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From: SourceForge.net <no...@so...> - 2007-07-23 21:27:23
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Feature Requests item #685169, was opened at 2003-02-12 10:00 Message generated for change (Comment added) made by cleka 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: Pending 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: Clemens Katzer (cleka) Date: 2007-07-24 00:27 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: 2003-02-17 00:26 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...> - 2007-07-23 21:13:06
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Feature Requests item #700479, was opened at 2003-03-09 22:26 Message generated for change (Comment added) made by cleka 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: Clemens Katzer (cleka) Date: 2007-07-24 00:13 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 15:45 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 17:49 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 18:52:52
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Feature Requests item #1179629, was opened at 2005-04-09 07:38 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1179629&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: Board Layout Initial Comment: I'm not sure if this is a bug or feature request. In Windows (XP and 2K), the layout of the screen seems to almost be random. I have found no consistent event that causes the placement of the various windows to appear in that same place the next time I play (some times they do, most times they don't). In addition, it would be nice to scale the various windows separately, changing the scale, for example, can cause the game status window to be almost unreadably small. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-07-23 21:52 Message: Logged In: YES user_id=1717697 Originator: NO > the layout of the screen seems to almost be random. Most of them should (at least nowadays) save their position and size and restore themselves same way next time you start Colossus. That is, of course, dependent on the player name. If you sometimes use different name (or misspell it), i.e. not use the one it suggests (your computer's login name) each "new player" gets them first time somewhere... --- Yes, the "scale separately" thing is a commonly asked feature. -Cle. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1179629&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-07-22 21:24:35
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Bugs item #1402969, was opened at 2006-01-11 16:24 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1402969&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) Assigned to: Nobody/Anonymous (nobody) Summary: Legions won't split Initial Comment: Abyssal9, 8 Milvangi AI opponents, turn 46, my turn to split -- it lets me select the split, but the split doesn't actually occur. The 'Done' button never becomes active, and selecting 'Done' from the menu (or even undo all and then done) makes no difference -- the game is hung. (very annoyiong after playing for 40 minutes) lastgame.log should be attached (oops, but there is a limit on file size, so I needed to cut it down...) ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-07-23 00:24 Message: Logged In: YES user_id=1717697 Originator: NO In such a case it would be very important to know your Java version and operating system. If you have this problem "regularly", i.e. kind of reproducable, it would be great if you could contact us, then we could try to find a way how to fix this. I can't reproduce this problem; even with limiting Java to 48 MB instead of the default 128, Abyssal9 (and Beelzebub12) with 8 (11) MilvangAI and one human, it happily does the splits even in turn 46 until game is over. If you don't want to post your email here, could you mail me (cleka and then the at sign and then users.sourceforge.net) directly ? -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-07-20 20:47 Message: Logged In: NO I rarely get to finish any game past turn 30, as eventually the game will hang on either an AI split or on my split. The menu will come up, and I will decide which creatures will go into which stacks, but the additional split stack never appears on the board and no further progress can be made. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1402969&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-07-22 02:20:09
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Bugs item #1749405, was opened at 2007-07-06 15:41 Message generated for change (Comment added) made by sf-robot You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1749405&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Resolution: Invalid Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Colossus crashes X server (Linux) Initial Comment: Colossus occasionally freezes up the X server when a battle is about to start. Below is a typical console message displayed after I've stopped the X server. X Error of failed request: BadMatch (invalid parameter attributes) Major opcode of failed request: 42 (X_SetInputFocus) Minor opcode of failed request: 0 Resource id in failed request: 0xc0051c (Flee with Legion Gd09 (Scarab) in Swamp hex 42?) gentoo 2.6.20 kernel, xorg-x11 7.2 ---------------------------------------------------------------------- >Comment By: SourceForge Robot (sf-robot) Date: 2007-07-21 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: Peter Becker (peterbecker) Date: 2007-07-06 16:20 Message: Logged In: YES user_id=41603 Originator: NO I'd personally classify the likelihood of this being a Colossus bug as "roughly impossible" -- Colossus deals with the Java implementation, not the X server. The two options I would investigate are bugs either in the X server itself or in the implementation of the Java runtime environment (JRE). Which one are you using? Can you try a different JRE? Ticket marked as invalid/pending, which means it will close automatically unless changed. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1749405&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-07-21 21:49:41
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Bugs item #1758248, was opened at 2007-07-22 00:49 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=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: Open Resolution: None 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. ---------------------------------------------------------------------- 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...> - 2007-07-20 17:47:53
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Bugs item #1402969, was opened at 2006-01-11 06:24 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1402969&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) Assigned to: Nobody/Anonymous (nobody) Summary: Legions won't split Initial Comment: Abyssal9, 8 Milvangi AI opponents, turn 46, my turn to split -- it lets me select the split, but the split doesn't actually occur. The 'Done' button never becomes active, and selecting 'Done' from the menu (or even undo all and then done) makes no difference -- the game is hung. (very annoyiong after playing for 40 minutes) lastgame.log should be attached (oops, but there is a limit on file size, so I needed to cut it down...) ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-07-20 10:47 Message: Logged In: NO I rarely get to finish any game past turn 30, as eventually the game will hang on either an AI split or on my split. The menu will come up, and I will decide which creatures will go into which stacks, but the additional split stack never appears on the board and no further progress can be made. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1402969&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-07-18 02:20:13
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Bugs item #1082651, was opened at 2004-12-09 18:13 Message generated for change (Comment added) made by sf-robot You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1082651&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: The game frequently hangs Initial Comment: I typically play the game against five computer opponents. I run a Windows XP operating system. The game frequently hangs in the middle. The most common time is during a split phase (sometimes my split and sometimes a computerized opponent's split). The second most common time is during a battle between two computer opponents. My e-mail address is DNM...@ho.... I am sending this anonomously only because I do not know how to do it any other way. I do not mind it being public. ---------------------------------------------------------------------- >Comment By: SourceForge Robot (sf-robot) Date: 2007-07-17 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: 2007-07-03 02:30 Message: Logged In: YES user_id=1717697 Originator: NO I haven't encountered any of those hangs, even in hundreds of stresstest games (6 AIs, various variants). Lot of changes since 2004 anyway, I would consider this bug report obsolete. I think I tried to email the original submitter, email not valid any more. Thus I propose to close this; if someone encounters hangs new bug report can be created; any objections? Setting now to pending, so it will automatically be closed after some while if noone objects. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-04-26 13:15 Message: Logged In: YES user_id=1717697 Originator: NO I think lot of, if not all, "hang" situations has been fixed recently. I would like to close this one here, and if hang situations remain would be good to report them again - preferrably as concrete as possible when it happens and output from logs... There is still one bug (in the last public build from 20.4.2007) where one NoSuchElementException can make the game hang, but I think it can occur only when there is more than one masterboard (i.e. remote players or several local human players); but revision 2661 (24.4.2007) fixes this already. ---------------------------------------------------------------------- Comment By: Daniel Albers (danalbers) Date: 2005-03-30 07:54 Message: Logged In: YES user_id=1221886 Hang during split has been fixed. Battle hang is still open. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1082651&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-07-14 06:41:34
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Bugs item #1753815, was opened at 2007-07-14 01:17 Message generated for change (Settings changed) 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: 2007-07-14 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...> - 2007-07-14 06:40:28
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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: David Ripton (dripton) 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: 2007-07-14 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...> - 2007-07-14 00:03:32
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Bugs item #1753815, was opened at 2007-07-13 15:17 Message generated for change (Comment added) made by jdgalt 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: David Ripton (dripton) 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: John David Galt (jdgalt) Date: 2007-07-13 17:03 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...> - 2007-07-13 22:17:43
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Bugs item #1753815, was opened at 2007-07-13 15:17 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=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: David Ripton (dripton) 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. ---------------------------------------------------------------------- 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...> - 2007-07-13 11:07:47
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Bugs item #619718, was opened at 2002-10-07 17:28 Message generated for change (Comment added) made by cleka 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: Pending 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: Clemens Katzer (cleka) Date: 2007-07-13 14:07 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: 2002-11-26 01:46 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 22:36 Message: Logged In: YES user_id=9425 But the rangestriking lion is still a bug. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2002-11-21 17:09 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 14:08 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 13:11 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 20:01 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...> - 2007-07-12 20:49:25
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Bugs item #1745850, was opened at 2007-07-01 03:03 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1745850&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: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: Muster preview doesn't always show best available muster Initial Comment: The little muster preview icon that pops up when you're selecting where to move a legion, in each land that legion could move to and muster in, does not always show the best available muster in that land. This occurs using the 06042007 release. I always observe it happen on the first move of a Beelzebub game. I've also seen it happen on occasion in a Default game. I'm on turn 9 of a Default game right now, with a 6-high legion that contains two lions on Plains 124. I've rolled a 5. The muster preview shows that I could muster a ranger in Plains 29, but it only shows that I could muster a lion in Plains 119. Very strange. I'm running on a Linux/x86 box, Debian/testing, recently updated. Sun JRE 1.4.2. Questions to [chaz] [at] [energoncube] [dot] [net]. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-07-12 23:49 Message: Logged In: YES user_id=1717697 Originator: NO As said before, the behavior confused you because it was changed, and it depends what one understand as "the best". Now, with revision r2701 the menu setting "Show all recruit chits" (which, when not selected showed "the best" ... whatever definition ;-) has been replaced with a 4-way-selection "None", "Strongest", "Recruit Hint" and "All". Strongest shows what has been shown all the years (just the highest in recruit tree), and Recruit hint the recruit hint from Varianthint file, i.e. what auto-recruit would take for you (in 99% of the cases) - that's what I consider to be "the best", long term strategy thinking... A doc describing that more detailed is upcoming soon... ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-07-02 11:34 Message: Logged In: YES user_id=1717697 Originator: NO Uh. It's even not that easy in this case. I looked it up now; the "less than 6 high" and "not plains 29" conditions are part of other rules - e.g. the "go for 3rd centaur to get warbear" rule (and there the excluding makes more even more sense, because one needs to roll a 1 for the woods, but a 1 as well gives a minotaur); but this <= 6 is not part of the lion/griffon rule. So, when I try the above, it suggests me for both fields the lion -- because the desert is in reach. In your case, I guess it considers the desert is "not in reach" because of the battle in hills 32. This is based on how the "is in reach" is calculated -- at that time, "can I go there"? Right now: you can't. In _this_ case, assuming you win the battle, the actual recruit will *still* give you different than the preview: because by then, the desert _will_ be reachable. Hmm.... File Added: lion_vs_ranger_at_6_high.JPG ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-07-02 11:07 Message: Logged In: YES user_id=1717697 Originator: NO So far the basic issue. Some more comments: 1) The only thing that irritates me, that it does the above for you even if, you say, the legion is 6 high. The rule should not match then (because, with the 3rd lion, it's 7 high, and thus can't take the griffon instead must split and is thus even weaker). I'll take a look into that, I guess... 2) I am not sure about the hints for Beelzebub etc. It might be that noone has made reasonable hints there, thus it inherits the default hints, and "hex 29" might be something else than the "plains below the mountains". Not sure - I never play those :) *shrug* 3) One of my wish-to-get is a "recruit during move phase" - same as, AFAIK, many people play it actually. It's just more handy because during move you think about it anyway, and much faster instead of thinking every legion again in recruit phase. Nothing is as annoying as "during move I checked what auto recruit will give me ... ah, ok, it gives me the 3rd lion but I _would_want_ the ranger", then comes 2 battles and I forget to change it after the battles are over, and just click "Done" recruit, and in next move .... "Arrrggggghh, I forgot...!" :( Some issues to considered there, so it might take time to implement that. As option or default? Let's see... ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-07-02 11:05 Message: Logged In: YES user_id=1717697 Originator: NO "strange" - only, if one does not know the logic behind; and depends on the understanding of the word "the best". Recently I changed the behavior what the recruit preview shows, to show the "Best" (according to recruit hints), instead of just "strongest". "Best", in terms of Colossus' builtin recruiting hints, not merely the highest numerical value as it did before. -- ok, step by step: For every variant, Colossus has builtin recruitment hints; those specifiy, for example: - in plains, if you have exactly 2 lions, and a desert is in reach, and there's no griffon yet in the legion, and legion size <= 5, then take the 3rd lion instead of the ranger (except if it is the plains below the mountains). Thus, it enables you to build long-term strength, i.e. the griffon(-hydra) line. (I have not written those rules, but read them, and they make sense to me; I suppose the plains below mountains are excluded, because there's much better likelihood for 1,3,5 than for a 6, so one would rather go (or even sit and wait one more round and then go) to the mountains to get minotaur and go for the dragon-colossus series). That's your case: the plains 119 are just before desert, so it suggests the 3rd lion for preparing the griffon in the desert; tue, the plain 29 there is a desert in reach, too (with a 6), but those 3 plains under the mountains are excluded. There is similar rules for troll/ranger/wyvern, cyc/gorg/behemoth, cent/lio/warbear, etc. The AI's utilize those hints, and as human player you can also use them, by turning on "Auto recruit". If done so, it pre-picks already something for you, and you can still override it. This speeds up play enormously; I almost never play without it any more. If there is NO such hint matching your current situation, the AI and auto recruit just pick the one with the numerical value. So in many/most situations that will be the same. Now: until recently, the preview showed always just the strongest, but the auto recruit in some cases then picked something different. Thus, recently I changed it so that the preview shows that what the auto recruit will actually pick: ---clip--- Revision 2683 - Directory Listing Modified Sat May 26 11:50:53 2007 UTC (5 weeks, 1 day ago) by cleka Recruit preview ("what would I get when I go there?") shows now really "best" (=what autoRecruit would pick), instead of simply the "strongest". (= autorecuit would have given you sometimes something else than what preview indicated). ---clap--- This is, because for me that what the hints suggest IS *the best*. That it so far showed merely the strongest was IMHO just result of the fact that noone had time to make it show the right thing. (because it was not straightforward to make it show this). If it's for someone not anyway clear which different stuff he would get in which land ("okay, plains is Centaur OR lion OR ranger") would probably be better off using the "show all recruit chits" anyway. I also think this way it is better, because it should make you think: "why does it suggest me a lion there - shouldn't I be able to get a ranger in the plain? - ah... _perhaps_ it's better to take the lion and go for griffon?" It's still your choice but this way you are woken up out of the routine/standard behavior. -- I hope the above helps... Probably this explanation should be in some FAQ or anyway elsewhere better documented... -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1745850&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-07-12 10:12:29
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Feature Requests item #1179631, was opened at 2005-04-09 07:43 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1179631&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: Simple tracking log Initial Comment: Would it be too difficult to provide a very simple record of dice rolls? I mean this mostly for the masterboard movement; I look away for a second and I don't see what it was that the computer player rolled. It also wouldn't hurt to have a simple text log of the battle rolls as well, but that would mean less without also adding something like placementnotes (cyc moves to A6, for example). There are times during a battle I'd like to make sure the game engine is making the correct adjustment for a roll, but the dice zoom by so fast as to make that impossible to watch. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-07-12 13:12 Message: Logged In: YES user_id=1717697 Originator: NO Do you (or anyone else) also see a use for the actual masterboard movements being recorded/shown in EventViewer? More than once I wished myself I would have had that feature, because: "ooops! Where the hell did that attacker suddenly come from?" ;-) Long term idea could be having those movement events there, and if one clicks (or is with mouse over?) such an event, the 2 corresponding hexes on masterboard light up .... ** just dreaming ** ;-) The events there itself is not much work (slightly more than the movement roll; because that was just copying the mulligan and remove lines to show 2nd roll, whereas here I have to introduce "lands" - new variables, new way how to display that type of info in event viewer) - but not extraordinarily difficult (let's say, Movement roll was ½ hour, movement events would be 3-4 hours...). The "click highlights masterboard hexes" would of course be somewhat more work again ;-)) ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-07-12 00:26 Message: Logged In: YES user_id=1717697 Originator: NO Event type "movement roll" has been added to Event Viewer in r2699 to fulfill the first part of this request. Battle rolls and moves remain to be done, will be more tricky. ---------------------------------------------------------------------- Comment By: Ben Bishop (benbishop) Date: 2007-07-09 23:40 Message: Logged In: YES user_id=14669 Originator: YES A simple solution for the masterboard roll would be to add it to the new event viewer. I guess it would also be possible to add an option to the event viewer to show the battle dice as well (effectively: titan at E5 strikes centaur in D4 needing 3's: 123456 [4hit], along with turn notes, etc.) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1179631&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-07-12 02:24:27
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Bugs item #1737239, was opened at 2007-06-14 10:41 Message generated for change (Settings changed) made by dripton 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: Nobody/Anonymous (nobody) 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... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1737239&group_id=1939 |