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From: SourceForge.net <no...@so...> - 2008-09-20 02:33:04
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Bugs item #2120052, was opened at 2008-09-20 02:32 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=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: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: New application fails 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. ---------------------------------------------------------------------- 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...> - 2008-09-16 13:11:14
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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: None 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: 2008-09-16 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...> - 2008-09-16 12:44:48
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Bugs item #2099803, was opened at 2008-09-08 08:58 Message generated for change (Comment added) made by dranathi 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: None 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: Dranathi (dranathi) Date: 2008-09-16 19:44 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 07:34 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...> - 2008-09-16 07:04:27
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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: 2008-09-16 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...> - 2008-09-16 06:32:22
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Bugs item #2078529, was opened at 2008-08-27 18:22 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2078529&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None Status: Open Resolution: Fixed Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) Assigned to: Clemens Katzer (cleka) Summary: Preferences Initial Comment: I play abyssal9, and I more or less _have_ to have the window scale set to '8' to play. Since the new version (20080822) the scale is now set in the Windows tab of the Preferences window. It may keep during a session, but it reset to 15 when I started a game a few days later. In addition, when you change the scale, the "Game Status" window also changes scale (but the "caretaker stacks" and "engagement status" windows do not -- i certainly don't think it should) Ben ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-09-16 16:32 Message: Status screen does not change with scale any more since r3360; probably I'll do a public testing build today (16.9.2008) Leaving open till next public build, as usual... ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-28 16:40 Message: Logged In: YES user_id=1717697 Originator: NO Main issue (value back to 15 each time) now fixed, r3335. Whether/which windows should use the scale which not... remains an open issue. -CleKa ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-27 23:07 Message: Logged In: YES user_id=1717697 Originator: NO All right... ok, basically it can be done that it is on start the same as in previous game. Only... - for good or bad, this effect then also the pick color and pick legion marker dialogs (and of course the status window). One can drag some of them bigger but ... well, interesting effects. BTW, not to mention the case if there is two boards (more than one human local player on this computer). If any of them changes it effects to both players windows ...somehow... (sooner or later. Or then, not). And which ends up in cf file, and/or during next load... pure randomly. Oh boy. :-( I think the whole thing needs reconsidering. Someone said already we should get rid of this scale issue and let Java/Swing take care of all scaling (based on window drag)... would be better probably, but lot of work. To get an usable solution in near future, my idea would be: Two scales, one for Masterboard and one for everything else. PickColor, PickMarker and Game status do not care about scale at all - they remain that big as they were before (that is, status window as high as before, width adjusting to player count; the pick* should perhaps adapt their size that way that a marker / color box ("button") is always "same big" - so if more markers, window grows etc. *just thinking loudly* -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-27 22:33 Message: Logged In: YES user_id=1717697 Originator: NO You are right, one a new start in the preferences window it is again 15, and the board is drawn this size. BUT:... But even worse, the changed value *is* stored to the file, and if you change it in preferences first from 15 to same what it was stored, nothing will happen... it compares to the value in the options file, it's same, so it does not repaint. So you have first change to e.g. 9 and apply, and then to 8 and apply. ... Really room for improvement here. Right, to me it also looks as if status window is scaled, engagement & caretaker are not. Scaling status window does not make too much sense to me... [Event viewer *kind of* is: from scale change on they are displayed with new size, and on a redraw (e.g. change settings, which type of events to show), all are drawn with new scale, too. ] Yeah, something to fix here. And having different scales for different issues is on the to do list and in feature requests already for ... years. Thanks for pointing this out. I'll see what I can do. (except if someone else is faster *ggg*) Right now I am hunting why game loading sometimes does not work.... BR, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2078529&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-09-16 02:34:53
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Bugs item #2073991, was opened at 2008-08-25 20:27 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2073991&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open >Resolution: Fixed Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) Assigned to: Clemens Katzer (cleka) Summary: Game hangs on AI Split Initial Comment: Build 20080822 under XP java version 1.5.0_08 In Abyssal9, got around to 'sky' and the game hangs on Sky Turn 18 "split stacks" Attached is the save file. (or will be if I can trim it down to <250k...) So, can't trim it (too many data files in it and no indication on what might be "optional") you can download the save from: http://www.pileofstuff.com/sky_hang.xml ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-09-16 12:34 Message: The nak for split happened, because server/client data was out of sync, thus AI considered the marker to be still available but it was not, resulting to a nak from server. Probably this out of sync was caused by messages lost from server to client - the added flow control should prevent that in future. Also now the resolving of legions from dead players during loading a game is fixed (which would in theory be another way how the data could go out of sync). With above, the situation should not happen any more, but even if it does, the recoverFromNak() on client side now does doneWithSplit() instead of kickSplit() which would result in an endless loop. Setting this to fixed, waiting for public build. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-30 14:41 Message: Logged In: YES user_id=1717697 Originator: NO I can now load any other file without problem, but your already during loading reveals inconsistencies. Did you save and load back to continue this sky_hang game at least once in between? That would explain the inconsistencies (some split/unsplit were not handle well during loading). -CleKa ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-25 22:42 Message: Logged In: YES user_id=1717697 Originator: NO I downloaded and tried the sky_hang file. But as reported in another report, it seems loading a game has went broken recently (can't even load one I saved myself). ((So this needs fixing first ))-: Anyway, while loading yours, there is first plenty of errors, but then repeatedly: WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split ... endlessly, I'd guess, I aborted it some point. So, I guess that's why it hangs - AI tries to do some split and server rejects it again and again. (Hm. I thought I fixed this type of error already once ;-) I'll take a look at it, anyway... -CleKa PS: I didn't manage to attach a file either - web page rejected it first (too big, too), and when I compressed it some other error message: "File Upload: ArtifactFile: Could not open file for writing" ... together with a green "ok" symbol ;-) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2073991&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-09-16 01:28:07
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Bugs item #2074220, was opened at 2008-08-25 22:32 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2074220&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: Fixed >Priority: 4 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Exception while loading game with dead players Initial Comment: When loading a game (in which some players are already dead) game gets an exception: D:\workspace\Trunk1>java -Djava.util.logging.config.file=logging.properties -Xmx128M -jar Colossus.jar --load Round34.xml WARNING: Can't find legion for markerId 'Br04' SEVERE: Exception while waiting on selector java.lang.NullPointerException at net.sf.colossus.server.History.fireEventFromElement(History.java:368) at net.sf.colossus.server.History.fireEventsFromXML(History.java:211) at net.sf.colossus.server.GameServerSide.loadGame2(GameServerSide.java:1818) at net.sf.colossus.server.Server.startGameIfAllPlayers(Server.java:792) at net.sf.colossus.server.ClientHandler.callMethod(ClientHandler.java:209) at net.sf.colossus.server.ClientHandler.processInput(ClientHandler.java:137) at net.sf.colossus.server.Server.waitOnSelector(Server.java:292) at net.sf.colossus.server.Server.run(Server.java:145) Startup progress window is still up and says "ok, got all clients, game can start now" (and probably it would do so, but during doing so it dies with the exception). When one closes the window then with Abort button, plenty of error messages are printed to the console, and after that one is back to the main game setup (Player Selection) dialog. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-09-16 11:28 Message: Situation is as follows: Game with dead players can be loaded, BUT: right now it demands all clients to join first (even for dead players) and will replay all events of all legions of all players to each player. So, it is slow, and will start possibly a lot of unnecessary AI clients, and worse, if there were remote clients which are dead, there still need to be a client first connecting for those. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-03 23:58 Message: Logged In: YES user_id=1717697 Originator: YES Revision 3342 should fix this problem. Leaving it open until next public build. But anyone interesting can try it out already in the new "Public Testing Build" (go to: http://colossus.wiki.sourceforge.net/ExperimentalBuilds ) -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-25 22:33 Message: Logged In: YES user_id=1717697 Originator: YES Trying once again to attach the file... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2074220&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-09-16 00:35:11
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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: None >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: 2008-09-16 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...> - 2008-09-16 00:34:24
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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: None 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: 2008-09-16 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...> - 2008-09-16 00:29:37
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Bugs item #2097773, was opened at 2008-09-07 04:08 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2097773&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. >Category: General Group: None Status: Open Resolution: None >Priority: 9 Private: No Submitted By: Babbling Balrog (nsillito) >Assigned to: Clemens Katzer (cleka) Summary: Battlemat fails to close Initial Comment: After a battle, the battle mat fails to close. I'll attach 2 screen shots. The battle took place several turns before. I won, killing the Brown Titan. Here is the log Babbling Balrog chooses color Blue Setting for "<By type>5" new name: Milvang5 Milvang5 chooses color Red Setting for "<By type>3" new name: Rational3 Rational3 chooses color Gold Setting for "<By type>1" new name: Rational1 Rational1 chooses color Black Setting for "<By type>4" new name: Hater4 Hater4 chooses color Green Setting for "<By type>2" new name: Hater2 Hater2 chooses color Brown Hater2 selects initial marker Hater4 selects initial marker Babbling Balrog selects initial marker Rational1 selects initial marker Rational3 selects initial marker Milvang5 selects initial marker 4 creatures are split off from legion Br01 into new legion Br03 Phase advances to Move Hater2 rolls a 4 for movement Legion Br03 (Chest) in Tower hex 600 moves to Marsh hex 41 entering on Right Legion Br01 (Antlers) in Tower hex 600 moves to Plains hex 133 entering on Right Phase advances to Fight Phase advances to Muster Added Centaur - now there are 12 left. Legion Br01 in Plains hex 133 recruits Centaur with 1 Centaur Added Troll - now there are 27 left. Legion Br03 in Marsh hex 41 recruits Troll with 2 Ogres Hater4's turn, number 1 4 creatures are split off from legion Gr04 into new legion Gr06 Phase advances to Move Hater4 rolls a 3 for movement Legion Gr04 (Fish) in Tower hex 500 moves to Plains hex 29 entering on Right Legion Gr06 (Frog) in Tower hex 500 moves to Brush hex 127 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 11 left. Legion Gr04 in Plains hex 29 recruits Centaur with 1 Centaur Added Cyclops - now there are 27 left. Legion Gr06 in Brush hex 127 recruits Cyclops with 2 Gargoyles Babbling Balrog's turn, number 1 4 creatures are split off from legion Bu05 into new legion Bu03 Phase advances to Move Babbling Balrog rolls a 1 for movement Legion Bu05 (Egg) in Tower hex 400 moves to Brush hex 24 entering on Right Legion Bu03 (Candle) in Tower hex 400 moves to Marsh hex 122 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 26 left. Legion Bu03 in Marsh hex 122 recruits Troll with 2 Ogres Added Cyclops - now there are 26 left. Legion Bu05 in Brush hex 24 recruits Cyclops with 2 Gargoyles Rational1's turn, number 1 4 creatures are split off from legion Bk03 into new legion Bk05 Phase advances to Move Rational1 rolls a 6 for movement Legion Bk05 (Hand) in Tower hex 300 tower teleports (Titan) to Tower hex 600 entering on Bottom Legion Bk03 (Die) in Tower hex 300 moves to Plains hex 110 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 27 left. Legion Bk03 in Plains hex 110 recruits Lion with 2 Centaurs Added Warlock - now there are 5 left. Legion Bk05 in Tower hex 600 recruits Warlock with 1 Titan Rational3's turn, number 1 4 creatures are split off from legion Gd10 into new legion Gd08 Phase advances to Move Rational3 rolls a 5 for movement Rational3 takes a mulligan Rational3 rolls a 3 for movement Rational3 takes a mulligan and rolls 3 Legion Gd08 (Rings) in Tower hex 200 moves to Brush hex 106 entering on Left Legion Gd10 (Scimitars) in Tower hex 200 moves to Marsh hex 8 entering on Right Phase advances to Fight Phase advances to Muster Added Ogre - now there are 12 left. Legion Gd10 in Marsh hex 8 recruits Ogre with 1 Ogre Added Cyclops - now there are 25 left. Legion Gd08 in Brush hex 106 recruits Cyclops with 2 Gargoyles Milvang5's turn, number 1 4 creatures are split off from legion Rd01 into new legion Rd09 Phase advances to Move Milvang5 rolls a 5 for movement Milvang5 takes a mulligan Milvang5 rolls a 1 for movement Milvang5 takes a mulligan and rolls 1 Legion Rd01 (Cross) in Tower hex 100 moves to Brush hex 3 entering on Right Legion Rd09 (Spiral) in Tower hex 100 moves to Plains hex 101 entering on Bottom Phase advances to Fight Phase advances to Muster Added Gargoyle - now there are 8 left. Legion Rd01 in Brush hex 3 recruits Gargoyle with 1 Gargoyle Added Lion - now there are 26 left. Legion Rd09 in Plains hex 101 recruits Lion with 2 Centaurs Hater2's turn, number 2 Phase advances to Move Hater2 rolls a 2 for movement Legion Br03 (Chest) in Marsh hex 41 moves to Plains hex 1 entering on Right Legion Br01 (Antlers) in Plains hex 133 moves to Marsh hex 131 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 10 left. Legion Br03 in Plains hex 1 recruits Centaur with 1 Centaur Hater4's turn, number 2 Phase advances to Move Hater4 rolls a 6 for movement Legion Gr04 (Fish) in Plains hex 29 moves to Tundra hex 4000 entering on Left Legion Gr06 (Frog) in Brush hex 127 moves to Brush hex 31 entering on Bottom Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 24 left. Legion Gr06 in Brush hex 31 recruits Cyclops with 1 Cyclops Babbling Balrog's turn, number 2 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu05 (Egg) in Brush hex 24 moves to Jungle hex 121 entering on Right Legion Bu03 (Candle) in Marsh hex 122 moves to Woods hex 25 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 9 left. Legion Bu03 in Woods hex 25 recruits Centaur with 1 Centaur Added Cyclops - now there are 23 left. Legion Bu05 in Jungle hex 121 recruits Cyclops with 1 Cyclops Rational1's turn, number 2 Phase advances to Move Rational1 rolls a 4 for movement Legion Bk03 (Die) in Plains hex 110 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Rational3's turn, number 2 Phase advances to Move Rational3 rolls a 2 for movement Legion Gd08 (Rings) in Brush hex 106 moves to Plains hex 6 entering on Right Legion Gd10 (Scimitars) in Marsh hex 8 moves to Brush hex 10 entering on Bottom Phase advances to Fight Phase advances to Muster Milvang5's turn, number 2 Phase advances to Move Milvang5 rolls a 1 for movement Legion Rd01 (Cross) in Brush hex 3 moves to Hills hex 4 entering on Left Legion Rd09 (Spiral) in Plains hex 101 moves to Tower hex 100 entering on Bottom Phase advances to Fight Phase advances to Muster Added Ogre - now there are 11 left. Legion Rd01 in Hills hex 4 recruits Ogre with 1 Ogre Added Warlock - now there are 4 left. Legion Rd09 in Tower hex 100 recruits Warlock with 1 Titan Hater2's turn, number 3 Phase advances to Move Hater2 rolls a 2 for movement Legion Br01 (Antlers) in Marsh hex 131 moves to Plains hex 129 entering on Left Legion Br03 (Chest) in Plains hex 1 moves to Tundra hex 6000 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 25 left. Legion Br01 in Plains hex 129 recruits Lion with 2 Centaurs Added Troll - now there are 25 left. Legion Br03 in Tundra hex 6000 recruits Troll with 1 Troll Hater4's turn, number 3 Phase advances to Move Hater4 rolls a 2 for movement Legion Gr06 (Frog) in Brush hex 31 moves to Marsh hex 27 entering on Left Legion Gr04 (Fish) in Tundra hex 4000 moves to Hills hex 23 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 10 left. Legion Gr04 in Hills hex 23 recruits Ogre with 1 Ogre Babbling Balrog's turn, number 3 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu05 (Egg) in Jungle hex 121 moves to Marsh hex 117 entering on Left Legion Bu03 (Candle) in Woods hex 25 moves to Jungle hex 121 entering on Right Phase advances to Fight Phase advances to Muster Rational1's turn, number 3 Phase advances to Move Rational1 rolls a 1 for movement Legion Bk03 (Die) in Swamp hex 14 moves to Plains hex 15 entering on Right Legion Bk05 (Hand) in Tower hex 600 moves to Brush hex 38 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 24 left. Legion Bk03 in Plains hex 15 recruits Lion with 2 Centaurs Added Cyclops - now there are 22 left. Legion Bk05 in Brush hex 38 recruits Cyclops with 2 Gargoyles Rational3's turn, number 3 Phase advances to Move Rational3 rolls a 2 for movement Legion Gd10 (Scimitars) in Brush hex 10 moves to Marsh hex 108 entering on Bottom Legion Gd08 (Rings) in Plains hex 6 moves to Brush hex 10 entering on Right Phase advances to Fight Phase advances to Muster Added Troll - now there are 24 left. Legion Gd10 in Marsh hex 108 recruits Troll with 2 Ogres Added Cyclops - now there are 21 left. Legion Gd08 in Brush hex 10 recruits Cyclops with 1 Cyclops Milvang5's turn, number 3 Phase advances to Move Milvang5 rolls a 3 for movement Legion Rd09 (Spiral) in Tower hex 100 moves to Plains hex 1 entering on Right Legion Rd01 (Cross) in Hills hex 4 moves to Plains hex 101 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 23 left. Legion Rd09 in Plains hex 1 recruits Lion with 2 Centaurs Hater2's turn, number 4 2 creatures are split off from legion Br01 into new legion Br02 2 creatures are split off from legion Br03 into new legion Br09 Legion Br09[Ogre, Ogre] is eliminated Legion Br09 recombined into legion Br03 Phase advances to Move Hater2 rolls a 2 for movement Legion Br01 (Antlers) in Plains hex 129 moves to Brush hex 31 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 20 left. Legion Br01 in Brush hex 31 recruits Cyclops with 2 Gargoyles Hater4's turn, number 4 Phase advances to Move Hater4 rolls a 3 for movement Legion Gr06 (Frog) in Marsh hex 27 moves to Woods hex 30 entering on Left Legion Gr04 (Fish) in Hills hex 23 moves to Abyss hex 26 entering on Bottom Phase advances to Fight Phase advances to Muster Added Centaur - now there are 8 left. Legion Gr06 in Woods hex 30 recruits Centaur with 1 Centaur Babbling Balrog's turn, number 4 Phase advances to Move Babbling Balrog rolls a 6 for movement Legion Bu05 (Egg) in Marsh hex 117 moves to Jungle hex 111 entering on Right Legion Bu03 (Candle) in Jungle hex 121 moves to Plains hex 115 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 22 left. Legion Bu03 in Plains hex 115 recruits Lion with 2 Centaurs Added Cyclops - now there are 19 left. Legion Bu05 in Jungle hex 111 recruits Cyclops with 1 Cyclops Rational1's turn, number 4 2 creatures are split off from legion Bk03 into new legion Bk04 Phase advances to Move Rational1 rolls a 6 for movement Legion Bk03 (Die) in Plains hex 15 moves to Desert hex 21 entering on Bottom Legion Bk05 (Hand) in Brush hex 38 moves to Brush hex 38 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 21 left. Legion Bk03 in Desert hex 21 recruits Lion with 1 Lion Added Cyclops - now there are 18 left. Legion Bk05 in Brush hex 38 recruits Cyclops with 1 Cyclops Rational3's turn, number 4 2 creatures are split off from legion Gd10 into new legion Gd02 Phase advances to Move Rational3 rolls a 6 for movement Legion Gd08 (Rings) in Brush hex 10 moves to Brush hex 10 entering on Bottom Legion Gd10 (Scimitars) in Marsh hex 108 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 23 left. Legion Gd10 in Swamp hex 14 recruits Troll with 1 Troll Added Gorgon - now there are 24 left. Legion Gd08 in Brush hex 10 recruits Gorgon with 2 Cyclopes Milvang5's turn, number 4 2 creatures are split off from legion Rd09 into new legion Rd11 Phase advances to Move Milvang5 rolls a 5 for movement Legion Rd11 (Sword) in Plains hex 1 moves to Plains hex 6 entering on Right Legion Rd09 (Spiral) in Plains hex 1 moves to Mountains hex 5000 entering on Left Phase advances to Fight Phase advances to Muster Added Minotaur - now there are 20 left. Legion Rd09 in Mountains hex 5000 recruits Minotaur with 2 Lions Added Lion - now there are 20 left. Legion Rd11 in Plains hex 6 recruits Lion with 2 Centaurs Hater2's turn, number 5 2 creatures are split off from legion Br03 into new legion Br07 Legion Br07[Ogre, Ogre] is eliminated Legion Br07 recombined into legion Br03 Phase advances to Move Hater2 rolls a 2 for movement Legion Br03 (Chest) in Tundra hex 6000 moves to Hills hex 37 entering on Left Legion Br02 (Bell) in Plains hex 129 moves to Marsh hex 27 entering on Left Legion Br01 (Antlers) in Brush hex 31 moves to Plains hex 129 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 19 left. Legion Br01 in Plains hex 129 recruits Lion with 1 Lion Hater4's turn, number 5 2 creatures are split off from legion Gr06 into new legion Gr11 Phase advances to Move Hater4 rolls a 4 for movement Legion Gr04 (Fish) in Abyss hex 26 moves to Plains hex 124 entering on Left Legion Gr06 (Frog) in Woods hex 30 moves to Plains hex 34 entering on Right Phase advances to Fight Phase advances to Muster Added Lion - now there are 18 left. Legion Gr04 in Plains hex 124 recruits Lion with 2 Centaurs Added Lion - now there are 17 left. Legion Gr06 in Plains hex 34 recruits Lion with 2 Centaurs Babbling Balrog's turn, number 5 2 creatures are split off from legion Bu05 into new legion Bu12 2 creatures are split off from legion Bu03 into new legion Bu10 Phase advances to Move Babbling Balrog rolls a 1 for movement Legion Bu05 (Egg) in Jungle hex 111 moves to Plains hex 110 entering on Left Legion Bu03 (Candle) in Plains hex 115 moves to Desert hex 114 entering on Right Legion Bu10 (Padlock) in Plains hex 115 moves to Tower hex 300 entering on Bottom Phase advances to Fight Phase advances to Muster Added Centaur - now there are 7 left. Legion Bu05 in Plains hex 110 recruits Centaur with 1 Centaur Added Ogre - now there are 9 left. Legion Bu10 in Tower hex 300 recruits Ogre with nothing Added Lion - now there are 16 left. Legion Bu03 in Desert hex 114 recruits Lion with 1 Lion Rational1's turn, number 5 2 creatures are split off from legion Bk05 into new legion Bk12 Legion Bk12[Gargoyle, Gargoyle] is eliminated Legion Bk12 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 3 for movement Legion Bk05 (Hand) in Brush hex 38 moves to Marsh hex 41 entering on Right Legion Bk04 (Feather) in Plains hex 15 moves to Hills hex 18 entering on Left Phase advances to Fight Phase advances to Muster Rational3's turn, number 5 2 creatures are split off from legion Gd08 into new legion Gd01 Legion Gd01[Gargoyle, Gargoyle] is eliminated Legion Gd01 recombined into legion Gd08 Phase advances to Move Rational3 rolls a 4 for movement Legion Gd02 (Claw) in Marsh hex 108 moves to Jungle hex 104 entering on Right Legion Gd10 (Scimitars) in Swamp hex 14 moves to Abyss hex 12 entering on Bottom Phase advances to Fight Phase advances to Muster Milvang5's turn, number 5 Phase advances to Move Milvang5 rolls a 5 for movement Legion Rd11 (Sword) in Plains hex 6 moves to Plains hex 105 entering on Right Legion Rd01 (Cross) in Plains hex 101 moves to Plains hex 138 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 15 left. Legion Rd11 in Plains hex 105 recruits Lion with 2 Centaurs Hater2's turn, number 6 2 creatures are split off from legion Br01 into new legion Br11 Legion Br11[Gargoyle, Gargoyle] is eliminated Legion Br11 recombined into legion Br01 2 creatures are split off from legion Br03 into new legion Br09 Phase advances to Move Hater2 rolls a 5 for movement Legion Br09 (Scroll) in Hills hex 37 moves to Hills hex 4 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 8 left. Legion Br09 in Hills hex 4 recruits Ogre with 1 Ogre Hater4's turn, number 6 2 creatures are split off from legion Gr04 into new legion Gr03 Phase advances to Move Hater4 rolls a 6 for movement Legion Gr04 (Fish) in Plains hex 124 moves to Swamp hex 118 entering on Right Phase advances to Fight Phase advances to Muster Babbling Balrog's turn, number 6 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu05 (Egg) in Plains hex 110 moves to Brush hex 106 entering on Left Legion Bu12 (Trident) in Jungle hex 111 moves to Desert hex 107 entering on Right Legion Bu03 (Candle) in Desert hex 114 moves to Plains hex 110 entering on Left Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 23 left. Legion Bu05 in Brush hex 106 recruits Gorgon with 2 Cyclopes Added Lion - now there are 14 left. Legion Bu03 in Plains hex 110 recruits Lion with 2 Centaurs Rational1's turn, number 6 2 creatures are split off from legion Bk05 into new legion Bk11 Legion Bk11[Gargoyle, Gargoyle] is eliminated Legion Bk11 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 2 for movement Legion Bk05 (Hand) in Marsh hex 41 moves to Plains hex 101 entering on Bottom Phase advances to Fight Phase advances to Muster Rational3's turn, number 6 2 creatures are split off from legion Gd08 into new legion Gd05 Legion Gd05[Gargoyle, Gargoyle] is eliminated Legion Gd05 recombined into legion Gd08 Phase advances to Move Rational3 rolls a 4 for movement Legion Gd08 (Rings) in Brush hex 10 moves to Swamp hex 14 entering on Bottom Phase advances to Fight Phase advances to Muster Milvang5's turn, number 6 Phase advances to Move Milvang5 rolls a 5 for movement Legion Rd11 (Sword) in Plains hex 105 moves to Jungle hex 104 entering on Right Phase advances to Fight Legion Gd02 flees from legion Rd11 Milvang5 earns 12.0 half-points (0.0 + 12.0 => 12.0) Legion Gd02[Ogre, Ogre] is eliminated tellEngagementResultHandling, winner = Rd11 Phase advances to Muster Hater2's turn, number 7 2 creatures are split off from legion Br01 into new legion Br07 Legion Br07[Gargoyle, Gargoyle] is eliminated Legion Br07 recombined into legion Br01 Phase advances to Move Hater2 rolls a 5 for movement Legion Br03 (Chest) in Hills hex 37 moves to Swamp hex 42 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 22 left. Legion Br03 in Swamp hex 42 recruits Troll with 1 Troll Hater4's turn, number 7 Phase advances to Move Hater4 rolls a 6 for movement Legion Gr11 (Scales) in Woods hex 30 moves to Marsh hex 36 entering on Right Phase advances to Fight Phase advances to Muster Babbling Balrog's turn, number 7 2 creatures are split off from legion Bu05 into new legion Bu06 Phase advances to Move Babbling Balrog rolls a 4 for movement Legion Bu05 (Egg) in Brush hex 106 moves to Jungle hex 104 entering on Right Legion Bu03 (Candle) in Plains hex 110 moves to Abyss hex 12 entering on Bottom Phase advances to Fight Legion Rd11 flees from legion Bu05 Babbling Balrog earns 27.0 half-points (0.0 + 27.0 => 27.0) Legion Rd11[Lion, Lion, Centaur, Centaur] is eliminated tellEngagementResultHandling, winner = Bu05 Bu03 (Babbling Balrog) attacks Gd10 (Rational3) in Abyss hex 12 Angel moves from X0 to D5 Troll moves from X0 to C4 Troll moves from X0 to E3 Centaur moves from X0 to E4 Centaur moves from X0 to D4 Battle phase advances to Fight Critter Angel in Drift (1) hex D5: 0 + 1 => 1; 0 excess Angel in Drift (1) hex D5 takes Hex damage Critter Centaur in Drift (1) hex E4: 0 + 1 => 1; 0 excess Centaur in Drift (1) hex E4 takes Hex damage Critter Centaur in Drift hex D4: 0 + 1 => 1; 0 excess Centaur in Drift hex D4 takes Hex damage Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Angel moves from X3 to F2 Troll moves from X3 to B2 Lion moves from X3 to B3 Centaur moves from X3 to B4 Lion moves from X3 to E2 Lion moves from X3 to A3 Centaur moves from X3 to F1 Battle phase advances to Fight Critter Angel in Drift (1) hex D5: 1 + 1 => 2; 0 excess Angel in Drift (1) hex D5 takes Hex damage Critter Centaur in Drift (1) hex E4: 1 + 1 => 2; 0 excess Centaur in Drift (1) hex E4 takes Hex damage Critter Centaur in Drift hex D4: 1 + 1 => 2; 0 excess Centaur in Drift hex D4 takes Hex damage Angel in Tower (2) hex F2 strikes Troll in Drift (1) hex E3 with strike number 1, rolling: 515222: 6 hits Critter Troll in Drift (1) hex E3: 0 + 6 => 6; 0 excess Lion in Tower (2) hex B3 strikes Troll in Drift (1) hex C4 with strike number 2, rolling: 15612: 3 hits Critter Troll in Drift (1) hex C4: 0 + 3 => 3; 0 excess Lion in Tower (2) hex E2 strikes Troll in Drift (1) hex E3 with strike number 2, rolling: 34143: 4 hits Critter Troll in Drift (1) hex E3: 6 + 4 => 8; 2 excess Critter Troll in Drift (1) hex E3 is now dead: (hits=8 > power=8) Centaur in Tower (2) hex B4 strikes Troll in Drift (1) hex C4 with strike number 1, rolling: 454: 3 hits Critter Troll in Drift (1) hex C4: 3 + 3 => 6; 0 excess Battle phase advances to Strikeback Troll in Drift (1) hex E3 strikes Angel in Tower (2) hex F2 with strike number 6, rolling: 53546664: 3 hits Critter Angel in Tower (2) hex F2: 0 + 3 => 3; 0 excess Troll in Drift (1) hex C4 strikes Lion in Tower (2) hex B3 with strike number 6, rolling: 23554313: 0 hits Rational3's battle turn, number 2 Battle phase advances to Move Centaur moves from E4 to D6 Angel moves from D5 to E5 Battle phase advances to Fight Critter Centaur in Drift hex D4: 2 + 1 => 3; 0 excess Critter Centaur in Drift hex D4 is now dead: (hits=3 > power=3) Centaur in Drift hex D4 takes Hex damage Troll in Drift (1) hex C4 strikes Lion in Tower (2) hex B3 with strike number 6, rolling: 34661551: 2 hits Critter Lion in Tower (2) hex B3: 0 + 2 => 2; 0 excess Battle phase advances to Strikeback Lion in Tower (2) hex B3 strikes Troll in Drift (1) hex C4 with strike number 2, rolling: 62462: 5 hits Critter Troll in Drift (1) hex C4: 6 + 5 => 8; 3 excess Critter Troll in Drift (1) hex C4 is now dead: (hits=8 > power=8) Babbling Balrog's battle turn, number 2 Battle phase advances to Move Angel moves from F2 to D2 Centaur moves from F1 to F4 Centaur moves from B4 to C5 Lion moves from A3 to B4 Lion moves from B3 to A3 Troll moves from B2 to B3 Lion moves from E2 to F3 Battle phase advances to Fight Centaur in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 4, rolling: 312: 0 hits Centaur in Tower (2) hex F4 strikes Angel in Tower (2) hex E5 with strike number 4, rolling: 565: 3 hits Critter Angel in Tower (2) hex E5: 2 + 3 => 5; 0 excess Battle phase advances to Strikeback Angel in Tower (2) hex E5 strikes Centaur in Tower (2) hex F4 with strike number 4, rolling: 125664: 4 hits Critter Centaur in Tower (2) hex F4: 0 + 4 => 3; 1 excess Critter Centaur in Tower (2) hex F4 is now dead: (hits=3 > power=3) Centaur in Tower (2) hex D6 strikes Centaur in Tower (2) hex C5 with strike number 4, rolling: 546: 3 hits Critter Centaur in Tower (2) hex C5: 0 + 3 => 3; 0 excess Critter Centaur in Tower (2) hex C5 is now dead: (hits=3 > power=3) Rational3's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 3 Battle phase advances to Move Lion moves from B4 to C5 Lion moves from F3 to F4 Battle phase advances to Fight Lion in Tower (2) hex F4 strikes Angel in Tower (2) hex E5 with strike number 5, rolling: 62523: 2 hits Critter Angel in Tower (2) hex E5: 5 + 2 => 6; 1 excess Critter Angel in Tower (2) hex E5 is now dead: (hits=6 > power=6) Lion in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 5, rolling: 33433: 0 hits Battle phase advances to Strikeback Angel in Tower (2) hex E5 strikes Lion in Tower (2) hex F4 with strike number 3, rolling: 661661: 4 hits Critter Lion in Tower (2) hex F4: 0 + 4 => 4; 0 excess Centaur in Tower (2) hex D6 strikes Lion in Tower (2) hex C5 with strike number 3, rolling: 546: 3 hits Critter Lion in Tower (2) hex C5: 0 + 3 => 3; 0 excess Rational3's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Centaur in Tower (2) hex D6 strikes Lion in Tower (2) hex C5 with strike number 3, rolling: 134: 2 hits Critter Lion in Tower (2) hex C5: 3 + 2 => 5; 0 excess Critter Lion in Tower (2) hex C5 is now dead: (hits=5 > power=5) Battle phase advances to Strikeback Lion in Tower (2) hex C5 strikes Centaur in Tower (2) hex D6 with strike number 5, rolling: 63233: 1 hit Critter Centaur in Tower (2) hex D6: 2 + 1 => 3; 0 excess Critter Centaur in Tower (2) hex D6 is now dead: (hits=3 > power=3) Babbling Balrog earns 80.0 points (27.0 + 80.0 => 107.0) Legion Gd10[] is eliminated Legion Bu03 (Candle) is going to call addCreature() to add one acquired Angel Added Angel - now there are 12 left. Legion Bu03 (Candle) acquired one Angel tellEngagementResultHandling, winner = Bu03 Phase advances to Muster Added Behemoth - now there are 17 left. Legion Bu05 in Jungle hex 104 recruits Behemoth with 3 Cyclopes Rational1's turn, number 7 2 creatures are split off from legion Bk05 into new legion Bk12 Legion Bk12[Gargoyle, Gargoyle] is eliminated Legion Bk12 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 2 for movement Legion Bk04 (Feather) in Hills hex 18 moves to Brush hex 116 entering on Right Phase advances to Fight Phase advances to Muster Rational3's turn, number 7 2 creatures are split off from legion Gd08 into new legion Gd05 Legion Gd05[Gargoyle, Gargoyle] is eliminated Legion Gd05 recombined into legion Gd08 Phase advances to Move Rational3 rolls a 2 for movement Legion Gd08 (Rings) in Swamp hex 14 moves to Woods hex 16 entering on Left Phase advances to Fight Phase advances to Muster Milvang5's turn, number 7 Phase advances to Move Milvang5 rolls a 3 for movement Legion Rd09 (Spiral) in Mountains hex 5000 moves to Brush hex 31 entering on Bottom Legion Rd01 (Cross) in Plains hex 138 moves to Jungle hex 135 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 17 left. Legion Rd01 in Jungle hex 135 recruits Cyclops with 2 Gargoyles Added Gargoyle - now there are 7 left. Legion Rd09 in Brush hex 31 recruits Gargoyle with 1 Gargoyle Hater2's turn, number 8 2 creatures are split off from legion Br01 into new legion Br12 Legion Br12[Gargoyle, Gargoyle] is eliminated Legion Br12 recombined into legion Br01 Phase advances to Move Hater2 rolls a 5 for movement Legion Br03 (Chest) in Swamp hex 42 moves to Marsh hex 41 entering on Right Phase advances to Fight Phase advances to Muster Added Ranger - now there are 27 left. Legion Br03 in Marsh hex 41 recruits Ranger with 2 Trolls Hater4's turn, number 8 Phase advances to Move Hater4 rolls a 2 for movement Legion Gr11 (Scales) in Marsh hex 36 moves to Brush hex 38 entering on Bottom Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 16 left. Legion Gr11 in Brush hex 38 recruits Cyclops with 2 Gargoyles Babbling Balrog's turn, number 8 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu03 (Candle) in Abyss hex 12 moves to Jungle hex 111 entering on Right Phase advances to Fight Phase advances to Muster Rational1's turn, number 8 2 creatures are split off from legion Bk05 into new legion Bk09 Legion Bk09[Gargoyle, Gargoyle] is eliminated Legion Bk09 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 5 for movement Legion Bk03 (Die) in Desert hex 21 moves to Abyss hex 26 entering on Bottom Legion Bk05 (Hand) in Plains hex 101 moves to Plains hex 138 entering on Left Phase advances to Fight Phase advances to Muster Rational3's turn, number 8 2 creatures are split off from legion Gd08 into new legion Gd09 Phase advances to Move Rational3 rolls a 4 for movement Legion Gd09 (Scarab) in Woods hex 16 moves to Brush hex 24 entering on Bottom Legion Gd08 (Rings) in Woods hex 16 moves to Plains hex 20 entering on Right Phase advances to Fight Phase advances to Muster Added Cyclops - now there are 15 left. Legion Gd09 in Brush hex 24 recruits Cyclops with 2 Gargoyles Milvang5's turn, number 8 2 creatures are split off from legion Rd01 into new legion Rd05 Legion Rd05[Gargoyle, Gargoyle] is eliminated Legion Rd05 recombined into legion Rd01 2 creatures are split off from legion Rd09 into new legion Rd04 Legion Rd04[Lion, Gargoyle] is eliminated Legion Rd04 recombined into legion Rd09 Phase advances to Move Milvang5 rolls a 1 for movement Legion Rd09 (Spiral) in Brush hex 31 moves to Tower hex 500 entering on Bottom Legion Rd01 (Cross) in Jungle hex 135 moves to Brush hex 134 entering on Left Phase advances to Fight Phase advances to Muster Hater2's turn, number 9 2 creatures are split off from legion Br01 into new legion Br06 Legion Br06[Gargoyle, Gargoyle] is eliminated Legion Br06 recombined into legion Br01 2 creatures are split off from legion Br03 into new legion Br10 Phase advances to Move Hater2 rolls a 3 for movement Legion Br02 (Bell) in Marsh hex 27 moves to Woods hex 30 entering on Left Legion Br10 (Spider) in Marsh hex 41 moves to Woods hex 2 entering on Left Phase advances to Fight Phase advances to Muster Added Centaur - now there are 6 left. Legion Br02 in Woods hex 30 recruits Centaur with 1 Centaur Added Centaur - now there are 5 left. Legion Br10 in Woods hex 2 recruits Centaur with 1 Centaur Hater4's turn, number 9 Phase advances to Move Hater4 rolls a 1 for movement Legion Gr04 (Fish) in Swamp hex 118 moves to Marsh hex 117 entering on Left Legion Gr03 (Diamond) in Plains hex 124 moves to Woods hex 25 entering on Bottom Legion Gr06 (Frog) in Plains hex 34 moves to Tower hex 600 entering on Bottom Phase advances to Fight Phase advances to Muster Added Troll - now there are 21 left. Legion Gr04 in Marsh hex 117 recruits Troll with 2 Ogres Added Warlock - now there are 3 left. Legion Gr06 in Tower hex 600 recruits Warlock with 1 Titan Added Centaur - now there are 4 left. Legion Gr03 in Woods hex 25 recruits Centaur with 1 Centaur Babbling Balrog's turn, number 9 Phase advances to Move Babbling Balrog rolls a 5 for movement Legion Bu05 (Egg) in Jungle hex 104 moves to Brush hex 141 entering on Left Legion Bu12 (Trident) in Desert hex 107 moves to Brush hex 102 entering on Right Legion Bu06 (Foot) in Brush hex 106 moves to Plains hex 101 entering on Left Legion Bu03 (Candle) in Jungle hex 111 moves to Brush hex 106 entering on Left Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 22 left. Legion Bu05 in Brush hex 141 recruits Gorgon with 1 Gorgon Rational1's turn, number 9 2 creatures are split off from legion Bk05 into new legion Bk10 Legion Bk10[Gargoyle, Gargoyle] is eliminated Legion Bk10 recombined into legion Bk05 Phase advances to Move Rational1 rolls a 4 for movement Legion Bk04 (Feather) in Brush hex 116 moves to Marsh hex 112 entering on Right Legion Bk03 (Die) in Abyss hex 26 moves to Plains hex 124 entering on Left Phase advances to Fight Phase advances to Muster Added Ranger - now there are 26 left. Legion Bk03 in Plains hex 124 recruits Ranger with 2 Lions Rational3's turn, number 9 Phase advances to Move Rational3 rolls a 3 for movement Legion Gd08 (Rings) in Plains hex 20 moves to Hills hex 23 entering on Left Phase advances to Fight Phase advances to Muster Added Ogre - now there are 7 left. Legion Gd08 in Hills hex 23 recruits Ogre with 1 Ogre Milvang5's turn, number 9 2 creatures are split off from legion Rd01 into new legion Rd05 2 creatures are split off from legion Rd09 into new legion Rd04 Legion Rd04[Lion, Gargoyle] is eliminated Legion Rd04 recombined into legion Rd09 Phase advances to Move Milvang5 rolls a 6 for movement Legion Rd09 (Spiral) in Tower hex 500 tower teleports (Titan) to Brush hex 130 entering on Bottom Legion Rd01 (Cross) in Brush hex 134 moves to Plains hex 129 entering on Left Phase advances to Fight Rd01 (Milvang5) attacks Br01 (Hater2) in Plains hex 129 Lion moves from X2 to C1 Angel moves from X2 to F2 Lion moves from X2 to D3 Cyclops moves from X2 to E2 Gargoyle moves from X2 to F1 Gargoyle moves from X2 to D2 Battle phase advances to Fight Battle phase advances to Strikeback Milvang5's battle turn, number 1 Battle phase advances to Move Angel moves from X5 to C3 Cyclops moves from X5 to B3 Ogre moves from X5 to D5 Ogre moves from X5 to C4 Ogre moves from X5 to A3 Battle phase advances to Fight Angel in Plains hex C3 strikes Lion in Plains hex D3 with strike number 3, rolling: 525125: 3 hits Critter Lion in Plains hex D3: 0 + 3 => 3; 0 excess Battle phase advances to Strikeback Lion in Plains hex D3 strikes Angel in Plains hex C3 with strike number 5, rolling: 46152: 2 hits Critter Angel in Plains hex C3: 0 + 2 => 2; 0 excess Hater2's battle turn, number 2 Battle phase advances to Move Lion moves from C1 to E1 Battle phase advances to Fight Lion in Plains hex D3 strikes Angel in Plains hex C3 with strike number 5, rolling: 32631: 1 hit Critter Angel in Plains hex C3: 2 + 1 => 3; 0 excess Battle phase advances to Strikeback Angel in Plains hex C3 strikes Lion in Plains hex D3 with strike number 3, rolling: 514121: 2 hits Critter Lion in Plains hex D3: 3 + 2 => 5; 0 excess Critter Lion in Plains hex D3 is now dead: (hits=5 > power=5) Milvang5's battle turn, number 2 Battle phase advances to Move Angel moves from C3 to D3 Cyclops moves from B3 to C2 Ogre moves from D5 to F3 Ogre moves from C4 to D4 Ogre moves from A3 to B2 Battle phase advances to Fight Cyclops in Plains hex C2 strikes Gargoyle in Brambles hex D2 with strike number 5, rolling: 654434661: 4 hits Critter Gargoyle in Brambles hex D2: 0 + 4 => 4; 0 excess Critter Gargoyle in Brambles hex D2 is now dead: (hits=4 > power=4) Angel in Plains hex D3 strikes Cyclops in Plains hex E2 with strike number 2, rolling: 125351: 4 hits Critter Cyclops in Plains hex E2: 0 + 4 => 4; 0 excess Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 343266: 2 hits Critter Angel in Plains (1) hex F2: 0 + 2 => 2; 0 excess Battle phase advances to Strikeback Angel in Plains (1) hex F2 strikes Ogre in Plains (1) hex F3 with strike number 2, rolling: 131343: 4 hits Critter Ogre in Plains (1) hex F3: 0 + 4 => 4; 0 excess Cyclops in Plains hex E2 strikes Angel in Plains hex D3 with strike number 6, rolling: 641241116: 2 hits Critter Angel in Plains hex D3: 3 + 2 => 5; 0 excess Gargoyle in Brambles hex D2 strikes Angel in Plains hex D3 with strike number 5, rolling: 3621: 1 hit Critter Angel in Plains hex D3: 5 + 1 => 6; 0 excess Critter Angel in Plains hex D3 is now dead: (hits=6 > power=6) Hater2's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Angel in Plains (1) hex F2 strikes Ogre in Plains (1) hex F3 with strike number 2, rolling: 163522: 5 hits Critter Ogre in Plains (1) hex F3: 4 + 5 => 6; 3 excess Critter Ogre in Plains (1) hex F3 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 636651: 3 hits Critter Angel in Plains (1) hex F2: 2 + 3 => 5; 0 excess Milvang5's battle turn, number 3 Battle phase advances to Move Cyclops moves from C2 to E3 Ogre moves from D4 to F3 Ogre moves from B2 to D3 Battle phase advances to Fight Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 541453: 0 hits Ogre in Plains hex D3 strikes Cyclops in Plains hex E2 with strike number 4, rolling: 512366: 3 hits Critter Cyclops in Plains hex E2: 4 + 3 => 7; 0 excess Cyclops in Plains hex E3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 341353222: 0 hits Battle phase advances to Strikeback Angel in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 621444: 5 hits Critter Cyclops in Plains hex E3: 0 + 5 => 5; 0 excess Cyclops in Plains hex E2 strikes Cyclops in Plains hex E3 with strike number 4, rolling: 135632235: 3 hits Critter Cyclops in Plains hex E3: 5 + 3 => 8; 0 excess Hater2's battle turn, number 4 Added Lion - now there are 13 left. Legion Br01 in Plains hex 129 recruits Lion with 1 Lion Battle phase advances to Move Gargoyle moves from F1 to D2 Lion moves from X2 to D1 Battle phase advances to Fight Gargoyle in Brambles hex D2 strikes Ogre in Plains hex D3 with strike number 3, rolling: 5156: 3 hits Critter Ogre in Plains hex D3: 0 + 3 => 3; 0 excess Angel in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 331115: 3 hits Critter Cyclops in Plains hex E3: 8 + 3 => 9; 2 excess Critter Cyclops in Plains hex E3 is now dead: (hits=9 > power=9) 2 carries available Critter Ogre in Plains (1) hex F3: 0 + 2 => 2; 0 excess 2 hits carry to Ogre in Plains (1) hex F3 Cyclops in Plains hex E2 strikes Ogre in Plains hex D3 with strike number 4, rolling: 416155651: 6 hits Critter Ogre in Plains hex D3: 3 + 6 => 6; 3 excess Critter Ogre in Plains hex D3 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Plains (1) hex F3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 251535: 0 hits Cyclops in Plains hex E3 strikes Angel in Plains (1) hex F2 with strike number 6, rolling: 166345126: 3 hits Critter Angel in Plains (1) hex F2: 5 + 3 => 6; 2 excess Critter Angel in Plains (1) hex F2 is now dead: (hits=6 > power=6) 2 carries available Critter Cyclops in Plains hex E2: 7 + 2 => 9; 0 excess Critter Cyclops in Plains hex E2 is now dead: (hits=9 > power=9) 2 hits carry to Cyclops in Plains hex E2 Ogre in Plains hex D3 strikes Gargoyle in Brambles hex D2 with strike number 6, rolling: 645145: 1 hit Critter Gargoyle in Brambles hex D2: 0 + 1 => 1; 0 excess Milvang5's battle turn, number 4 Battle phase advances to Move Ogre moves from F3 to F1 Battle phase advances to Fight Ogre in Plains (1) hex F1 strikes Lion in Plains hex E1 with strike number 5, rolling: 2333441: 0 hits Battle phase advances to Strikeback Lion in Plains hex E1 strikes Ogre in Plains (1) hex F1 with strike number 3, rolling: 41212: 1 hit Critter Ogre in Plains (1) hex F1: 2 + 1 => 3; 0 excess Hater2's battle turn, number 5 Battle phase advances to Move Battle phase advances to Fight Lion in Plains hex E1 strikes Ogre in Plains (1) hex F1 with strike number 3, rolling: 55215: 3 hits Critter Ogre in Plains (1) hex F1: 3 + 3 => 6; 0 excess Critter Ogre in Plains (1) hex F1 is now dead: (hits=6 > power=6) Battle phase advances to Strikeback Ogre in Plains (1) hex F1 strikes Lion in Plains hex E1 with strike number 5, rolling: 4566261: 4 hits Critter Lion in Plains hex E1: 0 + 4 => 4; 0 excess Hater2 earns 78.0 points (0.0 + 78.0 => 78.0) Legion Rd01[] is eliminated Phase advances to Muster Hater2's turn, number 10 Phase advances to Move Hater2 rolls a 3 for movement tellEngagementResultHandling, winner = Br01 Legion Br02 (Bell) in Woods hex 30 moves to Hills hex 37 entering on Left Legion Br10 (Spider) in Woods hex 2 moves to Hills hex 9 entering on Left Legion Br03 (Chest) in Marsh hex 41 moves to Woods hex 2 entering on Left Phase advances to Fight Phase advances to Muster Hater4's turn, number 10 3 creatures are split off from legion Gr04 into new legion Gr08 Legion Gr08[Ogre, Ogre, Ogre] is eliminated Legion Gr08 recombined into legion Gr04 2 creatures are split off from legion Gr06 into new legion Gr10 Phase advances to Move Hater4 rolls a 4 for movement Legion Gr10 (Laurel) in Tower hex 600 moves to Marsh hex 41 entering on Right Legion Gr04 (Fish) in Marsh hex 117 moves to Desert hex 21 entering on Bottom Phase advances to Fight Phase advances to Muster Added Lion - now there are 12 left. Legion Gr04 in Desert hex 21 recruits Lion with 1 Lion Babbling Balrog's turn, number 10 Phase advances to Move Babbling Balrog rolls a 3 for movement Legion Bu05 (Egg) in Brush hex 141 moves to Plains hex 138 entering on Left Legion Bu03 (Candle) in Brush hex 106 moves to Desert hex 7 entering on Bottom Legion Bu12 (Trident) in Brush hex 102 moves to Brush hex 141 entering on Left Legion Bu06 (Foot) in Plains hex 101 moves to Marsh hex 140 entering on Right Phase advances to Fight Bu05 (Babbling Balrog) attacks Bk05 (Rational1) in Plains hex 138 Titan moves from X2 to F1 Warlock moves from X2 to F2 Cyclops moves from X2 to E2 Cyclops moves from X2 to E1 Gargoyle moves from X2 to C1 Gargoyle moves from X2 to D2 Ogre moves from X2 to D1 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Cyclops moves from X5 to A2 Cyclops moves from X5 to E5 Cyclops moves from X5 to B3 Gorgon moves from X5 to C4 Gorgon moves from X5 to A3 Behemoth moves from X5 to C5 Titan moves from X5 to B4 Battle phase advances to Fight Battle phase advances to Strikeback Rational1's battle turn, number 2 Battle phase advances to Move Gargoyle moves from C1 to D3 Battle phase advances to Fight Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E5 with strike number 2, rolling: 51: 1 hit Critter Cyclops in Plains hex E5: 0 + 1 => 1; 0 excess Battle phase advances to Strikeback Babbling Balrog's battle turn, number 2 Battle phase advances to Move Cyclops moves from E5 to F4 Cyclops moves from B3 to D4 Cyclops moves from A2 to C3 Gorgon moves from C4 to E4 Gorgon undoes move and returns to Plains hex C4 Cyclops undoes move and returns to Plains (1) hex A2 Cyclops undoes move and returns to Plains hex B3 Cyclops undoes move and returns to Plains hex E5 Cyclops moves from E5 to E4 Gorgon moves from C4 to F4 Cyclops moves from B3 to D4 Cyclops moves from A2 to C3 Gorgon moves from A3 to A1 Titan moves from B4 to A2 Behemoth moves from C5 to B3 Battle phase advances to Fight Gorgon in Plains (1) hex F4 strikes Warlock in Plains (1) hex F2 with strike number 5, rolling: 321: 0 hits Cyclops in Plains hex D4 strikes Gargoyle in Plains hex D3 with strike number 5, rolling: 542113424: 1 hit Critter Gargoyle in Plains hex D3: 0 + 1 => 1; 0 excess Cyclops in Plains hex C3 strikes Gargoyle in Plains hex D3 with strike number 5, rolling: 533544361: 3 hits Critter Gargoyle in Plains hex D3: 1 + 3 => 4; 0 excess Critter Gargoyle in Plains hex D3 is now dead: (hits=4 > power=4) Battle phase advances to Strikeback Gargoyle in Plains hex D3 strikes Cyclops in Plains hex D4 with strike number 3, rolling: 1451: 2 hits Critter Cyclops in Plains hex D4: 0 + 2 => 2; 0 excess Rational1's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E4 with strike number 2, rolling: 31: 1 hit Critter Cyclops in Plains hex E4: 1 + 1 => 2; 0 excess Battle phase advances to Strikeback Babbling Balrog's battle turn, number 3 Battle phase advances to Move Cyclops moves from E4 to E3 Cyclops moves from D4 to D3 Cyclops moves from C3 to C2 Gorgon moves from A1 to B1 Titan moves from A2 to A1 Behemoth moves from B3 to B2 Battle phase advances to Fight Gorgon in Plains (1) hex F4 strikes Warlock in Plains (1) hex F2 with strike number 5, rolling: 642: 1 hit Critter Warlock in Plains (1) hex F2: 0 + 1 => 1; 0 excess Cyclops in Plains hex C2 strikes Gargoyle in Brambles hex D2 with strike number 5, rolling: 135566334: 4 hits Critter Gargoyle in Brambles hex D2: 0 + 4 => 4; 0 excess Critter Gargoyle in Brambles hex D2 is now dead: (hits=4 > power=4) Gorgon in Plains hex B1 strikes Ogre in Plains hex D1 with strike number 3, rolling: 421: 1 hit Critter Ogre in Plains hex D1: 0 + 1 => 1; 0 excess Cyclops in Plains hex D3 strikes Cyclops in Plains hex E2 with strike number 4, rolling: 641335166: 5 hits Critter Cyclops in Plains hex E2: 0 + 5 => 5; 0 excess Cyclops in Plains hex E3 strikes Cyclops in Plains hex E2 with strike number 4, rolling: 454455521: 7 hits Critter Cyclops in Plains hex E2: 5 + 7 => 9; 3 excess Critter Cyclops in Plains hex E2 is now dead: (hits=9 > power=9) Battle phase advances to Strikeback Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 12111: 1 hit Critter Cyclops in Plains hex E3: 2 + 1 => 3; 0 excess Cyclops in Plains hex E2 strikes Cyclops in Plains hex E3 with strike number 4, rolling: 412441142: 4 hits Critter Cyclops in Plains hex E3: 3 + 4 => 7; 0 excess Gargoyle in Brambles hex D2 strikes Cyclops in Plains hex D3 with strike number 3, rolling: 4416: 3 hits Critter Cyclops in Plains hex D3: 2 + 3 => 5; 0 excess Rational1's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Warlock in Plains (1) hex F2 strikes Cyclops in Plains hex E3 with strike number 2, rolling: 15335: 4 hits Critter Cyclops in Plains hex E3: 7 + 4 => 9; 2 excess Critter Cyclops in Plains hex E3 is now dead: (hits=9 > power=9) Battle phase advances to Strikeback Cyclops in Plains hex E3 strikes Warlock in Plains (1) hex F2 with strike number 6, rolling: 414453116: 1 hit Critter Warlock in Plains (1) hex F2: 1 + 1 => 2; 0 excess Babbling Balrog's battle turn, number 4 Battle phase advances to Move Cyclops moves from D3 to E2 Cyclops moves from C2 to D2 Gorgon moves from F4 to F3 Gorgon moves from B1 to C1 Behemoth moves from B2 to E3 Battle phase advances to Fight Behemoth in Plains hex E3 strikes Warlock in Plains (1) hex F2 with strike number 6, rolling: 65142243: 1 hit Critter Warlock in Plains (1) hex F2: 2 + 1 => 3; 0 excess Gorgon in Plains hex C1 strikes Ogre in Plains hex D1 with strike number 3, rolling: 656661: 5 hits Critter Ogre in Plains hex D1: 1 + 5 => 6; 0 excess Critter Ogre in Plains hex D1 is now dead: (hits=6 > power=6) Gorgon in Plains (1) hex F3 strikes Warlock in Plains (1) hex F2 with strike number 5, rolling: 366324: 2 hits Critter Warlock in Plains (1) hex F2: 3 + 2 => 5; 0 excess Critter Warlock in Plains (1) hex F2 is now dead: (hits=5 > power=5) Cyclops in Brambles hex D2 strikes Cyclops in Plains hex E1 with strike number 4, rolling: 413566525: 6 hits Critter Cyclops in Plains hex E1: 0 + 6 => 6; 0 excess Cyclops in Plains hex E2 strikes Cyclops in Plains hex E1 with strike number 4, rolling: 565343226: 5 hits Critter Cyclops in Plains hex E1: 6 + 5 => 9; 2 excess Critter Cyclops in Plains hex E1 is now dead: (hits=9 > power=9) Battle phase advances to Strikeback Titan in Plains (1) hex F1 strikes Cyclops in Plains hex E2 with strike number 1, rolling: 341336: 6 hits Critter Cyclops in Plains hex E2: 5 + 6 => 9; 2 excess Critter Cyclops in Plains hex E2 is now dead: (hits=9 > power=9) Cyclops in Plains hex E1 strikes Cyclops in Brambles hex D2 with strike number 4, rolling: 264314423: 4 hits Critter Cyclops in Brambles hex D2: 0 + 4 => 4; 0 excess Warlock in Plains (1) hex F2 strikes Behemoth in Plains hex E3 with strike number 3, rolling: 16412: 2 hits Critter Behemoth in Plains hex E3: 0 + 2 => 2; 0 excess Ogre in Plains hex D1 strikes Gorgon in Plains hex C1 with strike number 5, rolling: 261442: 1 hit Critter Gorgon in Plains hex C1: 0 + 1 => 1; 0 excess Rational1's battle turn, number 5 Battle phase advances to Move Titan moves from F1 to C4 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 5 Battle phase advances to Move Cyclops moves from D2 to C3 Gorgon moves from C1 to D4 Gorgon moves from F3 to C5 Titan moves from A1 to B4 Battle phase advances to Fight Titan in Plains hex B4 strikes Titan in Plains hex C4 with strike number 4, rolling: 1515211: 2 hits Critter Titan in Plains hex C4: 0 + 2 => 2; 0 excess Gorgon in Plains hex D4 strikes Titan in Plains hex C4 with strike number 6, rolling: 466435: 2 hits Critter Titan in Plains hex C4: 2 + 2 => 4; 0 excess Gorgon in Plains hex C5 strikes Titan in Plains hex C4 with strike number 6, rolling: 212523: 0 hits Cyclops in Plains hex C3 strikes Titan in Plains hex C4 with strike number 6, rolling: 344411216: 1 hit Critter Titan in Plains hex C4: 4 + 1 => 5; 0 excess Battle phase advances to Strikeback Titan in Plains hex C4 strikes Titan in Plains hex B4 with strike number 4, rolling: 315551: 3 hits Critter Titan in Plains hex B4: 0 + 3 => 3; 0 excess Rational1's battle turn, number 6 Battle phase advances to Move Battle phase advances to Fight Titan in Plains hex C4 strikes Titan in Plains hex B4 with strike number 4, rolling: 356333: 2 hits Critter Titan in Plains hex B4: 3 + 2 => 5; 0 excess Battle phase advances to Strikeback Titan in Plains hex B4 strikes Titan in Plains hex C4 with strike number 4, rolling: 1263456: 4 hits Critter Titan in Plains hex C4: 5 + 4 => 6; 3 excess Critter Titan in Plains hex C4 is now dead: (hits=6 > power=6) Babbling Balrog earns 122.0 points (107.0 + 122.0 => 229.0) Player 'Rational1' is dying, killed by Babbling Balrog Babbling Balrog earns 48.5 half-points (229.0 + 48.5 => 277.5) Legion Bk03[Angel, Lion, Lion, Lion, Ogre, Ranger] is eliminated Legion Bk05[] is eliminated Babbling Balrog earns 12.0 half-points (277.5 + 12.0 => 289.5) Legion Bk04[Centaur, Centaur] is eliminated Rational1 is dead, telling everyone about it Legion Bu05 (Egg) is going to call addCreature() to add one acquired Angel Added Angel - now there are 14 left. Legion Bu05 (Egg) acquired one Angel tellEngagementResultHandling, winner = Bu05 Phase advances to Muster Added Lion - now there are 11 left. Legion Bu03 in Desert hex 7 recruits Lion with 1 Lion Rational3's turn, number 10 Phase advances to Move Rational3 rolls a 1 for movement Legion Gd09 (Scarab) in Brush hex 24 moves to Tower hex 400 entering on Bottom Legion Gd08 (Rings) in Hills hex 23 moves to Brush hex 24 entering on Bottom Phase advances to Fight Phase advances to Muster Added Gorgon - now there are 21 left. Legion Gd08 in Brush hex 24 recruits Gorgon with 1 Gorgon Added Ogre - now there are 6 left. Legion Gd09 in Tower hex 400 recruits Ogre with nothing Milvang5's turn, number 10 2 creatures are split off from legion Rd09 into new legion Rd10 Phase advances to Move Milvang5 rolls a 1 for movement Legion Rd05 (Heart) in Brush hex 134 moves to Plains hex 133 entering on Right Legion Rd09 (Spiral) in Brush hex 130 moves to Plains hex 129 entering on Left Phase advances to Fight Legion Br01 flees from legion Rd09 Milvang5 earns 21.0 half-points (12.0 + 21.0 => 33.0) Legion Br01[Lion, Lion, Gargoyle] is eliminated Phase advances to Muster tellEngagementResultHandling, winner = Rd09 Added Lion - now there are 10 left. Legion Rd09 in Plains hex 129 recruits Lion with 1 Lion Hater2's turn, number 11 Phase advances to Move Hater2 rolls a 2 for movement Legion Br10 (Spider) in Hills hex 9 moves to Woods hex 11 entering on Left Legion Br09 (Scroll) in Hills hex 4 moves to Brush hex 102 entering on Right Legion Br02 (Bell) in Hills hex 37 moves to Plains hex 1 entering on Right Legion Br03 (Chest) in Woods hex 2 moves to Hills hex 4 entering on Left Phase advances to Fight Phase advances to Muster Added Lion - now there are 9 left. Legion Br02 in Plains hex 1 recruits Lion with 2 Centaurs Added Warbear - now there are 20 left. Legion Br10 in Woods hex 11 recruits Warbear with 3 Centaurs Hater4's turn, number 11 3 creatures are split off from legion Gr04 into new legion Gr02 Phase advances to Move Hater4 rolls a 4 for movement Legion Gr10 (Laurel) in Marsh hex 41 moves to Brush hex 141 entering on Left Legion Gr04 (Fish) in Desert hex 21 moves to Abyss hex 19 entering on Bottom Phase advances to Fight Gr10 (Hater4) attacks Bu12 (Babbling Balrog) in Brush hex 141 Gargoyle moves from X2 to D3 Gargoyle moves from X2 to E3 Battle phase advances to Fight Battle phase advances to Strikeback Hater4's battle turn, number 1 Battle phase advances to Move Centaur moves from X5 to E4 Centaur moves from X5 to C3 Battle phase advances to Fight Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 111: 0 hits Centaur in Plains hex C3 strikes Gargoyle in Brambles (1) hex D3 with strike number 5, rolling: 423: 0 hits Battle phase advances to Strikeback Gargoyle in Brambles (1) hex D3 strikes Centaur in Plains hex C3 with strike number 5, rolling: 6254: 2 hits Critter Centaur in Plains hex C3: 0 + 2 => 2; 0 excess Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 2334: 0 hits Babbling Balrog's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Gargoyle in Brambles (1) hex D3 strikes Centaur in Plains hex C3 with strike number 5, rolling: 5553: 3 hits Critter Centaur in Plains hex C3: 2 + 3 => 3; 2 excess Critter Centaur in Plains hex C3 is now dead: (hits=3 > power=3) Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 5325: 2 hits Critter Centaur in Plains hex E4: 0 + 2 => 2; 0 excess Battle phase advances to Strikeback Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 521: 1 hit Critter Gargoyle in Brambles hex E3: 0 + 1 => 1; 0 excess Centaur in Plains hex C3 strikes Gargoyle in Brambles (1) hex D3 with strike number 5, rolling: 144: 0 hits Hater4's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Centaur in Plains hex E4 strikes Gargoyle in Brambles hex E3 with strike number 4, rolling: 556: 3 hits Critter Gargoyle in Brambles hex E3: 1 + 3 => 4; 0 excess Critter Gargoyle in Brambles hex E3 is now dead: (hits=4 > power=4) Battle phase advances to Strikeback Gargoyle in Brambles hex E3 strikes Centaur in Plains hex E4 with strike number 5, rolling: 2115: 1 hit Critter Centaur in Plains hex E4: 2 + 1 => 3; 0 excess Critter Centaur in Plains hex E4 is now dead: (hits=3 > power=3) Babbling Balrog earns 24.0 points (289.0 + 24.0 => 313.0) Legion Gr10[] is eliminated Added Gargoyle - now there are 6 left. Legion Bu12 in Brush hex 141 recruits Gargoyle with 1 Gargoyle Legion Bu12 (Trident) is going to call addCreature() to add one acquired Angel Added Angel - now there are 13 left. Legion Bu12 (Trident) acquired one Angel tellEngagementResultHandling, winner = Bu12 Phase advances to Muster Babbling Balrog's turn, number 11 Phase advances to Move Babbling Balrog rolls a 6 for movement Legion Bu03 (Candle) in Desert hex 7 moves to Hills hex 4 entering on Left Legion Bu05 (Egg) in Plains hex 138 moves to Plains hex 1 entering on Right Legion Bu12 (Trident) in Brush hex 141 moves to Jungle hex 135 entering on Right Legion Bu06 (Foot) in Marsh hex 140 moves to Brush hex 134 entering on Left Legion Bu10 (Padlock) in Tower hex 300 moves to Hills hex 18 entering on Left Phase advances to Fight Bu03 (Babbling Balrog) attacks Br03 (Hater2) in Hills hex 4 Troll moves from X2 to C1 Troll moves from X2 to D2 Titan moves from X2 to D1 Ranger moves from X2 to C2 Troll moves from X2 to E1 Battle phase advances to Fight Battle phase advances to Strikeback Babbling Balrog's battle turn, number 1 Battle phase advances to Move Lion moves from X5 to C3 Lion moves from X5 to B2 Lion moves from X5 to D4 Angel moves from X5 to D3 Angel moves from X5 to A1 Troll moves from X5 to E5 Battle phase advances to Fight Lion in Plains hex B2 strikes Ranger in Bog hex C2 with strike number 5, rolling: 42253: 1 hit Critter Ranger in Bog hex C2: 0 + 1 => 1; 0 excess Lion in Plains (1) hex C3 strikes Ranger in Bog hex C2 with strike number 5, rolling: 522361: 2 hits Critter Ranger in Bog hex C2: 1 + 2 => 3; 0 excess Angel in Plains (1) hex D3 strikes Ranger in Bog hex C2 with strike number 4, rolling: 653634: 4 hits Critter Ranger in Bog hex C2: 3 + 4 => 4; 3 excess Critter Ranger in Bog hex C2 is now dead: (hits=4 > power=4) 3 carries available Critter Troll in Plains hex D2: 0 + 3 => 3; 0 excess 3 hits carry to Troll in Plains hex D2 Battle phase advances to Strikeback Troll in Plains hex D2 strikes Angel in Plains (1) hex D3 with strike number 6, rolling: 65434425: 1 hit Critter Angel in Plains (1) hex D3: 0 + 1 => 1; 0 excess Ranger in Bog hex C2 strikes Lion in Plains (1) hex C3 with strike number 4, rolling: 1632: 1 hit Critter Lion in Plains (1) hex C3: 0 + 1 => 1; 0 excess Hater2's battle turn, number 2 Battle phase advances to Move Battle phase advances to Fight Troll in Plains hex D2 strikes Angel in Plains (1) hex D3 with strike number 6, rolling: 44535436: 1 hit Critter Angel in Plains (1) hex D3: 1 + 1 => 2; 0 excess Battle phase advances to Strikeback Angel in Plains (1) hex D3 strikes Troll in Plains hex D2 with strike number 2, rolling: 416553: 5 hits Critter Troll in Plains hex D2: 3 + 5 => 8; 0 excess Critter Troll in Plains hex D2 is now dead: (hits=8 > power=8) Babbling Balrog's battle turn, number 2 One Angel is summoned from legion Bu12 into legion Bu03 Battle phase advances to Move Troll moves from E5 to E3 Troll undoes move and returns to Plains hex E5 Lion moves from B2 to B1 Lion moves from D4 to F1 Angel moves from D3 to D2 Lion moves from C3 to E2 Troll moves from E5 to E3 Angel moves from X5 to D3 Battle phase advances to Fight Lion in Plains hex F1 strikes Troll in Brambles (1) hex E1 with strike number 3, rolling: 45655: 5 hits Critter Troll in Brambles (1) hex E1: 0 + 5 => 5; 0 excess Lion in Plains hex B1 strikes Troll in Plains (1) hex C1 with strike number 3, rolling: 45141: 3 hits Critter Troll in Plains (1) hex C1: 0 + 3 => 3; 0 excess Lion in Plains hex E2 strikes Troll in Brambles (1) hex E1 with strike number 3, rolling: 36462: 4 hits Critter Troll in Brambles (1) hex E1: 5 + 4 => 8; 1 excess Critter Troll in Brambles (1) hex E1 is now dead: (hits=8 > power=8) Angel in Plains hex D2 strikes Troll in Plains (1) hex C1 with strike number 3, rolling: 614532: 4 hits Critter Troll in Plains (1) hex C1: 3 + 4 => 7; 0 excess Battle phase advances to Strikeback Titan in Plains (1) hex D1 strikes Angel in Plains hex D2 with strike number 3, rolling: 152313: 3 hits Critter Angel in Plains hex D2: 2 + 3 => 5; 0 excess Troll in Plains (1) hex C1 strikes Angel in Plains hex D2 with strike number 6, rolling: 21646564: 3 hits Critter Angel in Plains hex D2: 5 + 3 => 6; 2 excess Critter Angel in Plains hex D2 is now dead: (hits=6 > power=6) 2 carries available Critter Lion in Plains hex B1: 0 + 2 => 2; 0 excess 2 hits carry to Lion in Plains hex B1 Troll in Brambles (1) hex E1 strikes Lion in Plains hex E2 with strike number 6, rolling: 15211332: 0 hits Hater2's battle turn, number 3 Battle phase advances to Move Battle phase advances to Fight Troll in Plains (1) hex C1 strikes Lion in Plains hex B1 with strike number 5, rolling: 42266256: 4 hits Critter Lion in Plains hex B1: 2 + 4 => 5; 1 excess Critter Lion in Plains hex B1 is now dead: (hits=5 > power=5) Battle phase advances to Strikeback Lion in Plains hex B1 strikes Troll in Plains (1) hex C1 with strike number 3, rolling: 31221: 1 hit Critter Troll in Plains (1) hex C1: 7 + 1 => 8; 0 excess Critter Troll in Plains (1) hex C1 is now dead: (hits=8 > power=8) Babbling Balrog's battle turn, number 3 Battle phase advances to Move Angel moves from A1 to C1 Angel moves from D3 to A1 Lion moves from E2 to D3 Troll moves from E3 to D2 Lion moves from F1 to E1 Battle phase advances to Fight Angel in Plains (1) hex C1 strikes Titan in Plains (1) hex D1 with strike number 5, rolling: 334364: 1 hit Critter Titan in Plains (1) hex D1: 0 + 1 => 1; 0 excess Troll in Plains hex D2 strikes Titan in Plains (1) hex D1 with strike number 6, rolling: 15464413: 1 hit Critter Titan in Plains (1) hex D1: 1 + 1 => 2; 0 excess Lion in Brambles (1) hex E1 strikes Titan in Plains (1) hex D1 with strike number 6, rolling: 13145: 0 hits Battle phase advances to Strikeback Titan in Plains (1) hex D1 strikes Angel in Plains (1) hex C1 with strike number 3, rolling: 532131: 3 hits Critter Angel in Plains (1) hex C1: 0 + 3 => 3; 0 excess Hater2's battle turn, number 4 Battle phase advances to Move Battle phase advances to Fight Titan in Plains (1) hex D1 strikes Angel in Plains (1) hex C1 with strike number 3, rolling: 135523: 4 hits Critter Angel in Plains (1) hex C1: 3 + 4 => 6; 1 excess Critter Angel in Plains (1) hex C1 is now dead: (hits=6 > power=6) 1 carry available Critter Troll in Plains hex D2: 0 + 1 => 1; 0 excess 1 hit carries to Troll in Plains hex D2 Battle phase advances to Strikeback Angel in Plains (1) hex C1 strikes Titan in Plains (1) hex D1 with strike number 5, rolling: 153324: 1 hit Critter Titan in Plains (1) hex D1: 2 + 1 => 3; 0 excess Troll in Plains hex D2 strikes Titan in Plains (1) hex D1 with strike number 6, rolling: 46415136: 2 hits Critter Titan in Plains (1) hex D1: 3 + 2 => 5; 0 excess ... 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From: SourceForge.net <no...@so...> - 2008-09-16 00:28:41
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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: 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: 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) hex C1: 0 + 3 => 3; 0 excess Lion in Plains hex E2 strikes Troll in Brambles (1) hex E1 with strike number 3, rolling: 36462: 4 hits Critter Troll in Brambles (1) hex E1: 5 + 4 => 8; 1 excess Critter Troll in Brambles (1) hex E1 is now dead: (hits=8 > power=8) Angel in Plains hex D2 strikes Troll in Plains (1) hex C1 with strike number 3, rolling: 614532: 4 hits Critter Troll in Plains (1) hex C1: 3 + 4 => 7; 0 excess Battle phase advances to Strikeback Titan in Plains (1) hex D1 strikes Angel in Plains hex D2 with strike number 3, rolling: 152313: 3 hits Critter Angel in Plains hex D2: 2 + 3 => 5; 0 excess Troll in Plains (1) hex C1 strikes Angel in Plains hex D2 with strike number 6, rolling: 21646564: 3 hits Critter Angel in Plains hex D2: 5 + 3 => 6; 2 excess Critter Angel in Plains hex D2 is now dead: (hits=6 > power=6) 2 carries available Critter Lion in Plains hex B1: 0 + 2 => 2; 0 excess 2 hits carry to Lion in Plains hex B1 Troll in Brambles (1) hex E1 strikes Lion in Plains hex E2 with strike number 6, rolling: 15211332... [truncated message content] |
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From: SourceForge.net <no...@so...> - 2008-09-16 00:14:55
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Bugs item #2113621, was opened at 2008-09-16 07:14 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=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: None 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...) ---------------------------------------------------------------------- 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...> - 2008-09-15 17:31:37
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Bugs item #2112607, was opened at 2008-09-15 20:31 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2112607&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 2 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: deprecation warning when loading game (e.g. BeelzeGod12) Initial Comment: When loading a saved game which in this case used variant BeelzeGod12, during loading the following warnings are printed to console (stdout): C:\workspace\Trunk4>java -Dnet.sf.colossus.forceViewBoard=yes -Djava.util.logging.config.file=logging.properties 8M -jar Colossus.jar WARNING: DEPRECATION WARNING: in 'startlist' use 'battlehexref' instead of 'battlehex'! WARNING: DEPRECATION WARNING: in 'startlist' use 'battlehexref' instead of 'battlehex'! WARNING: DEPRECATION WARNING: in 'startlist' use 'battlehexref' instead of 'battlehex'! WARNING: Called rollMovement() more than once -CleKa ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2112607&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-09-15 13:18:33
