I'll concede that it is no longer in my Live games nor in in the "Your Turn" list, however in My Games list with a filter of Finished it still shows in green letters with the Your Turn link, and on the Game Info pages there is still a counter in the Turn Timer box as if it is my turn. I would imagine the other games by Risky, BD, and others may have the same thing.
Thanks!
Awesome job with the fixes, personally I'm feeling a bit better about SimulGear, although curious about a few scenarios still.
tom wrote: The skipping bug has been fixed - it's retrospective though so any games where there has been as skip to date will need to be restarted, sorry.
How was this fixed?
Testing it out here: http://www.wargear.net/games/view/34637
Both Yertle and Yurog should have been skipped at turn 1 (turn id 86/87) but Yertle doesn't have anything anywhere indicating he was skipped. Yurog has the bomb in both places (Game Info and his My Games list).
Yertle did get the Skipped turn email though.
Also seems a bit odd that 86/87 are the skips, then the Turn order set is 88, followed by the next round (Orders worked correctly after the Skips) and 89 has Turn order set again.
*edit* As you can see the final result of both players getting skipped twice, results in the one that would be first in turn order to be booted and the other is the winner. Game should perhaps just be terminated?
*edit* Actually, looking at the History I dunno what happened :p. Yertle did get skipped twice, but only Yurog got booted? History looks out of order.
Yertle wrote:Yertle wrote:
Bit curious if anything different happens when it's a player's last territory (or capital) as well. Since it looks like the attacker actually does take over the territory for at least one history log turnid then the territory reverts.What does happen when a player loses a capital but would potentially gain one back on a later order? Does he gets eliminated or does the whole round complete first? Of course that raises potnetially much more difficult questions as well.
Just verified it goes by turn order, so the whole round does not complete first. So if Player A takes Player B's capital before Player B would have taken Player A's capital, then Player A eliminates Player B.
*edit* Just recording this on this thread until I get the Help up. This seems like it makes sense to me.
Yertle wrote:Yertle wrote:Yertle wrote:
Bit curious if anything different happens when it's a player's last territory (or capital) as well. Since it looks like the attacker actually does take over the territory for at least one history log turnid then the territory reverts.What does happen when a player loses a capital but would potentially gain one back on a later order? Does he gets eliminated or does the whole round complete first? Of course that raises potnetially much more difficult questions as well.
Just verified it goes by turn order, so the whole round does not complete first. So if Player A takes Player B's capital before Player B would have taken Player A's capital, then Player A eliminates Player B.
*edit* Just recording this on this thread until I get the Help up. This seems like it makes sense to me.
Yes that seems correct too - after each individual attack order within a round the game checks for a win condition being met, if so then the game finishes there and then.
tom wrote:
* Hover over a border and they all appear to display D8% vs 0%
Borders on Board pages appear odd: http://www.wargear.net/boards/view/1555/Board
I was looking at the above link and I noticed that the borders are set up with standard dice mods, not percentage dice.. Am I missing something? Does the designer designate border percentages ..or are they perhaps calculated based on standard dice?
Doesn't appear that Open Games (on the Home or Join pageS) have the SimulGear icon in the Options column.
I'm going to need a "Your Turn" clear on this one:
http://www.wargear.net/games/view/34366
Toaster wrote:I'm going to need a "Your Turn" clear on this one:
http://www.wargear.net/games/view/34366
Fixed.
M57 wrote:I was looking at the above link and I noticed that the borders are set up with standard dice mods, not percentage dice.. Am I missing something? Does the designer designate border percentages ..or are they perhaps calculated based on standard dice?
It's just that the board page doesn't take account of the SimulGear settings - needs updating.
Yertle wrote: Doesn't appear that Open Games (on the Home or Join pageS) have the SimulGear icon in the Options column.
Fixed.
tom wrote:M57 wrote:I was looking at the above link and I noticed that the borders are set up with standard dice mods, not percentage dice.. Am I missing something? Does the designer designate border percentages ..or are they perhaps calculated based on standard dice?
It's just that the board page doesn't take account of the SimulGear settings - needs updating.
This has now been fixed - will require a refresh to update (F5).
Click commit to finalize turn and get an error message: "It is not this player's turn".
http://www.wargear.net/games/player/34743
Should be fixed now, sorry missed an update there.
Modifiers are displaying opposite (Red instead of Green and Green instead of Red) of what they should on Board pages:
http://www.wargear.net/boards/view/1555/Board
http://www.wargear.net/boards/view/1353/Board
Yertle wrote: Bug with Clear Orders (kind of related I think to how those 3 buttons on the right stay available after commit):
Have 10 units for your first round. Place and attack and Commit and Finalize. Get a bonus (or probably lose a bonus). Stay in the Flash Player.
Have 15 units for your second round to place. Place them then Clear Orders. Units available to Place drops back to 10, Reserves are honored/obeyed, but takes a Reload to get back to 15 units.
This is a pretty annoying one. I'd throw that one pretty high on the list. Redoing orders is unfun.
Might do a check of Board State Screenshots with Fog from the Messages icon. I'm seeing different information between what I see from the pop-up window and the History (some less fogged, some odd fogged) in this game: http://www.wargear.net/games/player/35075
That's a potential big thing if you can get unintended information from those.
Yertle wrote: Modifiers are displaying opposite (Red instead of Green and Green instead of Red) of what they should on Board pages:
http://www.wargear.net/boards/view/1555/Board
http://www.wargear.net/boards/view/1353/Board
OK that's fixed... but actually that brings up a good point Yertle. If the default for borders is 75% vs 60%, should all borders show the attack advantage, i.e. green attacking? Or should it only show the red / green color where there is a modifier in place on top of the default border odds?
I'm thinking the default odds (whether attacker advantageous or not) should be the baseline to build on. So, the red/green would only be where the border differs from where that original baseline is.
tom wrote:Yertle wrote: Modifiers are displaying opposite (Red instead of Green and Green instead of Red) of what they should on Board pages:
http://www.wargear.net/boards/view/1555/Board
http://www.wargear.net/boards/view/1353/BoardOK that's fixed... but actually that brings up a good point Yertle. If the default for borders is 75% vs 60%, should all borders show the attack advantage, i.e. green attacking? Or should it only show the red / green color where there is a modifier in place on top of the default border odds?
It's just like setting default dice 6 vs 7, there aren't Red borders unless there is a modifier to make the defender better than the default.
So, I would say stay consistent with Turn Based and only show Red/Green when modifiers are present...
Of course I wouldn't be against attack lines always showing attack/defense favors rather than only when modifiers are present... http://www.wargear.net/forum/showthread/465/Attack_Line_Colors_Question
*edit* also discussed here a bit: http://www.wargear.net/forum/showthread/1096p2/Seven_is_in_Beta