Bugs

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bigWham
Posts: 78
Joined: 14 Jan 2016, 11:49

Re: Bugs

#11 Postby bigWham » 22 May 2016, 23:48

Palehorse wrote:Hello: I do believe the rules for T&E state that you don't have to build a monument when you are in a position to do so. In one of our games (you and me), I have four black tiles together and it asks me which monument to build but I don't see an option to not build one.


Try it again. We've add a "Skip Monument" function. Thanks for pointing that out!

bigWham
Posts: 78
Joined: 14 Jan 2016, 11:49

Re: Bugs

#12 Postby bigWham » 22 May 2016, 23:49

bigWham wrote:
orangeblood wrote:Also, I vote to keep the original rules of T&E where possible. It honestly changes the defender/attacker dynamic too much to hide committed tiles.


Agreed, unless there is a good reason we will keep the original rules. So, this should be changed.


It now indicates the number of tiles committed in the log.

Palehorse
Posts: 15
Joined: 15 May 2016, 11:40

Re: Bugs

#13 Postby Palehorse » 23 May 2016, 10:41

I do believe that the tile commitment when resolving a conflict (internal and external) is not being done correctly. First, the attacker commits, VISIBLE TO THE DEFENDER, tiles from his hand. Then the defender commits. The current way it is set up, the commitments are done secretly and committed at the same time.

This does change the game in a big way and should definitely be changed, imho.

bigWham
Posts: 78
Joined: 14 Jan 2016, 11:49

Re: Bugs

#14 Postby bigWham » 23 May 2016, 12:08

Palehorse wrote:I do believe that the tile commitment when resolving a conflict (internal and external) is not being done correctly. First, the attacker commits, VISIBLE TO THE DEFENDER, tiles from his hand. Then the defender commits. The current way it is set up, the commitments are done secretly and committed at the same time.

This does change the game in a big way and should definitely be changed, imho.


This has been recently changed - the tile commitments now appear in the log, so the defender will be able to see what the attacker has committed. Let me know if you are experiencing an issue with this.

sozzy
Posts: 7
Joined: 10 May 2016, 09:05

Re: Bugs

#15 Postby sozzy » 23 May 2016, 20:13

Thank you for all of your work on this! Only item that remains (as far as I can tell) is the "Termination" issue. I don't think any player should lose turns or be kicked out of a game in progress. I suppose you could leave that as an option when setting up the game (if that's possible)...

Hoping this implementation takes off and we get some more players from boardgamegeek and elsewhere!
Last edited by sozzy on 23 May 2016, 23:33, edited 1 time in total.

bigWham
Posts: 78
Joined: 14 Jan 2016, 11:49

Re: Bugs

#16 Postby bigWham » 23 May 2016, 20:17

sozzy wrote:Thank you for all of work on this! Only item that remains (as far as I can tell) is the "Termination" issue. I don't think any player should lose turns or be kicked out of a game in progress. I suppose you could leave that as an option when setting up the game (if that's possible)...

Hoping this implementation takes off and we get some more players from boardgamegeek and elsewhere!


Tell your friends! I'm working on it, as well as getting more games.

As far as termination goes... how do you think we should deal with players that don't take their turn?

sozzy
Posts: 7
Joined: 10 May 2016, 09:05

Re: Bugs

#17 Postby sozzy » 23 May 2016, 23:55

I'm not sure, but ideally it should be up to the discretion of the player who started the game. The original BGG implementation allowed the person to started the game to send out email reminders manually. If it has to be automated, I think an email reminder every 2 or 3 days would be sufficient, with the game being cancelled at the end of a two week span. For games that just started, if nobody does a move after after 2 or 3 days, those should be cancelled (i.e. accidentally created games).

Hoping some other people chime in with their opinions...

orangeblood
Posts: 22
Joined: 17 May 2016, 17:04

Re: Bugs

#18 Postby orangeblood » 24 May 2016, 13:17

T&E game 57 again... my hand was not refilled after a battle. I'll wait to make my move to see if it can be fixed.

orangeblood
Posts: 22
Joined: 17 May 2016, 17:04

Re: Bugs

#19 Postby orangeblood » 24 May 2016, 13:31

Hm, T&E game 57 again... there are two blue leaders in a kingdom... that battle did not trigger after the green battle finished. That might be why it didn't refill my hand. At any rate, that battle needs to take place before my turn.

bigWham
Posts: 78
Joined: 14 Jan 2016, 11:49

Re: Bugs

#20 Postby bigWham » 24 May 2016, 14:46

orangeblood wrote:Hm, T&E game 57 again... there are two blue leaders in a kingdom... that battle did not trigger after the green battle finished. That might be why it didn't refill my hand. At any rate, that battle needs to take place before my turn.


Just to let you know... we are working on this and will get it fixed as much as possible. There is an issue with moving on to subsequent wars when there are multiple wars that was introduced when the Choose War function was implemented.


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