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From: SourceForge.net <no...@so...> - 2007-09-14 20:53:25
|
Feature Requests item #674122, was opened at 2003-01-24 18:47 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=674122&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) Assigned to: Nobody/Anonymous (nobody) Summary: Network Game Startup Initial Comment: When starting the server instance for a netwoek game there is no clue that anything is going on. A small window detailing the game participants and whether they have connected yet (or need to) would make starting up a network game much less confusing. Once the game started, of course, there would no longer be a need for that window. The window should also have a cancel button in case its decided to cancel the game (otherwise the server just sits around forever, no?). Ben ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-09-14 23:53 Message: Logged In: YES user_id=1717697 Originator: NO Server side part of this was implemented 10.3.2007 (in revision 2619), so it has been part of the public build since 17.4.2007. Client side is nothing yet, though... If you give wrong server, it will hang in a timeout; but if you give wrong port, or start client to early (i.e. before the server player has started the game), client will immeidately die with a socket exception. So, yes, there's lot of room for improvement... :-/ -Clemens ---------------------------------------------------------------------- Comment By: Mike Weber (San Diego) (mdweber_jamul) Date: 2005-01-01 23:38 Message: Logged In: YES user_id=1188413 Absolutely - something like: a) Waiting for 2 network client(s).... then b) Client 1 (123.45.67.89 {or computer alias} has connected. Waiting for 1 network client(s)... then c) All network clients connected, starting game... Also, from the network client side, there should be indications that a) Looking for host game b) Found host game along with a timeout if the host game cannot be found. Mike ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=674122&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-09-14 20:32:44
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Feature Requests item #936736, was opened at 2004-04-17 05:31 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=936736&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: Ben Bishop (benbishop) Assigned to: Nobody/Anonymous (nobody) Summary: Option documentation? Initial Comment: There seems to be no documentation on what some of the game options mean. What does "Slowing is cumulative" mean? What does "Always allow one hex" mean? and lastly, what does "use non-random battle dice" actually imply? Does it /force/ average dice? What do the AI Delay and Current AI time limits actually control? ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-09-14 23:32 Message: Logged In: YES user_id=1717697 Originator: NO Option documentation is now on Colossus home page (on the "full docs are _here_ page, http://colossus.sourceforge.net/docs/index.html The links to server side and client side options are also available from inside Colossus under Help menu (not clickable, have to copy paste, but anyway...) So, I think this here can be closed. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=936736&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-09-11 19:29:28
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Bugs item #1758248, was opened at 2007-07-22 00:49 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1758248&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None >Status: Closed >Resolution: Fixed Priority: 2 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Help - About does not work when auto play is on Initial Comment: When Autoplay => auto play is selected, the window that should come when selecting Help => About does not appear. If one switches auto play off, it works again. Tried it in 2 variants (Beelzebub12 and Abyssal6), result is the same. Java 1.4.2_12 on Windows XP. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-09-11 22:29 Message: Logged In: YES user_id=1717697 Originator: YES About - info box is now shown no matter whether Autoplay is active or not. => Closed. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1758248&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-09-11 06:45:45
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Bugs item #839662, was opened at 2003-11-11 02:34 Message generated for change (Comment added) made by cleka 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: Pending 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: Clemens Katzer (cleka) Date: 2007-09-11 09:45 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: 2004-02-15 01:48 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 16:23 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: 2003-11-21 02:00 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...> - 2007-09-11 06:15:16
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Bugs item #1753815, was opened at 2007-07-14 01:17 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1753815&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None >Status: Closed >Resolution: Fixed Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Creature shown at possible stack dest is not always best Initial Comment: In the game whose save-file is attached, it is my movement phase, and I've rolled a 5. The legion in plains 129 can move to plains 124 and muster a ranger, but when I click on the legion, the program displays a lion in 124, not a ranger. I'm assuming it is supposed to show the player the best possible recruit in each space. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-09-11 09:15 Message: Logged In: YES user_id=1717697 Originator: NO After newest public build original submitter confirmed this to be fixed. => Setting it to Closed. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-07-26 00:11 Message: Logged In: YES user_id=1717697 Originator: NO Now there is a public build done, which has the new choices for "recruit preview" and also the docs on the web site have now the updated contents. "Help" => "Options Documentation" tells the links, so you don't need to search them somewhere else to copy-paste them... I guess now the things are clearer? Then this bug here could be closed... -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-07-14 09:40 Message: Logged In: YES user_id=1717697 Originator: NO *grmpf* ;-) That's because I changed the "what does it show" from "strongest" to "what would auto recruit take", i.e. the Recruit hint. And in 124 the recruit hint suggests you a lion so that in the next desert (which is in reach) you could get a griffon. Someone else submitted that same problem: http://sourceforge.net/tracker/index.php?func=detail&aid=1745850&group_id=1939&atid=101939 but because I committed a solution to that I closed it already. Should have waited until next public build, as I did with some other bugs:-( The solution to above situation is, now it's your choice what the recruit preview will show you on destination land; the "show all recruits"is changed to a 4-way-choice "Recruit preview shows" [None, Strongest, Recruit Hint, All]. And the best is, I have now finally made a document describing all the client side options, including the above! :) ---------------------------------------------------------------------- Comment By: John David Galt (jdgalt) Date: 2007-07-14 03:03 Message: Logged In: YES user_id=624416 Originator: NO I submitted this. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1753815&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-09-10 20:44:47
