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Open discussion for the HTML5 version of Conqueror here.  
Release notes 0.9.9
Posted by: XuuL ()
Date: May 12, 2013 12:39AM

0.9.9 comes with following changes

Bugfixes:
- AI getting stucked bug in late team games
- TGL connections
- China connections
- several minor


General improvements:
- Browser saves password (if u allow it)


Lobby improvements:
- Click on playername triggers whisper command

Game improvements:
- Map centers on capital at start
- Map now follows game turn rendering (only if options is turned to "ON")
- Ally influence acts positive instead of negative
- Strong AI is stronger



GGs
XuuL

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Re: Release notes 0.9.9
Posted by: cobalt ()
Date: May 12, 2013 12:30PM

I was wondering if you would like some suggestions?
How about a better stats dialog box: stats for production of gold, units, diplomacy?
When is the map of Europe going to be extended?
Will Conqueror come out as a stand alone game (without having to be connected to the internet)?
I would like to see in the map of Europe, Norway, Sweden, Finland, the eastern Russion lands broken down into smaller sections.
Once a land has, say, 6 or more people, it would be nice if you could split up the production of the land. For example, if one of the lands had a population of 8, devote say 3 to the production of gold, 3 to producing more troops, and 1 to the production of increasing the population (or diplomacy).

I love playing this game, it is much simpler than Civilization, and much better than Risk. I look forward to further improvements. Thanks to all the devepers!
cobalt

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Re: Release notes 0.9.9
Posted by: XuuL ()
Date: May 14, 2013 07:16AM

Hi cobalt,

suggestions are very welcome. Let me respond:

1) stats
You only see thing on stats which are obvious anyways. Since you dont know what your enemy is producing or you dont know how much gold he has, you dont see it in the stats. To not see the gold is part of the strategy.

2) map
The europe map is as it is since over 10 years. We will do more maps in future, maybe also a bigger europe map? I dont know, we rarely plan things, because its just our hobby.

3) production
of course a nice idea, but its hard to visualize.. thats always the problem. The game should stay simple and the visualization also. There are so many great ideas like that but it always comes to the question of how to visualize it and then we reject it. To implement your idea, we would need several more buttons and timelanes.. im not that sure how we could do that.

Hope we will see us online soon.

XuuL

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Re: Release notes 0.9.9
Posted by: Alexey ()
Date: May 14, 2013 07:29AM

Cobalt said: "I love playing this game, it is much simpler than Civilization, and much better than Risk".

Thanks! That's exactly what I had in mind when designing this game!

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Re: Release notes 0.9.9
Posted by: cobalt ()
Date: May 14, 2013 12:22PM

thanks Xuul for your response!

Comments to your comments:
The stats I was recommending was a list of lands you occupy, and what they are currently producting. It would also be nice to organize the list, say troops listed first, then those producing gold listed alphabetically, then farms, then diplomacy, etc.

As far as visualization for my production comments: click on a land, like you can do, then just insert a number for the number of people assigned to produce, say gold or building a farm. Like a matrix listing... I'm all for simplicity, but I'm also for moving the capability of the game down the road just a bit. Perhaps it could be a new level of play.

As far as the map is concerned, it's great that it's been that way for 10 years! I just find it too easy to move around the outer lands quicker than being able to move through center part of Europe, where the lands are much, much smaller.

Love what you guys have done!

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Re: Release notes 0.9.9
Posted by: live4games ()
Date: May 16, 2013 09:21AM

yay no more 50+minutes searching for a 3v3 map

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Re: Release notes 0.9.9
Posted by: Attila ()
Date: June 02, 2013 03:03AM

the most urgent imho remains the connection issue. i have 2 different 3G internet accounts: a (NL) T-Mobile for my laptop, which is so shaky that i can't play for more than a few turns and a (NL) KPN account on my phone, which is more stable, but has a 1GB/month data limit. However, with both, the former (much) more often than the latter, the game disconnects often, which is a bit ridiculous, because i can keep watching, for example a youtube video, load another page, or in most cases even write on the wall, i just can't resume gameplay (the message box in the middle of the page that i disconnected strangely enough doesn't prevent me from continuing to write, and reading other people's new messages while they can read mine). because of the arbitrary 180 seconds, this usually means missing 2 entire turns, which in most games is deadly. i recommend that untill you find a final solution, u decrease the reconnecting time to 60 seconds tops. hmmm, did i just suggest a final solution to a german? sorry :D

furthermore, i noticed that in this latest update there were a few small changes some of which reduce the game experience, the most annoying of them being the quite heavily increased battle calculation random, which in turn increases the luck factor at the expense of the strategy factor.

but still, except connection stability, a huge improvement over the old conqueror game, well done xuul (yes i do curse at your name whenever i disconnect :D )

"guess who's advancing"

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Re: Release notes 0.9.9
Posted by: XuuL ()
Date: June 07, 2013 11:22PM

Thanks for the feedback Attila... didnt knew you can chat while the disc time is running. The connection handling sux for sure.. there is a nasty bug in a library i use called socket.io which leads to these problems. I will soon have holidays and i will spend a week to build the 1.0.0 which then will have a better connection handling - promised ;)

I didnt change the random algorithm since 0.4.x. It is one of the best algorithms for random number generation out there and a lot more random than that of shockwave. But dont forget.. the calcs for battle didnt change.. its just the algorithm. You think i should switch it and try another one? I have several ones.

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Re: Release notes 0.9.9
Posted by: Attila ()
Date: June 13, 2013 11:05AM

connection handling seems greatly improved as of today, good job!

but i'm still sure the battle algorithm is much worse than it was, which really sux in the early rounds. it is quite normal now NOT to get a land 5:2, let allone 4:2, 3:2 or, what audacity, 2:2. attacking with 1's used to be a good tactic, but now seems to make matters even worse.

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Re: Release notes 0.9.9
Posted by: XuuL ()
Date: June 16, 2013 04:28AM

I havent made any changes. Maybe your ISP did?

The random is balanced, so when u dont get a land 5:2, u should also get it 2:5 equal times (in the long run). Attacking with 1 army never had any advantage, not in the old and not in the new version. That's only subjetive perception influence.

The connection handling will be improved in July, i promise u! ;)

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Re: Release notes 0.9.9
Posted by: acro ()
Date: June 24, 2013 08:08AM

> The connection handling will be improved in July,
> i promise u! ;)

Will this include support for people with dodgy ISPs (TalkTalk)? I'm stuck with them for the foreseeable future and would really like to get back on and play at some point.

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Re: Release notes 0.9.9
Posted by: XuuL ()
Date: July 26, 2013 10:18PM

acro, hopefully the new version will also support you. Just try [conquerorgame.com]

It uses old http connections, which are slower but more stable for several ppl.

You can bookmark it for the future

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Re: Release notes 0.9.9
Posted by: cobalt ()
Date: July 30, 2013 09:49AM

Found a bug!

Starting situation-here's the setup: Europe, medium level, 13 countries battling it out.
My forces occupied Napoli (about 50 troops) and Macedonia (about 30 troops).
I had designated that about 10 troops would attack from Macedonia to Bulgaria (which had 4 enemy troops) and 10 troops attack Byzantium (which had 2 enemy troops). Also, I designted that 40 troop move from Napoli to Macedonia.
An enemy force of about 50 or more troops occupied Serbia.
I selected 'End Turn'
What happened is the computer selected an attack (from the enemy force) in Serbia to Macedonia, wiping out my forces in Macedonia before they could attack, leaving a small number of enemy troops now in Macedonia. I thought, okay...
But then the computer selected my transfer/attack from Napoli to Macedonia, and the outcome was that I had now some 25 or so troops in Macedonia. The computer played out several more moves around the map.
Then, all of a sudden, the computer continued with my original plans to attack Bulgaria and Byzantium, in which my troops were victorious.
Then I realized that those troops from Napoli had moved TWICE in one turn !!
cobalt



Edited 1 time(s). Last edit at 07/30/2013 09:51AM by cobalt.

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Re: Release notes 0.9.9
Posted by: XuuL ()
Date: August 01, 2013 10:10AM

Hum.. tbh, i dont understand the situation.

"
Then I realized that those troops from Napoli had moved TWICE in one turn !!
"

How did u realize that?

And... wasn't it like that???:

The attack from Serbia to Mace had no success.. u won with some few units. Afterwards the supply from napoli was moves to mace and then you could do your two moves with 10 each to bulg and byz?


That would be according to the rules.

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Re: Release notes 0.9.9
Posted by: cobalt ()
Date: August 02, 2013 09:00AM

XuuL:
I watched it happen, it freaked me out for a second until I understood what just happened.
Then I thought maybe you had added a "blitzkreig" rule or something...then I realized this is supposed to be knights and the Middle Ages.

For clarification:
the attack from Serbia was successful! My troops were wipped out!

Setting it up:
I occupied Napoli, Macedonia.
Serbia was occupied by enemy #1.
Bul & Byz were occupied by enemy #2.

My planned movements:
1) from Macedonia, attack Bul
2) from Macedonia, attack Byz
3) transfer troops from Napoli to Macedonia

How the game progressed:
Very first move the computer played was the attack from enemy #1 from Serbia into Macedonia, and that force completely wiped out my troops, leaving them a small force (about 3 or 4 troops) in Macedonia.

Then, a few moves latter, my forces attacked (successfully) from Napoli (about 50 troops) into Macedonia. Here I thought this is where it would end.

Other moves continued, and it looked liked the computer moves were finishing up.
Then, the last move the computer executed was my original attack from Macedonia to Bul and Byz.
I sat there amazed!

cobalt



Edited 1 time(s). Last edit at 08/02/2013 09:02AM by cobalt.

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Re: Release notes 0.9.9
Posted by: acro ()
Date: August 04, 2013 11:03AM

XuuL Wrote:
-------------------------------------------------------
> acro, hopefully the new version will also support
> you. Just try
> [conquerorgame.com]
>
> It uses old http connections, which are slower but
> more stable for several ppl.
>
> You can bookmark it for the future


Thanks Xuul, the new version appears to work based on a brief test. Look forward to trying the new game out properly!

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Re: Release notes 0.9.9
Posted by: Fenix ()
Date: January 26, 2014 03:46AM

cobalt Wrote:
-------------------------------------------------------
> that force completely wiped out my troops, leaving them
a small force (about 3 or 4 troops) in Macedonia.

- If you lost Macedonia to AI #1, which attacked from Serbia, it's not possible that you can move your units from Napoli to Macedonia until next turn. You got CUT off since as Alex said and I quote: "A move will NOT be converted to an attack if the player no longer holds the destination province"

> Then, a few moves latter, my forces attacked
(successfully) from Napoli (about 50 troops) into
Macedonia.
Then, the last move the computer executed was my
original attack from Macedonia to Bul and Byz."

- Again, not possible. Most likely scenario was that AI #1 attacked Mace, leaving a few of your units -> you proceeded to attack Bulg/Byz and then supplied Napoli -> Mace.

If you set to attack Byz and Bulg BEFORE supplying Mace, LOGICALLY, you would attack Byz/Bulg BEFORE supplying Mace.

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