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From: SourceForge.net <no...@so...> - 2008-08-09 19:57:26
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Bugs item #2044243, was opened at 2008-08-09 22:57 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=2044243&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: Open Resolution: None Priority: 7 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: After summon and left offboard, can't after battle summon Initial Comment: If one has has done the summon in round 4, but left it offboard, one does not get the summon dialog in after battle dialog. I think this is a bug, because (IIRC) if one leaves a creature offboard in summon or reinforce, this should be be treated same as "if the summon/reinforce did never happen". Any rules experts opinion on this? (just for completeness: this is Java 1.5 on WinXP with newest revision from repository, i.e. r3293 - but I guess this has been always like that). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2044243&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-07-29 15:25:41
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Bugs item #2028230, was opened at 2008-07-25 20:51 Message generated for change (Comment added) made by nobody 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: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) 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: Nobody/Anonymous (nobody) Date: 2008-07-29 15:25 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...> - 2008-07-25 20:51:07
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Bugs item #2028230, was opened at 2008-07-25 20:51 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=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: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) 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. ---------------------------------------------------------------------- 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...> - 2008-07-23 21:48:56
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Bugs item #2026169, was opened at 2008-07-23 21:48 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=2026169&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: Cannot Accept Negotiation on "Hotseat" 1 vs. 1 game Initial Comment: When one player offers another player a negotiation while playing hotseat style, the other player is unable to accept the deal. When they click accept, the window disappears, but the dialogue box still appears for the first player to accept/decline the initial offer. Attached is an image of what happens upon resending the offer. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2026169&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-07-03 21:38:12
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Feature Requests item #2009777, was opened at 2008-07-03 17:41 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2009777&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: Guiseppe (jojo08) Assigned to: Nobody/Anonymous (nobody) Summary: Random AI Glitches Initial Comment: Their is mention of progress being made, thats good, but no one mentioned the 'Random AI' option, which is what I always use. 1) Titan vs. anything including Titan - outcome tends to end in a time lose - Attacking Titan doesn't advance and runs out of time, I've seen this most recently when the attacker has the Titan(not touched) and 2 Lions with a enemy Titan hanging by one or two hits. Enemy Titan wins because it sits their and does nothing. 2) The recruit during battle bug is also present, it recruits a native and doesn't add it into battle, sometimes even when their is room. 3) HOW IN THE @**@&$^% does the AI split a stack before the roll, then magically reassemble it once it doesn't get the roll it wants! If I had this option it wouldn't be so bad, but boy does it put a cramp in play style. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-07-04 00:38 Message: Logged In: YES user_id=1717697 Originator: NO Oh boy. I hate those AI issues :-/ 1) yes, that is known, I recently looked into it. I do not exactly get it why the problem happens, because the values for "stay back is good" are out of effect for rounds > 4. Needs more debugging. 2) "the recruits and then does not make space for it"-case I have recently looked into; it's not that easy as one thinks because the server first asks the AI (or the player, for that matter) whether to recruit, and only after that is answered (taken or denied), the moving can start. Modifying that order of gameflow affects internal in the game flow mechanisms, thus... well, not easy anyway. That this can happen also for "does not move it even if there *is* space" is new to me. Would have to look into that into detail. 3) Are you sure the order is split - roll - unsplit? I have *some* doubts on that, I am quite positive that the "server" paret of the game would not allow that. Instead, I *know*, that some of the AIs does the following: it splits all it can, then it evaluates all the moves (for all possible rolls), and for those that are unsatisfying it unsplits. And *then* it rolls the dice. Additionally, there *is* a legal situation where one (AI or player) *may* (must) reassemble after roll, and that is, if all potential target hexes where the split legions could go too, are all occupied by own legions. Did you verify from the log that that what you suspect did actually happen? Can you provide a log file? So, all needs more time and it looks noone of us has much... e.g. for me, now in summer season doing garden work is more urgent... Regards, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2009777&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-07-03 14:41:23
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Feature Requests item #2009777, was opened at 2008-07-03 10:41 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2009777&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: Guiseppe (jojo08) Assigned to: Nobody/Anonymous (nobody) Summary: Random AI Glitches Initial Comment: Their is mention of progress being made, thats good, but no one mentioned the 'Random AI' option, which is what I always use. 1) Titan vs. anything including Titan - outcome tends to end in a time lose - Attacking Titan doesn't advance and runs out of time, I've seen this most recently when the attacker has the Titan(not touched) and 2 Lions with a enemy Titan hanging by one or two hits. Enemy Titan wins because it sits their and does nothing. 2) The recruit during battle bug is also present, it recruits a native and doesn't add it into battle, sometimes even when their is room. 3) HOW IN THE @**@&$^% does the AI split a stack before the roll, then magically reassemble it once it doesn't get the roll it wants! If I had this option it wouldn't be so bad, but boy does it put a cramp in play style. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2009777&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-07-03 14:31:51
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Feature Requests item #1819448, was opened at 2007-10-24 13:16 Message generated for change (Comment added) made by jojo08 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1819448&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: Steven Zwanger (szwanger) Assigned to: Nobody/Anonymous (nobody) Summary: AI: recruit only if useful; Titan attack instd timeloss Initial Comment: Overall, I have found Colossus to be superb, so I just have a few minor suggestions. 1) In battle, when a defending AI gets a recruit, it usually gets left off the board. In fact, a defending AI always recruits if it can, even if there's no place to move the piece. I suggest that it only recruit when the piece actually gets to move onto the board. I noticed an earlier post on a similar issue. 2) I've seen battles where the AI attacks with its Titan stack and the battle goes poorly, and the AI lets the clock run out instead of making an attempt to win, no matter how unlikely the win is. Seems like a Titan stack should always try to win, given the consequences for losing. 3) It would be helpful to see the orientation of the battleboard when clicking "View battleboard" from the main map. The battleboard doesn't indicate which direction is right, left, or bottom, and I never remember myself. :-) 4) It would be helpful to have a visible turn tracker for battles, so a player can see how soon a defensive recruit can come, and how much time before the battle times out. Thanks! ---------------------------------------------------------------------- Comment By: Guiseppe (jojo08) Date: 2008-07-03 10:31 Message: Logged In: YES user_id=2129839 Originator: NO Their is mention of progress being made, thats good, but no one mentioned the 'Random AI' option, which is what I always use. 1) Titan vs. anything including Titan - outcome tends to end in a time lose - Attacking Titan doesn't advance and runs out of time, I've seen this most recently when the attacker has the Titan(not touched) and 2 Lions with a enemy Titan hanging by one or two hits. 2) The recruit during battle bug is also prevalent 3) HOW IN THE @**@&$^% does the AI split a stack before the roll, then magically reassemble it once it doesn't get the roll it wants! ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-03-24 07:36 Message: Logged In: YES user_id=1717697 Originator: NO 3) Preview Battle Map now shows the neighbor lands. 4) is also implemented as told before. Remaining 1) and 2) are AI related, so I rename this tracker item. -Clemens ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2007-10-24 20:54 Message: Logged In: YES user_id=9425 Originator: NO There's really only one battle AI. None of the guys who hacked the AI made significant changes to the battle parts. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-24 14:18 Message: Logged In: YES user_id=1717697 Originator: NO 3) Battleboard orientation: As someone else pointed out before: When you click "View Battle Map", imagine the land name (Brush, ...) would be written in right upper corner -- and the normal Titan rule applies: this short side where the name is, maps to the side on the board which holds the land number. OK, putting some "bottom" (and/or left/right) labels there might help avoiding headaches ;-)) 4) Turn counter: E. Dranathi has recently done this, so this will become visible to the public in next public build. 1+2) Yes, the AIs do dumb things. Improving them is not too easy (although those 2 issues should not be too hard to put into code/rules). Just... which AI? So it would need to be done to SimpleAI, RationalAI, and perhaps MilvangAI. ((Coward and Hater are just Simple and Rational with other constants), but Milvang may or may not have own battle logic - don't know it out of the sleeve). The "if this has Titan and I attacked then I should fight whatever it costs" might be easier. The "recruit only if it can come in" is trickier, already due to the following: in game sequence, the decision whether to reinforce or not, comes before the move phase. So, at this point the moving is not decided yet, and thus it does not even now whether it will be able to move it in. If the AI shall do this thinking first, it would do the thinking (which may take quite many seconds, as you may have noticed), then decide whether to reinforce or not, and then do the thinking again. Now based on "how do we move IF we have this creature now additionally?" -- which might lead to totally different results -- so the "what is best move" calculation in fact does need to be done again. With some hacks, possible, yes... but really not straightforward. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1819448&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-05-21 08:33:01
