You can subscribe to this list here.
2005 |
Jan
|
Feb
(25) |
Mar
(84) |
Apr
(76) |
May
(25) |
Jun
(1) |
Jul
(28) |
Aug
(23) |
Sep
(50) |
Oct
(46) |
Nov
(65) |
Dec
(76) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2006 |
Jan
(60) |
Feb
(33) |
Mar
(4) |
Apr
(17) |
May
(16) |
Jun
(18) |
Jul
(131) |
Aug
(11) |
Sep
(1) |
Oct
|
Nov
(1) |
Dec
(5) |
2007 |
Jan
(71) |
Feb
|
Mar
|
Apr
|
May
(6) |
Jun
(19) |
Jul
(40) |
Aug
(38) |
Sep
(7) |
Oct
(58) |
Nov
|
Dec
(10) |
2008 |
Jan
(17) |
Feb
(27) |
Mar
(12) |
Apr
(1) |
May
(50) |
Jun
(10) |
Jul
|
Aug
(15) |
Sep
(24) |
Oct
(64) |
Nov
(115) |
Dec
(47) |
2009 |
Jan
(30) |
Feb
(1) |
Mar
|
Apr
|
May
(2) |
Jun
|
Jul
(5) |
Aug
|
Sep
|
Oct
(4) |
Nov
(132) |
Dec
(93) |
2010 |
Jan
(266) |
Feb
(120) |
Mar
(168) |
Apr
(127) |
May
(83) |
Jun
(93) |
Jul
(77) |
Aug
(77) |
Sep
(86) |
Oct
(30) |
Nov
(4) |
Dec
(22) |
2011 |
Jan
(48) |
Feb
(81) |
Mar
(198) |
Apr
(174) |
May
(72) |
Jun
(101) |
Jul
(236) |
Aug
(144) |
Sep
(54) |
Oct
(132) |
Nov
(94) |
Dec
(111) |
2012 |
Jan
(135) |
Feb
(166) |
Mar
(86) |
Apr
(85) |
May
(137) |
Jun
(83) |
Jul
(54) |
Aug
(29) |
Sep
(49) |
Oct
(37) |
Nov
(8) |
Dec
(6) |
2013 |
Jan
(2) |
Feb
|
Mar
(1) |
Apr
(14) |
May
(5) |
Jun
(15) |
Jul
|
Aug
(38) |
Sep
(44) |
Oct
(45) |
Nov
(40) |
Dec
(23) |
2014 |
Jan
(22) |
Feb
(63) |
Mar
(43) |
Apr
(60) |
May
(10) |
Jun
(5) |
Jul
(13) |
Aug
(57) |
Sep
(36) |
Oct
(2) |
Nov
(30) |
Dec
(27) |
2015 |
Jan
(5) |
Feb
(2) |
Mar
(14) |
Apr
(3) |
May
|
Jun
(3) |
Jul
(10) |
Aug
(63) |
Sep
(31) |
Oct
(26) |
Nov
(11) |
Dec
(6) |
2016 |
Jan
|
Feb
(11) |
Mar
|
Apr
|
May
(1) |
Jun
(16) |
Jul
|
Aug
(4) |
Sep
|
Oct
(1) |
Nov
(4) |
Dec
(1) |
2017 |
Jan
(2) |
Feb
|
Mar
(1) |
Apr
|
May
(1) |
Jun
(20) |
Jul
(4) |
Aug
(1) |
Sep
|
Oct
|
Nov
|
Dec
|
2018 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
(6) |
Nov
|
Dec
|
2019 |
Jan
|
Feb
|
Mar
|
Apr
(10) |
May
(10) |
Jun
(1) |
Jul
|
Aug
|
Sep
(1) |
Oct
|
Nov
|
Dec
|
2020 |
Jan
|
Feb
|
Mar
(3) |
Apr
(9) |
May
|
Jun
(1) |
Jul
|
Aug
|
Sep
|
Oct
|
Nov
(7) |
Dec
(4) |
2021 |
Jan
(5) |
Feb
|
Mar
|
Apr
(1) |
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
From: Chris S. <chr...@gm...> - 2011-04-28 13:42:38
|
Related to this, you might want driveToStation="tokenOnly" to support 18Scan and perhaps others. In 18Scan, you are not allowed to score a red offboard city unless you have a token in it. -- Chris Please consider the environment before printing this e-mail. On Thu, Apr 28, 2011 at 2:24 AM, Erik Vos <eri...@xs...> wrote: > Stefan, > > > > I don’t know if you are ready to restart doing bits of work for Rails, but > here I have a problem that you might want to look into. > > > > I found (not unexpectedly), that in the 1830 Reading variant, the H14 city > is not closed for driving through by non-Reading trains, if there is no > token in that city. See the attached saved file. > > I did not test the original and new Altoona (H12) hexes, but I suppose these > will behave similarly. > > > > (BTW the strange route path shown is probably caused by the fact that the > displayed SVG tile (-30006) differs from the tile that defines connectivity > in Tiles.xml (-30007). I don’t really worry about that.) > > > > What we need, I think, is the ability to mark a hex to disallow driving > through a station (city) except when there is a token. > > That could for instance be accomplished by an extra attribute in Map.xml, > like ‘driveThroughStation=”tokenOnly”’ (the other two –implicit– values > being “yes” for normal tiles and “no” for off-map tiles). > > Not sure if that would fit with your route determination logic. Anyway, I’m > largely dependent on you to write the Java code for this fine-tuning detail. > > > > Best regards, > > Erik. > > > > Van: Erik Vos [mailto:eri...@xs...] > Verzonden: donderdag 28 april 2011 0:51 > > Aan: 'Development list for Rails: an 18xx g > ame' > Onderwerp: Re: [Rails-devel] 1830 Reading > > > > OK, added. > > I have also created the Reading home hex (H14) tiles -30006 (displayed) and > -30007 (internal, connectivity) and put these into the map. > > BTW you also specified such a tile on H14 for Coalfields, but that is > incorrect. > > Erik. > > > > Van: Scott Petersen [mailto:sc...@re...] > Verzonden: woensdag 27 april 2011 23:46 > Aan: Development list for Rails: an 18xx game > Onderwerp: [Rails-devel] 1830 Reading > > > > While we are on a roll with making updates, here is a first pass at the > Reading variant for 1830. Note that this variant allows the C&A owner to > select either the PRR or the RDG as the free share--this needs to be cleaned > up a little with some nicer text. I put in an extra variant option to > accomodate for this, but ultimately, it would be nice to get this selection > into the game. > > > > I'm not sure how much interest there is in these variants, but I could see > some BGGers getting excited about them. Of course, until there is another > release, very few people have access to the new stuff. > > > > Personally, I now refuse to start any PBEM games that make systematic stock > trashing a core strategy to doing well--it just takes too long. Live games > via Rails are okay of course. > > ------------------------------------------------------------------------------ > WhatsUp Gold - Download Free Network Management Software > The most intuitive, comprehensive, and cost-effective network > management toolset available today. Delivers lowest initial > acquisition cost and overall TCO of any competing solution. > http://p.sf.net/sfu/whatsupgold-sd > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > > |
From: Scott P. <sc...@re...> - 2011-04-28 13:19:21
|
On Thu, Apr 28, 2011 at 4:24 AM, Erik Vos <eri...@xs...> wrote: > What we need, I think, is the ability to mark a hex to disallow driving > through a station (city) except when there is a token. > > That could for instance be accomplished by an extra attribute in Map.xml, > like ‘driveThroughStation=”tokenOnly”’ (the other two –implicit– values > being “yes” for normal tiles and “no” for off-map tiles). > > Not sure if that would fit with your route determination logic. Anyway, I’m > largely dependent on you to write the Java code for this fine-tuning detail. > Stefan, for reference, here is the text description of this mechanism: All routes may be traced through this hex; the Reading base station does not > prevent a route being traced through this hex. Any corporation may begin or > end their route by counting the Reading station as in the normal rules of > play, but only the Reading itself can count the base station as an > intermediary stop on a run. Source: ftp://kanga.nu/users/claw/odd/games/18xx/1830/variants/reading/1830_ReadingRailroadVariant.pdf Is runThrough a better term than driveThrough? Or maybe "drive" has a special definition in the code that I am not aware of. |
From: Erik V. <eri...@xs...> - 2011-04-27 22:51:37
|
OK, added. I have also created the Reading home hex (H14) tiles -30006 (displayed) and -30007 (internal, connectivity) and put these into the map. BTW you also specified such a tile on H14 for Coalfields, but that is incorrect. Erik. Van: Scott Petersen [mailto:sc...@re...] Verzonden: woensdag 27 april 2011 23:46 Aan: Development list for Rails: an 18xx game Onderwerp: [Rails-devel] 1830 Reading While we are on a roll with making updates, here is a first pass at the Reading variant for 1830. Note that this variant allows the C&A owner to select either the PRR or the RDG as the free share--this needs to be cleaned up a little with some nicer text. I put in an extra variant option to accomodate for this, but ultimately, it would be nice to get this selection into the game. I'm not sure how much interest there is in these variants, but I could see some BGGers getting excited about them. Of course, until there is another release, very few people have access to the new stuff. Personally, I now refuse to start any PBEM games that make systematic stock trashing a core strategy to doing well--it just takes too long. Live games via Rails are okay of course. |
From: Scott P. <sc...@re...> - 2011-04-27 20:05:30
|
On Wed, Apr 27, 2011 at 3:01 PM, Erik Vos <eri...@xs...> wrote: > I did some code fixes. I’m using JDG’s 18AL rules as a basic reference. > > However, I don’t have any test cases. I suppose you have, Scott? > I'll put together my survey of obsoleting train rules sometime soon. I'll do some test cases at that point. |
From: Erik V. <eri...@xs...> - 2011-04-27 20:02:00
|
I did some code fixes. I'm using JDG's 18AL rules as a basic reference. However, I don't have any test cases. I suppose you have, Scott? Van: Scott Petersen [mailto:sc...@re...] Yes, I think it works as intended, but I need to do more testing to figure out if it handles all the cases as I would expect. The following are only guesses as to how Rails handles these--I need to test them. - May obsolete trains be bought across companies? Right now, I think this is allowed, but should not be. As far as I can see, this was already prohibited. - If falling train limit puts an obsolete train in the bank, does it sit there or auto-rust? I think that it currently will sit there, but it should auto-rust. It didn't rust yet, now it should. But the president is not obliged to discard the obsolete train, right? - If a train already in the bank becomes obsolete, does it rust or sit there? I think it will sit there, but it should auto-rust. It didn't rust yet, now it should. Erik. Van: Erik Vos [mailto:eri...@xs...] Verzonden: woensdag 27 april 2011 16:25 Aan: 'Development list for Rails: an 18xx game' Onderwerp: Re: [Rails-devel] Obsolete Trains It's very well possible that I haven't thought about all such possibilities when implementing train obsolescence. Please let me you know your findings, and whatever you can dig up about rule differences between games. Erik. Van: Scott Petersen [mailto:sc...@re...] Verzonden: woensdag 27 april 2011 15:25 Aan: Development list for Rails: an 18xx game Onderwerp: [Rails-devel] Obsolete Trains On Wed, Apr 27, 2011 at 3:32 AM, Erik Vos <eri...@xs...