Re: [GP/UI] Unlimited Adjacent - The Most Realistic
Posted: Wed Apr 02, 2014 3:57 pm
Great success. Merged.Dukasaur wrote: [In B4 merge, as the saying goes.]
Conquer Club, a free online multiplayer variation of a popular world domination board game.
http://www.tools.conquerclub.com/forum/
http://www.tools.conquerclub.com/forum/viewtopic.php?t=61323
Great success. Merged.Dukasaur wrote: [In B4 merge, as the saying goes.]
Thanks Kaskavol, it was interesting to read the 2 threads that asked for basically the same thing back in 2006 and 2007.Kaskavel wrote:Has been suggested before under something like "unlimited adjacent". It is a logical suggestion and a natural evolution of the current settings. I ignore the reasons it has not been accepted.
It is more complicated than that. What if you have troops that were already on the target destination that you want to move? We don't want to count on the user to have to know that they need to move the ones already there before they can reinforce to there.PapaGeek wrote: And a note to the current and retired admins, the programming has already been done for trench. Once you advance an army in a trench game, that region is flagged in such a way to say you can’t advance “from” there again. Since the programming has already been done for the attack mode, just duplicate it for the reinforcement mode, same logic!
When a territory is transferred into, it is flagged and cannot be transferred out of on that turn. If there are any troops in it prior to that transfer, they are locked in, but if the player thinks ahead and wants to use those troops, he can transfer them out before transferring any in.Metsfanmax wrote:It is more complicated than that. What if you have troops that were already on the target destination that you want to move? We don't want to count on the user to have to know that they need to move the ones already there before they can reinforce to there.PapaGeek wrote: And a note to the current and retired admins, the programming has already been done for trench. Once you advance an army in a trench game, that region is flagged in such a way to say you can’t advance “from” there again. Since the programming has already been done for the attack mode, just duplicate it for the reinforcement mode, same logic!
Yes, that was anticipated by my commentDukasaur wrote:When a territory is transferred into, it is flagged and cannot be transferred out of on that turn. If there are any troops in it prior to that transfer, they are locked in, but if the player thinks ahead and wants to use those troops, he can transfer them out before transferring any in.Metsfanmax wrote:It is more complicated than that. What if you have troops that were already on the target destination that you want to move? We don't want to count on the user to have to know that they need to move the ones already there before they can reinforce to there.PapaGeek wrote: And a note to the current and retired admins, the programming has already been done for trench. Once you advance an army in a trench game, that region is flagged in such a way to say you can’t advance “from” there again. Since the programming has already been done for the attack mode, just duplicate it for the reinforcement mode, same logic!
Besides, imagine playing a speed or freestyle game with these settings and trying to mentally keep track of which order you need to reinforce in with 9 seconds left on the clock.We don't want to count on the user to have to know that they need to move the ones already there before they can reinforce to there.
Metsfanmax wrote:It is more complicated than that. What if you have troops that were already on the target destination that you want to move? We don't want to count on the user to have to know that they need to move the ones already there before they can reinforce to there.
Dukasaur wrote:When a territory is transferred into, it is flagged and cannot be transferred out of on that turn. If there are any troops in it prior to that transfer, they are locked in, but if the player thinks ahead and wants to use those troops, he can transfer them out before transferring any in.
What if you are playing a 1 minute speed game on the First Nations Americas map? And what if it is unlimited reinforcements? If you sign up for that game, live by the rules. There are already almost impossible combinations for speed games!Metsfanmax wrote:Besides, imagine playing a speed or freestyle game with these settings and trying to mentally keep track of which order you need to reinforce in with 9 seconds left on the clock.
I do not think you understood each other, and it would not work like that anyway. If a region has 3 troops and you reinforce there 5 more troops, then the game will allow you to reinforce only 2 troops from there, the "old ones"Metsfanmax wrote:Yes, that was anticipated by my commentDukasaur wrote:When a territory is transferred into, it is flagged and cannot be transferred out of on that turn. If there are any troops in it prior to that transfer, they are locked in, but if the player thinks ahead and wants to use those troops, he can transfer them out before transferring any in.Metsfanmax wrote:It is more complicated than that. What if you have troops that were already on the target destination that you want to move? We don't want to count on the user to have to know that they need to move the ones already there before they can reinforce to there.PapaGeek wrote: And a note to the current and retired admins, the programming has already been done for trench. Once you advance an army in a trench game, that region is flagged in such a way to say you can’t advance “from” there again. Since the programming has already been done for the attack mode, just duplicate it for the reinforcement mode, same logic!
Besides, imagine playing a speed or freestyle game with these settings and trying to mentally keep track of which order you need to reinforce in with 9 seconds left on the clock.We don't want to count on the user to have to know that they need to move the ones already there before they can reinforce to there.
Well, I did think of that possibility, but I personally wouldn't do it that way. Of course I don't know much about how these new computers work, but when I was programming databases I would have handled this with a single-bit logical register. Your method requires it to store a (two-byte) integer. That's sixteen times more space to tie up. Might not sound like much, but multiplied by the thousands of ongoing games, it's a lot of wasted space. The tiny improvement in convenience probably doesn't justify it.Kaskavel wrote:I do not think you understood each other, and it would not work like that anyway. If a region has 3 troops and you reinforce there 5 more troops, then the game will allow you to reinforce only 2 troops from there, the "old ones"Metsfanmax wrote:Yes, that was anticipated by my commentDukasaur wrote:When a territory is transferred into, it is flagged and cannot be transferred out of on that turn. If there are any troops in it prior to that transfer, they are locked in, but if the player thinks ahead and wants to use those troops, he can transfer them out before transferring any in.Metsfanmax wrote: It is more complicated than that. What if you have troops that were already on the target destination that you want to move? We don't want to count on the user to have to know that they need to move the ones already there before they can reinforce to there.
Besides, imagine playing a speed or freestyle game with these settings and trying to mentally keep track of which order you need to reinforce in with 9 seconds left on the clock.We don't want to count on the user to have to know that they need to move the ones already there before they can reinforce to there.
http://www.conquerclub.com/forum/viewto ... 35&t=61323PapaGeek wrote:The technical method used to implement something like this would be up to the admins and developers. As a computer geek, like my name says, I know there are multiple ways it could be done. Not knowing the code, it is not possible to say which would be easier and more trouble free to implement.
The main purpose of the suggestion was to implement a reinforcement option that parallels the concept of trench warfare.
Bumping a bump.Kaskavel wrote:Bump