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I can understand if you feel frustrated in explaining this kind of info to a total novice, but I hope you will bear with me...lancehoch wrote:It would have to identify each unit out of potentially thousands on the board and add a live of code that represents another action that the server must take. And then the server would have to store and update this information after every roll of the dice. This is where the server strain comes into play.
There is no more workload so far in "identifying" units, since the server needs to "identify" all units anyway and record each unit's different values (e.g. what colour, what number, etc.)lancehoch wrote:It would have to identify each unit
Now keep in mind that the "code tag" is only applied to one player's units at a time. I am still quite green in regards to this game, but I doubt one player ever has thousands of units on the board.lancehoch wrote:out of potentially thousands on the board
Does it really add that much of a workload to the server if you add 2 additional actions? You simply have to tell it that when an unit has been moved it cannot be moved again and it has to be marked visually.lancehoch wrote:and add a live of code that represents another action that the server must take.
Yes, but only for the lapse of time in which one player plays his round!lancehoch wrote:And then the server would have to store and update this information after every roll of the dice.
flatrick wrote:I can understand if you feel frustrated in explaining this kind of info to a total novice, but I hope you will bear with me, because I still do not feel as if there is that much of a difference between adding this "code tag" and adding another army.lancehoch wrote:It would have to identify each unit out of potentially thousands on the board and add a live of code that represents another action that the server must take. And then the server would have to store and update this information after every roll of the dice. This is where the server strain comes into play.
I tried to break up what you said and here is what I came up with (if you could correct me along the way on any particular points I have misunderstood) :
There is no more workload so far in "identifying" units, since the server needs to "identify" all units anyway and record each unit's different values (e.g. what colour, what number, etc.)lancehoch wrote:It would have to identify each unit
Now keep in mind that the "code tag" is only applied to one player's units at a time. I am still quite green in regards to this game, but I doubt one player ever has thousands of units on the board.lancehoch wrote:out of potentially thousands on the board
Besides, is it not completely unrelative how many units there are on the board, rather than how many regions? I mean surely the server does not get any (significant) increase in workload just because one region has a larger number of units? For instance, if a board has 32 regions, isn't the workload (almost) exactly the same whether each region has 1 unit or 100 units (as in "thousands on the board")?
Does it really add that much of a workload to the server if you add 2 additional actions? You simply have to tell it that when an unit has been moved it cannot be moved again and it has to be marked visually.lancehoch wrote:and add a live of code that represents another action that the server must take.
Yes, but only for the lapse of time in which one player plays his round!lancehoch wrote:And then the server would have to store and update this information after every roll of the dice.
Oh...my...god. Indeed, that is an increadible feat, and I wonder how that took place.lancehoch wrote:Do not click the following game link with BOB on: Game 1332205.
Yes, games do get to the point of thousands of troops. In the game above, red has over 214,000 troops on one region. This is not a common occurrence, but it does happen.
Thank you for your effortlancehoch wrote:I will try to give an example, maybe that will help us understand one another. Using the USA map as a basis. (This is using your three rules.)
Just for clarity, here is the status as it stands at this point :lancehoch wrote:I have 14 troops on Alabama and another 18 on South Carolina. I want to attack from Alabama to Tennessee, I use 8 troops in this process and advance all 8. I now have 8 troops on Tennessee 6 on Alabama, and 18 on South Carolina. I would like to assault Georgia and I cannot use any of the 6 from Tennessee, but I can use either of South Carolina or Alabama. I assault Georgia from South Carolina and do not lose a troop, I advance 12 troops.
Yes. And this is a perfect illustration of how these stricter limitations will precisely force even more rigorous planning ahead.lancehoch wrote:Now, I would like to fortify Alabama, but I cannot use the troops from Georgia or Tennessee. If this were adjacent fortifications I cannot do anything.
Status check:lancehoch wrote:If this is unlimited fortifications, I accidentally fortify 2 armies from South Carolina to Tennessee, but I cannot fix this mistake.
Status check:lancehoch wrote:I then mess up again and fortify 5 from Alabama to South Carolina.
Status check:lancehoch wrote:I now can only fortify 4 troops from South Carolina, I move them to Alabama to fix my mistake.
OK, I understand better where the problem resides.lancehoch wrote:Now, looking at this from a coding standpoint. There is no difference in the attacking phase between your idea and the current suggestion. Your idea asks that whatever tags are used in the attacking phase remain active in the reinforcement phase, not much of a difference. What is different is how the territories that did not use all of their troops in the attacking phase are handled in the reinforcement phase. In my example above, the situation arises with the fortification from Alabama to South Carolina and then the subsequent fortification from South Carolina to Alabama. The tag, however it is implemented, would need to be able to differentiate between the 4 troops that were on South Carolina and the 5 troops that were fortified from Alabama to South Carolina. Under the current suggestion, this does not need to be monitored and this is really the only difference between the two suggestions. I hope this cleared up some of the confusion.
The first post and poll both say that it is meant to be implemented as an option.sailorseal wrote:It would have to be a option




I'd say we have enough for a 2 team doubles or possibly a trips game. If anyone is serious I will get some of my friends to play.n00blet wrote:Oooh...Team games would be interesting.....It is frustrating at times trying to keep everyone playing within the rules though.....Any official word yet? Has this, by any chance, reached the attention of "the powers that be?"
Go for it. We still need some people for the Oasis game: Game 4121131, so if any of them want to join that would be cool too.SuicidalSnowman wrote:I'd say we have enough for a 2 team doubles or possibly a trips game. If anyone is serious I will get some of my friends to play.n00blet wrote:Oooh...Team games would be interesting.....It is frustrating at times trying to keep everyone playing within the rules though.....Any official word yet? Has this, by any chance, reached the attention of "the powers that be?"