> wrote: One comment: you have already defined train obsolescence - doesn't it work yet? Yes, I think it works as intended, but I need to do more testing to figure out if it handles all the cases as I would expect. The following are only guesses as to how Rails handles these--I need to test them. - May obsolete trains be bought across companies? Right now, I think this is allowed, but should not be. - If falling train limit puts an obsolete train in the bank, does it sit there or auto-rust? I think that it currently will sit there, but it should auto-rust. - If a train already in the bank becomes obsolete, does it rust or sit there? I think it will sit there, but it should auto-rust. Not sure, but I think these rules apply to all the games with obsoleting trains implemented thus far (or are undefined in the rules). In particular, these concepts apply to 1830 Coalfields rusting (where it has a greater impact because *all* non-permanent trains obsolete. After hearing Erik's thoughts on this, I will take a look at all the games with obsoleting trains and come up with some parameters that could be created. Pool trains going obsolete and not rusting hit me hard in a game of Rails 1830 Coalfields I played. I was forced to buy an obsolete 4-train at the point when everyone else was buying diesels (wasting money and the opportunity cost of running a better train for a round). If others want to get in on the BGG discussion, here is a thread: http://boardgamegeek.com/thread/637129/buying-obsolete-trains-across-compani es |
From: Erik V. <eri...@xs...> - 2011-04-27 14:25:15
|
It's very well possible that I haven't thought about all such possibilities when implementing train obsolescence. Please let me you know your findings, and whatever you can dig up about rule differences between games. Erik. Van: Scott Petersen [mailto:sc...@re...] Verzonden: woensdag 27 april 2011 15:25 Aan: Development list for Rails: an 18xx game Onderwerp: [Rails-devel] Obsolete Trains On Wed, Apr 27, 2011 at 3:32 AM, Erik Vos <eri...@xs...> wrote: One comment: you have already defined train obsolescence - doesn't it work yet? Yes, I think it works as intended, but I need to do more testing to figure out if it handles all the cases as I would expect. The following are only guesses as to how Rails handles these--I need to test them. - May obsolete trains be bought across companies? Right now, I think this is allowed, but should not be. - If falling train limit puts an obsolete train in the bank, does it sit there or auto-rust? I think that it currently will sit there, but it should auto-rust. - If a train already in the bank becomes obsolete, does it rust or sit there? I think it will sit there, but it should auto-rust. Not sure, but I think these rules apply to all the games with obsoleting trains implemented thus far (or are undefined in the rules). In particular, these concepts apply to 1830 Coalfields rusting (where it has a greater impact because *all* non-permanent trains obsolete. After hearing Erik's thoughts on this, I will take a look at all the games with obsoleting trains and come up with some parameters that could be created. Pool trains going obsolete and not rusting hit me hard in a game of Rails 1830 Coalfields I played. I was forced to buy an obsolete 4-train at the point when everyone else was buying diesels (wasting money and the opportunity cost of running a better train for a round). If others want to get in on the BGG discussion, here is a thread: http://boardgamegeek.com/thread/637129/buying-obsolete-trains-across-compani es |
From: Scott P. <sc...@re...> - 2011-04-27 13:25:54
|
On Wed, Apr 27, 2011 at 3:32 AM, Erik Vos <eri...@xs...> wrote: > One comment: you have already defined train obsolescence – doesn’t it work > yet? > Yes, I think it works as intended, but I need to do more testing to figure out if it handles all the cases as I would expect. The following are only guesses as to how Rails handles these--I need to test them. - May obsolete trains be bought across companies? Right now, I think this is allowed, but should not be. - If falling train limit puts an obsolete train in the bank, does it sit there or auto-rust? I think that it currently will sit there, but it should auto-rust. - If a train already in the bank becomes obsolete, does it rust or sit there? I think it will sit there, but it should auto-rust. Not sure, but I think these rules apply to all the games with obsoleting trains implemented thus far (or are undefined in the rules). In particular, these concepts apply to 1830 Coalfields rusting (where it has a greater impact because *all* non-permanent trains obsolete. After hearing Erik's thoughts on this, I will take a look at all the games with obsoleting trains and come up with some parameters that could be created. Pool trains going obsolete and not rusting hit me hard in a game of Rails 1830 Coalfields I played. I was forced to buy an obsolete 4-train at the point when everyone else was buying diesels (wasting money and the opportunity cost of running a better train for a round). If others want to get in on the BGG discussion, here is a thread: http://boardgamegeek.com/thread/637129/buying-obsolete-trains-across-companies |
From: Erik V. <eri...@xs...> - 2011-04-27 12:15:10
|
>I have added 'city="0"' to the W&A home hex specification. This should enable the user to choose the station/city where the home token is moved to. BTW this doesn't work yet, and I consider that a bug (which I will investigate). The workaround remains that the tile must be rotated until the originally eastern station is oriented where the president wants the home station to be located. This also turned out to have a simple (but obscure) fix: in TileSet.xml, specify 'relayBaseTokens' with the old tile. This forces the token replacement dialog. <!-- Atlanta (D4) --> <Tile id="-30" > <Upgrade id="1451" relayBaseTokens="yes"/> </Tile> Erik. Van: Erik Vos [mailto:eri...@xs...] Verzonden: dinsdag 26 april 2011 12:53 Aan: 'Scott Petersen' CC: 'Development list for Rails: an 18xx game' Onderwerp: Re: [Rails-devel] 18GA Scott, I have applied your patch, after adding a few corrections: - When hexes are excluded in the upgrade rules, the minus sign should be included only once. I have removed the additional ones. As it was, the upgrades panel showed green #14 and #15 as upgrade options for Savannah, and brown #63 for Brunswick. - I have added 'city="0"' to the W&A home hex specification. This should enable the user to choose the station/city where the home token is moved to. BTW this doesn't work yet, and I consider that a bug (which I will investigate). The workaround remains that the tile must be rotated until the originally eastern station is oriented where the president wants the home station to be located. I noticed that in Tiles.xml you changed the station type on tile -1143 (Montgomery, Tallahassee) from "Town" to "City". Unlike in 1851, from which this tile originates, that difference matters in 18GA. Your current definition of this City should work. You didn't specify the number of slots, but the default happens to be zero, so that is OK. But I'm not sure if all code dealing with slots can live with that zero value; we'll see. I should warn you that manually changing Tiles.xml is not persistent: any future regeneration of 18GA/Tiles.xml from Tiles.xml will overwrite any manual changes (and I can't promise that I will forever remember to avoid that). I will look for a solution. The trouble is, that TileDesigner has no concept of a non-tokenable city, which is what we need here. The OS 2-train is on my to-do list. The trouble is, that the current train management code cannot deal with this requirement. That code needs to be reconsidered fundamentally. I have already expressed some thoughts about that in the past, but I haven't managed yet to work out those ideas. I have been able to reproduce the GameOver problem when reaching $300. I'll try to get that fixed. I have also had problems getting batik 1.7 to work. Initially I couldn't even download it because the new version was somehow hidden from view by Synchronize. That got fixed by setting Workspace in the Synchronization View in Eclipse. After that I got errors like yours (not sure if these were exactly the same), which went away after a clean build (Project|Clean). That all being in place, I had no problems running 18GA (except that I had to tweak GameManager to accept missing RouteAwareness and RevenueCalculation game options). Erik. Van: sco...@gm... [mailto:sco...@gm...] Namens Scott Petersen Verzonden: maandag 25 april 2011 15:55 Aan: Erik Vos CC: Development list for Rails: an 18xx game Onderwerp: Re: 18GA I attached a patch for 18GA. This implements most of what previously was missing, but the Ocilla Southern free 2-train still needs to be implemented. Also, the rule about game end when a stock value reaches 300 needs to be implemented. I attached a save file before the bank break--I think, I can't check to make sure this is the one, because I get more errors trying to run the game or make a jar (see below) On Sat, Apr 16, 2011 at 7:52 AM, Erik Vos <eri...@xs...> wrote: 2. Adam (who previously was working on this) had put the game over note (<GameOver />) in the StockMarket.xml. When a company hits $300 share value, the game is supposed to end at the end of the OR. It currently gives a text note and the game goes on. Do we have a mechanism to actually end the game? I'll probably request someone to put in a working variant option (then I can add all the things that need to be triggered by it) because I no matter what I try, I can't get it to work. The game runs fine until I actually try to select a variant and then it breaks when the game starts. Errors: Exception in thread "AWT-EventQueue-0" java.lang.Error: Unresolved compilation problems: The import org.apache.batik.transcoder cannot be resolved The import org.apache.batik.transcoder cannot be resolved ImageTranscoder cannot be resolved to a type The method createImage(int, int) of type ImageLoader.BufferedImageTranscoder must override a superclass method TranscoderOutput cannot be resolved to a type TranscoderException cannot be resolved to a type at rails.ui.swing.ImageLoader.<init>(ImageLoader.java:10) at rails.ui.swing.GameUIManager.gameUIInit(GameUIManager.java:185) at rails.ui.swing.GameSetupWindow.startNewGame(GameSetupWindow.java:496) at rails.ui.swing.GameSetupWindow.actionPerformed(GameSetupWindow.java:237) at javax.swing.AbstractButton.fireActionPerformed(Unknown Source) at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.setPressed(Unknown Source) at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source) at java.awt.Component.processMouseEvent(Unknown Source) at javax.swing.JComponent.processMouseEvent(Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Window.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEventImpl(Unknown Source) at java.awt.EventQueue.access$000(Unknown Source) at java.awt.EventQueue$1.run(Unknown Source) at java.awt.EventQueue$1.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source) at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue$2.run(Unknown Source) at java.awt.EventQueue$2.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source) |
From: Phil D. <de...@gm...> - 2011-04-27 11:37:10
|
