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From: SourceForge.net <no...@so...> - 2007-10-24 18:44:50
|
Feature Requests item #1818878, was opened at 2007-10-24 00:58 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1818878&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: Pending Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) Summary: total points for legion Initial Comment: It would be useful if the total points for a legion were displayed. You could put it in the title of the window where you display the contents of the legion. For example the title could be, "Black Axes - 128 points". It would speed up my gameplay quite a bit, since I always like to know how many points are around my stacks. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-10-24 21:44 Message: Logged In: YES user_id=1717697 Originator: NO I like that idea. So much that I just simply did it (revision 2724) - but you will see it only after next public build. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1818878&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-10-24 18:18:13
|
Feature Requests item #1819448, was opened at 2007-10-24 20:16 Message generated for change (Comment added) made by cleka 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: Some minor suggestions 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: Clemens Katzer (cleka) Date: 2007-10-24 21:18 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...> - 2007-10-24 17:16:35
|
Feature Requests item #1819448, was opened at 2007-10-24 13:16 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=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: Some minor suggestions 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! ---------------------------------------------------------------------- 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...> - 2007-10-24 06:50:15
|
Bugs item #1804635, was opened at 2007-09-29 10:55 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1804635&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: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Game ends after first engagement Initial Comment: In playing a two-human networked game, at the end of an early engagement (usually the first) the game ends with the legions of the non-host player being removed as if his Titan were defeated. Still trying to reproduce the exact situation -- whether it can happen to the host player, if it is always the first. It seems to happen on flees and on fights. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-10-24 09:50 Message: Logged In: YES user_id=1717697 Originator: NO ---clip--- INFO: Owner chooses color Black ... INFO: Blue chooses color Blue ... INFO: tellEngagementResultHandling, winner = Bk03 Oct 23, 2007 8:51:11 PM net.sf.colossus.util.Log error SEVERE: Owner illegally called leaveCarryMode() Oct 23, 2007 8:51:11 PM net.sf.colossus.util.Log error SEVERE: Owner illegally called doneWithStrikes() Oct 23, 2007 8:51:17 PM net.sf.colossus.util.Log event INFO: Phase advances to Muster Oct 23, 2007 8:51:22 PM net.sf.colossus.util.Log error SEVERE: Owner illegally called doneWithStrikes() Oct 23, 2007 8:51:24 PM net.sf.colossus.util.Log error SEVERE: Connection reset java.net.SocketException: Connection reset at java.net.SocketInputStream.read(Unknown Source) at sun.nio.cs.StreamDecoder.readBytes(Unknown Source) ---clap--- Urghh. I have never seen the "illegally called leaveCarryMode() " message before. (in logs, I mean; of course I have seen it in the code). So it's a 2 player networked game, not an AI ? Is "Owner" the name of the other player? But you did run the server, player Player name "Blue" and color Blue and and he just a client, player named "Owner" and color "Black" ? Would be good to get logfile from other side too. -Clemens ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-10-24 09:39 Message: Logged In: YES user_id=1902564 Originator: NO I had a strange Java/Java Web Start installation problem that was preventing any console output from appearing. I've fixed that, and have gotten a log of a full short game illustrating the problem. Your theory is correct -- client's connection is getting reset after some SEVERE errors, and a popup windos saying "Blue wins" on the server. Here's the full server log, thanks for your patience. Java Web Start 1.6.0_02 Using JRE version 1.6.0_02 Java HotSpot(TM) Client VM User home directory = C:\Documents and Settings\thomas ---------------------------------------------------- c: clear console window f: finalize objects on finalization queue g: garbage collect h: display this help message m: print memory usage o: trigger logging p: reload proxy configuration q: hide console r: reload policy configuration s: dump system and deployment properties t: dump thread list v: dump thread stack 0-5: set trace level to <n> ---------------------------------------------------- Oct 23, 2007 8:44:13 PM net.sf.colossus.util.Log event INFO: Start for Colossus version 20070906 at 1193197453671 Oct 23, 2007 8:44:13 PM net.sf.colossus.util.Log event INFO: Loading options from C:\Documents and Settings\thomas/.colossus/Colossus-server.cfg Oct 23, 2007 8:44:30 PM net.sf.colossus.util.Log event INFO: Starting new game Oct 23, 2007 8:44:30 PM net.sf.colossus.util.Log event INFO: Add Human player <By color>0 Oct 23, 2007 8:44:30 PM net.sf.colossus.util.Log event INFO: Add Network player <By client>1 Oct 23, 2007 8:44:30 PM net.sf.colossus.util.Log event INFO: Got client connection from /127.0.0.1 Oct 23, 2007 8:44:30 PM net.sf.colossus.util.Log event INFO: Decremented waitingForClients to 1 Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: Got client connection from /70.171.171.158 Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: Decremented waitingForClients to 0 Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger Auto play : false Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger Player type : net.sf.colossus.client.Human Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger Variant : Default Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger EventExpire : 5 Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger Log debug messages : true Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger ViewMode : Only own legions Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger Run network client : false Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger Autosave : true Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger GetPlayersLocation Y : 210 Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger GetPlayersLocation X : 576 Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: <By color>0 gets tower 300 Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: Owner gets tower 600 Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Recruit events : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Split events : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Teleport events : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Summon events : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Acquire events : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Engagement won events : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Engagement lost events : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Mulligans : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Movement rolls : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Turn change info : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Player change info : false Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Auto-scroll to end : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Hide undone events : false Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Maximum number of turns to display : 3 Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Event ViewerLocation X : 0 Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Event ViewerLocation Y : 0 Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Event ViewerSize X : 228 Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Event ViewerSize Y : 277 Oct 23, 2007 8:45:05 PM net.sf.colossus.util.Log event INFO: optionTrigger PickColorLocation X : -6 Oct 23, 2007 8:45:05 PM net.sf.colossus.util.Log event INFO: optionTrigger PickColorLocation Y : 464 Oct 23, 2007 8:45:05 PM net.sf.colossus.util.Log event INFO: Blue chooses color Blue Oct 23, 2007 8:45:07 PM net.sf.colossus.util.Log event INFO: optionTrigger PickMarkerLocation X : 276 Oct 23, 2007 8:45:07 PM net.sf.colossus.util.Log event INFO: optionTrigger PickMarkerLocation Y : 469 Oct 23, 2007 8:45:10 PM net.sf.colossus.util.Log event INFO: Owner chooses color Black Oct 23, 2007 8:45:11 PM net.sf.colossus.util.Log event INFO: Owner selects initial marker Oct 23, 2007 8:45:12 PM net.sf.colossus.util.Log event INFO: First Titan recruited Oct 23, 2007 8:45:12 PM net.sf.colossus.util.Log event INFO: First Angel recruited Oct 23, 2007 8:45:12 PM net.sf.colossus.util.Log event INFO: First Ogre recruited Oct 23, 2007 8:45:12 PM net.sf.colossus.util.Log event INFO: First Centaur recruited Oct 23, 2007 8:45:12 PM net.sf.colossus.util.Log event INFO: First Gargoyle recruited Oct 23, 2007 8:45:12 PM net.sf.colossus.util.Log event INFO: Blue selects initial marker Oct 23, 2007 8:45:12 PM net.sf.colossus.util.Log event INFO: Last Titan recruited Oct 23, 2007 8:45:23 PM net.sf.colossus.util.Log event INFO: 4 creatures are split off from legion Bk03 (Die) into new legion Bk02 (Eye) Oct 23, 2007 8:45:25 PM net.sf.colossus.util.Log event INFO: Phase advances to Move Oct 23, 2007 8:45:25 PM net.sf.colossus.util.Log event INFO: Owner rolls a 4 for movement Oct 23, 2007 8:45:38 PM net.sf.colossus.util.Log event INFO: Legion Bk02 (Eye) in 600 moves to Marsh hex 41 entering on Right Oct 23, 2007 8:45:39 PM net.sf.colossus.util.Log event INFO: Legion Bk03 (Die) in 600 moves to Plains hex 133 entering on Right Oct 23, 2007 8:45:40 PM net.sf.colossus.util.Log event INFO: Phase advances to Fight Oct 23, 2007 8:45:41 PM net.sf.colossus.util.Log event INFO: Phase advances to Muster Oct 23, 2007 8:45:43 PM net.sf.colossus.util.Log event INFO: First Lion recruited Oct 23, 2007 8:45:43 PM net.sf.colossus.util.Log event INFO: Legion Bk03 (Die) in Plains hex 133 recruits Lion with 2 Centaurs Oct 23, 2007 8:45:45 PM net.sf.colossus.util.Log event INFO: Legion Bk02 (Eye) in Marsh hex 41 recruits Ogre with 1 Ogre Oct 23, 2007 8:45:46 PM net.sf.colossus.util.Log event INFO: Blue's turn, number 1 Oct 23, 2007 8:45:56 PM net.sf.colossus.util.Log event INFO: optionTrigger SplitLegionLocation X : 359 Oct 23, 2007 8:45:56 PM net.sf.colossus.util.Log event INFO: optionTrigger SplitLegionLocation Y : 426 Oct 23, 2007 8:45:56 PM net.sf.colossus.util.Log event INFO: 4 creatures are split off from legion Bu02 (Bat) into new legion Bu09 (Octopus) Oct 23, 2007 8:46:00 PM net.sf.colossus.util.Log event INFO: Phase advances to Move Oct 23, 2007 8:46:00 PM net.sf.colossus.util.Log event INFO: Blue rolls a 6 for movement Oct 23, 2007 8:46:40 PM net.sf.colossus.util.Log event INFO: Legion Bu02 (Bat) in 300 tower teleports (Angel) to Tower hex 500 entering on Bottom Oct 23, 2007 8:46:45 PM net.sf.colossus.util.Log event INFO: Legion Bu09 (Octopus) in 300 moves to Plains hex 110 entering on Left Oct 23, 2007 8:46:48 PM net.sf.colossus.util.Log event INFO: Phase advances to Fight Oct 23, 2007 8:46:48 PM net.sf.colossus.util.Log event INFO: Phase advances to Muster Oct 23, 2007 8:46:54 PM net.sf.colossus.util.Log event INFO: optionTrigger PickRecruitLocation X : 471 Oct 23, 2007 8:46:54 PM net.sf.colossus.util.Log event INFO: optionTrigger PickRecruitLocation Y : 421 Oct 23, 2007 8:46:54 PM net.sf.colossus.util.Log event INFO: Legion Bu02 (Bat) in Tower hex 500 recruits Centaur with nothing Oct 23, 2007 8:46:57 PM net.sf.colossus.util.Log event INFO: Legion Bu09 (Octopus) in Plains hex 110 recruits Lion with 2 Centaurs Oct 23, 2007 8:46:58 PM net.sf.colossus.util.Log event INFO: Owner's turn, number 2 Oct 23, 2007 8:47:00 PM net.sf.colossus.util.Log event INFO: Phase advances to Move Oct 23, 2007 8:47:00 PM net.sf.colossus.util.Log event INFO: Owner rolls a 4 for movement Oct 23, 2007 8:47:02 PM net.sf.colossus.util.Log event INFO: Legion Bk02 (Eye) in 41 moves to Brush hex 3 entering on Bottom Oct 23, 2007 8:47:04 PM net.sf.colossus.util.Log event INFO: Legion Bk03 (Die) in 133 moves to Plains hex 129 entering on Left Oct 23, 2007 8:47:06 PM net.sf.colossus.util.Log event INFO: Phase advances to Fight Oct 23, 2007 8:47:06 PM net.sf.colossus.util.Log event INFO: Phase advances to Muster Oct 23, 2007 8:47:09 PM net.sf.colossus.util.Log event INFO: Legion Bk03 (Die) in Plains hex 129 recruits Lion with 1 Lion Oct 23, 2007 8:47:10 PM net.sf.colossus.util.Log event INFO: Legion Bk02 (Eye) in Brush hex 3 recruits Gargoyle with 1 Gargoyle Oct 23, 2007 8:47:11 PM net.sf.colossus.util.Log event INFO: Blue's turn, number 2 Oct 23, 2007 8:47:16 PM net.sf.colossus.util.Log event INFO: Phase advances to Move Oct 23, 2007 8:47:16 PM net.sf.colossus.util.Log event INFO: Blue rolls a 6 for movement Oct 23, 2007 8:47:18 PM net.sf.colossus.util.Log event INFO: Legion Bu02 (Bat) in 500 moves to Plains hex 129 entering on Bottom Oct 23, 2007 8:47:24 PM net.sf.colossus.util.Log event INFO: Legion Bu09 (Octopus) in 110 moves to Woods hex 16 entering on Left Oct 23, 2007 8:47:26 PM net.sf.colossus.util.Log event INFO: Phase advances to Fight Oct 23, 2007 8:47:52 PM net.sf.colossus.util.Log event INFO: optionTrigger ConcedeLocation X : 365 Oct 23, 2007 8:47:52 PM net.sf.colossus.util.Log event INFO: optionTrigger ConcedeLocation Y : 421 Oct 23, 2007 8:47:54 PM net.sf.colossus.util.Log event INFO: optionTrigger NegotiateLocation X : 384 Oct 23, 2007 8:47:54 PM net.sf.colossus.util.Log event INFO: optionTrigger NegotiateLocation Y : 421 Oct 23, 2007 8:47:54 PM net.sf.colossus.util.Log event INFO: Bu02 (Bat) (Blue) attacks Bk03 (Die) (Owner) in Plains hex 129 Oct 23, 2007 8:48:02 PM net.sf.colossus.util.Log event INFO: Centaur moves from X0 to F2 Oct 