Conqueror (v2) :  Conqueror! Forum
Open discussion for the second version of Conqueror, also known as the HTML5 version, or "Teams". 
Release notes 1.0.0
Posted by: XuuL ()
Date: July 27, 2013 03:59AM

1.0.0 comes with following changes

Bugfixes:
- Several disconnection related bugs

General improvements:
- Connection/Disconnection handling
- Bookmarking conquerorgame.com/teams => newest version

Lobby improvements:
- Support of URLs
- Shows players in preview while game is still gathering

Game improvements:
- Shows available moves on bottom
- Changed some labels at production to help beginners
- Added info tooltips to help beginners
- Map now follows game turn rendering per default (can be turned off in options)


This version is mainly for connection/disconnection handling, bugfixing and infrastructural improvement. It is pretty much sure that this version will not run as stable as the 0.9.9 since i refactored a lot without much testing. Please give me bug reports if you face any.

If you still have connection issues, try this url:
[conquerorgame.com]

GGs
XuuL

Options: ReplyQuote
Re: Release notes 1.0.0
Posted by: Gratis ()
Date: July 27, 2013 07:21AM

Thanks. Let's try it! ;)

Options: ReplyQuote
Re: Release notes 1.0.0
Posted by: cobalt ()
Date: July 27, 2013 07:00PM

XuuL:
Thanks for all of your hard work! The game is getting pretty good and very functional-a job well done!

Comments about login. I didn't want my birthdate listed (just funny about that) as a part of the registration for a login for the game. Now, like an idiot, I can't find the paper I wrote the birthdate on. And I wrote down several passwords, and selected one, but then I changed it-of course, without recording it! So when it asks to validate the email address by birthdate, of course I can't.
It seems to be a bit much anyway, so I suggest dropping the birthdate idea, or at least have another way of asking for assistance, since you can't get anywhere after that.
I have another login that works at this time, so I don't need any further assistance. But it was frustating until I got that resolved.
cobalt

Options: ReplyQuote
Re: Release notes 1.0.0
Posted by: Alexey ()
Date: July 27, 2013 08:11PM

Cobalt, I assure you that your birthdate is not listed anywhere but in the database used to verify passwords, and in case we need to do any kind of age validation in the future (make sure that people are at least 14 or 16 or 18) for legal purposes -- although hopefully we won't have to.

So feel assured it's safe to use your legal birthdate. I know someone who uses Jan 1, 1970 (the first day of UNIX epoch) as his birthdate on everything, including Facebook, even though his real birthday is later in that year. Every New Year's, he gets a flurry of "Happy birthday! I didn't know you were born on New Year's day?", because Facebook shares that information. We don't and won't share your birthday or age, unless at some point in the future we make it part of your profile and it will be OFF by default unless you opt to show it.

Options: ReplyQuote
Re: Release notes 1.0.0
Posted by: cobalt ()
Date: July 28, 2013 02:31PM

Thanks, Alexey, I appreciate the follow-up!

Options: ReplyQuote
Re: Release notes 1.0.0
Posted by: cobalt ()
Date: July 30, 2013 04:06PM

I have played several games (Europe, tough level, 13 countries competing) and I have found that it's pretty tough, and I mean really tough to win.
I found out that it seems like the enemy can build farms and produce troops in the same turn. Or that it takes significantly less turns for the enemy troops to build farms or advance culture. I was hoping that the strategy of the enemy countries would be a little more robust. I found that frustrating, but I may be complaining...

However, it does seem like the enemy strategy is now more based on "all against me" where enemy countries will try to attack me from across the board, and at times with other enemy troops threatening there capital state.
I was hoping that this game would be a little more realistic in that each country was trying to win the game, each pitted against the other. I can fight against one, maybe two at a time and do decent. But not three or more. I've even seen where two countries abutted next to each other hardly attack each other at all, but there forces are far advanced from their home state trying to attack me, and ignoring a number of other countries! Sometimes I wonder if the stategy is to allow one enemy country to prosper without much interference while the others keep me busy so that I can't possibly win. I don't mind losing, but give me a chance.
cobalt

Options: ReplyQuote
Re: Release notes 1.0.0
Posted by: Rex ()
Date: July 30, 2013 05:13PM

Hi xuul
Tried a weird thing a couple of times now. In turn 36 played in a game today the seasons jumped from autumm to spring, not leaving u any chance to move in winter. Have tried it some times now. Spoke with YALOL and he tried it to.

Options: ReplyQuote
Re: Release notes 1.0.0
Posted by: cobalt ()
Date: July 30, 2013 11:27PM

Also I noticed that sometimes the game takes away one of my turns (since you only get 5, it's hard enough when you lose another!).
It seems that when I want to attack a territory and another enemy attacks and takes it, my move/attack gets ignored. Or sometimes when I'm transferring troops to one of my territories and it's attacked and taken, my move, which should be a transfer, and now should now be an attack, gets ignored.
I would prefer if the game executes all of my requested moves, no matter what the outcome.
cobalt

Options: ReplyQuote
Re: Release notes 1.0.0
Posted by: Regalr ()
Date: August 01, 2013 11:17AM

And its not a bug, but can you bring back the pretty green checkmarks that show a player has entered ready?

Options: ReplyQuote
Re: Release notes 1.0.0
Posted by: Gratis ()
Date: August 01, 2013 02:50PM

If you have joined before someone, you can not see if he has put ready. But if you join after someone, you can see if he has pushed ready.

Yeah, I tried to made it hard to understand.

Options: ReplyQuote
Re: Release notes 1.0.0
Posted by: XuuL ()
Date: August 01, 2013 04:01PM

@cobalt

The enemy (AI) follows the same rules as you (as human player). There is absolutely no benefit for your enemy.

The enemy (AI) attacks randomly. There is no special strategy that your enemies work together against you.

I take your complaints as compliment for me having programmed tough computer enemies :) When you continue playing u will soon become much stronger than computer enemies and you will easily defeat them, believe me ;)

Your described behaviour about ignored moves is part of the rules since over 10 years, and thats how the game conqueror ever will be. You can play with these rules and build strageties on top, at least that is what experienced players do.

Options: ReplyQuote
Re: Release notes 1.0.0
Posted by: XuuL ()
Date: August 01, 2013 04:03PM

@Rex:

Is that reproduceable? If so, how? Please explain it.

Maybe its just a disconnection? After searching the log files, i recognized that YALOL has lot of disc problems in general (like Attila does).

Options: ReplyQuote
Re: Release notes 1.0.0
Posted by: XuuL ()
Date: August 01, 2013 04:04PM

@Gratis:

I know.. its already fixed, i just need to restart the server and i wait for a good time when noone plays a game.

Options: ReplyQuote
Re: Release notes 1.0.0
Posted by: cobalt ()
Date: August 05, 2013 03:11PM

@XuuL:

Your previous comment to me:
"Your described behaviour about ignored moves is part of the rules since over 10 years, and thats how the game conqueror ever will be. You can play with these rules and build strageties on top, at least that is what experienced players do."

Here is from the Rules (Help) page for Conqueror:
"Who moves when?

Once all players have submitted their orders, the computer decides which orders to execute first and then calculates the results. Orders are always executed in the order that they are placed; keep this in mind when planning your strategy. If you have an urgent need to move armies, these should be placed at the top of the stack.

Each player's set of orders is analogous to a separate stack of cards, with the first order on top. The computer picks one of the player's stacks at random, takes the top card, and executes that order. Then it chooses another stack at random, takes the top card, and executes that order, and so on, until there are no stacks left. It should be pointed out that it is entirely possible for the computer to execute all of one player's orders before it gets to another's. But the orders within each stack are always executed in the order in which they were placed."

I read the last sentence that states, "But...are always executed..." meaning that all of a participants orders will be executed.

There's nothing here that says "maybe" or such.

Your comments "Your described behaviour about ignored moves is part of the rules since over 10 years, and thats how the game conqueror ever will be" makes no sense.
Apparently this is a bug, but it sounds like it's something you don't want to address. Who cares if it's been around for 10 years, it's still a problem. If it's not desribled in your rules, then it's a bug.

cobalt

Options: ReplyQuote
Re: Release notes 1.0.0
Posted by: Alexey ()
Date: August 05, 2013 04:17PM

As the person who designed/coded the original game, and wrote the rules above, I can speak to how the original game was designed to work. And I just opened up the source code of the Shockwave version to verify.

1) Obviously if you no longer control the province that the order was attacking FROM, the order can't go through.

2) If the province you are attacking FROM has been attacked earlier in the turn, but you still hold the province with at least 1 army, your order will either go through or get cancelled depending on which of the popup menu selections you chose:

a) "attacked":
--if this country has been attacked this round, cancel order
b) "casualties":
--this country has been attacked this round and lost defenders! cancel order
c) "less than 1/2 left":
-- if you have lost more armies in this province this turn than there are left in there now then cancel the order
d) "never": attack at all costs


The new version Xuul implemented does not have this feature. He said that he didn't want to implement it, as nobody used it. It did seem to complicate the game more than necessary, but then you could just ignore it and leave it set to its default.

The reason I implemented this originally was because someone could attack you with one army just to try to get your attack to stall/cancel.


3) If the province you are attacking changes hands, then your order will still go through. In the original game, everyone is an opponent.

Options: ReplyQuote
Re: Release notes 1.0.0
Posted by: Alexey ()
Date: August 05, 2013 04:24PM

More details from the original game:

4) An attack will be converted to a move if an earlier move executed has caused the destination province to become yours.

5) A move will NOT be converted to an attack if the player no longer holds the destination province.

This addresses the OP's complaint that "transfer should be converted to an attack". It would be interesting to experiment with this however and see how it changes the game.

Options: ReplyQuote
Re: Release notes 1.0.0
Posted by: cobalt ()
Date: August 05, 2013 09:41PM

@Alexey
Thanks for the clarifications!

Options: ReplyQuote
Re: Release notes 1.0.0
Posted by: Fenix ()
Date: January 26, 2014 09:29AM

Imo, the last 2 options sound like a good idea @Alex.

c) "less than 1/2 left" :
-- if you have lost more armies in this province this turn than there are left in there now then cancel the order
d) "never": attack at all costs.

The first two seems redundant as nobody with common sense would need it if they take into account possible counters, first turns, etc.

Options: ReplyQuote


Sorry, you can't reply to this topic. It has been closed.