoyle in Drift (1) hex E3: 0 + 1 => 1; 0 excess Gargoyle in Drift (1) hex E3 takes Hex damage Critter Ogre in Drift (1) hex D3: 0 + 1 => 1; 0 excess Ogre in Drift (1) hex D3 takes Hex damage Battle phase advances to Strikeback Hater4's battle turn, number 1 Battle phase advances to Move Angel moves from X3 to C3 Centaur moves from X3 to B3 Centaur moves from X3 to B4 Ogre moves from X3 to D2 Ogre moves from X3 to C2 Battle phase advances to Fight Critter Titan in Drift (1) hex D5: 1 + 1 => 2; 0 excess Titan in Drift (1) hex D5 takes Hex damage Critter Cyclops in Drift (1) hex E4: 1 + 1 => 2; 0 excess Cyclops in Drift (1) hex E4 takes Hex damage Critter Gargoyle in Drift (1) hex C4: 1 + 1 => 2; 0 excess Gargoyle in Drift (1) hex C4 takes Hex damage Critter Gargoyle in Drift (1) hex E3: 1 + 1 => 2; 0 excess Gargoyle in Drift (1) hex E3 takes Hex damage Critter Ogre in Drift (1) hex D3: 1 + 1 => 2; 0 excess Ogre in Drift (1) hex D3 takes Hex damage Critter Angel in Drift (1) hex C3: 0 + 1 => 1; 0 excess Angel in Drift (1) hex C3 takes Hex damage Centaur in Tower (2) hex B3 strikes Gargoyle in Drift (1) hex C4 with strike number 2, rolling: 232: 3 hits Critter Gargoyle in Drift (1) hex C4: 2 + 3 => 4; 1 excess Critter Gargoyle in Drift (1) hex C4 is now dead: (hits=4 > power=4) Ogre in Tower (2) hex D2 strikes Ogre in Drift (1) hex D3 with strike number 3, rolling: 133343: 5 hits Critter Ogre in Drift (1) hex D3: 2 + 5 => 6; 1 excess Critter Ogre in Drift (1) hex D3 is now dead: (hits=6 > power=6) Angel in Drift (1) hex C3 strikes Druid in Drift hex D4 with strike number 4, rolling: 214536: 3 hits Critter Druid in Drift hex D4: 0 + 3 => 3; 0 excess Critter Druid in Drift hex D4 is now dead: (hits=3 > power=3) Battle phase advances to Strikeback Druid in Drift hex D4 strikes Angel in Drift (1) hex C3 with strike number 4, rolling: 652: 2 hits Critter Angel in Drift (1) hex C3: 1 + 2 => 3; 0 excess Gargoyle in Drift (1) hex C4 strikes Angel in Drift (1) hex C3 with strike number 5, rolling: 6663: 3 hits Critter Angel in Drift (1) hex C3: 3 + 3 => 6; 0 excess Critter Angel in Drift (1) hex C3 is now dead: (hits=6 > power=6) Ogre in Drift (1) hex D3 strikes Ogre in Tower (2) hex D2 with strike number 5, rolling: 226246: 2 hits Critter Ogre in Tower (2) hex D2: 0 + 2 => 2; 0 excess Babbling Balrog's battle turn, number 2 Battle phase advances to Move Titan moves from D5 to F4 Cyclops moves from E4 to E5 Gargoyle moves from E3 to F3 Battle phase advances to Fight Battle phase advances to Strikeback Hater4's battle turn, number 2 Battle phase advances to Move Centaur moves from B4 to D6 Ogre moves from D2 to F2 Battle phase advances to Fight Centaur in Tower (2) hex D6 strikes Cyclops in Tower (2) hex E5 with strike number 2, rolling: 522: 3 hits Critter Cyclops in Tower (2) hex E5: 2 + 3 => 5; 0 excess Ogre in Tower (2) hex F2 strikes Gargoyle in Tower (2) hex F3 with strike number 5, rolling: 622331: 1 hit Critter Gargoyle in Tower (2) hex F3: 2 + 1 => 3; 0 excess Battle phase advances to Strikeback Cyclops in Tower (2) hex E5 strikes Centaur in Tower (2) hex D6 with strike number 6, rolling: 361112566: 3 hits Critter Centaur in Tower (2) hex D6: 0 + 3 => 3; 0 excess Critter Centaur in Tower (2) hex D6 is now dead: (hits=3 > power=3) Gargoyle in Tower (2) hex F3 strikes Ogre in Tower (2) hex F2 with strike number 3, rolling: 5665: 4 hits Critter Ogre in Tower (2) hex F2: 2 + 4 => 6; 0 excess Critter Ogre in Tower (2) hex F2 is now dead: (hits=6 > power=6) Babbling Balrog's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Battle phase advances to Strikeback Hater4's battle turn, number 3 Battle phase advances to Move Centaur moves from B3 to D6 Ogre moves from C2 to E2 Battle phase advances to Fight Centaur in Tower (2) hex D6 strikes Cyclops in Tower (2) hex E5 with strike number 2, rolling: 213: 2 hits Critter Cyclops in Tower (2) hex E5: 5 + 2 => 7; 0 excess Battle phase advances to Strikeback Cyclops in Tower (2) hex E5 strikes Centaur in Tower (2) hex D6 with strike number 6, rolling: 452351122: 0 hits Babbling Balrog's battle turn, number 4 Added Druid - now there are 16 left. Legion Bu05 in Abyss hex 12 recruits Druid with 1 Titan Battle phase advances to Move Gargoyle moves from F3 to C5 Titan moves from F4 to E1 Druid moves from X0 to F1 Battle phase advances to Fight Titan in Tower (2) hex E1 strikes Ogre in Tower (2) hex E2 with strike number 1, rolling: 543321: 6 hits Critter Ogre in Tower (2) hex E2: 0 + 6 => 6; 0 excess Critter Ogre in Tower (2) hex E2 is now dead: (hits=6 > power=6) Cyclops in Tower (2) hex E5 strikes Centaur in Tower (2) hex D6 with strike number 6, rolling: 465424543: 1 hit Critter Centaur in Tower (2) hex D6: 0 + 1 => 1; 0 excess Gargoyle in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 5, rolling: 5454: 2 hits Critter Centaur in Tower (2) hex D6: 1 + 2 => 3; 0 excess Critter Centaur in Tower (2) hex D6 is now dead: (hits=3 > power=3) Battle phase advances to Strikeback Ogre in Tower (2) hex E2 strikes Titan in Tower (2) hex E1 with strike number 6, rolling: 621155: 1 hit Critter Titan in Tower (2) hex E1: 2 + 1 => 3; 0 excess Centaur in Tower (2) hex D6 strikes Cyclops in Tower (2) hex E5 with strike number 2, rolling: 642: 3 hits Critter Cyclops in Tower (2) hex E5: 7 + 3 => 9; 1 excess Critter Cyclops in Tower (2) hex E5 is now dead: (hits=9 > power=9) Babbling Balrog earns 72.0 points (0.0 + 72.0 => 72.0) Legion Br03[] is eliminated Phase advances to Muster Added Ogre - now there are 8 left. Legion Br04 in Hills hex 9 recruits Ogre with 1 Ogre Milvang5's turn, number 3 Phase advances to Move Milvang5 rolls a 2 for movement tellEngagementResultHandling, winner = Bu05 Legion Gd02 (Claw) in Hills hex 4 moves to Brush hex 102 entering on Right Phase advances to Fight Phase advances to Muster Hater2's turn, number 4 2 creatures are split off from legion Bk06 into new legion Bk02 2 creatures are split off from legion Bk08 into new legion Bk09 Legion Bk09[Gargoyle, Gargoyle] is eliminated Legion Bk09 recombined into legion Bk08 Phase advances to Move Hater2 rolls a 6 for movement Legion Bk06 (Lightning) in Plains hex 34 moves to Swamp hex 132 entering on Right Phase advances to Fight Phase advances to Muster Added Troll - now there are 22 left. Legion Bk06 in Swamp hex 132 recruits Troll with 1 Troll Rational3's turn, number 4 Phase advances to Move Rational3 rolls a 5 for movement Legion Gr08 (Harp) in Brush hex 24 moves to Hills hex 23 entering on Left Legion Gr06 (Frog) in Brush hex 38 moves to Plains hex 1 entering on Right Legion Gr03 (Diamond) in Plains hex 20 moves to Woods hex 25 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 7 left. Legion Gr03 in Woods hex 25 recruits Centaur with 1 Centaur Added Lion - now there are 25 left. Legion Gr06 in Plains hex 1 recruits Lion with 2 Centaurs Added Ogre - now there are 7 left. Legion Gr08 in Hills hex 23 recruits Ogre with 1 Ogre Rational1's turn, number 4 2 creatures are split off from legion Rd10 into new legion Rd01 Phase advances to Move Rational1 rolls a 4 for movement Legion Rd02 (Eagle) in Brush hex 127 moves to Plains hex 29 entering on Right Legion Rd01 (Cross) in Jungle hex 111 moves to Desert hex 107 entering on Right Phase advances to Fight Phase advances to Muster Added Centaur - now there are 6 left. Legion Rd02 in Plains hex 29 recruits Centaur with 1 Centaur Babbling Balrog's turn, number 4 2 creatures are split off from legion Bu02 into new legion Bu12 Phase advances to Move Babbling Balrog rolls a 2 for movement Legion Bu02 (Bat) in Hills hex 18 moves to Brush hex 116 entering on Right Legion Bu05 (Egg) in Abyss hex 12 moves to Marsh hex 112 entering on Right Phase advances to Fight Phase advances to Muster Hater4's turn, number 4 Phase advances to Move Hater4 rolls a 2 for movement Legion Br04 (Figurehead) in Hills hex 9 moves to Plains hex 15 entering on Right Phase advances to Fight Phase advances to Muster Milvang5's turn, number 4 Phase advances to Move Milvang5 rolls a 1 for movement Legion Gd02 (Claw) in Brush hex 102 moves to Plains hex 101 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 24 left. Legion Gd02 in Plains hex 101 recruits Lion with 2 Centaurs Hater2's turn, number 5 2 creatures are split off from legion Bk08 into new legion Bk04 Phase advances to Move Hater2 rolls a 2 for movement Legion Bk04 (Feather) in Brush hex 130 moves to Jungle hex 128 entering on Right Legion Bk02 (Eye) in Plains hex 34 moves to Marsh hex 136 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 21 left. Legion Bk02 in Marsh hex 136 recruits Troll with 2 Ogres Added Cyclops - now there are 20 left. Legion Bk04 in Jungle hex 128 recruits Cyclops with 2 Gargoyles Rational3's turn, number 5 2 creatures are split off from legion Gr06 into new legion Gr07 Legion Gr07[Centaur, Centaur] is eliminated Legion Gr07 recombined into legion Gr06 Phase advances to Move Rational3 rolls a 6 for movement Legion Gr06 (Frog) in Plains hex 1 moves to Desert hex 7 entering on Bottom Phase advances to Fight Phase advances to Muster Rational1's turn, number 5 Phase advances to Move Rational1 rolls a 3 for movement Legion Rd10 (Star) in Jungle hex 111 moves to Marsh hex 108 entering on Left Legion Rd02 (Eagle) in Plains hex 29 moves to Mountains hex 3000 entering on Right Legion Rd01 (Cross) in Desert hex 107 moves to Jungle hex 104 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 19 left. Legion Rd01 in Jungle hex 104 recruits Cyclops with 2 Gargoyles Babbling Balrog's turn, number 5 Phase advances to Move Babbling Balrog rolls a 2 for movement Legion Bu05 (Egg) in Marsh hex 112 moves to Plains hex 110 entering on Left Legion Bu02 (Bat) in Brush hex 116 moves to Desert hex 114 entering on Right Legion Bu12 (Trident) in Hills hex 18 moves to Brush hex 116 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 23 left. Legion Bu02 in Desert hex 114 recruits Lion with 1 Lion Hater4's turn, number 5 Phase advances to Move Hater4 rolls a 5 for movement Legion Br04 (Figurehead) in Plains hex 15 moves to Plains hex 20 entering on Right Phase advances to Fight Phase advances to Muster Milvang5's turn, number 5 Phase advances to Move Milvang5 rolls a 5 for movement Legion Gd02 (Claw) in Plains hex 101 moves to Plains hex 6 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 22 left. Legion Gd02 in Plains hex 6 recruits Lion with 2 Centaurs Hater2's turn, number 6 Phase advances to Move Hater2 rolls a 5 for movement Legion Bk08 (Rose) in Brush hex 130 moves to Desert hex 125 entering on Right Legion Bk04 (Feather) in Jungle hex 128 moves to Brush hex 123 entering on Right Legion Bk02 (Eye) in Marsh hex 136 moves to Marsh hex 131 entering on Left Legion Bk06 (Lightning) in Swamp hex 132 moves to Brush hex 127 entering on Left Phase advances to Fight Phase advances to Muster Added Troll - now there are 20 left. Legion Bk02 in Marsh hex 131 recruits Troll with 1 Troll Added Cyclops - now there are 18 left. Legion Bk04 in Brush hex 123 recruits Cyclops with 1 Cyclops Rational3's turn, number 6 2 creatures are split off from legion Gr06 into new legion Gr12 Legion Gr12[Centaur, Centaur] is eliminated Legion Gr12 recombined into legion Gr06 Phase advances to Move Rational3 rolls a 1 for movement Legion Gr06 (Frog) in Desert hex 7 moves to Marsh hex 8 entering on Right Legion Gr03 (Diamond) in Woods hex 25 moves to Plains hex 124 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 21 left. Legion Gr03 in Plains hex 124 recruits Lion with 2 Centaurs Rational1's turn, number 6 Phase advances to Move Rational1 rolls a 6 for movement Legion Rd10 (Star) in Marsh hex 108 moves to Brush hex 102 entering on Right Legion Rd02 (Eagle) in Mountains hex 3000 moves to Plains hex 20 entering on Right Legion Rd12 (Torch) in Brush hex 31 moves to Hills hex 37 entering on Left Phase advances to Fight Rd02 (Rational1) attacks Br04 (Hater4) in Plains hex 20 Titan moves from X4 to A1 Ogre moves from X4 to B2 Cyclops moves from X4 to A2 Ogre moves from X4 to B3 Gargoyle moves from X4 to A3 Gargoyle moves from X4 to C3 Battle phase advances to Fight Battle phase advances to Strikeback Rational1's battle turn, number 1 Battle phase advances to Move Angel moves from X1 to C4 Troll moves from X1 to E3 Troll moves from X1 to E4 Centaur moves from X1 to D4 Centaur moves from X1 to D3 Battle phase advances to Fight Centaur in Plains hex D3 strikes Gargoyle in Plains hex C3 with strike number 3, rolling: 241: 1 hit Critter Gargoyle in Plains hex C3: 0 + 1 => 1; 0 excess Centaur in Plains hex D4 strikes Gargoyle in Plains hex C3 with strike number 3, rolling: 433: 3 hits Critter Gargoyle in Plains hex C3: 1 + 3 => 4; 0 excess Critter Gargoyle in Plains hex C3 is now dead: (hits=4 > power=4) Angel in Plains hex C4 strikes Ogre in Plains hex B3 with strike number 2, rolling: 461223: 5 hits Critter Ogre in Plains hex B3: 0 + 5 => 5; 0 excess Battle phase advances to Strikeback Ogre in Plains hex B3 strikes Angel in Plains hex C4 with strike number 6, rolling: 156263: 2 hits Critter Angel in Plains hex C4: 0 + 2 => 2; 0 excess Gargoyle in Plains hex C3 strikes Centaur in Plains hex D4 with strike number 5, rolling: 6546: 3 hits Critter Centaur in Plains hex D4: 0 + 3 => 3; 0 excess Critter Centaur in Plains hex D4 is now dead: (hits=3 > power=3) Hater4's battle turn, number 2 Battle phase advances to Move Gargoyle moves from A3 to B1 Battle phase advances to Fight Ogre in Plains hex B3 strikes Angel in Plains hex C4 with strike number 6, rolling: 554152: 0 hits Battle phase advances to Strikeback Angel in Plains hex C4 strikes Ogre in Plains hex B3 with strike number 2, rolling: 661321: 4 hits Critter Ogre in Plains hex B3: 5 + 4 => 6; 3 excess Critter Ogre in Plains hex B3 is now dead: (hits=6 > power=6) Rational1's battle turn, number 2 Battle phase advances to Move Angel moves from C4 to C2 Troll moves from E3 to C3 Troll moves from E4 to D4 Centaur moves from D3 to C1 Battle phase advances to Fight Troll in Plains hex C3 strikes Ogre in Plains hex B2 with strike number 4, rolling: 41151515: 4 hits Critter Ogre in Plains hex B2: 0 + 4 => 4; 0 excess Centaur in Plains hex C1 strikes Gargoyle in Plains hex B1 with strike number 3, rolling: 216: 1 hit Critter Gargoyle in Plains hex B1: 0 + 1 => 1; 0 excess Angel in Plains hex C2 strikes Gargoyle in Plains hex B1 with strike number 3, rolling: 443552: 5 hits Critter Gargoyle in Plains hex B1: 1 + 5 => 4; 2 excess Critter Gargoyle in Plains hex B1 is now dead: (hits=4 > power=4) 2 carries available Critter Ogre in Plains hex B2: 4 + 2 => 6; 0 excess Critter Ogre in Plains hex B2 is now dead: (hits=6 > power=6) 2 hits carry to Ogre in Plains hex B2 Battle phase advances to Strikeback Ogre in Plains hex B2 strikes Troll in Plains hex C3 with strike number 4, rolling: 333123: 0 hits Gargoyle in Plains hex B1 strikes Centaur in Plains hex C1 with strike number 5, rolling: 2121: 0 hits Hater4's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Battle phase advances to Strikeback Rational1's battle turn, number 3 Battle phase advances to Move Angel moves from C2 to A3 Troll moves from C3 to B1 Troll moves from D4 to B3 Centaur moves from C1 to B2 Battle phase advances to Fight Angel in Plains (1) hex A3 strikes Cyclops in Plains (1) hex A2 with strike number 2, rolling: 111615: 2 hits Critter Cyclops in Plains (1) hex A2: 0 + 2 => 2; 0 excess Troll in Plains hex B1 strikes Titan in Plains (1) hex A1 with strike number 6, rolling: 64641651: 3 hits Critter Titan in Plains (1) hex A1: 0 + 3 => 3; 0 excess Troll in Plains hex B3 strikes Cyclops in Plains (1) hex A2 with strike number 5, rolling: 15633565: 5 hits Critter Cyclops in Plains (1) hex A2: 2 + 5 => 7; 0 excess Centaur in Plains hex B2 strikes Titan in Plains (1) hex A1 with strike number 6, rolling: 526: 1 hit Critter Titan in Plains (1) hex A1: 3 + 1 => 4; 0 excess Battle phase advances to Strikeback Titan in Plains (1) hex A1 strikes Troll in Plains hex B1 with strike number 1, rolling: 532424: 6 hits Critter Troll in Plains hex B1: 0 + 6 => 6; 0 excess Cyclops in Plains (1) hex A2 strikes Centaur in Plains hex B2 with strike number 6, rolling: 532246165: 2 hits Critter Centaur in Plains hex B2: 0 + 2 => 2; 0 excess Hater4's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Titan in Plains (1) hex A1 strikes Troll in Plains hex B1 with strike number 1, rolling: 241151: 6 hits Critter Troll in Plains hex B1: 6 + 6 => 8; 4 excess Critter Troll in Plains hex B1 is now dead: (hits=8 > power=8) Cyclops in Plains (1) hex A2 strikes Centaur in Plains hex B2 with strike number 6, rolling: 465245266: 3 hits Critter Centaur in Plains hex B2: 2 + 3 => 3; 2 excess Critter Centaur in Plains hex B2 is now dead: (hits=3 > power=3) 2 carries available Critter Angel in Plains (1) hex A3: 2 + 2 => 4; 0 excess 2 hits carry to Angel in Plains (1) hex A3 Battle phase advances to Strikeback Angel in Plains (1) hex A3 strikes Cyclops in Plains (1) hex A2 with strike number 2, rolling: 166465: 5 hits Critter Cyclops in Plains (1) hex A2: 7 + 5 => 9; 3 excess Critter Cyclops in Plains (1) hex A2 is now dead: (hits=9 > power=9) Troll in Plains hex B1 strikes Titan in Plains (1) hex A1 with strike number 6, rolling: 61435246: 2 hits Critter Titan in Plains (1) hex A1: 4 + 2 => 6; 0 excess Critter Titan in Plains (1) hex A1 is now dead: (hits=6 > power=6) Rational1 earns 96.0 points (0.0 + 96.0 => 96.0) Player 'Hater4' is dying, killed by Rational1 Legion Br04[] is eliminated Hater4 is dead, telling everyone about it Phase advances to Muster Added Gorgon - now there are 24 left. Legion Rd10 in Brush hex 102 recruits Gorgon with 2 Cyclopes Added Ogre - now there are 6 left. Legion Rd12 in Hills hex 37 recruits Ogre with 1 Ogre Babbling Balrog's turn, number 6 tellEngagementResultHandling, winner = Rd02 Phase advances to Move Babbling Balrog rolls a 6 for movement Legion Bu05 (Egg) in Plains hex 110 moves to Woods hex 16 entering on Left Legion Bu02 (Bat) in Desert hex 114 moves to Marsh hex 108 entering on Left Legion Bu12 (Trident) in Brush hex 116 moves to Plains hex 110 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 20 left. Legion Bu12 in Plains hex 110 recruits Lion with 2 Centaurs Legion Bu12 (Trident) undoes its recruit Added Centaur - now there are 5 left. Legion Bu12 in Plains hex 110 recruits Centaur with 1 Centaur Added Troll - now there are 19 left. Legion Bu02 in Marsh hex 108 recruits Troll with 2 Ogres Milvang5's turn, number 6 2 creatures are split off from legion Gd02 into new legion Gd05 Phase advances to Move Milvang5 rolls a 5 for movement Legion Gd02 (Claw) in Plains hex 6 moves to Marsh hex 13 entering on Right Legion Gd03 (Coins) in Marsh hex 140 moves to Jungle hex 135 entering on Right Phase advances to Fight Phase advances to Muster Added Ogre - now there are 5 left. Legion Gd02 in Marsh hex 13 recruits Ogre with 1 Ogre Added Cyclops - now there are 17 left. Legion Gd03 in Jungle hex 135 recruits Cyclops with 2 Gargoyles Hater2's turn, number 7 Phase advances to Move Hater2 rolls a 1 for movement Legion Bk06 (Lightning) in Brush hex 127 moves to Abyss hex 26 entering on Bottom Legion Bk02 (Eye) in Marsh hex 131 moves to Hills hex 32 entering on Bottom Legion Bk04 (Feather) in Brush hex 123 moves to Marsh hex 122 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 4 left. Legion Bk02 in Hills hex 32 recruits Ogre with 1 Ogre Rational3's turn, number 7 3 creatures are split off from legion Gr03 into new legion Gr09 Legion Gr09[Centaur, Centaur, Centaur] is eliminated Legion Gr09 recombined into legion Gr03 2 creatures are split off from legion Gr06 into new legion Gr01 Phase advances to Move Rational3 rolls a 2 for movement Legion Gr08 (Harp) in Hills hex 23 moves to Plains hex 29 entering on Right Legion Gr06 (Frog) in Marsh hex 8 moves to Mountains hex 3000 entering on Left Legion Gr03 (Diamond) in Plains hex 124 moves to Marsh hex 122 entering on Left Legion Gr01 (Cauldron) in Marsh hex 8 moves to Mountains hex 1000 entering on Right Phase advances to Fight Legion Bk04 flees from legion Gr03 Rational3 earns 30.0 half-points (0.0 + 30.0 => 30.0) Legion Bk04[Cyclops, Cyclops, Gargoyle, Gargoyle] is eliminated tellEngagementResultHandling, winner = Gr03 Phase advances to Muster Added Lion - now there are 20 left. Legion Gr06 in Mountains hex 3000 recruits Lion with 1 Lion Rational1's turn, number 7 Phase advances to Move Rational1 rolls a 5 for movement Legion Rd01 (Cross) in Jungle hex 104 moves to Brush hex 141 entering on Left Legion Rd12 (Torch) in Hills hex 37 moves to Hills hex 4 entering on Left Legion Rd02 (Eagle) in Plains hex 20 moves to Woods hex 25 entering on Left Phase advances to Fight Phase advances to Muster Added Minotaur - now there are 20 left. Legion Rd12 in Hills hex 4 recruits Minotaur with 3 Ogres Added Cyclops - now there are 16 left. Legion Rd01 in Brush hex 141 recruits Cyclops with 1 Cyclops Babbling Balrog's turn, number 7 2 creatures are split off from legion Bu02 into new legion Bu10 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu05 (Egg) in Woods hex 16 moves to Abyss hex 19 entering on Bottom Legion Bu02 (Bat) in Marsh hex 108 moves to Plains hex 6 entering on Left Legion Bu10 (Padlock) in Marsh hex 108 moves to Plains hex 105 entering on Right Phase advances to Fight Legion Gd05 flees from legion Bu02 Babbling Balrog earns 12.0 half-points (72.0 + 12.0 => 84.0) Legion Gd05[Centaur, Ogre] is eliminated tellEngagementResultHandling, winner = Bu02 Phase advances to Muster Added Druid - now there are 16 left. Legion Bu05 in Abyss hex 19 recruits Druid with 1 Titan Added Ranger - now there are 27 left. Legion Bu02 in Plains hex 6 recruits Ranger with 2 Lions Milvang5's turn, number 7 Phase advances to Move Milvang5 rolls a 3 for movement Legion Gd02 (Claw) in Marsh hex 13 moves to Woods hex 16 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 4 left. Legion Gd02 in Woods hex 16 recruits Centaur with 1 Centaur Hater2's turn, number 8 Phase advances to Move Hater2 rolls a 6 for movement Legion Bk06 (Lightning) in Abyss hex 26 tower teleports (Angel) to Brush hex 120 entering on Bottom Legion Bk02 (Eye) in Hills hex 32 moves to Marsh hex 126 entering on Right Phase advances to Fight Phase advances to Muster Added Ranger - now there are 26 left. Legion Bk02 in Marsh hex 126 recruits Ranger with 2 Trolls Rational3's turn, number 8 3 creatures are split off from legion Gr03 into new legion Gr07 Legion Gr07[Centaur, Centaur, Centaur] is eliminated Legion Gr07 recombined into legion Gr03 Phase advances to Move Rational3 rolls a 4 for movement Legion Gr03 (Diamond) in Marsh hex 122 moves to Woods hex 25 entering on Left Phase advances to Fight Gr03 (Rational3) attacks Rd02 (Rational1) in Woods hex 25 Angel moves from X2 to F1 Troll moves from X2 to E1 Battle phase advances to Fight Battle phase advances to Strikeback Rational3's battle turn, number 1 Battle phase advances to Move Centaur moves from X5 to C2 Angel moves from X5 to F3 Centaur moves from X5 to F4 Centaur moves from X5 to E3 Lion moves from X5 to E4 Troll moves from X5 to D5 Troll moves from X5 to C4 Battle phase advances to Fight Battle phase advances to Strikeback Rational1's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Battle phase advances to Strikeback Rational3's battle turn, number 2 Battle phase advances to Move Centaur moves from E3 to D2 Angel moves from F3 to E2 Troll moves from C4 to B2 Battle phase advances to Fight Centaur in Plains hex D2 strikes Troll in Plains hex E1 with strike number 2, rolling: 432: 3 hits Critter Troll in Plains hex E1: 0 + 3 => 3; 0 excess Angel in Plains hex E2 strikes Troll in Plains hex E1 with strike number 2, rolling: 622452: 6 hits Critter Troll in Plains hex E1: 3 + 6 => 8; 1 excess Critter Troll in Plains hex E1 is now dead: (hits=8 > power=8) Battle phase advances to Strikeback Angel in Plains hex F1 strikes Angel in Plains hex E2 with strike number 4, rolling: 265624: 4 hits Critter Angel in Plains hex E2: 0 + 4 => 4; 0 excess Troll in Plains hex E1 strikes Centaur in Plains hex D2 with strike number 6, rolling: 14136652: 2 hits Critter Centaur in Plains hex D2: 0 + 2 => 2; 0 excess Rational1's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Angel in Plains hex F1 strikes Angel in Plains hex E2 with strike number 4, rolling: 662261: 3 hits Critter Angel in Plains hex E2: 4 + 3 => 6; 1 excess Critter Angel in Plains hex E2 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Angel in Plains hex E2 strikes Angel in Plains hex F1 with strike number 4, rolling: 454314: 4 hits Critter Angel in Plains hex F1: 0 + 4 => 4; 0 excess Rational3's battle turn, number 3 Battle phase advances to Move Troll moves from D5 to B3 Lion moves from E4 to E2 Centaur moves from F4 to E3 Battle phase advances to Fight Lion in Plains hex E2 strikes Angel in Plains hex F1 with strike number 5, rolling: 14242: 0 hits Battle phase advances to Strikeback Angel in Plains hex F1 strikes Lion in Plains hex E2 with strike number 3, rolling: 256552: 4 hits Critter Lion in Plains hex E2: 0 + 4 => 4; 0 excess Rational1's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Angel in Plains hex F1 strikes Lion in Plains hex E2 with strike number 3, rolling: 111264: 2 hits Critter Lion in Plains hex E2: 4 + 2 => 5; 1 excess Critter Lion in Plains hex E2 is now dead: (hits=5 > power=5) Battle phase advances to Strikeback Lion in Plains hex E2 strikes Angel in Plains hex F1 with strike number 5, rolling: 43416: 1 hit Critter Angel in Plains hex F1: 4 + 1 => 5; 0 excess Rational3's battle turn, number 4 Battle phase advances to Move Troll moves from B3 to A2 Centaur moves from E3 to E2 Centaur moves from D2 to E1 Battle phase advances to Fight Centaur in Plains hex E2 strikes Angel in Plains hex F1 with strike number 4, rolling: 335: 1 hit Critter Angel in Plains hex F1: 5 + 1 => 6; 0 excess Critter Angel in Plains hex F1 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Angel in Plains hex F1 strikes Centaur in Plains hex E1 with strike number 4, rolling: 145113: 2 hits Critter Centaur in Plains hex E1: 2 + 2 => 3; 1 excess Critter Centaur in Plains hex E1 is now dead: (hits=3 > power=3) 1 carry available Critter Centaur in Plains hex E2: 0 + 1 => 1; 0 excess 1 hit carries to Centaur in Plains hex E2 Rational3 earns 40.0 points (30.0 + 40.0 => 70.0) Legion Rd02[] is eliminated Phase advances to Muster Added Centaur - now there are 3 left. Legion Gr03 in Woods hex 25 recruits Centaur with 1 Centaur Rational1's turn, number 8 Phase advances to Move Rational1 rolls a 3 for movement tellEngagementResultHandling, winner = Gr03 Legion Rd01 (Cross) in Brush hex 141 moves to Swamp hex 42 entering on Bottom Legion Rd12 (Torch) in Hills hex 4 moves to Plains hex 101 entering on Left Legion Rd10 (Star) in Brush hex 102 moves to Brush hex 141 entering on Left Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 23 left. Legion Rd10 in Brush hex 141 recruits Gorgon with 1 Gorgon Babbling Balrog's turn, number 8 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu05 (Egg) in Abyss hex 19 moves to Brush hex 120 entering on Bottom Legion Bu02 (Bat) in Plains hex 6 moves to Desert hex 107 entering on Right Phase advances to Fight Bu05 (Babbling Balrog) attacks Bk06 (Hater2) in Brush hex 120 Centaur moves from X0 to E4 Angel moves from X0 to D5 Troll moves from X0 to E5 Centaur moves from X0 to C5 Troll moves from X0 to D6 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Titan moves from X3 to F2 Gargoyle moves from X3 to D3 Druid moves from X3 to E2 Druid moves from X3 to F1 Battle phase advances to Fight Druid in Brambles hex F1 strikes Centaur in Plains hex E4 with strike number 3, rolling: 6: 1 hit Critter Centaur in Plains hex E4: 0 + 1 => 1; 0 excess Druid in Brambles hex E2 strikes Centaur in Plains hex E4 with strike number 3, rolling: 1: 0 hits Battle phase advances to Strikeback Hater2's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Druid in Brambles hex F1 strikes Centaur in Plains hex E4 with strike number 3, rolling: 2: 0 hits Druid in Brambles hex E2 strikes Centaur in Plains hex E4 with strike number 3, rolling: 1: 0 hits Battle phase advances to Strikeback Hater2'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 Gargoyle moves from D3 to E3 Druid moves from E2 to D3 Druid moves from F1 to E2 Battle phase advances to Fight Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 2265: 2 hits Critter Centaur in Plains hex E4: 1 + 2 => 3; 0 excess Critter Centaur in Plains hex E4 is now dead: (hits=3 > power=3) Druid in Brambles hex E2 strikes Angel in Brambles hex D5 with strike number 3, rolling: 3: 1 hit Critter Angel in Brambles hex D5: 0 + 1 => 1; 0 excess Druid in Brambles (1) hex D3 strikes Angel in Brambles hex D5 with strike number 3, rolling: 5: 1 hit Critter Angel in Brambles hex D5: 1 + 1 => 2; 0 excess Battle phase advances to Strikeback Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 421: 1 hit Critter Gargoyle in Brambles hex E3: 0 + 1 => 1; 0 excess Hater2's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 4 One Angel is summoned from legion Bu02 into legion Bu05 Battle phase advances to Move Angel moves from X3 to B4 Gargoyle moves from E3 to F1 Druid moves from E2 to E3 Battle phase advances to Fight Angel in Plains hex B4 strikes Centaur in Plains hex C5 with strike number 4, rolling: 645342: 4 hits Critter Centaur in Plains hex C5: 0 + 4 => 3; 1 excess Critter Centaur in Plains hex C5 is now dead: (hits=3 > power=3) Druid in Brambles hex E3 strikes Angel in Brambles hex D5 with strike number 3, rolling: 6: 1 hit Critter Angel in Brambles hex D5: 2 + 1 => 3; 0 excess Druid in Brambles (1) hex D3 strikes Angel in Brambles hex D5 with strike number 3, rolling: 2: 0 hits Battle phase advances to Strikeback Centaur in Plains hex C5 strikes Angel in Plains hex B4 with strike number 4, rolling: 443: 2 hits Critter Angel in Plains hex B4: 0 + 2 => 2; 0 excess Hater2's battle turn, number 5 Battle phase advances to Move Angel moves from D5 to D4 Troll moves from E5 to E4 Battle phase advances to Fight Troll in Plains hex E4 strikes Druid in Brambles hex E3 with strike number 6, rolling: 56216532: 2 hits Critter Druid in Brambles hex E3: 0 + 2 => 2; 0 excess Angel in Brambles hex D4 strikes Druid in Brambles hex E3 with strike number 6, rolling: 621661: 3 hits Critter Druid in Brambles hex E3: 2 + 3 => 3; 2 excess Critter Druid in Brambles hex E3 is now dead: (hits=3 > power=3) 2 carries available Critter Druid in Brambles (1) hex D3: 0 + 2 => 2; 0 excess 2 hits carry to Druid in Brambles (1) hex D3 Battle phase advances to Strikeback Druid in Brambles (1) hex D3 strikes Angel in Brambles hex D4 with strike number 4, rolling: 146: 2 hits Critter Angel in Brambles hex D4: 3 + 2 => 5; 0 excess Druid in Brambles hex E3 strikes Angel in Brambles hex D4 with strike number 4, rolling: 256: 2 hits Critter Angel in Brambles hex D4: 5 + 2 => 6; 1 excess Critter Angel in Brambles hex D4 is now dead: (hits=6 > power=6) 1 carry available Critter Troll in Plains hex E4: 0 + 1 => 1; 0 excess 1 hit carries to Troll in Plains hex E4 Babbling Balrog's battle turn, number 5 Battle phase advances to Move Angel moves from B4 to C5 Druid moves from D3 to B4 Titan moves from F2 to B1 Gargoyle moves from F1 to C1 Battle phase advances to Fight Angel in Plains hex C5 strikes Troll in Brambles hex D6 with strike number 2, rolling: 112663: 4 hits Critter Troll in Brambles hex D6: 0 + 4 => 4; 0 excess Druid in Plains hex B4 strikes Troll in Plains hex E4 with strike number 1, rolling: 3: 1 hit Critter Troll in Plains hex E4: 1 + 1 => 2; 0 excess Battle phase advances to Strikeback Troll in Brambles hex D6 strikes Angel in Plains hex C5 with strike number 6, rolling: 65562342: 2 hits Critter Angel in Plains hex C5: 2 + 2 => 4; 0 excess Hater2's battle turn, number 6 Battle phase advances to Move Troll moves from E4 to E5 Battle phase advances to Fight Troll in Brambles hex D6 strikes Angel in Plains hex C5 with strike number 6, rolling: 63314453: 1 hit Critter Angel in Plains hex C5: 4 + 1 => 5; 0 excess Battle phase advances to Strikeback Angel in Plains hex C5 strikes Troll in Brambles hex D6 with strike number 2, rolling: 551654: 5 hits Critter Troll in Brambles hex D6: 4 + 5 => 8; 1 excess Critter Troll in Brambles hex D6 is now dead: (hits=8 > power=8) Babbling Balrog's battle turn, number 6 Battle phase advances to Move Titan moves from B1 to C3 Angel moves from C5 to A2 Druid moves from B4 to B3 Gargoyle moves from C1 to D3 Battle phase advances to Fight Druid in Plains hex B3 strikes Troll in Plains hex E5 with strike number 1, rolling: 6: 1 hit Critter Troll in Plains hex E5: 2 + 1 => 3; 0 excess Battle phase advances to Strikeback Hater2's battle turn, number 7 Battle phase advances to Move Troll moves from E5 to D5 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 7 Battle phase advances to Move Titan moves from C3 to E5 Gargoyle moves from D3 to D4 Battle phase advances to Fight Titan in Plains hex E5 strikes Troll in Brambles hex D5 with strike number 1, rolling: 144251: 6 hits Critter Troll in Brambles hex D5: 3 + 6 => 8; 1 excess Critter Troll in Brambles hex D5 is now dead: (hits=8 > power=8) Battle phase advances to Strikeback Troll in Brambles hex D5 strikes Titan in Plains hex E5 with strike number 6, rolling: 45541443: 0 hits Babbling Balrog earns 80.0 points (84.0 + 80.0 => 164.0) Legion Bk06[] is eliminated Legion Bu05 (Egg) is going to call addCreature() to add one acquired Angel Added Angel - now there are 15 left. Legion Bu05 (Egg) acquired one Angel tellEngagementResultHandling, winner = Bu05 Phase advances to Muster Added Gargoyle - now there are 8 left. Legion Bu05 in Brush hex 120 recruits Gargoyle with 1 Gargoyle Added Griffon - now there are 17 left. Legion Bu02 in Desert hex 107 recruits Griffon with 3 Lions Milvang5's turn, number 8 2 creatures are split off from legion Gd02 into new legion Gd05 Phase advances to Move Milvang5 rolls a 1 for movement Legion Gd05 (Horn) in Woods hex 16 moves to Desert hex 21 entering on Left Legion Gd03 (Coins) in Jungle hex 135 moves to Brush hex 134 entering on Left Legion Gd02 (Claw) in Woods hex 16 moves to Brush hex 17 entering on Bottom Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 15 left. Legion Gd03 in Brush hex 134 recruits Cyclops with 1 Cyclops Hater2's turn, number 9 3 creatures are split off from legion Bk02 into new legion Bk06 Legion Bk06[Ogre, Ogre, Ogre] is eliminated Legion Bk06 recombined into legion Bk02 Phase advances to Move Hater2 rolls a 3 for movement Legion Bk08 (Rose) in Desert hex 125 moves to Marsh hex 122 entering on Left Phase advances to Fight Phase advances to Muster Rational3's turn, number 9 Phase advances to Move Rational3 rolls a 4 for movement Legion Gr03 (Diamond) in Woods hex 25 moves to Marsh hex 122 entering on Left Legion Gr06 (Frog) in Mountains hex 3000 moves to Brush hex 17 entering on Bottom Legion Gr08 (Harp) in Plains hex 29 moves to Tundra hex 2000 entering on Left Phase advances to Fight Gr06 (Rational3) attacks Gd02 (Milvang5) in Brush hex 17 Ogre moves from X0 to E5 Angel moves from X0 to D5 Lion moves from X0 to E4 Centaur moves from X0 to C5 Lion moves from X0 to D6 Battle phase advances to Fight Battle phase advances to Strikeback Rational3's battle turn, number 1 Battle phase advances to Move Lion moves from X3 to A2 Titan moves from X3 to A1 Cyclops moves from X3 to C2 Lion moves from X3 to B2 Gargoyle moves from X3 to C3 Gargoyle moves from X3 to B3 Battle phase advances to Fight Battle phase advances to Strikeback Milvang5's battle turn, number 2 Battle phase advances to Move Angel moves from D5 to B1 Battle phase advances to Fight Angel in Plains hex B1 strikes Titan in Brambles hex A1 with strike number 5, rolling: 542566: 4 hits Critter Titan in Brambles hex A1: 0 + 4 => 4; 0 excess Battle phase advances to Strikeback Titan in Brambles hex A1 strikes Angel in Plains hex B1 with strike number 4, rolling: 264254: 4 hits Critter Angel in Plains hex B1: 0 + 4 => 4; 0 excess Cyclops in Brambles hex C2 strikes Angel in Plains hex B1 with strike number 6, rolling: 666425465: 4 hits Critter Angel in Plains hex B1: 4 + 4 => 6; 2 excess Critter Angel in Plains hex B1 is now dead: (hits=6 > power=6) Rational3's battle turn, number 2 Battle phase advances to Move Cyclops moves from C2 to B1 Lion moves from A2 to B4 Gargoyle moves from C3 to C4 Gargoyle moves from B3 to D4 Battle phase advances to Fight Lion in Plains hex B4 strikes Centaur in Plains hex C5 with strike number 5, rolling: 26413: 1 hit Critter Centaur in Plains hex C5: 0 + 1 => 1; 0 excess Gargoyle in Brambles hex C4 strikes Centaur in Plains hex C5 with strike number 5, rolling: 3632: 1 hit Critter Centaur in Plains hex C5: 1 + 1 => 2; 0 excess Gargoyle in Brambles hex D4 strikes Lion in Plains hex E4 with strike number 4, rolling: 6146: 3 hits Critter Lion in Plains hex E4: 0 + 3 => 3; 0 excess Battle phase advances to Strikeback Lion in Plains hex E4 strikes Gargoyle in Brambles hex D4 with strike number 5, rolling: 11512: 1 hit Critter Gargoyle in Brambles hex D4: 0 + 1 => 1; 0 excess Centaur in Plains hex C5 strikes Lion in Plains hex B4 with strike number 3, rolling: 415: 2 hits Critter Lion in Plains hex B4: 0 + 2 => 2; 0 excess Milvang5's battle turn, number 3 Battle phase advances to Move Ogre moves from E5 to D5 Battle phase advances to Fight Lion in Plains hex E4 strikes Gargoyle in Brambles hex D4 with strike number 5, rolling: 41341: 0 hits Centaur in Plains hex C5 strikes Lion in Plains hex B4 with strike number 3, rolling: 416: 2 hits Critter Lion in Plains hex B4: 2 + 2 => 4; 0 excess Ogre in Brambles hex D5 strikes Gargoyle in Brambles hex D4 with strike number 6, rolling: 551223: 0 hits Battle phase advances to Strikeback Lion in Plains hex B4 strikes Centaur in Plains hex C5 with strike number 5, rolling: 14421: 0 hits Gargoyle in Brambles hex D4 strikes Lion in Plains hex E4 with strike number 4, rolling: 6552: 3 hits Critter Lion in Plains hex E4: 3 + 3 => 5; 1 excess Critter Lion in Plains hex E4 is now dead: (hits=5 > power=5) 1 carry available Critter Ogre in Brambles hex D5: 0 + 1 => 1; 0 excess 1 hit carries to Ogre in Brambles hex D5 Gargoyle in Brambles hex C4 strikes Centaur in Plains hex C5 with strike number 5, rolling: 2152: 1 hit Critter Centaur in Plains hex C5: 2 + 1 => 3; 0 excess Critter Centaur in Plains hex C5 is now dead: (hits=3 > power=3) Rational3's battle turn, number 3 Battle phase advances to Move Lion moves from B4 to A2 Battle phase advances to Fight Gargoyle in Brambles hex C4 strikes Ogre in Brambles hex D5 with strike number 3, rolling: 5442: 3 hits Critter Ogre in Brambles hex D5: 1 + 3 => 4; 0 excess Gargoyle in Brambles hex D4 strikes Ogre in Brambles hex D5 with strike number 3, rolling: 1443: 3 hits Critter Ogre in Brambles hex D5: 4 + 3 => 6; 1 excess Critter Ogre in Brambles hex D5 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Brambles hex D5 strikes Gargoyle in Brambles hex D4 with strike number 6, rolling: 622144: 1 hit Critter Gargoyle in Brambles hex D4: 1 + 1 => 2; 0 excess Milvang5's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Battle phase advances to Strikeback Rational3's battle turn, number 4 Battle phase advances to Move Gargoyle moves from D4 to D5 Gargoyle moves from C4 to E5 Lion moves from B2 to C5 Lion moves from A2 to B4 Battle phase advances to Fight Lion in Plains hex C5 strikes Lion in Brambles hex D6 with strike number 4, rolling: 36552: 3 hits Critter Lion in Brambles hex D6: 0 + 3 => 3; 0 excess Gargoyle in Plains hex E5 strikes Lion in Brambles hex D6 with strike number 4, rolling: 4241: 2 hits Critter Lion in Brambles hex D6: 3 + 2 => 5; 0 excess Critter Lion in Brambles hex D6 is now dead: (hits=5 > power=5) Battle phase advances to Strikeback Lion in Brambles hex D6 strikes Lion in Plains hex C5 with strike number 5, rolling: 45213: 1 hit Critter Lion in Plains hex C5: 0 + 1 => 1; 0 excess Rational3 earns 78.0 points (70.0 + 78.0 => 148.0) Legion Gd02[] is eliminated Legion Gr06 (Frog) is going to call addCreature() to add one acquired Angel Added Angel - now there are 15 left. Legion Gr06 (Frog) acquired one Angel Gr03 (Rational3) attacks Bk08 (Hater2) in Marsh hex 122 Centaur moves from X2 to F2 Centaur moves from X2 to E2 Cyclops moves from X2 to E1 Cyclops moves from X2 to C1 Titan moves from X2 to D1 Battle phase advances to Fight Battle phase advances to Strikeback Rational3's battle turn, number 1 Battle phase advances to Move tellEngagementResultHandling, winner = Gr06 Troll moves from X5 to A2 Centaur moves from X5 to C2 Troll moves from X5 to B3 Centaur moves from X5 to E3 Centaur moves from X5 to F3 Battle phase advances to Fight Centaur in Plains hex F3 strikes Centaur in Plains hex F2 with strike number 4, rolling: 123: 0 hits Centaur in Plains hex C2 strikes Cyclops in Plains hex C1 with strike number 2, rolling: 322: 3 hits Critter Cyclops in Plains hex C1: 0 + 3 => 3; 0 excess Centaur in Plains hex E3 strikes Centaur in Plains hex F2 with strike number 4, rolling: 341: 1 hit Critter Centaur in Plains hex F2: 0 + 1 => 1; 0 excess Battle phase advances to Strikeback Cyclops in Plains hex C1 strikes Centaur in Plains hex C2 with strike number 6, rolling: 161222163: 2 hits Critter Centaur in Plains hex C2: 0 + 2 => 2; 0 excess Centaur in Plains hex E2 strikes Centaur in Plains hex E3 with strike number 4, rolling: 351: 1 hit Critter Centaur in Plains hex E3: 0 + 1 => 1; 0 excess Centaur in Plains hex F2 strikes Centaur in Plains hex F3 with strike number 4, rolling: 254: 2 hits Critter Centaur in Plains hex F3: 0 + 2 => 2; 0 excess Hater2's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Cyclops in Plains hex C1 strikes Centaur in Plains hex C2 with strike number 6, rolling: 646163242: 3 hits Critter Centaur in Plains hex C2: 2 + 3 => 3; 2 excess Critter Centaur in Plains hex C2 is now dead: (hits=3 > power=3) Centaur in Plains hex E2 strikes Centaur in Plains hex E3 with strike number 4, rolling: 214: 1 hit Critter Centaur in Plains hex E3: 1 + 1 => 2; 0 excess Centaur in Plains hex F2 strikes Centaur in Plains hex F3 with strike number 4, rolling: 664: 3 hits Critter Centaur in Plains hex F3: 2 + 3 => 3; 2 excess Critter Centaur in Plains hex F3 is now dead: (hits=3 > power=3) 2 carries available Critter Centaur in Plains hex E3: 2 + 2 => 3; 1 excess Critter Centaur in Plains hex E3 is now dead: (hits=3 > power=3) 1 hit carries to Centaur in Plains hex E3 Battle phase advances to Strikeback Centaur in Plains hex F3 strikes Centaur in Plains hex F2 with strike number 4, rolling: 562: 2 hits Critter Centaur in Plains hex F2: 1 + 2 => 3; 0 excess Critter Centaur in Plains hex F2 is now dead: (hits=3 > power=3) Centaur in Plains hex E3 strikes Centaur in Plains hex E2 with strike number 4, rolling: 524: 2 hits Critter Centaur in Plains hex E2: 0 + 2 => 2; 0 excess Centaur in Plains hex C2 strikes Cyclops in Plains hex C1 with strike number 2, rolling: 225: 3 hits Critter Cyclops in Plains hex C1: 3 + 3 => 6; 0 excess Rational3's battle turn, number 2 One Angel is summoned from legion Gr06 into legion Gr03 Battle phase advances to Move Troll moves from A2 to C2 Troll moves from B3 to B1 Angel moves from X5 to E3 Battle phase advances to Fight Troll in Plains hex C2 strikes Cyclops in Plains hex C1 with strike number 4, rolling: 36356236: 4 hits Critter Cyclops in Plains hex C1: 6 + 4 => 9; 1 excess Critter Cyclops in Plains hex C1 is now dead: (hits=9 > power=9) Angel in Plains hex E3 strikes Centaur in Plains hex E2 with strike number 4, rolling: 434123: 2 hits Critter Centaur in Plains hex E2: 2 + 2 => 3; 1 excess Critter Centaur in Plains hex E2 is now dead: (hits=3 > power=3) Battle phase advances to Strikeback Centaur in Plains hex E2 strikes Angel in Plains hex E3 with strike number 4, rolling: 335: 1 hit Critter Angel in Plains hex E3: 0 + 1 => 1; 0 excess Cyclops in Plains hex C1 strikes Troll in Bog hex B1 with strike number 4, rolling: 636155454: 7 hits Critter Troll in Bog hex B1: 0 + 7 => 7; 0 excess Hater2's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Battle phase advances to Strikeback Rational3's battle turn, number 3 Battle phase advances to Move Troll moves from C2 to C1 Troll moves from B1 to D2 Angel moves from E3 to E2 Battle phase advances to Fight Troll in Plains hex C1 strikes Titan in Plains hex D1 with strike number 6, rolling: 64525666: 4 hits Critter Titan in Plains hex D1: 0 + 4 => 4; 0 excess Angel in Plains hex E2 strikes Cyclops in Plains hex E1 with strike number 2, rolling: 415164: 4 hits Critter Cyclops in Plains hex E1: 0 + 4 => 4; 0 excess Troll in Bog hex D2 strikes Titan in Plains hex D1 with strike number 6, rolling: 13611443: 1 hit Critter Titan in Plains hex D1: 4 + 1 => 5; 0 excess Battle phase advances to Strikeback Cyclops in Plains hex E1 strikes Angel in Plains hex E2 with strike number 6, rolling: 335335651: 1 hit Critter Angel in Plains hex E2: 1 + 1 => 2; 0 excess Titan in Plains hex D1 strikes Troll in Plains hex C1 with strike number 1, rolling: 322313: 6 hits Critter Troll in Plains hex C1: 0 + 6 => 6; 0 excess Hater2's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Cyclops in Plains hex E1 strikes Angel in Plains hex E2 with strike number 6, rolling: 526546145: 2 hits Critter Angel in Plains hex E2: 2 + 2 => 4; 0 excess Titan in Plains hex D1 strikes Troll in Plains hex C1 with strike number 1, rolling: 322226: 6 hits Critter Troll in Plains hex C1: 6 + 6 => 8; 4 excess Critter Troll in Plains hex C1 is now dead: (hits=8 > power=8) 4 carries available Critter Troll in Bog hex D2: 7 + 4 => 8; 3 excess Critter Troll in Bog hex D2 is now dead: (hits=8 > power=8) 1 hit carries to Troll in Bog hex D2 Battle phase advances to Strikeback Troll in Plains hex C1 strikes Titan in Plains hex D1 with strike number 6, rolling: 13521215: 0 hits Angel in Plains hex E2 strikes Cyclops in Plains hex E1 with strike number 2, rolling: 334362: 6 hits Critter Cyclops in Plains hex E1: 4 + 6 => 9; 1 excess Critter Cyclops in Plains hex E1 is now dead: (hits=9 > power=9) Troll in Bog hex D2 strikes Titan in Plains hex D1 with strike number 6, rolling: 63423165: 2 hits Critter Titan in Plains hex D1: 5 + 2 => 6; 1 excess Critter Titan in Plains hex D1 is now dead: (hits=6 > power=6) Rational3 earns 90.0 points (148.0 + 90.0 => 238.0) Player 'Hater2' is dying, killed by Rational3 Legion Bk08[] is eliminated Rational3 earns 42.0 half-points (238.0 + 42.0 => 280.0) Legion Bk02[Ranger, Troll, Troll, Ogre, Ogre, Ogre] is eliminated Hater2 is dead, telling everyone about it Legion Gr03 (Diamond) is going to call addCreature() to add one acquired Angel Added Angel - now there are 14 left. Legion Gr03 (Diamond) acquired one Angel Phase advances to Muster Added Cyclops - now there are 14 left. Legion Gr06 in Brush hex 17 recruits Cyclops with 1 Cyclops Rational1's turn, number 9 2 creatures are split off from legion Rd10 into new legion Rd09 Phase advances to Move Rational1 rolls a 6 for movement tellEngagementResultHandling, winner = Gr03 Legion Rd12 (Torch) in Plains hex 101 moves to Desert hex 7 entering on Bottom Legion Rd01 (Cross) in Swamp hex 42 moves to Plains hex 6 entering on Right Legion Rd10 (Star) in Brush hex 141 moves to Brush hex 3 entering on Bottom Legion Rd09 (Spiral) in Brush hex 141 moves to Jungle hex 135 entering on Right No legion with markerId 'Rd09' (for player Rational1) Phase advances to Fight ++++++ SCT SocketClientThread Client Babbling Balrog, parseLine(): got Exception java.lang.NullPointerException null line=didMove ~ Rd09 ~ 141 ~ ... [truncated message content] |
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From: SourceForge.net <no...@so...> - 2008-10-09 19:02:34
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Bugs item #2072769, was opened at 2008-08-25 05:50 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2072769&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: AI Group: None Status: Open >Resolution: Fixed Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Game hangs when AI titan killed by AI Initial Comment: I'd killed an AI titan already and the game didn't hang. When an AI (non-titan group) killed an AI titan the game hung on the dead titan's strikeback phase. Both were Rational AI. Playing Abyssal6. c_...@ya... ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-10-09 22:02 Message: Yes, this happens in the current public build; it is really buggy. (this particular bug is the more likely to strike, the more legions the slain player has. E.g. an AI with 40 legions, it happens easily. Except on my own computer, there never )-: But also this is (so I hope) fixed already, we just haven't made a new public build yet - coming soon. Meanwhile, you could use the "Public Testing Build" - in that one most of the recent serious bugs are (should be) corrected: http://colossus.wiki.sourceforge.net/PublicTestingBuild -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-08-26 00:11 Message: Logged In: NO It was a 5 player game: 1) Human (me) 2) Rational AI - dead previously - killed by me 3) Rational AI - alive - not in the fight 4) Rational AI - alive - in the fight, just killed Rational AI #5 5) Rational AI - dead - just killed in the fight by Rational AI #4 I can get you the log and/or turn on debug logging in case it happens again, but you'd have to tell me where the log is and how to turn on extra logging information. I haven't run the game since it hung, so whatever state was maintained when I exited the board will remain. (To end that session I clicked the 'X' in the upper right of the window to close the game and then selected 'Close the board' and then exited the app. There were no popups. The 'done' button in the battle board UI was disabled. The 'Phase | Done' menu item did nothing (but was not disabled). The phase was stuck on "brown strikeback" -- brown being the recently deceased. I could find no way to proceed without exiting the game. cl ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-25 09:52 Message: Logged In: YES user_id=1717697 Originator: NO Hi, were you as human player still alive then? I noticed that there is a problem in some case: when AIs fight to the end, when the Titan is killed, the game does not update the Game status window, so it looks like there would still be 2 or more players alive, and the "XXX wins" is not displayed; but if one looks in the log, there is (perhaps 6-8.-last message) the "xxx wins!" log entry. Can you verify whether this is there / confirm you were still alive, and the last battle was NOT a Titan-vs-Titan battle? --- I've let the game run 100+ rounds of stresstest (all players AI against each other) and none of them did hang... they do autoquit when "xxx wins" is reached, but the message does not reach the client to be displayed there.) BR, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2072769&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-09 19:00:36
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Bugs item #2099803, was opened at 2008-09-08 11:58 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2099803&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Documentation Group: None Status: Open >Resolution: Fixed Priority: 3 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Variant READMEs should mention the "tower-type" lands Initial Comment: Several variants have lands which are "Tower-like", e.g. Abyss, Mantio, Hellmouth, Circle. This means that 1) defender can place his battle chits only to a certain set of 7 hexes on entering the battle map (for tower and abyss and so on it's easy to recognize, its inside the walls), but same applies for Circle and there it's on first glance confusing why creature can go only to certain hexes and others not. 2) Those lands enable Tower-teleport for Lords. So, any legion which has a lord, like: Titan, Angel, Archangel; * In Beelzebub (Hellmouth, Circle) also Devil, Archdevil, Death, Beelzebub; * In Pantheon (Mantio) the Pantheon Gods * In BeelzeGods12 all of the above) Any such legion, on rolling a 6 can teleport from there -- just as Tower Teleport for the two startup legions in the tower on rolling a 6 in first round. So, the README files for the different variants should mention that fact, and perhaps on some general page / FAQ explain the whole things as above ? -Clemens ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-10-09 22:00 Message: Actually the reality is different. In fact there is two properties "is tower" and "has startlist", and in the code for checking whether it is allowed to teleport it uses the wrong one. I fixed this while ago (so that now it really allows it from "is tower" type lands, I think this is really only lands called "Tower". Not in public build yet (but one will come soon, I hope). Meanwhile, you could use the "Public Testing Build" - in that one this and most of the otehr recent serious bugs are (should be) corrected: http://colossus.wiki.sourceforge.net/PublicTestingBuild -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 23:11 Message: I was actually considering to mark the entry hexes in battle map preview somehow pink bordered or something... > That said, I'd love the option of turning off Tower teleportation on >"tower-like" lands. there is an option to prohibit tower teleport in general. And as I said, for most lands that it allows tower teleport is a bug: most of them just have start list, and the check for whether tt is allowed checks that, instead it should check for "isTower()". And then, basically no other land except really "Tower" would enable tower teleport: bash-3.00$ grep -i 'tower="true"' */*/*.xml Abyssal6/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True"> Badlands-JDG/Battlelands/TowerAlt.xml:<battlemap terrain="TowerAlt" tower="True"> Default/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True"> Pantheon/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True"> TG-ConceptI/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True" subtitle="Two Towers"> TG-ConceptII/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True" subtitle="Broadside"> TG-ConceptIII/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True" subtitle="The great wall"> TG-SetII/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True"> TG-Wild/Battlelands/Tower.xml:<battlemap terrain="Tower" tower="True" subtitle="Ziggurat"> bash-3.00$ I would consider adding the "is tower" attribute to *some* land types, e.g. those which are really tower-shaped (or anti-tower shaped), e.g. Abyss and Mantio. Clemens ---------------------------------------------------------------------- Comment By: Dranathi (dranathi) Date: 2008-09-16 22:44 Message: Perhaps we could also add the list of starting hexes to the BattleTerrainHazardWindow? I do recall being surprised the first time I saw a tower teleportation in the Abyss. That said, I'd love the option of turning off Tower teleportation on "tower-like" lands. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 10:34 Message: Looked into the sources. Actually there is two attributes: "has_startlist" and "is_tower". I think the former should affect whether creatures start at special place and the latter whether it is a tower, and as such plays a special role in tower teleport. Right now the checking for valid movements is (IMHO) buggy: it allows as possible starting "towers" anything which has a startlist, but as destination in terms of "any vacant tower" it looks for the "is_tower" attribute. Besides, if "disallow tower to tower" is selected, it removes empty towers from the list of possible hexes, should they be there in some variant where another tower is near enough to be reached within 6 hexes. I think that is not logical.... So we need to decide whether to fix it that for teleport issues only the is_tower attribute is relevant - then quite a number of lands in several variants will not allow tower teleport any more. E.g,. Abyss, Mantio, Hellmouth, Circle... -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2099803&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-09 18:58:00
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Bugs item #2097824, was opened at 2008-09-07 04:52 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2097824&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: Wont Fix Priority: 5 Private: No Submitted By: Babbling Balrog (nsillito) Assigned to: Clemens Katzer (cleka) Summary: Great error message. Initial Comment: So the game hung with a battle mat open (see other bug report). So I started a new game, but the battle mat still didn't close when the game setup dialogue box opened. So I thought, I'll just close the battle mat and carry on. Well, I clicked on the X in the upper right corner and tried quit, nothing, tried close, nothing, so I tried something else and then got this interesting error message: Arggh!! Seems the standard Quit procedure does not work. Doing System.exit() now the hard way. OK This was such a great error message I had to post it. After clicking OK the game shut down, including the new game setup dialogue. Oh well, I just start a new game. The Aug 22 build seems to have introduced a lot of bugs. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-10-09 21:57 Message: Yes, this happens in the current public build; but as I tried to explain, this message is not a bug, it's a feature ;-) The upcoming public build (hopefully soon) would have that message too, but it also does the System.exit() by itself, 10 seconds after you clicked Quit, if the Game has not shutdown and JVM terminted "cleanly" by itself. Meanwhile, you could use the "Public Testing Build" - in that one most of the recent serious bugs are (should be) corrected: http://colossus.wiki.sourceforge.net/PublicTestingBuild -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-07 08:27 Message: Logged In: YES user_id=1717697 Originator: NO Yeah, it's a nice message, isn't it? Whatever it is worth, here what it means: Earlier (2 or 3 public builds ago), upon starting a new game, Colossus did not clean up much of the current game - threads did stay running, thus all the memory they referenced kept used; it just created more objects and more threads. So with every new game inside an once started Colossus application, the used memory grew and grew. When user did Quit, it just did "System.exit()" - tell the Java Virtual machine to exit no matter what. And, for multiboard games (hot seat), if one player was dead, you still could not close his masterboard - doing so, the whole Colossus application terminated - game gone. I rewrote that to the following: When user selects new or load or quit, it stores somehwere what to do next, and then initiated a clean shutdown phase. The client which owns the board where you used the menu, did send a message to the server, so that that one initiated the shutdown. It informed all clients to go down, close their boards (if there were, e.g. hot seat games), then theu close their sockets, and exit their "wait until something comes from server" loop. Out of their loop, those threads cede to exist. The server thread did some more cleanup, closed it's own sockets (play & file serving), freed some static variables, and exited it's loop. This made him return to it's main loop, where it found what next to do: new, load, or quit. On load or new, it would do now same way, and basically same preconditions as if done fresh after game start; for quit, it would just quit it's own main loop and cease to exist. No user thread running any more, the Java Virtual Machine would peacefully just terminate itself. No System.exit() needed at all. I consider this to be a clean exit, and a good thing. And when in a hot seat game one board does "close", it can cleanly close, leave the rest of game intact; if this is the last board, the server will do same as if one did "new game" - back to the game setup. Now, the message above: You say on client side once you want to exit. It sets a flag for that, and then initiates the "normal" shutdown as said above. As you noticed, this clean shutdown depends on the fact, that client can still send to and receive from server. If somewhat later you have opportunity to use this menu option again, it implies, the first attempt failed - it sees you tried it because the flag is set. Not much use to try again, is there? So, you want quit, clean way does not work, so it does it the hard way, just as earlier. But it tells about it. Well mostly this message was for me, when I implemented and made this working nicely, and, under normal circumstances, the standard user is not supposed to see it. Yes, then it kicks you totally out, have to start Colossus again. As earlier. Without that (e.g. if started via web start), would have to go for task list or ps -ef on unix cmdline, find which java ws process it might be, and kill it with tasks manager or kill command. (otherwise it stays running, using memory and perhaps blocking the port. Wouldn't do good to anyone, now would it?). And I think, this was working well when I committed it. Didn't get that for a long time... Around that time, Peter initiated some architectural cleanup, re-using code from server on client side instead of duplicating, work more straight with objects instead of everywhere lookup by markerId, for() instead of iterators, which lead to eventually change to Java 1.5, and some more. A good goal, but risky... Especially this "instead of always lookup by ID" has broken many things; I have fixed quite a number of those in recent months (the load game problem is caused by it too), but it seems there are still some left. Now, if such lookup problems occur, it might lead to exceptions which throw the client thread out of it's read loop - and then the client-server communication is broken. ((ah, and one thing: this clean shutodwn is also needed, and in fact I started it due to it, because of the "Web Client" thing. I wanted it to be possible to discard the current game and clean board and all, but the web client stays up. i.e. had to get rid off all the system.exit(). *Sigh*, noone is using WebServer and WebClient since we don't run a server, but perhaps one day... )) I hope someone agrees with me that this exit procedure is an improvement against the old way... -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2097824&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-09 18:55:45
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Bugs item #2095361, was opened at 2008-09-05 19:47 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2095361&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open >Resolution: Fixed Priority: 9 Private: No Submitted By: Daniel (dmorenus) Assigned to: Clemens Katzer (cleka) Summary: Game hangs when AI Titan killed Initial Comment: This has happened in Default, Abyssal3, Unified, and possibly other variants, with MilvangAI and RationalAI. When an AI Titan stack attacks and the Titan is killed, the combat hangs. The remaining surviving units in the attacking stack remain on the combat board, and the losing player's stacks are not removed from the board, although they no longer display a unit count. Units still appear in the inspector window if you mouse over any of the losing player's stacks, including the doomed attacking stack. In one case I used the Phase -> Force Done menu item in the combat land menu to force the game to continue. The game crashed or hung again a short time later. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-10-09 21:55 Message: Yes, this happens in the current public build; it is really buggy. But it was fixed already while ago we just haven't made a new public build yet - coming soon. Meanwhile, you could use the "Public Testing Build" - in that one most of the recent serious bugs are (should be) corrected: http://colossus.wiki.sourceforge.net/PublicTestingBuild -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 10:35 Message: Raising priority. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-06 11:17 Message: Logged In: YES user_id=1717697 Originator: NO What would be even more helpful would be a saved game file from shortly before the hang - sooo... Since you can't save after it hangs, only way is to save all the time. There is "Autosave" in the game startup menu. Simple... if you don't mind having several hundred save files created ;-) If you do mind, there is a cure, but it's not in the GUI. You can place a certain line in the Colossus-server.cfg file which tells how many those file may max. created during one game. OK, where is the cfg file... In Help=>About there it tells is user.home and Colossus-home (just .colossus under the user.home). In this Colossus-home are several Colossus-<somename>.cfg files. <somename> = server is the global config file, holding all the settings from the Game startup menu. (Tip: if there are many cf files, the -server is usually one of the most recent modified ones). All the other files are from the different players, so there will be - beside the name you choose - "Blue", "Red", ... "Simple1", "Simple4" etc. - depending whether you use "name by type" or "name by color" - that's obvious, I guess... Into this -server.cfg file, add a line (does not matter where) like this: Max\ autosave\ files=10 Note the backslashes before the spaces. The autosave files are in the directory "saves" in the Colossus home directory as told above. With that setting, when creating the 11th file, the first one is deleted again. For each game will remain 10 files. So every then and now should clean the directory anyway. But it's much better than having hundreds (during my stresstest rounds, and before I made this cfg file options, occasionally I had to delete 3000-5000 files there... Not fun with Explorer for an impatient guy as me. And even Cygwin bash gets in trouble with rm *.xml ... too long commandline eventually *g* ;-) Okay, if you could provide the few lastest autosave files before a hang would be cool. Attaching them here might be tricky, so you can send them directly to me by mail. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-06 11:01 Message: Logged In: YES user_id=1717697 Originator: NO I've done fixes to the cleanup at game over, and added server-to-client flow control (I suspect that in some cases messages got dropped because server sends them too quickly). Could you use the latest "Public Testing Build"? It is available on the our wiki page: http://colossus.wiki.sourceforge.net/ExperimentalBuilds Don't be frightened by the word "experimental" ... ;-) ---- Which files I need: Mostly interested I would be in the Colossus<x>.log files, x being 0, 1 and 2. Colossus0.log is always the newest. A long game may span over more than one file, so it's best to send me all three files. In MasterBoard Help=>About I have now finally added that it tells you what is on your computer the Temp directory it uses. (Be aware, on windows: in my computer this is under some Local Settings directory which Explorer by default does NOT show. But if you type the path to the address line it goes there, or with a cmd prompt window cd command works also...). Java console additionally is helpful, exceptions are only shown there :-( -Clemens ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-09-06 09:46 Message: Logged In: YES user_id=2134184 Originator: YES * The defeated player turns red in the player status window. * The problem arises both when the defeated player was the attacker and when he was the defender. * It does not *always* arise. I was able to finish a game just now where two AI players eliminated each other and the game didn't hang until I defeated the last AI. This was the first time this week I was able to play a game to completion though. ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-09-06 09:43 Message: Logged In: YES user_id=2134184 Originator: YES * None of these occurrences is from a saved game. * My original report is wrong in that the loser's stacks cannot be inspected on the main board; I was mistaking the recruitment options for stack contents in the inspector. All that remains is the legion markers. The surviving creatures from the defeated side *do* remain on the battle board though. * The Save Game function does not work after the game has hung in this fashion. * If the combat leads to game over status then there is not a problem as the game has been played to completion. I can live without the "Game Over!" message. The real problem arises when the defeat does not lead to the game being over. * Do you want the Java Console contents, or the game log window, or both? I will try to capture both for you. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-05 21:59 Message: Logged In: YES user_id=1717697 Originator: NO 1) Is it possible that you saved and loaded later to continue? I know that this could cause such effects (and have fixed that now). 2) Can you provide log file and/or saved file? Without that, I don't see any chance to fix anything, because I've let the computer run literally hundreds of AI-only (or: AIs + one human in autoplay) games and this situation never happened. What I know what happens is, if the kill leads to Game over state (and if one has autoplay on, then one does not get the Game Over message), things might not get cleaned up properly, status window still shows them as alive and possibly even a player which is actually dead is yellow as being the active player now... so it looks it hangs but in fact game would be over (in recent changes I made it *clear* to see that it is really over). But well, for that change you have to wait to next public build, or use the Test Build from wiki page... -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2095361&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-09 18:55:04
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Bugs item #2113621, was opened at 2008-09-16 10:14 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2113621&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open >Resolution: Fixed Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: Major battlemap bugs that end gameplay Initial Comment: I know, I know, it's already been reported - But I would like to point out that sadly, ever since the latest build based on Java 1.5+ was introduced, the 'armies remain on the battlemap', 'battlemap does not close' or the 'battle freezes' bug have resulted in about 95% of all games ending prematurely (yes, I've been keeping a record of this lately) - so, in essence, I can no longer play this wonderful game. I therefore would suggest the priority of the aforementioned bugs to be raised from 5/6 to 8 or 9, because these are serious bugs that make the game virtually unplayable. Wish I could fix it myself, but I'm not a programmer - so I'm counting on you! Cheers Mark (mar...@ya...) ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-10-09 21:55 Message: I agree as well, and additionally for me a Sprite. (A real one, not Sprite Zero which tastes like ...) But, to the facts: Yes, this is true; the current public build is really buggy. But many things are fixed already in repository but we just haven't made a new public build yet - coming soon. Meanwhile, you could use the "Public Testing Build" - in that one most of the recent serious bugs are (should be) corrected: http://colossus.wiki.sourceforge.net/PublicTestingBuild -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-09-24 13:56 Message: I agree with all that was said and a bag of chips ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2113621&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-09 18:53:10