23, 2007 8:48:05 PM net.sf.colossus.util.Log event INFO: Centaur moves from X0 to D4 Oct 23, 2007 8:48:06 PM net.sf.colossus.util.Log event INFO: Angel moves from X0 to E3 Oct 23, 2007 8:48:07 PM net.sf.colossus.util.Log event INFO: Lion moves from X0 to D5 Oct 23, 2007 8:48:09 PM net.sf.colossus.util.Log event INFO: Lion moves from X0 to C5 Oct 23, 2007 8:48:10 PM net.sf.colossus.util.Log event INFO: Gargoyle moves from X0 to E4 Oct 23, 2007 8:48:12 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Fight Oct 23, 2007 8:48:12 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Strikeback Oct 23, 2007 8:48:13 PM net.sf.colossus.util.Log event INFO: Blue's battle turn, number 1 Oct 23, 2007 8:48:13 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Move Oct 23, 2007 8:48:20 PM net.sf.colossus.util.Log event INFO: Angel moves from X3 to B4 Oct 23, 2007 8:48:30 PM net.sf.colossus.util.Log event INFO: Ogre moves from X3 to C2 Oct 23, 2007 8:48:32 PM net.sf.colossus.util.Log event INFO: Ogre moves from X3 to D2 Oct 23, 2007 8:48:34 PM net.sf.colossus.util.Log event INFO: Gargoyle moves from X3 to C3 Oct 23, 2007 8:48:36 PM net.sf.colossus.util.Log event INFO: Centaur moves from X3 to C4 Oct 23, 2007 8:48:38 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Fight Oct 23, 2007 8:48:40 PM net.sf.colossus.util.Log event INFO: Angel in B4 strikes Lion in Plains hex C5 with strike number 3 : 364321: 4 hits Oct 23, 2007 8:48:40 PM net.sf.colossus.util.Log event INFO: Critter Lion in Plains hex C5: 0 + 4 => 4; 0 excess Oct 23, 2007 8:48:48 PM net.sf.colossus.util.Log event INFO: Centaur in C4 strikes Lion in Plains hex C5 with strike number 3 : 423: 2 hits Oct 23, 2007 8:48:48 PM net.sf.colossus.util.Log event INFO: Critter Lion in Plains hex C5: 4 + 2 => 5; 1 excess Oct 23, 2007 8:48:48 PM net.sf.colossus.util.Log event INFO: Critter Lion in Plains hex C5 is now dead: (hits=5 > power=5) Oct 23, 2007 8:48:48 PM net.sf.colossus.util.Log event INFO: 1 carry available Oct 23, 2007 8:48:48 PM net.sf.colossus.util.Log event INFO: optionTrigger PickStrikePenaltyLocation X : 201 Oct 23, 2007 8:48:48 PM net.sf.colossus.util.Log event INFO: optionTrigger PickStrikePenaltyLocation Y : 473 Oct 23, 2007 8:48:50 PM net.sf.colossus.util.Log event INFO: optionTrigger PickCarryLocation X : 561 Oct 23, 2007 8:48:50 PM net.sf.colossus.util.Log event INFO: optionTrigger PickCarryLocation Y : 473 Oct 23, 2007 8:48:50 PM net.sf.colossus.util.Log event INFO: Critter Lion in Plains hex D5: 0 + 1 => 1; 0 excess Oct 23, 2007 8:48:50 PM net.sf.colossus.util.Log event INFO: 1 hit carries to Lion in Plains hex D5 Oct 23, 2007 8:48:54 PM net.sf.colossus.util.Log event INFO: Gargoyle in C3 strikes Centaur in Plains hex D4 with strike number 5 : 6124: 1 hit Oct 23, 2007 8:48:54 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex D4: 0 + 1 => 1; 0 excess Oct 23, 2007 8:48:54 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Strikeback Oct 23, 2007 8:48:57 PM net.sf.colossus.util.Log event INFO: Lion in D5 strikes Centaur in Plains hex C4 with strike number 5 : 34412: 0 hits Oct 23, 2007 8:48:59 PM net.sf.colossus.util.Log event INFO: Centaur in D4 strikes Centaur in Plains hex C4 with strike number 4 : 113: 0 hits Oct 23, 2007 8:49:00 PM net.sf.colossus.util.Log event INFO: Lion in C5 strikes Centaur in Plains hex C4 with strike number 5 : 32254: 1 hit Oct 23, 2007 8:49:00 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex C4: 0 + 1 => 1; 0 excess Oct 23, 2007 8:49:01 PM net.sf.colossus.util.Log event INFO: Owner's battle turn, number 2 Oct 23, 2007 8:49:01 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Move Oct 23, 2007 8:49:12 PM net.sf.colossus.util.Log event INFO: Angel moves from E3 to A3 Oct 23, 2007 8:49:14 PM net.sf.colossus.util.Log event INFO: Gargoyle moves from E4 to C5 Oct 23, 2007 8:49:15 PM net.sf.colossus.util.Log event INFO: Centaur moves from F2 to E3 Oct 23, 2007 8:49:20 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Fight Oct 23, 2007 8:49:24 PM net.sf.colossus.util.Log event INFO: Lion in D5 strikes Centaur in Plains hex C4 with strike number 5 : 36315: 2 hits Oct 23, 2007 8:49:24 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex C4: 1 + 2 => 3; 0 excess Oct 23, 2007 8:49:24 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex C4 is now dead: (hits=3 > power=3) Oct 23, 2007 8:49:26 PM net.sf.colossus.util.Log event INFO: Gargoyle in C5 strikes Angel in Plains hex B4 with strike number 5 : 4653: 2 hits Oct 23, 2007 8:49:26 PM net.sf.colossus.util.Log event INFO: Critter Angel in Plains hex B4: 0 + 2 => 2; 0 excess Oct 23, 2007 8:49:27 PM net.sf.colossus.util.Log event INFO: Angel in A3 strikes Angel in Plains hex B4 with strike number 4 : 525654: 5 hits Oct 23, 2007 8:49:27 PM net.sf.colossus.util.Log event INFO: Critter Angel in Plains hex B4: 2 + 5 => 6; 1 excess Oct 23, 2007 8:49:27 PM net.sf.colossus.util.Log event INFO: Critter Angel in Plains hex B4 is now dead: (hits=6 > power=6) Oct 23, 2007 8:49:29 PM net.sf.colossus.util.Log event INFO: Centaur in D4 strikes Gargoyle in Plains hex C3 with strike number 3 : 511: 1 hit Oct 23, 2007 8:49:29 PM net.sf.colossus.util.Log event INFO: Critter Gargoyle in Plains hex C3: 0 + 1 => 1; 0 excess Oct 23, 2007 8:49:29 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Strikeback Oct 23, 2007 8:49:42 PM net.sf.colossus.util.Log event INFO: Angel in B4 strikes Gargoyle in Plains hex C5 with strike number 3 : 266256: 4 hits Oct 23, 2007 8:49:42 PM net.sf.colossus.util.Log event INFO: Critter Gargoyle in Plains hex C5: 0 + 4 => 4; 0 excess Oct 23, 2007 8:49:42 PM net.sf.colossus.util.Log event INFO: Critter Gargoyle in Plains hex C5 is now dead: (hits=4 > power=4) Oct 23, 2007 8:49:46 PM net.sf.colossus.util.Log event INFO: Centaur in C4 strikes Lion in Plains hex D5 with strike number 3 : 451: 2 hits Oct 23, 2007 8:49:46 PM net.sf.colossus.util.Log event INFO: Critter Lion in Plains hex D5: 1 + 2 => 3; 0 excess Oct 23, 2007 8:49:49 PM net.sf.colossus.util.Log event INFO: Gargoyle in C3 strikes Centaur in Plains hex D4 with strike number 5 : 4326: 1 hit Oct 23, 2007 8:49:49 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex D4: 1 + 1 => 2; 0 excess Oct 23, 2007 8:49:49 PM net.sf.colossus.util.Log event INFO: Blue's battle turn, number 2 Oct 23, 2007 8:49:49 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Move Oct 23, 2007 8:49:53 PM net.sf.colossus.util.Log event INFO: Ogre moves from C2 to D3 Oct 23, 2007 8:49:54 PM net.sf.colossus.util.Log event INFO: Ogre moves from D2 to E2 Oct 23, 2007 8:49:59 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Fight Oct 23, 2007 8:50:01 PM net.sf.colossus.util.Log event INFO: Ogre in E2 strikes Centaur in Plains hex E3 with strike number 6 : 663115: 2 hits Oct 23, 2007 8:50:01 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex E3: 0 + 2 => 2; 0 excess Oct 23, 2007 8:50:02 PM net.sf.colossus.util.Log event INFO: Gargoyle in C3 strikes Centaur in Plains hex D4 with strike number 5 : 5361: 2 hits Oct 23, 2007 8:50:02 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex D4: 2 + 2 => 3; 1 excess Oct 23, 2007 8:50:02 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex D4 is now dead: (hits=3 > power=3) Oct 23, 2007 8:50:04 PM net.sf.colossus.util.Log event INFO: Ogre in D3 strikes Centaur in Plains hex E3 with strike number 6 : 251426: 1 hit Oct 23, 2007 8:50:04 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex E3: 2 + 1 => 3; 0 excess Oct 23, 2007 8:50:04 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex E3 is now dead: (hits=3 > power=3) Oct 23, 2007 8:50:04 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Strikeback Oct 23, 2007 8:50:09 PM net.sf.colossus.util.Log event INFO: Centaur in D4 strikes Ogre in Plains hex D3 with strike number 2 : 214: 2 hits Oct 23, 2007 8:50:09 PM net.sf.colossus.util.Log event INFO: Critter Ogre in Plains hex D3: 0 + 2 => 2; 0 excess Oct 23, 2007 8:50:10 PM net.sf.colossus.util.Log event INFO: Centaur in E3 strikes Ogre in Plains hex D3 with strike number 2 : 413: 2 hits Oct 23, 2007 8:50:10 PM net.sf.colossus.util.Log event INFO: Critter Ogre in Plains hex D3: 2 + 2 => 4; 0 excess Oct 23, 2007 8:50:11 PM net.sf.colossus.util.Log event INFO: Owner's battle turn, number 3 Oct 23, 2007 8:50:11 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Move Oct 23, 2007 8:50:13 PM net.sf.colossus.util.Log event INFO: Angel moves from A3 to B2 Oct 23, 2007 8:50:14 PM net.sf.colossus.util.Log event INFO: Lion moves from D5 to F2 Oct 23, 2007 8:50:17 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Fight Oct 23, 2007 8:50:18 PM net.sf.colossus.util.Log event INFO: Angel in B2 strikes Gargoyle in Plains hex C3 with strike number 3 : 554662: 5 hits Oct 23, 2007 8:50:18 PM net.sf.colossus.util.Log event INFO: Critter Gargoyle in Plains hex C3: 1 + 5 => 4; 2 excess Oct 23, 2007 8:50:18 PM net.sf.colossus.util.Log event INFO: Critter Gargoyle in Plains hex C3 is now dead: (hits=4 > power=4) Oct 23, 2007 8:50:19 PM net.sf.colossus.util.Log event INFO: Lion in F2 strikes Ogre in Plains hex E2 with strike number 3 : 53436: 5 hits Oct 23, 2007 8:50:19 PM net.sf.colossus.util.Log event INFO: Critter Ogre in Plains hex E2: 0 + 5 => 5; 0 excess Oct 23, 2007 8:50:19 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Strikeback Oct 23, 2007 8:50:28 PM net.sf.colossus.util.Log event INFO: Gargoyle in C3 strikes Angel in Plains hex B2 with strike number 5 : 6134: 1 hit Oct 23, 2007 8:50:28 PM net.sf.colossus.util.Log event INFO: Critter Angel in Plains hex B2: 0 + 1 => 1; 0 excess Oct 23, 2007 8:50:30 PM net.sf.colossus.util.Log event INFO: Ogre in E2 strikes Lion in Plains hex F2 with strike number 5 : 412136: 1 hit Oct 23, 2007 8:50:30 PM net.sf.colossus.util.Log event INFO: Critter Lion in Plains hex F2: 3 + 1 => 4; 0 excess Oct 23, 2007 8:50:30 PM net.sf.colossus.util.Log event INFO: Blue's battle turn, number 3 Oct 23, 2007 8:50:30 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Move Oct 23, 2007 8:50:38 PM net.sf.colossus.util.Log event INFO: Ogre moves from D3 to E3 Oct 23, 2007 8:50:41 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Fight Oct 23, 2007 8:50:43 PM net.sf.colossus.util.Log event INFO: Ogre in E2 strikes Lion in Plains hex F2 with strike number 5 : 142335: 1 hit Oct 23, 2007 8:50:43 PM net.sf.colossus.util.Log event INFO: Critter Lion in Plains hex F2: 4 + 1 => 5; 0 excess Oct 23, 2007 8:50:43 PM net.sf.colossus.util.Log event INFO: Critter Lion in Plains hex F2 is now dead: (hits=5 > power=5) Oct 23, 2007 8:50:43 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Strikeback Oct 23, 2007 8:50:44 PM net.sf.colossus.util.Log event INFO: Lion in F2 strikes Ogre in Plains hex E2 with strike number 3 : 36551: 4 hits Oct 23, 2007 8:50:44 PM net.sf.colossus.util.Log event INFO: Critter Ogre in Plains hex E2: 5 + 4 => 6; 3 excess Oct 23, 2007 8:50:44 PM net.sf.colossus.util.Log event INFO: Critter Ogre in Plains hex E2 is now dead: (hits=6 > power=6) Oct 23, 2007 8:50:44 PM net.sf.colossus.util.Log event INFO: 3 carries available Oct 23, 2007 8:50:46 PM net.sf.colossus.util.Log event INFO: Critter Ogre in Plains hex E3: 4 + 3 => 6; 1 excess Oct 23, 2007 8:50:46 PM net.sf.colossus.util.Log event INFO: Critter Ogre in Plains hex E3 is now dead: (hits=6 > power=6) Oct 23, 2007 8:50:46 PM net.sf.colossus.util.Log event INFO: 2 hits carry to Ogre in Plains hex E3 Oct 23, 2007 8:50:46 PM net.sf.colossus.util.Log event INFO: Owner earns 72.0 points Oct 23, 2007 8:50:46 PM net.sf.colossus.util.Log event INFO: Legion Bu02[] is eliminated Oct 23, 2007 8:50:46 PM net.sf.colossus.util.Log event INFO: optionTrigger BattleMapLocation X : 22 Oct 23, 2007 8:50:46 PM net.sf.colossus.util.Log event INFO: optionTrigger BattleMapLocation Y : 6 Oct 23, 2007 8:50:46 PM net.sf.colossus.util.Log event INFO: tellEngagementResultHandling, winner = Bk03 Oct 23, 2007 8:51:11 PM net.sf.colossus.util.Log error SEVERE: Owner illegally called leaveCarryMode() Oct 23, 2007 8:51:11 PM net.sf.colossus.util.Log error SEVERE: Owner illegally called doneWithStrikes() Oct 23, 2007 8:51:17 PM net.sf.colossus.util.Log event INFO: Phase advances to Muster Oct 23, 2007 8:51:22 PM net.sf.colossus.util.Log error SEVERE: Owner illegally called doneWithStrikes() Oct 23, 2007 8:51:24 PM net.sf.colossus.util.Log error SEVERE: Connection reset java.net.SocketException: Connection reset at java.net.SocketInputStream.read(Unknown Source) at sun.nio.cs.StreamDecoder.readBytes(Unknown Source) at sun.nio.cs.StreamDecoder.implRead(Unknown Source) at sun.nio.cs.StreamDecoder.read(Unknown Source) at java.io.InputStreamReader.read(Unknown Source) at java.io.BufferedReader.fill(Unknown Source) at java.io.BufferedReader.readLine(Unknown Source) at java.io.BufferedReader.readLine(Unknown Source) at net.sf.colossus.server.SocketServerThread.run(SocketServerThread.java:59) Oct 23, 2007 8:51:24 PM net.sf.colossus.util.Log event INFO: Legion Bk03[Angel] is eliminated Oct 23, 2007 8:51:24 PM net.sf.colossus.util.Log event INFO: Legion Bk02[Titan, Gargoyle, Ogre, Ogre, Ogre, Gargoyle] is eliminated Oct 23, 2007 8:51:24 PM net.sf.colossus.util.Log event INFO: Owner dies Oct 23, 2007 8:51:24 PM net.sf.colossus.util.Log event INFO: Game over -- Blue wins at 1193197884156 ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-17 11:03 Message: Logged In: YES user_id=1717697 Originator: NO Maybe the first thing to try (sorry I didn't remember immediately): During game startup, mark the checkbox "Log debug messages" (in Game Setup, Options pane, top middle checkbox). Then, when game started, in "Window" menu select "Log Window". A log window should appear somewhere. (it must be open before the problem happens; messages are not added there while it's closed...). For example, I tried what happens when I just kill (Ctrl-C) the client player ("remote") game - it tells in the log window of player "sammy" at server side: ---clip--- 4 creatures are split off from legion Bk11 (Arrowhead) into new legion Bk12 (Tombstone) Connection reset Legion Bu09[Titan, Angel, Gargoyle, Gargoyle, Centaur, Centaur, Ogre, Ogre] is eliminated remote dies Game over -- sammy wins at 1192607815001 --- clap --- Note the word "connection reset" there. So try that first and post the last, let's say 50 lines, here, or send them to my mail. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-17 10:45 Message: Logged In: YES user_id=1717697 Originator: NO Under Windows XP, if you are logged in as user "lom", the Colossus logfile(s) would normally be written in: C:\Documents and Settings\lom\Local Settings\Temp Did you try to open a cmd window and type "echo %TEMP%" ? This should tell the location. C:\Documents and Settings\clemens>echo %TEMP% C:\DOCUME~1\clemens\LOCALS~1\Temp Strange if even a find does not find it anywhere... ---------- Java 1.6 ... hm. I tried it also, a server and a separate client (locally on this PC, but should not make a difference), with Java 1.6 but it works fine :-/ >From the symptoms "then on server side the other player's legions are gone and the local player is declared winner", this sounds like server and client lost connection / on server side the thread which receives the data sent from client got an exception and jumped out of the read loop; directly after the loop comes an automatic "withdraw". If you don't know how to use java web start console, and can't find the log file, we can try something else. Download the latest zip file from here: http://colossus.sourceforge.net/download Unpack it to some directory, e.g. under C:\Temp Then open a cmd window (Start => Run...), go to that directory X:\....>C: C:\....>cd \Temp C:\Temp> and run the command with C:>\Temp>java -jar Colossus.jar This should print *lots* of stuff. Would be good to start game like this on both sides, but at least the server side. Now if you get the problem again, copy-paste as much of the output as possible (at least the end part) On the cmd window, click the small black c:\ icon in top left corner, "Edit" => "Select All". Open a notepad (or other editor), paste it there, save it and either attach it there or send it directly to me (I send you a mail so you know where to). Let's see what we get out there. You could also try, if the same happens when you start both the server and the client on your own PC - just need to start two Colossus instances. -Clemens ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-10-17 08:19 Message: Logged In: YES user_id=1902564 Originator: NO Also, both OSes are WIN XP SP2 ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-10-17 07:58 Message: Logged In: YES user_id=1902564 Originator: NO Both server & client use Java 1.6.0_02 and Colossus build 2007 09 06. I enabled logging but the log file apparently does not get written. I searched my entire hard drive. It happens with absolute regularity. After the first battle, the game hangs for a bit, and on the server side it removes the client's legions and declares the server player the winner. As if the client's Titan were defeated. Thanks for any help -- we are dying to play. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-01 07:41 Message: Logged In: YES user_id=1717697 Originator: NO Would be good to know from both computers: the Colossus build version, java version and operating system. The first two you get get from Help => About. Does it happen more or less regularly - can you provide a log file of such a game? E.g. on the startup menu ("Game Setup"), options tab, turn on "Log debug messages"; and when game is over, search on the computer for "Colossus0.log" (...1.log, ...2.log). (on XP in a dos prompt type "cd %TEMP%", in Unix "cd $TEMP", in win98 ... don't know ;-) Or in Java Web start, "File => Preferences ==> "Advanced" Tab, enable logging. -Clemens ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-10-01 04:06 Message: Logged In: YES user_id=1902564 Originator: NO I posted this bug ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1804635&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-10-24 06:39:50
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Bugs item #1804635, was opened at 2007-09-29 00:55 Message generated for change (Comment added) made by general_lom You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1804635&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: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Game ends after first engagement Initial Comment: In playing a two-human networked game, at the end of an early engagement (usually the first) the game ends with the legions of the non-host player being removed as if his Titan were defeated. Still trying to reproduce the exact situation -- whether it can happen to the host player, if it is always the first. It seems to happen on flees and on fights. ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-10-23 23:39 Message: Logged In: YES user_id=1902564 Originator: NO I had a strange Java/Java Web Start installation problem that was preventing any console output from appearing. I've fixed that, and have gotten a log of a full short game illustrating the problem. Your theory is correct -- client's connection is getting reset after some SEVERE errors, and a popup windos saying "Blue wins" on the server. Here's the full server log, thanks for your patience. Java Web Start 1.6.0_02 Using JRE version 1.6.0_02 Java HotSpot(TM) Client VM User home directory = C:\Documents and Settings\thomas ---------------------------------------------------- c: clear console window f: finalize objects on finalization queue g: garbage collect h: display this help message m: print memory usage o: trigger logging p: reload proxy configuration q: hide console r: reload policy configuration s: dump system and deployment properties t: dump thread list v: dump thread stack 0-5: set trace level to <n> ---------------------------------------------------- Oct 23, 2007 8:44:13 PM net.sf.colossus.util.Log event INFO: Start for Colossus version 20070906 at 1193197453671 Oct 23, 2007 8:44:13 PM net.sf.colossus.util.Log event INFO: Loading options from C:\Documents and Settings\thomas/.colossus/Colossus-server.cfg Oct 23, 2007 8:44:30 PM net.sf.colossus.util.Log event INFO: Starting new game Oct 23, 2007 8:44:30 PM net.sf.colossus.util.Log event INFO: Add Human player <By color>0 Oct 23, 2007 8:44:30 PM net.sf.colossus.util.Log event INFO: Add Network player <By client>1 Oct 23, 2007 8:44:30 PM net.sf.colossus.util.Log event INFO: Got client connection from /127.0.0.1 Oct 23, 2007 8:44:30 PM net.sf.colossus.util.Log event INFO: Decremented waitingForClients to 1 Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: Got client connection from /70.171.171.158 Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: Decremented waitingForClients to 0 Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger Auto play : false Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger Player type : net.sf.colossus.client.Human Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger Variant : Default Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger EventExpire : 5 Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger Log debug messages : true Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger ViewMode : Only own legions Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger Run network client : false Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger Autosave : true Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger GetPlayersLocation Y : 210 Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger GetPlayersLocation X : 576 Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: <By color>0 gets tower 300 Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: Owner gets tower 600 Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Recruit events : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Split events : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Teleport events : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Summon events : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Acquire events : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Engagement won events : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Engagement lost events : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Mulligans : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Movement rolls : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Turn change info : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Player change info : false Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Auto-scroll to end : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Hide undone events : false Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Maximum number of turns to display : 3 Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Event ViewerLocation X : 0 Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Event ViewerLocation Y : 0 Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Event ViewerSize X : 228 Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Event ViewerSize Y : 277 Oct 23, 2007 8:45:05 PM net.sf.colossus.util.Log event INFO: optionTrigger PickColorLocation X : -6 Oct 23, 2007 8:45:05 PM net.sf.colossus.util.Log event INFO: optionTrigger PickColorLocation Y : 464 Oct 23, 2007 8:45:05 PM net.sf.colossus.util.Log event INFO: Blue chooses color Blue Oct 23, 2007 8:45:07 PM net.sf.colossus.util.Log event INFO: optionTrigger PickMarkerLocation X : 276 Oct 23, 2007 8:45:07 PM net.sf.colossus.util.Log event INFO: optionTrigger PickMarkerLocation Y : 469 Oct 23, 2007 8:45:10 PM net.sf.colossus.util.Log event INFO: Owner chooses color Black Oct 23, 2007 8:45:11 PM net.sf.colossus.util.Log event INFO: Owner selects initial marker Oct 23, 2007 8:45:12 PM net.sf.colossus.util.Log event INFO: First Titan recruited Oct 23, 2007 8:45:12 PM net.sf.colossus.util.Log event INFO: First Angel recruited Oct 23, 2007 8:45:12 PM net.sf.colossus.util.Log event INFO: First Ogre recruited Oct 23, 2007 8:45:12 PM net.sf.colossus.util.Log event INFO: First Centaur recruited Oct 23, 2007 8:45:12 PM net.sf.colossus.util.Log event INFO: First Gargoyle recruited Oct 23, 2007 8:45:12 PM net.sf.colossus.util.Log event INFO: Blue selects initial marker Oct 23, 2007 8:45:12 PM net.sf.colossus.util.Log event INFO: Last Titan recruited Oct 23, 2007 8:45:23 PM net.sf.colossus.util.Log event INFO: 4 creatures are split off from legion Bk03 (Die) into new legion Bk02 (Eye) Oct 23, 2007 8:45:25 PM net.sf.colossus.util.Log event INFO: Phase advances to Move Oct 23, 2007 8:45:25 PM net.sf.colossus.util.Log event INFO: Owner rolls a 4 for movement Oct 23, 2007 8:45:38 PM net.sf.colossus.util.Log event INFO: Legion Bk02 (Eye) in 600 moves to Marsh hex 41 entering on Right Oct 23, 2007 8:45:39 PM net.sf.colossus.util.Log event INFO: Legion Bk03 (Die) in 600 moves to Plains hex 133 entering on Right Oct 23, 2007 8:45:40 PM net.sf.colossus.util.Log event INFO: Phase advances to Fight Oct 23, 2007 8:45:41 PM net.sf.colossus.util.Log event INFO: Phase advances to Muster Oct 23, 2007 8:45:43 PM net.sf.colossus.util.Log event INFO: First Lion recruited Oct 23, 2007 8:45:43 PM net.sf.colossus.util.Log event INFO: Legion Bk03 (Die) in Plains hex 133 recruits Lion with 2 Centaurs Oct 23, 2007 8:45:45 PM net.sf.colossus.util.Log event INFO: Legion Bk02 (Eye) in Marsh hex 41 recruits Ogre with 1 Ogre Oct 23, 2007 8:45:46 PM net.sf.colossus.util.Log event INFO: Blue's turn, number 1 Oct 23, 2007 8:45:56 PM net.sf.colossus.util.Log event INFO: optionTrigger SplitLegionLocation X : 359 Oct 23, 2007 8:45:56 PM net.sf.colossus.util.Log event INFO: optionTrigger SplitLegionLocation Y : 426 Oct 23, 2007 8:45:56 PM net.sf.colossus.util.Log event INFO: 4 creatures are split off from legion Bu02 (Bat) into new legion Bu09 (Octopus) Oct 23, 2007 8:46:00 PM net.sf.colossus.util.Log event INFO: Phase advances to Move Oct 23, 2007 8:46:00 PM net.sf.colossus.util.Log event INFO: Blue rolls a 6 for movement Oct 23, 2007 8:46:40 PM net.sf.colossus.util.Log event INFO: Legion Bu02 (Bat) in 300 tower teleports (Angel) to Tower hex 500 entering on Bottom Oct 23, 2007 8:46:45 PM net.sf.colossus.util.Log event INFO: Legion Bu09 (Octopus) in 300 moves to Plains hex 110 entering on Left Oct 23, 2007 8:46:48 PM net.sf.colossus.util.Log event INFO: Phase advances to Fight Oct 23, 2007 8:46:48 PM net.sf.colossus.util.Log event INFO: Phase advances to Muster Oct 23, 2007 8:46:54 PM net.sf.colossus.util.Log event INFO: optionTrigger PickRecruitLocation X : 471 Oct 23, 2007 8:46:54 PM net.sf.colossus.util.Log event INFO: optionTrigger PickRecruitLocation Y : 421 Oct 23, 2007 8:46:54 PM net.sf.colossus.util.Log event INFO: Legion Bu02 (Bat) in Tower hex 500 recruits Centaur with nothing Oct 23, 2007 8:46:57 PM net.sf.colossus.util.Log event INFO: Legion Bu09 (Octopus) in Plains hex 110 recruits Lion with 2 Centaurs Oct 23, 2007 8:46:58 PM net.sf.colossus.util.Log event INFO: Owner's turn, number 2 Oct 23, 2007 8:47:00 PM net.sf.colossus.util.Log event INFO: Phase advances to Move Oct 23, 2007 8:47:00 PM net.sf.colossus.util.Log event INFO: Owner rolls a 4 for movement Oct 23, 2007 8:47:02 PM net.sf.colossus.util.Log event INFO: Legion Bk02 (Eye) in 41 moves to Brush hex 3 entering on Bottom Oct 23, 2007 8:47:04 PM net.sf.colossus.util.Log event INFO: Legion Bk03 (Die) in 133 moves to Plains hex 129 entering on Left Oct 23, 2007 8:47:06 PM net.sf.colossus.util.Log event INFO: Phase advances to Fight Oct 23, 2007 8:47:06 PM net.sf.colossus.util.Log event INFO: Phase advances to Muster Oct 23, 2007 8:47:09 PM net.sf.colossus.util.Log event INFO: Legion Bk03 (Die) in Plains hex 129 recruits Lion with 1 Lion Oct 23, 2007 8:47:10 PM net.sf.colossus.util.Log event INFO: Legion Bk02 (Eye) in Brush hex 3 recruits Gargoyle with 1 Gargoyle Oct 23, 2007 8:47:11 PM net.sf.colossus.util.Log event INFO: Blue's turn, number 2 Oct 23, 2007 8:47:16 PM net.sf.colossus.util.Log event INFO: Phase advances to Move Oct 23, 2007 8:47:16 PM net.sf.colossus.util.Log event INFO: Blue rolls a 6 for movement Oct 23, 2007 8:47:18 PM