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Having a script that does what you are suggesting would give a player a great advantage in a fog of war game. If you really want to do this you could take screenshots of each roundc0de wrote:If there was a way that games could be reviewed in a graphical time-lapse replay (like a slideshow), it would be VERY helpful. Like a movie of all the moves made by all players, round by round. It will allow us to learn from past mistakes, and to see where we went wrong, and to analyze moves of all players.
It would be most helpful if the feature was available during games. Especially when games go past something like 40 rounds, you forget what happened in the beginning.
Another cool feature that could be derived from such a capability is the ability to upload the replay of a game into a specific section so that all players can see Epic Victories of Top Players. That would be pretty sweet.
Just a thought...
Now I remember why I was so excited in December of 2006 when I thought this would be addedAndyDufresne wrote:We've long wanted to upgrade to Game Log 2.0---which would include failed assaults (I.E. where you do not conquer and take over a territory) and all sorts of other meaty information not currently in the game log---and with a game log like 2.0 someone would theoretically be able to create a "Replay Script."
However, Game Log 2.0 is a massive under taking---simply because of the amount of new data that we would be storing. Consider how many successful assaults you take in a game, and then add failed assaults to the mix, along with some other information---loads and loads of data! We'd have to make sure that we've enough store space to make everything run smoothly for an extended period of time---I.E. it'd have to be beneficial and cost effective. But it is something I hope to see in the future.
--Andy
This was an option we discussed at one time I remember---a limited time where all the information would be available, and then after said time it would be just the standard information we keep. I'm unsure of what the code would be like to allow for limited time the data, and then to dump it after said period of time.sully800 wrote: Now I remember why I was so excited in December of 2006 when I thought this would be added![]()
What if the data was only stored for a limited time (one or two weeks max). The user has the option to save the data to their personal computer once the game finishes, so then playbacks could be created and saved interminably without storing space on the server. If the data is not downloaded within 2 weeks it disappears.

A Graphical "Replay/Review" Option would be amazing
-----Spanish Civil War: VacationedMrBenn wrote: On an a side-note, as a child I used to have a recurring nightmare about being chased round a supermarket by a crocodile pushing a shopping trolley and wearing an "I ♥ Shopping" t-shirt...
Excellent post, Andy.AndyDufresne wrote:We've long wanted to upgrade to Game Log 2.0---which would include failed assaults (I.E. where you do not conquer and take over a territory) and all sorts of other meaty information not currently in the game log---and with a game log like 2.0 someone would theoretically be able to create a "Replay Script."
However, Game Log 2.0 is a massive under taking---simply because of the amount of new data that we would be storing. Consider how many successful assaults you take in a game, and then add failed assaults to the mix, along with some other information---loads and loads of data! We'd have to make sure that we've enough store space to make everything run smoothly for an extended period of time---I.E. it'd have to be beneficial and cost effective. But it is something I hope to see in the future.
--Andy

I really think that every round is all you need for sequential.chipv wrote:Freestyle.
Armies array every move for that and if we're doing that might as well do it for Sequential.
Unfortunately the amount of storage required for every move (bearing in mind single attack destinations can change)
isn't pretty.
Script replay better and not as slow, agreed.
Oh well.
If I am reviewing the game log as it stands now, I sometimes find that a player deployed a certain number of troops in a certain place, but some or all of those troops are now gone (and not through reinforcement to somewhere else). Clearly, they were lost in failed assaults, but which way was that player headed? I would like to be able to know the objective of the failed assaults, so as to try to understand that player's plan.Kotaro wrote:Failed assault in game log? Why in the world would that be a good thing?
Agreed...chipv wrote:Temporary storage sounds good too.

Probably not - but you could just have an imposed move limit once it breaks it - ditch that game... and return a suitable xml file that says so.lancehoch wrote:yeti (or someone else who knows more than me about this), what about games that take over a year to play? It seems like that would chew through the memory in no time at all.

It would be a shame not to be able to examine the really long games. Those could be the most interesting to analyze (apart from the ones which are just deadlocked).yeti_c wrote:Probably not - but you could just have an imposed move limit once it breaks it - ditch that game... and return a suitable xml file that says so.lancehoch wrote:yeti (or someone else who knows more than me about this), what about games that take over a year to play? It seems like that would chew through the memory in no time at all.
C.