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Feature Requests item #1341009, was opened at 2005-10-28 22:56 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1341009&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: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) >Summary: stranded battle recruits (= left offboard) Initial Comment: I've noticed that when the AI is defending in a battle and it survives long enough to recruit a creature, that creature is almost always left offboard and destroyed. It appears that the AI moves all the on- board creatures first which leaves no room for the off-board recruit to enter. Could the AI move the off-board creature on first and then move the other creatures around it? You guys have done a great job with Colossus! Daniel Gelperin (dan...@ya...) ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-05-21 11:32 Message: Logged In: YES user_id=1717697 Originator: NO It can't put it first onto board because it might prevent/hinder movement of all the other creatures. It should *in a meaningful way* include the calculation of "where to move the recruited one should go" into the calculation of all the other ones. Currently the way how the AI calculates moves is: It evaluates all possible combinations of "for each creature, in each order, for each possible destination hex" calculate the estimated damage achieved, and pick the combination with the best result. Hm... just thinking... if it's really straight like that, putting the recruited one onto the board basically does not add value thus it's pure luck whether it's added or not. Is that really possible? (I haven't ever looked at that particular code closely). If so, probably one should just cause the "offboard goes onboard" movement add some extra "bonus" to make it the preferred move among otherwise equivalent ones... ? -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1341009&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-05-21 08:23:11
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Feature Requests item #562445, was opened at 2002-05-30 19:13 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=562445&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: Eric Eslinger (emeslinger) Assigned to: David Ripton (dripton) Summary: Create a way to find other players Initial Comment: It'd be really cool if there were a known server (or set of servers) that handled the game creation stuff. Then you point your colossus client at a server, find out who is online and which games are open, and join a game. That way you don't have to get everybody online and tell them your address through external means, and it allows for more social titan gaming. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-05-21 11:23 Message: Logged In: YES user_id=1717697 Originator: NO We have now the software written which can do that, but it works based on "one central public server" There players can register their interest, and the games itself also run on that server), so it's somewhat memory hungry. Thus we do not have a server host available for running that software (pure java, no Apache etc.). Is there anyone with a talent for organizing issues around? Or has a publicly reachable host/server and would be willing to host this "find other players"-server software? If so, please contact the Colossus developers list. -Clemens ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2004-01-22 05:47 Message: Logged In: YES user_id=9425 I'm doing this in Slugathon. Stay tuned. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2002-12-07 20:54 Message: Logged In: NO i agree wholeheartedly with this one...I can't even figure out how to get in on a game with others... ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2002-06-30 19:59 Message: Logged In: YES user_id=9425 Yes, we need a way for servers to (optionally) report game openings to a central web page. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2002-06-22 04:51 Message: Logged In: NO Yes please! I love what you guys are doing...would really love to get involved in some network games...email me: am...@su... if you have a list! -Tod ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=562445&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-05-20 15:22:09
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Bugs item #1402969, was opened at 2006-01-11 16:24 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1402969&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: Legions won't split Initial Comment: Abyssal9, 8 Milvangi AI opponents, turn 46, my turn to split -- it lets me select the split, but the split doesn't actually occur. The 'Done' button never becomes active, and selecting 'Done' from the menu (or even undo all and then done) makes no difference -- the game is hung. (very annoyiong after playing for 40 minutes) lastgame.log should be attached (oops, but there is a limit on file size, so I needed to cut it down...) ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-05-20 18:22 Message: Logged In: YES user_id=1717697 Originator: NO Closing this as not relevant any more after checking with submitter. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-07-23 00:24 Message: Logged In: YES user_id=1717697 Originator: NO In such a case it would be very important to know your Java version and operating system. If you have this problem "regularly", i.e. kind of reproducable, it would be great if you could contact us, then we could try to find a way how to fix this. I can't reproduce this problem; even with limiting Java to 48 MB instead of the default 128, Abyssal9 (and Beelzebub12) with 8 (11) MilvangAI and one human, it happily does the splits even in turn 46 until game is over. If you don't want to post your email here, could you mail me (cleka and then the at sign and then users.sourceforge.net) directly ? -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-07-20 20:47 Message: Logged In: NO I rarely get to finish any game past turn 30, as eventually the game will hang on either an AI split or on my split. The menu will come up, and I will decide which creatures will go into which stacks, but the additional split stack never appears on the board and no further progress can be made. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1402969&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-05-20 11:19:27
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Bugs item #1965928, was opened at 2008-05-17 14:18 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1965928&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: 1 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Extra black space in marker selection dialog Initial Comment: I believe this is what B.W. III reported in his mail like this: "For legion markers, I have extra black space below the line of legion markers. I think it would look better if the box had a tight fit around them instead. " I guess it's just that the marker selection dialog window is somewhat too high; if you drag it with the mouse somewhat bigger (higher) one sees such extra black, and I guess his window manager or window system calculates the initial window size wrongly. See attached picture for demonstration. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-05-20 14:19 Message: Logged In: YES user_id=1717697 Originator: YES I attached a saved game, where the last human has 33 markers. Might be useful for testing how different layouts look with many markers, and not need to play always so long to get there. File Added: has-33-markers.xml ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-05-19 02:19 Message: Logged In: NO Yep that's what I was trying to describe. -- Bruno ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1965928&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-05-20 06:43:18
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Bugs item #592044, was opened at 2002-08-07 16:10 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=592044&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: Network Group: None Status: Open Resolution: Accepted Priority: 3 Private: No Submitted By: Klint (khull) Assigned to: David Ripton (dripton) Summary: Network client doesn't save connect info Initial Comment: The drop-down boxes available on the network client form don't save the name nor the host IP address information you enter. The client always resets to its defaults: the machine's name and "localhost." I wouldn't think the port would be retained, either. It would be very useful if the client saved a list of the most recent entries and used the most recent as its default on start-up. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-05-20 09:43 Message: Logged In: YES user_id=1717697 Originator: NO The network client now remembers (via saving to a cf file "colossus-netclient.cf") the list of last 10 used hosts; additionally current hostname and IP address are always part of the list. The list is stored in LRU order in file, but displayed alphabetically, and the initially selected item is the "least receantly used" one. ( == what this tracker item was mostly about is fulfilled). For Name and Port, there is no list in the file; when starting a new game within same run, username keeps its previous value and port keeps used port in pulldown list (but is not active/selected. That's kind of a bug). If one starts Colossus new, name and port are always the defaults again: system's login name, except if overriden with -m Option, which works fine. and default port 26567, "except if overriden" with -p Option. In the latter case, the override does not work (the port nr. given on cmdline appears as option in the pulldown menu but is not the selected one; I'd say this is a bug...) --- This comment is meant just as update on the situation; leaving this tracker item open as reminder that there is still room for improvement here... -Clemens ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2002-08-09 16:21 Message: Logged In: YES user_id=9425 I added that feature a while back. Not sure why it's not working for you. Maybe I broke it when changing initialization to fix a different bug. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=592044&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-05-20 06:09:08
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Bugs item #1393444, was opened at 2005-12-30 09:28 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1393444&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None >Status: Closed >Resolution: Invalid Priority: 5 Private: No Submitted By: Barrie Treloar (barrie) >Assigned to: Clemens Katzer (cleka) Summary: Graphics may be uncentered in frame on subsequent games Initial Comment: AS part of the fixes to https://sourceforge.net/tracker/index.php?func=detail&aid=1390006&group_id=1939&atid=101939 I broke some of the panels when you start the second game. The problem is that the locations being used set the JPanels and not the JFrames. Oops. This isn't a huge problem as the NPE that occurs often on subsequent games gets in the way before this bug. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-05-20 09:09 Message: Logged In: YES user_id=1717697 Originator: NO Closed in agreement with Barrie. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1393444&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-05-19 09:14:50
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Bugs item #1876743, was opened at 2008-01-21 22:50 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1876743&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: Deleted >Resolution: Duplicate Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: All screens gone! Initial Comment: Hi I have Colossus saved on my PC and it searches for updates regularly. I went on yesterday and although I can set up a new game and select opponents, all I get after that is the opportunity to select my marker. No board screen, nothing. I tried uninstalling and reinstalling from the website but same problem. Help! ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-05-19 12:14 Message: Logged In: YES user_id=1717697 Originator: NO Deleting this, as there is another exact duplicate of this issue. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-01-21 23:02 Message: Logged In: YES user_id=1717697 Originator: NO Hi, I'll be happy to help you, but it's very inconvenient to discuss with "anonymous". Thus, if you register as sourceforge user and comment to this bug as that user, --OR-- mail me directly (my sourceforge user id, then the at sign, and then users.sourgeforge.net), then I will see what I can do for you. Regards, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1876743&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-05-19 08:07:05
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Bugs item #1966782, was opened at 2008-05-19 10:24 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1966782&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: Invalid Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) Summary: AI summons angel without killing anything first Initial Comment: Unless I missed something the AI summoned an Angel into this battle before I lost anything. This was with rev 3278. I am attaching a (compressed) log file and a (compressed) saved game just after the angel was summoned. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-05-19 11:07 Message: Logged In: YES user_id=1717697 Originator: NO More and more I come to the conclusion I really should add a way to display Battle Events in the Event Viewer ..... I close this because I'd say it was only misperception. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-05-19 10:53 Message: Logged In: NO I must have missed that. I didn't think I had, and I couldn't easily look at the past turn. I tried going through the log but missed the kill amounst all of the other stuff. So just close these two out. I ended up submitting it twice because I was getting errors returned from sourceforge and didn't think the first one was submitted. Thanks. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-05-19 10:39 Message: Logged In: YES user_id=1717697 Originator: NO To me it looks the AI (Black is the AI, right?) first killed your lion in C1 and in it's next move phase summoned. May 19, 2008 2:09:50 AM net.sf.colossus.client.SocketClientThread sendToServer FINER: Message to server from 'bruno':doBattleMove ~ 249 ~ C1 May 19, 2008 2:09:50 AM net.sf.colossus.server.BattleServerSide doMove INFO: Lion moves from X2 to C1 ... INFO: Critter Lion in Plains hex C1 is now dead: (hits=5 > power=5) May 19, 2008 2:09:57 AM net.sf.colossus.client.SocketClientThread callMethod ... FINER: Message to server from 'Black':doSummon ~ Bk09 ~ Bk11 ~ Angel May 19, 2008 2:10:41 AM net.sf.colossus.client.SocketClientThread callMethod Or did I read the log wrong? -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1966782&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-05-19 08:00:30
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Bugs item #1966820, was opened at 2008-05-19 10:39 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1966820&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: Deleted >Resolution: Duplicate Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: AI summons angel without killing anything first Initial Comment: Unless I missed something the AI summoned an Angel into this battle before I lost anything. This was with rev 3278. I am attaching a (compressed) log file and a (compressed) saved game just after the angel was summoned. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-05-19 11:00 Message: Logged In: YES user_id=1717697 Originator: NO Exact Duplicate of previous report (accidentally submitted twice). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1966820&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-05-19 07:53:28
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Bugs item #1966782, was opened at 2008-05-19 00:24 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1966782&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: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: AI summons angel without killing anything first Initial Comment: Unless I missed something the AI summoned an Angel into this battle before I lost anything. This was with rev 3278. I am attaching a (compressed) log file and a (compressed) saved game just after the angel was summoned. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-05-19 00:53 Message: Logged In: NO I must have missed that. I didn't think I had, and I couldn't easily look at the past turn. I tried going through the log but missed the kill amounst all of the other stuff. So just close these two out. I ended up submitting it twice because I was getting errors returned from sourceforge and didn't think the first one was submitted. Thanks. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-05-19 00:39 Message: Logged In: YES user_id=1717697 Originator: NO To me it looks the AI (Black is the AI, right?) first killed your lion in C1 and in it's next move phase summoned. May 19, 2008 2:09:50 AM net.sf.colossus.client.SocketClientThread sendToServer FINER: Message to server from 'bruno':doBattleMove ~ 249 ~ C1 May 19, 2008 2:09:50 AM net.sf.colossus.server.BattleServerSide doMove INFO: Lion moves from X2 to C1 ... INFO: Critter Lion in Plains hex C1 is now dead: (hits=5 > power=5) May 19, 2008 2:09:57 AM net.sf.colossus.client.SocketClientThread callMethod ... FINER: Message to server from 'Black':doSummon ~ Bk09 ~ Bk11 ~ Angel May 19, 2008 2:10:41 AM net.sf.colossus.client.SocketClientThread callMethod Or did I read the log wrong? -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1966782&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-05-19 07:39:32
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Bugs item #1966820, was opened at 2008-05-19 00:39 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=1966820&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: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: AI summons angel without killing anything first Initial Comment: Unless I missed something the AI summoned an Angel into this battle before I lost anything. This was with rev 3278. I am attaching a (compressed) log file and a (compressed) saved game just after the angel was summoned. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1966820&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-05-19 07:39:03
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Bugs item #1966782, was opened at 2008-05-19 10:24 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1966782&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: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: AI summons angel without killing anything first Initial Comment: Unless I missed something the AI summoned an Angel into this battle before I lost anything. This was with rev 3278. I am attaching a (compressed) log file and a (compressed) saved game just after the angel was summoned. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-05-19 10:39 Message: Logged In: YES user_id=1717697 Originator: NO To me it looks the AI (Black is the AI, right?) first killed your lion in C1 and in it's next move phase summoned. May 19, 2008 2:09:50 AM net.sf.colossus.client.SocketClientThread sendToServer FINER: Message to server from 'bruno':doBattleMove ~ 249 ~ C1 May 19, 2008 2:09:50 AM net.sf.colossus.server.BattleServerSide doMove INFO: Lion moves from X2 to C1 ... INFO: Critter Lion in Plains hex C1 is now dead: (hits=5 > power=5) May 19, 2008 2:09:57 AM net.sf.colossus.client.SocketClientThread callMethod ... FINER: Message to server from 'Black':doSummon ~ Bk09 ~ Bk11 ~ Angel May 19, 2008 2:10:41 AM net.sf.colossus.client.SocketClientThread callMethod Or did I read the log wrong? -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1966782&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-05-19 07:24:44
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Bugs item #1966782, was opened at 2008-05-19 00:24 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=1966782&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: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: AI summons angel without killing anything first Initial Comment: Unless I missed something the AI summoned an Angel into this battle before I lost anything. This was with rev 3278. I am attaching a (compressed) log file and a (compressed) saved game just after the angel was summoned. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1966782&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-05-18 23:19:26
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Bugs item #1965928, was opened at 2008-05-17 04:18 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1965928&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: 1 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Extra black space in marker selection dialog Initial Comment: I believe this is what B.W. III reported in his mail like this: "For legion markers, I have extra black space below the line of legion markers. I think it would look better if the box had a tight fit around them instead. " I guess it's just that the marker selection dialog window is somewhat too high; if you drag it with the mouse somewhat bigger (higher) one sees such extra black, and I guess his window manager or window system calculates the initial window size wrongly. See attached picture for demonstration. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-05-18 16:19 Message: Logged In: NO Yep that's what I was trying to describe. -- Bruno ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1965928&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-05-17 11:18:16