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Bugs item #1769985, was opened at 2007-08-08 14:49 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1769985&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) Assigned to: Nobody/Anonymous (nobody) Summary: Auto quit when game over never changes Initial Comment: I inadvertantly chose "Auto quit when game over" in options. Loading a saved game, however, seems to overwrite the option settings, at which point there is no way to switch back to it not auto quitting. Note that I didn't find the 'auto quit' option in the save file, but in the user profile; so it seems that if you change auto quit it doesn't immediately save the change to the profile. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-09-10 23:44 Message: Logged In: YES user_id=1717697 Originator: NO Interesting side effect... should now be fixed, but it might take a while to next public build :-/ ---------------------------------------------------------------------- Comment By: Ben Bishop (benbishop) Date: 2007-09-10 21:49 Message: Logged In: YES user_id=14669 Originator: YES Since this was added to the new public buiold, the list of player (and player types) on the start screen now default to 'none' rather than the prior values. It appears that information is not getting saved as part of the configuration. ---------------------------------------------------------------------- Comment By: Ben Bishop (benbishop) Date: 2007-09-10 21:49 Message: Logged In: YES user_id=14669 Originator: YES Since this was added to the new public buiold, the list of player (and player types) on the start screen now default to 'none' rather than the prior values. It appears that information is not getting saved as part of the configuration. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-08-14 23:51 Message: Logged In: YES user_id=1717697 Originator: NO Fixed with revision 2709. GetPlayers dialog saves server side options now back to cfg file when one loads a game (not only when starting a new game). ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-08-10 00:12 Message: Logged In: YES user_id=1717697 Originator: NO Yes, there is something fishy here, but you as user could see only half of the truth :) What actually happened here is: "When one _loads_ a game from GetPlayers menu, the changed options are in effect for the starting/loaded game, but they are not stored back to settings file, and thus, when one comes next time to that dialog (which initializes itself from the file), they are back to what they were before". A little bit more detailed explanation, for those who are interested.... : Changes to server side settings ( = the options in the GetPlayers dialog before starting the game) are stored to the settings file only when one presses "New Game"; but not when one presses "Load Game" ( = that is the actual bug here). Have you tried whether it actually quits when game over when the "did not take the change" happened ? Because it would not do so, I believe. I made some tests where I print the value of Auto quit to the screen when the actual game starts; what happens is, that when you e.g. change auto quit to false and then press load game, the auto quit false is indeed in effect for that game, but since it was not stored to the server cfg file, then when you try next time "New Game" (e.g. from File menu) there it is back to true again. So, to resolve your problem, you have to change it, press once "New Game" ( this write changes back), and when you after that next time come to the GetPlayers dialog where you can set the options, it's state has changed. BTW; when you press QUIT on that dialog it does not save any changed options either. And basically this behavior should be likewise for all other settings in that dialog, only in others it's more easy to notice what is the "actually in effect value" of that setting. (yes, I just tried it - for view mode and expire option happens just the same). BTW2, the value of "Auto quit when game over" in user profile ( = "Colossus-<playername>.cf") is totally bogus - there is nothing in client side that reads this setting. The actual place where this value is stored is the Colossus-server.cfg file. (why it is transferred then to the client, and that one saves it? Don't know ... just by accident, I guess... *shrug* ;-) Could be cleaned as well, when one is up to fix this here... Still, the behavior you describe is a bug - it's not reasonable that the changed options do not take effect when one presses Load, but one can have them effect by first New Game and then restart and press Load. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1769985&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-09-10 18:49:55
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Bugs item #1769985, was opened at 2007-08-08 07:49 Message generated for change (Comment added) made by benbishop You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1769985&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) Assigned to: Nobody/Anonymous (nobody) Summary: Auto quit when game over never changes Initial Comment: I inadvertantly chose "Auto quit when game over" in options. Loading a saved game, however, seems to overwrite the option settings, at which point there is no way to switch back to it not auto quitting. Note that I didn't find the 'auto quit' option in the save file, but in the user profile; so it seems that if you change auto quit it doesn't immediately save the change to the profile. ---------------------------------------------------------------------- >Comment By: Ben Bishop (benbishop) Date: 2007-09-10 14:49 Message: Logged In: YES user_id=14669 Originator: YES Since this was added to the new public buiold, the list of player (and player types) on the start screen now default to 'none' rather than the prior values. It appears that information is not getting saved as part of the configuration. ---------------------------------------------------------------------- Comment By: Ben Bishop (benbishop) Date: 2007-09-10 14:49 Message: Logged In: YES user_id=14669 Originator: YES Since this was added to the new public buiold, the list of player (and player types) on the start screen now default to 'none' rather than the prior values. It appears that information is not getting saved as part of the configuration. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-08-14 16:51 Message: Logged In: YES user_id=1717697 Originator: NO Fixed with revision 2709. GetPlayers dialog saves server side options now back to cfg file when one loads a game (not only when starting a new game). ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-08-09 17:12 Message: Logged In: YES user_id=1717697 Originator: NO Yes, there is something fishy here, but you as user could see only half of the truth :) What actually happened here is: "When one _loads_ a game from GetPlayers menu, the changed options are in effect for the starting/loaded game, but they are not stored back to settings file, and thus, when one comes next time to that dialog (which initializes itself from the file), they are back to what they were before". A little bit more detailed explanation, for those who are interested.... : Changes to server side settings ( = the options in the GetPlayers dialog before starting the game) are stored to the settings file only when one presses "New Game"; but not when one presses "Load Game" ( = that is the actual bug here). Have you tried whether it actually quits when game over when the "did not take the change" happened ? Because it would not do so, I believe. I made some tests where I print the value of Auto quit to the screen when the actual game starts; what happens is, that when you e.g. change auto quit to false and then press load game, the auto quit false is indeed in effect for that game, but since it was not stored to the server cfg file, then when you try next time "New Game" (e.g. from File menu) there it is back to true again. So, to resolve your problem, you have to change it, press once "New Game" ( this write changes back), and when you after that next time come to the GetPlayers dialog where you can set the options, it's state has changed. BTW; when you press QUIT on that dialog it does not save any changed options either. And basically this behavior should be likewise for all other settings in that dialog, only in others it's more easy to notice what is the "actually in effect value" of that setting. (yes, I just tried it - for view mode and expire option happens just the same). BTW2, the value of "Auto quit when game over" in user profile ( = "Colossus-<playername>.cf") is totally bogus - there is nothing in client side that reads this setting. The actual place where this value is stored is the Colossus-server.cfg file. (why it is transferred then to the client, and that one saves it? Don't know ... just by accident, I guess... *shrug* ;-) Could be cleaned as well, when one is up to fix this here... Still, the behavior you describe is a bug - it's not reasonable that the changed options do not take effect when one presses Load, but one can have them effect by first New Game and then restart and press Load. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1769985&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-09-10 18:49:23
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Bugs item #1769985, was opened at 2007-08-08 07:49 Message generated for change (Comment added) made by benbishop You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1769985&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) Assigned to: Nobody/Anonymous (nobody) Summary: Auto quit when game over never changes Initial Comment: I inadvertantly chose "Auto quit when game over" in options. Loading a saved game, however, seems to overwrite the option settings, at which point there is no way to switch back to it not auto quitting. Note that I didn't find the 'auto quit' option in the save file, but in the user profile; so it seems that if you change auto quit it doesn't immediately save the change to the profile. ---------------------------------------------------------------------- >Comment By: Ben Bishop (benbishop) Date: 2007-09-10 14:49 Message: Logged In: YES user_id=14669 Originator: YES Since this was added to the new public buiold, the list of player (and player types) on the start screen now default to 'none' rather than the prior values. It appears that information is not getting saved as part of the configuration. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-08-14 16:51 Message: Logged In: YES user_id=1717697 Originator: NO Fixed with revision 2709. GetPlayers dialog saves server side options now back to cfg file when one loads a game (not only when starting a new game). ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-08-09 17:12 Message: Logged In: YES user_id=1717697 Originator: NO Yes, there is something fishy here, but you as user could see only half of the truth :) What actually happened here is: "When one _loads_ a game from GetPlayers menu, the changed options are in effect for the starting/loaded game, but they are not stored back to settings file, and thus, when one comes next time to that dialog (which initializes itself from the file), they are back to what they were before". A little bit more detailed explanation, for those who are interested.... : Changes to server side settings ( = the options in the GetPlayers dialog before starting the game) are stored to the settings file only when one presses "New Game"; but not when one presses "Load Game" ( = that is the actual bug here). Have you tried whether it actually quits when game over when the "did not take the change" happened ? Because it would not do so, I believe. I made some tests where I print the value of Auto quit to the screen when the actual game starts; what happens is, that when you e.g. change auto quit to false and then press load game, the auto quit false is indeed in effect for that game, but since it was not stored to the server cfg file, then when you try next time "New Game" (e.g. from File menu) there it is back to true again. So, to resolve your problem, you have to change it, press once "New Game" ( this write changes back), and when you after that next time come to the GetPlayers dialog where you can set the options, it's state has changed. BTW; when you press QUIT on that dialog it does not save any changed options either. And basically this behavior should be likewise for all other settings in that dialog, only in others it's more easy to notice what is the "actually in effect value" of that setting. (yes, I just tried it - for view mode and expire option happens just the same). BTW2, the value of "Auto quit when game over" in user profile ( = "Colossus-<playername>.cf") is totally bogus - there is nothing in client side that reads this setting. The actual place where this value is stored is the Colossus-server.cfg file. (why it is transferred then to the client, and that one saves it? Don't know ... just by accident, I guess... *shrug* ;-) Could be cleaned as well, when one is up to fix this here... Still, the behavior you describe is a bug - it's not reasonable that the changed options do not take effect when one presses Load, but one can have them effect by first New Game and then restart and press Load. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1769985&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-09-06 07:34:27
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Bugs item #1789116, was opened at 2007-09-06 06:28 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1789116&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) >Summary: illegal move: 29 plain to 2000 tundra Initial Comment: during my recent 2 games, legions at 29 plain cannot move to 2000 tundra when rolling a 4 it keeps saying "illegal move" ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-09-06 10:34 Message: Logged In: YES user_id=1717697 Originator: NO Same thing has been reported before: 1737239 Illegal Move http://sourceforge.net/tracker/index.php?func=detail&aid=1737239&group_id=1939&atid=101939 Seems this is not reproducable, depends on the users PC, java version, or other things. So please report all those things: - Your operating system, - Java version (e.g. in Colossus Help => About), - which variant, - how many human/AI/network players (local only, or remote server), - do you have "Auto pick entry side" option active (Autoplay menu), - does it happen every time when you try this move or only occasionally? (or course once it happens in one game, from then on always, but in another, new game (totally QUIT the whole application between!!), would it happen on first attempt immediately again?) TIP: You can reproduce the plain 29 situation very easily - before game start, set in the startup menu the "unlimited mulligans", then when needed press "M" until you get the roll that let's you go to the plain 29 and next time as long until you get a four to go to tundra. The only way we can fix this, if a person on whose PC this happens. is willing to help on this - send in logfile, run a specialized version which prints more debug output (e.g. in the part of code which decides whether it is a illegal move or not, make it tell more concrete "which fact makes it illegal" and such. I have now made improvements on this "illegal move" message so that it tells a concrete reason (wrong entry side, target hex not in list of hexes etc.), i.e. why does the server consider this illegal. If David does a new build soon, one would get some more clue what is the issue here - in general. But from then on, we would need to refine it - make it print more detailed info in this parts of code which are involved, and we can't always make a new public build to get more debugging output ... So, if I would build such a special version for you, and send you a jar or zip file (1-2 MB), are you willing to run it (e.g. from commandline) ? If you are not willing to reveal your name/email here, could you email me directly -- my name (cleka) and then the at and then users.sourceforge.net ? Regards, -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1789116&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-09-06 03:28:23
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Bugs item #1789116, was opened at 2007-09-05 20:28 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=1789116&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: 29 plain to 2000 tundra Initial Comment: during my recent 2 games, legions at 29 plain cannot move to 2000 tundra when rolling a 4 it keeps saying "illegal move" ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1789116&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-09-02 17:24:50
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Bugs item #1782181, was opened at 2007-08-26 19:13 Message generated for change (Comment added) made by dripton You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1782181&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: Closed >Resolution: Invalid Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: Does not start with JRE 1.5 Initial Comment: Problem: The game won't start. O/S: Linux (Fedora Core 5) Java Version: J2SE JRE 1.5.0 Game Version: Vanilla 20070724 build Email address: neo...@ya... Raw error output: Exception in thread "main" java.lang.NoSuchMethodError: method javax.swing.text.html.HTMLEditorKit.getStyleSheet with signature ()Ljavax.swing.text.html.StyleSheet; was not found. at net.sf.colossus.util.ResourceLoader.getDocument (ResourceLoader.java:714) at net.sf.colossus.server.VariantSupport.loadVariant (VariantSupport.java:197) at net.sf.colossus.server.VariantSupport.loadVariant (VariantSupport.java:87) at net.sf.colossus.client.ShowReadme.readmeContentScrollPane (ShowReadme.java:89) at net.sf.colossus.server.GetPlayers.<init> (GetPlayers.java:220) at net.sf.colossus.server.Start.startupDialog (Start.java:95) at net.sf.colossus.server.Start.main (Start.java:328) To replicate the problem: 1) unziped the zip file to an empty subdirectory 2) edited the 'unix.jnlp' "codebase" tag to point to the directory the game was unzipped to 3) make the 'run' script executable (i.e. "chmod 755 run") 4) Start the game (i.e. "./run" or "java -jar Colossus.jar") ---------------------------------------------------------------------- >Comment By: David Ripton (dripton) Date: 2007-09-02 13:24 Message: Logged In: YES user_id=9425 Originator: NO Colossus works for me, on Linux, with Java 1.4 and 1.5 and 1.6. Closing since you got it working. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-09-01 02:59 Message: Logged In: NO My apologies. It turns out that when I upgraded from Java 1.4.2 (which comes standard with a vanilla Fedora 5) to Java 1.5.0 via RPMs, the old version is not upgraded. My problem was *actually* related to 1.4.2 not working correctly. I fixed that error on my system and can now verify that Colossus works with java 1.5.0 In that vein, it appears that something in "javax.swing.text.html.HTMLEditorKit.getStyleSheet" got changed or renamed between v1.4.2 and v1.5.0. After some *very casual* crawling through the Colossus code and my limited knowledge of Java, I don't believe there's much you can do to fix the problem. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2007-08-27 08:08 Message: Logged In: YES user_id=9425 Originator: NO You should not need to touch the jnlp file -- that's just for Java Web Start. Looks like your Java Runtime Environment can't find some builtin libraries. Does the game start okay if you click on the Colossus icon on the web page to run it through Java Web Start? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1782181&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-09-01 06:59:40
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Bugs item #1782181, was opened at 2007-08-26 16:13 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1782181&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: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: Does not start with JRE 1.5 Initial Comment: Problem: The game won't start. O/S: Linux (Fedora Core 5) Java Version: J2SE JRE 1.5.0 Game Version: Vanilla 20070724 build Email address: neo...@ya... Raw error output: Exception in thread "main" java.lang.NoSuchMethodError: method javax.swing.text.html.HTMLEditorKit.getStyleSheet with signature ()Ljavax.swing.text.html.StyleSheet; was not found. at net.sf.colossus.util.ResourceLoader.getDocument (ResourceLoader.java:714) at net.sf.colossus.server.VariantSupport.loadVariant (VariantSupport.java:197) at net.sf.colossus.server.VariantSupport.loadVariant (VariantSupport.java:87) at net.sf.colossus.client.ShowReadme.readmeContentScrollPane (ShowReadme.java:89) at net.sf.colossus.server.GetPlayers.<init> (GetPlayers.java:220) at net.sf.colossus.server.Start.startupDialog (Start.java:95) at net.sf.colossus.server.Start.main (Start.java:328) To replicate the problem: 1) unziped the zip file to an empty subdirectory 2) edited the 'unix.jnlp' "codebase" tag to point to the directory the game was unzipped to 3) make the 'run' script executable (i.e. "chmod 755 run") 4) Start the game (i.e. "./run" or "java -jar Colossus.jar") ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-08-31 23:59 Message: Logged In: NO My apologies. It turns out that when I upgraded from Java 1.4.2 (which comes standard with a vanilla Fedora 5) to Java 1.5.0 via RPMs, the old version is not upgraded. My problem was *actually* related to 1.4.2 not working correctly. I fixed that error on my system and can now verify that Colossus works with java 1.5.0 In that vein, it appears that something in "javax.swing.text.html.HTMLEditorKit.getStyleSheet" got changed or renamed between v1.4.2 and v1.5.0. After some *very casual* crawling through the Colossus code and my limited knowledge of Java, I don't believe there's much you can do to fix the problem. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2007-08-27 05:08 Message: Logged In: YES user_id=9425 Originator: NO You should not need to touch the jnlp file -- that's just for Java Web Start. Looks like your Java Runtime Environment can't find some builtin libraries. Does the game start okay if you click on the Colossus icon on the web page to run it through Java Web Start? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1782181&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-08-27 12:08:58
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Bugs item #1782181, was opened at 2007-08-26 19:13 Message generated for change (Comment added) made by dripton You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1782181&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: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: Does not start with JRE 1.5 Initial Comment: Problem: The game won't start. O/S: Linux (Fedora Core 5) Java Version: J2SE JRE 1.5.0 Game Version: Vanilla 20070724 build Email address: neo...@ya... Raw error output: Exception in thread "main" java.lang.NoSuchMethodError: method javax.swing.text.html.HTMLEditorKit.getStyleSheet with signature ()Ljavax.swing.text.html.StyleSheet; was not found. at net.sf.colossus.util.ResourceLoader.getDocument (ResourceLoader.java:714) at net.sf.colossus.server.VariantSupport.loadVariant (VariantSupport.java:197) at net.sf.colossus.server.VariantSupport.loadVariant (VariantSupport.java:87) at net.sf.colossus.client.ShowReadme.readmeContentScrollPane (ShowReadme.java:89) at net.sf.colossus.server.GetPlayers.<init> (GetPlayers.java:220) at net.sf.colossus.server.Start.startupDialog (Start.java:95) at net.sf.colossus.server.Start.main (Start.java:328) To replicate the problem: 1) unziped the zip file to an empty subdirectory 2) edited the 'unix.jnlp' "codebase" tag to point to the directory the game was unzipped to 3) make the 'run' script executable (i.e. "chmod 755 run") 4) Start the game (i.e. "./run" or "java -jar Colossus.jar") ---------------------------------------------------------------------- >Comment By: David Ripton (dripton) Date: 2007-08-27 08:08 Message: Logged In: YES user_id=9425 Originator: NO You should not need to touch the jnlp file -- that's just for Java Web Start. Looks like your Java Runtime Environment can't find some builtin libraries. Does the game start okay if you click on the Colossus icon on the web page to run it through Java Web Start? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1782181&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-08-26 23:13:22
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Bugs item #1782181, was opened at 2007-08-26 16:13 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=1782181&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: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: Does not start with JRE 1.5 Initial Comment: Problem: The game won't start. O/S: Linux (Fedora Core 5) Java Version: J2SE JRE 1.5.0 Game Version: Vanilla 20070724 build Email address: neo...@ya... Raw error output: Exception in thread "main" java.lang.NoSuchMethodError: method javax.swing.text.html.HTMLEditorKit.getStyleSheet with signature ()Ljavax.swing.text.html.StyleSheet; was not found. at net.sf.colossus.util.ResourceLoader.getDocument (ResourceLoader.java:714) at net.sf.colossus.server.VariantSupport.loadVariant (VariantSupport.java:197) at net.sf.colossus.server.VariantSupport.loadVariant (VariantSupport.java:87) at net.sf.colossus.client.ShowReadme.readmeContentScrollPane (ShowReadme.java:89) at net.sf.colossus.server.GetPlayers.<init> (GetPlayers.java:220) at net.sf.colossus.server.Start.startupDialog (Start.java:95) at net.sf.colossus.server.Start.main (Start.java:328) To replicate the problem: 1) unziped the zip file to an empty subdirectory 2) edited the 'unix.jnlp' "codebase" tag to point to the directory the game was unzipped to 3) make the 'run' script executable (i.e. "chmod 755 run") 4) Start the game (i.e. "./run" or "java -jar Colossus.jar") ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1782181&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-08-14 20:51:24
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Bugs item #1769985, was opened at 2007-08-08 14:49 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1769985&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) Assigned to: Nobody/Anonymous (nobody) Summary: Auto quit when game over never changes Initial Comment: I inadvertantly chose "Auto quit when game over" in options. Loading a saved game, however, seems to overwrite the option settings, at which point there is no way to switch back to it not auto quitting. Note that I didn't find the 'auto quit' option in the save file, but in the user profile; so it seems that if you change auto quit it doesn't immediately save the change to the profile. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-08-14 23:51 Message: Logged In: YES user_id=1717697 Originator: NO Fixed with revision 2709. GetPlayers dialog saves server side options now back to cfg file when one loads a game (not only when starting a new game). ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-08-10 00:12 Message: Logged In: YES user_id=1717697 Originator: NO Yes, there is something fishy here, but you as user could see only half of the truth :) What actually happened here is: "When one _loads_ a game from GetPlayers menu, the changed options are in effect for the starting/loaded game, but they are not stored back to settings file, and thus, when one comes next time to that dialog (which initializes itself from the file), they are back to what they were before". A little bit more detailed explanation, for those who are interested.... : Changes to server side settings ( = the options in the GetPlayers dialog before starting the game) are stored to the settings file only when one presses "New Game"; but not when one presses "Load Game" ( = that is the actual bug here). Have you tried whether it actually quits when game over when the "did not take the change" happened ? Because it would not do so, I believe. I made some tests where I print the value of Auto quit to the screen when the actual game starts; what happens is, that when you e.g. change auto quit to false and then press load game, the auto quit false is indeed in effect for that game, but since it was not stored to the server cfg file, then when you try next time "New Game" (e.g. from File menu) there it is back to true again. So, to resolve your problem, you have to change it, press once "New Game" ( this write changes back), and when you after that next time come to the GetPlayers dialog where you can set the options, it's state has changed. BTW; when you press QUIT on that dialog it does not save any changed options either. And basically this behavior should be likewise for all other settings in that dialog, only in others it's more easy to notice what is the "actually in effect value" of that setting. (yes, I just tried it - for view mode and expire option happens just the same). BTW2, the value of "Auto quit when game over" in user profile ( = "Colossus-<playername>.cf") is totally bogus - there is nothing in client side that reads this setting. The actual place where this value is stored is the Colossus-server.cfg file. (why it is transferred then to the client, and that one saves it? Don't know ... just by accident, I guess... *shrug* ;-) Could be cleaned as well, when one is up to fix this here... Still, the behavior you describe is a bug - it's not reasonable that the changed options do not take effect when one presses Load, but one can have them effect by first New Game and then restart and press Load. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1769985&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-08-09 21:12:10
