Conquer Club

Adjacent Attacks

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What do you think about Adjacent Attacks?

I would support this being an option
293
65%
I would oppose this being an option
117
26%
I don't care/I don't know yet
44
10%
 
Total votes : 454

Re: Adjacent Attacks

Postby yeti_c on Wed Dec 23, 2009 2:21 am

2 huge stacks that were no match for my defence - hence why I told you to go the other way... lest we forget that you had the ignomy of being assassinated.

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Re: Adjacent Attacks

Postby a.sub on Wed Dec 23, 2009 3:35 am

Game 5623575 chat wrote:2009-12-04 10:39:07 - yeti_c: However - I realise that I may have made a tactical error... shame - I told 720 not to come this way!


although after my last f*ck up i shdnt be one to talk, but i thought id throw in my 2 cents
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Re: Adjacent Attacks

Postby 72o on Wed Dec 23, 2009 12:57 pm

I guess the only way to settle this is a series of 1v1 AA games, yeti...
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Re: Adjacent Attacks

Postby yeti_c on Mon Jan 04, 2010 2:29 pm

Anymore games on the way?!

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Re: Adjacent Attacks

Postby lord voldemort on Mon Jan 04, 2010 2:36 pm

I would like to play one
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Re: Adjacent Attacks

Postby 72o on Mon Jan 04, 2010 3:14 pm

Here's a new game - Nuclear AA!

5 players
Classic
Automatic
Sequential
Nuclear
Chained
No Fog

Game 6220639

Standard password.
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Re: Adjacent Attacks

Postby OliverFA on Mon Jan 04, 2010 3:22 pm

yeti_c wrote:Anymore games on the way?!

C.


The 2010 AA Tournament has begun! It is in fact an open league, so anybody can join at anytime :)

viewtopic.php?f=91&t=103112
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).

My Maps:
Research and Conquer - Civilization meets Conquer Club

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Re: Adjacent Attacks

Postby yeti_c on Tue Jan 05, 2010 8:44 am

72o wrote:Here's a new game - Nuclear AA!

5 players
Classic
Automatic
Sequential
Nuclear
Chained
No Fog

Game 6220639

Standard password.


Inlikeflynn

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Re: Adjacent Attacks

Postby yeti_c on Wed Jan 06, 2010 6:56 am

72o wrote:I guess the only way to settle this is a series of 1v1 AA games, yeti...


FWIW's we had these games... one is still in the balance (although looking like 72o's I think)

Here are the numbers

Game 6220649
Game 6220653
Game 6220657
Game 6224787
Game 6224789
Game 6224790

Great stuff 72o...

Not 100% sure AA lends itself well to 1v1 - but it was still good fun...

C.

PS - let me know if anyone spots any cheating?!
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Re: Adjacent Attacks

Postby 72o on Wed Jan 06, 2010 1:18 pm

Yeah, yeah, you kicked my ass.

I normally hate 1v1, but I think the AA rules made it more interesting.
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Re: Adjacent Attacks

Postby yeti_c on Wed Jan 06, 2010 2:12 pm

72o wrote:Yeah, yeah, you kicked my ass.

I normally hate 1v1, but I think the AA rules made it more interesting.


He he he - I didn't specifically mention that!!!

4-2 isn't really an ass kicking - more a narrow victory!!

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Re: Adjacent Attacks

Postby SuicidalSnowman on Wed Jan 06, 2010 3:42 pm

yeti_c wrote:
72o wrote:Here's a new game - Nuclear AA!

5 players
Classic
Automatic
Sequential
Nuclear
Chained
No Fog

Game 6220639

Standard password.


Inlikeflynn

C.


In as well.

Also, just to throw my two cents in, I have played a ton of AA games that have had no cheating, or at least inconsequential cheating.


The point dump comes from me always losing the games...
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Re: Adjacent Attacks

Postby bsentinel on Wed Jan 06, 2010 8:21 pm

I'd love to get in on an adjacent attack game, but to be honest, without the coding to protect everybody else, I'm afraid I'd screw it up. Here's to hoping this moves up the to-do list.
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Re: Adjacent Attacks

Postby 72o on Wed Jan 06, 2010 9:46 pm

bsentinel wrote:I'd love to get in on an adjacent attack game, but to be honest, without the coding to protect everybody else, I'm afraid I'd screw it up. Here's to hoping this moves up the to-do list.


It's usually not too hard to remember, I usually put a note to self in the chat to remind me that it's an AA game. The ones that get screwed up royally are when people have sitters that don't know, or people just flat out ignore the rule (jotheconqueror has done this twice). Once you get into the game it will be obvious, when you look at it and say, "why isn't this over yet? I could wipe the board this turn..."
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Re: Adjacent Attacks

Postby a.sub on Wed Jan 06, 2010 10:15 pm

how about a script?
maybe AA users can get someone to write a script so that whenever a game is played where the first thing in chat is "AA" it automatically prevents you from attacking from anything other than what you began with with a pop up that comes if you chose to attack from a country that wasnt already owned by you.
so if im playing a game and conquer territory A and i select territory A from the attack from drop down a pop up comes up saying something to the effect of "you shouldnt be attacking from here retard!!!"
it would help reduce the accidents, which would be a lot considering all the mistakes made so far are accidents, nothing on purpose as far as it can be seen.
idk i cant write scripts but id be glad to help in anyway possible!
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Re: Adjacent Attacks

Postby yeti_c on Thu Jan 07, 2010 5:47 am

a.sub wrote:how about a script?
maybe AA users can get someone to write a script so that whenever a game is played where the first thing in chat is "AA" it automatically prevents you from attacking from anything other than what you began with with a pop up that comes if you chose to attack from a country that wasnt already owned by you.
so if im playing a game and conquer territory A and i select territory A from the attack from drop down a pop up comes up saying something to the effect of "you shouldnt be attacking from here retard!!!"
it would help reduce the accidents, which would be a lot considering all the mistakes made so far are accidents, nothing on purpose as far as it can be seen.
idk i cant write scripts but id be glad to help in anyway possible!


This is actually a bloody good idea.

The script would need to
a) make a list of territories that the player holds at the beginning of their turn.
-- note that if a player re-entered a game it would need to build this list from the current list and remove any captured territories during this turn. (this will work for freestlye games too) (will need to parse the log to do this.)
b) add any Killer Neutrals to the list.
c) remove any entry on the attack from drop down that isn't in this list.

Problems to solve...

a) Adding AA games to a list of games to check against... would need a file somewhere that can be amended that the script could read.

C.
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Re: Adjacent Attacks

Postby Ace Rimmer on Thu Jan 07, 2010 8:52 am

yeti_c wrote:Problems to solve...

a) Adding AA games to a list of games to check against... would need a file somewhere that can be amended that the script could read.

C.


If the tournament name is 2010 Adjacent Attacks Tournament... That gets us through this year at least. I can see if I can create some zero-points games in the tourney for Assassin and/or dubs.

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Re: Adjacent Attacks

Postby yeti_c on Thu Jan 07, 2010 12:56 pm

jakewilliams wrote:
yeti_c wrote:Problems to solve...

a) Adding AA games to a list of games to check against... would need a file somewhere that can be amended that the script could read.

C.


If the tournament name is 2010 Adjacent Attacks Tournament... That gets us through this year at least. I can see if I can create some zero-points games in the tourney for Assassin and/or dubs.

Jake


Yes could search the tourney name too!!

It would be great if private games could have a name too - then we could always put "adjacent attacks" in the title.

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Re: Adjacent Attacks

Postby max is gr8 on Thu Jan 07, 2010 3:04 pm

I would join if there was a way of making sure I didn't make mistakes. So I'd support this app.
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Re: Adjacent Attacks

Postby denominator on Thu Jan 07, 2010 5:45 pm

That would work for the tournament games for sure! Great idea!

As for me, without the script, I tend to notice based on the players in the game. SS, yeti, A_sub, etc. are generally in the games and if you see a bunch of the AA regulars then you'll notice an AA game in a hurry.

Would the script work if it were to pick up on something listed in the game chat section? A certain phrase that one of us types in at the start of each game for the script to run on?

How would the script work for fog? Would it be able to tell us if another player cheated?
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Re: Adjacent Attacks

Postby a.sub on Thu Jan 07, 2010 10:36 pm

yeti_c wrote:
a.sub wrote:how about a script?
maybe AA users can get someone to write a script so that whenever a game is played where the first thing in chat is "AA" it automatically prevents you from attacking from anything other than what you began with with a pop up that comes if you chose to attack from a country that wasnt already owned by you.
so if im playing a game and conquer territory A and i select territory A from the attack from drop down a pop up comes up saying something to the effect of "you shouldnt be attacking from here retard!!!"
it would help reduce the accidents, which would be a lot considering all the mistakes made so far are accidents, nothing on purpose as far as it can be seen.
idk i cant write scripts but id be glad to help in anyway possible!


This is actually a bloody good idea.

The script would need to
a) make a list of territories that the player holds at the beginning of their turn.
-- note that if a player re-entered a game it would need to build this list from the current list and remove any captured territories during this turn. (this will work for freestlye games too) (will need to parse the log to do this.)
b) add any Killer Neutrals to the list.
c) remove any entry on the attack from drop down that isn't in this list.

Problems to solve...

d re lettered for simplicity) Adding AA games to a list of games to check against... would need a file somewhere that can be amended that the script could read.

C.


a) use the list of territs provided when a player chooses where to drop troops
b) use the XML file, its ok if it allows for territs that the player doesnt own because the pop p shd only be for ones they cant use
c) idk how this would work, i think just a pop up once or twice would remind the player enough to prevent screw ups, ppl just forget that its an AA game at times
d) well if you want, i could maintain a thread with the number on it, just have ppl PM me game numbers and ill update them asap, which shd be way before they even begin.
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Re: Adjacent Attacks

Postby SuicidalSnowman on Thu Jan 07, 2010 10:39 pm

As for me, without the script, I tend to notice based on the players in the game. SS, yeti, A_sub, etc. are generally in the games and if you see a bunch of the AA regulars then you'll notice an AA game in a hurry.


Same here, I was having trouble in that citadel game because of all the new faces!

Also, as for a script to alert cheating in AA games with fog, I don't know if that works? BOB can't read through the fog, so I am wondering if that means the API doesn't support it. Or else you could make a nice cheat script...
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Re: Adjacent Attacks

Postby a.sub on Thu Jan 07, 2010 11:00 pm

SuicidalSnowman wrote:
As for me, without the script, I tend to notice based on the players in the game. SS, yeti, A_sub, etc. are generally in the games and if you see a bunch of the AA regulars then you'll notice an AA game in a hurry.


Same here, I was having trouble in that citadel game because of all the new faces!

Also, as for a script to alert cheating in AA games with fog, I don't know if that works? BOB can't read through the fog, so I am wondering if that means the API doesn't support it. Or else you could make a nice cheat script...

well you could make it so that it a player cheats, the script would post so in game chat under their username
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Re: Adjacent Attacks

Postby n00blet on Fri Jan 08, 2010 3:58 am

a.sub wrote:
SuicidalSnowman wrote:
As for me, without the script, I tend to notice based on the players in the game. SS, yeti, A_sub, etc. are generally in the games and if you see a bunch of the AA regulars then you'll notice an AA game in a hurry.


Same here, I was having trouble in that citadel game because of all the new faces!

Also, as for a script to alert cheating in AA games with fog, I don't know if that works? BOB can't read through the fog, so I am wondering if that means the API doesn't support it. Or else you could make a nice cheat script...

well you could make it so that it a player cheats, the script would post so in game chat under their username
It could post in the chat from that user's side. If everyone's script is monitoring their own turns, then there's no worry.

Who would write the dang thing though? I have no idea how 8-)
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Re: Adjacent Attacks

Postby yeti_c on Sat Jan 09, 2010 1:03 pm

denominator wrote:Would the script work if it were to pick up on something listed in the game chat section? A certain phrase that one of us types in at the start of each game for the script to run on?


That could work...

denominator wrote:How would the script work for fog? Would it be able to tell us if another player cheated?


Well the idea is that the script would stop people cheating in the first place - of course - the user could always turn it off...

I could make the script post something into the game chat every time the player plays - but then you could just replicate that too...

What is probably needed - is a script to stop mistakes... and then an analysis script - that parses the log to see if anyone has cheated... (obviously in Fog - then it would be retrospective)

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