From: Chris S. <chr...@gm...> - 2010-09-12 02:09:07
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The disadvantage of simply filing bugs and feature requests, of course, is that there is virtually no discussion of them, because they are not seen by 90% of the people on this list. I often file the bug or feature request and also post here, but that's double work. -- Chris Please consider the environment before printing this e-mail. On Sat, Sep 11, 2010 at 11:27 AM, Erik Vos <eri...@xs...> wrote: > All good suggestions, and all of these would make nice entries in the > Feature Request or Bug Report lists. That would have the added benefit that > any discussions can be saved there too. > > Some comments from my side; some aspects I will have to leave to Stefan. > > Just one general remark: some ideas sound simple, and in theory anything is > possible, but we should keep in mind that there is always a price, however > small. Additional complexity, slower speed, or just larger code. We should > not make Rails so big that the word "bloated" starts coming to mind. > > Erik > > -----Original Message----- > From: John David Galt [mailto:jd...@di...] > Sent: Saturday 11 September 2010 04:32 > To: rai...@li... > Subject: [Rails-devel] Rails 1.4 18EU playtest with commentary > > Comments on Rails 1.4, tested with a four player game of 18EU 2010-09-09 > > General comments: > > * In the "select game" dialog box, changing to a different game should not > cause all players to be set back to "none" and the names blanked. > > [EV] Sure. That's a bug to me. > > * The map should show "Y", where needed, on unbuilt city hexes. This is a > major annoyance during the start round, because it affects both the city's > revenue and the possible shapes of the yellow tile, so not seeing it makes > it hard to predict the values of minors. (Yes, I know, I can find this out > by mousing-over each one, but that is annoying.) > > [EV] I'm a bit surprised that you consider this an annoyance. For me, the > hard and fast rule is that all minor start cities are either preprinted > yellow or Y cities, and vice versa. But it is easy to create an extra blank > Y city tile, so that's on my list. > > * The map also ought to show the values of red areas. (I would treat each > one as a "tile" with a negative number that gets upgraded by phase > changes.) > > [EV] Creating a separate red tile for each possible revenue value sounds > like overkill to me. Another idea could be to overprint red tiles with the > current revenue value. The problem is that such values will look similar to > tile laying cost. > Talking about "the map" - I would love it if we would have map images (as > SVG files). Then we could show any info we would like. > > * Entering a comment before the first action in the game should be > allowed. > > * Entering two comments in a row should append, not replace. > > [EV] I leave these two for Stefan. > > * It would be nice if the Game Status window had a column showing each > player's total income in the last round. This would act as a reminder that > the player who is falling furthest behind had better DO SOMETHING! (and > conversely, that the player who is making the most money should probably > not > change the status quo, by buying lots of trains or starting new companies). > > [EV] Great suggestion. High on my list. > > * It would be nice if the program could remember (or let you save in a > config file) the locations of every window, so you don't have to move them > manual every time you start a game (and often afterward too). I always use > these settings. > Stock market: upper left corner of screen > "Game Status" tabulation/stock round input: lower left corner of screen > Map/operating round input: upper right corner of screen (and don't allow > the height to self-adjust so it's taller than the screen height minus > the Windows menu bar -- it now does so at the start of every OR until > there are too few companies to cause it (in my case, 10 companies). > The map also moves so it extends about an inch to the right of the > screen, every time.) > History/comment window: lower right corner > > [EV] I believe Stefan is already considering this one. > > All of the above apply to all games, except that I believe the 1830 and > 1835 > maps do show you where the lettered tiles go. Due credit: 18EU does show > the two "B-V" hexes. > > Start round: > > * It would be nice to have alternate starts available, such as any > combination of: > $400 each to start; > all starting prices reduced to $50; > bidding round order 1,2,3,4,4,3,2,1,1,2,3,4,4,3,2. > > [EV] "such as" - where do the possibilities end? However, your suggestions > sound like a sensible subset of the infinite universe of possible > alternatives. > > * "Unlimited tiles" should not be an all-or-nothing setting: there should > be a setting to make only #7, #8, and #9 unlimited (this is what the rules > say to do in 18EU, 1826, and 1853v2, and probably many other games). > > [EV] I cannot find this in the 18EU rules. However, it's a common > extension, > and I agree that it could be a generic option. > > * Bids (above the starting value) look the same as the prices of things > you've already bought. Please change this: it makes it nonobvious who > already owns more companies than others. > > * There should be some visual indication of which players can still bid on > the current item. > > * A player is correctly skipped when an item someone else selected for > bidding would cost more than he has. But if it's your turn to select an > item and you have less than $100, "Bid" ought to be grayed out and isn't. > > [EV] Three sensible UI improvements for the start rounds. > > Operating rounds: > > * The map should show the reserved hexes controlled by certain minors. > (I don't expect them to be enforced yet, just shown.) > > [EV] Agree. I think there should be a generic configuration option to add > any text to any tile. > > * Please enforce the rule that minors can't lay green tiles. > > [EV] I'm pretty sure that this worked correctly until recently. Stefan, I > think to have been working on the tile laying rules - can you please check? > > * When no tile lay is legally possible, please skip the tile-lay step. > (Which would mean that after the first couple of rounds, most minors' tile- > lay step would be skipped, speeding up the game a lot.) > > [EV] This can only be done if the current disconnect between knowing about > legal lays (in the UI only) and the round/step management (in the game > engine) has been fixed. Be aware, though, that any additional action skips > will make all previous saved files unloadable, insofar these contain > pass/done actions that are now skipped. I'm very reluctant to do add or > remove such steps, as that will (again) invalidate many of my saved files > that I use for testing. > > * When placing tile #581 (green upgrade) in Berlin and trying it both ways > it will go, the tokens that are already there (#9 and KPEV, which I formed > from #7) are shown, respectively, along the SE and NW edges, rather than > the > NE and SW which are the existing connections they must keep. They move to > the correct places once I make the tile lay final, but showing them wrong > makes it harder to place the tile correctly. > > [EV] Will look at that. Don't hold your breath - token repositioning on > upgrades is one of the most complex processes we now have. > > * It would be nice if I were allowed to have the program compute runs > before I decide what tile to lay. Sometimes a company is so spread out it > isn't obvious where its trains are going. (Of course I can always work > around this by skipping the tile lay step, then "undo".) > > [EV] That's again for Stefan, I think. > > * When deciding whether to pay, split, or withhold, it would be nice if > the screen showed how much money the company will have after each choice. > This isn't always easy to work out in your head, especially if there are > some shares paying dividends into the treasury. This goes for all games. > > [EV] Where should the screen show that? Below each of these buttons? > > * Please get rid of the pop-up "<company> owns no trains, so revenue is > $0." Instead, just silently skip the revenue-setting step. > > [EV] Agree. > > * The column that now reports "Pay out", "Withhold", or "Split" for the > last turn of each company ought to say "$0 income" (or maybe "No run" or > "No train") when that is true, so it doesn't look like the owner chose to > withhold. > > [EV] A sensible refinement. > > * A company's train-buying step is correctly skipped if it has no room for > another train, but it should also be skipped (that is, "Buy Train" should > be grayed out) if the company has $0 and at least one train. Similarly, if > a company spends its last dollar on a train (including forced purchases), > its train-buying step should immediately end. > (I believe this goes for all games -- or does anyone on this list really > think that any game exists in which a train "purchase" from another company > for $0 is allowed? But even if you do, it's explicitly banned in 18EU.) > > [EV] Right, but see my above remark on skipping existing actions. > > * When it's impossible for the company to buy or sell any treasury shares, > the TRADING TREASURY SHARES step should be skipped. (I'm mostly thinking > of the situation when all shares of the company are owned by players, but > it also applies if the company has no shares in treasury and has too little > cash to buy one from the bank pool, or there are 5 shares in the bank pool > and the company has too little cash to buy one.) Because of the change of > focus, this is a major waste of time, especially in the late game when the > only shares not owned by players are those of companies that were never > started. > > [EV] Yes, that makes sense, but see above. > > * Buying and selling treasury stock works correctly, except one minor > detail: when I mouse-over the "treasury shares" column, the tooltip says > "click to select for buying" (even though it would be selling). > > [EV] OK. > > Stock rounds: > > * When floating a new company, if I buy until I have 60% and then merge in > another minor company (to get more than 60% until the next stock round, > which is specifically allowed in the rules) the exchange occurs but the > "Done" button stays grayed out, making it impossible to continue the game > without Undoing the exchange. > > [EV] Will look at that bug (if Stefan doesn't beat me) > > * If I start a company (purchase the president's share) and then Undo the > act of forming it, the status window continues to show the company with the > share price I set. > > [EV] Guess we're missing a state variable here. > > * When I buy shares from a company's treasury, the amount of money in that > treasury is usually not updated right away. > > [EV] OK > > Ending: > > * Please get rid of BOTH pop-ups saying the bank has broken. Instead, > just change the space on the Game Status window where the amount of money > in the bank is normally shown to say "BROKEN", maybe in bright colors. > > [EV] The former is simple, the latter a bit less so, but I agree. > > * The repeated pop-ups that "count down" to the winning player are even > more annoying. > > [EV] Fully agree. Luckily I can plead innocence here... > > > ---------------------------------------------------------------------------- > -- > Start uncovering the many advantages of virtual appliances > and start using them to simplify application deployment and > accelerate your shift to cloud computing > http://p.sf.net/sfu/novell-sfdev2dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > > > > ------------------------------------------------------------------------------ > Start uncovering the many advantages of virtual appliances > and start using them to simplify application deployment and > accelerate your shift to cloud computing > http://p.sf.net/sfu/novell-sfdev2dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > |