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: brett l. <wak...@gm...> - 2009-07-04 18:25:55
|
1.0.6 is the latest release, unless you want to check the code directly out of CVS. :-) ---Brett. A. P. Herbert - "A high-brow is someone who looks at a sausage and thinks of Picasso." - http://www.brainyquote.com/quotes/authors/a/a_p_herbert.html On Sat, Jul 4, 2009 at 11:23 AM, Chris Shaffer<chr...@gm...> wrote: > I'm (finally) about to start a game of 1830 PBEM as a beta test of the Rails > software (and also to learn 1830 strategies). Should we use the 1.0.6 > release from last December, or is there a newer version that you would > prefer us to use for beta testing? > > -- > Chris > > Please consider the environment before printing this e-mail. > > ------------------------------------------------------------------------------ > > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > > |
From: Chris S. <chr...@gm...> - 2009-07-04 18:23:31
|
I'm (finally) about to start a game of 1830 PBEM as a beta test of the Rails software (and also to learn 1830 strategies). Should we use the 1.0.6 release from last December, or is there a newer version that you would prefer us to use for beta testing? -- Chris Please consider the environment before printing this e-mail. |
From: Erik V. <eri...@hc...> - 2009-05-24 18:46:37
|
I have added code to calculate the correct CGR start price. Testing was limited, as I still only have one test case... Erik |
From: Erik V. <eri...@hc...> - 2009-05-04 21:00:59
|
I have just committed a lot of code dealing with the 1856 CGR Formation. The only aspect not covered is the CGR start price, which is currently fixed at $100. I will do that later; it seemed to me that it was about time to set a milestone. In fact I had already completed all of this early March, but I wasn't satisfied with one aspect: the fact that during one round (CGR formation is handled by a specialised Round subclass) either the StatusWindow (with stock chart) or the ORWindow (with map) could be shown, depending on whether the CGRFormationRound would be a subclass of either StockRound or OperatingRound. The CGR formation runs almost automatically, except for three processes where player interaction msy be required: 1. Optional loan repayments from the president's personal cash. It does not matter much which window is shown during this action, but as the share exchange follows, it is preferable to have the StatusWindow visible during this step. 2. CGR token placement on non-home cities of any of the merged companies, if the CGR runs out of tokens. Here it is very much preferrable to have the ORWindow visible. 3. Discarding CGR excess permanent trains (unlikely but possible). Here again it doesn't really matter. After a lot of toying around, I concluded that the visible window type should be decoupled from the back-end round type. GameUIManager will now not only ask for the active Round subclass, but also for a 'hint' that it can use to select the UI window to be shown. All existing StockRound and OperatingRound (sub)classes still only hint their own type, but there is now a fourth type, which I (lacking fantasy) have called SwitchableUIRound, and CGRFormationRound is the first class of this type. SwitchableUIRound can call, and CGRFormationRound actually calls for different UI windows to be displayed in different steps. Another thing that has changed is the way the whole program is started. At one point I concluded, that I needed to subclass GameUIManager. This was not possible, as this class was instantiated before the configuration was read. To enable subclassing, I have reversed the startup sequence of Game and GameUIManager: the former now starts the latter, in stead of the other way around. (After all I didn't need this GameUIManager subclass, but I'll leave the startup sequence like this in case we need it in the future.) There is a lot more to do about 1856, but I think (hope) this was the biggest hurdle.... Erik Vos |
From: Erik V. <eri...@hc...> - 2009-02-04 20:50:18
|
I have committed code to implement the phase 1 of the CGR formation round: repaying all loans. For each company having loans, first the company cash is depleted, then the president gets a change to contribute personal cash. The displayed message will mention whether or not the president's actions may ultimately save each company. So far that's all; the CGR is not yet formed, and the current OR will continue with the same old companies. The CGR formation will be phase 2. Erik Vos |
From: John D. G. <jd...@di...> - 2009-01-24 18:48:24
|
Jonathan Ferro wrote: > I like all these answers, so I only have one additional question: > > If the company has 3 loans and $90, is it allowed for the player to > add only $10 to pay off only one loan, so that the company will fold > into the CGR and yet contribute no cash? I suppose I could go parse > this out of the rulebook, but might as well cover all the cases in > open discussion... Yes, that's allowed. I've never seen it done. |
From: Erik V. <eri...@hc...> - 2009-01-24 15:32:50
|
But... if it is legal, and there *possibly* might be a good reason for it, I might have to give players that option. Although I'd prefer not to do so. Spending $10 to deny CGR $90 of starting cash might in theory in be useful if you're low on CGR shares. Not so in reality? Erik. -----Original Message----- From: brett lentz [mailto:wak...@gm...] Sent: Saturday 24 January 2009 08:04 To: Development list for Rails: an 18xx game Subject: Re: [Rails-devel] 1856 CGR formation It's legal, but why would you bother? If it's going to fold into the CGR anyway, why throw away your personal cash? As far as I can tell, all you're doing is voluntarily making it easier for your opponents to win. There might be some obscure, situational reason why you might do this, but in general, there's no reason to do so. ---Brett. On Fri, Jan 23, 2009 at 5:43 PM, Jonathan Ferro <jon...@ya...> wrote: > I like all these answers, so I only have one additional question: > > If the company has 3 loans and $90, is it allowed for the player to add only $10 to pay off only one loan, so that the company will fold into the CGR and yet contribute no cash? I suppose I could go parse this out of the rulebook, but might as well cover all the cases in open discussion... > > -- Jonathan > > > > ----- Original Message ---- > From: John David Galt <jd...@di...> > To: rai...@li... > Sent: Thursday, January 22, 2009 3:15:37 PM > Subject: Re: [Rails-devel] 1856 CGR formation > > Erik Vos wrote: >> Next thing for me to do is the final loan repayment/CGR formation process. > [snip] >> "The loans are repaid in $100 increments. If outstanding loans remain >> after the treasury is depleted, the player *may* repay the remainder, >> supplementing the cash remaining in the tresury with personal cash" >> (my emphasis). >> >> Questions: >> >> 1. I suppose that "may" means, that adding personal cash is optional. > > Right. > >> 2. The rules don't say, that paying only part from the remainder by the >> president is not allowed, but that would clearly be a silly thing to do. >> So I take it that adding personal cash is in practice a matter of >> all-or-nothing, i.e. all I have to do asking a yes/no question to >> the president (if he has enough cash): >> "Are you going to pay all of the remainder?" > > Yes, but the decision is made separately for each railroad that still > has loans after paying off as many as it can. Often, a player will be > president of three or four companies at this point in the game, and he > has a completely free choice of which companies, if any, to bail out, > up to the limits of his purse. > >> If the president doesn't have enough cash, no question need be asked at all. > > Only if he hasn't the money to save any of his companies. > >> 3. I wonder what this sentence about $100 increments means. >> Say that the company has $300 loans and $150 cash, and the president >> pays all of the remainder, do company and president then pay $150 each, >> or $100 and $200 (leaving $50 in the treasury)? > > The sentence about $100 increments means the company must automatically > pay off loans until it has less than $100 left, or until it is debt free. > So in your example, the company must pay one loan for $100 before its > president even gets to make a choice. > > If the president does contribute any cash from his hand, the company's > treasury must be used up first, just as it is during a forced train > purchase. > >> 4. And if the president pays nothing, then $100 is repaid and $50 is left >> to feed the CGR? > > Correct. > >> 5. "If the player is president of more than one company, the player >> chooses the order in which those companies repay their loans" - >> I would think that if payment from personal cash is optional, >> this order is immaterial. Did I miss something? >> (I'm asking this because it's a lot easier to have the game engine >> determine the sequence, and as far as I can see it doesn't matter). > > Answered under #2 above. > >> On the implementation: >> >> I think the mentioned yes/no question is all player interaction >> in this whole process (except for a few decisions that the new >> CGR president may need to take regarding trains and tokens). >> So, once the merging companies are known, >> the whole repayment/CGR formation process will run >> automatically in the background, reporting the actions in the >> Game Report window and I think also in a popup message. >> The Game Status window will be properly updated. >> >> Right? > > Mostly yes. But you need to go around the table asking the question > in the proper order (clockwise, beginning with the player who bought > the 6 train), and let each player see the money and holdings of all > players and the bank pool (and any decisions that were made before > his) before he makes his decision. > > There are exactly enough CGR shares to exchange for 40 shares, so if > 4 or fewer companies merge in, all shareholders will get to exchange > their shares 2-for-1 (except for the odd share when the total number > of merging-company shares held by a player is odd). > > But if more than 4 companies merge, some shares will be lost. Thus > the player in position to merge a 5th (or later) company may or may > not want to do it, depending on what shares are held by him and by > the players who merged their companies first. Conversely, a player > in an early position may want to merge more companies than he needs > to control the CGR, in order to deprive the other players. > > > ---------------------------------------------------------------------------- -- > This SF.net email is sponsored by: > SourcForge Community > SourceForge wants to tell your story. > http://p.sf.net/sfu/sf-spreadtheword > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > > > ---------------------------------------------------------------------------- -- > This SF.net email is sponsored by: > SourcForge Community > SourceForge wants to tell your story. > http://p.sf.net/sfu/sf-spreadtheword > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > ---------------------------------------------------------------------------- -- This SF.net email is sponsored by: SourcForge Community SourceForge wants to tell your story. http://p.sf.net/sfu/sf-spreadtheword _______________________________________________ Rails-devel mailing list Rai...@li... https://lists.sourceforge.net/lists/listinfo/rails-devel |
From: brett l. <wak...@gm...> - 2009-01-24 07:04:10
|
It's legal, but why would you bother? If it's going to fold into the CGR anyway, why throw away your personal cash? As far as I can tell, all you're doing is voluntarily making it easier for your opponents to win. There might be some obscure, situational reason why you might do this, but in general, there's no reason to do so. ---Brett. On Fri, Jan 23, 2009 at 5:43 PM, Jonathan Ferro <jon...@ya...> wrote: > I like all these answers, so I only have one additional question: > > If the company has 3 loans and $90, is it allowed for the player to add only $10 to pay off only one loan, so that the company will fold into the CGR and yet contribute no cash? I suppose I could go parse this out of the rulebook, but might as well cover all the cases in open discussion... > > -- Jonathan > > > > ----- Original Message ---- > From: John David Galt <jd...@di...> > To: rai...