From: John D. G. <jd...@at...> - 2021-01-13 23:21:42
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hese are my notes from test runs of 1837 as it is in the current release, version 2.2.1, on 2021-01-13. jdg I recognize that this is a game in development and that I am mostly responsible for it, so this is mostly in the nature of notes for whoever works on it next, maybe myself. Any help is appreciated but I realize it will not be a high priority. * General impression is that the game is playable somewhat farther than I got the last time I worked on the code. Someone else has worked on it a moderate amount, but has by no means finished it. * Minor bug: The Game Status screen shows most of the companies but omits two of the three state companies, the Sd and Ug. All three should be shown. * The use of multiple "start rounds" is a choice I made when I worked on it, but I now believe it was a mistake. Technically the only the first screen of that type is the "start packet," defined in the rules as "it all has to sell out before an operating round can take place." The way I should have handled the sale of the K1-K3 and U1-U3 is to make those the first companies that are available, using the existing mechanism of "layers" that limits the order of starting new companies in 1829, 1835, and 1853. * Feature request: When using the three-column start packet, show it graphically alongside the start round screen. As it is, there is no way to tell which shares are above which others (and thus will make them accessible when purchased). * Bug (as I see it): The window label does not say "start round (number)" even if more than one "start round" takes place. (Which can happen in other games, for instance 1830 and 1835, if an operating round occurs before all start packet contents have been purchased.) * Bug: In my test game today, all of the K1-K3 sold out before any operating round took place, but of the U1-U3, only the U1 president's share sold. We played one operating round. When it ended the "start round" window displayed again, to sell the rest of U1-U3; but only one player had enough money to buy any of the shares. That player bought one, and the other two players passed -- and then Rails ended the round before the player with money could buy another share! Save file: 1837_20210113_2138_OperatingRound 0.1.rails * Worse bug: The "forced undo" mechanism would NOT take me back into that "start round" to let the player buy more shares. When I tried it, the "Leave history" and "Play from here" buttons spontaneously disappeared from the Game Report window. * Feature request: Show a confirmation dialog to the owner of a coal company if he tries to end the company's turn in OR1 without buying a train. While not required, this is a nasty mistake you usually can't recover from. * Cosmetic bug: Coal mine hexes ought to look very different. (1) Move the company name out of the center of the hex where the track makes it unreadable. Move it to the opposite side of the center of the hex from the track. (2) Make the "mine station marker" square, not round, so it doesn't appear to be a city. (3) Show the coal mine revenue as if it were a red offboard hex, including the higher revenue that begins in phase 5. All these things should be done before the companies are even purchased in the start auction because the person considering buying them needs the info. * For the same reason, the (i) button beside each company on the start round screen should identify the major company into which each coal company must eventually merge. This is important, especially for EKT which must merge into MS but usually does not build its track near MS. * Bug: Coal mine income is being paid out as part of the company's train run. It is supposed to be direct revenue, like the mail contracts in 1817. This is also true when a major company obtains a G train and runs it to a mine. * Bug: In this test game, K1 is collecting 100 for its run with one 2-train! Its run ought to end at the dit in F18. Passenger trains must count the dits, and may not run to mines. Save file: 1837_20210113_2153_OperatingRound 0.1.rails * Bug: Building on a private company's hex now works in two ways that disobey the 1837 rules (in my opinion). (1) Unlike some other games where privates have "teleport" powers, using a private company to build track in 1837 does not exempt you from the normal requirement to be connected to that track. (2) During phase 2 it is NOT legal for a non-owner of a private company to build track on that private company's hex AT ALL, even by paying the terrain cost. You have to wait until phase 3. * Subtle bug: Paul Work's translation of the rules (which I can't find right now) said that unlike most other games, a company is allowed to backtrack when tracing a route from an existing station of the company in order to place another station (but only once per station being placed). * Cosmetic bug: K1's home station is mislabeled as KK. That station is K1 until it merges into the KK. -end- |