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Bugs item #2090150, was opened at 2008-09-03 04:58 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090150&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open >Resolution: Fixed Priority: 9 Private: No Submitted By: Babbling Balrog (nsillito) Assigned to: Clemens Katzer (cleka) Summary: Stack Counter left after a battle Initial Comment: Stack counter remains on the board with no units. Stack counter blocks movement. Can't resolve the battle. Only option is to use the new Force Done on the menu. That option doesn't always work. Next turn can move unit off the stack counter if the game isn't hung. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-10-09 21:53 Message: Yes, this happens in the current public build; it is really buggy. But it was fixed already while ago we just haven't made a new public build yet - coming soon. Meanwhile, you could use the "Public Testing Build" - in that one most of the recent serious bugs are (should be) corrected: http://colossus.wiki.sourceforge.net/PublicTestingBuild -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-10-09 19:05 Message: I've had this occur as well. The legion marker for the dead legion will remain on the map and will never move again. But any legions that enter the area it occupies are forced to stop and fight the non-existant legion. I also had a game where when the Titan was killed all of the legion markers for that Titan remain on the Masterboard and interfere with movement with an unresolveable combat. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 10:28 Message: Raising priority. ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 06:50 Message: Logged In: YES user_id=2202652 Originator: YES Sorry, log window was closed. Here is the saved game. File Added: zerostackengaged.xml ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 06:48 Message: Logged In: YES user_id=2202652 Originator: YES New game. Human vs 5 AI. Blue's turn. Green 7 stack engagement with Brown 0 stack in Tower. Message for Blue : Resolve Engagements. Can use Force Done to make the game proceed. On Green's turn he will be able to move the stack out of the tower, maybe. Here is the log. I'll upload the image of the board and the saved game at that point. File Added: emptystack.JPG ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 04:14 Message: Logged In: YES user_id=2202652 Originator: YES File Added: zerostackwithsplitlegion.xml ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 03:56 Message: Logged In: YES user_id=2202652 Originator: YES Opps, that was a zero stack for brown not gold as per the image file name. I've saved this game and will upload it next. File Added: zerostack.xml ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 03:50 Message: Logged In: YES user_id=2202652 Originator: YES Here is the game log from the new game I am playing right now. Taken at the same time as I sent the images. I don't save and reload any games. I play them straight through. Also re: "Next turn can move unit off the stack counter if the game isn't hung." What I meant was that the following turn I can move my normal stack off the other AI player's zero size stack. Babbling Balrog chooses color Blue Setting for "<By type>5" new name: Milvang5 Milvang5 chooses color Red Setting for "<By type>3" new name: Rational3 Rational3 chooses color Gold Setting for "<By type>1" new name: Rational1 Rational1 chooses color Black Setting for "<By type>4" new name: Hater4 Hater4 chooses color Green Setting for "<By type>2" new name: Hater2 Hater2 chooses color Brown Hater2 selects initial marker Hater4 selects initial marker Babbling Balrog selects initial marker Rational1 selects initial marker Rational3 selects initial marker Milvang5 selects initial marker 4 creatures are split off from legion Br01 into new legion Br03 Phase advances to Move Hater2 rolls a 4 for movement Legion Br03 (Chest) in Tower hex 600 moves to Marsh hex 41 entering on Right Legion Br01 (Antlers) in Tower hex 600 moves to Plains hex 133 entering on Right Phase advances to Fight Phase advances to Muster Added Centaur - now there are 12 left. Legion Br01 in Plains hex 133 recruits Centaur with 1 Centaur Added Troll - now there are 27 left. Legion Br03 in Marsh hex 41 recruits Troll with 2 Ogres Hater4's turn, number 1 4 creatures are split off from legion Gr04 into new legion Gr06 Phase advances to Move Hater4 rolls a 3 for movement Legion Gr04 (Fish) in Tower hex 500 moves to Plains hex 29 entering on Right Legion Gr06 (Frog) in Tower hex 500 moves to Brush hex 127 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 11 left. Legion Gr04 in Plains hex 29 recruits Centaur with 1 Centaur Added Cyclops - now there are 27 left. Legion Gr06 in Brush hex 127 recruits Cyclops with 2 Gargoyles Babbling Balrog's turn, number 1 4 creatures are split off from legion Bu05 into new legion Bu03 Phase advances to Move Babbling Balrog rolls a 1 for movement Legion Bu05 (Egg) in Tower hex 400 moves to Brush hex 24 entering on Right Legion Bu03 (Candle) in Tower hex 400 moves to Marsh hex 122 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 26 left. Legion Bu03 in Marsh hex 122 recruits Troll with 2 Ogres Added Cyclops - now there are 26 left. Legion Bu05 in Brush hex 24 recruits Cyclops with 2 Gargoyles Rational1's turn, number 1 4 creatures are split off from legion Bk03 into new legion Bk05 Phase advances to Move Rational1 rolls a 6 for movement Legion Bk05 (Hand) in Tower hex 300 tower teleports (Titan) to Tower hex 600 entering on Bottom Legion Bk03 (Die) in Tower hex 300 moves to Plains hex 110 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 27 left. Legion Bk03 in Plains hex 110 recruits Lion with 2 Centaurs Added Warlock - now there are 5 left. Legion Bk05 in Tower hex 600 recruits Warlock with 1 Titan Rational3's turn, number 1 4 creatures are split off from legion Gd10 into new legion Gd08 Phase advances to Move Rational3 rolls a 5 for movement Rational3 takes a mulligan Rational3 rolls a 3 for movement Rational3 takes a mulligan and rolls 3 Legion Gd08 (Rings) in Tower hex 200 moves to Brush hex 106 entering on Left Legion Gd10 (Scimitars) in Tower hex 200 moves to Marsh hex 8 entering on Right Phase advances to Fight Phase advances to Muster Added Ogre - now there are 12 left. Legion Gd10 in Marsh hex 8 recruits Ogre with 1 Ogre Added Cyclops - now there are 25 left. Legion Gd08 in Brush hex 106 recruits Cyclops with 2 Gargoyles Milvang5's turn, number 1 4 creatures are split off from legion Rd01 into new legion Rd09 Phase advances to Move Milvang5 rolls a 5 for movement Milvang5 takes a mulligan Milvang5 rolls a 1 for movement Milvang5 takes a mulligan and rolls 1 Legion Rd01 (Cross) in Tower hex 100 moves to Brush hex 3 entering on Right Legion Rd09 (Spiral) in Tower hex 100 moves to Plains hex 101 entering on Bottom Phase advances to Fight Phase advances to Muster Added Gargoyle - now there are 8 left. Legion Rd01 in Brush hex 3 recruits Gargoyle with 1 Gargoyle Added Lion - now there are 26 left. Legion Rd09 in Plains hex 101 recruits Lion with 2 Centaurs Hater2's turn, number 2 Phase advances to Move Hater2 rolls a 2 for movement Legion Br03 (Chest) in Marsh hex 41 moves to Plains hex 1 entering on Right Legion Br01 (Antlers) in Plains hex 133 moves to Marsh hex 131 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 10 left. Legion Br03 in Plains hex 1 recruits Centaur with 1 Centaur Hater4's turn, number 2 Phase advances to Move Hater4 rolls a 6 for movement Legion Gr04 (Fish) in Plains hex 29 moves to Tundra hex 4000 entering on Left Legion Gr06 (Frog) in Brush hex 127 moves to Brush hex 31 entering on Bottom Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 24 left. Legion Gr06 in Brush hex 31 recruits Cyclops with 1 Cyclops Babbling Balrog's turn, number 2 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu05 (Egg) in Brush hex 24 moves to Jungle hex 121 entering on Right Legion Bu03 (Candle) in Marsh hex 122 moves to Woods hex 25 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 9 left. Legion Bu03 in Woods hex 25 recruits Centaur with 1 Centaur Added Cyclops - now there are 23 left. Legion Bu05 in Jungle hex 121 recruits Cyclops with 1 Cyclops Rational1's turn, number 2 Phase advances to Move Rational1 rolls a 4 for movement Legion Bk03 (Die) in Plains hex 110 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Rational3's turn, number 2 Phase advances to Move Rational3 rolls a 2 for movement Legion Gd08 (Rings) in Brush hex 106 moves to Plains hex 6 entering on Right Legion Gd10 (Scimitars) in Marsh hex 8 moves to Brush hex 10 entering on Bottom Phase advances to Fight Phase advances to Muster Milvang5's turn, number 2 Phase advances to Move Milvang5 rolls a 1 for movement Legion Rd01 (Cross) in Brush hex 3 moves to Hills hex 4 entering on Left Legion Rd09 (Spiral) in Plains hex 101 moves to Tower hex 100 entering on Bottom Phase advances to Fight Phase advances to Muster Added Ogre - now there are 11 left. Legion Rd01 in Hills hex 4 recruits Ogre with 1 Ogre Added Warlock - now there are 4 left. Legion Rd09 in Tower hex 100 recruits Warlock with 1 Titan Hater2's turn, number 3 Phase advances to Move Hater2 rolls a 2 for movement Legion Br01 (Antlers) in Marsh hex 131 moves to Plains hex 129 entering on Left Legion Br03 (Chest) in Plains hex 1 moves to Tundra hex 6000 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 25 left. Legion Br01 in Plains hex 129 recruits Lion with 2 Centaurs Added Troll - now there are 25 left. Legion Br03 in Tundra hex 6000 recruits Troll with 1 Troll Hater4's turn, number 3 Phase advances to Move Hater4 rolls a 2 for movement Legion Gr06 (Frog) in Brush hex 31 moves to Marsh hex 27 entering on Left Legion Gr04 (Fish) in Tundra hex 4000 moves to Hills hex 23 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 10 left. Legion Gr04 in Hills hex 23 recruits Ogre with 1 Ogre Babbling Balrog's turn, number 3 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu05 (Egg) in Jungle hex 121 moves to Marsh hex 117 entering on Left Legion Bu03 (Candle) in Woods hex 25 moves to Jungle hex 121 entering on Right Phase advances to Fight Phase advances to Muster Rational1's turn, number 3 Phase advances to Move Rational1 rolls a 1 for movement Legion Bk03 (Die) in Swamp hex 14 moves to Plains hex 15 entering on Right Legion Bk05 (Hand) in Tower hex 600 moves to Brush hex 38 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 24 left. Legion Bk03 in Plains hex 15 recruits Lion with 2 Centaurs Added Cyclops - now there are 22 left. Legion Bk05 in Brush hex 38 recruits Cyclops with 2 Gargoyles Rational3's turn, number 3 Phase advances to Move Rational3 rolls a 2 for movement Legion Gd10 (Scimitars) in Brush hex 10 moves to Marsh hex 108 entering on Bottom Legion Gd08 (Rings) in Plains hex 6 moves to Brush hex 10 entering on Right Phase advances to Fight Phase advances to Muster Added Troll - now there are 24 left. Legion Gd10 in Marsh hex 108 recruits Troll with 2 Ogres Added Cyclops - now there are 21 left. Legion Gd08 in Brush hex 10 recruits Cyclops with 1 Cyclops Milvang5's turn, number 3 Phase advances to Move Milvang5 rolls a 3 for movement Legion Rd09 (Spiral) in Tower hex 100 moves to Plains hex 1 entering on Right Legion Rd01 (Cross) in Hills hex 4 moves to Plains hex 101 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 23 left. Legion Rd09 in Plains hex 1 recruits Lion with 2 Centaurs Hater2's turn, number 4 2 creatures are split off from legion Br01 into new legion Br02 2 creatures are split off from legion Br03 into new legion Br09 Legion Br09[Ogre, Ogre] is eliminated Legion Br09 recombined into legion Br03 Phase advances to Move Hater2 rolls a 2 for movement Legion Br01 (Antlers) in Plains hex 129 moves to Brush hex 31 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 20 left. Legion Br01 in Brush hex 31 recruits Cyclops with 2 Gargoyles Hater4's turn, number 4 Phase advances to Move Hater4 rolls a 3 for movement Legion Gr06 (Frog) in Marsh hex 27 moves to Woods hex 30 entering on Left Legion Gr04 (Fish) in Hills hex 23 moves to Abyss hex 26 entering on Bottom Phase advances to Fight Phase advances to Muster Added Centaur - now there are 8 left. Legion Gr06 in Woods hex 30 recruits Centaur with 1 Centaur Babbling Balrog's turn, number 4 Phase advances to Move Babbling Balrog rolls a 6 for movement Legion Bu05 (Egg) in Marsh hex 117 moves to Jungle hex 111 entering on Right Legion Bu03 (Candle) in Jungle hex 121 moves to Plains hex 115 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 22 left. Legion Bu03 in Plains hex 115 recruits Lion with 2 Centaurs Added Cyclops - now there are 19 left. Legion Bu05 in Jungle hex 111 recruits Cyclops with 1 Cyclops Rational1's turn, number 4 2 creatures are split off from legion Bk03 into new legion Bk04 Phase advances to Move Rational1 rolls a 6 for movement Legion Bk03 (Die) in Plains hex 15 moves to Desert hex 21 entering on Bottom Legion Bk05 (Hand) in Brush hex 38 moves to Brush hex 38 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 21 left. Legion Bk03 in Desert hex 21 recruits Lion with 1 Lion Added Cyclops - now there are 18 left. Legion Bk05 in Brush hex 38 recruits Cyclops with 1 Cyclops Rational3's turn, number 4 2 creatures are split off from legion Gd10 into new legion Gd02 Phase advances to Move Rational3 rolls a 6 for movement Legion Gd08 (Rings) in Brush hex 10 moves to Brush hex 10 entering on Bottom Legion Gd10 (Scimitars) in Marsh hex 108 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 23 left. Legion Gd10 in Swamp hex 14 recruits Troll with 1 Troll Added Gorgon - now there are 24 left. Legion Gd08 in Brush hex 10 recruits Gorgon with 2 Cyclopes Milvang5's turn, number 4 2 creatures are split off from legion Rd09 into new legion Rd11 Phase advances to Move Milvang5 rolls a 5 for movement Legion Rd11 (Sword) in Plains hex 1 moves to Plains hex 6 entering on Right Legion Rd09 (Spiral) in Plains hex 1 moves to Mountains hex 5000 entering on Left Phase advances to Fight Phase advances to Muster Added Minotaur - now there are 20 left. Legion Rd09 in Mountains hex 5000 recruits Minotaur with 2 Lions Added Lion - now there are 20 left. Legion Rd11 in Plains hex 6 recruits Lion with 2 Centaurs Hater2's turn, number 5 2 creatures are split off from legion Br03 into new legion Br07 Legion Br07[Ogre, Ogre] is eliminated Legion Br07 recombined into legion Br03 Phase advances to Move Hater2 rolls a 2 for movement Legion Br03 (Chest) in Tundra hex 6000 moves to Hills hex 37 entering on Left Legion Br02 (Bell) in Plains hex 129 moves to Marsh hex 27 entering on Left Legion Br01 (Antlers) in Brush hex 31 moves to Plains hex 129 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 19 left. Legion Br01 in Plains hex 129 recruits Lion with 1 Lion Hater4's turn, number 5 2 creatures are split off from legion Gr06 into new legion Gr11 Phase advances to Move Hater4 rolls a 4 for movement Legion Gr04 (Fish) in Abyss hex 26 moves to Plains hex 124 entering on Left Legion Gr06 (Frog) in Woods hex 30 moves to Plains hex 34 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 18 left. Legion Gr04 in Plains hex 124 recruits Lion with 2 Centaurs Added Lion - now there are 17 left. Legion Gr06 in Plains hex 34 recruits Lion with 2 Centaurs Babbling Balrog's turn, number 5 2 creatures are split off from legion Bu05 into new legion Bu12 2 creatures are split off from legion Bu03 into new legion Bu10 Phase advances to Move Babbling Balrog rolls a 1 for movement Legion Bu05 (Egg) in Jungle hex 111 moves to Plains hex 110 entering on Left Legion Bu03 (Candle) in Plains hex 115 moves to Desert hex 114 entering on Right Legion Bu10 (Padlock) in Plains hex 115 moves to Tower hex 300 entering on Bottom Phase advances to Fight Phase advances to Muster Added Centaur - now there are 7 left. Legion Bu05 in Plains hex 110 recruits Centaur with 1 Centaur Added Ogre - now there are 9 left. Legion Bu10 in Tower hex 300 recruits Ogre with nothing Added Lion - now there are 16 left. Legion Bu03 in Desert hex 114 recruits Lion with 1 Lion Rational1's turn, number 5 2 creatures are split off from legion Bk05 into new legion Bk12 Legion Bk12[Gargoyle, Gargoyle] is eliminated Legion Bk12 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 3 for movement Legion Bk05 (Hand) in Brush hex 38 moves to Marsh hex 41 entering on Right Legion Bk04 (Feather) in Plains hex 15 moves to Hills hex 18 entering on Left Phase advances to Fight Phase advances to Muster Rational3's turn, number 5 2 creatures are split off from legion Gd08 into new legion Gd01 Legion Gd01[Gargoyle, Gargoyle] is eliminated Legion Gd01 recombined into legion Gd08 Phase advances to Move Rational3 rolls a 4 for movement Legion Gd02 (Claw) in Marsh hex 108 moves to Jungle hex 104 entering on Right Legion Gd10 (Scimitars) in Swamp hex 14 moves to Abyss hex 12 entering on Bottom Phase advances to Fight Phase advances to Muster Milvang5's turn, number 5 Phase advances to Move Milvang5 rolls a 5 for movement Legion Rd11 (Sword) in Plains hex 6 moves to Plains hex 105 entering on Right Legion Rd01 (Cross) in Plains hex 101 moves to Plains hex 138 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 15 left. Legion Rd11 in Plains hex 105 recruits Lion with 2 Centaurs Hater2's turn, number 6 2 creatures are split off from legion Br01 into new legion Br11 Legion Br11[Gargoyle, Gargoyle] is eliminated Legion Br11 recombined into legion Br01 2 creatures are split off from legion Br03 into new legion Br09 Phase advances to Move Hater2 rolls a 5 for movement Legion Br09 (Scroll) in Hills hex 37 moves to Hills hex 4 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 8 left. Legion Br09 in Hills hex 4 recruits Ogre with 1 Ogre Hater4's turn, number 6 2 creatures are split off from legion Gr04 into new legion Gr03 Phase advances to Move Hater4 rolls a 6 for movement Legion Gr04 (Fish) in Plains hex 124 moves to Swamp hex 118 entering on Right Phase advances to Fight Phase advances to Muster Babbling Balrog's turn, number 6 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu05 (Egg) in Plains hex 110 moves to Brush hex 106 entering on Left Legion Bu12 (Trident) in Jungle hex 111 moves to Desert hex 107 entering on Right Legion Bu03 (Candle) in Desert hex 114 moves to Plains hex 110 entering on Left Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 23 left. Legion Bu05 in Brush hex 106 recruits Gorgon with 2 Cyclopes Added Lion - now there are 14 left. Legion Bu03 in Plains hex 110 recruits Lion with 2 Centaurs Rational1's turn, number 6 2 creatures are split off from legion Bk05 into new legion Bk11 Legion Bk11[Gargoyle, Gargoyle] is eliminated Legion Bk11 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 2 for movement Legion Bk05 (Hand) in Marsh hex 41 moves to Plains hex 101 entering on Bottom Phase advances to Fight Phase advances to Muster Rational3's turn, number 6 2 creatures are split off from legion Gd08 into new legion Gd05 Legion Gd05[Gargoyle, Gargoyle] is eliminated Legion Gd05 recombined into legion Gd08 Phase advances to Move Rational3 rolls a 4 for movement Legion Gd08 (Rings) in Brush hex 10 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Milvang5's turn, number 6 Phase advances to Move Milvang5 rolls a 5 for movement Legion Rd11 (Sword) in Plains hex 105 moves to Jungle hex 104 entering on Right Phase advances to Fight Legion Gd02 flees from legion Rd11 Milvang5 earns 12.0 half-points (0.0 + 12.0 => 12.0) Legion Gd02[Ogre, Ogre] is eliminated tellEngagementResultHandling, winner = Rd11 Phase advances to Muster Hater2's turn, number 7 2 creatures are split off from legion Br01 into new legion Br07 Legion Br07[Gargoyle, Gargoyle] is eliminated Legion Br07 recombined into legion Br01 Phase advances to Move Hater2 rolls a 5 for movement Legion Br03 (Chest) in Hills hex 37 moves to Swamp hex 42 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 22 left. Legion Br03 in Swamp hex 42 recruits Troll with 1 Troll Hater4's turn, number 7 Phase advances to Move Hater4 rolls a 6 for movement Legion Gr11 (Scales) in Woods hex 30 moves to Marsh hex 36 entering on Right Phase advances to Fight Phase advances to Muster Babbling Balrog's turn, number 7 2 creatures are split off from legion Bu05 into new legion Bu06 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu05 (Egg) in Brush hex 106 moves to Jungle hex 104 entering on Right Legion Bu03 (Candle) in Plains hex 110 moves to Abyss hex 12 entering on Bottom Phase advances to Fight Legion Rd11 flees from legion Bu05 Babbling Balrog earns 27.0 half-points (0.0 + 27.0 => 27.0) Legion Rd11[Lion, Lion, Centaur, Centaur] is eliminated tellEngagementResultHandling, winner = Bu05 Bu03 (Babbling Balrog) attacks Gd10 (Rational3) in Abyss hex 12 Angel moves from X0 to D5 Troll moves from X0 to C4 Troll moves from X0 to E3 Centaur moves from X0 to E4 Centaur moves from X0 to D4 Battle phase advances to Fight Critter Angel in Drift (1) hex D5: 0 + 1 => 1; 0 excess Angel in Drift (1) hex D5 takes Hex damage Critter Centaur in Drift (1) hex E4: 0 + 1 => 1; 0 excess Centaur in Drift (1) hex E4 takes Hex damage Critter Centaur in Drift hex D4: 0 + 1 => 1; 0 excess Centaur in Drift hex D4 takes Hex damage Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Angel moves from X3 to F2 Troll moves from X3 to B2 Lion moves from X3 to B3 Centaur moves from X3 to B4 Lion moves from X3 to E2 Lion moves from X3 to A3 Centaur moves from X3 to F1 Battle phase advances to Fight Critter Angel in Drift (1) hex D5: 1 + 1 => 2; 0 excess Angel in Drift (1) hex D5 takes Hex damage Critter Centaur in Drift (1) hex E4: 1 + 1 => 2; 0 excess Centaur in Drift (1) hex E4 takes Hex damage Critter Centaur in Drift hex D4: 1 + 1 => 2; 0 excess Centaur in Drift hex D4 takes Hex damage Angel in Tower (2) hex F2 strikes Troll in Drift (1) hex E3 with strike number 1, rolling: 515222: 6 hits Critter Troll in Drift (1) hex E3: 0 + 6 => 6; 0 excess Lion in Tower (2) hex B3 strikes Troll in Drift (1) hex C4 with strike number 2, rolling: 15612: 3 hits Critter Troll in Drift (1) hex C4: 0 + 3 => 3; 0 excess Lion in Tower (2) hex E2 strikes Troll in Drift (1) hex E3 with strike number 2, rolling: 34143: 4 hits Critter Troll in Drift (1) hex E3: 6 + 4 => 8; 2 excess Critter Troll in Drift (1) hex E3 is now dead: (hits=8 > power=8) Centaur in Tower (2) hex B4 strikes Troll in Drift (1) hex C4 with strike number 1, rolling: 454: 3 hits Critter Troll in Drift (1) hex C4: 3 + 3 => 6; 0 excess Battle phase advances to Strikeback Troll in Drift (1) hex E3 strikes Angel in Tower (2) hex F2 with strike number 6, rolling: 53546664: 3 hits Critter Angel in Tower (2) hex F2: 0 + 3 => 3; 0 excess Troll in Drift (1) hex C4 strikes Lion in Tower (2) hex B3 with strike number 6, rolling: 23554313: 0 hits Rational3's battle turn, number 2 Battle phase advances to Move Centaur moves from E4 to D6 Angel moves from D5 to E5 Battle phase advances to Fight Critter Centaur in Drift hex D4: 2 + 1 => 3; 0 excess Critter Centaur in Drift hex D4 is now dead: (hits=3 > power=3) Centaur in Drift hex D4 takes Hex damage Troll in Drift (1) hex C4 strikes Lion in Tower (2) hex B3 with strike number 6, rolling: 34661551: 2 hits Critter Lion in Tower (2) hex B3: 0 + 2 => 2; 0 excess Battle phase advances to Strikeback Lion in Tower (2) hex B3 strikes Troll in Drift (1) hex C4 with strike number 2, rolling: 62462: 5 hits Critter Troll in Drift (1) hex C4: 6 + 5 => 8; 3 excess Critter Troll in Drift (1) hex C4 is now dead: (hits=8 > power=8) Babbling Balrog's battle turn, number 2 Battle phase advances to Move Angel moves from F2 to D2 Centaur moves from F1 to F4 Centaur moves from B4 to C5 Lion moves from A3 to B4 Lion moves from B3 to A3 Troll moves from B2 to B3 Lion moves from E2 to F3 Battle phase advances to Fight Centaur in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 4, rolling: 312: 0 hits Centaur in Tower (2) hex F4 strikes Angel in Tower (2) hex E5 with strike number 4, rolling: 565: 3 hits Critter Angel in Tower (2) hex E5: 2 + 3 => 5; 0 excess Battle phase advances to Strikeback Angel in Tower (2) hex E5 strikes Centaur in Tower (2) hex F4 with strike number 4, rolling: 125664: 4 hits Critter Centaur in Tower (2) hex F4: 0 + 4 => 3; 1 excess Critter Centaur in Tower (2) hex F4 is now dead: (hits=3 > power=3) Centaur in Tower (2) hex D6 strikes Centaur in Tower (2) hex C5 with strike number 4, rolling: 546: 3 hits Critter Centaur in Tower (2) hex C5: 0 + 3 => 3; 0 excess Critter Centaur in Tower (2) hex C5 is now dead: (hits=3 > power=3) Rational3's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 3 Battle phase advances to Move Lion moves from B4 to C5 Lion moves from F3 to F4 Battle phase advances to Fight Lion in Tower (2) hex F4 strikes Angel in Tower (2) hex E5 with strike number 5, rolling: 62523: 2 hits Critter Angel in Tower (2) hex E5: 5 + 2 => 6; 1 excess Critter Angel in Tower (2) hex E5 is now dead: (hits=6 > power=6) Lion in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 5, rolling: 33433: 0 hits Battle phase advances to Strikeback Angel in Tower (2) hex E5 strikes Lion in Tower (2) hex F4 with strike number 3, rolling: 661661: 4 hits Critter Lion in Tower (2) hex F4: 0 + 4 => 4; 0 excess Centaur in Tower (2) hex D6 strikes Lion in Tower (2) hex C5 with strike number 3, rolling: 546: 3 hits Critter Lion in Tower (2) hex C5: 0 + 3 => 3; 0 excess Rational3's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Centaur in Tower (2) hex D6 strikes Lion in Tower (2) hex C5 with strike number 3, rolling: 134: 2 hits Critter Lion in Tower (2) hex C5: 3 + 2 => 5; 0 excess Critter Lion in Tower (2) hex C5 is now dead: (hits=5 > power=5) Battle phase advances to Strikeback Lion in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 5, rolling: 63233: 1 hit Critter Centaur in Tower (2) hex D6: 2 + 1 => 3; 0 excess Critter Centaur in Tower (2) hex D6 is now dead: (hits=3 > power=3) Babbling Balrog earns 80.0 points (27.0 + 80.0 => 107.0) Legion Gd10[] is eliminated Legion Bu03 (Candle) is going to call addCreature() to add one acquired Angel Added Angel - now there are 12 left. Legion Bu03 (Candle) acquired one Angel tellEngagementResultHandling, winner = Bu03 Phase advances to Muster Added Behemoth - now there are 17 left. Legion Bu05 in Jungle hex 104 recruits Behemoth with 3 Cyclopes Rational1's turn, number 7 2 creatures are split off from legion Bk05 into new legion Bk12 Legion Bk12[Gargoyle, Gargoyle] is eliminated Legion Bk12 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 2 for movement Legion Bk04 (Feather) in Hills hex 18 moves to Brush hex 116 entering on Right Phase advances to Fight Phase advances to Muster Rational3's turn, number 7 2 creatures are split off from legion Gd08 into new legion Gd05 Legion Gd05[Gargoyle, Gargoyle] is eliminated Legion Gd05 recombined into legion Gd08 Phase advances to Move Rational3 rolls a 2 for movement Legion Gd08 (Rings) in Swamp hex 14 moves to Woods hex 16 entering on Left Phase advances to Fight Phase advances to Muster Milvang5's turn, number 7 Phase advances to Move Milvang5 rolls a 3 for movement Legion Rd09 (Spiral) in Mountains hex 5000 moves to Brush hex 31 entering on Bottom Legion Rd01 (Cross) in Plains hex 138 moves to Jungle hex 135 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 17 left. Legion Rd01 in Jungle hex 135 recruits Cyclops with 2 Gargoyles Added Gargoyle - now there are 7 left. Legion Rd09 in Brush hex 31 recruits Gargoyle with 1 Gargoyle Hater2's turn, number 8 2 creatures are split off from legion Br01 into new legion Br12 Legion Br12[Gargoyle, Gargoyle] is eliminated Legion Br12 recombined into legion Br01 Phase advances to Move Hater2 rolls a 5 for movement Legion Br03 (Chest) in Swamp hex 42 moves to Marsh hex 41 entering on Right Phase advances to Fight Phase advances to Muster Added Ranger - now there are 27 left. Legion Br03 in Marsh hex 41 recruits Ranger with 2 Trolls Hater4's turn, number 8 Phase advances to Move Hater4 rolls a 2 for movement Legion Gr11 (Scales) in Marsh hex 36 moves to Brush hex 38 entering on Bottom Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 16 left. Legion Gr11 in Brush hex 38 recruits Cyclops with 2 Gargoyles Babbling Balrog's turn, number 8 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu03 (Candle) in Abyss hex 12 moves to Jungle hex 111 entering on Right Phase advances to Fight Phase advances to Muster Rational1's turn, number 8 2 creatures are split off from legion Bk05 into new legion Bk09 Legion Bk09[Gargoyle, Gargoyle] is eliminated Legion Bk09 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 5 for movement Legion Bk03 (Die) in Desert hex 21 moves to Abyss hex 26 entering on Bottom Legion Bk05 (Hand) in Plains hex 101 moves to Plains hex 138 entering on Left Phase advances to Fight Phase advances to Muster Rational3's turn, number 8 2 creatures are split off from legion Gd08 into new legion Gd09 Phase advances to Move Rational3 rolls a 4 for movement Legion Gd09 (Scarab) in Woods hex 16 moves to Brush hex 24 entering on Bottom Legion Gd08 (Rings) in Woods hex 16 moves to Plains hex 20 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 15 left. Legion Gd09 in Brush hex 24 recruits Cyclops with 2 Gargoyles Milvang5's turn, number 8 2 creatures are split off from legion Rd01 into new legion Rd05 Legion Rd05[Gargoyle, Gargoyle] is eliminated Legion Rd05 recombined into legion Rd01 2 creatures are split off from legion Rd09 into new legion Rd04 Legion Rd04[Lion, Gargoyle] is eliminated Legion Rd04 recombined into legion Rd09 Phase advances to Move Milvang5 rolls a 1 for movement Legion Rd09 (Spiral) in Brush hex 31 moves to Tower hex 500 entering on Bottom Legion Rd01 (Cross) in Jungle hex 135 moves to Brush hex 134 entering on Left Phase advances to Fight Phase advances to Muster Hater2's turn, number 9 2 creatures are split off from legion Br01 into new legion Br06 Legion Br06[Gargoyle, Gargoyle] is eliminated Legion Br06 recombined into legion Br01 2 creatures are split off from legion Br03 into new legion Br10 Phase advances to Move Hater2 rolls a 3 for movement Legion Br02 (Bell) in Marsh hex 27 moves to Woods hex 30 entering on Left Legion Br10 (Spider) in Marsh hex 41 moves to Woods hex 2 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 6 left. Legion Br02 in Woods hex 30 recruits Centaur with 1 Centaur Added Centaur - now there are 5 left. Legion Br10 in Woods hex 2 recruits Centaur with 1 Centaur Hater4's turn, number 9 Phase advances to Move Hater4 rolls a 1 for movement Legion Gr04 (Fish) in Swamp hex 118 moves to Marsh hex 117 entering on Left Legion Gr03 (Diamond) in Plains hex 124 moves to Woods hex 25 entering on Bottom Legion Gr06 (Frog) in Plains hex 34 moves to Tower hex 600 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 21 left. Legion Gr04 in Marsh hex 117 recruits Troll with 2 Ogres Added Warlock - now there are 3 left. Legion Gr06 in Tower hex 600 recruits Warlock with 1 Titan Added Centaur - now there are 4 left. Legion Gr03 in Woods hex 25 recruits Centaur with 1 Centaur Babbling Balrog's turn, number 9 Phase advances to Move Babbling Balrog rolls a 5 for movement Legion Bu05 (Egg) in Jungle hex 104 moves to Brush hex 141 entering on Left Legion Bu12 (Trident) in Desert hex 107 moves to Brush hex 102 entering on Right Legion Bu06 (Foot) in Brush hex 106 moves to Plains hex 101 entering on Left Legion Bu03 (Candle) in Jungle hex 111 moves to Brush hex 106 entering on Left Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 22 left. Legion Bu05 in Brush hex 141 recruits Gorgon with 1 Gorgon Rational1's turn, number 9 2 creatures are split off from legion Bk05 into new legion Bk10 Legion Bk10[Gargoyle, Gargoyle] is eliminated Legion Bk10 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 4 for movement Legion Bk04 (Feather) in Brush hex 116 moves to Marsh hex 112 entering on Right Legion Bk03 (Die) in Abyss hex 26 moves to Plains hex 124 entering on Left Phase advances to Fight Phase advances to Muster Added Ranger - now there are 26 left. Legion Bk03 in Plains hex 124 recruits Ranger with 2 Lions Rational3's turn, number 9 Phase advances to Move Rational3 rolls a 3 for movement Legion Gd08 (Rings) in Plains hex 20 moves to Hills hex 23 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 7 left. Legion Gd08 in Hills hex 23 recruits Ogre with 1 Ogre Milvang5's turn, number 9 2 creatures are split off from legion Rd01 into new legion Rd05 2 creatures are split off from legion Rd09 into new legion Rd04 Legion Rd04[Lion, Gargoyle] is eliminated Legion Rd04 recombined into legion Rd09 Phase advances to Move Milvang5 rolls a 6 for movement Legion Rd09 (Spiral) in Tower hex 500 tower teleports (Titan) to Brush hex 130 entering on Bottom Legion Rd01 (Cross) in Brush hex 134 moves to Plains hex 129 entering on Left Phase advances to Fight Rd01 (Milvang5) attacks Br01 (Hater2) in Plains hex 129 Lion moves from X2 to C1 Angel moves from X2 to F2 Lion moves from X2 to D3 Cyclops moves from X2 to E2 Gargoyle moves from X2 to F1 Gargoyle moves from X2 to D2 Battle phase advances to Fight Battle phase advances to Strikeback Milvang5's battle turn, number 1 Battle phase advances to Move Angel moves from X5 to C3 Cyclops moves from X5 to B3 Ogre moves from X5 to D5 Ogre moves from X5 to C4 Ogre moves from X5 to A3 Battle phase advances to Fight Angel in Plains hex C3 strikes Lion in Plains hex D3 with strike number 3, rolling: 525125: 3 hits Critter Lion in Plains hex D3: 0 + 3 => 3; 0 excess Battle phase advances to Strikeback Lion in Plains hex D3 strikes Angel in Plains hex C3 with strike number 5, rolling: 46152: 2 hits Critter Angel in Plains hex C3: 0 + 2 => 2; 0 excess Hater2's battle turn, number 2 Battle phase advances to Move Lion moves from C1 to E1 Battle phase advances to Fight Lion in Plains hex D3 strikes Angel in Plains hex C3 with strike number 5, rolling: 32631: 1 hit Critter Angel in Plains hex C3: 2 + 1 => 3; 0 excess Battle phase advances to Strikeback Angel in Plains hex C3 strikes Lion in Plains hex D3 with strike number 3, rolling: 514121: 2 hits Critter Lion in Plains hex D3: 3 + 2 => 5; 0 excess Critter Lion in Plains hex D3 is now dead: (hits=5 > power=5) Milvang5's battle turn, number 2 Battle phase advances to Move Angel moves from C3 to D3 Cyclops moves from B3 to C2 Ogre moves from D5 to F3 Ogre moves from C4 to D4 Ogre moves from A3 to B2 Battle phase advances to Fight Cyclops in Plains hex C2 strikes Gargoyle in Brambles hex D2 with strike number 5, rolling: 654434661: 4 hits Critter Gargoyle in Brambles hex D2: 0 + 4 => 4; 0 excess Critter Gargoyle in Brambles hex D2 is now dead: (hits=4 > power=4) Angel in Plains hex D3 strikes Cyclops in Plains hex E2 with strike number 2, rolling: 125351: 4 hits Critter Cyclops in Plains hex E2: 0 + 4 => 4; 0 excess Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 343266: 2 hits Critter Angel in Plains (1) hex F2: 0 + 2 => 2; 0 excess Battle phase advances to Strikeback Angel in Plains (1) hex F2 strikes Ogre in Plains (1) hex F3 with strike number 2, rolling: 131343: 4 hits Critter Ogre in Plains (1) hex F3: 0 + 4 => 4; 0 excess Cyclops in Plains hex E2 strikes Angel in Plains hex D3 with strike number 6, rolling: 641241116: 2 hits Critter Angel in Plains hex D3: 3 + 2 => 5; 0 excess Gargoyle in Brambles hex D2 strikes Angel in Plains hex D3 with strike number 5, rolling: 3621: 1 hit Critter Angel in Plains hex D3: 5 + 1 => 6; 0 excess Critter Angel in Plains hex D3 is now dead: (hits=6 > power=6) Hater2's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Angel in Plains (1) hex F2 strikes Ogre in Plains (1) hex F3 with strike number 2, rolling: 163522: 5 hits Critter Ogre in Plains (1) hex F3: 4 + 5 => 6; 3 excess Critter Ogre in Plains (1) hex F3 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 636651: 3 hits Critter Angel in Plains (1) hex F2: 2 + 3 => 5; 0 excess Milvang5's battle turn, number 3 Battle phase advances to Move Cyclops moves from C2 to E3 Ogre moves from D4 to F3 Ogre moves from B2 to D3 Battle phase advances to Fight Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 541453: 0 hits Ogre in Plains hex D3 strikes Cyclops in Plains hex E2 with strike number 4, rolling: 512366: 3 hits Critter Cyclops in Plains hex E2: 4 + 3 => 7; 0 excess Cyclops in Plains hex E3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 341353222: 0 hits Battle phase advances to Strikeback Angel in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 621444: 5 hits Critter Cyclops in Plains hex E3: 0 + 5 => 5; 0 excess Cyclops in Plains hex E2 strikes Cyclops in Plains hex E3 with strike number 4, rolling: 135632235: 3 hits Critter Cyclops in Plains hex E3: 5 + 3 => 8; 0 excess Hater2's battle turn, number 4 Added Lion - now there are 13 left. Legion Br01 in Plains hex 129 recruits Lion with 1 Lion Battle phase advances to Move Gargoyle moves from F1 to D2 Lion moves from X2 to D1 Battle phase advances to Fight Gargoyle in Brambles hex D2 strikes Ogre in Plains hex D3 with strike number 3, rolling: 5156: 3 hits Critter Ogre in Plains hex D3: 0 + 3 => 3; 0 excess Angel in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 331115: 3 hits Critter Cyclops in Plains hex E3: 8 + 3 => 9; 2 excess Critter Cyclops in Plains hex E3 is now dead: (hits=9 > power=9) 2 carries available Critter Ogre in Plains (1) hex F3: 0 + 2 => 2; 0 excess 2 hits carry to Ogre in Plains (1) hex F3 Cyclops in Plains hex E2 strikes Ogre in Plains hex D3 with strike number 4, rolling: 416155651: 6 hits Critter Ogre in Plains hex D3: 3 + 6 => 6; 3 excess Critter Ogre in Plains hex D3 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 251535: 0 hits Cyclops in Plains hex E3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 166345126: 3 hits Critter Angel in Plains (1) hex F2: 5 + 3 => 6; 2 excess Critter Angel in Plains (1) hex F2 is now dead: (hits=6 > power=6) 2 carries available Critter Cyclops in Plains hex E2: 7 + 2 => 9; 0 excess Critter Cyclops in Plains hex E2 is now dead: (hits=9 > power=9) 2 hits carry to Cyclops in Plains hex E2 Ogre in Plains hex D3 strikes Gargoyle in Brambles hex D2 with strike number 6, rolling: 645145: 1 hit Critter Gargoyle in Brambles hex D2: 0 + 1 => 1; 0 excess Milvang5's battle turn, number 4 Battle phase advances to Move Ogre moves from F3 to F1 Battle phase advances to Fight Ogre in Plains (1) hex F1 strikes Lion in Plains hex E1 with strike number 5, rolling: 2333441: 0 hits Battle phase advances to Strikeback Lion in Plains hex E1 strikes Ogre in Plains (1) hex F1 with strike number 3, rolling: 41212: 1 hit Critter Ogre in Plains (1) hex F1: 2 + 1 => 3; 0 excess Hater2's battle turn, number 5 Battle phase advances to Move Battle phase advances to Fight Lion in Plains hex E1 strikes Ogre in Plains (1) hex F1 with strike number 3, rolling: 55215: 3 hits Critter Ogre in Plains (1) hex F1: 3 + 3 => 6; 0 excess Critter Ogre in Plains (1) hex F1 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Plains (1) hex F1 strikes Lion in Plains hex E1 with strike number 5, rolling: 4566261: 4 hits Critter Lion in Plains hex E1: 0 + 4 => 4; 0 excess Hater2 earns 78.0 points (0.0 + 78.0 => 78.0) Legion Rd01[] is eliminated Phase advances to Muster Hater2's turn, number 10 Phase advances to Move Hater2 rolls a 3 for movement tellEngagementResultHandling, winner = Br01 Legion Br02 (Bell) in Woods hex 30 moves to Hills hex 37 entering on Left Legion Br10 (Spider) in Woods hex 2 moves to Hills hex 9 entering on Left Legion Br03 (Chest) in Marsh hex 41 moves to Woods hex 2 entering on Left Phase advances to Fight Phase advances to Muster Hater4's turn, number 10 3 creatures are split off from legion Gr04 into new legion Gr08 Legion Gr08[Ogre, Ogre, Ogre] is eliminated Legion Gr08 recombined into legion Gr04 2 creatures are split off from legion Gr06 into new legion Gr10 Phase advances to Move Hater4 rolls a 4 for movement Legion Gr10 (Laurel) in Tower hex 600 moves to Marsh hex 41 entering on Right Legion Gr04 (Fish) in Marsh hex 117 moves to Desert hex 21 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 12 left. Legion Gr04 in Desert hex 21 recruits Lion with 1 Lion Babbling Balrog's turn, number 10 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu05 (Egg) in Brush hex 141 moves to Plains hex 138 entering on Left Legion Bu03 (Candle) in Brush hex 106 moves to Desert hex 7 entering on Bottom Legion Bu12 (Trident) in Brush hex 102 moves to Brush hex 141 entering on Left Legion Bu06 (Foot) in Plains hex 101 moves to Marsh hex 140 entering on Right Phase advances to Fight Bu05 (Babbling Balrog) attacks Bk05 (Rational1) in Plains hex 138 Titan moves from X2 to F1 Warlock moves from X2 to F2 Cyclops moves from X2 to E2 Cyclops moves from X2 to E1 Gargoyle moves from X2 to C1 Gargoyle moves from X2 to D2 Ogre moves from X2 to D1 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Cyclops moves from X5 to A2 Cyclops moves from X5 to E5 Cyclops moves from X5 to B3 Gorgon moves from X5 to C4 Gorgon moves from X5 to A3 Behemoth moves from X5 to C5 Titan moves from X5 to B4 Battle phase advances to Fight Battle phase advances to Strikeback Rational1's battle turn, number 2 Battle phase advances to Move Gargoyle moves from C1 to D3 Battle phase advances to Fight Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E5 with strike number 2, rolling: 51: 1 hit Critter Cyclops in Plains hex E5: 0 + 1 => 1; 0 excess Battle phase advances to Strikeback Babbling Balrog's battle turn, number 2 Battle phase advances to Move Cyclops moves from E5 to F4 Cyclops moves from B3 to D4 Cyclops moves from A2 to C3 Gorgon moves from C4 to E4 Gorgon undoes move and returns to Plains hex C4 Cyclops undoes move and returns to Plains (1) hex A2 Cyclops undoes move and returns to Plains hex B3 Cyclops undoes move and returns to Plains hex E5 Cyclops moves from E5 to E4 Gorgon moves from C4 to F4 Cyclops moves from B3 to D4 Cyclops moves from A2 to C3 Gorgon moves from A3 to A1 Titan moves from B4 to A2 Behemoth moves from C5 to B3 Battle phase advances to Fight Gorgon in Plains (1) hex F4 strikes Warlock in Plains (1) hex F2 with strike number 5, rolling: 321: 0 hits Cyclops in Plains hex D4 strikes Gargoyle in Plains hex D3 with strike number 5, rolling: 542113424: 1 hit Critter Gargoyle in Plains hex D3: 0 + 1 => 1; 0 excess Cyclops in Plains hex C3 strikes Gargoyle in Plains hex D3 with strike number 5, rolling: 533544361: 3 hits Critter Gargoyle in Plains hex D3: 1 + 3 => 4; 0 excess Critter Gargoyle in Plains hex D3 is now dead: (hits=4 > power=4) Battle phase advances to Strikeback Gargoyle in Plains hex D3 strikes Cyclops in Plains hex D4 with strike number 3, rolling: 1451: 2 hits Critter Cyclops in Plains hex D4: 0 + 2 => 2; 0 excess Rational1's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E4 with strike number 2, rolling: 31: 1 hit Critter Cyclops in Plains hex E4: 1 + 1 => 2; 0 excess Battle phase advances to Strikeback Babbling Balrog's battle turn, number 3 Battle phase advances to Move Cyclops moves from E4 to E3 Cyclops moves from D4 to D3 Cyclops moves from C3 to C2 Gorgon moves from A1 to B1 Titan moves from A2 to A1 Behemoth moves from B3 to B2 Battle phase advances to Fight Gorgon in Plains (1) hex F4 strikes Warlock in Plains (1) hex F2 with strike number 5, rolling: 642: 1 hit Critter Warlock in Plains (1) hex F2: 0 + 1 => 1; 0 excess Cyclops in Plains hex C2 strikes Gargoyle in Brambles hex D2 with strike number 5, rolling: 135566334: 4 hits Critter Gargoyle in Brambles hex D2: 0 + 4 => 4; 0 excess Critter Gargoyle in Brambles hex D2 is now dead: (hits=4 > power=4) Gorgon in Plains hex B1 strikes Ogre in Plains hex D1 with strike number 3, rolling: 421: 1 hit Critter Ogre in Plains hex D1: 0 + 1 => 1; 0 excess Cyclops in Plains hex D3 strikes Cyclops in Plains hex E2 with strike number 4, rolling: 641335166: 5 hits Critter Cyclops in Plains hex E2: 0 + 5 => 5; 0 excess Cyclops in Plains hex E3 strikes Cyclops in Plains hex E2 with strike number 4, rolling: 454455521: 7 hits Critter Cyclops in Plains hex E2: 5 + 7 => 9; 3 excess Critter Cyclops in Plains hex E2 is now dead: (hits=9 > power=9) Battle phase advances to Strikeback Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 12111: 1 hit Critter Cyclops in Plains hex E3: 2 + 1 => 3; 0 excess Cyclops in Plains hex E2 strikes Cyclops in Plains hex E3 with strike number 4, rolling: 412441142: 4 hits Critter Cyclops in Plains hex E3: 3 + 4 => 7; 0 excess Gargoyle in Brambles hex D2 strikes Cyclops in Plains hex D3 with strike number 3, rolling: 4416: 3 hits Critter Cyclops in Plains hex D3: 2 + 3 => 5; 0 excess Rational1's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 15335: 4 hits Critter Cyclops in Plains hex E3: 7 + 4 => 9; 2 excess Critter Cyclops in Plains hex E3 is now dead: (hits=9 > power=9) Battle phase advances to Strikeback Cyclops in Plains hex E3 strikes Warlock in Plains (1) hex F2 with strike number 6, rolling: 414453116: 1 hit Critter Warlock in Plains (1) hex F2: 1 + 1 => 2; 0 excess Babbling Balrog's battle turn, number 4 Battle phase advances to Move Cyclops moves from D3 to E2 Cyclops moves from C2 to D2 Gorgon moves from F4 to F3 Gorgon moves from B1 to C1 Behemoth moves from B2 to E3 Battle phase advances to Fight Behemoth in Plains hex E3 strikes Warlock in Plains (1) hex F2 with strike number 6, rolling: 65142243: 1 hit Critter Warlock in Plains (1) hex F2: 2 + 1 => 3; 0 excess Gorgon in Plains hex C1 strikes Ogre in Plains hex D1 with strike number 3, rolling: 656661: 5 hits Critter Ogre in Plains hex D1: 1 + 5 => 6; 0 excess Critter Ogre in Plains hex D1 is now dead: (hits=6 > power=6) Gorgon in Plains (1) hex F3 strikes Warlock in Plains (1) hex F2 with strike number 5, rolling: 366324: 2 hits Critter Warlock in Plains (1) hex F2: 3 + 2 => 5; 0 excess Critter Warlock in Plains (1) hex F2 is now dead: (hits=5 > power=5) Cyclops in Brambles hex D2 strikes Cyclops in Plains hex E1 with strike number 4, rolling: 413566525: 6 hits Critter Cyclops in Plains hex E1: 0 + 6 => 6; 0 excess Cyclops in Plains hex E2 strikes Cyclops in Plains hex E1 with strike number 4, rolling: 565343226: 5 hits Critter Cyclops in Plains hex E1: 6 + 5 => 9; 2 excess Critter Cyclops in Plains hex E1 is now dead: (hits=9 > power=9) Battle phase advances to Strikeback Titan in Plains (1) hex F1 strikes Cyclops in Plains hex E2 with strike number 1, rolling: 341336: 6 hits Critter Cyclops in Plains hex E2: 5 + 6 => 9; 2 excess Critter Cyclops in Plains hex E2 is now dead: (hits=9 > power=9) Cyclops in Plains hex E1 strikes Cyclops in Brambles hex D2 with strike number 4, rolling: 264314423: 4 hits Critter Cyclops in Brambles hex D2: 0 + 4 => 4; 0 excess Warlock in Plains (1) hex F2 strikes Behemoth in Plains hex E3 with strike number 3, rolling: 16412: 2 hits Critter Behemoth in Plains hex E3: 0 + 2 => 2; 0 excess Ogre in Plains hex D1 strikes Gorgon in Plains hex C1 with strike number 5, rolling: 261442: 1 hit Critter Gorgon in Plains hex C1: 0 + 1 => 1; 0 excess Rational1's battle turn, number 5 Battle phase advances to Move Titan moves from F1 to C4 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 5 Battle phase advances to Move Cyclops moves from D2 to C3 Gorgon moves from C1 to D4 Gorgon moves from F3 to C5 Titan moves from A1 to B4 Battle phase advances to Fight Titan in Plains hex B4 strikes Titan in Plains hex C4 with strike number 4, rolling: 1515211: 2 hits Critter Titan in Plains hex C4: 0 + 2 => 2; 0 excess Gorgon in Plains hex D4 strikes Titan in Plains hex C4 with strike number 6, rolling: 466435: 2 hits Critter Titan in Plains hex C4: 2 + 2 => 4; 0 excess Gorgon in Plains hex C5 strikes Titan in Plains hex C4 with strike number 6, rolling: 212523: 0 hits Cyclops in Plains hex C3 strikes Titan in Plains hex C4 with strike number 6, rolling: 344411216: 1 hit Critter Titan in Plains hex C4: 4 + 1 => 5; 0 excess Battle phase advances to Strikeback Titan in Plains hex C4 strikes Titan in Plains hex B4 with strike number 4, rolling: 315551: 3 hits Critter Titan in Plains hex B4: 0 + 3 => 3; 0 excess Rational1's