Hey all, Came across an error today I thought everyone should be aware of (if you aren't already). If you are using Java 1.5.0 (specifically that version), rails doesn't work, whenever you 'set revenue' the Pay Out/Withhold buttons do not appear and you end up stuck (see attachment). The simple solution is to upgrade your JRE to 1.5.0_22 at the very least although preferably some flavour of 1.6. I mention it because I've come across this on 2 or 3 friends now who all have outdated Java installs (usually work machines that are centrally managed by poor IT :p) Phil |
From: Erik V. <eri...@xs...> - 2011-04-27 11:26:21
|
I checked and the problem indeed was what I thought. The fix was simple: for the GA in the CP variant, declare the first *two* tokens to be free. Erik. Van: Erik Vos [mailto:eri...@xs...] Verzonden: woensdag 27 april 2011 10:34 Aan: 'Development list for Rails: an 18xx game' Onderwerp: Re: [Rails-devel] 18GA I understand that it doesn't work as you expect. In what way? Does the first non-home token now cost $100? Van: Scott Petersen [mailto:sc...@re...] Verzonden: woensdag 27 april 2011 2:20 Aan: Development list for Rails: an 18xx game Onderwerp: Re: [Rails-devel] 18GA On Tue, Apr 26, 2011 at 6:16 PM, Scott Petersen <sc...@re...> wrote: On Tue, Apr 26, 2011 at 5:25 PM, Erik Vos <eri...@xs...> wrote: - Dual home works, but was not specified (only E15 was). GA should only pay $40 for the first additional token. The second (last) token still costs $100. Ideas on how to implement? Just to be a little more clear about this, the first two tokens are free for GA (as implemented). The third one costs $40 and the fourth costs $100. |
From: Erik V. <eri...@xs...> - 2011-04-27 08:34:25
|
I understand that it doesn't work as you expect. In what way? Does the first non-home token now cost $100? Van: Scott Petersen [mailto:sc...@re...] Verzonden: woensdag 27 april 2011 2:20 Aan: Development list for Rails: an 18xx game Onderwerp: Re: [Rails-devel] 18GA On Tue, Apr 26, 2011 at 6:16 PM, Scott Petersen <sc...@re...> wrote: On Tue, Apr 26, 2011 at 5:25 PM, Erik Vos <eri...@xs...> wrote: - Dual home works, but was not specified (only E15 was). GA should only pay $40 for the first additional token. The second (last) token still costs $100. Ideas on how to implement? Just to be a little more clear about this, the first two tokens are free for GA (as implemented). The third one costs $40 and the fourth costs $100. |
From: Erik V. <eri...@xs...> - 2011-04-27 08:32:37
|
OK, I have applied both the patch and the wiki text. One comment: you have already defined train obsolescence - doesn't it work yet? Erik. Van: Scott Petersen [mailto:sc...@re...] Verzonden: woensdag 27 april 2011 4:52 Aan: Development list for Rails: an 18xx game Onderwerp: [Rails-devel] 18TN I have attached a patch for 18TN: -Fixes a couple errors (M&C home and the terrain on one hex). -Added the same variant game options as 18GA. -Made the IC President's Certificate a triple share. -Added bank break on 300 share value as Erik did in 18GA (this still needs to be checked). Here is an update for the wiki. I do not currently have editor rights so that I can edit it (scottredracecar). ==General Status== * Scott Petersen created the XML files. * Some special rules need to be implemented that Scott cannot implement. ==Features still to do== * General concept--there is currently no mechanism for trains that are not the first of a type to trigger a new phase. This applies to the Civil War and obsolete 4-train trigger. * Implement the Civil War special rule. Civil War is activated once the fourth 4-train is bought from the initial offering. All companies lose the income of one of their trains during the next operating round. Companies with one train that lose that train's income do not change stock price during that operating turn. This rule could perhaps be left to players to enforce (though the previous sentence could not be implemented as such). * 4-trains obsolete (not rust) when the second 6-train is purchased. * Allow private companies to be purchased during OR1 (only) for exactly face value. Each player may only sell one private company in this manner during OR1. After OR1, it is only allowed to buy privates after the first 3-train is purchased and follows normal rules. * Check game end on $300 share value. ==Known limitations== * Train obsolescence still needs to be tested (applies to 4-trains only). Note: once the second 6-train is bought, 4-trains in the pool are removed. ==Known bugs== None. ==Things to remember== None. |
From: Scott P. <sc...@re...> - 2011-04-27 00:20:04
|
On Tue, Apr 26, 2011 at 6:16 PM, Scott Petersen <sc...@re...>wrote: > On Tue, Apr 26, 2011 at 5:25 PM, Erik Vos <eri...@xs...> wrote: > >> - Dual home works, but was not specified (only E15 was). >> > GA should only pay $40 for the first additional token. The second (last) > token still costs $100. Ideas on how to implement? > Just to be a little more clear about this, the first two tokens are free for GA (as implemented). The third one costs $40 and the fourth costs $100. |
From: Scott P. <sc...@re...> - 2011-04-26 23:17:00
|
On Tue, Apr 26, 2011 at 5:25 PM, Erik Vos <eri...@xs...> wrote: > - Dual home works, but was not specified (only E15 was). > GA should only pay $40 for the first additional token. The second (last) token still costs $100. Ideas on how to implement? Also, I neglected to change the "parm" to "8" on the unlimited trains in GamesList.xml. |
From: Erik V. <eri...@xs...> - 2011-04-26 22:25:26
|
OK, committed, with two fixes: - Dual home works, but was not specified (only E15 was). - Savannah is tile -5015 with orientation="5". Also the value was missing. Erik. Van: Scott Petersen [mailto:sc...@re...] Verzonden: dinsdag 26 april 2011 23:45 Aan: Development list for Rails: an 18xx game Onderwerp: Re: [Rails-devel] 18GA Erik, thanks for writing that information up on the wiki and your work helping me with 18GA. I have attached another 18GA patch. This implements: -Cotton Port, except: --Dual home is not working (should be hexes D10 and E15)--Erik said it should work(?) --Gray Savannah tile needs to be implemented (gray K tile, two spots, value 30/60, pointed at the other hexes, not the water). -Removed (nonexistent) symbols from the map file. -Added what looked to be to be relevant game options --Added an unofficial 2p variant with cert limit and starting cash based on a polynomial regression using the 3p-5p numbers as a reference. Reference map for Cotton Port: http://boardgamegeek.com/filepage/49530/photocurios-18ga-re-draw <http://bgg.cc/filepage/49530/photocurios-18ga-re-draw> |
From: Scott P. <sc...@re...> - 2011-04-26 21:46:55
|
On Tue, Apr 26, 2011 at 10:20 AM, Erik Vos <eri...@xs...> wrote: > Yes, I have done that now. Just comma-separate the hex names between the > quotes. > > There are some limitations, but these do not apply to the two games that I > know about needing multiple home cities: 1841 and 18GA Cotton Port. Are > there any others? > I cannot think of any other published games. The unpublished 1876v2 has a variable number based on a player choice, but that would likely require some additional code anyway. |
From: Erik V. <eri...@xs...> - 2011-04-26 19:46:31
|
I have also implemented Game Over when a company share prices reaches the maximum value. The 'when' condition (end of current OR or set of ORs) is using the same value as is specified in the <BankBreaks> end-of-game tag (which must exist!). Erik. Van: Erik Vos [mailto:eri...@xs...] Verzonden: dinsdag 26 april 2011 17:21 Aan: 'Scott Petersen' CC: 'Development list for Rails: an 18xx game' Onderwerp: Re: [Rails-devel] 18GA Yes, I have done that now. Just comma-separate the hex names between the quotes. There are some limitations, but these do not apply to the two games that I know about needing multiple home cities: 1841 and 18GA Cotton Port. Are there any others? Erik. Van: sco...@gm... [mailto:sco...@gm...] Namens Scott Petersen I'll put together a patch for the Cotton Port variant sometime soon. For that one, the Georgia Railroad has two home tokens. Will this be possible to implement? |
From: Erik V. <eri...@xs...> - 2011-04-26 16:24:50
|
I have added a section "Games under Development" to the Wiki main page, and a detailed description of the 18GA status on a separate page. I intend to add similar pages for other games under development in the near future. Erik. |
From: Erik V. <eri...@xs...> - 2011-04-26 15:20:50
|
Yes, I have done that now. Just comma-separate the hex names between the quotes. There are some limitations, but these do not apply to the two games that I know about needing multiple home cities: 1841 and 18GA Cotton Port. Are there any others? Erik. Van: sco...@gm... [mailto:sco...@gm...] Namens Scott Petersen I'll put together a patch for the Cotton Port variant sometime soon. For that one, the Georgia Railroad has two home tokens. Will this be possible to implement? |
From: Scott P. <sc...@re...> - 2011-04-26 12:54:23
|
On Tue, Apr 26, 2011 at 7:52 AM, Scott Petersen <sc...@re...>wrote: > Also, a stylistic question. I used the "reporting mark" for the > abbreviations for the railroads (where available, exception: C*o*G). The > W&AR (W&A) and GR (GA) conflict with the game components. Anyone have > input? I am thinking I should switch those back to match the game. > On second thought, those aren't even the correct reporting marks--I'll fix this next revision. |
From: Scott P. <sc...@re...> - 2011-04-26 12:52:49
|
On Tue, Apr 26, 2011 at 5:52 AM, Erik Vos <eri...@xs...> wrote: > - I have added ‘city=”0”’ to the W&A home hex specification. This > should enable the user to choose the station/city where the home token is > moved to. > > BTW this doesn’t work yet, and I consider that a bug (which I will > investigate). The workaround remains that the tile must be rotated until > the originally eastern station is oriented where the president wants the > home station to be located. > Yes, I was going to try to figure out how that should work. In practice it should not matter much because W&A is good enough that it should start early in every game. > The OS 2-train is on my to-do list. The trouble is, that the current train > management code cannot deal with this requirement. That code needs to be > reconsidered fundamentally. I have already expressed some thoughts about > that in the past, but I haven’t managed yet to work out those ideas. > What you previously wrote about about managing train types made sense to me, but I don't know much about what's under the engine, so can't give much of an opinion. I have also had problems getting batik 1.7 to work. Initially I couldn’t > even download it because the new version was somehow hidden from view by > Synchronize. That got fixed by setting Workspace in the Synchronization > View in Eclipse. After that I got errors like yours (not sure if these were > exactly the same), which went away after a clean build (Project|Clean). > > Okay, between doing that and clearing all the files off my computer and downloading them, it's working again (both were required). Thanks. This also seems to have fixed the problem I was having with the variant options, so I'll put together a patch for the Cotton Port variant sometime soon. For that one, the Georgia Railroad has two home tokens. Will this be possible to implement? An workaround is for the President of that railroad to simply put a token in the other city on his operating turn. Also, a stylistic question. I used the "reporting mark" for the abbreviations for the railroads (where available, exception: C*o*G). The W&AR (W&A) and GR (GA) conflict with the game components. Anyone have input? I am thinking I should switch those back to match the game. |
From: Erik V. <eri...@xs...> - 2011-04-26 10:53:11
|
Scott, I have applied your patch, after adding a few corrections: - When hexes are excluded in the upgrade rules, the minus sign should be included only once. I have removed the additional ones. As it was, the upgrades panel showed green #14 and #15 as upgrade options for Savannah, and brown #63 for Brunswick. - I have added 'city="0"' to the W&A home hex specification. This should enable the user to choose the station/city where the home token is moved to. BTW this doesn't work yet, and I consider that a bug (which I will investigate). The workaround remains that the tile must be rotated until the originally eastern station is oriented where the president wants the home station to be located. I noticed that in Tiles.xml you changed the station type on tile -1143 (Montgomery, Tallahassee) from "Town" to "City". Unlike in 1851, from which this tile originates, that difference matters in 18GA. Your current definition of this City should work. You didn't specify the number of slots, but the default happens to be zero, so that is OK. But I'm not sure if all code dealing with slots can live with that zero value; we'll see. I should warn you that manually changing Tiles.xml is not persistent: any future regeneration of 18GA/Tiles.xml from Tiles.xml will overwrite any manual changes (and I can't promise that I will forever remember to avoid that). I will look for a solution. The trouble is, that TileDesigner has no concept of a non-tokenable city, which is what we need here. The OS 2-train is on my to-do list. The trouble is, that the current train management code cannot deal with this requirement. That code needs to be reconsidered fundamentally. I have already expressed some thoughts about that in the past, but I haven't managed yet to work out those ideas. I have been able to reproduce the GameOver problem when reaching $300. I'll try to get that fixed. I have also had problems getting batik 1.7 to work. Initially I couldn't even download it because the new version was somehow hidden from view by Synchronize. That got fixed by setting Workspace in the Synchronization View in Eclipse. After that I got errors like yours (not sure if these were exactly the same), which went away after a clean build (Project|Clean). That all being in place, I had no problems running 18GA (except that I had to tweak GameManager to accept missing RouteAwareness and RevenueCalculation game options). Erik. Van: sco...@gm... [mailto:sco...@gm...] Namens Scott Petersen Verzonden: maandag 25 april 2011 15:55 Aan: Erik Vos CC: Development list for Rails: an 18xx game Onderwerp: Re: 18GA I attached a patch for 18GA. This implements most of what previously was missing, but the Ocilla Southern free 2-train still needs to be implemented. Also, the rule about game end when a stock value reaches 300 needs to be implemented. I attached a save file before the bank break--I think, I can't check to make sure this is the one, because I get more errors trying to run the game or make a jar (see below) On Sat, Apr 16, 2011 at 7:52 AM, Erik Vos <eri...@xs...> wrote: 2. Adam (who previously was working on this) had put the game over note (<GameOver />) in the StockMarket.xml. When a company hits $300 share value, the game is supposed to end at the end of the OR. It currently gives a text note and the game goes on. Do we have a mechanism to actually end the game? I'll probably request someone to put in a working variant option (then I can add all the things that need to be triggered by it) because I no matter what I try, I can't get it to work. The game runs fine until I actually try to select a variant and then it breaks when the game starts. Errors: Exception in thread "AWT-EventQueue-0" java.lang.Error: Unresolved compilation problems: The import org.apache.batik.transcoder cannot be resolved The import org.apache.batik.transcoder cannot be resolved ImageTranscoder cannot be resolved to a type The method createImage(int, int) of type ImageLoader.BufferedImageTranscoder must override a superclass method TranscoderOutput cannot be resolved to a type TranscoderException cannot be resolved to a type at rails.ui.swing.ImageLoader.<init>(ImageLoader.java:10) at rails.ui.swing.GameUIManager.gameUIInit(GameUIManager.java:185) at rails.ui.swing.GameSetupWindow.startNewGame(GameSetupWindow.java:496) at rails.ui.swing.GameSetupWindow.actionPerformed(GameSetupWindow.java:237) at javax.swing.AbstractButton.fireActionPerformed(Unknown Source) at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.setPressed(Unknown Source) at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source) at java.awt.Component.processMouseEvent(Unknown Source) at javax.swing.JComponent.processMouseEvent(Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Window.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEventImpl(Unknown Source) at java.awt.EventQueue.access$000(Unknown Source) at java.awt.EventQueue$1.run(Unknown Source) at java.awt.EventQueue$1.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source) at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue$2.run(Unknown Source) at java.awt.EventQueue$2.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source) |
From: Scott P. <sc...@re...> - 2011-04-25 14:45:00
|
On Mon, Apr 25, 2011 at 9:42 AM, brett lentz <bre...@gm...> wrote: > Is your repository up-to-date? It should be at revision 1525. > Yes. It was working after you made the previous fix--was it last week? |
From: brett l. <bre...@gm...> - 2011-04-25 14:42:42
|
On Mon, Apr 25, 2011 at 6:54 AM, Scott Petersen <sc...@re...> wrote: > Errors: > Exception in thread "AWT-EventQueue-0" java.lang.Error: Unresolved > compilation problems: > The import org.apache.batik.transcoder cannot be resolved > The import org.apache.batik.transcoder cannot be resolved > ImageTranscoder cannot be resolved to a type > The method createImage(int, int) of type ImageLoader.BufferedImageTranscoder > must override a superclass method > TranscoderOutput cannot be resolved to a type > TranscoderException cannot be resolved to a type > at rails.ui.swing.ImageLoader.<init>(ImageLoader.java:10) Is your repository up-to-date? It should be at revision 1525. ---Brett. |
From: Erik V. <eri...@xs...> - 2011-04-22 08:12:57
|
A second look revealed to me, that it doesn’t work exactly the way I described, but that’s unimportant. The main thing is that, even after rereading the 1880 rules, I see no use for this code at all. Reordering the players is a one-time event, and should be treated as such. IMO, what needs to be done is the following: - Separate the current player list from the initial player list. The former becomes a state object, and is initially a copy of the latter. - Provide a generic method (GameManager is probably the right place) that reorders the current player list based on current cash amount. - Call this method at the appropriate point, also in GameManager (configuration-dependent), or in a game-specific subclass of it (which , I suppose, we’ll need anyway for 1880). - Also make sure that the UI player sequence is reordered. Given the above, I don’t see any use for a setNextPlayerbyCash() method. Just nextPlayer() will do. Neither do I see where getPriorityPlayerByCash() would be needed, but perhaps I’m overlooking something. Final note: it’s pointless to publish new methods without also providing the calling code or at least a description demonstrating how these methods will be used. Erik. Van: Erik Vos [mailto:eri...@xs...] Verzonden: vrijdag 22 april 2011 1:02 Aan: Dr....@t-...; 'Development list for Rails: an 18xx game' Onderwerp: Re: [Rails-devel] Cash Priority Mechanismn Hi Martin, Do I understand it correctly that you are sorting the players afresh, each time the turn changes in a round? Say we have 3 players: A has $300, B has $250, C has $200. A buys a share for $75 and has $225. Now B has the most cash, so it’s B’s turn. B buys a share of $100 and has $150. Now A has the most cash again, and it seems to me that you’re now giving A another turn, skipping C. I wonder if that is indeed what you are trying to achieve. What is your use case? The above is just my first reaction after a quick glance through the code. I don’t have time now to check it out in detail (and the weather in Holland is too good these days to spend much time behind a screen, so don’t hold your breath). It would help if you could give me a saved file to try it on. A minor point is that there are easier ways to sort objects – I usually let that happen behind the scenes by putting the objects in a TreeSet. But that’s a different matter. Erik. Van: Dr....@t-... [mailto:Dr....@t-...] Verzonden: vrijdag 22 april 2011 0:22 Aan: Rails Development Onderwerp: [Rails-devel] Cash Priority Mechanismn Hi Guys, find enclosed my attempts (successfull at least for 1880) in getting priority shifted by the cash amount a player has. Since those methods might be of interest for other games too, i put them in central classes. Feel free to change the position, if you feel the need :) I am sure that a more able programmer can do this more elegant, but you know it works :) The methods can be used like follows: setNextPlayerbyCash(Player player, boolean high) checks the amount of Cash a player has and will adjust the nextplayer/Currentplayer to the player with less or more cash in a sorted array of players (which have been sorted by their wallets :)) based on the high being true -> more cash, being false -> less cash than the actual player. setPriorityPlayerByCash(boolean high) sets the PD to the player with the most or least/smallest amount of money :) and uses getPriorityDealByCash(boolean high) which returns the player with the most cash or smallest amount of cash based on the flag :) Regards, Martin. |