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Bugs item #1965928, was opened at 2008-05-17 14:18 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=1965928&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: 1 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Extra black space in marker selection dialog Initial Comment: I believe this is what B.W. III reported in his mail like this: "For legion markers, I have extra black space below the line of legion markers. I think it would look better if the box had a tight fit around them instead. " I guess it's just that the marker selection dialog window is somewhat too high; if you drag it with the mouse somewhat bigger (higher) one sees such extra black, and I guess his window manager or window system calculates the initial window size wrongly. See attached picture for demonstration. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1965928&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-05-16 20:12:50
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Bugs item #1965117, was opened at 2008-05-16 10:12 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1965117&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None Status: Open >Resolution: Fixed Priority: 2 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Closing (initial) marker selection dialog: should come back Initial Comment: During the initial Color selection and legion marker selection: If one closes the color selection with the "x" in right top corner, the dialog pops up again - fine. If one closes the marker selection dialog like that -- it stays away. No way to proceed with the game, need to start a new one. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-05-16 23:12 Message: Logged In: YES user_id=1717697 Originator: YES Fixed with r3273. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1965117&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-05-16 20:12:20
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Bugs item #1964752, was opened at 2008-05-15 21:12 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1964752&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: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Changing scale value sometimes causes exception Initial Comment: When one changes the scale value in Preferences window and presses apply, sometimes this causes an exception. Exception in thread "AWT-EventQueue-0" java.lang.NumberFormatException: null at java.lang.Integer.parseInt(Integer.java:415) at java.lang.Integer.parseInt(Integer.java:497) at net.sf.colossus.client.Client$15.stringOptionChanged(Client.java:991) at net.sf.colossus.util.Options.triggerStringOption(Options.java:563) at net.sf.colossus.util.Options.setOption(Options.java:289) at net.sf.colossus.util.Options.setOption(Options.java:308) at net.sf.colossus.client.PreferencesWindow$ScaleValue.actionPerformed(PreferencesWindow.java:557) Looks like it happens then when there is no value for that in the players cf file (e.g. when I deleted *all* cf files). This is in r3271 -- e.g. also in current experimental trunk build (r3268). ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-05-16 23:12 Message: Logged In: YES user_id=1717697 Originator: YES Fixed in r3272. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1964752&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-05-16 16:48:39
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Feature Requests item #1740645, was opened at 2007-06-21 00:01 Message generated for change (Comment added) made by dranathi You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1740645&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: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Turn off Caretaker? Initial Comment: Curios if there is a way to turn off the caretaker and just allow infinite recruitments? We enjoy playing at our apartment with 4 of us, but the games don't last very long, because of the maximum number of recruits. We tried the infinite variant but it allows for infinite movement as well. We want standard Titan, without the Caretaker. Thanks ---------------------------------------------------------------------- >Comment By: Dranathi (dranathi) Date: 2008-05-16 16:48 Message: Logged In: YES user_id=1735321 Originator: NO Try this as a temporary workaround. Start a game like you were going to play, but have the first player save the game instead. Look in the Saved game directory in $home$/.colossus/saves for the saved game file. Open it using a plain text editor like notepad. Near the top you'll see <caretaker> and then a list of most of the critters in the game. Change all the 'remaining="XX"' lines to show 'remaining="999"' in this section EXCEPT the line for the TITAN creature. Now find the section with Cre.xml (aboyut half way down). You'll find another listing of the critters in the game. There will be a 'count="nn"' for each. Change all these to 'count="999"'. Restart the game using the Saved Game. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1740645&group_id=1939 |