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Posted: Tue Mar 11, 2008 6:10 pm
by lancehoch
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.

Posted: Wed Mar 12, 2008 3:34 am
by yeti_c
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.

Posted: Wed Mar 12, 2008 12:04 pm
by lancehoch
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));

Posted: Thu Mar 13, 2008 10:25 am
by Optimus Prime
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. :)

Posted: Thu Mar 13, 2008 10:50 am
by yeti_c
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.

Posted: Thu Mar 13, 2008 11:04 am
by Optimus Prime
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?

Posted: Thu Mar 13, 2008 11:08 am
by yeti_c
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.

Posted: Fri Mar 14, 2008 3:36 pm
by xmaveric
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?

Posted: Fri Mar 14, 2008 3:45 pm
by homes32
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... :)

Posted: Sat Mar 15, 2008 6:25 am
by yeti_c
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.

Posted: Tue Mar 18, 2008 6:56 am
by Shino Tenshi
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?)

Posted: Tue Mar 18, 2008 7:07 am
by yeti_c
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.

Posted: Tue Mar 18, 2008 9:49 pm
by xmaveric
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?

Posted: Wed Mar 19, 2008 3:24 am
by yeti_c
This is really a Site change... - should be raised in Suggs & Bugs.

C.

Posted: Wed Mar 19, 2008 3:51 pm
by thespider
Has anyone tried to use this on Safari and GreaseKit?
I would like to if it is possible.

Posted: Wed Mar 19, 2008 3:53 pm
by yeti_c
thespider wrote:Has anyone tried to use this on Safari and GreaseKit?
I would like to if it is possible.


Feel free to try!!

C.

Posted: Thu Mar 20, 2008 9:34 am
by yeti_c
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.

Posted: Thu Mar 20, 2008 9:49 am
by Sir. Ricco
What does Colour Drop Downs are Switchable do? :?

BTW: I love the update with the "Hide Menu"

Posted: Thu Mar 20, 2008 9:51 am
by yeti_c
Sir. Ricco wrote:What does Colour Drop Downs are Switchable do? :?


BOB can colour in the Dropdowns with the owners colour... you can now turn this off if you like.

Sir. Ricco wrote:BTW: I love the update with the "Hide Menu"


People have been crying out for that for a while.

C.

Posted: Thu Mar 20, 2008 11:03 am
by arual
I was going to suggest such an option actually. When playing as blue the background makes the text hard to read (although not anymore as you can change it^).

Good work.

Posted: Thu Mar 20, 2008 12:58 pm
by thespider
yeti_c wrote:
thespider wrote:Has anyone tried to use this on Safari and GreaseKit?
I would like to if it is possible.


Feel free to try!!

C.

it didn't work =(
I don't know why...

Posted: Thu Mar 20, 2008 2:25 pm
by samholt
wow love the latest update......hide menu is frikkin awesome

Posted: Thu Mar 20, 2008 2:53 pm
by jaytee64
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

Posted: Thu Mar 20, 2008 3:25 pm
by bonobo`s son
jaytee64 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
agree whith this

Posted: Thu Mar 20, 2008 7:26 pm
by redi5e
samholt wrote:wow love the latest update......hide menu is frikkin awesome


completely agree, thanks yeti_c!!!