net.sf.colossus.util.Log event INFO: Legion Bu02 (Bat) in 500 moves to Plains hex 129 entering on Bottom Oct 23, 2007 8:47:24 PM net.sf.colossus.util.Log event INFO: Legion Bu09 (Octopus) in 110 moves to Woods hex 16 entering on Left Oct 23, 2007 8:47:26 PM net.sf.colossus.util.Log event INFO: Phase advances to Fight Oct 23, 2007 8:47:52 PM net.sf.colossus.util.Log event INFO: optionTrigger ConcedeLocation X : 365 Oct 23, 2007 8:47:52 PM net.sf.colossus.util.Log event INFO: optionTrigger ConcedeLocation Y : 421 Oct 23, 2007 8:47:54 PM net.sf.colossus.util.Log event INFO: optionTrigger NegotiateLocation X : 384 Oct 23, 2007 8:47:54 PM net.sf.colossus.util.Log event INFO: optionTrigger NegotiateLocation Y : 421 Oct 23, 2007 8:47:54 PM net.sf.colossus.util.Log event INFO: Bu02 (Bat) (Blue) attacks Bk03 (Die) (Owner) in Plains hex 129 Oct 23, 2007 8:48:02 PM net.sf.colossus.util.Log event INFO: Centaur moves from X0 to F2 Oct 23, 2007 8:48:05 PM net.sf.colossus.util.Log event INFO: Centaur moves from X0 to D4 Oct 23, 2007 8:48:06 PM net.sf.colossus.util.Log event INFO: Angel moves from X0 to E3 Oct 23, 2007 8:48:07 PM net.sf.colossus.util.Log event INFO: Lion moves from X0 to D5 Oct 23, 2007 8:48:09 PM net.sf.colossus.util.Log event INFO: Lion moves from X0 to C5 Oct 23, 2007 8:48:10 PM net.sf.colossus.util.Log event INFO: Gargoyle moves from X0 to E4 Oct 23, 2007 8:48:12 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Fight Oct 23, 2007 8:48:12 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Strikeback Oct 23, 2007 8:48:13 PM net.sf.colossus.util.Log event INFO: Blue's battle turn, number 1 Oct 23, 2007 8:48:13 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Move Oct 23, 2007 8:48:20 PM net.sf.colossus.util.Log event INFO: Angel moves from X3 to B4 Oct 23, 2007 8:48:30 PM net.sf.colossus.util.Log event INFO: Ogre moves from X3 to C2 Oct 23, 2007 8:48:32 PM net.sf.colossus.util.Log event INFO: Ogre moves from X3 to D2 Oct 23, 2007 8:48:34 PM net.sf.colossus.util.Log event INFO: Gargoyle moves from X3 to C3 Oct 23, 2007 8:48:36 PM net.sf.colossus.util.Log event INFO: Centaur moves from X3 to C4 Oct 23, 2007 8:48:38 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Fight Oct 23, 2007 8:48:40 PM net.sf.colossus.util.Log event INFO: Angel in B4 strikes Lion in Plains hex C5 with strike number 3 : 364321: 4 hits Oct 23, 2007 8:48:40 PM net.sf.colossus.util.Log event INFO: Critter Lion in Plains hex C5: 0 + 4 => 4; 0 excess Oct 23, 2007 8:48:48 PM net.sf.colossus.util.Log event INFO: Centaur in C4 strikes Lion in Plains hex C5 with strike number 3 : 423: 2 hits Oct 23, 2007 8:48:48 PM net.sf.colossus.util.Log event INFO: Critter Lion in Plains hex C5: 4 + 2 => 5; 1 excess Oct 23, 2007 8:48:48 PM net.sf.colossus.util.Log event INFO: Critter Lion in Plains hex C5 is now dead: (hits=5 > power=5) Oct 23, 2007 8:48:48 PM net.sf.colossus.util.Log event INFO: 1 carry available Oct 23, 2007 8:48:48 PM net.sf.colossus.util.Log event INFO: optionTrigger PickStrikePenaltyLocation X : 201 Oct 23, 2007 8:48:48 PM net.sf.colossus.util.Log event INFO: optionTrigger PickStrikePenaltyLocation Y : 473 Oct 23, 2007 8:48:50 PM net.sf.colossus.util.Log event INFO: optionTrigger PickCarryLocation X : 561 Oct 23, 2007 8:48:50 PM net.sf.colossus.util.Log event INFO: optionTrigger PickCarryLocation Y : 473 Oct 23, 2007 8:48:50 PM net.sf.colossus.util.Log event INFO: Critter Lion in Plains hex D5: 0 + 1 => 1; 0 excess Oct 23, 2007 8:48:50 PM net.sf.colossus.util.Log event INFO: 1 hit carries to Lion in Plains hex D5 Oct 23, 2007 8:48:54 PM net.sf.colossus.util.Log event INFO: Gargoyle in C3 strikes Centaur in Plains hex D4 with strike number 5 : 6124: 1 hit Oct 23, 2007 8:48:54 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex D4: 0 + 1 => 1; 0 excess Oct 23, 2007 8:48:54 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Strikeback Oct 23, 2007 8:48:57 PM net.sf.colossus.util.Log event INFO: Lion in D5 strikes Centaur in Plains hex C4 with strike number 5 : 34412: 0 hits Oct 23, 2007 8:48:59 PM net.sf.colossus.util.Log event INFO: Centaur in D4 strikes Centaur in Plains hex C4 with strike number 4 : 113: 0 hits Oct 23, 2007 8:49:00 PM net.sf.colossus.util.Log event INFO: Lion in C5 strikes Centaur in Plains hex C4 with strike number 5 : 32254: 1 hit Oct 23, 2007 8:49:00 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex C4: 0 + 1 => 1; 0 excess Oct 23, 2007 8:49:01 PM net.sf.colossus.util.Log event INFO: Owner's battle turn, number 2 Oct 23, 2007 8:49:01 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Move Oct 23, 2007 8:49:12 PM net.sf.colossus.util.Log event INFO: Angel moves from E3 to A3 Oct 23, 2007 8:49:14 PM net.sf.colossus.util.Log event INFO: Gargoyle moves from E4 to C5 Oct 23, 2007 8:49:15 PM net.sf.colossus.util.Log event INFO: Centaur moves from F2 to E3 Oct 23, 2007 8:49:20 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Fight Oct 23, 2007 8:49:24 PM net.sf.colossus.util.Log event INFO: Lion in D5 strikes Centaur in Plains hex C4 with strike number 5 : 36315: 2 hits Oct 23, 2007 8:49:24 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex C4: 1 + 2 => 3; 0 excess Oct 23, 2007 8:49:24 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex C4 is now dead: (hits=3 > power=3) Oct 23, 2007 8:49:26 PM net.sf.colossus.util.Log event INFO: Gargoyle in C5 strikes Angel in Plains hex B4 with strike number 5 : 4653: 2 hits Oct 23, 2007 8:49:26 PM net.sf.colossus.util.Log event INFO: Critter Angel in Plains hex B4: 0 + 2 => 2; 0 excess Oct 23, 2007 8:49:27 PM net.sf.colossus.util.Log event INFO: Angel in A3 strikes Angel in Plains hex B4 with strike number 4 : 525654: 5 hits Oct 23, 2007 8:49:27 PM net.sf.colossus.util.Log event INFO: Critter Angel in Plains hex B4: 2 + 5 => 6; 1 excess Oct 23, 2007 8:49:27 PM net.sf.colossus.util.Log event INFO: Critter Angel in Plains hex B4 is now dead: (hits=6 > power=6) Oct 23, 2007 8:49:29 PM net.sf.colossus.util.Log event INFO: Centaur in D4 strikes Gargoyle in Plains hex C3 with strike number 3 : 511: 1 hit Oct 23, 2007 8:49:29 PM net.sf.colossus.util.Log event INFO: Critter Gargoyle in Plains hex C3: 0 + 1 => 1; 0 excess Oct 23, 2007 8:49:29 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Strikeback Oct 23, 2007 8:49:42 PM net.sf.colossus.util.Log event INFO: Angel in B4 strikes Gargoyle in Plains hex C5 with strike number 3 : 266256: 4 hits Oct 23, 2007 8:49:42 PM net.sf.colossus.util.Log event INFO: Critter Gargoyle in Plains hex C5: 0 + 4 => 4; 0 excess Oct 23, 2007 8:49:42 PM net.sf.colossus.util.Log event INFO: Critter Gargoyle in Plains hex C5 is now dead: (hits=4 > power=4) Oct 23, 2007 8:49:46 PM net.sf.colossus.util.Log event INFO: Centaur in C4 strikes Lion in Plains hex D5 with strike number 3 : 451: 2 hits Oct 23, 2007 8:49:46 PM net.sf.colossus.util.Log event INFO: Critter Lion in Plains hex D5: 1 + 2 => 3; 0 excess Oct 23, 2007 8:49:49 PM net.sf.colossus.util.Log event INFO: Gargoyle in C3 strikes Centaur in Plains hex D4 with strike number 5 : 4326: 1 hit Oct 23, 2007 8:49:49 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex D4: 1 + 1 => 2; 0 excess Oct 23, 2007 8:49:49 PM net.sf.colossus.util.Log event INFO: Blue's battle turn, number 2 Oct 23, 2007 8:49:49 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Move Oct 23, 2007 8:49:53 PM net.sf.colossus.util.Log event INFO: Ogre moves from C2 to D3 Oct 23, 2007 8:49:54 PM net.sf.colossus.util.Log event INFO: Ogre moves from D2 to E2 Oct 23, 2007 8:49:59 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Fight Oct 23, 2007 8:50:01 PM net.sf.colossus.util.Log event INFO: Ogre in E2 strikes Centaur in Plains hex E3 with strike number 6 : 663115: 2 hits Oct 23, 2007 8:50:01 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex E3: 0 + 2 => 2; 0 excess Oct 23, 2007 8:50:02 PM net.sf.colossus.util.Log event INFO: Gargoyle in C3 strikes Centaur in Plains hex D4 with strike number 5 : 5361: 2 hits Oct 23, 2007 8:50:02 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex D4: 2 + 2 => 3; 1 excess Oct 23, 2007 8:50:02 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex D4 is now dead: (hits=3 > power=3) Oct 23, 2007 8:50:04 PM net.sf.colossus.util.Log event INFO: Ogre in D3 strikes Centaur in Plains hex E3 with strike number 6 : 251426: 1 hit Oct 23, 2007 8:50:04 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex E3: 2 + 1 => 3; 0 excess Oct 23, 2007 8:50:04 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex E3 is now dead: (hits=3 > power=3) Oct 23, 2007 8:50:04 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Strikeback Oct 23, 2007 8:50:09 PM net.sf.colossus.util.Log event INFO: Centaur in D4 strikes Ogre in Plains hex D3 with strike number 2 : 214: 2 hits Oct 23, 2007 8:50:09 PM net.sf.colossus.util.Log event INFO: Critter Ogre in Plains hex D3: 0 + 2 => 2; 0 excess Oct 23, 2007 8:50:10 PM net.sf.colossus.util.Log event INFO: Centaur in E3 strikes Ogre in Plains hex D3 with strike number 2 : 413: 2 hits Oct 23, 2007 8:50:10 PM net.sf.colossus.util.Log event INFO: Critter Ogre in Plains hex D3: 2 + 2 => 4; 0 excess Oct 23, 2007 8:50:11 PM net.sf.colossus.util.Log event INFO: Owner's battle turn, number 3 Oct 23, 2007 8:50:11 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Move Oct 23, 2007 8:50:13 PM net.sf.colossus.util.Log event INFO: Angel moves from A3 to B2 Oct 23, 2007 8:50:14 PM net.sf.colossus.util.Log event INFO: Lion moves from D5 to F2 Oct 23, 2007 8:50:17 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Fight Oct 23, 2007 8:50:18 PM net.sf.colossus.util.Log event INFO: Angel in B2 strikes Gargoyle in Plains hex C3 with strike number 3 : 554662: 5 hits Oct 23, 2007 8:50:18 PM net.sf.colossus.util.Log event INFO: Critter Gargoyle in Plains hex C3: 1 + 5 => 4; 2 excess Oct 23, 2007 8:50:18 PM net.sf.colossus.util.Log event INFO: Critter Gargoyle in Plains hex C3 is now dead: (hits=4 > power=4) Oct 23, 2007 8:50:19 PM net.sf.colossus.util.Log event INFO: Lion in F2 strikes Ogre in Plains hex E2 with strike number 3 : 53436: 5 hits Oct 23, 2007 8:50:19 PM net.sf.colossus.util.Log event INFO: Critter Ogre in Plains hex E2: 0 + 5 => 5; 0 excess Oct 23, 2007 8:50:19 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Strikeback Oct 23, 2007 8:50:28 PM net.sf.colossus.util.Log event INFO: Gargoyle in C3 strikes Angel in Plains hex B2 with strike number 5 : 6134: 1 hit Oct 23, 2007 8:50:28 PM net.sf.colossus.util.Log event INFO: Critter Angel in Plains hex B2: 0 + 1 => 1; 0 excess Oct 23, 2007 8:50:30 PM net.sf.colossus.util.Log event INFO: Ogre in E2 strikes Lion in Plains hex F2 with strike number 5 : 412136: 1 hit Oct 23, 2007 8:50:30 PM net.sf.colossus.util.Log event INFO: Critter Lion in Plains hex F2: 3 + 1 => 4; 0 excess Oct 23, 2007 8:50:30 PM net.sf.colossus.util.Log event INFO: Blue's battle turn, number 3 Oct 23, 2007 8:50:30 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Move Oct 23, 2007 8:50:38 PM net.sf.colossus.util.Log event INFO: Ogre moves from D3 to E3 Oct 23, 2007 8:50:41 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Fight Oct 23, 2007 8:50:43 PM net.sf.colossus.util.Log event INFO: Ogre in E2 strikes Lion in Plains hex F2 with strike number 5 : 142335: 1 hit Oct 23, 2007 8:50:43 PM net.sf.colossus.util.Log event INFO: Critter Lion in Plains hex F2: 4 + 1 => 5; 0 excess Oct 23, 2007 8:50:43 PM net.sf.colossus.util.Log event INFO: Critter Lion in Plains hex F2 is now dead: (hits=5 > power=5) Oct 23, 2007 8:50:43 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Strikeback Oct 23, 2007 8:50:44 PM net.sf.colossus.util.Log event INFO: Lion in F2 strikes Ogre in Plains hex E2 with strike number 3 : 36551: 4 hits Oct 23, 2007 8:50:44 PM net.sf.colossus.util.Log event INFO: Critter Ogre in Plains hex E2: 5 + 4 => 6; 3 excess Oct 23, 2007 8:50:44 PM net.sf.colossus.util.Log event INFO: Critter Ogre in Plains hex E2 is now dead: (hits=6 > power=6) Oct 23, 2007 8:50:44 PM net.sf.colossus.util.Log event INFO: 3 carries available Oct 23, 2007 8:50:46 PM net.sf.colossus.util.Log event INFO: Critter Ogre in Plains hex E3: 4 + 3 => 6; 1 excess Oct 23, 2007 8:50:46 PM net.sf.colossus.util.Log event INFO: Critter Ogre in Plains hex E3 is now dead: (hits=6 > power=6) Oct 23, 2007 8:50:46 PM net.sf.colossus.util.Log event INFO: 2 hits carry to Ogre in Plains hex E3 Oct 23, 2007 8:50:46 PM net.sf.colossus.util.Log event INFO: Owner earns 72.0 points Oct 23, 2007 8:50:46 PM net.sf.colossus.util.Log event INFO: Legion Bu02[] is eliminated Oct 23, 2007 8:50:46 PM net.sf.colossus.util.Log event INFO: optionTrigger BattleMapLocation X : 22 Oct 23, 2007 8:50:46 PM net.sf.colossus.util.Log event INFO: optionTrigger BattleMapLocation Y : 6 Oct 23, 2007 8:50:46 PM net.sf.colossus.util.Log event INFO: tellEngagementResultHandling, winner = Bk03 Oct 23, 2007 8:51:11 PM net.sf.colossus.util.Log error SEVERE: Owner illegally called leaveCarryMode() Oct 23, 2007 8:51:11 PM net.sf.colossus.util.Log error SEVERE: Owner illegally called doneWithStrikes() Oct 23, 2007 8:51:17 PM net.sf.colossus.util.Log event INFO: Phase advances to Muster Oct 23, 2007 8:51:22 PM net.sf.colossus.util.Log error SEVERE: Owner illegally called doneWithStrikes() Oct 23, 2007 8:51:24 PM net.sf.colossus.util.Log error SEVERE: Connection reset java.net.SocketException: Connection reset at java.net.SocketInputStream.read(Unknown Source) at sun.nio.cs.StreamDecoder.readBytes(Unknown Source) at sun.nio.cs.StreamDecoder.implRead(Unknown Source) at sun.nio.cs.StreamDecoder.read(Unknown Source) at java.io.InputStreamReader.read(Unknown Source) at java.io.BufferedReader.fill(Unknown Source) at java.io.BufferedReader.readLine(Unknown Source) at java.io.BufferedReader.readLine(Unknown Source) at net.sf.colossus.server.SocketServerThread.run(SocketServerThread.java:59) Oct 23, 2007 8:51:24 PM net.sf.colossus.util.Log event INFO: Legion Bk03[Angel] is eliminated Oct 23, 2007 8:51:24 PM net.sf.colossus.util.Log event INFO: Legion Bk02[Titan, Gargoyle, Ogre, Ogre, Ogre, Gargoyle] is eliminated Oct 23, 2007 8:51:24 PM net.sf.colossus.util.Log event INFO: Owner dies Oct 23, 2007 8:51:24 PM net.sf.colossus.util.Log event INFO: Game over -- Blue wins at 1193197884156 ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-17 01:03 Message: Logged In: YES user_id=1717697 Originator: NO Maybe the first thing to try (sorry I didn't remember immediately): During game startup, mark the checkbox "Log debug messages" (in Game Setup, Options pane, top middle checkbox). Then, when game started, in "Window" menu select "Log Window". A log window should appear somewhere. (it must be open before the problem happens; messages are not added there while it's closed...). For example, I tried what happens when I just kill (Ctrl-C) the client player ("remote") game - it tells in the log window of player "sammy" at server side: ---clip--- 4 creatures are split off from legion Bk11 (Arrowhead) into new legion Bk12 (Tombstone) Connection reset Legion Bu09[Titan, Angel, Gargoyle, Gargoyle, Centaur, Centaur, Ogre, Ogre] is eliminated remote dies Game over -- sammy wins at 1192607815001 --- clap --- Note the word "connection reset" there. So try that first and post the last, let's say 50 lines, here, or send them to my mail. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-17 00:45 Message: Logged In: YES user_id=1717697 Originator: NO Under Windows XP, if you are logged in as user "lom", the Colossus logfile(s) would normally be written in: C:\Documents and Settings\lom\Local Settings\Temp Did you try to open a cmd window and type "echo %TEMP%" ? This should tell the location. C:\Documents and Settings\clemens>echo %TEMP% C:\DOCUME~1\clemens\LOCALS~1\Temp Strange if even a find does not find it anywhere... ---------- Java 1.6 ... hm. I tried it also, a server and a separate client (locally on this PC, but should not make a difference), with Java 1.6 but it works fine :-/ >From the symptoms "then on server side the other player's legions are gone and the local player is declared winner", this sounds like server and client lost connection / on server side the thread which receives the data sent from client got an exception and jumped out of the read loop; directly after the loop comes an automatic "withdraw". If you don't know how to use java web start console, and can't find the log file, we can try something else. Download the latest zip file from here: http://colossus.sourceforge.net/download Unpack it to some directory, e.g. under C:\Temp Then open a cmd window (Start => Run...), go to that directory X:\....>C: C:\....>cd \Temp C:\Temp> and run the command with C:>\Temp>java -jar Colossus.jar This should print *lots* of stuff. Would be good to start game like this on both sides, but at least the server side. Now if you get the problem again, copy-paste as much of the output as possible (at least the end part) On the cmd window, click the small black c:\ icon in top left corner, "Edit" => "Select All". Open a notepad (or other editor), paste it there, save it and either attach it there or send it directly to me (I send you a mail so you know where to). Let's see what we get out there. You could also try, if the same happens when you start both the server and the client on your own PC - just need to start two Colossus instances. -Clemens ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-10-16 22:19 Message: Logged In: YES user_id=1902564 Originator: NO Also, both OSes are WIN XP SP2 ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-10-16 21:58 Message: Logged In: YES user_id=1902564 Originator: NO Both server & client use Java 1.6.0_02 and Colossus build 2007 09 06. I enabled logging but the log file apparently does not get written. I searched my entire hard drive. It happens with absolute regularity. After the first battle, the game hangs for a bit, and on the server side it removes the client's legions and declares the server player the winner. As if the client's Titan were defeated. Thanks for any help -- we are dying to play. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-09-30 21:41 Message: Logged In: YES user_id=1717697 Originator: NO Would be good to know from both computers: the Colossus build version, java version and operating system. The first two you get get from Help => About. Does it happen more or less regularly - can you provide a log file of such a game? E.g. on the startup menu ("Game Setup"), options tab, turn on "Log debug messages"; and when game is over, search on the computer for "Colossus0.log" (...1.log, ...2.log). (on XP in a dos prompt type "cd %TEMP%", in Unix "cd $TEMP", in win98 ... don't know ;-) Or in Java Web start, "File => Preferences ==> "Advanced" Tab, enable logging. -Clemens ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-09-30 18:06 Message: Logged In: YES user_id=1902564 Originator: NO I posted this bug ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1804635&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-10-23 21:58:51
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Feature Requests item #1818878, was opened at 2007-10-23 14:58 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=1818878&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: total points for legion Initial Comment: It would be useful if the total points for a legion were displayed. You could put it in the title of the window where you display the contents of the legion. For example the title could be, "Black Axes - 128 points". It would speed up my gameplay quite a bit, since I always like to know how many points are around my stacks. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1818878&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-10-17 13:37:21
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Bugs item #1813362, was opened at 2007-10-14 17:53 Message generated for change (Comment added) made by szwanger You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1813362&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Variant Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Steven Zwanger (szwanger) Assigned to: Clemens Katzer (cleka) Summary: Battle hangs game in Beelzebub Initial Comment: I've been playing the Beelzebub variant, and frequently when I start a combat, I can't move any pieces onto the battleboard; when I click on a piece, I just get the error chime (I'm using Windows). Saving and loading the game doesn't work; it just quits when I try that, though I am attaching such a saved game. So far I've only noticed this when the location is Ruins or Tower. ---------------------------------------------------------------------- >Comment By: Steven Zwanger (szwanger) Date: 2007-10-17 09:37 Message: Logged In: YES user_id=1913099 Originator: YES This problem hasn't happened again since my last post, but as soon as it does, I'll report what I find. >Did you get the usual "Flee" or "Propose/Fight" dialogs and >answer them? Yes. I have played Colossus earlier -- in fact, this version (20070906) is the only version I've played. I haven't reinstalled Java or upgraded anything on the PC. >Is it a difference whether you attack or are attacked? I think it's happened both ways, but I'm not positive. >I suppose you are playing against AIs ? Yes ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-17 04:19 Message: Logged In: YES user_id=1717697 Originator: NO Maybe the first thing to try is whether something is told in log window. During game startup, mark the checkbox "Log debug messages" (in Game Setup, Options tab, top middle checkbox). Then, when game started, in "Window" menu select "Log Window". A log window should appear somewhere. (it must be open before the problem happens; messages are not added there while it's closed...). So, next time when you can't move it in, let's see whether there is something printed in log window indicating why. What puzzles me is, that I normally don't get the error sound when I click wrong location or something; rather, only then, when I click on one window, while some other modal dialog ( i.e. one which demands response before anything else may continue) is still open and waiting for an answer. Did you get the usual "Flee" or "Propose/Fight" dialogs and answer them? Have you played Colossus earlier and now it stopped working due to new Colossus version, or changes on the PC (upgrades, reinstall, different java version than before, ...) - what is different now? Or is this the first time you try it at all ? Is it a difference whether you attack or are attacked? I suppose you are playing against AIs ? -Clemens ---------------------------------------------------------------------- Comment By: Steven Zwanger (szwanger) Date: 2007-10-16 18:41 Message: Logged In: YES user_id=1913099 Originator: YES I will try this with Autosave. I have since noticed this happening with other variants, and other battleboards such as Brush. I think it's always my first battle in the game. I am using Win98, Java 1.5.0_02, Colossus build 20070906, 128 MB RAM, and I run Colossus from a .jnlp file. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-16 04:10 Message: Logged In: YES user_id=1717697 Originator: NO Hmmm, interesting case... Well, saving during the middle of a battle is not working well anyway, as far as I know. You say "frequently" - so it's kind of semi-reproducible :) Well, once you have that, that game is broken, i.e. you can't continue it anyway, right? Is it the first battle in Ruins or Tower, or sometimes the first and sometime the third? It might be "if there has been a battle in some other land type before, it goes ok, otherwise not" or vice versa? Could you play in future with auto-save on (in the Game Setup is a checkbox). (you should clean the auto-save directory then every then and now ;-) (if you don't know, you can find out what the auto-save directory is on your disk, just when you use the Load game functionality - in the top of the dialog box is a directory pulldown combobox, so there you can see the directory tree....) This auto-save on creates an automatic save file at the begin of each phase (or something like that). And when the problem now happens again: Quit the game. Start Colossus again. NOW: PUT AUTOSAVE OFF NOW. Otherwise it creates always more, so it's hard to remember which was the "original last one" ... Next try to reload the last file, previous last file, third last file, etc, until you have found the one where you are just in "select first engagement now" phase. When the battle starts then, does it now hang too? If so, would be great -- then it would be a reproducible situation. Also, please tell which OS (Win 95, 98, 2000, XP) and which Java version (and Colossus build - I guess the latest?) you use (In Colossus, "Help => About" tells Java and Colossus version - and the "home directory" - the autosaves are in that directory, under .colossus/saves/ ... ), And how much memory you have? Do you use the WebStart or run from commandline? -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1813362&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-10-17 08:19:52
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Bugs item #1813362, was opened at 2007-10-15 00:53 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1813362&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Variant Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Steven Zwanger (szwanger) Assigned to: Clemens Katzer (cleka) Summary: Battle hangs game in Beelzebub Initial Comment: I've been playing the Beelzebub variant, and frequently when I start a combat, I can't move any pieces onto the battleboard; when I click on a piece, I just get the error chime (I'm using Windows). Saving and loading the game doesn't work; it just quits when I try that, though I am attaching such a saved game. So far I've only noticed this when the location is Ruins or Tower. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-10-17 11:19 Message: Logged In: YES user_id=1717697 Originator: NO Maybe the first thing to try is whether something is told in log window. During game startup, mark the checkbox "Log debug messages" (in Game Setup, Options tab, top middle checkbox). Then, when game started, in "Window" menu select "Log Window". A log window should appear somewhere. (it must be open before the problem happens; messages are not added there while it's closed...). So, next time when you can't move it in, let's see whether there is something printed in log window indicating why. What puzzles me is, that I normally don't get the error sound when I click wrong location or something; rather, only then, when I click on one window, while some other modal dialog ( i.e. one which demands response before anything else may continue) is still open and waiting for an answer. Did you get the usual "Flee" or "Propose/Fight" dialogs and answer them? Have you played Colossus earlier and now it stopped working due to new Colossus version, or changes on the PC (upgrades, reinstall, different java version than before, ...) - what is different now? Or is this the first time you try it at all ? Is it a difference whether you attack or are attacked? I suppose you are playing against AIs ? -Clemens ---------------------------------------------------------------------- Comment By: Steven Zwanger (szwanger) Date: 2007-10-17 01:41 Message: Logged In: YES user_id=1913099 Originator: YES I will try this with Autosave. I have since noticed this happening with other variants, and other battleboards such as Brush. I think it's always my first battle in the game. I am using Win98, Java 1.5.0_02, Colossus build 20070906, 128 MB RAM, and I run Colossus from a .jnlp file. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-16 11:10 Message: Logged In: YES user_id=1717697 Originator: NO Hmmm, interesting case... Well, saving during the middle of a battle is not working well anyway, as far as I know. You say "frequently" - so it's kind of semi-reproducible :) Well, once you have that, that game is broken, i.e. you can't continue it anyway, right? Is it the first battle in Ruins or Tower, or sometimes the first and sometime the third? It might be "if there has been a battle in some other land type before, it goes ok, otherwise not" or vice versa? Could you play in future with auto-save on (in the Game Setup is a checkbox). (you should clean the auto-save directory then every then and now ;-) (if you don't know, you can find out what the auto-save directory is on your disk, just when you use the Load game functionality - in the top of the dialog box is a directory pulldown combobox, so there you can see the directory tree....) This auto-save on creates an automatic save file at the begin of each phase (or something like that). And when the problem now happens again: Quit the game. Start Colossus again. NOW: PUT AUTOSAVE OFF NOW. Otherwise it creates always more, so it's hard to remember which was the "original last one" ... Next try to reload the last file, previous last file, third last file, etc, until you have found the one where you are just in "select first engagement now" phase. When the battle starts then, does it now hang too? If so, would be great -- then it would be a reproducible situation. Also, please tell which OS (Win 95, 98, 2000, XP) and which Java version (and Colossus build - I guess the latest?) you use (In Colossus, "Help => About" tells Java and Colossus version - and the "home directory" - the autosaves are in that directory, under .colossus/saves/ ... ), And how much memory you have? Do you use the WebStart or run from commandline? -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1813362&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-10-17 08:03:38
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Bugs item #1804635, was opened at 2007-09-29 10:55 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1804635&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: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) Summary: Game ends after first engagement Initial Comment: In playing a two-human networked game, at the end of an early engagement (usually the first) the game ends with the legions of the non-host player being removed as if his Titan were defeated. Still trying to reproduce the exact situation -- whether it can happen to the host player, if it is always the first. It seems to happen on flees and on fights. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-10-17 11:03 Message: Logged In: YES user_id=1717697 Originator: NO Maybe the first thing to try (sorry I didn't remember immediately): During game startup, mark the checkbox "Log debug messages" (in Game Setup, Options pane, top middle checkbox). Then, when game started, in "Window" menu select "Log Window". A log window should appear somewhere. (it must be open before the problem happens; messages are not added there while it's closed...). For example, I tried what happens when I just kill (Ctrl-C) the client player ("remote") game - it tells in the log window of player "sammy" at server side: ---clip--- 4 creatures are split off from legion Bk11 (Arrowhead) into new legion Bk12 (Tombstone) Connection reset Legion Bu09[Titan, Angel, Gargoyle, Gargoyle, Centaur, Centaur, Ogre, Ogre] is eliminated remote dies Game over -- sammy wins at 1192607815001 --- clap --- Note the word "connection reset" there. So try that first and post the last, let's say 50 lines, here, or send them to my mail. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-17 10:45 Message: Logged In: YES user_id=1717697 Originator: NO Under Windows XP, if you are logged in as user "lom", the Colossus logfile(s) would normally be written in: C:\Documents and Settings\lom\Local Settings\Temp Did you try to open a cmd window and type "echo %TEMP%" ? This should tell the location. C:\Documents and Settings\clemens>echo %TEMP% C:\DOCUME~1\clemens\LOCALS~1\Temp Strange if even a find does not find it anywhere... ---------- Java 1.6 ... hm. I tried it also, a server and a separate client (locally on this PC, but should not make a difference), with Java 1.6 but it works fine :-/ >From the symptoms "then on server side the other player's legions are gone and the local player is declared winner", this sounds like server and client lost connection / on server side the thread which receives the data sent from client got an exception and jumped out of the read loop; directly after the loop comes an automatic "withdraw". If you don't know how to use java web start console, and can't find the log file, we can try something else. Download the latest zip file from here: http://colossus.sourceforge.net/download Unpack it to some directory, e.g. under C:\Temp Then open a cmd window (Start => Run...), go to that directory X:\....>C: C:\....>cd \Temp C:\Temp> and run the command with C:>\Temp>java -jar Colossus.jar This should print *lots* of stuff. Would be good to start game like this on both sides, but at least the server side. Now if you get the problem again, copy-paste as much of the output as possible (at least the end part) On the cmd window, click the small black c:\ icon in top left corner, "Edit" => "Select All". Open a notepad (or other editor), paste it there, save it and either attach it there or send it directly to me (I send you a mail so you know where to). Let's see what we get out there. You could also try, if the same happens when you start both the server and the client on your own PC - just need to start two Colossus instances. -Clemens ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-10-17 08:19 Message: Logged In: YES user_id=1902564 Originator: NO Also, both OSes are WIN XP SP2 ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-10-17 07:58 Message: Logged In: YES user_id=1902564 Originator: NO Both server & client use Java 1.6.0_02 and Colossus build 2007 09 06. I enabled logging but the log file apparently does not get written. I searched my entire hard drive. It happens with absolute regularity. After the first battle, the game hangs for a bit, and on the server side it removes the client's legions and declares the server player the winner. As if the client's Titan were defeated. Thanks for any help -- we are dying to play. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-01 07:41 Message: Logged In: YES user_id=1717697 Originator: NO Would be good to know from both computers: the Colossus build version, java version and operating system. The first two you get get from Help => About. Does it happen more or less regularly - can you provide a log file of such a game? E.g. on the startup menu ("Game Setup"), options tab, turn on "Log debug messages"; and when game is over, search on the computer for "Colossus0.log" (...1.log, ...2.log). (on XP in a dos prompt type "cd %TEMP%", in Unix "cd $TEMP", in win98 ... don't know ;-) Or in Java Web start, "File => Preferences ==> "Advanced" Tab, enable logging. -Clemens ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-10-01 04:06 Message: Logged In: YES user_id=1902564 Originator: NO I posted this bug ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1804635&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-10-17 07:45:50
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Bugs item #1804635, was opened at 2007-09-29 10:55 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1804635&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: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: Game ends after first engagement Initial Comment: In playing a two-human networked game, at the end of an early engagement (usually the first) the game ends with the legions of the non-host player being removed as if his Titan were defeated. Still trying to reproduce the exact situation -- whether it can happen to the host player, if it is always the first. It seems to happen on flees and on fights. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-10-17 10:45 Message: Logged In: YES user_id=1717697 Originator: NO Under Windows XP, if you are logged in as user "lom", the Colossus logfile(s) would normally be written in: C:\Documents and Settings\lom\Local Settings\Temp Did you try to open a cmd window and type "echo %TEMP%" ? This should tell the location. C:\Documents and Settings\clemens>echo %TEMP% C:\DOCUME~1\clemens\LOCALS~1\Temp Strange if even a find does not find it anywhere... ---------- Java 1.6 ... hm. I tried it also, a server and a separate client (locally on this PC, but should not make a difference), with Java 1.6 but it works fine :-/ >From the symptoms "then on server side the other player's legions are gone and the local player is declared winner", this sounds like server and client lost connection / on server side the thread which receives the data sent from client got an exception and jumped out of the read loop; directly after the loop comes an automatic "withdraw". If you don't know how to use java web start console, and can't find the log file, we can try something else. Download the latest zip file from here: http://colossus.sourceforge.net/download Unpack it to some directory, e.g. under C:\Temp Then open a cmd window (Start => Run...), go to that directory X:\....>C: C:\....>cd \Temp C:\Temp> and run the command with C:>\Temp>java -jar Colossus.jar This should print *lots* of stuff. Would be good to start game like this on both sides, but at least the server side. Now if you get the problem again, copy-paste as much of the output as possible (at least the end part) On the cmd window, click the small black c:\ icon in top left corner, "Edit" => "Select All". Open a notepad (or other editor), paste it there, save it and either attach it there or send it directly to me (I send you a mail so you know where to). Let's see what we get out there. You could also try, if the same happens when you start both the server and the client on your own PC - just need to start two Colossus instances. -Clemens ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-10-17 08:19 Message: Logged In: YES user_id=1902564 Originator: NO Also, both OSes are WIN XP SP2 ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-10-17 07:58 Message: Logged In: YES user_id=1902564 Originator: NO Both server & client use Java 1.6.0_02 and Colossus build 2007 09 06. I enabled logging but the log file apparently does not get written. I searched my entire hard drive. It happens with absolute regularity. After the first battle, the game hangs for a bit, and on the server side it removes the client's legions and declares the server player the winner. As if the client's Titan were defeated. Thanks for any help -- we are dying to play. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-01 07:41 Message: Logged In: YES user_id=1717697 Originator: NO Would be good to know from both computers: the Colossus build version, java version and operating system. The first two you get get from Help => About. Does it happen more or less regularly - can you provide a log file of such a game? E.g. on the startup menu ("Game Setup"), options tab, turn on "Log debug messages"; and when game is over, search on the computer for "Colossus0.log" (...1.log, ...2.log). (on XP in a dos prompt type "cd %TEMP%", in Unix "cd $TEMP", in win98 ... don't know ;-) Or in Java Web start, "File => Preferences ==> "Advanced" Tab, enable logging. -Clemens ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-10-01 04:06 Message: Logged In: YES user_id=1902564 Originator: NO I posted this bug ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1804635&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-10-17 05:19:07
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Bugs item #1804635, was opened at 2007-09-29 00:55 Message generated for change (Comment added) made by general_lom You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1804635&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: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: Game ends after first engagement Initial Comment: In playing a two-human networked game, at the end of an early engagement (usually the first) the game ends with the legions of the non-host player being removed as if his Titan were defeated. Still trying to reproduce the exact situation -- whether it can happen to the host player, if it is always the first. It seems to happen on flees and on fights. ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-10-16 22:19 Message: Logged In: YES user_id=1902564 Originator: NO Also, both OSes are WIN XP SP2 ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-10-16 21:58 Message: Logged In: YES user_id=1902564 Originator: NO Both server & client use Java 1.6.0_02 and Colossus build 2007 09 06. I enabled logging but the log file apparently does not get written. I searched my entire hard drive. It happens with absolute regularity. After the first battle, the game hangs for a bit, and on the server side it removes the client's legions and declares the server player the winner. As if the client's Titan were defeated. Thanks for any help -- we are dying to play. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-09-30 21:41 Message: Logged In: YES user_id=1717697 Originator: NO Would be good to know from both computers: the Colossus build version, java version and operating system. The first two you get get from Help => About. Does it happen more or less regularly - can you provide a log file of such a game? E.g. on the startup menu ("Game Setup"), options tab, turn on "Log debug messages"; and when game is over, search on the computer for "Colossus0.log" (...1.log, ...2.log). (on XP in a dos prompt type "cd %TEMP%", in Unix "cd $TEMP", in win98 ... don't know ;-) Or in Java Web start, "File => Preferences ==> "Advanced" Tab, enable logging. -Clemens ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-09-30 18:06 Message: Logged In: YES user_id=1902564 Originator: NO I posted this bug ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1804635&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-10-17 04:58:57