battle turn, number 6 Battle phase advances to Move Battle phase advances to Fight Titan in Plains hex C4 strikes Titan in Plains hex B4 with strike number 4, rolling: 356333: 2 hits Critter Titan in Plains hex B4: 3 + 2 => 5; 0 excess Battle phase advances to Strikeback Titan in Plains hex B4 strikes Titan in Plains hex C4 with strike number 4, rolling: 1263456: 4 hits Critter Titan in Plains hex C4: 5 + 4 => 6; 3 excess Critter Titan in Plains hex C4 is now dead: (hits=6 > power=6) Babbling Balrog earns 122.0 points (107.0 + 122.0 => 229.0) Player 'Rational1' is dying, killed by Babbling Balrog Babbling Balrog earns 48.5 half-points (229.0 + 48.5 => 277.5) Legion Bk03[Angel, Lion, Lion, Lion, Ogre, Ranger] is eliminated Legion Bk05[] is eliminated Babbling Balrog earns 12.0 half-points (277.5 + 12.0 => 289.5) Legion Bk04[Centaur, Centaur] is eliminated Rational1 is dead, telling everyone about it Legion Bu05 (Egg) is going to call addCreature() to add one acquired Angel Added Angel - now there are 14 left. Legion Bu05 (Egg) acquired one Angel tellEngagementResultHandling, winner = Bu05 Phase advances to Muster Added Lion - now there are 11 left. Legion Bu03 in Desert hex 7 recruits Lion with 1 Lion Rational3's turn, number 10 Phase advances to Move Rational3 rolls a 1 for movement Legion Gd09 (Scarab) in Brush hex 24 moves to Tower hex 400 entering on Bottom Legion Gd08 (Rings) in Hills hex 23 moves to Brush hex 24 entering on Bottom Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 21 left. Legion Gd08 in Brush hex 24 recruits Gorgon with 1 Gorgon Added Ogre - now there are 6 left. Legion Gd09 in Tower hex 400 recruits Ogre with nothing Milvang5's turn, number 10 2 creatures are split off from legion Rd09 into new legion Rd10 Phase advances to Move Milvang5 rolls a 1 for movement Legion Rd05 (Heart) in Brush hex 134 moves to Plains hex 133 entering on Right Legion Rd09 (Spiral) in Brush hex 130 moves to Plains hex 129 entering on Left Phase advances to Fight Legion Br01 flees from legion Rd09 Milvang5 earns 21.0 half-points (12.0 + 21.0 => 33.0) Legion Br01[Lion, Lion, Gargoyle] is eliminated Phase advances to Muster tellEngagementResultHandling, winner = Rd09 Added Lion - now there are 10 left. Legion Rd09 in Plains hex 129 recruits Lion with 1 Lion Hater2's turn, number 11 Phase advances to Move Hater2 rolls a 2 for movement Legion Br10 (Spider) in Hills hex 9 moves to Woods hex 11 entering on Left Legion Br09 (Scroll) in Hills hex 4 moves to Brush hex 102 entering on Right Legion Br02 (Bell) in Hills hex 37 moves to Plains hex 1 entering on Right Legion Br03 (Chest) in Woods hex 2 moves to Hills hex 4 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 9 left. Legion Br02 in Plains hex 1 recruits Lion with 2 Centaurs Added Warbear - now there are 20 left. Legion Br10 in Woods hex 11 recruits Warbear with 3 Centaurs Hater4's turn, number 11 3 creatures are split off from legion Gr04 into new legion Gr02 Phase advances to Move Hater4 rolls a 4 for movement Legion Gr10 (Laurel) in Marsh hex 41 moves to Brush hex 141 entering on Left Legion Gr04 (Fish) in Desert hex 21 moves to Abyss hex 19 entering on Bottom Phase advances to Fight Gr10 (Hater4) attacks Bu12 (Babbling Balrog) in Brush hex 141 Gargoyle moves from X2 to D3 Gargoyle moves from X2 to E3 Battle phase advances to Fight Battle phase advances to Strikeback Hater4's battle turn, number 1 Battle phase advances to Move Centaur moves from X5 to E4 Centaur moves from X5 to C3 Battle phase advances to Fight Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 111: 0 hits Centaur in Plains hex C3 strikes Gargoyle in Brambles (1) hex D3 with strike number 5, rolling: 423: 0 hits Battle phase advances to Strikeback Gargoyle in Brambles (1) hex D3 strikes Centaur in Plains hex C3 with strike number 5, rolling: 6254: 2 hits Critter Centaur in Plains hex C3: 0 + 2 => 2; 0 excess Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 2334: 0 hits Babbling Balrog's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Gargoyle in Brambles (1) hex D3 strikes Centaur in Plains hex C3 with strike number 5, rolling: 5553: 3 hits Critter Centaur in Plains hex C3: 2 + 3 => 3; 2 excess Critter Centaur in Plains hex C3 is now dead: (hits=3 > power=3) Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 5325: 2 hits Critter Centaur in Plains hex E4: 0 + 2 => 2; 0 excess Battle phase advances to Strikeback Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 521: 1 hit Critter Gargoyle in Brambles hex E3: 0 + 1 => 1; 0 excess Centaur in Plains hex C3 strikes Gargoyle in Brambles (1) hex D3 with strike number 5, rolling: 144: 0 hits Hater4's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 556: 3 hits Critter Gargoyle in Brambles hex E3: 1 + 3 => 4; 0 excess Critter Gargoyle in Brambles hex E3 is now dead: (hits=4 > power=4) Battle phase advances to Strikeback Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 2115: 1 hit Critter Centaur in Plains hex E4: 2 + 1 => 3; 0 excess Critter Centaur in Plains hex E4 is now dead: (hits=3 > power=3) Babbling Balrog earns 24.0 points (289.0 + 24.0 => 313.0) Legion Gr10[] is eliminated Added Gargoyle - now there are 6 left. Legion Bu12 in Brush hex 141 recruits Gargoyle with 1 Gargoyle Legion Bu12 (Trident) is going to call addCreature() to add one acquired Angel Added Angel - now there are 13 left. Legion Bu12 (Trident) acquired one Angel tellEngagementResultHandling, winner = Bu12 Phase advances to Muster Babbling Balrog's turn, number 11 Phase advances to Move Babbling Balrog rolls a 6 for movement Legion Bu03 (Candle) in Desert hex 7 moves to Hills hex 4 entering on Left Legion Bu05 (Egg) in Plains hex 138 moves to Plains hex 1 entering on Right Legion Bu12 (Trident) in Brush hex 141 moves to Jungle hex 135 entering on Right Legion Bu06 (Foot) in Marsh hex 140 moves to Brush hex 134 entering on Left Legion Bu10 (Padlock) in Tower hex 300 moves to Hills hex 18 entering on Left Phase advances to Fight Bu03 (Babbling Balrog) attacks Br03 (Hater2) in Hills hex 4 Troll moves from X2 to C1 Troll moves from X2 to D2 Titan moves from X2 to D1 Ranger moves from X2 to C2 Troll moves from X2 to E1 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Lion moves from X5 to C3 Lion moves from X5 to B2 Lion moves from X5 to D4 Angel moves from X5 to D3 Angel moves from X5 to A1 Troll moves from X5 to E5 Battle phase advances to Fight Lion in Plains hex B2 strikes Ranger in Bog hex C2 with strike number 5, rolling: 42253: 1 hit Critter Ranger in Bog hex C2: 0 + 1 => 1; 0 excess Lion in Plains (1) hex C3 strikes Ranger in Bog hex C2 with strike number 5, rolling: 522361: 2 hits Critter Ranger in Bog hex C2: 1 + 2 => 3; 0 excess Angel in Plains (1) hex D3 strikes Ranger in Bog hex C2 with strike number 4, rolling: 653634: 4 hits Critter Ranger in Bog hex C2: 3 + 4 => 4; 3 excess Critter Ranger in Bog hex C2 is now dead: (hits=4 > power=4) 3 carries available Critter Troll in Plains hex D2: 0 + 3 => 3; 0 excess 3 hits carry to Troll in Plains hex D2 Battle phase advances to Strikeback Troll in Plains hex D2 strikes Angel in Plains (1) hex D3 with strike number 6, rolling: 65434425: 1 hit Critter Angel in Plains (1) hex D3: 0 + 1 => 1; 0 excess Ranger in Bog hex C2 strikes Lion in Plains (1) hex C3 with strike number 4, rolling: 1632: 1 hit Critter Lion in Plains (1) hex C3: 0 + 1 => 1; 0 excess Hater2's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Troll in Plains hex D2 strikes Angel in Plains (1) hex D3 with strike number 6, rolling: 44535436: 1 hit Critter Angel in Plains (1) hex D3: 1 + 1 => 2; 0 excess Battle phase advances to Strikeback Angel in Plains (1) hex D3 strikes Troll in Plains hex D2 with strike number 2, rolling: 416553: 5 hits Critter Troll in Plains hex D2: 3 + 5 => 8; 0 excess Critter Troll in Plains hex D2 is now dead: (hits=8 > power=8) Babbling Balrog's battle turn, number 2 One Angel is summoned from legion Bu12 into legion Bu03 Battle phase advances to Move Troll moves from E5 to E3 Troll undoes move and returns to Plains hex E5 Lion moves from B2 to B1 Lion moves from D4 to F1 Angel moves from D3 to D2 Lion moves from C3 to E2 Troll moves from E5 to E3 Angel moves from X5 to D3 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) ... [truncated message content] |
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From: SourceForge.net <no...@so...> - 2008-10-09 16:05:56
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Bugs item #2090150, was opened at 2008-09-03 01:58 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090150&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 9 Private: No Submitted By: Babbling Balrog (nsillito) Assigned to: Clemens Katzer (cleka) Summary: Stack Counter left after a battle Initial Comment: Stack counter remains on the board with no units. Stack counter blocks movement. Can't resolve the battle. Only option is to use the new Force Done on the menu. That option doesn't always work. Next turn can move unit off the stack counter if the game isn't hung. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-10-09 16:05 Message: I've had this occur as well. The legion marker for the dead legion will remain on the map and will never move again. But any legions that enter the area it occupies are forced to stop and fight the non-existant legion. I also had a game where when the Titan was killed all of the legion markers for that Titan remain on the Masterboard and interfere with movement with an unresolveable combat. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-16 07:28 Message: Raising priority. ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 03:50 Message: Logged In: YES user_id=2202652 Originator: YES Sorry, log window was closed. Here is the saved game. File Added: zerostackengaged.xml ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 03:48 Message: Logged In: YES user_id=2202652 Originator: YES New game. Human vs 5 AI. Blue's turn. Green 7 stack engagement with Brown 0 stack in Tower. Message for Blue : Resolve Engagements. Can use Force Done to make the game proceed. On Green's turn he will be able to move the stack out of the tower, maybe. Here is the log. I'll upload the image of the board and the saved game at that point. File Added: emptystack.JPG ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 01:14 Message: Logged In: YES user_id=2202652 Originator: YES File Added: zerostackwithsplitlegion.xml ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 00:56 Message: Logged In: YES user_id=2202652 Originator: YES Opps, that was a zero stack for brown not gold as per the image file name. I've saved this game and will upload it next. File Added: zerostack.xml ---------------------------------------------------------------------- Comment By: Babbling Balrog (nsillito) Date: 2008-09-07 00:50 Message: Logged In: YES user_id=2202652 Originator: YES Here is the game log from the new game I am playing right now. Taken at the same time as I sent the images. I don't save and reload any games. I play them straight through. Also re: "Next turn can move unit off the stack counter if the game isn't hung." What I meant was that the following turn I can move my normal stack off the other AI player's zero size stack. Babbling Balrog chooses color Blue Setting for "<By type>5" new name: Milvang5 Milvang5 chooses color Red Setting for "<By type>3" new name: Rational3 Rational3 chooses color Gold Setting for "<By type>1" new name: Rational1 Rational1 chooses color Black Setting for "<By type>4" new name: Hater4 Hater4 chooses color Green Setting for "<By type>2" new name: Hater2 Hater2 chooses color Brown Hater2 selects initial marker Hater4 selects initial marker Babbling Balrog selects initial marker Rational1 selects initial marker Rational3 selects initial marker Milvang5 selects initial marker 4 creatures are split off from legion Br01 into new legion Br03 Phase advances to Move Hater2 rolls a 4 for movement Legion Br03 (Chest) in Tower hex 600 moves to Marsh hex 41 entering on Right Legion Br01 (Antlers) in Tower hex 600 moves to Plains hex 133 entering on Right Phase advances to Fight Phase advances to Muster Added Centaur - now there are 12 left. Legion Br01 in Plains hex 133 recruits Centaur with 1 Centaur Added Troll - now there are 27 left. Legion Br03 in Marsh hex 41 recruits Troll with 2 Ogres Hater4's turn, number 1 4 creatures are split off from legion Gr04 into new legion Gr06 Phase advances to Move Hater4 rolls a 3 for movement Legion Gr04 (Fish) in Tower hex 500 moves to Plains hex 29 entering on Right Legion Gr06 (Frog) in Tower hex 500 moves to Brush hex 127 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 11 left. Legion Gr04 in Plains hex 29 recruits Centaur with 1 Centaur Added Cyclops - now there are 27 left. Legion Gr06 in Brush hex 127 recruits Cyclops with 2 Gargoyles Babbling Balrog's turn, number 1 4 creatures are split off from legion Bu05 into new legion Bu03 Phase advances to Move Babbling Balrog rolls a 1 for movement Legion Bu05 (Egg) in Tower hex 400 moves to Brush hex 24 entering on Right Legion Bu03 (Candle) in Tower hex 400 moves to Marsh hex 122 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 26 left. Legion Bu03 in Marsh hex 122 recruits Troll with 2 Ogres Added Cyclops - now there are 26 left. Legion Bu05 in Brush hex 24 recruits Cyclops with 2 Gargoyles Rational1's turn, number 1 4 creatures are split off from legion Bk03 into new legion Bk05 Phase advances to Move Rational1 rolls a 6 for movement Legion Bk05 (Hand) in Tower hex 300 tower teleports (Titan) to Tower hex 600 entering on Bottom Legion Bk03 (Die) in Tower hex 300 moves to Plains hex 110 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 27 left. Legion Bk03 in Plains hex 110 recruits Lion with 2 Centaurs Added Warlock - now there are 5 left. Legion Bk05 in Tower hex 600 recruits Warlock with 1 Titan Rational3's turn, number 1 4 creatures are split off from legion Gd10 into new legion Gd08 Phase advances to Move Rational3 rolls a 5 for movement Rational3 takes a mulligan Rational3 rolls a 3 for movement Rational3 takes a mulligan and rolls 3 Legion Gd08 (Rings) in Tower hex 200 moves to Brush hex 106 entering on Left Legion Gd10 (Scimitars) in Tower hex 200 moves to Marsh hex 8 entering on Right Phase advances to Fight Phase advances to Muster Added Ogre - now there are 12 left. Legion Gd10 in Marsh hex 8 recruits Ogre with 1 Ogre Added Cyclops - now there are 25 left. Legion Gd08 in Brush hex 106 recruits Cyclops with 2 Gargoyles Milvang5's turn, number 1 4 creatures are split off from legion Rd01 into new legion Rd09 Phase advances to Move Milvang5 rolls a 5 for movement Milvang5 takes a mulligan Milvang5 rolls a 1 for movement Milvang5 takes a mulligan and rolls 1 Legion Rd01 (Cross) in Tower hex 100 moves to Brush hex 3 entering on Right Legion Rd09 (Spiral) in Tower hex 100 moves to Plains hex 101 entering on Bottom Phase advances to Fight Phase advances to Muster Added Gargoyle - now there are 8 left. Legion Rd01 in Brush hex 3 recruits Gargoyle with 1 Gargoyle Added Lion - now there are 26 left. Legion Rd09 in Plains hex 101 recruits Lion with 2 Centaurs Hater2's turn, number 2 Phase advances to Move Hater2 rolls a 2 for movement Legion Br03 (Chest) in Marsh hex 41 moves to Plains hex 1 entering on Right Legion Br01 (Antlers) in Plains hex 133 moves to Marsh hex 131 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 10 left. Legion Br03 in Plains hex 1 recruits Centaur with 1 Centaur Hater4's turn, number 2 Phase advances to Move Hater4 rolls a 6 for movement Legion Gr04 (Fish) in Plains hex 29 moves to Tundra hex 4000 entering on Left Legion Gr06 (Frog) in Brush hex 127 moves to Brush hex 31 entering on Bottom Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 24 left. Legion Gr06 in Brush hex 31 recruits Cyclops with 1 Cyclops Babbling Balrog's turn, number 2 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu05 (Egg) in Brush hex 24 moves to Jungle hex 121 entering on Right Legion Bu03 (Candle) in Marsh hex 122 moves to Woods hex 25 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 9 left. Legion Bu03 in Woods hex 25 recruits Centaur with 1 Centaur Added Cyclops - now there are 23 left. Legion Bu05 in Jungle hex 121 recruits Cyclops with 1 Cyclops Rational1's turn, number 2 Phase advances to Move Rational1 rolls a 4 for movement Legion Bk03 (Die) in Plains hex 110 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Rational3's turn, number 2 Phase advances to Move Rational3 rolls a 2 for movement Legion Gd08 (Rings) in Brush hex 106 moves to Plains hex 6 entering on Right Legion Gd10 (Scimitars) in Marsh hex 8 moves to Brush hex 10 entering on Bottom Phase advances to Fight Phase advances to Muster Milvang5's turn, number 2 Phase advances to Move Milvang5 rolls a 1 for movement Legion Rd01 (Cross) in Brush hex 3 moves to Hills hex 4 entering on Left Legion Rd09 (Spiral) in Plains hex 101 moves to Tower hex 100 entering on Bottom Phase advances to Fight Phase advances to Muster Added Ogre - now there are 11 left. Legion Rd01 in Hills hex 4 recruits Ogre with 1 Ogre Added Warlock - now there are 4 left. Legion Rd09 in Tower hex 100 recruits Warlock with 1 Titan Hater2's turn, number 3 Phase advances to Move Hater2 rolls a 2 for movement Legion Br01 (Antlers) in Marsh hex 131 moves to Plains hex 129 entering on Left Legion Br03 (Chest) in Plains hex 1 moves to Tundra hex 6000 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 25 left. Legion Br01 in Plains hex 129 recruits Lion with 2 Centaurs Added Troll - now there are 25 left. Legion Br03 in Tundra hex 6000 recruits Troll with 1 Troll Hater4's turn, number 3 Phase advances to Move Hater4 rolls a 2 for movement Legion Gr06 (Frog) in Brush hex 31 moves to Marsh hex 27 entering on Left Legion Gr04 (Fish) in Tundra hex 4000 moves to Hills hex 23 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 10 left. Legion Gr04 in Hills hex 23 recruits Ogre with 1 Ogre Babbling Balrog's turn, number 3 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu05 (Egg) in Jungle hex 121 moves to Marsh hex 117 entering on Left Legion Bu03 (Candle) in Woods hex 25 moves to Jungle hex 121 entering on Right Phase advances to Fight Phase advances to Muster Rational1's turn, number 3 Phase advances to Move Rational1 rolls a 1 for movement Legion Bk03 (Die) in Swamp hex 14 moves to Plains hex 15 entering on Right Legion Bk05 (Hand) in Tower hex 600 moves to Brush hex 38 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 24 left. Legion Bk03 in Plains hex 15 recruits Lion with 2 Centaurs Added Cyclops - now there are 22 left. Legion Bk05 in Brush hex 38 recruits Cyclops with 2 Gargoyles Rational3's turn, number 3 Phase advances to Move Rational3 rolls a 2 for movement Legion Gd10 (Scimitars) in Brush hex 10 moves to Marsh hex 108 entering on Bottom Legion Gd08 (Rings) in Plains hex 6 moves to Brush hex 10 entering on Right Phase advances to Fight Phase advances to Muster Added Troll - now there are 24 left. Legion Gd10 in Marsh hex 108 recruits Troll with 2 Ogres Added Cyclops - now there are 21 left. Legion Gd08 in Brush hex 10 recruits Cyclops with 1 Cyclops Milvang5's turn, number 3 Phase advances to Move Milvang5 rolls a 3 for movement Legion Rd09 (Spiral) in Tower hex 100 moves to Plains hex 1 entering on Right Legion Rd01 (Cross) in Hills hex 4 moves to Plains hex 101 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 23 left. Legion Rd09 in Plains hex 1 recruits Lion with 2 Centaurs Hater2's turn, number 4 2 creatures are split off from legion Br01 into new legion Br02 2 creatures are split off from legion Br03 into new legion Br09 Legion Br09[Ogre, Ogre] is eliminated Legion Br09 recombined into legion Br03 Phase advances to Move Hater2 rolls a 2 for movement Legion Br01 (Antlers) in Plains hex 129 moves to Brush hex 31 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 20 left. Legion Br01 in Brush hex 31 recruits Cyclops with 2 Gargoyles Hater4's turn, number 4 Phase advances to Move Hater4 rolls a 3 for movement Legion Gr06 (Frog) in Marsh hex 27 moves to Woods hex 30 entering on Left Legion Gr04 (Fish) in Hills hex 23 moves to Abyss hex 26 entering on Bottom Phase advances to Fight Phase advances to Muster Added Centaur - now there are 8 left. Legion Gr06 in Woods hex 30 recruits Centaur with 1 Centaur Babbling Balrog's turn, number 4 Phase advances to Move Babbling Balrog rolls a 6 for movement Legion Bu05 (Egg) in Marsh hex 117 moves to Jungle hex 111 entering on Right Legion Bu03 (Candle) in Jungle hex 121 moves to Plains hex 115 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 22 left. Legion Bu03 in Plains hex 115 recruits Lion with 2 Centaurs Added Cyclops - now there are 19 left. Legion Bu05 in Jungle hex 111 recruits Cyclops with 1 Cyclops Rational1's turn, number 4 2 creatures are split off from legion Bk03 into new legion Bk04 Phase advances to Move Rational1 rolls a 6 for movement Legion Bk03 (Die) in Plains hex 15 moves to Desert hex 21 entering on Bottom Legion Bk05 (Hand) in Brush hex 38 moves to Brush hex 38 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 21 left. Legion Bk03 in Desert hex 21 recruits Lion with 1 Lion Added Cyclops - now there are 18 left. Legion Bk05 in Brush hex 38 recruits Cyclops with 1 Cyclops Rational3's turn, number 4 2 creatures are split off from legion Gd10 into new legion Gd02 Phase advances to Move Rational3 rolls a 6 for movement Legion Gd08 (Rings) in Brush hex 10 moves to Brush hex 10 entering on Bottom Legion Gd10 (Scimitars) in Marsh hex 108 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 23 left. Legion Gd10 in Swamp hex 14 recruits Troll with 1 Troll Added Gorgon - now there are 24 left. Legion Gd08 in Brush hex 10 recruits Gorgon with 2 Cyclopes Milvang5's turn, number 4 2 creatures are split off from legion Rd09 into new legion Rd11 Phase advances to Move Milvang5 rolls a 5 for movement Legion Rd11 (Sword) in Plains hex 1 moves to Plains hex 6 entering on Right Legion Rd09 (Spiral) in Plains hex 1 moves to Mountains hex 5000 entering on Left Phase advances to Fight Phase advances to Muster Added Minotaur - now there are 20 left. Legion Rd09 in Mountains hex 5000 recruits Minotaur with 2 Lions Added Lion - now there are 20 left. Legion Rd11 in Plains hex 6 recruits Lion with 2 Centaurs Hater2's turn, number 5 2 creatures are split off from legion Br03 into new legion Br07 Legion Br07[Ogre, Ogre] is eliminated Legion Br07 recombined into legion Br03 Phase advances to Move Hater2 rolls a 2 for movement Legion Br03 (Chest) in Tundra hex 6000 moves to Hills hex 37 entering on Left Legion Br02 (Bell) in Plains hex 129 moves to Marsh hex 27 entering on Left Legion Br01 (Antlers) in Brush hex 31 moves to Plains hex 129 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 19 left. Legion Br01 in Plains hex 129 recruits Lion with 1 Lion Hater4's turn, number 5 2 creatures are split off from legion Gr06 into new legion Gr11 Phase advances to Move Hater4 rolls a 4 for movement Legion Gr04 (Fish) in Abyss hex 26 moves to Plains hex 124 entering on Left Legion Gr06 (Frog) in Woods hex 30 moves to Plains hex 34 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 18 left. Legion Gr04 in Plains hex 124 recruits Lion with 2 Centaurs Added Lion - now there are 17 left. Legion Gr06 in Plains hex 34 recruits Lion with 2 Centaurs Babbling Balrog's turn, number 5 2 creatures are split off from legion Bu05 into new legion Bu12 2 creatures are split off from legion Bu03 into new legion Bu10 Phase advances to Move Babbling Balrog rolls a 1 for movement Legion Bu05 (Egg) in Jungle hex 111 moves to Plains hex 110 entering on Left Legion Bu03 (Candle) in Plains hex 115 moves to Desert hex 114 entering on Right Legion Bu10 (Padlock) in Plains hex 115 moves to Tower hex 300 entering on Bottom Phase advances to Fight Phase advances to Muster Added Centaur - now there are 7 left. Legion Bu05 in Plains hex 110 recruits Centaur with 1 Centaur Added Ogre - now there are 9 left. Legion Bu10 in Tower hex 300 recruits Ogre with nothing Added Lion - now there are 16 left. Legion Bu03 in Desert hex 114 recruits Lion with 1 Lion Rational1's turn, number 5 2 creatures are split off from legion Bk05 into new legion Bk12 Legion Bk12[Gargoyle, Gargoyle] is eliminated Legion Bk12 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 3 for movement Legion Bk05 (Hand) in Brush hex 38 moves to Marsh hex 41 entering on Right Legion Bk04 (Feather) in Plains hex 15 moves to Hills hex 18 entering on Left Phase advances to Fight Phase advances to Muster Rational3's turn, number 5 2 creatures are split off from legion Gd08 into new legion Gd01 Legion Gd01[Gargoyle, Gargoyle] is eliminated Legion Gd01 recombined into legion Gd08 Phase advances to Move Rational3 rolls a 4 for movement Legion Gd02 (Claw) in Marsh hex 108 moves to Jungle hex 104 entering on Right Legion Gd10 (Scimitars) in Swamp hex 14 moves to Abyss hex 12 entering on Bottom Phase advances to Fight Phase advances to Muster Milvang5's turn, number 5 Phase advances to Move Milvang5 rolls a 5 for movement Legion Rd11 (Sword) in Plains hex 6 moves to Plains hex 105 entering on Right Legion Rd01 (Cross) in Plains hex 101 moves to Plains hex 138 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 15 left. Legion Rd11 in Plains hex 105 recruits Lion with 2 Centaurs Hater2's turn, number 6 2 creatures are split off from legion Br01 into new legion Br11 Legion Br11[Gargoyle, Gargoyle] is eliminated Legion Br11 recombined into legion Br01 2 creatures are split off from legion Br03 into new legion Br09 Phase advances to Move Hater2 rolls a 5 for movement Legion Br09 (Scroll) in Hills hex 37 moves to Hills hex 4 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 8 left. Legion Br09 in Hills hex 4 recruits Ogre with 1 Ogre Hater4's turn, number 6 2 creatures are split off from legion Gr04 into new legion Gr03 Phase advances to Move Hater4 rolls a 6 for movement Legion Gr04 (Fish) in Plains hex 124 moves to Swamp hex 118 entering on Right Phase advances to Fight Phase advances to Muster Babbling Balrog's turn, number 6 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu05 (Egg) in Plains hex 110 moves to Brush hex 106 entering on Left Legion Bu12 (Trident) in Jungle hex 111 moves to Desert hex 107 entering on Right Legion Bu03 (Candle) in Desert hex 114 moves to Plains hex 110 entering on Left Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 23 left. Legion Bu05 in Brush hex 106 recruits Gorgon with 2 Cyclopes Added Lion - now there are 14 left. Legion Bu03 in Plains hex 110 recruits Lion with 2 Centaurs Rational1's turn, number 6 2 creatures are split off from legion Bk05 into new legion Bk11 Legion Bk11[Gargoyle, Gargoyle] is eliminated Legion Bk11 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 2 for movement Legion Bk05 (Hand) in Marsh hex 41 moves to Plains hex 101 entering on Bottom Phase advances to Fight Phase advances to Muster Rational3's turn, number 6 2 creatures are split off from legion Gd08 into new legion Gd05 Legion Gd05[Gargoyle, Gargoyle] is eliminated Legion Gd05 recombined into legion Gd08 Phase advances to Move Rational3 rolls a 4 for movement Legion Gd08 (Rings) in Brush hex 10 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Milvang5's turn, number 6 Phase advances to Move Milvang5 rolls a 5 for movement Legion Rd11 (Sword) in Plains hex 105 moves to Jungle hex 104 entering on Right Phase advances to Fight Legion Gd02 flees from legion Rd11 Milvang5 earns 12.0 half-points (0.0 + 12.0 => 12.0) Legion Gd02[Ogre, Ogre] is eliminated tellEngagementResultHandling, winner = Rd11 Phase advances to Muster Hater2's turn, number 7 2 creatures are split off from legion Br01 into new legion Br07 Legion Br07[Gargoyle, Gargoyle] is eliminated Legion Br07 recombined into legion Br01 Phase advances to Move Hater2 rolls a 5 for movement Legion Br03 (Chest) in Hills hex 37 moves to Swamp hex 42 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 22 left. Legion Br03 in Swamp hex 42 recruits Troll with 1 Troll Hater4's turn, number 7 Phase advances to Move Hater4 rolls a 6 for movement Legion Gr11 (Scales) in Woods hex 30 moves to Marsh hex 36 entering on Right Phase advances to Fight Phase advances to Muster Babbling Balrog's turn, number 7 2 creatures are split off from legion Bu05 into new legion Bu06 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu05 (Egg) in Brush hex 106 moves to Jungle hex 104 entering on Right Legion Bu03 (Candle) in Plains hex 110 moves to Abyss hex 12 entering on Bottom Phase advances to Fight Legion Rd11 flees from legion Bu05 Babbling Balrog earns 27.0 half-points (0.0 + 27.0 => 27.0) Legion Rd11[Lion, Lion, Centaur, Centaur] is eliminated tellEngagementResultHandling, winner = Bu05 Bu03 (Babbling Balrog) attacks Gd10 (Rational3) in Abyss hex 12 Angel moves from X0 to D5 Troll moves from X0 to C4 Troll moves from X0 to E3 Centaur moves from X0 to E4 Centaur moves from X0 to D4 Battle phase advances to Fight Critter Angel in Drift (1) hex D5: 0 + 1 => 1; 0 excess Angel in Drift (1) hex D5 takes Hex damage Critter Centaur in Drift (1) hex E4: 0 + 1 => 1; 0 excess Centaur in Drift (1) hex E4 takes Hex damage Critter Centaur in Drift hex D4: 0 + 1 => 1; 0 excess Centaur in Drift hex D4 takes Hex damage Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Angel moves from X3 to F2 Troll moves from X3 to B2 Lion moves from X3 to B3 Centaur moves from X3 to B4 Lion moves from X3 to E2 Lion moves from X3 to A3 Centaur moves from X3 to F1 Battle phase advances to Fight Critter Angel in Drift (1) hex D5: 1 + 1 => 2; 0 excess Angel in Drift (1) hex D5 takes Hex damage Critter Centaur in Drift (1) hex E4: 1 + 1 => 2; 0 excess Centaur in Drift (1) hex E4 takes Hex damage Critter Centaur in Drift hex D4: 1 + 1 => 2; 0 excess Centaur in Drift hex D4 takes Hex damage Angel in Tower (2) hex F2 strikes Troll in Drift (1) hex E3 with strike number 1, rolling: 515222: 6 hits Critter Troll in Drift (1) hex E3: 0 + 6 => 6; 0 excess Lion in Tower (2) hex B3 strikes Troll in Drift (1) hex C4 with strike number 2, rolling: 15612: 3 hits Critter Troll in Drift (1) hex C4: 0 + 3 => 3; 0 excess Lion in Tower (2) hex E2 strikes Troll in Drift (1) hex E3 with strike number 2, rolling: 34143: 4 hits Critter Troll in Drift (1) hex E3: 6 + 4 => 8; 2 excess Critter Troll in Drift (1) hex E3 is now dead: (hits=8 > power=8) Centaur in Tower (2) hex B4 strikes Troll in Drift (1) hex C4 with strike number 1, rolling: 454: 3 hits Critter Troll in Drift (1) hex C4: 3 + 3 => 6; 0 excess Battle phase advances to Strikeback Troll in Drift (1) hex E3 strikes Angel in Tower (2) hex F2 with strike number 6, rolling: 53546664: 3 hits Critter Angel in Tower (2) hex F2: 0 + 3 => 3; 0 excess Troll in Drift (1) hex C4 strikes Lion in Tower (2) hex B3 with strike number 6, rolling: 23554313: 0 hits Rational3's battle turn, number 2 Battle phase advances to Move Centaur moves from E4 to D6 Angel moves from D5 to E5 Battle phase advances to Fight Critter Centaur in Drift hex D4: 2 + 1 => 3; 0 excess Critter Centaur in Drift hex D4 is now dead: (hits=3 > power=3) Centaur in Drift hex D4 takes Hex damage Troll in Drift (1) hex C4 strikes Lion in Tower (2) hex B3 with strike number 6, rolling: 34661551: 2 hits Critter Lion in Tower (2) hex B3: 0 + 2 => 2; 0 excess Battle phase advances to Strikeback Lion in Tower (2) hex B3 strikes Troll in Drift (1) hex C4 with strike number 2, rolling: 62462: 5 hits Critter Troll in Drift (1) hex C4: 6 + 5 => 8; 3 excess Critter Troll in Drift (1) hex C4 is now dead: (hits=8 > power=8) Babbling Balrog's battle turn, number 2 Battle phase advances to Move Angel moves from F2 to D2 Centaur moves from F1 to F4 Centaur moves from B4 to C5 Lion moves from A3 to B4 Lion moves from B3 to A3 Troll moves from B2 to B3 Lion moves from E2 to F3 Battle phase advances to Fight Centaur in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 4, rolling: 312: 0 hits Centaur in Tower (2) hex F4 strikes Angel in Tower (2) hex E5 with strike number 4, rolling: 565: 3 hits Critter Angel in Tower (2) hex E5: 2 + 3 => 5; 0 excess Battle phase advances to Strikeback Angel in Tower (2) hex E5 strikes Centaur in Tower (2) hex F4 with strike number 4, rolling: 125664: 4 hits Critter Centaur in Tower (2) hex F4: 0 + 4 => 3; 1 excess Critter Centaur in Tower (2) hex F4 is now dead: (hits=3 > power=3) Centaur in Tower (2) hex D6 strikes Centaur in Tower (2) hex C5 with strike number 4, rolling: 546: 3 hits Critter Centaur in Tower (2) hex C5: 0 + 3 => 3; 0 excess Critter Centaur in Tower (2) hex C5 is now dead: (hits=3 > power=3) Rational3's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 3 Battle phase advances to Move Lion moves from B4 to C5 Lion moves from F3 to F4 Battle phase advances to Fight Lion in Tower (2) hex F4 strikes Angel in Tower (2) hex E5 with strike number 5, rolling: 62523: 2 hits Critter Angel in Tower (2) hex E5: 5 + 2 => 6; 1 excess Critter Angel in Tower (2) hex E5 is now dead: (hits=6 > power=6) Lion in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 5, rolling: 33433: 0 hits Battle phase advances to Strikeback Angel in Tower (2) hex E5 strikes Lion in Tower (2) hex F4 with strike number 3, rolling: 661661: 4 hits Critter Lion in Tower (2) hex F4: 0 + 4 => 4; 0 excess Centaur in Tower (2) hex D6 strikes Lion in Tower (2) hex C5 with strike number 3, rolling: 546: 3 hits Critter Lion in Tower (2) hex C5: 0 + 3 => 3; 0 excess Rational3's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Centaur in Tower (2) hex D6 strikes Lion in Tower (2) hex C5 with strike number 3, rolling: 134: 2 hits Critter Lion in Tower (2) hex C5: 3 + 2 => 5; 0 excess Critter Lion in Tower (2) hex C5 is now dead: (hits=5 > power=5) Battle phase advances to Strikeback Lion in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 5, rolling: 63233: 1 hit Critter Centaur in Tower (2) hex D6: 2 + 1 => 3; 0 excess Critter Centaur in Tower (2) hex D6 is now dead: (hits=3 > power=3) Babbling Balrog earns 80.0 points (27.0 + 80.0 => 107.0) Legion Gd10[] is eliminated Legion Bu03 (Candle) is going to call addCreature() to add one acquired Angel Added Angel - now there are 12 left. Legion Bu03 (Candle) acquired one Angel tellEngagementResultHandling, winner = Bu03 Phase advances to Muster Added Behemoth - now there are 17 left. Legion Bu05 in Jungle hex 104 recruits Behemoth with 3 Cyclopes Rational1's turn, number 7 2 creatures are split off from legion Bk05 into new legion Bk12 Legion Bk12[Gargoyle, Gargoyle] is eliminated Legion Bk12 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 2 for movement Legion Bk04 (Feather) in Hills hex 18 moves to Brush hex 116 entering on Right Phase advances to Fight Phase advances to Muster Rational3's turn, number 7 2 creatures are split off from legion Gd08 into new legion Gd05 Legion Gd05[Gargoyle, Gargoyle] is eliminated Legion Gd05 recombined into legion Gd08 Phase advances to Move Rational3 rolls a 2 for movement Legion Gd08 (Rings) in Swamp hex 14 moves to Woods hex 16 entering on Left Phase advances to Fight Phase advances to Muster Milvang5's turn, number 7 Phase advances to Move Milvang5 rolls a 3 for movement Legion Rd09 (Spiral) in Mountains hex 5000 moves to Brush hex 31 entering on Bottom Legion Rd01 (Cross) in Plains hex 138 moves to Jungle hex 135 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 17 left. Legion Rd01 in Jungle hex 135 recruits Cyclops with 2 Gargoyles Added Gargoyle - now there are 7 left. Legion Rd09 in Brush hex 31 recruits Gargoyle with 1 Gargoyle Hater2's turn, number 8 2 creatures are split off from legion Br01 into new legion Br12 Legion Br12[Gargoyle, Gargoyle] is eliminated Legion Br12 recombined into legion Br01 Phase advances to Move Hater2 rolls a 5 for movement Legion Br03 (Chest) in Swamp hex 42 moves to Marsh hex 41 entering on Right Phase advances to Fight Phase advances to Muster Added Ranger - now there are 27 left. Legion Br03 in Marsh hex 41 recruits Ranger with 2 Trolls Hater4's turn, number 8 Phase advances to Move Hater4 rolls a 2 for movement Legion Gr11 (Scales) in Marsh hex 36 moves to Brush hex 38 entering on Bottom Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 16 left. Legion Gr11 in Brush hex 38 recruits Cyclops with 2 Gargoyles Babbling Balrog's turn, number 8 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu03 (Candle) in Abyss hex 12 moves to Jungle hex 111 entering on Right Phase advances to Fight Phase advances to Muster Rational1's turn, number 8 2 creatures are split off from legion Bk05 into new legion Bk09 Legion Bk09[Gargoyle, Gargoyle] is eliminated Legion Bk09 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 5 for movement Legion Bk03 (Die) in Desert hex 21 moves to Abyss hex 26 entering on Bottom Legion Bk05 (Hand) in Plains hex 101 moves to Plains hex 138 entering on Left Phase advances to Fight Phase advances to Muster Rational3's turn, number 8 2 creatures are split off from legion Gd08 into new legion Gd09 Phase advances to Move Rational3 rolls a 4 for movement Legion Gd09 (Scarab) in Woods hex 16 moves to Brush hex 24 entering on Bottom Legion Gd08 (Rings) in Woods hex 16 moves to Plains hex 20 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 15 left. Legion Gd09 in Brush hex 24 recruits Cyclops with 2 Gargoyles Milvang5's turn, number 8 2 creatures are split off from legion Rd01 into new legion Rd05 Legion Rd05[Gargoyle, Gargoyle] is eliminated Legion Rd05 recombined into legion Rd01 2 creatures are split off from legion Rd09 into new legion Rd04 Legion Rd04[Lion, Gargoyle] is eliminated Legion Rd04 recombined into legion Rd09 Phase advances to Move Milvang5 rolls a 1 for movement Legion Rd09 (Spiral) in Brush hex 31 moves to Tower hex 500 entering on Bottom Legion Rd01 (Cross) in Jungle hex 135 moves to Brush hex 134 entering on Left Phase advances to Fight Phase advances to Muster Hater2's turn, number 9 2 creatures are split off from legion Br01 into new legion Br06 Legion Br06[Gargoyle, Gargoyle] is eliminated Legion Br06 recombined into legion Br01 2 creatures are split off from legion Br03 into new legion Br10 Phase advances to Move Hater2 rolls a 3 for movement Legion Br02 (Bell) in Marsh hex 27 moves to Woods hex 30 entering on Left Legion Br10 (Spider) in Marsh hex 41 moves to Woods hex 2 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 6 left. Legion Br02 in Woods hex 30 recruits Centaur with 1 Centaur Added Centaur - now there are 5 left. Legion Br10 in Woods hex 2 recruits Centaur with 1 Centaur Hater4's turn, number 9 Phase advances to Move Hater4 rolls a 1 for movement Legion Gr04 (Fish) in Swamp hex 118 moves to Marsh hex 117 entering on Left Legion Gr03 (Diamond) in Plains hex 124 moves to Woods hex 25 entering on Bottom Legion Gr06 (Frog) in Plains hex 34 moves to Tower hex 600 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 21 left. Legion Gr04 in Marsh hex 117 recruits Troll with 2 Ogres Added Warlock - now there are 3 left. Legion Gr06 in Tower hex 600 recruits Warlock with 1 Titan Added Centaur - now there are 4 left. Legion Gr03 in Woods hex 25 recruits Centaur with 1 Centaur Babbling Balrog's turn, number 9 Phase advances to Move Babbling Balrog rolls a 5 for movement Legion Bu05 (Egg) in Jungle hex 104 moves to Brush hex 141 entering on Left Legion Bu12 (Trident) in Desert hex 107 moves to Brush hex 102 entering on Right Legion Bu06 (Foot) in Brush hex 106 moves to Plains hex 101 entering on Left Legion Bu03 (Candle) in Jungle hex 111 moves to Brush hex 106 entering on Left Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 22 left. Legion Bu05 in Brush hex 141 recruits Gorgon with 1 Gorgon Rational1's turn, number 9 2 creatures are split off from legion Bk05 into new legion Bk10 Legion Bk10[Gargoyle, Gargoyle] is eliminated Legion Bk10 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 4 for movement Legion Bk04 (Feather) in Brush hex 116 moves to Marsh hex 112 entering on Right Legion Bk03 (Die) in Abyss hex 26 moves to Plains hex 124 entering on Left Phase advances to Fight Phase advances to Muster Added Ranger - now there are 26 left. Legion Bk03 in Plains hex 124 recruits Ranger with 2 Lions Rational3's turn, number 9 Phase advances to Move Rational3 rolls a 3 for movement Legion Gd08 (Rings) in Plains hex 20 moves to Hills hex 23 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 7 left. Legion Gd08 in Hills hex 23 recruits Ogre with 1 Ogre Milvang5's turn, number 9 2 creatures are split off from legion Rd01 into new legion Rd05 2 creatures are split off from legion Rd09 into new legion Rd04 Legion Rd04[Lion, Gargoyle] is eliminated Legion Rd04 recombined into legion Rd09 Phase advances to Move Milvang5 rolls a 6 for movement Legion Rd09 (Spiral) in Tower hex 500 tower teleports (Titan) to Brush hex 130 entering on Bottom Legion Rd01 (Cross) in Brush hex 134 moves to Plains hex 129 entering on Left Phase advances to Fight Rd01 (Milvang5) attacks Br01 (Hater2) in Plains hex 129 Lion moves from X2 to C1 Angel moves from X2 to F2 Lion moves from X2 to D3 Cyclops moves from X2 to E2 Gargoyle moves from X2 to F1 Gargoyle moves from X2 to D2 Battle phase advances to Fight Battle phase advances to Strikeback Milvang5's battle turn, number 1 Battle phase advances to Move Angel moves from X5 to C3 Cyclops moves from X5 to B3 Ogre moves from X5 to D5 Ogre moves from X5 to C4 Ogre moves from X5 to A3 Battle phase advances to Fight Angel in Plains hex C3 strikes Lion in Plains hex D3 with strike number 3, rolling: 525125: 3 hits Critter Lion in Plains hex D3: 0 + 3 => 3; 0 excess Battle phase advances to Strikeback Lion in Plains hex D3 strikes Angel in Plains hex C3 with strike number 5, rolling: 46152: 2 hits Critter Angel in Plains hex C3: 0 + 2 => 2; 0 excess Hater2's battle turn, number 2 Battle phase advances to Move Lion moves from C1 to E1 Battle phase advances to Fight Lion in Plains hex D3 strikes Angel in Plains hex C3 with strike number 5, rolling: 32631: 1 hit Critter Angel in Plains hex C3: 2 + 1 => 3; 0 excess Battle phase advances to Strikeback Angel in Plains hex C3 strikes Lion in Plains hex D3 with strike number 3, rolling: 514121: 2 hits Critter Lion in Plains hex D3: 3 + 2 => 5; 0 excess Critter Lion in Plains hex D3 is now dead: (hits=5 > power=5) Milvang5's battle turn, number 2 Battle phase advances to Move Angel moves from C3 to D3 Cyclops moves from B3 to C2 Ogre moves from D5 to F3 Ogre moves from C4 to D4 Ogre moves from A3 to B2 Battle phase advances to Fight Cyclops in Plains hex C2 strikes Gargoyle in Brambles hex D2 with strike number 5, rolling: 654434661: 4 hits Critter Gargoyle in Brambles hex D2: 0 + 4 => 4; 0 excess Critter Gargoyle in Brambles hex D2 is now dead: (hits=4 > power=4) Angel in Plains hex D3 strikes Cyclops in Plains hex E2 with strike number 2, rolling: 125351: 4 hits Critter Cyclops in Plains hex E2: 0 + 4 => 4; 0 excess Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 343266: 2 hits Critter Angel in Plains (1) hex F2: 0 + 2 => 2; 0 excess Battle phase advances to Strikeback Angel in Plains (1) hex F2 strikes Ogre in Plains (1) hex F3 with strike number 2, rolling: 131343: 4 hits Critter Ogre in Plains (1) hex F3: 0 + 4 => 4; 0 excess Cyclops in Plains hex E2 strikes Angel in Plains hex D3 with strike number 6, rolling: 641241116: 2 hits Critter Angel in Plains hex D3: 3 + 2 => 5; 0 excess Gargoyle in Brambles hex D2 strikes Angel in Plains hex D3 with strike number 5, rolling: 3621: 1 hit Critter Angel in Plains hex D3: 5 + 1 => 6; 0 excess Critter Angel in Plains hex D3 is now dead: (hits=6 > power=6) Hater2's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Angel in Plains (1) hex F2 strikes Ogre in Plains (1) hex F3 with strike number 2, rolling: 163522: 5 hits Critter Ogre in Plains (1) hex F3: 4 + 5 => 6; 3 excess Critter Ogre in Plains (1) hex F3 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 636651: 3 hits Critter Angel in Plains (1) hex F2: 2 + 3 => 5; 0 excess Milvang5's battle turn, number 3 Battle phase advances to Move Cyclops moves from C2 to E3 Ogre moves from D4 to F3 Ogre moves from B2 to D3 Battle phase advances to Fight Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 541453: 0 hits Ogre in Plains hex D3 strikes Cyclops in Plains hex E2 with strike number 4, rolling: 512366: 3 hits Critter Cyclops in Plains hex E2: 4 + 3 => 7; 0 excess Cyclops in Plains hex E3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 341353222: 0 hits Battle phase advances to Strikeback Angel in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 621444: 5 hits Critter Cyclops in Plains hex E3: 0 + 5 => 5; 0 excess Cyclops in Plains hex E2 strikes Cyclops in Plains hex E3 with strike number 4, rolling: 135632235: 3 hits Critter Cyclops in Plains hex E3: 5 + 3 => 8; 0 excess Hater2's battle turn, number 4 Added Lion - now there are 13 left. Legion Br01 in Plains hex 129 recruits Lion with 1 Lion Battle phase advances to Move Gargoyle moves from F1 to D2 Lion moves from X2 to D1 Battle phase advances to Fight Gargoyle in Brambles hex D2 strikes Ogre in Plains hex D3 with strike number 3, rolling: 5156: 3 hits Critter Ogre in Plains hex D3: 0 + 3 => 3; 0 excess Angel in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 331115: 3 hits Critter Cyclops in Plains hex E3: 8 + 3 => 9; 2 excess Critter Cyclops in Plains hex E3 is now dead: (hits=9 > power=9) 2 carries available Critter Ogre in Plains (1) hex F3: 0 + 2 => 2; 0 excess 2 hits carry to Ogre in Plains (1) hex F3 Cyclops in Plains hex E2 strikes Ogre in Plains hex D3 with strike number 4, rolling: 416155651: 6 hits Critter Ogre in Plains hex D3: 3 + 6 => 6; 3 excess Critter Ogre in Plains hex D3 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 251535: 0 hits Cyclops in Plains hex E3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 166345126: 3 hits Critter Angel in Plains (1) hex F2: 5 + 3 => 6; 2 excess Critter Angel in Plains (1) hex F2 is now dead: (hits=6 > power=6) 2 carries available Critter Cyclops in Plains hex E2: 7 + 2 => 9; 0 excess Critter Cyclops in Plains hex E2 is now dead: (hits=9 > power=9) 2 hits carry to Cyclops in Plains hex E2 Ogre in Plains hex D3 strikes Gargoyle in Brambles hex D2 with strike number 6, rolling: 645145: 1 hit Critter Gargoyle in Brambles hex D2: 0 + 1 => 1; 0 excess Milvang5's battle turn, number 4 Battle phase advances to Move Ogre moves from F3 to F1 Battle phase advances to Fight Ogre in Plains (1) hex F1 strikes Lion in Plains hex E1 with strike number 5, rolling: 2333441: 0 hits Battle phase advances to Strikeback Lion in Plains hex E1 strikes Ogre in Plains (1) hex F1 with strike number 3, rolling: 41212: 1 hit Critter Ogre in Plains (1) hex F1: 2 + 1 => 3; 0 excess Hater2's battle turn, number 5 Battle phase advances to Move Battle phase advances to Fight Lion in Plains hex E1 strikes Ogre in Plains (1) hex F1 with strike number 3, rolling: 55215: 3 hits Critter Ogre in Plains (1) hex F1: 3 + 3 => 6; 0 excess Critter Ogre in Plains (1) hex F1 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Plains (1) hex F1 strikes Lion in Plains hex E1 with strike number 5, rolling: 4566261: 4 hits Critter Lion in Plains hex E1: 0 + 4 => 4; 0 excess Hater2 earns 78.0 points (0.0 + 78.0 => 78.0) Legion Rd01[] is eliminated Phase advances to Muster Hater2's turn, number 10 Phase advances to Move Hater2 rolls a 3 for movement tellEngagementResultHandling, winner = Br01 Legion Br02 (Bell) in Woods hex 30 moves to Hills hex 37 entering on Left Legion Br10 (Spider) in Woods hex 2 moves to Hills hex 9 entering on Left Legion Br03 (Chest) in Marsh hex 41 moves to Woods hex 2 entering on Left Phase advances to Fight Phase advances to Muster Hater4's turn, number 10 3 creatures are split off from legion Gr04 into new legion Gr08 Legion Gr08[Ogre, Ogre, Ogre] is eliminated Legion Gr08 recombined into legion Gr04 2 creatures are split off from legion Gr06 into new legion Gr10 Phase advances to Move Hater4 rolls a 4 for movement Legion Gr10 (Laurel) in Tower hex 600 moves to Marsh hex 41 entering on Right Legion Gr04 (Fish) in Marsh hex 117 moves to Desert hex 21 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 12 left. Legion Gr04 in Desert hex 21 recruits Lion with 1 Lion Babbling Balrog's turn, number 10 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu05 (Egg) in Brush hex 141 moves to Plains hex 138 entering on Left Legion Bu03 (Candle) in Brush hex 106 moves to Desert hex 7 entering on Bottom Legion Bu12 (Trident) in Brush hex 102 moves to Brush hex 141 entering on Left Legion Bu06 (Foot) in Plains hex 101 moves to Marsh hex 140 entering on Right Phase advances to Fight Bu05 (Babbling Balrog) attacks Bk05 (Rational1) in Plains hex 138 Titan moves from X2 to F1 Warlock moves from X2 to F2 Cyclops moves from X2 to E2 Cyclops moves from X2 to E1 Gargoyle moves from X2 to C1 Gargoyle moves from X2 to D2 Ogre moves from X2 to D1 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Cyclops moves from X5 to A2 Cyclops moves from X5 to E5 Cyclops moves from X5 to B3 Gorgon moves from X5 to C4 Gorgon moves from X5 to A3 Behemoth moves from X5 to C5 Titan moves from X5 to B4 Battle phase advances to Fight Battle phase advances to Strikeback Rational1's battle turn, number 2 Battle phase advances to Move Gargoyle moves from C1 to D3 Battle phase advances to Fight Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E5 with strike number 2, rolling: 51: 1 hit Critter Cyclops in Plains hex E5: 0 + 1 => 1; 0 excess Battle phase advances to Strikeback Babbling Balrog's battle turn, number 2 Battle phase advances to Move Cyclops moves from E5 to F4 Cyclops moves from B3 to D4 Cyclops moves from A2 to C3 Gorgon moves from C4 to E4 Gorgon undoes move and returns to Plains hex C4 Cyclops undoes move and returns to Plains (1) hex A2 Cyclops undoes move and returns to Plains hex B3 Cyclops undoes move and returns to Plains hex E5 Cyclops moves from E5 to E4 Gorgon moves from C4 to F4 Cyclops moves from B3 to D4 Cyclops moves from A2 to C3 Gorgon moves from A3 to A1 Titan moves from B4 to A2 Behemoth moves from C5 to B3 Battle phase advances to Fight Gorgon in Plains (1) hex F4 strikes Warlock in Plains (1) hex F2 with strike number 5, rolling: 321: 0 hits Cyclops in Plains hex D4 strikes Gargoyle in Plains hex D3 with strike number 5, rolling: 542113424: 1 hit Critter Gargoyle in Plains hex D3: 0 + 1 => 1; 0 excess Cyclops in Plains hex C3 strikes Gargoyle in Plains hex D3 with strike number 5, rolling: 533544361: 3 hits Critter Gargoyle in Plains hex D3: 1 + 3 => 4; 0 excess Critter Gargoyle in Plains hex D3 is now dead: (hits=4 > power=4) Battle phase advances to Strikeback Gargoyle in Plains hex D3 strikes Cyclops in Plains hex D4 with strike number 3, rolling: 1451: 2 hits Critter Cyclops in Plains hex D4: 0 + 2 => 2; 0 excess Rational1's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E4 with strike number 2, rolling: 31: 1 hit Critter Cyclops in Plains hex E4: 1 + 1 => 2; 0 excess Battle phase advances to Strikeback Babbling Balrog's battle turn, number 3 Battle phase advances to Move Cyclops moves from E4 to E3 Cyclops moves from D4 to D3 Cyclops moves from C3 to C2 Gorgon moves from A1 to B1 Titan moves from A2 to A1 Behemoth moves from B3 to B2 Battle phase advances to Fight Gorgon in Plains (1) hex F4 strikes Warlock in Plains (1) hex F2 with strike number 5, rolling: 642: 1 hit Critter Warlock in Plains (1) hex F2: 0 + 1 => 1; 0 excess Cyclops in Plains hex C2 strikes Gargoyle in Brambles hex D2 with strike number 5, rolling: 135566334: 4 hits Critter Gargoyle in Brambles hex D2: 0 + 4 => 4; 0 excess Critter Gargoyle in Brambles hex D2 is now dead: (hits=4 > power=4) Gorgon in Plains hex B1 strikes Ogre in Plains hex D1 with strike number 3, rolling: 421: 1 hit Critter Ogre in Plains hex D1: 0 + 1 => 1; 0 excess Cyclops in Plains hex D3 strikes Cyclops in Plains hex E2 with strike number 4, rolling: 641335166: 5 hits Critter Cyclops in Plains hex E2: 0 + 5 => 5; 0 excess Cyclops in Plains hex E3 strikes Cyclops in Plains hex E2 with strike number 4, rolling: 454455521: 7 hits Critter Cyclops in Plains hex E2: 5 + 7 => 9; 3 excess Critter Cyclops in Plains hex E2 is now dead: (hits=9 > power=9) Battle phase advances to Strikeback Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 12111: 1 hit Critter Cyclops in Plains hex E3: 2 + 1 => 3; 0 excess Cyclops in Plains hex E2 strikes Cyclops in Plains hex E3 with strike number 4, rolling: 412441142: 4 hits Critter Cyclops in Plains hex E3: 3 + 4 => 7; 0 excess Gargoyle in Brambles hex D2 strikes Cyclops in Plains hex D3 with strike number 3, rolling: 4416: 3 hits Critter Cyclops in Plains hex D3: 2 + 3 => 5; 0 excess Rational1's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 15335: 4 hits Critter Cyclops in Plains hex E3: 7 + 4 => 9; 2 excess Critter Cyclops in Plains hex E3 is now dead: (hits=9 > power=9) Battle phase advances to Strikeback Cyclops in Plains hex E3 strikes Warlock in Plains (1) hex F2 with strike number 6, rolling: 414453116: 1 hit Critter Warlock in Plains (1) hex F2: 1 + 1 => 2; 0 excess Babbling Balrog's battle turn, number 4 Battle phase advances to Move Cyclops moves from D3 to E2 Cyclops moves from C2 to D2 Gorgon moves from F4 to F3 Gorgon moves from B1 to C1 Behemoth moves from B2 to E3 Battle phase advances to Fight Behemoth in Plains hex E3 strikes Warlock in Plains (1) hex F2 with strike number 6, rolling: 65142243: 1 hit Critter Warlock in Plains (1) hex F2: 2 + 1 => 3; 0 excess Gorgon in Plains hex C1 strikes Ogre in Plains hex D1 with strike number 3, rolling: 656661: 5 hits Critter Ogre in Plains hex D1: 1 + 5 => 6; 0 excess Critter Ogre in Plains hex D1 is now dead: (hits=6 > power=6) Gorgon in Plains (1) hex F3 strikes Warlock in Plains (1) hex F2 with strike number 5, rolling: 366324: 2 hits Critter Warlock in Plains (1) hex F2: 3 + 2 => 5; 0 excess Critter Warlock in Plains (1) hex F2 is now dead: (hits=5 > power=5) Cyclops in Brambles hex D2 strikes Cyclops in Plains hex E1 with strike number 4, rolling: 413566525: 6 hits Critter Cyclops in Plains hex E1: 0 + 6 => 6; 0 excess Cyclops in Plains hex E2 strikes Cyclops in Plains hex E1 with strike number 4, rolling: 565343226: 5 hits Critter Cyclops in Plains hex E1: 6 + 5 => 9; 2 excess Critter Cyclops in Plains hex E1 is now dead: (hits=9 > power=9) Battle phase advances to Strikeback Titan in Plains (1) hex F1 strikes Cyclops in Plains hex E2 with strike number 1, rolling: 341336: 6 hits Critter Cyclops in Plains hex E2: 5 + 6 => 9; 2 excess Critter Cyclops in Plains hex E2 is now dead: (hits=9 > power=9) Cyclops in Plains hex E1 strikes Cyclops in Brambles hex D2 with strike number 4, rolling: 264314423: 4 hits Critter Cyclops in Brambles hex D2: 0 + 4 => 4; 0 excess Warlock in Plains (1) hex F2 strikes Behemoth in Plains hex E3 with strike number 3, rolling: 16412: 2 hits Critter Behemoth in Plains hex E3: 0 + 2 => 2; 0 excess Ogre in Plains hex D1 strikes Gorgon in Plains hex C1 with strike number 5, rolling: 261442: 1 hit Critter Gorgon in Plains hex C1: 0 + 1 => 1; 0 excess Rational1's battle turn, number 5 Battle phase advances to Move Titan moves from F1 to C4 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 5 Battle phase advances to Move Cyclops moves from D2 to C3 Gorgon moves from C1 to D4 Gorgon moves from F3 to C5 Titan moves from A1 to B4 Battle phase advances to Fight Titan in Plains hex B4 strikes Titan in Plains hex C4 with strike number 4, rolling: 1515211: 2 hits Critter Titan in Plains hex C4: 0 + 2 => 2; 0 excess Gorgon in Plains hex D4 strikes Titan in Plains hex C4 with strike number 6, rolling: 466435: 2 hits Critter Titan in Plains hex C4: 2 + 2 => 4; 0 excess Gorgon in Plains hex C5 strikes Titan in Plains hex C4 with strike number 6, rolling: 212523: 0 hits Cyclops in Plains hex C3 strikes Titan in Plains hex C4 with strike number 6, rolling: 344411216: 1 hit Critter Titan in Plains hex C4: 4 + 1 => 5; 0 excess Battle phase advances to Strikeback Titan in Plains hex C4 strikes Titan in Plains hex B4 with strike number 4, rolling: 315551: 3 hits Critter Titan in Plains hex B4: 0 + 3 => 3; 0 excess Rational1's battle turn, number 6 Battle phase advances to Move Battle phase advances to Fight Titan in Plains hex C4 strikes Titan in Plains hex B4 with strike number 4, rolling: 356333: 2 hits Critter Titan in Plains hex B4: 3 + 2 => 5; 0 excess Battle phase advances to Strikeback Titan in Plains hex B4 strikes Titan in Plains hex C4 with strike number 4, rolling: 1263456: 4 hits Critter Titan in Plains hex C4: 5 + 4 => 6; 3 excess Critter Titan in Plains hex C4 is now dead: (hits=6 > power=6) Babbling Balrog earns 122.0 points (107.0 + 122.0 => 229.0) Player 'Rational1' is dying, killed by Babbling Balrog Babbling Balrog earns 48.5 half-points (229.0 + 48.5 => 277.5) Legion Bk03[Angel, Lion, Lion, Lion, Ogre, Ranger] is eliminated Legion Bk05[] is eliminated Babbling Balrog earns 12.0 half-points (277.5 + 12.0 => 289.5) Legion Bk04[Centaur, Centaur] is eliminated Rational1 is dead, telling everyone about it Legion Bu05 (Egg) is going to call addCreature() to add one acquired Angel Added Angel - now there are 14 left. Legion Bu05 (Egg) acquired one Angel tellEngagementResultHandling, winner = Bu05 Phase advances to Muster Added Lion - now there are 11 left. Legion Bu03 in Desert hex 7 recruits Lion with 1 Lion Rational3's turn, number 10 Phase advances to Move Rational3 rolls a 1 for movement Legion Gd09 (Scarab) in Brush hex 24 moves to Tower hex 400 entering on Bottom Legion Gd08 (Rings) in Hills hex 23 moves to Brush hex 24 entering on Bottom Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 21 left. Legion Gd08 in Brush hex 24 recruits Gorgon with 1 Gorgon Added Ogre - now there are 6 left. Legion Gd09 in Tower hex 400 recruits Ogre with nothing Milvang5's turn, number 10 2 creatures are split off from legion Rd09 into new legion Rd10 Phase advances to Move Milvang5 rolls a 1 for movement Legion Rd05 (Heart) in Brush hex 134 moves to Plains hex 133 entering on Right Legion Rd09 (Spiral) in Brush hex 130 moves to Plains hex 129 entering on Left Phase advances to Fight Legion Br01 flees from legion Rd09 Milvang5 earns 21.0 half-points (12.0 + 21.0 => 33.0) Legion Br01[Lion, Lion, Gargoyle] is eliminated Phase advances to Muster tellEngagementResultHandling, winner = Rd09 Added Lion - now there are 10 left. Legion Rd09 in Plains hex 129 recruits Lion with 1 Lion Hater2's turn, number 11 Phase advances to Move Hater2 rolls a 2 for movement Legion Br10 (Spider) in Hills hex 9 moves to Woods hex 11 entering on Left Legion Br09 (Scroll) in Hills hex 4 moves to Brush hex 102 entering on Right Legion Br02 (Bell) in Hills hex 37 moves to Plains hex 1 entering on Right Legion Br03 (Chest) in Woods hex 2 moves to Hills hex 4 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 9 left. Legion Br02 in Plains hex 1 recruits Lion with 2 Centaurs Added Warbear - now there are 20 left. Legion Br10 in Woods hex 11 recruits Warbear with 3 Centaurs Hater4's turn, number 11 3 creatures are split off from legion Gr04 into new legion Gr02 Phase advances to Move Hater4 rolls a 4 for movement Legion Gr10 (Laurel) in Marsh hex 41 moves to Brush hex 141 entering on Left Legion Gr04 (Fish) in Desert hex 21 moves to Abyss hex 19 entering on Bottom Phase advances to Fight Gr10 (Hater4) attacks Bu12 (Babbling Balrog) in Brush hex 141 Gargoyle moves from X2 to D3 Gargoyle moves from X2 to E3 Battle phase advances to Fight Battle phase advances to Strikeback Hater4's battle turn, number 1 Battle phase advances to Move Centaur moves from X5 to E4 Centaur moves from X5 to C3 Battle phase advances to Fight Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 111: 0 hits Centaur in Plains hex C3 strikes Gargoyle in Brambles (1) hex D3 with strike number 5, rolling: 423: 0 hits Battle phase advances to Strikeback Gargoyle in Brambles (1) hex D3 strikes Centaur in Plains hex C3 with strike number 5, rolling: 6254: 2 hits Critter Centaur in Plains hex C3: 0 + 2 => 2; 0 excess Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 2334: 0 hits Babbling Balrog's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Gargoyle in Brambles (1) hex D3 strikes Centaur in Plains hex C3 with strike number 5, rolling: 5553: 3 hits Critter Centaur in Plains hex C3: 2 + 3 => 3; 2 excess Critter Centaur in Plains hex C3 is now dead: (hits=3 > power=3) Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 5325: 2 hits Critter Centaur in Plains hex E4: 0 + 2 => 2; 0 excess Battle phase advances to Strikeback Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 521: 1 hit Critter Gargoyle in Brambles hex E3: 0 + 1 => 1; 0 excess Centaur in Plains hex C3 strikes Gargoyle in Brambles (1) hex D3 with strike number 5, rolling: 144: 0 hits Hater4's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 556: 3 hits Critter Gargoyle in Brambles hex E3: 1 + 3 => 4; 0 excess Critter Gargoyle in Brambles hex E3 is now dead: (hits=4 > power=4) Battle phase advances to Strikeback Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 2115: 1 hit Critter Centaur in Plains hex E4: 2 + 1 => 3; 0 excess Critter Centaur in Plains hex E4 is now dead: (hits=3 > power=3) Babbling Balrog earns 24.0 points (289.0 + 24.0 => 313.0) Legion Gr10[] is eliminated Added Gargoyle - now there are 6 left. Legion Bu12 in Brush hex 141 recruits Gargoyle with 1 Gargoyle Legion Bu12 (Trident) is going to call addCreature() to add one acquired Angel Added Angel - now there are 13 left. Legion Bu12 (Trident) acquired one Angel tellEngagementResultHandling, winner = Bu12 Phase advances to Muster Babbling Balrog's turn, number 11 Phase advances to Move Babbling Balrog rolls a 6 for movement Legion Bu03 (Candle) in Desert hex 7 moves to Hills hex 4 entering on Left Legion Bu05 (Egg) in Plains hex 138 moves to Plains hex 1 entering on Right Legion Bu12 (Trident) in Brush hex 141 moves to Jungle hex 135 entering on Right Legion Bu06 (Foot) in Marsh hex 140 moves to Brush hex 134 entering on Left Legion Bu10 (Padlock) in Tower hex 300 moves to Hills hex 18 entering on Left Phase advances to Fight Bu03 (Babbling Balrog) attacks Br03 (Hater2) in Hills hex 4 Troll moves from X2 to C1 Troll moves from X2 to D2 Titan moves from X2 to D1 Ranger moves from X2 to C2 Troll moves from X2 to E1 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Lion moves from X5 to C3 Lion moves from X5 to B2 Lion moves from X5 to D4 Angel moves from X5 to D3 Angel moves from X5 to A1 Troll moves from X5 to E5 Battle phase advances to Fight Lion in Plains hex B2 strikes Ranger in Bog hex C2 with strike number 5, rolling: 42253: 1 hit Critter Ranger in Bog hex C2: 0 + 1 => 1; 0 excess Lion in Plains (1) hex C3 strikes Ranger in Bog hex C2 with strike number 5, rolling: 522361: 2 hits Critter Ranger in Bog hex C2: 1 + 2 => 3; 0 excess Angel in Plains (1) hex D3 strikes Ranger in Bog hex C2 with strike number 4, rolling: 653634: 4 hits Critter Ranger in Bog hex C2: 3 + 4 => 4; 3 excess Critter Ranger in Bog hex C2 is now dead: (hits=4 > power=4) 3 carries available Critter Troll in Plains hex D2: 0 + 3 => 3; 0 excess 3 hits carry to Troll in Plains hex D2 Battle phase advances to Strikeback Troll in Plains hex D2 strikes Angel in Plains (1) hex D3 with strike number 6, rolling: 65434425: 1 hit Critter Angel in Plains (1) hex D3: 0 + 1 => 1; 0 excess Ranger in Bog hex C2 strikes Lion in Plains (1) hex C3 with strike number 4, rolling: 1632: 1 hit Critter Lion in Plains (1) hex C3: 0 + 1 => 1; 0 excess Hater2's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Troll in Plains hex D2 strikes Angel in Plains (1) hex D3 with strike number 6, rolling: 44535436: 1 hit Critter Angel in Plains (1) hex D3: 1 + 1 => 2; 0 excess Battle phase advances to Strikeback Angel in Plains (1) hex D3 strikes Troll in Plains hex D2 with strike number 2, rolling: 416553: 5 hits Critter Troll in Plains hex D2: 3 + 5 => 8; 0 excess Critter Troll in Plains hex D2 is now dead: (hits=8 > power=8) Babbling Balrog's battle turn, number 2 One Angel is summoned from legion Bu12 into legion Bu03 Battle phase advances to Move Troll moves from E5 to E3 Troll undoes move and returns to Plains hex E5 Lion moves from B2 to B1 Lion moves from D4 to F1 Angel moves from D3 to D2 Lion moves from C3 to E2 Troll moves from E5 to E3 Angel moves from X5 to D3 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 Pla... 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From: SourceForge.net <no...@so...> - 2008-10-09 06:13:33
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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: 2008-10-09 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...> - 2008-10-09 06:05:47
|
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: 2008-10-09 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...> - 2008-10-09 05:52:33
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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: 2008-10-08 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...> - 2008-10-07 21:10:11
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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: 2008-10-08 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...> - 2008-10-07 15:31:02
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Feature Requests item #2135369, was opened at 2008-09-29 05:41 Message generated for change (Comment added) made by dranathi You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2135369&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Daniel (dmorenus) >Assigned to: Dranathi (dranathi) Summary: Allow different starting creatures per color Initial Comment: This is only applicable to variants, but it might be nice if it were possible to configure the starting creatures separately for each color. This together with custom mustering trees would allow variants with the equivalent of different races or factions for each color. For example black might always start with undead creatures, whereas light brown always starts with plains creatures. ---------------------------------------------------------------------- >Comment By: Dranathi (dranathi) Date: 2008-10-07 15:28 Message: I find it interesting. I'll put it on my Wish list. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-10-06 08:28 Message: Do you really mean different start creatures per *color*, not "by player" ? By color would mean, ok, if I pick black, then I get undead, if I pick Red I get ...whatever... . (somewhat like on ACTS: if I pick Green I get color 100 but Red I get 500 or something). So the one who has the opportunity to choose color has also more choices which "familiy" of creatures to start with. In this scenario the "which color gets what" would need to be defined before the "New Game" button (in Game Setup dialog) is pressed. There could be another tab "Special" or something... --- Well, sounds like an interesting idea, ...like so many other ideas. Right now we / I worry more about getting a playable / stable version of Colossus again, and after that.... Well, we can have this feature suggestion in the list, but until someone stands up and takes the ball not much will happen. How about if you try to implement something by yourself? ;-) -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2135369&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-07 07:27:16
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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: 2008-10-07 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...> - 2008-10-07 06:58:06
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Bugs item #2129433, was opened at 2008-09-25 17:02 Message generated for change (Comment added) made by nsillito 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: Babbling Balrog (nsillito) Date: 2008-10-06 23:55 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: 2008-09-29 15:01 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: 2008-09-25 22:30 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...> - 2008-10-07 06:14:28
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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: 2008-10-06 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...> - 2008-10-07 06:13:31
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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: 2008-10-06 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...> - 2008-10-06 09:26:33
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Feature Requests item #2135369, was opened at 2008-09-29 08:41 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2135369&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Daniel (dmorenus) Assigned to: Nobody/Anonymous (nobody) Summary: Allow different starting creatures per color Initial Comment: This is only applicable to variants, but it might be nice if it were possible to configure the starting creatures separately for each color. This together with custom mustering trees would allow variants with the equivalent of different races or factions for each color. For example black might always start with undead creatures, whereas light brown always starts with plains creatures. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-10-06 11:28 Message: Do you really mean different start creatures per *color*, not "by player" ? By color would mean, ok, if I pick black, then I get undead, if I pick Red I get ...whatever... . (somewhat like on ACTS: if I pick Green I get color 100 but Red I get 500 or something). So the one who has the opportunity to choose color has also more choices which "familiy" of creatures to start with. In this scenario the "which color gets what" would need to be defined before the "New Game" button (in Game Setup dialog) is pressed. There could be another tab "Special" or something... --- Well, sounds like an interesting idea, ...like so many other ideas. Right now we / I worry more about getting a playable / stable version of Colossus again, and after that.... Well, we can have this feature suggestion in the list, but until someone stands up and takes the ball not much will happen. How about if you try to implement something by yourself? ;-) -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2135369&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-10-01 20:25:51
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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: 2008-10-01 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...> - 2008-10-01 05:45:50
|
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: 2008-10-01 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...> - 2008-10-01 04:40:15
|
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: 2008-09-30 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...> - 2008-10-01 04:38:06
|
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: 2008-09-30 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 |
|
From: SourceForge.net <no...@so...> - 2008-10-01 00:04:06
|
Bugs item #2111020, was opened at 2008-09-14 17:42 Message generated for change (Comment added) made by bonniee_partiee 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: mjr (bonniee_partiee) Date: 2008-09-30 19:04 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 15:35 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 17:08 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 15:40 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 00:52 Message: File Added: Colossus.2008.09.22.2301b.txt ---------------------------------------------------------------------- Comment By: Daniel (dmorenus) Date: 2008-09-26 00:51 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 09:04 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 01:21 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 |