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Bugs item #2112798, was opened at 2008-09-15 16:03 Message generated for change (Comment added) made by benbishop You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2112798&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: Daniel (dmorenus) Assigned to: Romain Dolbeau (dolbeau) Summary: Warlock entered Tower map from map side in phase 4 muster Initial Comment: While defending in combat in a Tower hex with my Titan stack, which already had 1 warlock, I reached phase 4 of combat and was allowed to muster another warlock. The new warlock was not allowed to start in the desired vacant tower hex but instead forced to enter from the defending map side. I was playing the Unified variant. Here is the relevant log excerpt: INFO: Dan's battle turn, number 4 Sep 15, 2008 12:52:45 PM net.sf.colossus.server.LegionServerSide addCreature INFO: Added Warlock - now there are 3 left. Sep 15, 2008 12:52:45 PM net.sf.colossus.server.GameServerSide doRecruit INFO: Legion Br10 in Tower hex 200 recruits Warlock with 1 Titan Sep 15, 2008 12:52:45 PM net.sf.colossus.server.BattleServerSide$BattlePhaseAdvancer advancePhaseInternal INFO: Battle phase advances to Move Sep 15, 2008 12:52:57 PM net.sf.colossus.server.BattleServerSide doMove INFO: Warlock moves from X0 to B3 ---------------------------------------------------------------------- Comment By: Ben Bishop (benbishop) Date: 2008-09-15 16:18 Message: A legion _starts_ in the tower hexes. Recruits have to move onto the board -- it makes recruiting an Ogre during a battle a slow/losing proposition. This is normal. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2112798&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-09-15 13:03:28
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Bugs item #2112798, was opened at 2008-09-15 13:03 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2112798&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: Daniel (dmorenus) Assigned to: Romain Dolbeau (dolbeau) Summary: Warlock entered Tower map from map side in phase 4 muster Initial Comment: While defending in combat in a Tower hex with my Titan stack, which already had 1 warlock, I reached phase 4 of combat and was allowed to muster another warlock. The new warlock was not allowed to start in the desired vacant tower hex but instead forced to enter from the defending map side. I was playing the Unified variant. Here is the relevant log excerpt: INFO: Dan's battle turn, number 4 Sep 15, 2008 12:52:45 PM net.sf.colossus.server.LegionServerSide addCreature INFO: Added Warlock - now there are 3 left. Sep 15, 2008 12:52:45 PM net.sf.colossus.server.GameServerSide doRecruit INFO: Legion Br10 in Tower hex 200 recruits Warlock with 1 Titan Sep 15, 2008 12:52:45 PM net.sf.colossus.server.BattleServerSide$BattlePhaseAdvancer advancePhaseInternal INFO: Battle phase advances to Move Sep 15, 2008 12:52:57 PM net.sf.colossus.server.BattleServerSide doMove INFO: Warlock moves from X0 to B3 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2112798&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-09-15 06:21:49
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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: 2008-09-15 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...> - 2008-09-14 22:42:55
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Bugs item #2111020, was opened at 2008-09-14 15:42 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=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: None Priority: 5 Private: No Submitted By: Daniel (dmorenus) Assigned to: David Ripton (dripton) Summary: Sometimes game tries to find network clients 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. ---------------------------------------------------------------------- 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...> - 2008-09-11 18:44:16
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Bugs item #2060169, was opened at 2008-08-19 19:59 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2060169&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None Status: Open >Resolution: Fixed Priority: 3 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Skipping rangestrike, rangestriker(s) stay highlighted Initial Comment: If one could do rangestrike(s), but presses Done instead, the rangestrikers which haven't struck stay highlighted on the rangestriker's players battlemap. Only when then the other player does the first move and on the map where the RS is still highlighted the moved creature is drawn to new place, then the highlighting goes away. (this is sometimes confusing that on the RS's player there is still something highlighted even if it's the other players turn...) ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-09-11 21:44 Message: Fixed in r3355, leaving open til next public build. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2060169&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-09-11 10:59:55
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Bugs item #563509, was opened at 2002-06-02 12:22 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=563509&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None >Status: Closed >Resolution: Out of Date Priority: 6 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) Summary: Hangs when conceding battle in network game Initial Comment: I was playing a game and it came down to two Titan stacks battling it out .... (I was serving) I basicaly would hav elost and chose to concede before the other guy had a chance to countinue any further. When I selected Concede it did nothing and the guy on the ither end said he could no longer attach anything but it did not say he won the game ...it just sat there and would not let him do anything. Did I click to concede at the wrong time maybe? Either way it seems to not work the way it was supposed to. This is in the May 27th version. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-09-11 13:59 Message: Obsolete case. Defender cannot concede because menu is disabled, and when attacker conceded it just closed and cleaned up everything nicely. => Closing this. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2002-06-11 02:31 Message: Logged In: YES user_id=9425 Did you have the option "Auto quit when game over" set? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=563509&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-09-11 10:50:51
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Bugs item #1903253, was opened at 2008-02-27 19:26 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1903253&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None >Status: Closed >Resolution: Out of Date Priority: 4 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Close window: assertion error "No processingPlayerName" Initial Comment: Closing (that last?) MasterBoard window, with assertions enabled: C:\mywork\Trunk3>java -ea -Djava.util.logging.config.file=logging.properties -Xmx128M -jar Colossus.jar Exception in thread "Thread-2" java.lang.AssertionError: No processingPlayerName! at net.sf.colossus.server.Server.getPlayerName(Server.java:633) at net.sf.colossus.server.Server.unregisterSocketChannel(Server.java:558) at net.sf.colossus.server.Server.disconnectChannel(Server.java:509) at net.sf.colossus.server.Server.waitOnSelector(Server.java:320) at net.sf.colossus.server.Server.run(Server.java:140) Terminate batch job (Y/N)? ^C C:\mywork\Trunk3> Probably this is due to the fact that the window closing and all the server side shutdown I wrote only with "what comes from socket in mind". Needs some changes... ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-09-11 13:50 Message: Can't reproduce it any more. Looks like server control flow has changed so much that the problem does not exist any more => Closing it. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-13 23:01 Message: Logged In: YES user_id=1717697 Originator: YES Since this does not affect real game, just "perfectness of programming", "do it right" style of stuff, I lower the priority of this one here to 4. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1903253&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-09-10 06:17:00
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Bugs item #2081285, was opened at 2008-08-29 01:56 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2081285&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. >Category: General Group: None Status: Open Resolution: Accepted Priority: 3 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) >Summary: Preferences of <by-.....> named players Initial Comment: for some reason, colossus is not saving my preferences of game-play - for example, I want scale size : 8 instead of the default 11 I'm running generic PC with Win XP, 2 gigs ram I have been digging thru all the readme docs I can't find where/how to force colossus to remember & save my preferences of game-play I'm installing & running colossus inside the same Dir as Java itself - should I re-install it into a subordinate dir? I love both the boardgame Titan and the computer game Colossus thank you guys all for your good work one wee improvement, perhaps - would it be possible to create a "Pantheon - 12 " version to equal the "Beezelbub - 12" version? please email me at: bon...@at... ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-09-10 09:16 Message: Finally we found out why the Preferences are not saved/restored for him: Bonniee used the "<by-color>" or "<by-type> placeholder type of name, instead of typing an own name there. For this temporary names Colossus does not (and cannot) restore the Preferences (actually it still does write them to a file, which is totally bogus then). So, needs to be fixed: 1a) Prevent name type <by-color> and <by-type> to be chosen for human players, or 1b) Upon selecting so, show a warning dialog informing about the fact of non-storing 2) For players where preferences won't be loaded they should not be saved at all. E.g. after many rounds of stresstest I have dozens of useless cf files, Simple1, Simple2, ..., Simple6, Rational1, ... Rational6, ... (all types), and for each color... or perhaps 3) Enable/implement a "Load Preferences" feature?? Renaming this tracker item from "how-to-save-preferences ???" to "Preferences of <by-.....> named players" -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-30 12:36 Message: Logged In: YES user_id=1717697 Originator: NO You say, you "have installed" (i.e. downloaded it). You could do the following trick: Assuming you are on (whatever) Windows, you could force Colossus to consider some other directory to be your "users home directory." Edit the command in it - between "java" and "-Djava..." insert the following: -Duser-home=<the path you want> E.g. I made it like this (all in one line, even if this tracker wraps it): java -Duser.home=C:\Temp\Here -Djava.util.logging.config.file=logging.properties -Xmx128M -jar Colossus.jar %1 %2 %3 %4 %5 %6 %7 %8 %9 And then started the game with "run.bat". And voil: C:\Temp\Here>dir .colossus Volume in drive C is SOMEHOST Volume Serial Number is 0000-0000 Directory of C:\Temp\Here\.colossus 30.08.2008 12:19 <DIR> . 30.08.2008 12:19 <DIR> .. 30.08.2008 12:19 924 Colossus-katzer.cfg 30.08.2008 12:19 335 Colossus-server.cfg 2 File(s) 1 259 bytes 2 Dir(s) 12 332 052 992 bytes free C:\Temp\Here> (Under unix/linux would have to edit the file "run" and start with "./run" instead, naturally...) Good luck! BR, Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-30 12:28 Message: Logged In: YES user_id=1717697 Originator: NO -- In entry before I the posted the reply which -- -- I got from but submitter I got by email -- As I said, Colossus *is* saving them every time the Pref. window is closed (perhaps only if anything was changed), and when the board is closed. Scale was saved but not reread - which is already fixed, for next release. If you notice any other setting that it forgets, please name it specifically, then I will verify it. But I am pretty confident that at least all checkboxes are properly saved. You can even verify the saving yourself - change something, and close the preferences window, and then look what it saved into the file. OK, which file... In MasterBoard, open Help => About. It displays several things, one of them is "user.home". That is what Colossus considers to be your "Home Directory" (for the login user on the Computer). In your computer, go to that directory. There should be a directory .colossus (or perhaps .Colossus, depending on OS). Colossus will create it there on startup if it needs it. In there are various files "Colossus-<something>.cfg". So, when Colossus saves your preferences e.g. for player "Mike", it will save them to <user home directory>/.Colossus/Colossus-Mike.cfg Consequently, if you happen to play sometimes with different playernames, they have different preferences. Which might appear to you as "sometime it remembers and sometimes not". BTW: One of the files will be "Colossus-server.cfg" which contains the "global" settings (what you select in the Game startup dialog: number and type of players, autosave, balanced towers, Variant, etc.) We can't rely on "inside the installed colossus dir itself" approach, because may play Colossus just via Java Web start (just clicking the pink icon on the colossus home page) and then there is not such directory "where Colossus is installed" at all. If you use "File => Save game", or have Autosave on, it will create a directory "saves" inside this ".colossus" directory and save the files there. So: start Colossus, change some preferences, close the Prefs. window, and check whether it has changed the file (you can simply open in a text editor (e.g. notepad). E.g. one of my files looks (only part of it): ----clip--- #Colossus config file version 2 #Sat Aug 30 12:19:56 EEST 2008 Turn\ change\ info=true Auto-scroll\ to\ end=true EventExpire=5 Player\ change\ info=true ViewMode=Ever revealed (or concludable) since start Scale=15 Recruit\ events=true ----clap---- Best Regards, Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-30 12:06 Message: Logged In: YES user_id=1717697 Originator: NO My problem with this bug is that Colossus is NOT saving the preferences correctly window scale size does not get remembered, certain other tweaks I have for the beezelbub 12 game do not get remembered - and sometimes I have to reset the entire colossus game back to beez from the original defaults. I *suspect* that one or another privacy mode of one of my programs is causing this problem - because the same thing sometimes happens to Civilization IV - but I don't know where/how colossus saves *its* defaults to prevent this. I suspect the best fix for this would be some way to *force* the save & load of preferences from/to a certain DIR and/or a certain file - the default being a prefs.txt file inside the installed colossus dir itself. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-29 08:42 Message: Logged In: YES user_id=1717697 Originator: NO You can't find any info about how to do that it because there is no need to do anything for it - the preferences are saved everytime when you close the Preferences window, or at latest when you close the MasterBoard (to QUIT, or start a new game, all the same). But that's a good point, we should mention this fact in docs. All your other preferences (auto***, Color, Battle, ...) should work fine. BUT ... the scale value of the Preferences ... actually it is _saved_ but not re-read on next start. Just the previous bug is about same issue :) I fixed that already (in repository), but there is no public build yet... so you still have the wrong behavior. (Hm, for you default is 11? I thought it is by default 15 and have thus used that one as "if it's not set so far set initialize it to 15".... Hmpf :-/ ---------- It does not matter where you install or run Colossus. ---------- Yes it *would* be possible to make Pantheon 12 -- if someone would do the laborous design part (which hex is which land, which creatures and their skills, how many of each). I myself rather do the programming part, fix bugs and so on :) *Please* make a feature request for it - if it is mentioned here just as a side note inside a bug it gets easily forgotten. ----- TO DO here: update docs to tell this fact that preferences are saved automatically (and get into effect immediately when changed - and can't do "cancel" to get back to previous set of settings. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2081285&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-09-08 09:32:07
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Bugs item #2098567, was opened at 2008-09-07 15:50 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2098567&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: Pending >Resolution: Works For Me Priority: 2 Private: No Submitted By: mjr (bonniee_partiee) Assigned to: Clemens Katzer (cleka) Summary: wrong doc html address Initial Comment: In Colossus help, the html links do not work as html - neither an I copy them to paste into browser address bar and the html "battlefeatures" page doesn't seem to be there at all Would it be easier to post all the doc files as text into the forum board & messages? I have been digging thru the docs to try and find WHY do my preferences not get saved - they're in C:\documents and settings\M\.colossus just fine - the Config-M.cfg is there and does have the correct settings IN it - ????????????????????????????????????????? ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-09-08 12:32 Message: Logged In: YES user_id=1717697 Originator: NO And, NO, it would not be easier to post them in Forum etc. Because then they will constantly be outdated. They are available online from the index file which can be found from Colossus home page behind the "The full docs are here" link. Since I do not see any concrete issue ("bug") on which I could fix anything, I will set this here to pending, and if noone else re-opens it (with good reason...) the sourceforge system will set it to closed after a few weeks. BR, Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-09-07 16:21 Message: Logged In: YES user_id=1717697 Originator: NO I really start wondering. True, they are not clickable "links". As it says, "one day this would be browsable". But I do not know how to do that from inside Java (to make a web browser, such as Firefox or Internet Explorer) open on a link my Java application wants to feed to it. So, yes, one has to copy&paste them. When I provided this help text (before there was nothing at all), I considered and still think, this way is better than nothing at all. And for me, those links work just fine. http://colossus.sourceforge.net/docs/GetPlayersOptions.html http://colossus.sourceforge.net/docs/ClientMenuBar.html http://colossus.sourceforge.net/docs/ClientPreferences.html http://colossus.sourceforge.net/docs/BattleFeatures.html I mark them with the mouse, press Ctrl-C, then I doubleclick the address line in Firefox, press Ctrl-V (using mouses right click copy and paste should work as well), and press return, and voil, the page opens. Besides, they are only shortcuts to the help docs which can also be reached from the Colossus home page: http://colossus.sourceforge.net/ The last line before the heading "Download" is: "The full docs are here." and this "here" is a link to the documents index: http://colossus.sourceforge.net/docs/ And on that page is links to all the docs which colossus help names directly, and some more. All of those work for me, and have ever worked since, as long as I remember. -------- "Saving the preferences": So, the file is there, and the settings in it are right - that means ... they *are* saved. > the Config-M.cfg is there and does have And I hope you meant to say "Colossus-M.cfg" is there... Then the question is rather: are they also properly loaded? Again: please name some specific ones. For me, all settings I use and change, are saved and restored to same state next time I load Colossus properly. Do you always use same player name? -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2098567&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-09-08 08:58:58
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Bugs item #2099803, was opened at 2008-09-08 11:58 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=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: None 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 ---------------------------------------------------------------------- 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...> - 2008-09-07 13:21:32
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Bugs item #2098567, was opened at 2008-09-07 15:50 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2098567&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: None >Priority: 2 Private: No Submitted By: mjr (bonniee_partiee) Assigned to: Clemens Katzer (cleka) Summary: wrong doc html address Initial Comment: In Colossus help, the html links do not work as html - neither an I copy them to paste into browser address bar and the html "battlefeatures" page doesn't seem to be there at all Would it be easier to post all the doc files as text into the forum board & messages? I have been digging thru the docs to try and find WHY do my preferences not get saved - they're in C:\documents and settings\M\.colossus just fine - the Config-M.cfg is there and does have the correct settings IN it - ????????????????????????????????????????? ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-09-07 16:21 Message: Logged In: YES user_id=1717697 Originator: NO I really start wondering. True, they are not clickable "links". As it says, "one day this would be browsable". But I do not know how to do that from inside Java (to make a web browser, such as Firefox or Internet Explorer) open on a link my Java application wants to feed to it. So, yes, one has to copy&paste them. When I provided this help text (before there was nothing at all), I considered and still think, this way is better than nothing at all. And for me, those links work just fine. http://colossus.sourceforge.net/docs/GetPlayersOptions.html http://colossus.sourceforge.net/docs/ClientMenuBar.html http://colossus.sourceforge.net/docs/ClientPreferences.html http://colossus.sourceforge.net/docs/BattleFeatures.html I mark them with the mouse, press Ctrl-C, then I doubleclick the address line in Firefox, press Ctrl-V (using mouses right click copy and paste should work as well), and press return, and voil, the page opens. Besides, they are only shortcuts to the help docs which can also be reached from the Colossus home page: http://colossus.sourceforge.net/ The last line before the heading "Download" is: "The full docs are here." and this "here" is a link to the documents index: http://colossus.sourceforge.net/docs/ And on that page is links to all the docs which colossus help names directly, and some more. All of those work for me, and have ever worked since, as long as I remember. -------- "Saving the preferences": So, the file is there, and the settings in it are right - that means ... they *are* saved. > the Config-M.cfg is there and does have And I hope you meant to say "Colossus-M.cfg" is there... Then the question is rather: are they also properly loaded? Again: please name some specific ones. For me, all settings I use and change, are saved and restored to same state next time I load Colossus properly. Do you always use same player name? -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2098567&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-09-07 12:50:45
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Bugs item #2098567, was opened at 2008-09-07 07:50 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2098567&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: None Priority: 5 Private: No Submitted By: mjr (bonniee_partiee) Assigned to: Clemens Katzer (cleka) Summary: wrong doc html address Initial Comment: In Colossus help, the html links do not work as html - neither an I copy them to paste into browser address bar and the html "battlefeatures" page doesn't seem to be there at all Would it be easier to post all the doc files as text into the forum board & messages? I have been digging thru the docs to try and find WHY do my preferences not get saved - they're in C:\documents and settings\M\.colossus just fine - the Config-M.cfg is there and does have the correct settings IN it - ????????????????????????????????????????? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2098567&group_id=1939 |