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Bugs item #1769985, was opened at 2007-08-08 14:49 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1769985&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. >Category: General Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) Assigned to: Nobody/Anonymous (nobody) Summary: Auto quit when game over never changes Initial Comment: I inadvertantly chose "Auto quit when game over" in options. Loading a saved game, however, seems to overwrite the option settings, at which point there is no way to switch back to it not auto quitting. Note that I didn't find the 'auto quit' option in the save file, but in the user profile; so it seems that if you change auto quit it doesn't immediately save the change to the profile. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-08-10 00:12 Message: Logged In: YES user_id=1717697 Originator: NO Yes, there is something fishy here, but you as user could see only half of the truth :) What actually happened here is: "When one _loads_ a game from GetPlayers menu, the changed options are in effect for the starting/loaded game, but they are not stored back to settings file, and thus, when one comes next time to that dialog (which initializes itself from the file), they are back to what they were before". A little bit more detailed explanation, for those who are interested.... : Changes to server side settings ( = the options in the GetPlayers dialog before starting the game) are stored to the settings file only when one presses "New Game"; but not when one presses "Load Game" ( = that is the actual bug here). Have you tried whether it actually quits when game over when the "did not take the change" happened ? Because it would not do so, I believe. I made some tests where I print the value of Auto quit to the screen when the actual game starts; what happens is, that when you e.g. change auto quit to false and then press load game, the auto quit false is indeed in effect for that game, but since it was not stored to the server cfg file, then when you try next time "New Game" (e.g. from File menu) there it is back to true again. So, to resolve your problem, you have to change it, press once "New Game" ( this write changes back), and when you after that next time come to the GetPlayers dialog where you can set the options, it's state has changed. BTW; when you press QUIT on that dialog it does not save any changed options either. And basically this behavior should be likewise for all other settings in that dialog, only in others it's more easy to notice what is the "actually in effect value" of that setting. (yes, I just tried it - for view mode and expire option happens just the same). BTW2, the value of "Auto quit when game over" in user profile ( = "Colossus-<playername>.cf") is totally bogus - there is nothing in client side that reads this setting. The actual place where this value is stored is the Colossus-server.cfg file. (why it is transferred then to the client, and that one saves it? Don't know ... just by accident, I guess... *shrug* ;-) Could be cleaned as well, when one is up to fix this here... Still, the behavior you describe is a bug - it's not reasonable that the changed options do not take effect when one presses Load, but one can have them effect by first New Game and then restart and press Load. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1769985&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-08-08 11:49:15
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Bugs item #1769985, was opened at 2007-08-08 07:49 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=1769985&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: Ben Bishop (benbishop) Assigned to: Nobody/Anonymous (nobody) Summary: Auto quit when game over never changes Initial Comment: I inadvertantly chose "Auto quit when game over" in options. Loading a saved game, however, seems to overwrite the option settings, at which point there is no way to switch back to it not auto quitting. Note that I didn't find the 'auto quit' option in the save file, but in the user profile; so it seems that if you change auto quit it doesn't immediately save the change to the profile. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1769985&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-08-07 02:20:21
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Feature Requests item #685169, was opened at 2003-02-12 00:00 Message generated for change (Comment added) made by sf-robot You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=685169&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: Craig Lish (clish) Assigned to: Nobody/Anonymous (nobody) Summary: Remember 'Graphics' menu settings Initial Comment: Excellent job on persistance, on everything really! Something that I keep doing (cuz I play it alot!) is going to 'Graphics' and selecting the 'Status Screen' and then resizing it (so it fits next to the board in my 1280x1024 4- player game). Would be nice if it remembered this stuff at some point :oP ---------------------------------------------------------------------- >Comment By: SourceForge Robot (sf-robot) Date: 2007-08-06 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: 2007-07-23 14:27 Message: Logged In: YES user_id=1717697 Originator: NO Nowadays there are 6 satellite windows: - game status - inspector - engagement results - event viewer - caretakers stack - full recruit tree (slightly different usage, one calls it up on request with F, so it does not stay open across sessions) And they all remember their size and position - in a new game they are restored exactly as they were when quitting previous one. (of course, if you would be tidy and close all satellite windows before quit, they are closed when starting again! ;-) -- so, I assume we can consider this one here as solved? I set this to pending, thus if noone objects it will be closed by the system after some while (4 weeks or what?). [NOTE: with the upcoming public build they are moved to "Window" submenu instead of Graphics submenu). ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2003-02-16 14:26 Message: Logged In: NO I've never had a problem with this - all of my settings are remembered. With one of the recent releases, the file Colossus pulled its configurations from change from "Colossus" to ".colossus" under "Documents and Settings\<User Name>". You might see if you have that directory on your computer and create it if it's missing. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=685169&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-07-28 16:17:37
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Bugs item #1733311, was opened at 2007-06-08 12:09 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1733311&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None >Status: Closed Resolution: None Priority: 3 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Concede shown as fled Initial Comment: When a legion concedes, this is shown in Engagement result window and EventViewer as "fled" instead of conceded. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-07-28 19:17 Message: Logged In: YES user_id=1717697 Originator: YES Public build done which brings that fix, so this can be closed. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-06-09 23:03 Message: Logged In: YES user_id=1717697 Originator: YES Fixed in r2695. So this can be closed some point, e.g. after next public build. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1733311&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-07-28 11:33:06
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Feature Requests item #1725644, was opened at 2007-05-25 17:28 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1725644&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: replacing a human Initial Comment: Hello, This may already be possible, but I don't think so. I would like to be able replace a human with an AI player. Many times when we save a game, some of the humans won't want to continue if they are doing poorly or maybe just can't play the next session. Thanks, Bill waw...@ho... ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-07-28 14:32 Message: Logged In: YES user_id=1717697 Originator: NO It's not directly visible as feature but there are at least 2 things you can do: 1) if you just want *any* AI to continue player (don't care which), I would suggest you put the player to autoplay, then a SimpleAI will play for him; you will just have an additional window (or 2 in a battle), but if they are minimized they should not disturb too much… To do so, one human player starts a 2nd network client, connects in place of that missing player, sets it from the "Autoplay" (formerly "Player") menu to "autoplay"; do then one split phase and press the "Done" button. Now the AI should kick in and continue playing, and you can minimize that window. 2) save the game e.g. as "mygame", and edit the .xml file manually to replace the type. The xml files are usually under $HOME/.colossus/saves/ e.g. in WinXP that would be for me as user "katzer" here: C:\Documents and Settings\katzer\.colossus\saves\ What is your "HOME directory" Colossus tells you under Help => About as "user.home". Find the mygame.xml file, open it for editing with notepad or some other text editor (e.g. open notepad, and drag & drop the filename onto it). Search for the line with the Player, e.g. search for "type=" : <Player name="katzer" type="net.sf.colossus.client.Human" color="Green" startingTower="400" score="0" dead="false" mulligansLeft="1" colorsElim="" movementRoll="1" teleported="false" summoned="false"> <Legion name="Gr03" currentHex="116" startingHex="116" moved="false" entrySide="1" parent="null" recruitName="null" battleTally="0"> Replace the type "Human" with one of e.g. SimpleAI, RationalAI, MilvangAI. <Player name="katzer" type="net.sf.colossus.client.MilvangAI" color="Green" startingTower="400" score="0" dead="false" mulligansLeft="1" colorsElim="" movementRoll="1" teleported="false" summoned="false"> <Legion name="Gr03" currentHex="116" startingHex="116" moved="false" entrySide="1" parent="null" recruitName="null" battleTally="0"> If the game now is loaded again, this will be an AI player and it will NOT have an own board as in solution 1). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1725644&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-07-28 02:20:15
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Bugs item #619718, was opened at 2002-10-07 07:28 Message generated for change (Comment added) made by sf-robot You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=619718&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None >Status: Closed Resolution: Accepted Priority: 8 Private: No Submitted By: Ben Bishop (benbishop) Assigned to: David Ripton (dripton) Summary: rangestrike in woods by a Centaur? Initial Comment: Running 20021004, 'Default' game. Encounter in Woods, Troll + 3 Ogres defending vs AI legion with Centaurs and Warbear Troll enters and stands behind a tree, Ogres move on elsewhere. AI moves on, positions Centaur on opposite side of tree; next thing I know, the Troll has 1 point of damage -- *no* rangestrikers, no ground hazard (like Drifts). Only plausible scenario would be if Centaurs are allowed to "kick" through trees as a "rangestrike". I didn't have debug logs or even game logs on to capture info on the event. Ben Bishop ---------------------------------------------------------------------- >Comment By: SourceForge Robot (sf-robot) Date: 2007-07-27 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: 2007-07-13 04:07 Message: Logged In: YES user_id=1717697 Originator: NO Has anyone still encountered similar problems after that? I did never see this happen. Otherwise I would suppose the cause was simply the "server client out of sync" issue and the problem vanished when that was fixed. Since that sounds most likely to me I propose to put this one here to Closed. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2002-11-25 15:46 Message: Logged In: NO Just a guess (I haven't tried digging into the code), but could it be that the client-server positions getting out of sync caused one of them to think the creatures were adjacent, and therefore initiated a strikeback by the lion, and then the code responsible for doing the strike saw the correct positions and concluded "the pieces aren't adjacent, so this must be a rangestrike". That seems like it could result in a rangestrike by a lion during strikeback. -- do...@ic... ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2002-11-21 12:36 Message: Logged In: YES user_id=9425 But the rangestriking lion is still a bug. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2002-11-21 07:09 Message: Logged In: YES user_id=9425 Fixed the bug that let client/server ideas of creature position get out of sync after a failed creature move. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2002-11-14 04:08 Message: Logged In: NO I forgot to mention that my lion-rangestrikes-a-cyc bug arose (a) using 20021026, and (b) in solo (non-networked) play, default rules. -- do...@ic... ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2002-11-14 03:11 Message: Logged In: NO I just saw what must be the same bug. I had a Cyc in Brush, hiding in brambles to try for a time victory where the attacker was down to just a lion. The lion didn't close, but suddenly my Cyc took another 2 damage! I scuttled over to the java output window and saw: Lion in A1 strikes Cyclops in Brambles hex E3 with strike number 5 : 56: 2 hits Not only that, but it was during his strikeback on my defender round 7. So a non-rangestriking creature (lion) took a rangestrike, for longer range than should have been possible, at a time when not eligible to take rangestrikes. What the heck is going on? -- do...@ic... ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2002-10-08 10:01 Message: Logged In: YES user_id=9425 No, centaurs can't attack through trees. (There's an Ent variant that lets Ents do that, but we haven't coded it yet.) Sounds like the client and server have a creature's position out of sync. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=619718&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-07-25 21:11:44
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Bugs item #1753815, was opened at 2007-07-14 01:17 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1753815&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Creature shown at possible stack dest is not always best Initial Comment: In the game whose save-file is attached, it is my movement phase, and I've rolled a 5. The legion in plains 129 can move to plains 124 and muster a ranger, but when I click on the legion, the program displays a lion in 124, not a ranger. I'm assuming it is supposed to show the player the best possible recruit in each space. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-07-26 00:11 Message: Logged In: YES user_id=1717697 Originator: NO Now there is a public build done, which has the new choices for "recruit preview" and also the docs on the web site have now the updated contents. "Help" => "Options Documentation" tells the links, so you don't need to search them somewhere else to copy-paste them... I guess now the things are clearer? Then this bug here could be closed... -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-07-14 09:40 Message: Logged In: YES user_id=1717697 Originator: NO *grmpf* ;-) That's because I changed the "what does it show" from "strongest" to "what would auto recruit take", i.e. the Recruit hint. And in 124 the recruit hint suggests you a lion so that in the next desert (which is in reach) you could get a griffon. Someone else submitted that same problem: http://sourceforge.net/tracker/index.php?func=detail&aid=1745850&group_id=1939&atid=101939 but because I committed a solution to that I closed it already. Should have waited until next public build, as I did with some other bugs:-( The solution to above situation is, now it's your choice what the recruit preview will show you on destination land; the "show all recruits"is changed to a 4-way-choice "Recruit preview shows" [None, Strongest, Recruit Hint, All]. And the best is, I have now finally made a document describing all the client side options, including the above! :) ---------------------------------------------------------------------- Comment By: John David Galt (jdgalt) Date: 2007-07-14 03:03 Message: Logged In: YES user_id=624416 Originator: NO I submitted this. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1753815&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-07-25 16:27:24
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Bugs item #1734908, was opened at 2007-06-11 03:46 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1734908&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: AI Group: None Status: Open Resolution: None Priority: 3 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: David Ripton (dripton) Summary: AI does not make room to let reenforcement enter Initial Comment: Defending CowardAI in the desert. Did reinforce a lion. Lion could have come in, if the AI would have moved the guardian out of the way (guardian was not engaged). Still Lion was displayed as did not enter battle field. The attachment zip file contains a JPEG showing the situation and the logfile. No autosave file, unfortunately :-( ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-07-25 09:26 Message: Logged In: NO CowardAI consistantly fails to move pieces to allow reenforcement enter if entry spaces are blocked on reenforcement turn. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1734908&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-07-24 12:56:50
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Feature Requests item #700479, was opened at 2003-03-09 12:26 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=700479&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: David desJardins (daviddesj) Assigned to: Nobody/Anonymous (nobody) Summary: too easy to end phase Initial Comment: By far my biggest problem with Colossus is that it's too easy to accidentally end a phase. I think this has happened to me at least once in every game I've played. I would much much much prefer a button to click on to end the phase, and disabling the 'd' key. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-07-24 05:56 Message: Logged In: NO > Does the new version let you disable the "d" key? No. I thought you refer to pressing D it could bounce, and hence asked for the button. hmm... and someone else, ATOH, would even like to have different keys for different phases. Perhaps we should make the keys customizable :) -Cle. ---------------------------------------------------------------------- Comment By: David desJardins (daviddesj) Date: 2007-07-23 14:29 Message: Logged In: YES user_id=718698 Originator: YES Does the new version let you disable the "d" key? I will try it. Just adding a different way to end the turn doesn't solve the problem, as it's still easy to accidentally type "d" (e.g., when intending to send a chat message). ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-07-23 14:13 Message: Logged In: YES user_id=1717697 Originator: NO David (dJ), now that there is the button and menu bar item to end the phase, can we consider this here as "solved" ? ---------------------------------------------------------------------- Comment By: Dranathi (dranathi) Date: 2007-03-05 05:45 Message: Logged In: YES user_id=1735321 Originator: NO Would adding an option to toggle the display of a "phase done" confirmation dialog also be helpful? ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2003-03-10 07:49 Message: Logged In: YES user_id=9425 Adding an option to disable hotkeys is trivial, though without a toolbar probably too painful to be useful. Adding a toolbar is pretty easy. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=700479&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-07-23 21:29:35
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Feature Requests item #700479, was opened at 2003-03-09 12:26 Message generated for change (Comment added) made by daviddesj You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=700479&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: David desJardins (daviddesj) Assigned to: Nobody/Anonymous (nobody) Summary: too easy to end phase Initial Comment: By far my biggest problem with Colossus is that it's too easy to accidentally end a phase. I think this has happened to me at least once in every game I've played. I would much much much prefer a button to click on to end the phase, and disabling the 'd' key. ---------------------------------------------------------------------- >Comment By: David desJardins (daviddesj) Date: 2007-07-23 14:29 Message: Logged In: YES user_id=718698 Originator: YES Does the new version let you disable the "d" key? I will try it. Just adding a different way to end the turn doesn't solve the problem, as it's still easy to accidentally type "d" (e.g., when intending to send a chat message). ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-07-23 14:13 Message: Logged In: YES user_id=1717697 Originator: NO David (dJ), now that there is the button and menu bar item to end the phase, can we consider this here as "solved" ? ---------------------------------------------------------------------- Comment By: Dranathi (dranathi) Date: 2007-03-05 05:45 Message: Logged In: YES user_id=1735321 Originator: NO Would adding an option to toggle the display of a "phase done" confirmation dialog also be helpful? ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2003-03-10 07:49 Message: Logged In: YES user_id=9425 Adding an option to disable hotkeys is trivial, though without a toolbar probably too painful to be useful. Adding a toolbar is pretty easy. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=700479&group_id=1939 |