lackattack wrote:Of course it's fair... it applies to all players equally!Visaoni wrote:it isn't fair
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Hm... that is actually a really good idea. I still think I'll be stuck with screen shots though, it's easier to compare visual to visual than text to visual.Aerial Attack wrote:I too was surprised to see that I would not know which of my troops had lost communication. Ah, but that is the thing - they've lost communication. It's possible they were never actually conquered. Or maybe you never actually had them? Hmm ...
An upshot of this, should be more usage of the note to self field. You type in which terrs you have at the beginning of the game and at the end of every turn. You'll also want to note any big enemy listings nearby, as they could suddenly make that part of the map disappear.
I used the notes field and it helped a LOT. Oh wait, I just thought of that right now *doh*. I managed to win because everyone else was more lost than I was *shake head* *smile*.
You are not alone, so it's fair to everyone.Visaoni wrote:lackattack wrote:Of course it's fair... it applies to all players equally!Visaoni wrote:it isn't fairYou got me there. Let me rephrase... I have no memory for this sort of thing. I might have to take screen shots of all my FoW turns for reference, and I really don't want to do that.

Yeah, that is the the only thing I really have an issue with. Stuff you did see should be in the game logs, even if after your territory is overrun after their turn. If it really is that hard to program, then at least let us know what territories we lost.edbeard wrote:I just don't like that if I'm watching someone take a turn, then I can know what happened, but if I'm not there then I don't know what happened.
whether it be him deploying to a territory that is adjacent to mine, but still shows a ? or conquering territories of mine and those showing up as ? as well.
I guess my question would be how much of a server issue or programming issue is this?
I'll probably avoid these games (except with rl friends) until something like that gets updated. It's still a very cool idea though.
That's not bad. Not bad at all...Aerial Attack wrote:An upshot of this, should be more usage of the note to self field. You type in which terrs you have at the beginning of the game and at the end of every turn. You'll also want to note any big enemy listings nearby, as they could suddenly make that part of the map disappear.
Lack probably accomplishes this through code of this sort:lackattack wrote:What if you were conquered by a one way border?
FoW filters the logs and only shows you entries where you took the action. Its must simpler to program and is easier on the server than going through adjacencies.
Code: Select all
IF <territory_attacker_owner> = <current_player>
THEN <territory_taken> & <territory_attacker>
ELSE <territory_taken> = "?" & <territory_attacker> = "?"
Code: Select all
For Each <bordering_territory> In BorderingTerritoryArray(<territory_deployed>)
// Have to make it visible to adjacent owner in the log file
For Each <bordering_territory_owner> LogFileEntryArray(<current_player>, <current_round>)
If <territory_deployed> = "?"
Then <territory_deployed> = <territory_deployed_nonFoW>
Next
Next
I've paid $20 (and in spite of this minor issue, will continue to do so regardlessAerial Attack wrote:Lack probably accomplishes this through code of this sort:lackattack wrote:What if you were conquered by a one way border?
FoW filters the logs and only shows you entries where you took the action. Its must simpler to program and is easier on the server than going through adjacencies.
I see edbeard's point about being able to see armies that are deployed on terrs adjacent to your own showing up as "?" - but the code to show to each player who is adjacent to that terr would be incredibly tough.Code: Select all
IF <territory_attacker_owner> = <current_player> THEN <territory_taken> & <territory_attacker> ELSE <territory_taken> = "?" & <territory_attacker> = "?"
A similar style loop would need to be processed for successful attacks.Code: Select all
For Each <bordering_territory> In BorderingTerritoryArray(<territory_deployed>) // Have to make it visible to adjacent owner in the log file For Each <bordering_territory_owner> LogFileEntryArray(<current_player>, <current_round>) If <territory_deployed> = "?" Then <territory_deployed> = <territory_deployed_nonFoW> Next Next
That is a LOT more processing time on the server !!!
I agree with this. Except for the first round - unless you go first or second, you'll probably have a terr taken and never know in what region it was.RobinJ wrote:IMO if you don't realize that you've lost a country then it wasn't that important

Yup, if it wasn't for fog-mode I would never have married.p.s.-of course there were maps i used to hate that i now love beyond
belief... yes, i am going to marry one.