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general:faqs [2014/01/27 00:05] Ozyman |
general:faqs [2020/06/29 23:43] Kjeld [SimulGear Gameplay] |
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- | ===== FAQ ===== | + | ===== General |
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+ | **General** | ||
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+ | **Basic Gameplay** | ||
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+ | **SimulGear** | ||
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==== General ==== | ==== General ==== | ||
- | **Can I have multiple accounts?**\\ Multiple accounts are acceptable **only for private or testing purposes**. Player' | + | ===1. Can I have multiple accounts?=== |
- | **Are alliances allowed?**\\ Alliances | + | > |
- | **What are Friends/ | + | ===2. Are alliances allowed?=== |
- | **How are Rankings calculated? | + | > |
- | **Why did I lose Championship Points?**\\ Once you gain Championship Points (CPs) you are not guaranteed to keep those CPs, there are a couple of ways in which you can lose CPs. One way in which you can lose CPs is if your Public Board Ranking for the board drops below the threshold hold needed to obtain the CP, for example if you ranking was 1515 but then you lost a game and are now at 1490, you would lost 5 CPs. The other way in which you can lose CPs is if other players pass your Public Board Ranking. Only the top 10 players of a Board receive CPs, therefore if other players pass you then you may no longer be eligible for CPs. | + | ===3. What are Friends/ |
- | **What is the Fischer Clock setting? | + | >Friends are always allowed to send you private messages and they will be available in the quick list of players when creating |
- | **How do I turn On/Off Email notifications?**\\ Customize your email notifications on your [[http:// | + | ===4. How are Rankings calculated?=== |
- | **Is there a turn notification add-on?**\\ Yes! There are Add-ons for both Firefox and Chrome that will alert you in your browser when it is your turn and/or for new forum posts. Visit the [[http:// | + | > |
- | **How do I mark a Board as a Favorite?**\\ On the Board Info page (for example [[http:// | + | ===5. Why did I lose Championship Points?=== |
- | **What does it mean to Flag a game?**\\ On a Game page in the upper left breadcrumb (Home>> | + | >Once you gain Championship Points (CPs) you are not guaranteed to keep those CPs. There are two ways in which you can lose CPs, both tied to your Public Board Ranking. The simplest way to lose CPs is if another player or players pass your Ranking. The other way is if your Public Board Ranking for the board drops below the threshold needed |
- | **What are Beta Boards?**\\ Boards marked as public beta and games with the board in development (marked by capital D) are boards/ | + | ===6. What is the Fischer Clock setting?=== |
- | **How do I start a rematch of a game? | + | >The Fischer Clock is a setting utilized to play near real time games. See [[http:// |
- | **What are Luck Stats?**\\ Dice Distribution information is available via the Luck Stats link on the Game View page of a game. Premium members will also receive "Luck Stats" in addition to the Dice Distribution information. Luck Stats are also available via a pop-out window via the link in the breadcrumb area of the Game Player page. | + | ===7. How do I turn On/Off Email notifications? |
+ | |||
+ | > | ||
+ | |||
+ | ===8. Is there a turn notification add-on? | ||
+ | |||
+ | >Yes! There are Add-ons for both Firefox and Chrome that will alert you in your browser when it is your turn and/or for new forum posts. Visit the [[http:// | ||
+ | |||
+ | ===9. How do I mark a Board as a Favorite? | ||
+ | |||
+ | >On the Board Info page (for example [[http:// | ||
+ | |||
+ | ===10. What does it mean to Flag a game?=== | ||
+ | |||
+ | >On a Game page in the upper left breadcrumb (Home>> | ||
+ | |||
+ | ===11. What are Beta Boards? | ||
+ | |||
+ | >Boards marked as public beta and games with the board in development (marked by capital D) are boards/ | ||
+ | |||
+ | ===12. How do I start a rematch of a game?=== | ||
+ | |||
+ | >The Rematch (or Replay) option is available via the View Log link on the Game View page of a game. Click the Replay icon in the furthest right column and the game will invite all players to a new game from the turn selected in the Log. | ||
+ | |||
+ | ===13. | ||
+ | |||
+ | >Dice Distribution information is available via the Luck Stats link on the Game View page of a game. Premium members will also receive "Luck Stats" in addition to the Dice Distribution information. Luck Stats are also available via a pop-out window via the link in the breadcrumb area of the Game Player page. | ||
Luck is calculated as the number of armies that a player should have. The number of attacking/ | Luck is calculated as the number of armies that a player should have. The number of attacking/ | ||
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[[javascript: | [[javascript: | ||
- | {{http:// | + | {{http:// |
- | **Where can I buy cool WarGear stuff?!**\\ Check out WarGear Gear at the **[[http:// | + | ===14. |
- | **The page says I have "1 turn waiting," | + | >Check out [[http:// |
+ | |||
+ | ===15. Where can I buy cool WarGear stuff? | ||
+ | |||
+ | >Check out WarGear Gear at the **[[http:// | ||
+ | |||
+ | ===16. | ||
+ | |||
+ | >Try clicking on the 'Clear Cache' link on your profile page. If that doesn' | ||
{{ : | {{ : | ||
+ | |||
+ | |||
+ | ===17. | ||
+ | |||
+ | [[http:// | ||
==== Basic Gameplay ==== | ==== Basic Gameplay ==== | ||
- | **What's the difference between Turn-Based gampeplay and SimulGear gameplay?**\\ In Turn Based games each player takes their turn one after another. In SimulGear games all players build an order list simultaneously and the orders are then executed by the system. | + | ===1. What's the difference between Turn-Based gampeplay and SimulGear gameplay?=== |
- | **What are the keyboard shortcut keys?**\\ **Turn Based Games:**\\ Â __Attack Mode HotKeys__\\ Â Â A: Attack with All units\\ Â Â T: Attack | + | > |
- | **SimulGear Games:**\\ Â __Placement Phase HotKeys__\\ Â Â A:Place All units\\ Â Â 0-9:Place 0-9 units\\ Â Â Z:Undo\\ Â Â X:Undo All\\ __Reinforce Phase HotKeys__\\ Â Â A: Attack with All units\\ Â Â 0-9: Attack with specified number of units\\ Â Â Escape: Cancel reinforcement\\ __Attack / Fortify Phase HotKeys__\\ Â Â A: Attack with All units\\ Â Â S: Save order\\ Â Â 0-9: Attack with specified number of units\\ Â Â Escape: Cancel attack | + | ===2. What are the keyboard shortcut keys?=== |
- | **History Viewer:**\\ Â Left Arrow: Step backwards\\ Â Right Arrow: Step forwards\\ Â Up Arrow: Previous turn\\ Â Down Arrow: Next turn\\ Â Home: Jump to start\\ Â End: Jump to end\\ Â Space: Toggle Play / Stop\\ Â A: Speed up playback\\ Â Q: Slow down playback | + | >**Turn Based Games:**\\ __Attack Mode HotKeys__\\ A: Attack with All units\\ T: Attack and Auto-Transfer with All units\\ 1-9: Attack with specified number of units\\ Escape: Cancel attack\\ __Fortify |
- | **What are the different types of borders?**\\ There are 5 different types of borders that board designers may use when creating a board, they are Default, Artillery, Attack Only, Fortify Only, and View Only.\\ | + | ===3. SimulGear Games:=== |
+ | |||
+ | > | ||
+ | |||
+ | ===4. History Viewer: | ||
+ | |||
+ | >Left Arrow: Step backwards\\ Right Arrow: Step forwards\\ Up Arrow: Previous turn\\ Down Arrow: Next turn\\ Home: Jump to start\\ End: Jump to end\\ Space: Toggle Play / Stop\\ A: Speed up playback\\ Q: Slow down playback | ||
+ | |||
+ | ===5. What are the different types of borders?=== | ||
+ | |||
+ | >There are 5 different types of borders that board designers may use when creating a board, they are Default, Artillery, Attack Only, Fortify Only, and View Only.\\ | ||
* **Default** - Normal border in which attacks and fortifies can take place and fog setting is honored. | * **Default** - Normal border in which attacks and fortifies can take place and fog setting is honored. | ||
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Borders can also either be one way or two way, therefore for territories A and B, A to B could have a Default border, while B to A could have a View Only border. A border can only be a single type of border, meaning a border cannot be an Artillery border and a View Only border. Most board designers will specify on the board or the board description to identify non-default border types. The type of border is also displayed in the Attack window. | Borders can also either be one way or two way, therefore for territories A and B, A to B could have a Default border, while B to A could have a View Only border. A border can only be a single type of border, meaning a border cannot be an Artillery border and a View Only border. Most board designers will specify on the board or the board description to identify non-default border types. The type of border is also displayed in the Attack window. | ||
- | **What are border modifiers?**\\ Border modifiers are a way for the Board Designer to specify the number of sides of the dice rolled for a particular border. For example if the default dice of a board is set to 6 vs 6, then the board designer could create a border modifier from Terr A to Terr B in which Terr B has a defense modifier of +2. This would indicate that when attacking from Terr A to Terr B that Terr A will roll 6 sided dice while Terr B will roll 8 sided dice. The same could be done for the attacker in which a +2 attack modifier would result in Terr A rolling an 8 sided dice and Terr B rolling a 6 sided dice. | + | ===6. What are border modifiers?=== |
+ | |||
+ | >Border modifiers are a way for the Board Designer to specify the number of sides of the dice rolled for a particular border. For example if the default dice of a board is set to 6 vs 6, then the board designer could create a border modifier from Terr A to Terr B in which Terr B has a defense modifier of +2. This would indicate that when attacking from Terr A to Terr B that Terr A will roll 6 sided dice while Terr B will roll 8 sided dice. The same could be done for the attacker in which a +2 attack modifier would result in Terr A rolling an 8 sided dice and Terr B rolling a 6 sided dice. | ||
Border modifiers can be set for both the attack and the defender and are set in a one way direction (meaning modifiers for Terr A to Terr B could be different from Terr B to Terr A). Border modifiers for SimulGear games are set and honored in the same way, just utilizing the SimulGear dice instead. | Border modifiers can be set for both the attack and the defender and are set in a one way direction (meaning modifiers for Terr A to Terr B could be different from Terr B to Terr A). Border modifiers for SimulGear games are set and honored in the same way, just utilizing the SimulGear dice instead. | ||
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During a game, border modifiers can be identified by the different color attack lines/ | During a game, border modifiers can be identified by the different color attack lines/ | ||
- | **What happens if a player is eliminated by turning neutral?**\\ Under certain circumstances a player may be eliminated at the end of a turn due to the remaining territories turning neutrals, if this occurs then the player is eliminated by the system and no player is rewarded with the player' | + | ===7. What happens if a player is eliminated by turning neutral?=== |
- | **When do I get to place my elimination bonus or captured cards?**\\ If the elimination bonus causes the player | + | >Under certain circumstances a player may be eliminated at the end of a turn due to the remaining territories turning neutrals, if this occurs |
+ | ===8. When do I get to place my elimination bonus or captured cards?=== | ||
- | **I took someone out and now I have a set, but I can't turn in my cards.**\\ You can trade cards when eliminating someone mid-turn if one of the following is true; | + | >If the elimination bonus causes the player to have a number of reserved troops greater than the maximum reserve units, then the player will be forced to place the units (and turn in cards if applicable) after eliminating the player, regardless of the Return to unit placement from attack setting. Similarly, if the your total number of cards is greater than or equal to the maximum number of cards allowed then you will be forced to trade in a card set (or sets) before proceeding. |
+ | |||
+ | |||
+ | ===9. I took someone out and now I have a set, but I can't turn in my cards.=== | ||
+ | |||
+ | >You can trade cards when eliminating someone mid-turn if one of the following is true; | ||
* the # of cards you have is equal to or exceeds the maximum allowed | * the # of cards you have is equal to or exceeds the maximum allowed | ||
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- | **What are Capital Cities?**\\ Capital Cities add another level to gameplay and are set on a per territory basis. If a player owns a Capital City then the player must retain ownership of at least one Capital City or he is eliminated. Capturing a player' | + | ===10. |
- | **What is Capital City assimilation %?**\\ The chance percentage that a unit will be captured from a player when capturing the last Capital City. For example: If it is set to 100%, then when Player A captures Player B's last remaining Capital City and eliminates Player B, then Player A gets ALL of Player B's remaining territories and units. If set to 50%, then Player A has a 50% chance of obtaining each unit of Player B. | + | >Capital Cities add another level to gameplay and are set on a per territory basis. If a player owns a Capital City then the player must retain ownership of at least one Capital City or he is eliminated. Capturing a player' |
+ | |||
+ | ===11. | ||
+ | |||
+ | >The chance percentage that a unit will be captured from a player when capturing the last Capital City. For example: If it is set to 100%, then when Player A captures Player B's last remaining Capital City and eliminates Player B, then Player A gets ALL of Player B's remaining territories and units. If set to 50%, then Player A has a 50% chance of obtaining each unit of Player B. | ||
==== SimulGear Gameplay ==== | ==== SimulGear Gameplay ==== | ||
- | **How are dice different in SimulGear?**\\ Dice in SimulGear games are essentially 100 sided. The system rolls one 100 sided diced for each attacker and each defender, then for each attacker dice rolled above the Attacker % one defender is killed and each defender dice rolled above the Defender % one attacker is killed. For example, if Attack is set to 60% and Defend is set to 75%, if an order is for Attack 10 units to territory with Defender of 10 units, then the system rolls ten (10) 100 sided dice for the Attack and for every dice that is 40 or greater will kill one Defender unit, the system also rolls ten (10) 100 sided dice for the Defender and for every dice that is 25 or greater will kill one Attacking unit.\\ __Note: The Attack % and Defend % is not a guaranteed kill % but instead an average kill %. In the example, the Attacker/ | + | ===1. How are dice different in SimulGear?=== |
- | **What | + | >Dice in SimulGear games are essentially 100 sided. The system rolls one 100 sided diced for each attacker and each defender, then for each attacker dice rolled above the Attacker % one defender |
- | **What is Fatigue? | + | ===2. How is order of attacks determined? |
- | **How are orders executed by the system?**\\ Orders are executed in the sequence set by each player. Turn resolution by the system will take place in sequential order in accordance with turn seat order and player' | + | >The turn order for attacks is determined at the beginning of each round according to the board setting. The possible board settings for turn order are: |
+ | > | ||
+ | > | ||
+ | > | ||
+ | > * Least units on board goes first | ||
+ | > * Most territories on board goes first | ||
+ | > * Least territories on board goes first | ||
+ | > * Random | ||
+ | > | ||
+ | >The game engine just makes the check once at the start of the round. The order will stay the same for the entire round, and will never change mid-round even if most/least units/ | ||
+ | > | ||
+ | > | ||
+ | |||
+ | ===3. What is unit pumping? | ||
+ | |||
+ | >Unit pumping is the process of moving units through another territory in the same round. For example, Player A has 11 units in Territory Z. He creates a fortify order in round 2 to fortify to Territory Z with 5 units. Player A also has an attack order in round 3 to attack out with 10 units from Territory Z. If in round 1 Player B attacks Territory Z and reduces it to 6 units, then in round 2 Player A's fortify brings the unit count of Territory Z back to 11 units. If unit pumping is allowed, then in round 3 Territory Z will attack with 10 units. If unit pumping is not allowed, then in round 3 Territory Z will attack with only 5 units (and have at least 6 remaining in Territory Z from the fortify of round 2). | ||
+ | |||
+ | ===4. What is Fatigue? | ||
+ | |||
+ | >Fatigue is a way in which the Board Designer prevents players from creating long strings of (usually meaningless) orders in a SimulGear game. Fatigue is calculated for any order number Y and beyond drops the chance of an attack killing a defender by X %. Any order number 2Y and beyond drops the chance of an attack killing a defender by 2X %, etc. | ||
+ | |||
+ | ===5. How are orders executed by the system?=== | ||
+ | |||
+ | >Orders are executed in the sequence set by each player. Turn resolution by the system will take place in sequential order in accordance with turn seat order and player' | ||
Player A has Terr A and Terr B\\ Player B has Terr C and Terr D\\ Player A's order 1: Attack/ | Player A has Terr A and Terr B\\ Player B has Terr C and Terr D\\ Player A's order 1: Attack/ | ||
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Order Resolution: | Order Resolution: | ||
- | **What happens if all units of the Attacker and all units of the Defender are killed?**\\ If an Attacker attacks with 2 units and the Defender has 2 units defending, and the Attacker kills 2 units and the Defender kills 2 units then the territory will either stay Defender owned with 0 units or turn Neutral with 0 units. Whether the territory stays Defender owned or turns Neutral is dependent upon the setting of the [[http:// | + | ===6. What happens if all units of the Attacker and all units of the Defender are killed?=== |
+ | |||
+ | >If an Attacker attacks with 2 units and the Defender has 2 units defending, and the Attacker kills 2 units and the Defender kills 2 units then the territory will either stay Defender owned with 0 units or turn Neutral with 0 units. Whether the territory stays Defender owned or turns Neutral is dependent upon the setting of the [[general:help:rules|Rule]] "// | ||
+ | |||
+ | ==== Common Forum Topics ==== | ||
+ | |||
+ | ===1. Are alliances/ | ||
+ | |||
+ | **Summary** (from U-555) | ||
+ | |||
+ | > Just take each offer and game in stride and judge each accordingly. | ||
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+ | **Discussions** | ||
+ | |||
+ | * http:// | ||
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+ | ===1. My loss got counted twice? | ||
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+ | **Summary** | ||
+ | |||
+ | These things happen (due to non-atomicity of DB requests?), but are corrected on a regular basis when Tom reruns the stats. | ||
+ | |||
+ | **Discussions** | ||
+ | * http:// | ||
+ | * http:// | ||