@li... > Sent: Thursday, January 22, 2009 3:15:37 PM > Subject: Re: [Rails-devel] 1856 CGR formation > > Erik Vos wrote: >> Next thing for me to do is the final loan repayment/CGR formation process. > [snip] >> "The loans are repaid in $100 increments. If outstanding loans remain >> after the treasury is depleted, the player *may* repay the remainder, >> supplementing the cash remaining in the tresury with personal cash" >> (my emphasis). >> >> Questions: >> >> 1. I suppose that "may" means, that adding personal cash is optional. > > Right. > >> 2. The rules don't say, that paying only part from the remainder by the >> president is not allowed, but that would clearly be a silly thing to do. >> So I take it that adding personal cash is in practice a matter of >> all-or-nothing, i.e. all I have to do asking a yes/no question to >> the president (if he has enough cash): >> "Are you going to pay all of the remainder?" > > Yes, but the decision is made separately for each railroad that still > has loans after paying off as many as it can. Often, a player will be > president of three or four companies at this point in the game, and he > has a completely free choice of which companies, if any, to bail out, > up to the limits of his purse. > >> If the president doesn't have enough cash, no question need be asked at all. > > Only if he hasn't the money to save any of his companies. > >> 3. I wonder what this sentence about $100 increments means. >> Say that the company has $300 loans and $150 cash, and the president >> pays all of the remainder, do company and president then pay $150 each, >> or $100 and $200 (leaving $50 in the treasury)? > > The sentence about $100 increments means the company must automatically > pay off loans until it has less than $100 left, or until it is debt free. > So in your example, the company must pay one loan for $100 before its > president even gets to make a choice. > > If the president does contribute any cash from his hand, the company's > treasury must be used up first, just as it is during a forced train > purchase. > >> 4. And if the president pays nothing, then $100 is repaid and $50 is left >> to feed the CGR? > > Correct. > >> 5. "If the player is president of more than one company, the player >> chooses the order in which those companies repay their loans" - >> I would think that if payment from personal cash is optional, >> this order is immaterial. Did I miss something? >> (I'm asking this because it's a lot easier to have the game engine >> determine the sequence, and as far as I can see it doesn't matter). > > Answered under #2 above. > >> On the implementation: >> >> I think the mentioned yes/no question is all player interaction >> in this whole process (except for a few decisions that the new >> CGR president may need to take regarding trains and tokens). >> So, once the merging companies are known, >> the whole repayment/CGR formation process will run >> automatically in the background, reporting the actions in the >> Game Report window and I think also in a popup message. >> The Game Status window will be properly updated. >> >> Right? > > Mostly yes. But you need to go around the table asking the question > in the proper order (clockwise, beginning with the player who bought > the 6 train), and let each player see the money and holdings of all > players and the bank pool (and any decisions that were made before > his) before he makes his decision. > > There are exactly enough CGR shares to exchange for 40 shares, so if > 4 or fewer companies merge in, all shareholders will get to exchange > their shares 2-for-1 (except for the odd share when the total number > of merging-company shares held by a player is odd). > > But if more than 4 companies merge, some shares will be lost. Thus > the player in position to merge a 5th (or later) company may or may > not want to do it, depending on what shares are held by him and by > the players who merged their companies first. Conversely, a player > in an early position may want to merge more companies than he needs > to control the CGR, in order to deprive the other players. > > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by: > SourcForge Community > SourceForge wants to tell your story. > http://p.sf.net/sfu/sf-spreadtheword > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by: > SourcForge Community > SourceForge wants to tell your story. > http://p.sf.net/sfu/sf-spreadtheword > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > |
From: Jonathan F. <jon...@ya...> - 2009-01-24 02:43:10
|
I like all these answers, so I only have one additional question: If the company has 3 loans and $90, is it allowed for the player to add only $10 to pay off only one loan, so that the company will fold into the CGR and yet contribute no cash? I suppose I could go parse this out of the rulebook, but might as well cover all the cases in open discussion... -- Jonathan ----- Original Message ---- From: John David Galt <jd...@di...> To: rai...@li... Sent: Thursday, January 22, 2009 3:15:37 PM Subject: Re: [Rails-devel] 1856 CGR formation Erik Vos wrote: > Next thing for me to do is the final loan repayment/CGR formation process. [snip] > "The loans are repaid in $100 increments. If outstanding loans remain > after the treasury is depleted, the player *may* repay the remainder, > supplementing the cash remaining in the tresury with personal cash" > (my emphasis). > > Questions: > > 1. I suppose that "may" means, that adding personal cash is optional. Right. > 2. The rules don't say, that paying only part from the remainder by the > president is not allowed, but that would clearly be a silly thing to do. > So I take it that adding personal cash is in practice a matter of > all-or-nothing, i.e. all I have to do asking a yes/no question to > the president (if he has enough cash): > "Are you going to pay all of the remainder?" Yes, but the decision is made separately for each railroad that still has loans after paying off as many as it can. Often, a player will be president of three or four companies at this point in the game, and he has a completely free choice of which companies, if any, to bail out, up to the limits of his purse. > If the president doesn't have enough cash, no question need be asked at all. Only if he hasn't the money to save any of his companies. > 3. I wonder what this sentence about $100 increments means. > Say that the company has $300 loans and $150 cash, and the president > pays all of the remainder, do company and president then pay $150 each, > or $100 and $200 (leaving $50 in the treasury)? The sentence about $100 increments means the company must automatically pay off loans until it has less than $100 left, or until it is debt free. So in your example, the company must pay one loan for $100 before its president even gets to make a choice. If the president does contribute any cash from his hand, the company's treasury must be used up first, just as it is during a forced train purchase. > 4. And if the president pays nothing, then $100 is repaid and $50 is left > to feed the CGR? Correct. > 5. "If the player is president of more than one company, the player > chooses the order in which those companies repay their loans" - > I would think that if payment from personal cash is optional, > this order is immaterial. Did I miss something? > (I'm asking this because it's a lot easier to have the game engine > determine the sequence, and as far as I can see it doesn't matter). Answered under #2 above. > On the implementation: > > I think the mentioned yes/no question is all player interaction > in this whole process (except for a few decisions that the new > CGR president may need to take regarding trains and tokens). > So, once the merging companies are known, > the whole repayment/CGR formation process will run > automatically in the background, reporting the actions in the > Game Report window and I think also in a popup message. > The Game Status window will be properly updated. > > Right? Mostly yes. But you need to go around the table asking the question in the proper order (clockwise, beginning with the player who bought the 6 train), and let each player see the money and holdings of all players and the bank pool (and any decisions that were made before his) before he makes his decision. There are exactly enough CGR shares to exchange for 40 shares, so if 4 or fewer companies merge in, all shareholders will get to exchange their shares 2-for-1 (except for the odd share when the total number of merging-company shares held by a player is odd). But if more than 4 companies merge, some shares will be lost. Thus the player in position to merge a 5th (or later) company may or may not want to do it, depending on what shares are held by him and by the players who merged their companies first. Conversely, a player in an early position may want to merge more companies than he needs to control the CGR, in order to deprive the other players. ------------------------------------------------------------------------------ This SF.net email is sponsored by: SourcForge Community SourceForge wants to tell your story. http://p.sf.net/sfu/sf-spreadtheword _______________________________________________ Rails-devel mailing list Rai...@li... https://lists.sourceforge.net/lists/listinfo/rails-devel |
From: Erik V. <eri...@hc...> - 2009-01-23 20:41:01
|
Thanks, that is clear enough. Erik. -----Original Message----- From: John David Galt [mailto:jd...@di...] Sent: Friday 23 January 2009 00:16 To: rai...@li... Subject: Re: [Rails-devel] 1856 CGR formation Erik Vos wrote: > Next thing for me to do is the final loan repayment/CGR formation process. [snip] > "The loans are repaid in $100 increments. If outstanding loans remain > after the treasury is depleted, the player *may* repay the remainder, > supplementing the cash remaining in the tresury with personal cash" > (my emphasis). > > Questions: > > 1. I suppose that "may" means, that adding personal cash is optional. Right. > 2. The rules don't say, that paying only part from the remainder by the > president is not allowed, but that would clearly be a silly thing to do. > So I take it that adding personal cash is in practice a matter of > all-or-nothing, i.e. all I have to do asking a yes/no question to > the president (if he has enough cash): > "Are you going to pay all of the remainder?" Yes, but the decision is made separately for each railroad that still has loans after paying off as many as it can. Often, a player will be president of three or four companies at this point in the game, and he has a completely free choice of which companies, if any, to bail out, up to the limits of his purse. > If the president doesn't have enough cash, no question need be asked at all. Only if he hasn't the money to save any of his companies. > 3. I wonder what this sentence about $100 increments means. > Say that the company has $300 loans and $150 cash, and the president > pays all of the remainder, do company and president then pay $150 each, > or $100 and $200 (leaving $50 in the treasury)? The sentence about $100 increments means the company must automatically pay off loans until it has less than $100 left, or until it is debt free. So in your example, the company must pay one loan for $100 before its president even gets to make a choice. If the president does contribute any cash from his hand, the company's treasury must be used up first, just as it is during a forced train purchase. > 4. And if the president pays nothing, then $100 is repaid and $50 is left > to feed the CGR? Correct. > 5. "If the player is president of more than one company, the player > chooses the order in which those companies repay their loans" - > I would think that if payment from personal cash is optional, > this order is immaterial. Did I miss something? > (I'm asking this because it's a lot easier to have the game engine > determine the sequence, and as far as I can see it doesn't matter). Answered under #2 above. > On the implementation: > > I think the mentioned yes/no question is all player interaction > in this whole process (except for a few decisions that the new > CGR president may need to take regarding trains and tokens). > So, once the merging companies are known, > the whole repayment/CGR formation process will run > automatically in the background, reporting the actions in the > Game Report window and I think also in a popup message. > The Game Status window will be properly updated. > > Right? Mostly yes. But you need to go around the table asking the question in the proper order (clockwise, beginning with the player who bought the 6 train), and let each player see the money and holdings of all players and the bank pool (and any decisions that were made before his) before he makes his decision. There are exactly enough CGR shares to exchange for 40 shares, so if 4 or fewer companies merge in, all shareholders will get to exchange their shares 2-for-1 (except for the odd share when the total number of merging-company shares held by a player is odd). But if more than 4 companies merge, some shares will be lost. Thus the player in position to merge a 5th (or later) company may or may not want to do it, depending on what shares are held by him and by the players who merged their companies first. Conversely, a player in an early position may want to merge more companies than he needs to control the CGR, in order to deprive the other players. ---------------------------------------------------------------------------- -- This SF.net email is sponsored by: SourcForge Community SourceForge wants to tell your story. http://p.sf.net/sfu/sf-spreadtheword _______________________________________________ Rails-devel mailing list Rai...@li... https://lists.sourceforge.net/lists/listinfo/rails-devel |
From: John D. G. <jd...@di...> - 2009-01-22 23:40:37
|
Erik Vos wrote: > Next thing for me to do is the final loan repayment/CGR formation process. [snip] > "The loans are repaid in $100 increments. If outstanding loans remain > after the treasury is depleted, the player *may* repay the remainder, > supplementing the cash remaining in the tresury with personal cash" > (my emphasis). > > Questions: > > 1. I suppose that "may" means, that adding personal cash is optional. Right. > 2. The rules don't say, that paying only part from the remainder by the > president is not allowed, but that would clearly be a silly thing to do. > So I take it that adding personal cash is in practice a matter of > all-or-nothing, i.e. all I have to do asking a yes/no question to > the president (if he has enough cash): > "Are you going to pay all of the remainder?" Yes, but the decision is made separately for each railroad that still has loans after paying off as many as it can. Often, a player will be president of three or four companies at this point in the game, and he has a completely free choice of which companies, if any, to bail out, up to the limits of his purse. > If the president doesn't have enough cash, no question need be asked at all. Only if he hasn't the money to save any of his companies. > 3. I wonder what this sentence about $100 increments means. > Say that the company has $300 loans and $150 cash, and the president > pays all of the remainder, do company and president then pay $150 each, > or $100 and $200 (leaving $50 in the treasury)? The sentence about $100 increments means the company must automatically pay off loans until it has less than $100 left, or until it is debt free. So in your example, the company must pay one loan for $100 before its president even gets to make a choice. If the president does contribute any cash from his hand, the company's treasury must be used up first, just as it is during a forced train purchase. > 4. And if the president pays nothing, then $100 is repaid and $50 is left > to feed the CGR? Correct. > 5. "If the player is president of more than one company, the player > chooses the order in which those companies repay their loans" - > I would think that if payment from personal cash is optional, > this order is immaterial. Did I miss something? > (I'm asking this because it's a lot easier to have the game engine > determine the sequence, and as far as I can see it doesn't matter). Answered under #2 above. > On the implementation: > > I think the mentioned yes/no question is all player interaction > in this whole process (except for a few decisions that the new > CGR president may need to take regarding trains and tokens). > So, once the merging companies are known, > the whole repayment/CGR formation process will run > automatically in the background, reporting the actions in the > Game Report window and I think also in a popup message. > The Game Status window will be properly updated. > > Right? Mostly yes. But you need to go around the table asking the question in the proper order (clockwise, beginning with the player who bought the 6 train), and let each player see the money and holdings of all players and the bank pool (and any decisions that were made before his) before he makes his decision. There are exactly enough CGR shares to exchange for 40 shares, so if 4 or fewer companies merge in, all shareholders will get to exchange their shares 2-for-1 (except for the odd share when the total number of merging-company shares held by a player is odd). But if more than 4 companies merge, some shares will be lost. Thus the player in position to merge a 5th (or later) company may or may not want to do it, depending on what shares are held by him and by the players who merged their companies first. Conversely, a player in an early position may want to merge more companies than he needs to control the CGR, in order to deprive the other players. |
From: Erik V. <eri...@hc...> - 2009-01-22 22:23:28
|
Next thing for me to do is the final loan repayment/CGR formation process. I have played 1856 only a few times, and seen the CGR form perhaps once, so I would like to discuss some details here that aren't entirely clear to me. None of the clarifications I have seen is helpful on these matters. "The loans are repaid in $100 increments. If outstanding loans remain after the treasury is depleted, the player *may* repay the remainder, supplementing the cash remaining in the tresury with personal cash" (my emphasis). Questions: 1. I suppose that "may" means, that adding personal cash is optional. 2. The rules don't say, that paying only part from the remainder by the president is not allowed, but that would clearly be a silly thing to do. So I take it that adding personal cash is in practice a matter of all-or-nothing, i.e. all I have to do asking a yes/no question to the president (if he has enough cash): "Are you going to pay all of the remainder?" If the president doesn't have enough cash, no question need be asked at all. 3. I wonder what this sentence about $100 increments means. Say that the company has $300 loans and $150 cash, and the president pays all of the remainder, do company and president then pay $150 each, or $100 and $200 (leaving $50 in the treasury)? 4. And if the president pays nothing, then $100 is repaid and $50 is left to feed the CGR? 5. "If the player is president of more than one company, the player chooses the order in which those companies repay their loans" - I would think that if payment from personal cash is optional, this order is immaterial. Did I miss something? (I'm asking this because it's a lot easier to have the game engine determine the sequence, and as far as I can see it doesn't matter). On the implementation: I think the mentioned yes/no question is all player interaction in this whole process (except for a few decisions that the new CGR president may need to take regarding trains and tokens). So, once the merging companies are known, the whole repayment/CGR formation process will run automatically in the background, reporting the actions in the Game Report window and I think also in a popup message. The Game Status window will be properly updated. Right? Erik Vos |
From: Erik V. <eri...@hc...> - 2009-01-21 20:32:22
|
For 1856, I have implemented the loan repayment step at the end of OR turns. This does not yet include the mandatory loan repayment after the first 6-train is bought. Erik Vos |
From: Erik V. <eri...@hc...> - 2009-01-16 20:42:56
|
Mark, You have been busy I see. I have pulled down the updates last night, and noticed about 100 warnings, which I think today's updates will probably resolve. I was going to mention it, but you may have them solved. I had announced it myself after my previous batch of commits. It was a side effect of the introduction of varargs. Warnings do no harm, but I had some spare time without the energy to do more useful things, so why not fix them all. I have been scratching my head over where the new icon under /rails/ui/images directory really needs to live in the archive (distribution directory on my mac) so that it can be found. And still not sure. When I do the compilation I get it to compile, and copy the icon in, but it claims it cannot find the icon -- probably because it is trying to find it via a full path specification, rather than relative to the java class files. All of the tiles images it finds, as well as the xml data files. Do you search for that icon file in a different way? It's in StartRoundWindow: String path = "/rails/ui/images/Inform.gif"; java.net.URL imgURL = getClass().getResource(path); if (imgURL != null) { return new ImageIcon(imgURL, "Info"); } I think I derived this code from Brett's GIF tile drawing code in ImageLoader. If you know a better way to do it, and/or a better way to store the icon, please go ahead. Erik. |
From: Mark S. <mar...@gm...> - 2009-01-16 02:37:55
|
Erik, You have been busy I see. I have pulled down the updates last night, and noticed about 100 warnings, which I think today's updates will probably resolve. I was going to mention it, but you may have them solved. I have been scratching my head over where the new icon under /rails/ui/images directory really needs to live in the archive (distribution directory on my mac) so that it can be found. And still not sure. When I do the compilation I get it to compile, and copy the icon in, but it claims it cannot find the icon -- probably because it is trying to find it via a full path specification, rather than relative to the java class files. All of the tiles images it finds, as well as the xml data files. Do you search for that icon file in a different way? Mark On Wed, Jan 14, 2009 at 3:56 PM, Erik Vos <eri...@hc...> wrote: > > I have added 1856 loan interest payment functionality. > > It wasn't easy to construct a case where all four possible money sources > for > such a payment would occur. > Consider: > LPS has $400 loans outstanding and must pay $40 interest. > LPS has $10 in cash, earns $10 revenue (I make this up, of course), > the LPS president (Alice) has $12 cash and must therefore raise another $8 > from share sales. > > The resulting game report lines are: > > LPS earns $10 > LPS must pay $40 loan interest > Alice must sell shares to raise at least $8 for LPS > Alice sells 1 10% shares (10%) of GT to Pool for $80. > GT price goes from $80(E3) to $75(E4). > LPS pays $10 (of $40) loan interest from its treasury > LPS pays $10 (of $40) loan interest from its income > LPS pays $20 (of $40) loan interest from Alice's personal cash > LPS does not pay a dividend > LPS price goes from $110(F1) to $100(E1). > > and the cash amounts change accordingly, so I think it's all working fine. > > Loan repayment remains to be done. > > Erik Vos > > > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by: > SourcForge Community > SourceForge wants to tell your story. > http://p.sf.net/sfu/sf-spreadtheword > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > |
From: Erik V. <eri...@hc...> - 2009-01-14 20:56:26
|
I have added 1856 loan interest payment functionality. It wasn't easy to construct a case where all four possible money sources for such a payment would occur. Consider: LPS has $400 loans outstanding and must pay $40 interest. LPS has $10 in cash, earns $10 revenue (I make this up, of course), the LPS president (Alice) has $12 cash and must therefore raise another $8 from share sales. The resulting game report lines are: LPS earns $10 LPS must pay $40 loan interest Alice must sell shares to raise at least $8 for LPS Alice sells 1 10% shares (10%) of GT to Pool for $80. GT price goes from $80(E3) to $75(E4). LPS pays $10 (of $40) loan interest from its treasury LPS pays $10 (of $40) loan interest from its income LPS pays $20 (of $40) loan interest from Alice's personal cash LPS does not pay a dividend LPS price goes from $110(F1) to $100(E1). and the cash amounts change accordingly, so I think it's all working fine. Loan repayment remains to be done. Erik Vos |
From: Erik V. <eri...@hc...> - 2009-01-11 17:32:29
|
I have implemented part of the basic "loans" functionality and the specific way it works in 1856. This only applies to loans taking. Interest payment and loan repayment remain to be done. The 1856 OR window now has a new "Loans" menu, where "Take loan(s)" is enabled whenever applicable. As usual, there are some side effects. The main one is, that I have changed the multi-parameter version of LocalText.getText() to use varargs. This is now causing a lot of new warnings. I will fix there in the course of time (unless someone does it ahead of me). The fix simply is removing "new String[] {" and the corresponding closing brace. Erik Vos |
From: Erik V. <eri...@hc...> - 2009-01-07 21:22:44
|
Just to see what can be achieved in a simple way, I have added a column of info icons to the StartRoundWindow, one for each start item. Hovering the mouse over an icon will show up a tooltip describing the item. This description is mainly composed from the toString() results of the objects contained in each item. I have found the icon in the sourceforge icon-collection. It's a simple 20x20 pixel gif, which I have stored in a new folder rails/ui/images. I think the descriptions are already pretty good, although I see room for improvement. Perhaps we should add getDescription() methods to create descriptions that are better tailored for UI display. Another approach could be to add some blurb for each start item in CompanyManager.xml, but for a nice effect I would be in favour to have it HTML-encoded, as it is now. Please let me know what you think about this all. Revealing the item status (other than the already available buyable and biddable tooltips) is not so straightforward if we want to follow the existing patterns (intended to support the future client/server split). It's dynamic info that is not yet passed from engine to UI, and the "normal" way to add it would be through the existing Observable/Observer interface. This would definitely need more work. As for the colour coding of the item status: if we want to go that way, I would be in favour of minimal changes, like: sold: black on white (as is) biddable/select for auctioning: black on orange (as is). buyable: bright green on orange. not yet available: grey on white. Erik. -----Original Message----- From: Erik Vos [mailto:eri...@hc...] Sent: Tuesday 06 January 2009 20:52 To: 'Development list for Rails: an 18xx game' Subject: Re: [Rails-devel][Rails-commits]18xx/rails/gameStartRound_1835.java, 1.15, 1.16 In fact, tooltips are already used to indicate whether items can be bought, bid upon, or selected for bidding (as in 18EU). Currently, tooltips are only implemented for the 'active' ClickField UI objects, not for the 'passive' Field objects; but that should not be difficult to add. Please note, that we are talking about a mix of static info (the private properties) which can be handled in the UI only, and dynamic info (the item status), which needs be conveyed from the server. If we really are mixing up these two bits of info, the Field and ClickField object will get more complex. Perhaps we should subclass Field to add such tooltips. Erik. -----Original Message----- From: brett lentz [mailto:wak...@gm...] Sent: Tuesday 06 January 2009 02:54 To: Development list for Rails: an 18xx game Subject: Re: [Rails-devel] [Rails-commits]18xx/rails/gameStartRound_1835.java, 1.15, 1.16 It shouldn't be hard to do some tooltips for these. ---Brett. On Mon, Jan 5, 2009 at 3:58 PM, Mark Smith <mar...@gm...> wrote: > One of the other pieces of information I would like to see on the Start > Packet info is some way to describe the special features of the item > (Private Company restrict placement on hex XX, Private Company can be traded > for Share of Company YYY, Purchase of item comes with Share of XXX, etc). > This would be applicable across all games, and would help to remind folks > what the item does for them. > > This could be done with a simple icon, or text of --- ?? -- that is either a > hoverable item that shows a pop-up/tool-tip, or an actual hyper link to > generate a pop-up dialog box. > > Mark > > On Mon, Jan 5, 2009 at 1:55 PM, brett lentz <wak...@gm...> wrote: >> >> I worry that an extra column might add clutter. >> >> I like the strikethrough idea or using colors to convey this >> meta-information. >> >> ---Brett. >> >> On Mon, Jan 5, 2009 at 10:24 AM, Erik Vos <eri...@hc...> wrote: >> > Mark, >> > >> > What about an extra column in which to display the item status (a short >> > text)? >> > Status values could be like "buyable", "biddable", "sold", "low cash", >> > "not >> > yet". >> > Could display these values in different colours as well (e.g. the first >> > two >> > in black, the last three in gray). >> > >> > Erik. >> > >> > ________________________________ >> > From: Mark Smith [mailto:mar...@gm...] >> > Sent: Monday 05 January 2009 00:13 >> > To: Development list for Rails: an 18xx game >> > Subject: Re: [Rails-devel] [Rails-commits] >> > 18xx/rails/gameStartRound_1835.java, 1.15, 1.16 >> > >> > Erik, >> > >> > Yes, now that I went back an re-read the rules I quoted, I see that my >> > interpretation was in error. >> > >> > Part of the reason I was looking at this issue, besides the fact I knew >> > it >> > was wrong, was that I was trying to figure out if there was a better way >> > to >> > display the start packet for 1835 (and others) where you have multiple >> > items >> > available at the start, but not all. A display by row of everything in >> > the >> > row. >> > >> > In working with this, I also see that an item becomes un-available if >> > there >> > is no sufficient cash for the player to purchase it. But it is not >> > immediately obvious, unless you look at the price, and the cash. What >> > would >> > help is for some way to indicate items that have been SOLD (maybe draw a >> > line through), or draw as blank -- and then for those you can't buy due >> > to >> > insufficient cash, to have a tool tip explain why it is not available >> > for >> > the player. >> > >> > Mark >> > >> > P.S. I do need to get back to my Tile Tray contribution -- and I thought >> > with 4 days at home (New Years) I would find the time. However, the >> > puppy >> > kept distracting me. >> > >> > On Sun, Jan 4, 2009 at 8:15 AM, Erik Vos <eri...@hc...> wrote: >> >> >> >> Modified Files: >> >> StartRound_1835.java >> >> Log Message: >> >> Improve Start Packet Handling so that only the left most item >> >> from >> >> the second available row is for sale, rather than the entire second >> >> row. >> >> >> >> Mark, >> >> >> >> thanks for spotting this error. However, unfortunately your fix was not >> >> entirely correct. >> >> For instance, when the first and second rows were completely sold, the >> >> entire third row but also the first item of the fourth row became >> >> available. >> >> >> >> The original error was only that item++ was missing after the last >> >> buyable=true statement. >> >> I have now fixed it slightly differently: by moving item++ downwards. >> >> >> >> Erik. >> >> >> >> >> >> >> >> >> >> ---------------------------------------------------------------------------- -- >> >> _______________________________________________ >> >> Rails-devel mailing list >> >> Rai...@li... >> >> https://lists.sourceforge.net/lists/listinfo/rails-devel >> > >> > >> > >> > ---------------------------------------------------------------------------- -- >> > >> > _______________________________________________ >> > Rails-devel mailing list >> > Rai...@li... >> > https://lists.sourceforge.net/lists/listinfo/rails-devel >> > >> > >> >> >> ---------------------------------------------------------------------------- -- >> _______________________________________________ >> Rails-devel mailing list >> Rai...@li... >> https://lists.sourceforge.net/lists/listinfo/rails-devel > > > ---------------------------------------------------------------------------- -- > > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > > ---------------------------------------------------------------------------- -- _______________________________________________ Rails-devel mailing list Rai...@li... https://lists.sourceforge.net/lists/listinfo/rails-devel ---------------------------------------------------------------------------- -- Check out the new SourceForge.net Marketplace. It is the best place to buy or sell services for just about anything Open Source. http://p.sf.net/sfu/Xq1LFB _______________________________________________ Rails-devel mailing list Rai...@li... https://lists.sourceforge.net/lists/listinfo/rails-devel |
From: Erik V. <eri...@hc...> - 2009-01-06 19:51:34
|
In fact, tooltips are already used to indicate whether items can be bought, bid upon, or selected for bidding (as in 18EU). Currently, tooltips are only implemented for the 'active' ClickField UI objects, not for the 'passive' Field objects; but that should not be difficult to add. Please note, that we are talking about a mix of static info (the private properties) which can be handled in the UI only, and dynamic info (the item status), which needs be conveyed from the server. If we really are mixing up these two bits of info, the Field and ClickField object will get more complex. Perhaps we should subclass Field to add such tooltips. Erik. -----Original Message----- From: brett lentz [mailto:wak...@gm...] Sent: Tuesday 06 January 2009 02:54 To: Development list for Rails: an 18xx game Subject: Re: [Rails-devel] [Rails-commits]18xx/rails/gameStartRound_1835.java, 1.15, 1.16 It shouldn't be hard to do some tooltips for these. ---Brett. On Mon, Jan 5, 2009 at 3:58 PM, Mark Smith <mar...@gm...> wrote: > One of the other pieces of information I would like to see on the Start > Packet info is some way to describe the special features of the item > (Private Company restrict placement on hex XX, Private Company can be traded > for Share of Company YYY, Purchase of item comes with Share of XXX, etc). > This would be applicable across all games, and would help to remind folks > what the item does for them. > > This could be done with a simple icon, or text of --- ?? -- that is either a > hoverable item that shows a pop-up/tool-tip, or an actual hyper link to > generate a pop-up dialog box. > > Mark > > On Mon, Jan 5, 2009 at 1:55 PM, brett lentz <wak...@gm...> wrote: >> >> I worry that an extra column might add clutter. >> >> I like the strikethrough idea or using colors to convey this >> meta-information. >> >> ---Brett. >> >> On Mon, Jan 5, 2009 at 10:24 AM, Erik Vos <eri...@hc...> wrote: >> > Mark, >> > >> > What about an extra column in which to display the item status (a short >> > text)? >> > Status values could be like "buyable", "biddable", "sold", "low cash", >> > "not >> > yet". >> > Could display these values in different colours as well (e.g. the first >> > two >> > in black, the last three in gray). >> > >> > Erik. >> > >> > ________________________________ >> > From: Mark Smith [mailto:mar...@gm...] >> > Sent: Monday 05 January 2009 00:13 >> > To: Development list for Rails: an 18xx game >> > Subject: Re: [Rails-devel] [Rails-commits] >> > 18xx/rails/gameStartRound_1835.java, 1.15, 1.16 >> > >> > Erik, >> > >> > Yes, now that I went back an re-read the rules I quoted, I see that my >> > interpretation was in error. >> > >> > Part of the reason I was looking at this issue, besides the fact I knew >> > it >> > was wrong, was that I was trying to figure out if there was a better way >> > to >> > display the start packet for 1835 (and others) where you have multiple >> > items >> > available at the start, but not all. A display by row of everything in >> > the >> > row. >> > >> > In working with this, I also see that an item becomes un-available if >> > there >> > is no sufficient cash for the player to purchase it. But it is not >> > immediately obvious, unless you look at the price, and the cash. What >> > would >> > help is for some way to indicate items that have been SOLD (maybe draw a >> > line through), or draw as blank -- and then for those you can't buy due >> > to >> > insufficient cash, to have a tool tip explain why it is not available >> > for >> > the player. >> > >> > Mark >> > >> > P.S. I do need to get back to my Tile Tray contribution -- and I thought >> > with 4 days at home (New Years) I would find the time. However, the >> > puppy >> > kept distracting me. >> > >> > On Sun, Jan 4, 2009 at 8:15 AM, Erik Vos <eri...@hc...> wrote: >> >> >> >> Modified Files: >> >> StartRound_1835.java >> >> Log Message: >> >> Improve Start Packet Handling so that only the left most item >> >> from >> >> the second available row is for sale, rather than the entire second >> >> row. >> >> >> >> Mark, >> >> >> >> thanks for spotting this error. However, unfortunately your fix was not >> >> entirely correct. >> >> For instance, when the first and second rows were completely sold, the >> >> entire third row but also the first item of the fourth row became >> >> available. >> >> >> >> The original error was only that item++ was missing after the last >> >> buyable=true statement. >> >> I have now fixed it slightly differently: by moving item++ downwards. >> >> >> >> Erik. >> >> >> >> >> >> >> >> >> >> ---------------------------------------------------------------------------- -- >> >> _______________________________________________ >> >> Rails-devel mailing list >> >> Rai...@li... >> >> https://lists.sourceforge.net/lists/listinfo/rails-devel >> > >> > >> > >> > ---------------------------------------------------------------------------- -- >> > >> > _______________________________________________ >> > Rails-devel mailing list >> > Rai...@li... >> > https://lists.sourceforge.net/lists/listinfo/rails-devel >> > >> > >> >> >> ---------------------------------------------------------------------------- -- >> _______________________________________________ >> Rails-devel mailing list >> Rai...@li... >> https://lists.sourceforge.net/lists/listinfo/rails-devel > > > ---------------------------------------------------------------------------- -- > > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > > ---------------------------------------------------------------------------- -- _______________________________________________ Rails-devel mailing list Rai...@li... https://lists.sourceforge.net/lists/listinfo/rails-devel |
From: brett l. <wak...@gm...> - 2009-01-06 02:03:15
|
It shouldn't be hard to do some tooltips for these. ---Brett. On Mon, Jan 5, 2009 at 3:58 PM, Mark Smith <mar...@gm...> wrote: > One of the other pieces of information I would like to see on the Start > Packet info is some way to describe the special features of the item > (Private Company restrict placement on hex XX, Private Company can be traded > for Share of Company YYY, Purchase of item comes with Share of XXX, etc). > This would be applicable across all games, and would help to remind folks > what the item does for them. > > This could be done with a simple icon, or text of --- ?? -- that is either a > hoverable item that shows a pop-up/tool-tip, or an actual hyper link to > generate a pop-up dialog box. > > Mark > > On Mon, Jan 5, 2009 at 1:55 PM, brett lentz <wak...@gm...> wrote: >> >> I worry that an extra column might add clutter. >> >> I like the strikethrough idea or using colors to convey this >> meta-information. >> >> ---Brett. >> >> On Mon, Jan 5, 2009 at 10:24 AM, