Bugs
Re: Bugs
Hi, the implementation looks great! I think there may be a couple of issues -
1. I just started a multiple player war in Tigris, according to the rules I get the option first to have my leaders involved:
"If the active player
chooses to resolve a conflict that involves one of his
leaders, he becomes the attacker. Otherwise, the next
player (in clockwise order) with a leader involved
becomes the attacker. "
This didn't happen, instead it went directly to a conflict involving the other two players. Also, as a defender in a conflict, I don't know where you see how many tiles the attacker has committed before choosing to commit tiles. I believe the defender gets to see the full tiles committed by the attacker before he or she decides how many tiles they want to commit.
1. I just started a multiple player war in Tigris, according to the rules I get the option first to have my leaders involved:
"If the active player
chooses to resolve a conflict that involves one of his
leaders, he becomes the attacker. Otherwise, the next
player (in clockwise order) with a leader involved
becomes the attacker. "
This didn't happen, instead it went directly to a conflict involving the other two players. Also, as a defender in a conflict, I don't know where you see how many tiles the attacker has committed before choosing to commit tiles. I believe the defender gets to see the full tiles committed by the attacker before he or she decides how many tiles they want to commit.
Re: Bugs
Yes, you are correct, the feature of choosing the leaders to battle was "simplified" from the traditional rules... however in hindsight we need to implement it properly, so this should be done soon.
Also you are correct about the extra tiles being public in the regular rules. I must admit I think I prefer this change, since it makes the commit process much more interesting. We will leave this open for consideration, maybe some others have thoughts on it.
Thank you for the report!
Also you are correct about the extra tiles being public in the regular rules. I must admit I think I prefer this change, since it makes the commit process much more interesting. We will leave this open for consideration, maybe some others have thoughts on it.
Thank you for the report!
Re: Bugs
Thanks for the information!! Maybe you could have a toggle for "show committed tiles by attacker in conflict" (probably could phrase this better...) when the game is being created? I think I prefer the original rules' method of revealing tiles (certainly willing to be convinced that I'm wrong).
Just to clarify, how are the leaders chosen in conflicts that involve multiple players?
You also might want to make each placement a two step process (place than commit/finalize) so one can undo an accidental placement. Accidental placements might be problem with users with touch screens. Worth seeing what others think about this issue...
Edit: It looks like players are "eliminated" if they don't take their turn in a 24 hour period. Maybe send out another email reminder instead?
Just to clarify, how are the leaders chosen in conflicts that involve multiple players?
You also might want to make each placement a two step process (place than commit/finalize) so one can undo an accidental placement. Accidental placements might be problem with users with touch screens. Worth seeing what others think about this issue...
Edit: It looks like players are "eliminated" if they don't take their turn in a 24 hour period. Maybe send out another email reminder instead?
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- Posts: 22
- Joined: 17 May 2016, 17:04
Re: Bugs
T&E game #57 has skipped my turn in the fifth round.
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- Posts: 22
- Joined: 17 May 2016, 17:04
Re: Bugs
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.
Re: Bugs
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.
Re: Bugs
sozzy wrote:Hi, the implementation looks great! I think there may be a couple of issues -
1. I just started a multiple player war in Tigris, according to the rules I get the option first to have my leaders involved:
"If the active player
chooses to resolve a conflict that involves one of his
leaders, he becomes the attacker. Otherwise, the next
player (in clockwise order) with a leader involved
becomes the attacker. "
This didn't happen, instead it went directly to a conflict involving the other two players. Also, as a defender in a conflict, I don't know where you see how many tiles the attacker has committed before choosing to commit tiles. I believe the defender gets to see the full tiles committed by the attacker before he or she decides how many tiles they want to commit.
This issue should be fixed now. If there are multiple potential wars, the active player will get to choose which war goes.
Re: Bugs
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.
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