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From: SourceForge.net <no...@so...> - 2008-08-20 09:04:41
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Feature Requests item #647990, was opened at 2002-12-03 21:38 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=647990&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) Assigned to: Nobody/Anonymous (nobody) Summary: player options to prevent mistakes Initial Comment: There have been a number of times where I've hit 'D' after a battle only to realize that I had forgotten to deal with mustering in one of the other stacks. A player option which would ask you to confirm the 'D' if there was a stack that was able to muster but didn't. The muster dialog box might also have a "don't muster" button which would mark that you've looked at the stack and decided not to. Similarly, a player option to warn you about not splitting 7 stacks during the split phase. I'm not sure what mechanism could be included to mark a stack as "don't bug me about splitting" but it would limit the annoyance of having a 7-stack of unicorns you'd never want to splt. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-20 12:04 Message: Logged In: YES user_id=1717697 Originator: NO The two "mark as ''I don't want to ''" (this time? Until further notice) checkboxes would be nice, had them in mind more than once myself. Let's see... -CleKa ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=647990&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-20 09:02:43
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Feature Requests item #1096216, was opened at 2005-01-05 05:21 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1096216&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) Assigned to: Nobody/Anonymous (nobody) Summary: Variant Documentation, startup options?, move pathes? Initial Comment: Once you are playing a variant, there doesn't appear to be any way to read the rules for it. I would suggest having an option under 'help' to display the variant documentation. In addition, there is no way to find out what options that game was started with. An option under help for 'startup options' to display what were (and weren't) checked at startup would be convenient (and presumably not too hard to do). Lastly, it would be _interesting_ to show paths for movement on the masterboard (rather than just highlighting the end hex) -- mostly this is from my playing of Abyssal9 where it is sometimes difficult to read the masterboard arrows at low scale. Ben ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-20 12:02 Message: Logged In: YES user_id=1717697 Originator: NO For the third part of this request is already another request (by "abekongen"): http://sourceforge.net/tracker/index.php?func=detail&aid=677554&group_id=1939&atid=351939 [ 677554 ] Show movement path (good for beginners) --- This with the startup options is missing and would be good, yes. -Cleka ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-04-20 10:13 Message: Logged In: YES user_id=1717697 Originator: NO At least "Help" => "Show Variant Readme" is now there (since revision 2621). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1096216&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-20 08:55:17
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Feature Requests item #687141, was opened at 2003-02-15 19:46 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=687141&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Andrew D. Arenson (arenson9) Assigned to: Nobody/Anonymous (nobody) Summary: Combined recruit/Caretaker info Initial Comment: Why not show caretaker info on the recruit tree? Best, of course, if there's an option to show and hide caretaker info on recruit tree. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-20 11:55 Message: Logged In: YES user_id=1717697 Originator: NO The aspect as suggested in the comment by milvang is already implemented - although it seems that quite many players have not noticed it. The mixed Recruit tree/caretaker view sounds like a good idea to me, too. -Cleka ---------------------------------------------------------------------- Comment By: Kim Milvang-Jensen (milvang) Date: 2004-02-11 16:10 Message: Logged In: YES user_id=972236 Personally I would like the info present at recruit time. So when you are presented with recruit choices, the numbers would appear below the avaiable critters. After all this is how it works in the RL game, since you auotmaticall look at the size of the stack you recruit from, and it does at times influence your recruit choices. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=687141&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-20 08:48:29
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Feature Requests item #559707, was opened at 2002-05-23 18:59 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=559707&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Priority: 6 Private: No Submitted By: Jeff C. Wu (jeffcwu) >Assigned to: Dranathi (dranathi) Summary: Show strike numbers needed to hit. Initial Comment: In battle, when striking, it would be nice to see what strike numbers are need to hit the target. Also if you get extra (or fewer) dice, maybe that can also be shown. Graphically, I would just put a little dice with the number needed to hit on top of the target when the player clicks on the attacker. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-20 11:48 Message: Logged In: YES user_id=1717697 Originator: NO This was implemented by dranathi already while ago and available with last public build from December 24, 2007, build r2882). (BTW, we expect to make a new public build soon, which further improves that, and brings *lots* of other changes, too). Already implemented => Closing this. -Clemens ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2002-06-30 19:34 Message: Logged In: YES user_id=9425 Excellent idea. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=559707&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-20 08:42:50
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Feature Requests item #566087, was opened at 2002-06-08 07:18 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=566087&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 3 Private: No Submitted By: Donald Walsh (dwalsh) Assigned to: Clemens Katzer (cleka) Summary: remove "value" in status window Initial Comment: too much information, although it can be kept track of, an option to turn it off would be nice. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-20 11:42 Message: Logged In: YES user_id=1717697 Originator: NO (original submitters SF account seems not to exist any more). ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-20 11:24 Message: Logged In: YES user_id=1717697 Originator: NO For the original post, info in *status window*: All info visible in the status is public, i.e. at any time one could achieve getting this information e.g. by counting the legions, adding up how many creatures alltogether are in all legions, how many points, titan strength, etc. So, none of them *needs* to be hidden. Different issue is the new User info popup window (clicking on a name in the Game status window): the number of each of the creatures a user has (e.g.: in total 12 trolls, 3 angels, ...) *is* tracked info that a human cannot (easily) achieve by himself, as well as the split history graph there. Additionally, the question with the status window is, does one want to not have shown some of them just for "save screen space" reasons? That might be meaningful. -- As answer to all the comments regarding legion *content*: This is resolved. There is now the choice between: - see full true legion contents (of own and enemy) - see from enemy legion what was ever revealed or can be concluded - see only own legion contents All the information one can gain in board game Titan is revealed to players (e.g.: recruits, teleports, engagements results, summon, acquire) via the EventViewer window. -- Just added some relevant information, not changing the state of the tracker yet. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2003-10-05 07:21 Message: Logged In: NO Except it wouldn't be just like the meat-space Titan, because in Colossus, the computer players resolve their turns at blazing speed and the only way to find out which creatures allowed a muster is to command-click each of the enemy legions with recruit chits. This would be more workable if it displayed chits for the creatures allowing the muster along with the recruit chit. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2003-10-05 06:58 Message: Logged In: NO Except it wouldn't be just like the meat-space Titan, because in Colossus, the computer players resolve their turns at blazing speed and the only way to find out which creatures allowed a muster is to command-click each of the enemy legions with recruit chits. This would be more workable if it displayed chits for the creatures allowing the muster along with the recruit chit. ---------------------------------------------------------------------- Comment By: Klint (khull) Date: 2002-07-28 12:32 Message: Logged In: YES user_id=575779 To make the game more challenging for the human players, why not add options to remove *all* bonus information, such as the contents of enemy legions? With a "hide enemy legions" option, you'd only get to see enemy critters when they're revealed to you, during muster, teleports, and engagements. Players would have to (try to) remember the enemy's legion contents without memory aids, just like in meat-space Titan. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2002-06-30 19:27 Message: Logged In: YES user_id=9425 When split prediction is done, then I'll add options to allow the player to handicap himself by not having the game remember stuff like this. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=566087&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-20 08:39:42
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Feature Requests item #566084, was opened at 2002-06-08 07:06 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=566084&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 3 Private: No Submitted By: Donald Walsh (dwalsh) Assigned to: David Ripton (dripton) Summary: timer for human players option Initial Comment: time limits on splits, moves, battle phases ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-20 11:39 Message: Logged In: YES user_id=1717697 Originator: NO Interesting idea, yes. Question is (beside the "penalty" as David asks), what shall happen when time is over: shall some AI (which one?) do 1) just what is needed to fulfill the rules (e.g.: 1 must move; split legions must move; recruit nothing? recruit best it thinks?) 2) or shall it do in generally best it thinks, i.e. play it as it would be fully AI. This is probably be easier than 1). And shall there be different timeout values for different players; timeout per each phase or for whole user's turn together? (I guess the latter would be quite bad. Beginner wastes all on split and AI does all the rest phases *somehow*?) So, keeping this open. One day... perhaps 2015, or so ;-) -CleKa ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2002-06-30 20:01 Message: Logged In: YES user_id=9425 How do you penalize someone for taking too much time? Kick him out of the game? That ruins it for everyone. This feature will have to wait until after we have the ability to sub AIs or other humans for the slow player. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=566084&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-20 08:32:58
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Feature Requests item #566085, was opened at 2002-06-08 07:09 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=566085&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 6 Private: No Submitted By: Donald Walsh (dwalsh) Assigned to: David Ripton (dripton) Summary: battle simulator Initial Comment: battlelands without masterboard, select units, select terrain, select 1p v. 2p, 1p v. ai, ai v. ai and fight. useful training tool for beginning players. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-20 11:32 Message: Logged In: YES user_id=1717697 Originator: NO I agree that this would be nice. Not too seldom I'd like to have something like this myself :) -Cleka ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2002-06-30 19:31 Message: Logged In: YES user_id=9425 Yes, we need this. It used to be possible to run a standalone battle (though we never had a nice setup dialog), but as game initialization became more complex with networking and variants it broke. If we don't want to redo or generalize all the setup code, then we could make a battle setup dialog that generates a savegame in the engagement phase with the battle ready to go. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=566085&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-20 08:24:24
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Feature Requests item #566087, was opened at 2002-06-08 07:18 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=566087&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 3 Private: No Submitted By: Donald Walsh (dwalsh) >Assigned to: Clemens Katzer (cleka) Summary: remove "value" in status window Initial Comment: too much information, although it can be kept track of, an option to turn it off would be nice. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-20 11:24 Message: Logged In: YES user_id=1717697 Originator: NO For the original post, info in *status window*: All info visible in the status is public, i.e. at any time one could achieve getting this information e.g. by counting the legions, adding up how many creatures alltogether are in all legions, how many points, titan strength, etc. So, none of them *needs* to be hidden. Different issue is the new User info popup window (clicking on a name in the Game status window): the number of each of the creatures a user has (e.g.: in total 12 trolls, 3 angels, ...) *is* tracked info that a human cannot (easily) achieve by himself, as well as the split history graph there. Additionally, the question with the status window is, does one want to not have shown some of them just for "save screen space" reasons? That might be meaningful. -- As answer to all the comments regarding legion *content*: This is resolved. There is now the choice between: - see full true legion contents (of own and enemy) - see from enemy legion what was ever revealed or can be concluded - see only own legion contents All the information one can gain in board game Titan is revealed to players (e.g.: recruits, teleports, engagements results, summon, acquire) via the EventViewer window. -- Just added some relevant information, not changing the state of the tracker yet. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2003-10-05 07:21 Message: Logged In: NO Except it wouldn't be just like the meat-space Titan, because in Colossus, the computer players resolve their turns at blazing speed and the only way to find out which creatures allowed a muster is to command-click each of the enemy legions with recruit chits. This would be more workable if it displayed chits for the creatures allowing the muster along with the recruit chit. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2003-10-05 06:58 Message: Logged In: NO Except it wouldn't be just like the meat-space Titan, because in Colossus, the computer players resolve their turns at blazing speed and the only way to find out which creatures allowed a muster is to command-click each of the enemy legions with recruit chits. This would be more workable if it displayed chits for the creatures allowing the muster along with the recruit chit. ---------------------------------------------------------------------- Comment By: Klint (khull) Date: 2002-07-28 12:32 Message: Logged In: YES user_id=575779 To make the game more challenging for the human players, why not add options to remove *all* bonus information, such as the contents of enemy legions? With a "hide enemy legions" option, you'd only get to see enemy critters when they're revealed to you, during muster, teleports, and engagements. Players would have to (try to) remember the enemy's legion contents without memory aids, just like in meat-space Titan. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2002-06-30 19:27 Message: Logged In: YES user_id=9425 When split prediction is done, then I'll add options to allow the player to handicap himself by not having the game remember stuff like this. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=566087&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-20 07:35:39
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Bugs item #624883, was opened at 2002-10-18 00:06 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=624883&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: 7 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: Game hangs in engagement phase after 2 flees Initial Comment: Shrek rolls a 6 for movement Legion Rd01 (Cross) in 5000 moves to Plains hex 29 entering on Bottom Legion Rd12 (Torch) in 8 moves to Mountains hex 1000 entering on Left Legion Rd03 (Fist) in 108 titan teleports to Swamp hex 28 entering on Right Legion Rd11 (Sword) in 9 moves to Plains hex 15 entering on Right Legion Rd02 (Eagle) in 118 moves to Marsh hex 112 entering on Right Phase advances to Fight Legion Gd03 (Coins) flees from legion Rd03 (Fist) Legion Gd03 (Coins) [Troll, Troll] is eliminated Shrek earns 16.0 points Legion Gd05 (Horn) flees from legion Rd01 (Cross) Legion Gd05 (Horn) [Hydra, Guardian, Wyvern, Wyvern, Troll] is eliminated Shrek earns 56.0 points Phase advances to Muster Error: Called advancePhase illegally (reason: oldPhase ! = phase, Fight != Strikeback) Error: Called advancePhase illegally (reason: oldPhase ! = phase, Fight != Strikeback) WIN 2k Pro game board still shows both markers in Hex29. Game shows it's in 'resolve engagements' phase. Log shows phase advanced to Muster. Default board 1 human, 5 random AI's ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-20 10:35 Message: Logged In: YES user_id=1717697 Originator: NO This bug was reported nearly 6 years ago, but I never encountered this case in last 1 years, and I certainly did occasionally more than two flees in a row. Also, I know that quite a number of "Called advancePhase illegally" issues HAVE been fixed. So, closing this as obsolote/out-of-date (see also previous post). -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-20 10:35 Message: Logged In: YES user_id=1717697 Originator: NO This bug tracker item has been closed, since it is very old and probably not relevant any more. Colossus has been changed so much internally, that the problem situation most likely does not exist any more; but even if it would still exist, it would be hard to fix with the given info, because attached saved games don't work nowadays any more. Should someone again come over this bug situation, now a new bug tracker item should be created with a recent Colossus version. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=624883&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-20 07:31:20
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Feature Requests item #1851678, was opened at 2007-12-16 07:34 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1851678&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. >Category: None Group: None Status: Open >Priority: 7 Private: No Submitted By: Dranathi (dranathi) >Assigned to: Nobody/Anonymous (nobody) Summary: Summonables Initial Comment: Trying ExtTitan variant. There is no in-game documentation on how to acquire Elementals. Perhaps add S:100 "XXX Elemental" to the appropriate columns on the Full Recruit Tree window. Also need to add to the Caretakers window (Details). ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-20 10:31 Message: Logged In: YES user_id=1717697 Originator: NO Moving this to "feature requests" since it is not a bug. Nowadays one can at least get the Variant Readme from MasterBoards Help menu; so for those variants which have it properly documented (I guess not all have it) there one *can* somehow find that information. But I agree that would be very good to have since some variants have rather odd or comples acquiring conditions (thus raising priority). -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1851678&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-20 07:27:34
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Bugs item #958817, was opened at 2004-05-23 10:13 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=958817&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. >Category: Variant Group: None >Status: Closed >Resolution: Out of Date Priority: 5 Private: No Submitted By: keith carter (bounder) >Assigned to: Clemens Katzer (cleka) Summary: Infinite variant loads default map Initial Comment: I am using Colossus version 20040503 on Windows XP Home and Java 1.4.2_01. When attempting to play the Infinite variant the Default map and creature counts get loaded. I have uninstalled and reinstalled and got the same results. Keith ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-20 10:27 Message: Logged In: YES user_id=1717697 Originator: NO Seems this works nowadays. Time heals all wounds, or how does the saying go... I tried it with the fresh compiled from repository from commandline, and also via Web start JNLP file (signed them, copied the needed files into a different directory and used the JNLP file to start it. Loads Infinite variant board and creatures just fine. This: Closing this tracker item. ---------------------------------------------------------------------- Comment By: Joe Canadian (zdekarbuoy) Date: 2004-10-21 01:05 Message: Logged In: YES user_id=668368 I have the same problem. Actually, it loads whatever variant was selected before selecting Infinite. I usually play Abyssal6, and when I try to select Infinite, it brings up Abyssal6. Same for Keith bringing up Default. Under the VariantReadMe tab, it does not even load the Infinite variant's readme file. And after you try to load the Infinite, but change your mind before hitting New Game (say to undead), that won't work either, and it will bring up the previous variant selected (for ex abyssal6). Maybe the infinite variant just missed the bus getting onto the build. Windows 2000 Pro Playing on Java Web Start ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=958817&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-19 17:23:00
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Bugs item #2060208, was opened at 2008-08-19 20:22 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=2060208&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None Status: Open Resolution: None Priority: 2 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Peter Becker (peterbecker) Summary: Legion split tree fails if too many legions Initial Comment: Under some circumstances the tree displaying the legion split history, is not properly drawn at first click on this user. Instead there is only a small box (less then 1-2 chars wide/high) with 1-2 lines in it (see first picture) If one disposes this and clicks this user again, it looks ok (see second picture). If one then disposes and clicks another user (with 12 or less legions, his window is ok), then clicking the first player again it's broken, dispose and click again, looks ok again. At least in this sequence it happened to me. I noticed that this happened when an user took the first captured legion marker into use, but I've seen also cases where only own markers were in use (but possibly captured markers had been used for some while in between but those legions were destroyed). This is in r3322, Java 1.5.0_07, WinXP. Attached a zip file with 2 pictures and a saved game (green player has 16 legions). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2060208&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-19 17:07:06
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Bugs item #2060183, was opened at 2008-08-19 20:07 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=2060183&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None Status: Open Resolution: None Priority: 3 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Peter Becker (peterbecker) Summary: Legion overwiew in user info window needs scrollbar Initial Comment: If a player has too many legions, then the player info popup window (which one gets when clicking on the players name in status window) gets so high that it does not fit on the screen, and thus one is not able to see the lower part of it. Solution idea: the panel holding the legions should have a scrollbar. (also it seems to me that in this case the spaces between the different parts, i.e. the text info in top, the legions block and the creatures block get bigger and bigger, so there may be 2-3 com (10% of screen height?) of empty space between those blocks. Noticed in r3322. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2060183&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-19 16:59:03
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Bugs item #2060169, was opened at 2008-08-19 19:59 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=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: None 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...) ---------------------------------------------------------------------- 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...> - 2008-08-19 15:42:24
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Bugs item #2058959, was opened at 2008-08-19 07:04 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2058959&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. >Category: Rules Group: None >Status: Closed >Resolution: Fixed Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) Summary: Angel can fly over volcano Initial Comment: While fighting in a battle I noticed that my angel was allowed to go to a location it could only reach by flying directly over the volcano, which is prohibitted. This is with r3321. Bruno. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-19 18:42 Message: Logged In: YES user_id=1717697 Originator: NO Fixed in r3322, and closing it. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2058959&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-19 04:04:28
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Bugs item #2058959, was opened at 2008-08-19 04:04 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=2058959&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Angel can fly over volcano Initial Comment: While fighting in a battle I noticed that my angel was allowed to go to a location it could only reach by flying directly over the volcano, which is prohibitted. This is with r3321. Bruno. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2058959&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-18 18:50:04
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Bugs item #821998, was opened at 2003-10-12 03:45 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=821998&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: 7 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: Turn advances without all combats done Initial Comment: Sometimes the game will advance to the next turn without all the combats resolved. This leaves the game in a state where a single hex has two opposing legions in it causing a hand. Attached find a save game and a log. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-18 21:49 Message: Logged In: YES user_id=1717697 Originator: NO This bug tracker item has been closed, since it is very old and probably not relevant any more. Colossus has been changed so much internally, that the problem situation most likely does not exist any more; but even if it would still exist, it would be hard to fix with the given info, because attached saved games don't work nowadays any more. Should someone again come over this bug situation, now a new bug tracker item should be created with a recent Colossus version. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=821998&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-18 17:37:53
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Bugs item #2028230, was opened at 2008-07-25 23:51 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2028230&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: Fixed Priority: 7 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Terrain penalties not applied in combat Initial Comment: Newest trunk version via Java Web Start. Penalties for terrain during battle are not being applied. Example: An ogre in the brambles striking another ogre is needing a 4 to hit, but non-native creatures should lose a skill factor striking in or out of brambles. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-18 20:37 Message: Logged In: YES user_id=1717697 Originator: NO Actually the real question is, why does the preview show it wrong but the battle does it right? So this bug could be left open as reminder that those issues should both use the same code... -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-18 19:09 Message: Logged In: YES user_id=1717697 Originator: NO Fixed in r3320. Leaving it open til next public build, as usual... ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-07-29 18:25 Message: Logged In: NO I've noticed that too. Currently testing a patch. Appears to occur with Brambles only. Which Variant were you using? -Ed. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2028230&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-18 17:01:18
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Bugs item #593022, was opened at 2002-08-09 15:13 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=593022&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: 8 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) Summary: Freeze if only target killed by hazard Initial Comment: During battle I had a single enemy target to attack but it died by standing in a drift. The game then waited for me to complete my attacks, but there were no longer any valid targets, so it effectively locked up. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-18 20:01 Message: Logged In: YES user_id=1717697 Originator: NO I just tried this. 2 Ogres get attacked in tundra. First one killed, 2nd standing in drift. In his strike phase he gets 5th hit; strikeback phase the other puts a troll beside him. Ogre gets 6th hit from drift, game does not even wait for troll to hit, goes straight to let the ogre strikeback. Battle over as expected, no trouble. So I guess the problem somehow dissolved over the mange changes in recent years... Closing this, please create it again if ther is still such a problem. -Clemens ---------------------------------------------------------------------- Comment By: Thomas Magle Brodersen (wabewalker) Date: 2002-09-23 18:33 Message: Logged In: YES user_id=616486 This bug was submitted by me. - Thomas ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=593022&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-18 16:09:31
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Bugs item #2028230, was opened at 2008-07-25 23:51 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2028230&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open >Resolution: Fixed Priority: 7 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) Summary: Terrain penalties not applied in combat Initial Comment: Newest trunk version via Java Web Start. Penalties for terrain during battle are not being applied. Example: An ogre in the brambles striking another ogre is needing a 4 to hit, but non-native creatures should lose a skill factor striking in or out of brambles. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-18 19:09 Message: Logged In: YES user_id=1717697 Originator: NO Fixed in r3320. Leaving it open til next public build, as usual... ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-07-29 18:25 Message: Logged In: NO I've noticed that too. Currently testing a patch. Appears to occur with Brambles only. Which Variant were you using? -Ed. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2028230&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-18 07:58:47
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Bugs item #723775, was opened at 2003-04-18 20:30 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=723775&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: Pending >Resolution: Out of Date Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) Summary: Execution stops when TItan killed by rangestriking Warlock Initial Comment: Default game on 20030312 build Had this happen twice now when two AI opponents are fighting and a Titan is killed by rangestrikes from a warlock, the game stops executing. You can still quit normally and access menus etc., but the game just sits there doing nothing. My email spa...@dc... ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-18 10:58 Message: Logged In: YES user_id=1717697 Originator: NO I tried it out, and for me there happens no problem. I asked from original submitter whether he still gets the problem. But this bug is so old, chances are that the problem was eliminated long ago. I set this to pending; if there does not come a confirmative answer that this bug is still happening, SF robot will close it after 6 weeks. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=723775&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-18 07:37:54
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Bugs item #1394996, was opened at 2006-01-02 00:49 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1394996&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed >Resolution: Out of Date Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) >Assigned to: Clemens Katzer (cleka) Summary: Tower-titan teleport issue? Initial Comment: I tend to play abyssal9; My titan was in a location on the outer track that was _not_ accessible by any opposing legion since there was no stack at the adjoining (optional path) hex, and there was another legion behind me. (I was in 125; there were no legions in 126 or 132; a sibling legion was at 136). One of the computer opponents rolled a 6 and attacked me. I _think_ the legion had been in a tower (it is hard to track on that board). It was not the opponent's titan legion (and that opponent had not reached titan teleport anyway). I'm sorry I don't have additional data showing how the game got to that point. Ben ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-18 10:37 Message: Logged In: YES user_id=1717697 Originator: NO After asking from original submitter, closing this. Should a case like this happen again, it's now with EventViewer (which can show teleports) much easier to track what did actually happen. So if such a case would happen again, a new report should be created for it. -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2006-01-04 16:48 Message: Logged In: NO Since the only way to _attack_ via teleport is via titan teleport, that is the only explanation, but I assure you that nobody had 1500 points (the titan teleport point in Abyssal9) at that time in the game. Tower teleport only permits you to move to any non-occupied tower, or any non-occupied land within 6 hexes of the original tower. ---------------------------------------------------------------------- Comment By: Barrie Treloar (barrie) Date: 2006-01-04 03:44 Message: Logged In: YES user_id=184137 According to the rules, Section 8 Teleportation: - Teleportation requires the preseence of a loard (angel, arch angel, or titan) - There are 3 types of teleportation (Tower Teleportation, Titan Teleportation and Summoning of Angels). Only the first 2 are relevant here. - Tower teleportation: On rolling a 6 may move to any variant land up to six lands distant from the tower land it began in. ...ignoring all Signs and enemy legions. - Titan teleportation: A tita with power-factor 10 (i.e score of 400+) on a roll of 6 may teleport to any land that contains another player's legion and engages it in battle. Chances are it was a tower or titan teleport and was quite legal. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1394996&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-18 07:34:07
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Bugs item #2057072, was opened at 2008-08-18 10:34 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=2057072&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: 6 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: If game in trouble, "Save" might not work either Initial Comment: Save will probably not work when communication between client and server has problems. This issue has been mentioned in the following bug report earlier (which I closed since the original reason there might be solved or whatever): http://sourceforge.net/tracker/index.php?func=detail&aid=1395710&group_id=1939&atid=101939 If the game is hangs or is otherwise in trouble because communication between server and client is broken or stuck, then it's likely that the "Save" or "Save as" do not work either any more, since they work like this: User clicks save in MasterBoard menu => client sends message to server => Server does the save. Solution idea: make the send command go from client to server directly (nowadays it's allowed to do anyway only for local clients). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2057072&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-18 07:10:53
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Bugs item #1395710, was opened at 2006-01-03 04:20 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1395710&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed >Resolution: Out of Date Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) Assigned to: Nobody/Anonymous (nobody) Summary: can't place defendrs on Battleland Initial Comment: Playing Abysal9 My legion attacked in marsh (4 knights, 1 warlock, 1 angel) The marsh battle land popped up, at which point I selected a creature to place it -- the red highlights showed where I could place it, but seemingly the 'click' was not being recognized. None of my creatures could be placed. I tried 'save as' from the masterboard so I could try re-starting the game from that point, but it appears nothing got saved (and the 'save as' dialog didn't indicate it failed to do so -- that, I think, is a *big* bug) This has happened before, but I haven't encountered it in several months. There should be some mechanism permit dumping the state of the game so problems like this can be handed over to be debugged. Ben ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-18 10:10 Message: Logged In: YES user_id=1717697 Originator: NO After discussion with original submitter, closing this. The problem with Save and Save as, and that they perhaps not work: Yes, there can be trouble with this. You give the "Save" order on the MasterBoard, which is part of the client; when you click save, the client sends a message to the server to do the save (with a filename as argument, or null name to use the default filenaming rules, like autosave does). If the game hangs / has trouble, quite often this is caused by the fact that the communication between server and client is broken or stuck. In this case also this message perhaps does not reach the server either :-( Perhaps we should modify this mechanism? I'll create a separate bug on this. -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2006-01-04 16:50 Message: Logged In: NO Although you may not see it, it is certainly there, both the problem of not being able to place the defenders and the failure of the save and save as (I tend to use 'save as' in any case to give the save file a more meaningful name). The next time I encounter this I will definitely see what I can get out of the log file. ---------------------------------------------------------------------- Comment By: Barrie Treloar (barrie) Date: 2006-01-04 04:04 Message: Logged In: YES user_id=184137 I'm seeing nothing in the code that would cause this problem. All exceptions are caught and appropriate messages logged. You should be capable of saving a game while in battle. When this happens check your lastgame.log located in C:\Documents and Settings\<username>\.colossus If there were any issues they should be at the end of this file. If you are using java web start you can also enable the control panel turn on the console and you will see the same information that gets stored into lastgame.log. Although having said all this and attempting to try it, I was getting no log output when saving a game during the muster phase if I used "save". But I could use "save as". However when re-loading that game the turn moved to the next player and mustering was missed. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1395710&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-17 19:50:49
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Bugs item #1806939, was opened at 2007-10-03 16:28 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1806939&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed >Resolution: Rejected Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: After Java Update, application won't load Initial Comment: I downloaded the latest Java update, but now the Colossus app won't load. Tried reinstalling both Colossus and JRE. When I try to run Colussus nothing happens after the open comand. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-17 22:50 Message: Logged In: YES user_id=1717697 Originator: NO Without more detailed info (no contact info given) we can't do anything to this. Closing it. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1806939&group_id=1939 |