[GL] Game Log 2.0
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Please read the Community Guidelines before posting.
And don't forget to search for previously suggested ideas first!
I want to preface this with the fact that I really do LOVE CC, but when I played over at DominateGame.com, they had a graphical pie chart showing how many armies each player had as well as another pie chart showing the countries each player had. This was EXTREMELY helpful in making decisions of attacking or not a particular opponent.
Just a suggestion.
Just a suggestion.
- GreecePwns
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I hope i'm interpreting this correctly...Yablonsky wrote:I want to preface this with the fact that I really do LOVE CC, but when I played over at DominateGame.com, they had a graphical pie chart showing how many armies each player had as well as another pie chart showing the countries each player had. This was EXTREMELY helpful in making decisions of attacking or not a particular opponent.
Just a suggestion.
If you download the CC Greasemonkey Script, you can got # of armies, territories and armies due next turn, as well as a Strength Factor that (normally) can tell who is the strongest player.
Chariot of Fire wrote:As for GreecePwns.....yeah, what? A massive debt. Get a job you slacker.
Viceroy wrote:[The Biblical creation story] was written in a time when there was no way to confirm this fact and is in fact a statement of the facts.
Add in casualties to the game log.
It would help everyone be able to follow along with the action. Sometimes I come back to a game and I can't figure out what happened to my horde.
Thanks!
Thanks!
- wcaclimbing
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My 2 cents - please do something to make the attack logs more informative. I would love to know when an opponent has made an attack without having to try to remember what armies were where in the previous round and then looking to see what changed. This might even be a change log, showing how many of what color armies were in each country at the beginning of the round and how they changed from turn to turn.
- Herakilla
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remydog wrote:My 2 cents - please do something to make the attack logs more informative. I would love to know when an opponent has made an attack without having to try to remember what armies were where in the previous round and then looking to see what changed. This might even be a change log, showing how many of what color armies were in each country at the beginning of the round and how they changed from turn to turn.
try using the note to self to mark any territories you want watched.
e.g. Kamchatka 12 armies round 2
if you come back on round 3 and find that Kamchatka has 3 armies then you can conclude that it was either attacked or attacked
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- Herakilla
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well when i need to use note to self for that, i only care about specific territories so it works well for me
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- pimphawks70
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- lackattack
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lackattack wrote:maybe the log should only show the last 3 rounds when we have this. there could be a link to load the full log if you want to.
Good idea...
BOB will be able to read the full log with an XML call (Which should make it quicker than parsing a shit load of string) so that won't be a problem.
C.

Highest score : 2297
- towhitehead
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- Location: Atlanta
Show armies lost for both sides during attacks in game log
I LOVE this game!!
I have no complaints at all but I think it would be a nice touch to show the number of armies each side lost on the 'conquered' line in the game log. For instance:
2008-02-10 23:34:40 - CrazyEddie attacked Java from Sumatra and conquered it from Duff-Man (12/4).
This would make it fun to commisserate with people for 'crappy dice' and also appreciate somebody running through a force with little or no effort!
Thanks!
I have no complaints at all but I think it would be a nice touch to show the number of armies each side lost on the 'conquered' line in the game log. For instance:
2008-02-10 23:34:40 - CrazyEddie attacked Java from Sumatra and conquered it from Duff-Man (12/4).
This would make it fun to commisserate with people for 'crappy dice' and also appreciate somebody running through a force with little or no effort!
Thanks!
Last edited by towhitehead on Mon Feb 11, 2008 12:11 pm, edited 1 time in total.
- towhitehead
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More info on game log
Not sure if there's already a post, but I think the log should have more info pertaining to how many troops were used in an attack, and how many were lost in the defense.
For example:
2008-02-20 02:02:05 - Player A attacked Irkutsk with 12 troops from Mongolia and conquered it from Player B who lost 6 troops during the defense.
For example:
2008-02-20 02:02:05 - Player A attacked Irkutsk with 12 troops from Mongolia and conquered it from Player B who lost 6 troops during the defense.
Game Log 2.0 is on the to-do list.
Please thoroughly read the following threads and perform a forum search before making suggestions:
Suggestions Box (Lack's 'To-Do' List)
Suggestion & Bug Report Forms
Map Bug? Plugin Bug?
Please thoroughly read the following threads and perform a forum search before making suggestions:
Suggestions Box (Lack's 'To-Do' List)
Suggestion & Bug Report Forms
Map Bug? Plugin Bug?
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reconciledthief
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Advanced and Verbose Logging
Suggestion: increase log verbosity, create standard logging format, add "download log" link.
Uses: Replay/Reanimation plugins/apps that could digest and parse a given log.
There are only a few things that I can think of off hand that would be necessary, and I believe some of these features are included in other feature enhancements...
1) Record starting position of each player.
2) Record each attack/defense.
3) Record the rolls for attack/defense.
4) Develop standard log format that is easy to parse. XML might be useful, but you could come up with your own. For example:
<reconciledthief><From_Territory><3,2,6><defender_name><To_Territory><2,2>
Where the columns are:
Attacker Name | Attack From Territory Name | Dice rolls | Defender Name | To_Territory | Dice Rolls
You might have to add more tags to signify whether then following data would be for a fortification, or for an attack. Prefixing the log with an <a> or an <f> might solve that.
5) Place a link on finished games to download the log.
This would allow community members to write the replay/reanimation application, taking load off of the CC programmer(s). Obviously, once the app is written, you could integrate it into the CC website, or just leave it in the community's hands.
There's already a decent amount of info in the log, so the real request here is for more verbosity. A standard for how the logs are written isn't a necessity, but it would be somewhat beneficial, I believe.
Apologies if this has been asked before. I did a search and found a single thread, but there was no conclusion to it, really, so I wanted to bring this up again.
Uses: Replay/Reanimation plugins/apps that could digest and parse a given log.
There are only a few things that I can think of off hand that would be necessary, and I believe some of these features are included in other feature enhancements...
1) Record starting position of each player.
2) Record each attack/defense.
3) Record the rolls for attack/defense.
4) Develop standard log format that is easy to parse. XML might be useful, but you could come up with your own. For example:
<reconciledthief><From_Territory><3,2,6><defender_name><To_Territory><2,2>
Where the columns are:
Attacker Name | Attack From Territory Name | Dice rolls | Defender Name | To_Territory | Dice Rolls
You might have to add more tags to signify whether then following data would be for a fortification, or for an attack. Prefixing the log with an <a> or an <f> might solve that.
5) Place a link on finished games to download the log.
This would allow community members to write the replay/reanimation application, taking load off of the CC programmer(s). Obviously, once the app is written, you could integrate it into the CC website, or just leave it in the community's hands.
There's already a decent amount of info in the log, so the real request here is for more verbosity. A standard for how the logs are written isn't a necessity, but it would be somewhat beneficial, I believe.
Apologies if this has been asked before. I did a search and found a single thread, but there was no conclusion to it, really, so I wanted to bring this up again.
One slight word of warning for "replays"...
Whoever codes it will have to make their own numbers to overlay on the maps... this is because the numbers are generated by the server - and the server only generates the *latest* state... this is why the BOB snapshots feature was hard to code - I had to save the current "armies.png" down in order to preserve the exact state...
C.
Whoever codes it will have to make their own numbers to overlay on the maps... this is because the numbers are generated by the server - and the server only generates the *latest* state... this is why the BOB snapshots feature was hard to code - I had to save the current "armies.png" down in order to preserve the exact state...
C.

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reconciledthief
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Well, generating the images that represent numbers shouldn't be that difficult. Creating the numbers themselves--making them up accurately--is practically impossible, unless you have a good starting point. You'd have to know exactly where every person started, so that you can base subsequent rolls, fortifications, and advancements on something. That's why I think it should be logged, as it takes the guess work out of the logic inside the re-play/animation app.
Whenever I script or program, I tend to log way more than necessary so that I don't end up in a situation where I'm wondering why I didn't log something.
I'll have into check out this "Game Log" utility you guys speak of. Sounds interesting.
Whenever I script or program, I tend to log way more than necessary so that I don't end up in a situation where I'm wondering why I didn't log something.
I'll have into check out this "Game Log" utility you guys speak of. Sounds interesting.
