AJAX BOB 4.7.1 Development/Discussion (don't post bugs here)
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lancehoch wrote:Yeti (or anyone else who has an opinion about it), have you been able to make sense of my last post, the Card Set Estimate post? If not, I can try to be more clear.
I read it - and I was interested by it...
Would be better if you made the formulas a bit clearer!
C.

Highest score : 2297
Here is a more formulaic look at what I would like to see the card set estimate be. I am still working on the formula for the sequential escalating game.
C - number of cards
T - number of your territories
M - total territories on map
N - number of players between you and active player (from green dot/yellow arrow up to, but not including you)
Z1 - active player, or player with green dot in standard game
Z2, Z3,…ZN - non-active players
Z(N+1) - you
(C>2) - a Boolean statement that returns 1 if C is greater than 2, and returns 0 if not
R(#) - function that returns the redemption values in an escalating game
r- number of total previous redemptions
Probability of Having a Set: P(Z(N+1))=(C-2)*(C>2)/3
Chance of +2 Bonus: B=3*int(P(Z(N+1)+1)*(T/M)*(C>2)
Flat Rate Games: F=7*(C-2)*(C>2)/3
Escalating Freestyle: (I am going to write the generic code, since it is easier than words)
for(ii=1; ii<=int(P(Z(N+1))); ii=ii+1)
q=q+R(r+ii)
end
EF=q+mod(P(Z(N+1)))*R(r+int(P(Z(N+1)))+1)*(C>2)
yeti, is this easier to understand?
EDIT: Here is the code for standard escalating, its a little rough. Also, I am not sure if there is a way to make the code more robust or generic (if lack wants to add more players) or shorter and more concise. The underscores are fore spacing only, it made reading a little easier.
a=1; b=0; c=0; d=0; f=0; g=0; h=1; r1=0;
p[1,N]=0; "array/vector"
for(ii=0; ii<=N; ii=ii+1){p(ii-1)=P(Z(ii));}
if(p(0)>1){r1=int(p(0)); p(0)=p(0)-r1;}
for(jj=0; jj<=N/2; jj=jj+1){
_if(jj=0){
__for(kk=1; kk<=N; kk=kk+1){a=(1-p(kk-1))*a; h=p(kk-1)*h}}
_if(jj=1){
__for(kk=1; kk<=N; kk=kk+1){b=a*p(kk-1)/(1-p(kk-1))+b;
___g=h*(1-p(kk-1))/p(kk-1)+g;}}
_if(jj=2){ c1=0; f1=0;
__for(kk=1; kk<=N; kk=kk+1){c1=a*p(kk-1)/(1-p(kk-1));
___f1=h*(1-p(kk-1))/p(kk-1);
___for(ll=kk+1; ll<=N; ll=ll+1){c=c1*p(ll-1)/(1-p(ll-1))+c;
____f=f1*(1-p(ll-1))/p(ll-1)+f;}}}
_if(jj=3){ d1=0; d2=0;
__for(kk=1; kk<=N; kk=kk+1){d1=a*p(kk-1)/(1-p(kk-1));
___for(ll=kk+1; ll<=N; ll=ll+1){d2=d1*p(ll-1)/(1-p(ll-1));
____for(mm=ll+1; mm<=N; mm=mm+1){
_____d=d2*p(mm-1)/(1-p(mm-1))+d;}}}}
s={a,b,c,d,f,g,h};
q=0;
for(ii=1; ii<=N/2; ii=ii+=1){q=R(r+r1+ii)*s(ii-1)+R(r+r1+N)*s(length(s)-ii)+q;}
if(mod(N/2)!=0){q=R(r+r1+(N+1)/2)*s((N-1)/2)+q;}
ES=q*P(Z(N+1));
C - number of cards
T - number of your territories
M - total territories on map
N - number of players between you and active player (from green dot/yellow arrow up to, but not including you)
Z1 - active player, or player with green dot in standard game
Z2, Z3,…ZN - non-active players
Z(N+1) - you
(C>2) - a Boolean statement that returns 1 if C is greater than 2, and returns 0 if not
R(#) - function that returns the redemption values in an escalating game
r- number of total previous redemptions
Probability of Having a Set: P(Z(N+1))=(C-2)*(C>2)/3
Chance of +2 Bonus: B=3*int(P(Z(N+1)+1)*(T/M)*(C>2)
Flat Rate Games: F=7*(C-2)*(C>2)/3
Escalating Freestyle: (I am going to write the generic code, since it is easier than words)
for(ii=1; ii<=int(P(Z(N+1))); ii=ii+1)
q=q+R(r+ii)
end
EF=q+mod(P(Z(N+1)))*R(r+int(P(Z(N+1)))+1)*(C>2)
yeti, is this easier to understand?
EDIT: Here is the code for standard escalating, its a little rough. Also, I am not sure if there is a way to make the code more robust or generic (if lack wants to add more players) or shorter and more concise. The underscores are fore spacing only, it made reading a little easier.
a=1; b=0; c=0; d=0; f=0; g=0; h=1; r1=0;
p[1,N]=0; "array/vector"
for(ii=0; ii<=N; ii=ii+1){p(ii-1)=P(Z(ii));}
if(p(0)>1){r1=int(p(0)); p(0)=p(0)-r1;}
for(jj=0; jj<=N/2; jj=jj+1){
_if(jj=0){
__for(kk=1; kk<=N; kk=kk+1){a=(1-p(kk-1))*a; h=p(kk-1)*h}}
_if(jj=1){
__for(kk=1; kk<=N; kk=kk+1){b=a*p(kk-1)/(1-p(kk-1))+b;
___g=h*(1-p(kk-1))/p(kk-1)+g;}}
_if(jj=2){ c1=0; f1=0;
__for(kk=1; kk<=N; kk=kk+1){c1=a*p(kk-1)/(1-p(kk-1));
___f1=h*(1-p(kk-1))/p(kk-1);
___for(ll=kk+1; ll<=N; ll=ll+1){c=c1*p(ll-1)/(1-p(ll-1))+c;
____f=f1*(1-p(ll-1))/p(ll-1)+f;}}}
_if(jj=3){ d1=0; d2=0;
__for(kk=1; kk<=N; kk=kk+1){d1=a*p(kk-1)/(1-p(kk-1));
___for(ll=kk+1; ll<=N; ll=ll+1){d2=d1*p(ll-1)/(1-p(ll-1));
____for(mm=ll+1; mm<=N; mm=mm+1){
_____d=d2*p(mm-1)/(1-p(mm-1))+d;}}}}
s={a,b,c,d,f,g,h};
q=0;
for(ii=1; ii<=N/2; ii=ii+=1){q=R(r+r1+ii)*s(ii-1)+R(r+r1+N)*s(length(s)-ii)+q;}
if(mod(N/2)!=0){q=R(r+r1+(N+1)/2)*s((N-1)/2)+q;}
ES=q*P(Z(N+1));
- Optimus Prime
- Posts: 9665
- Joined: Mon Mar 12, 2007 9:33 pm
- Gender: Male
I don't know if this has already been discussed way back when BOB was first released, but is there a way we can get the option to toggle the colored drop-downs on and off?
I just have noticed recently that on my lab computers on campus it's much easier for me to find the territory names without the colors than at home with the colors.
Not a big issue by any means, just curious if it's a possibility.
I just have noticed recently that on my lab computers on campus it's much easier for me to find the territory names without the colors than at home with the colors.
Not a big issue by any means, just curious if it's a possibility.
Optimus Prime wrote:I don't know if this has already been discussed way back when BOB was first released, but is there a way we can get the option to toggle the colored drop-downs on and off?
I just have noticed recently that on my lab computers on campus it's much easier for me to find the territory names without the colors than at home with the colors.
Not a big issue by any means, just curious if it's a possibility.
Yes that's quite easy to be made an option...
C.

Highest score : 2297
- Optimus Prime
- Posts: 9665
- Joined: Mon Mar 12, 2007 9:33 pm
- Gender: Male
Optimus Prime wrote:Well, that's just lovely.Any chance you could throw that in with an update in the future? No rush of course, just add it to something else you do with the next update?
I expect it can be done fairly soon...
A new update is in BETA at the moment - there aren't a great deal of changes/fixes yet - so I'll probably slip that in too.
C.

Highest score : 2297
Yeti,
I've noticed on larger maps it takes BoB quite a bit longer to load. Sometimes the map will be up, but it takes a few seconds before I can use the inspect features. Would you consider putting a little loading animation somewhere so that when know when BoB is fully loaded and we can start our turn?
I've noticed on larger maps it takes BoB quite a bit longer to load. Sometimes the map will be up, but it takes a few seconds before I can use the inspect features. Would you consider putting a little loading animation somewhere so that when know when BoB is fully loaded and we can start our turn?
I've noticed on larger maps it takes BoB quite a bit longer to load. Sometimes the map will be up, but it takes a few seconds before I can use the inspect features. Would you consider putting a little loading animation somewhere so that when know when BoB is fully loaded and we can start our turn?
funny you should bring that up...
-homes32
Highest Score: 1850
Highest Score: 1850
homes32 wrote:I've noticed on larger maps it takes BoB quite a bit longer to load. Sometimes the map will be up, but it takes a few seconds before I can use the inspect features. Would you consider putting a little loading animation somewhere so that when know when BoB is fully loaded and we can start our turn?
funny you should bring that up...
Yeah - I've been working on that this week in fact...
Now with the Log processing stuff as well... I decided it was even more important... expect it in the latest release...
C.

Highest score : 2297
-
Shino Tenshi
- Posts: 166
- Joined: Sat Sep 01, 2007 1:35 pm
- Location: nostalgically reading the chat in game#14480932
Shino Tenshi wrote:A couple more suggestions, though I suspect one may well be an entirely new script all on it's own, and if it is, please ignore...
1) Floating Clock (say on the top right corner of the screen?)
2) A friends list function (not appropriate for BOB?)
1) Could work
2) I believe this to be part of PHPBB3
C.

Highest score : 2297
I may have asked this before, if so, i'm sorry.
If a round is down to the last player, and they have started their turn, could you please set the clock to count down 1 hour from the start of their turn?
This will help when I'm waiting on players who take forever or forget to end their turns.
Another possibility... what about a mini clock next to each player that is taking their turn that counts down an hour?
If a round is down to the last player, and they have started their turn, could you please set the clock to count down 1 hour from the start of their turn?
This will help when I'm waiting on players who take forever or forget to end their turns.
Another possibility... what about a mini clock next to each player that is taking their turn that counts down an hour?
VERSION : 4.4.1
NEW FEATURES :
PleaseWait coding
- Please Wait messages are now shown whilst BOB is processing the game - This is here to prevent users from clicking stuff whilst loading... bear in mind that there are a few ways to click buttons - if you do then on your head be it.
- Note Pleasewait code runs for Textmap code too - so if you have TextMap on - you will see processing happening during turns.
Colour Drop Downs are Switchable
- Note these affects the NEXT load of a game - so if you switch them off - then reload the game to see this happening.
Hide Menu is now configurable for different areas of the sites.
- OFF - Hide menu does nothing
- SITE - Hide menu hides in the main Site.
- GAME - Hide menu hides in games.
- ON - Hide menu hides always.
FIXED :
Catches errors better for log processing - if log processing fails then you can reload the game with full Logs (By pressing OK to the message) - else press Cancel to play with what you have (Stats will be wrong)
Few other things here and there that needed tweaking.
NEW FEATURES :
PleaseWait coding
- Please Wait messages are now shown whilst BOB is processing the game - This is here to prevent users from clicking stuff whilst loading... bear in mind that there are a few ways to click buttons - if you do then on your head be it.
- Note Pleasewait code runs for Textmap code too - so if you have TextMap on - you will see processing happening during turns.
Colour Drop Downs are Switchable
- Note these affects the NEXT load of a game - so if you switch them off - then reload the game to see this happening.
Hide Menu is now configurable for different areas of the sites.
- OFF - Hide menu does nothing
- SITE - Hide menu hides in the main Site.
- GAME - Hide menu hides in games.
- ON - Hide menu hides always.
FIXED :
Catches errors better for log processing - if log processing fails then you can reload the game with full Logs (By pressing OK to the message) - else press Cancel to play with what you have (Stats will be wrong)
Few other things here and there that needed tweaking.

Highest score : 2297
- Sir. Ricco
- Posts: 4555
- Joined: Tue Oct 02, 2007 2:33 pm
- Gender: Male
- Location: Making kingdoms burn and bloodshed start.
- Contact:
yeti_c wrote:VERSION : 4.4.1
NEW FEATURES :
PleaseWait coding
- Please Wait messages are now shown whilst BOB is processing the game - This is here to prevent users from clicking stuff whilst loading... bear in mind that there are a few ways to click buttons - if you do then on your head be it.
- Note Pleasewait code runs for Textmap code too - so if you have TextMap on - you will see processing happening during turns.
Any way to turn this off? It's annoying to the point I want to downgrade to the last version and/or uninstall the thing altogether
-
bonobo`s son
- Posts: 420
- Joined: Thu Jan 04, 2007 11:27 am
- Location: Amsterdam - Artis
agree whith thisjaytee64 wrote:yeti_c wrote:VERSION : 4.4.1
NEW FEATURES :
PleaseWait coding
- Please Wait messages are now shown whilst BOB is processing the game - This is here to prevent users from clicking stuff whilst loading... bear in mind that there are a few ways to click buttons - if you do then on your head be it.
- Note Pleasewait code runs for Textmap code too - so if you have TextMap on - you will see processing happening during turns.
Any way to turn this off? It's annoying to the point I want to downgrade to the last version and/or uninstall the thing altogether