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Bugs item #1804635, was opened at 2007-09-29 00:55 Message generated for change (Comment added) made by general_lom You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1804635&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: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: Game ends after first engagement Initial Comment: In playing a two-human networked game, at the end of an early engagement (usually the first) the game ends with the legions of the non-host player being removed as if his Titan were defeated. Still trying to reproduce the exact situation -- whether it can happen to the host player, if it is always the first. It seems to happen on flees and on fights. ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-10-16 21:58 Message: Logged In: YES user_id=1902564 Originator: NO Both server & client use Java 1.6.0_02 and Colossus build 2007 09 06. I enabled logging but the log file apparently does not get written. I searched my entire hard drive. It happens with absolute regularity. After the first battle, the game hangs for a bit, and on the server side it removes the client's legions and declares the server player the winner. As if the client's Titan were defeated. Thanks for any help -- we are dying to play. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-09-30 21:41 Message: Logged In: YES user_id=1717697 Originator: NO Would be good to know from both computers: the Colossus build version, java version and operating system. The first two you get get from Help => About. Does it happen more or less regularly - can you provide a log file of such a game? E.g. on the startup menu ("Game Setup"), options tab, turn on "Log debug messages"; and when game is over, search on the computer for "Colossus0.log" (...1.log, ...2.log). (on XP in a dos prompt type "cd %TEMP%", in Unix "cd $TEMP", in win98 ... don't know ;-) Or in Java Web start, "File => Preferences ==> "Advanced" Tab, enable logging. -Clemens ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-09-30 18:06 Message: Logged In: YES user_id=1902564 Originator: NO I posted this bug ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1804635&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-10-16 22:41:58
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Bugs item #1813362, was opened at 2007-10-14 17:53 Message generated for change (Comment added) made by szwanger You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1813362&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Variant Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Steven Zwanger (szwanger) Assigned to: Clemens Katzer (cleka) Summary: Battle hangs game in Beelzebub Initial Comment: I've been playing the Beelzebub variant, and frequently when I start a combat, I can't move any pieces onto the battleboard; when I click on a piece, I just get the error chime (I'm using Windows). Saving and loading the game doesn't work; it just quits when I try that, though I am attaching such a saved game. So far I've only noticed this when the location is Ruins or Tower. ---------------------------------------------------------------------- >Comment By: Steven Zwanger (szwanger) Date: 2007-10-16 18:41 Message: Logged In: YES user_id=1913099 Originator: YES I will try this with Autosave. I have since noticed this happening with other variants, and other battleboards such as Brush. I think it's always my first battle in the game. I am using Win98, Java 1.5.0_02, Colossus build 20070906, 128 MB RAM, and I run Colossus from a .jnlp file. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-16 04:10 Message: Logged In: YES user_id=1717697 Originator: NO Hmmm, interesting case... Well, saving during the middle of a battle is not working well anyway, as far as I know. You say "frequently" - so it's kind of semi-reproducible :) Well, once you have that, that game is broken, i.e. you can't continue it anyway, right? Is it the first battle in Ruins or Tower, or sometimes the first and sometime the third? It might be "if there has been a battle in some other land type before, it goes ok, otherwise not" or vice versa? Could you play in future with auto-save on (in the Game Setup is a checkbox). (you should clean the auto-save directory then every then and now ;-) (if you don't know, you can find out what the auto-save directory is on your disk, just when you use the Load game functionality - in the top of the dialog box is a directory pulldown combobox, so there you can see the directory tree....) This auto-save on creates an automatic save file at the begin of each phase (or something like that). And when the problem now happens again: Quit the game. Start Colossus again. NOW: PUT AUTOSAVE OFF NOW. Otherwise it creates always more, so it's hard to remember which was the "original last one" ... Next try to reload the last file, previous last file, third last file, etc, until you have found the one where you are just in "select first engagement now" phase. When the battle starts then, does it now hang too? If so, would be great -- then it would be a reproducible situation. Also, please tell which OS (Win 95, 98, 2000, XP) and which Java version (and Colossus build - I guess the latest?) you use (In Colossus, "Help => About" tells Java and Colossus version - and the "home directory" - the autosaves are in that directory, under .colossus/saves/ ... ), And how much memory you have? Do you use the WebStart or run from commandline? -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1813362&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-10-16 09:31:15
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Feature Requests item #922541, was opened at 2004-03-24 18:24 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=922541&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: Edit boxes for dice Initial Comment: Hi there! Maybe you could increase the size of the Colossus community, if you created a game mode which allowed entering dice rolls in edit boxes. This would allow players from http://acts.warhorsesim.com/ttn.asp to use Colossus for book keeping their games => more testers, players etc. What do you think? I suppose a version interfacing automatically with http://acts.warhorsesim.com/ttn.asp is too complicated... Best regards, Christian L ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-10-16 12:31 Message: Logged In: YES user_id=1717697 Originator: NO Okay, two parts of comment: 2) integration with ACTS see below 1) edit dice according to rolls While ago, I also got that idea of using Colossus for tracking my ACTS games; it's a tempting idea; but thinking closer of it, I would say it's not feasible. First, you would not only need the movement dice rolls, also the battle dice rolls (or rather the amount of hits). But... the major problem is the opponents legions. You would have to track all their movements and splits as well - and there the problem starts: you do not know how they split. So, one splits 5:2, and you in your tracker split it somehow 5:2. Later he recruits - ups, he takes something which he could not with the guess you made. Do you arrange it properly ? Not likely, it gets too messy. So after a split, they all are set to "unknown", and on recruit you just add what he recruited and perhaps fill in what he has what makes him able to recruit. So, once a battle starts, you have to have a "correct opponents legion content" feature. (You can't leave the opponents legions totally away, because then the movement preview in Colossus won't work - it would propose you a "go 5 wide" even if there is an enemy 3 fields away from you. So most of the benefit of having a tracker would be missing). If you ask me, there's quite a lot of things you need to manually fill in. For a 4-6 player game ... quite some work. Beside that, ACTS games tend to have hours to days of delays. Do you keep that Colossus all the time, many days open? It's your turn ... start Colossus needs 1-2 minutes, just for doing first the moves in ACTS and then additionally in Colossus? I would not do all that extra work. 2) integration with ACTS It would, IMHO, actually be less work to integrate it to ACTS, than to provide all the "edit and correct situation" above. Except that... you might need some of the edit and correct stuff anyway, because if some hack/manual tricks is done in ACTS (someone did something wrong, or using special things like Ents or Balrog variant), you need some way to correct *some* things in Colossus anyway. Main problem is: There's not only work to be done on Colossus side; work would also be needed on ACTS side, so that ACTS provides the "what is changing", "it's your turn now to do this or that" in a computer readable form. I.e. it's not reliable to parse the HTML output. So one would need to define a protocol and a way how Colossus connects to ACTS and query "For game X, player P, tell me state of whole board etc now", "my user did this and that action". You mostly take away the whole Colossus server threads, and use only the client graphics. So, this has then nothing much to do with the original Colossus any more - so "playtesting" on this does not have any significance to the official, standalone Colossus. It's just some more maintenance work ;-)) Besides: there are organizational questions - are ACTS guys willing to cooperate on that, are the system technically even compatible, etc... And again... ACTS games are very slow, and every time loading Colossus just to do a few clicks -- I don't know. And if some players would come together to play it quicker, more or less immediate reaction -- then they should rather play directly Colossus :)) -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=922541&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-10-16 08:30:03
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Feature Requests item #938852, was opened at 2004-04-20 23:56 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=938852&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: Pending Priority: 5 Private: No Submitted By: michael gersten (keybounce) >Assigned to: Clemens Katzer (cleka) Summary: Engagement window: Musters and summons Initial Comment: I'd like the engagement window to show what was mustered by the defender, if any (both on t4, or after battle, as appropriate). I'd also like to see what was summoned by the attacker, and where it came from (hey, did he just leave a "hit me" stack when he pulled that angel out?) ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-10-16 11:30 Message: Logged In: YES user_id=1717697 Originator: NO Event Viewer shows this quite well, I think. Original submitter answered on first question "haven't played for quite a while", and no further answer. So, I set this to pending, and if nothing further happens, SF-robot will set it to closed in near future. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-06-08 12:50 Message: Logged In: YES user_id=1717697 Originator: NO The new EventViewer window shows all this information you request, plus one can see which creatures were there at battle start and which were slain. Does this fulfill your needs, so can we close this one here? BR; Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=938852&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-10-16 08:10:14
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Bugs item #1813362, was opened at 2007-10-15 00:53 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1813362&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. >Category: Variant Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Steven Zwanger (szwanger) >Assigned to: Clemens Katzer (cleka) Summary: Battle hangs game in Beelzebub Initial Comment: I've been playing the Beelzebub variant, and frequently when I start a combat, I can't move any pieces onto the battleboard; when I click on a piece, I just get the error chime (I'm using Windows). Saving and loading the game doesn't work; it just quits when I try that, though I am attaching such a saved game. So far I've only noticed this when the location is Ruins or Tower. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-10-16 11:10 Message: Logged In: YES user_id=1717697 Originator: NO Hmmm, interesting case... Well, saving during the middle of a battle is not working well anyway, as far as I know. You say "frequently" - so it's kind of semi-reproducible :) Well, once you have that, that game is broken, i.e. you can't continue it anyway, right? Is it the first battle in Ruins or Tower, or sometimes the first and sometime the third? It might be "if there has been a battle in some other land type before, it goes ok, otherwise not" or vice versa? Could you play in future with auto-save on (in the Game Setup is a checkbox). (you should clean the auto-save directory then every then and now ;-) (if you don't know, you can find out what the auto-save directory is on your disk, just when you use the Load game functionality - in the top of the dialog box is a directory pulldown combobox, so there you can see the directory tree....) This auto-save on creates an automatic save file at the begin of each phase (or something like that). And when the problem now happens again: Quit the game. Start Colossus again. NOW: PUT AUTOSAVE OFF NOW. Otherwise it creates always more, so it's hard to remember which was the "original last one" ... Next try to reload the last file, previous last file, third last file, etc, until you have found the one where you are just in "select first engagement now" phase. When the battle starts then, does it now hang too? If so, would be great -- then it would be a reproducible situation. Also, please tell which OS (Win 95, 98, 2000, XP) and which Java version (and Colossus build - I guess the latest?) you use (In Colossus, "Help => About" tells Java and Colossus version - and the "home directory" - the autosaves are in that directory, under .colossus/saves/ ... ), And how much memory you have? Do you use the WebStart or run from commandline? -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1813362&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-10-14 21:53:13
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Bugs item #1813362, was opened at 2007-10-14 17:53 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=1813362&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: Steven Zwanger (szwanger) Assigned to: Nobody/Anonymous (nobody) Summary: Battle hangs game in Beelzebub Initial Comment: I've been playing the Beelzebub variant, and frequently when I start a combat, I can't move any pieces onto the battleboard; when I click on a piece, I just get the error chime (I'm using Windows). Saving and loading the game doesn't work; it just quits when I try that, though I am attaching such a saved game. So far I've only noticed this when the location is Ruins or Tower. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1813362&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-10-08 14:05:38
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Bugs item #1809483, was opened at 2007-10-08 14:05 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=1809483&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: Java Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Dranathi (dranathi) Assigned to: David Ripton (dripton) Summary: Race condition in Main thread Initial Comment: Repeatable error debugging current uild using eclipse 3.2. Appears to be a Race condition when the Auto Inspector window defaults to be open. Main thread is racing the client thread. and is destroyed by an array out of bounds exception. I have a screen capture of the exception. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1809483&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-10-04 07:05:42
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Bugs item #1737239, was opened at 2007-06-14 17:41 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1737239&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Variant Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) Summary: Illegal Move Initial Comment: Hello, Playing the June 2007 update I encountered an "Illegal Move" message box when trying to move on a die 4 from plains #29 to the tundra. I've never seen this before, but it happened twice in this game. When I click on the group it shows what they should be able to build in the tundra, but won't let me move. It will allow me to move to the abyss (by the way we were playing the Abyss6 version). I've only seen it in this one game, so maybe it is just a fluke. Thanks, Bill waw...@ho... ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-10-04 10:05 Message: Logged In: YES user_id=1717697 Originator: NO While ago I modified the sources so that they tell more concrete reason why the server considers this illegal. Now Bill got the error again, and server rejects it because of the entry side: "Illegal move: EntrySide 'Left' is not valid, valid are [Right]" See attached picture. In the code, there is some optimization, "if the target hex is free", then don't bother to find all sides, just take the first. This is done both on client and server side. The list which sides would be valid is calculated based on in iterator over a HashSet of moves. Now, my suspicion is, that different java versions (or implementation, or memory situation, ...) make it happen that the one hashmap stores the elements in a different order than the other one, so it is kind of random which is choosen as the first. This theory is confirmed by the fact that this happened in a networked game. I will now remove the "optimization" on the server side, so it will always give back to the method which compare the entry side, all valid sides, not just the first one (if target is free). If my theory is right, the error should not happen afterwards anymore. -Clemens File Added: IllegalMove-EntrySides.jpg ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1737239&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-10-03 13:28:14
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Bugs item #1806939, was opened at 2007-10-03 06:28 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=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: Open Resolution: None 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. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1806939&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-10-01 04:42:01
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Bugs item #1804635, was opened at 2007-09-29 10:55 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1804635&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: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: Game ends after first engagement Initial Comment: In playing a two-human networked game, at the end of an early engagement (usually the first) the game ends with the legions of the non-host player being removed as if his Titan were defeated. Still trying to reproduce the exact situation -- whether it can happen to the host player, if it is always the first. It seems to happen on flees and on fights. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-10-01 07:41 Message: Logged In: YES user_id=1717697 Originator: NO Would be good to know from both computers: the Colossus build version, java version and operating system. The first two you get get from Help => About. Does it happen more or less regularly - can you provide a log file of such a game? E.g. on the startup menu ("Game Setup"), options tab, turn on "Log debug messages"; and when game is over, search on the computer for "Colossus0.log" (...1.log, ...2.log). (on XP in a dos prompt type "cd %TEMP%", in Unix "cd $TEMP", in win98 ... don't know ;-) Or in Java Web start, "File => Preferences ==> "Advanced" Tab, enable logging. -Clemens ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-10-01 04:06 Message: Logged In: YES user_id=1902564 Originator: NO I posted this bug ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1804635&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-10-01 01:06:40
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Bugs item #1804635, was opened at 2007-09-29 00:55 Message generated for change (Comment added) made by general_lom You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1804635&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: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: Game ends after first engagement Initial Comment: In playing a two-human networked game, at the end of an early engagement (usually the first) the game ends with the legions of the non-host player being removed as if his Titan were defeated. Still trying to reproduce the exact situation -- whether it can happen to the host player, if it is always the first. It seems to happen on flees and on fights. ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-09-30 18:06 Message: Logged In: YES user_id=1902564 Originator: NO I posted this bug ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1804635&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-09-29 07:55:44
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Bugs item #1804635, was opened at 2007-09-29 00:55 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=1804635&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: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: Game ends after first engagement Initial Comment: In playing a two-human networked game, at the end of an early engagement (usually the first) the game ends with the legions of the non-host player being removed as if his Titan were defeated. Still trying to reproduce the exact situation -- whether it can happen to the host player, if it is always the first. It seems to happen on flees and on fights. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1804635&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-09-26 02:20:19
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Bugs item #839662, was opened at 2003-11-10 16:34 Message generated for change (Comment added) made by sf-robot You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=839662&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: AI Group: None >Status: Closed Resolution: Fixed Priority: 3 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Corwin Joy (corwinjoy) Summary: titans stop splitting etc Initial Comment: with both rational AI and human hater AI the enemy titans stop splitting before they even get behemoths. They almost all go for the jungle but dont understand when is smart to split. Its almost as if u can put a stack within maybe (5 or 6) hexes of the titan,,and its afraid to split, even in the tower sometimes. ---------------------------------------------------------------------- >Comment By: SourceForge Robot (sf-robot) Date: 2007-09-25 19:20 Message: Logged In: YES user_id=1312539 Originator: NO This Tracker item was closed automatically by the system. It was previously set to a Pending status, and the original submitter did not respond within 14 days (the time period specified by the administrator of this Tracker). ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-09-10 23:45 Message: Logged In: YES user_id=1717697 Originator: NO I propose to close this bug. At least MilvangAI and SimpleAI manage to get Serpents - Rational did not in my tests, but I did not run too many games to find out. The original topic of this - "does not split" - I would say is solved with Corwins corrections, and that the AIs in general need improvement ... well I guess we do not need a reminder for that :) I set this to Pending, and if noone objects SF-robot will close this after some weeks. -Clemens ---------------------------------------------------------------------- Comment By: Corwin Joy (corwinjoy) Date: 2004-02-14 15:48 Message: Logged In: YES user_id=126654 There are actually two bugs in here. 1) The default terrain recruiting logic is broken so that the AIs always go for Gorgons instead of a third cyclops. I reported this a while back but have upped the priority and sent in on to David. 2) The HumanHaterRational AI's had a bug that caused stacks to never split. I have fixed this so that they are now splitting. 3) I have changed the AI logic to get it not make more 5/2 splits and not consider a 4/2 unless it thinks the legion is "safe" Beyond this, I agree with milvang the general problem of getting the AIs of knowing when to split is simply hard. We have some logic, but it's still not very smart. ---------------------------------------------------------------------- Comment By: Kim Milvang-Jensen (milvang) Date: 2004-02-11 06:23 Message: Logged In: YES user_id=972236 It is hard to clasify this as a bug. The AIs are for now pretty simple, and making them competible is going to take a lot of work. I plan to work on making a better AI myself. My personal experience with the AI, is actually to opposite problem, spitting the titan too often and getting killed while still a 5 or a 6 stack. While splitting the right way is no all the hard, splitting at the right times is the hardest part of playing Titan, and any thoughts on good splitting algorithms is appreciated. ---------------------------------------------------------------------- Comment By: Bret Thorson (slohanz) Date: 2003-11-20 16:00 Message: Logged In: YES user_id=906257 I had a game yesterday with no stacks anywhere this titan with 2 1st level creatures still in it..and it wouldn't split. The AI titan is willing to risk death attacking another titan yet in most cases NEVER splits once it fills up the 1st time. The AI also needs to make more 5/2 splits. The 3/4s are risky the way it does it..and the 3/3's are just no help to them at all. A stack with 2 grif, 2 minis and 3 rangers split off the 2 minis by themselves..hey that's just too easy to kill off:) In all of these cases I'm speaking of games vs 4-5 rational or human hater AI's but in many of the games the theme is similar. The AI makes many bad splits (or badly placed/timed splits) with all of its stacks but the titan while the titan just stays weak the whole game from never making a split after turn 1. I dont know a thing about these programs but If the AI can be made to strategize better,,it would own:) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=839662&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-09-15 18:39:05
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Feature Requests item #579521, was opened at 2002-07-10 11:35 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=579521&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: 5 Private: No Submitted By: Klint (khull) Assigned to: David Ripton (dripton) Summary: Value-entry boxes for game variables Initial Comment: For setting game variables such as AI delays and GUI scale, it would be very useful to have a value entry box so users can type in a value. The value entry box could supplement the slider bars. A value entry box would make it easier to set a specific value for a game variable. For example, when I want the AI battle delay set at exactly 15 seconds, sometimes it takes me four or five tries to hit (even close to) that value when using only the slider bar. Typed values would have to be checked for out of bounds entries... perhaps simply changing an invalid value to the nearest acceptable one and alerting the user to the change. (Without the warning dialog, users will report the value-changing behavior as a bug.) If a value box is used in conjunction with a slider bar, when either is used to set a value, the other would have to be updated to reflect the new value. I'm currently running build 20020705 on a Win98 box, PII-333, 524 MB. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-09-15 21:38 Message: Logged In: YES user_id=1717697 Originator: NO Scale and AI delay/timeout are spinners nowadays, so I guess this here can be closed. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2003-01-22 23:13 Message: Logged In: YES user_id=9425 I'll change the slider to a JSpinner, after JDK 1.4.1 for MacOS is released. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2002-10-23 17:18 Message: Logged In: YES user_id=9425 Yeah, it's easy enough to use a combo box instead of a slider. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=579521&group_id=1939 |