From: <cl...@us...> - 2007-04-20 22:05:45
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Revision: 2660 http://svn.sourceforge.net/colossus/?rev=2660&view=rev Author: cleka Date: 2007-04-20 15:05:41 -0700 (Fri, 20 Apr 2007) Log Message: ----------- Updated some docs to reflect the newest state; namely, removed the reference to the "All Stacks visible" option, and replaced it with a link to a new document that explains all settings in the Get Players dialog. Modified Paths: -------------- trunk/Colossus/docs/README.html trunk/Colossus/docs/network.html Added Paths: ----------- trunk/Colossus/docs/GetPlayersOptions.html Added: trunk/Colossus/docs/GetPlayersOptions.html =================================================================== --- trunk/Colossus/docs/GetPlayersOptions.html (rev 0) +++ trunk/Colossus/docs/GetPlayersOptions.html 2007-04-20 22:05:41 UTC (rev 2660) @@ -0,0 +1,168 @@ +<?xml version="1.0" encoding="iso-8859-1"?> +<!-- $Id: $ --> +<html> + <head> + <meta name="generator" + content="HTML Tidy for Linux/x86 (vers 1st July 2002), see www.w3.org" /> + <title>Get Players startup dialog</title> + </head> + <body> +<h1>Settings in Get Players startup dialog</h1> +This document is a start to describe the available settings in the +Colossus startup dialog (like player selection, which variant, and so on) +and their meaning. Some descriptions are not too detailed yet. +<p> +The top part of the startup dialog consists of a tabbed pane with 3 panes: +<b>Players</b>, <b>Options</b> and <b>Variant README</b>. +<P> +In the bottom are controls for Variant selection and Game startup, +always visible no matter which pane is selected. + +<hr> +<h2>Players pane (player selection, variant selection, and action buttons)</h2> + +Here you can select the number of players by setting that number of +player types to a type (different than "none"): human player on same +host, network player (human player on some remote host), or a number +of "AI" types, i.e. robot players. +<P> +Fill in the wanted number and types of players, leave the remaining one as +<b>none</b>. For human (local) players give a name; remote players should +be left to their default <b><By client></b>, and for AI players it +is usually useful to leave the setting to <b><By color></b>. +<P> +With Colossus on can play Titan (the original board, creatures, etc.) as +well as a number of variants - modified board or creatures +(different/additional ones, their skills and abilities modified, different +recruiting possibilities, and so on). +<p> +<hr> +<h2>Options pane (various settings for the game)</h2> + +<h3>Section "General"</h3> +Those are hopefully self-explaining: +<ul> +<li>Autosave +<li>Log debug messages +<li>Balanced starting towers +<li>AIs stop when humans dead +<li>Auto quit when game over +</ul> + +<h3>Section "Viewability of legions and events"</h3> + +This controls whether one is +allowed to view the contents of other players legions, and how long +the events which reveal such information are visible before they +vanish. +<p> +<b>Viewable legion content:</b><P> +That is a popup menu box with three possible selections: +<ul> +<li>Only own legions +<li>Ever revealed (or concludable) since start +<li>True content for all legions +</ul> +This setting controls which or how much information is shown to you when +you look into legions using right-click or the Inspector window (those of other players - for your own ones you see +always the full true content). +<p> +The first one is like standard Titan - you are only allowed to review the +contents of your own legions; information what is in other players legions +you can only know based on events where such information is publicly revealed +(e.g. recruiting, teleport), and you must memorize and conclude all by yourself. +<p> +The last one is simple - you can simply look into every legion, be it +yours or that of any other player. <p>The middle one, "Ever revealed +..." is more complex. Colossus has a feature called split-prediction; +it keeps track of such revealed information, and automatically draws +conclusions ("if the angel is here, then the Titan must be in that +legion because it is the only other uncertain one right now"). If this option is selected, you see the result of such automatic tracking and conclusions, +i.e. the same what the AI's will know. +<p> +This view shows you for other players legions all creatures which can with +has ever been shown or can with certainty be concluded that a certain creature +is in a certain legion. +<P> +For the remaining creatures in the legion, the Split prediction has a +"best guess" - like, parent before a split had Titan, some weak and +some strong creatures, and Titan teleported and is known, the rest +not; most likely the strong creatures are with the titan and the weak +ones in the split-off - but that is not certain. For those which are +uncertain (if and only if this view mode is selected), every client (= +every individual player) has in his Graphics menu (in the running game +then) a option called "<B>Uncertain as blank</B>" which controls, +whether for this uncertain ones shall be displayed the best guess +(with a question mark over it) or rather nothing (just a question +mark). +<P> +<b>Events expire after (turns):</b><P> That is a popup menu box with +numeric values. The selected value specifies for how (at maximum) +long back the +events are viewable in the players "EventViewer" window (also from +Graphics menu). This EventViewer windows "reveals" all those events +that would in an actual board game be mandatory to be revealed to +other players - like: splitting, recruiting (what creature was taken, +and what does he have that allows him to do so), teleport, acquired +and summoned angels, and battle results (Note: the latter one are not +fully implemended in the EventViewer, but there is a separate +"Engagement Results" window). +<P> +In the EventViewer itself a player can select to display (beside which +types of events) fewer than the number of turns set in "Events expire after +(turns)" setting, but not more than those. + + +<h3>Section "Teleport"</h3><p> +Those are hopefully self-explaining - the named teleport types are or are not +allowed. +<ul> +<li>No tower-to-tower teleport on first turn +<li>No teleport on first turn +<li>No Titan teleport +<li>Tower-to-Tower teleport only +<li>No Tower teleport +</ul> + +<h3>Section "Rules"</h3><p> + +<ul> +<li>Slowing is cumulative +<li>Always allow one hex +<li>Use non-random battle dice +</ul> +See questions <B>What's the option "Slowing is cumulative"</B> and <b> +What's the option Always allows one hex?</b> in the <A HREF="FAQ.html">FAQ</A>. +<P> +The last one would use always a predefined sequence of rolls for battle +dice rolling. Probably only relevant for debugging purposes. + +<h3>Section "AI timing"</h3><p> +Those values control how long an AI will pause after certain actions and how +long time it may maximum take for certain steps (calculating what is the best move and so on). +<hr> +<h2>Variant README pane</h2> + +In the <b>Players</b> pane you can choose from a number of Variants, for +which in this <b>Variant README</b> pane is then a description shown that +tells what is different in this variant comparing to the standard Titan. + +<hr> +<h2>Bottom area</h2> + +In the <B>Variant</B> section under the tabbed pane you can select which +variant to play. There are several variants built-in, or alternatively +you could load an external variant from local files on your +computer. By default preselected variant is called <b>Default</b> +which is corresponding to the original Titan board and creatures. + +<P> +In the bottom (<b>Game Startup</B>) section are action buttons to start +the game, load a previously saved game, run a network client (see <A +HREF="network.html">Networked Colossus</A> for details), or Quit. + +</body> +</html> + + + Modified: trunk/Colossus/docs/README.html =================================================================== --- trunk/Colossus/docs/README.html 2007-04-20 19:24:49 UTC (rev 2659) +++ trunk/Colossus/docs/README.html 2007-04-20 22:05:41 UTC (rev 2660) @@ -105,15 +105,16 @@ each player's score, number of legion markers remaining, etc. And there's a Caretaker window which tracks how many of each creature remain in the stacks. (These are both optional: turn them on or off from - the Graphics menu.)</p> + the Graphics menu. There are several other useful viewers windows in the + Graphics menu - try them!)</p> <p>You can right-click (or control-click if you have a one-button mouse) on - a legion to see its contents. (Unless you've selected - <b>All stacks visible</b> - on the Game menu, the contents of other players' legions are hidden, - except for those creatures which have recently been revealed via fighting, - recruiting, or teleporting). You can right-click on a hex to call up a - menu, which lets you either see what you can recruit in that hex, or its - battle map.</p> + a legion to see its contents - except if the setting <b>Viewable legion + content</b> in Game startup menu was changed from it's default setting + (more detailed <A HREF="GetPlayersOptions.html">option descriptions + here</A>).</p> + <P>You can right-click on a hex (empty hex, + or on that small free area beside a legion) to call up a menu, which lets + you either see what you can recruit in that hex, or its battle map.</p> <h4>Splitting</h4> <p>The active player first needs to split his initial 8-high legion. You'll notice that the hex containing the active player's legion is Modified: trunk/Colossus/docs/network.html =================================================================== --- trunk/Colossus/docs/network.html 2007-04-20 19:24:49 UTC (rev 2659) +++ trunk/Colossus/docs/network.html 2007-04-20 22:05:41 UTC (rev 2660) @@ -9,26 +9,38 @@ <body> <h2>Networked Colossus</h2> <p>Colossus is now playable over a TCP/IP network. However, the network - functionality is still not perfectly stable. And turn-based games are - inherently brittle -- if one player stops moving or drops his + functionality is still not perfectly stable (it has improved a lot + recently, i.e. since beginning of 2007), and the setup of a networked + game is not overly easy-to-use or user-friendly. And turn-based games + are inherently brittle -- if one player stops moving or drops his connection, then the game is ruined for everybody. (For now -- we'll add the ability to reconnect or have an AI take over later.) So I recommend starting with 2-player games rather than 6-player games.</p> - <p>One person needs to run the server. Currently, Colossus servers are - short-lived, staying up only for the length of one game.</p> + <p>One person needs to run the server; his computer has to be + reachable for the clients (see below). Currently, Colossus servers + are short-lived, staying up only for the length of one game.</p> <p>The server operator simply starts the game as usual, using Java Web - Start or the - <b>run</b>script for a local copy. The startup dialog should appear, - allowing you to set the variant, optional rules, and how many players - of which types you want. Human players are local to the server machine. - Network players are remote. The game will wait for *exactly* the number - of network players you specify, then start the game. If you have a - local copy of the game you can use command-line options instead. Use - <b>run -h</b>to see them.</p> + Start or the <b>run</b> script for a local copy. The startup dialog + should appear, allowing you to set the variant, optional rules, + and how many players of which types you want. Human players are local + to the server machine. Network players are remote. Press the + "Start Game" button. The game will wait for *exactly* the number + of network players you specify, before the actual game starts and the + masterboard(s) appear. + If you have a local copy of the game you can use command-line options + instead. Use + <b>run -h</b> to see them. + </p> + <p>A server progress startup dialog (recently added, 2007) shows the + progress which clients (their IP and player name) have already + successfully connected. For practicing purposes, I recommend to start + with a server and one "remote" player, but running that network client + on the same machine. <p>Each client needs to wait for the server to be started, then run the - <b>runclient</b>script or start the game from Java Web Start and select + <b>runclient</b> script or start the game from Java Web Start and + select "Run client" from the startup dialog. This will pop up a small dialog that lets you enter a player name, hostname, and port. The player name will default to your OS user name. The server host will @@ -39,10 +51,8 @@ <b>runclient -h</b>to see them.</p> <p>Once all the clients have connected, then the game should start up like a normal Colossus game. When the game ends, kill all the clients - and the server and restart from scratch if you want to play again.</p> - <p>There is a simple chat client built in, but it's not very good. - I recommend using your favorite IRC or instant messenger client - instead.</p> + and the server and restart from scratch if you want to play again. + </p> <h2>FAQ</h2> <ul> <li>How do I find opponents? @@ -50,7 +60,8 @@ should update this document if someone starts a new one.</p></li> <li>What about firewalls? <p>The server accepts connections from clients on port 26567 (used - for game traffic) and 26568 (used to serve files). Return traffic + for game traffic) and 26568 (used to serve files + [[is that still true??]]). Return traffic is piggybacked on the same sockets rather than opening more. So client machines only need the ability to connect out on those ports, while server machines need a publicly visible IP address This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |