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HappyProle SBW Developer
Joined: 28 Oct 05 Posts: 409
Location: Salt Lake City, UT
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Posted: Wed Jun 14, 2006 5:25 pm Post subject: Upcoming Tikal Bugfixes |
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We've got access again to the new server and a little bit of free time, so we're looking into the list of bugs and other oddities that need fixing in Tikal. This post should show what we're planning on fixing, and we'll update it with our progress.
1. Volcano blockades. We're going to prohibit any volcano placement that would prevent tiles from being placed in the corners. We think this is the only fair way to handle it and it's not up for discussion.
Fixed.
2. Long names. We're going to truncate long names on the game display to a fixed length. Hopefully this will work for everyone.
Done. We also added links to the profile page and suitcases for vacation notifications.
3. Tile rotation. We're going to get rid of tile rotation when it's not your turn. There aren't many good reasons to allow it and many reasons to disallow it.
Done.
4. Tiles left. We'll add a mouseover on the tile-to-be-placed that will tell how many tiles are left total and the current tile group (letter).
Done.
5. Tile preview glitch. We'll fix whatever bug is causing the next tile in the stack to be momentarily visible under certain circumstances.
Still investigating
6. Auction variant. This is a big one - we still plan on doing it, it will probably happen after all of these other items are addressed.
Forthcoming
7. Add Rules
Forthcoming
8. Score Preview. Pre-calculate score during scoring rounds and display it in end-turn dialog box.
Done
We also added some anchors so that clicking on an action will take focus to the board. Hopefully this will help the game seem a little more streamlined.
HappyProle
RyanMC
Last edited by HappyProle on Tue Jun 20, 2006 2:54 am; edited 2 times in total |
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Golux13
Joined: 14 Jul 05 Posts: 209
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Posted: Wed Jun 14, 2006 8:03 pm Post subject: |
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Ryan, thanks for the update.
Any word on the next game in the queue? Not pushing, just asking. |
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fteplin
Joined: 30 Aug 05 Posts: 70
Location: San Diego, CA, USA
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Posted: Wed Jun 14, 2006 8:36 pm Post subject: |
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You guys, in a word, rock. |
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willythesnitch
Joined: 06 May 05 Posts: 13
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Posted: Wed Jun 14, 2006 10:42 pm Post subject: |
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Will there be a way to fix the games that already have a volcano blockade? |
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RyanMC SBW Developer
Joined: 13 Sep 05 Posts: 344
Location: Draper, UT USA
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Posted: Thu Jun 15, 2006 9:37 am Post subject: |
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I hope to fix the games that are messed up today sometime. I will probably just place the final tile and give the proper player 10 APs, its not perfect, but allows the game to continue.
If I roll back some games will know what tiles are coming up, some will be rolled back 5, 5, 7 rounds. I don't think thats a valid workaround, so for now we will just place the tile and let you complete the games. _________________ ---------------
-=RyanMC=-
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TheCat
Joined: 15 Feb 05 Posts: 97
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Posted: Thu Jun 15, 2006 11:43 am Post subject: |
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Wouldn't it be better to simply move the volcano and then let the person place their tile? |
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RyanMC SBW Developer
Joined: 13 Sep 05 Posts: 344
Location: Draper, UT USA
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Posted: Thu Jun 15, 2006 11:51 am Post subject: |
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That would be another option, to corner the volcano. I guess that would work better. Thanks for the suggestion. _________________ ---------------
-=RyanMC=-
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RyanMC SBW Developer
Joined: 13 Sep 05 Posts: 344
Location: Draper, UT USA
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Posted: Thu Jun 15, 2006 12:16 pm Post subject: |
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Game 6996 is fixed. _________________ ---------------
-=RyanMC=-
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freduk
Joined: 18 Jan 06 Posts: 433
Location: Bristol, UK
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Posted: Sun Jun 18, 2006 6:00 am Post subject: |
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can I request aother piece of work too?
7. Post the Rules.
I know they can be found elsewhere, but it's quite convenient to be able to find them all at the one site. Obviously low priority, but useful nonetheless. |
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HappyProle SBW Developer
Joined: 28 Oct 05 Posts: 409
Location: Salt Lake City, UT
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Posted: Sun Jun 18, 2006 8:37 am Post subject: |
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Ahh.. right. The rules. I'll add it to the list. |
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striking_cobra
Joined: 07 Dec 05 Posts: 107
Location: Gloucester, UK
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Posted: Sun Jun 18, 2006 2:14 pm Post subject: |
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Just one more thought, if you are going to "lift the hood" on the tikal code then id there any way you could change the following?
If you want to move a pawn more that one hex, could it be changed so that you can simply move where you want to go in one movement, and then calculate the movement payment as a whole rather than moving incrementally? It would speed up moves a lot - especially to those on a slow connection.
It may be a tough one to do, if so, no probs, it's not a game breaker by any sense, just a nice to have. |
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HappyProle SBW Developer
Joined: 28 Oct 05 Posts: 409
Location: Salt Lake City, UT
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Posted: Sun Jun 18, 2006 4:06 pm Post subject: |
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This was discussed at great length elsewhere. I think our reasons for not doing that were philosophical -- that finding the cheapest path between two points should be left to the player. |
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L_Hudson
Joined: 25 Jan 06 Posts: 7
Location: Wellington NZ
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Posted: Sun Jun 18, 2006 5:38 pm Post subject: |
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Thanks for fixing game 5052.
I know there has been talk about implementing an option to allow players to exclude players from games based on Average time per turn. If this is the case would it be possible to remove the time taken for me to take my turn due to waiting for this game to be fixed.
My average time taken jumped from 3 hours to over 6 hours and I now have a longest turn of 2109.6 hours due to this bug.
Thanks
Lance |
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stargate
Joined: 09 Dec 04 Posts: 603
Location: North Attleboro, Ma USA
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Posted: Sun Jun 18, 2006 6:03 pm Post subject: |
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Lance --- if I have to wait 2100 hours for you to take your turn
I don't want to play with you ever again --- hold on I did wait the 2100
hours what a fool I am
suggestion -- take the 2100 hours and add it to the player who
placed the volcano --- yes that is mean |
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willythesnitch
Joined: 06 May 05 Posts: 13
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Posted: Sun Jun 18, 2006 6:18 pm Post subject: |
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I agree that it should be up to the player to find the best route for movement, but there is one very minor change that I'd like to suggest; would it be possible to have an option to bring more than 1 worker to camp at a time. I know it's minor, but especially at the beginning of the game it takes a while to bring a bunch of workers to camp, especially with a slow connection.
Thanks,
Chad |
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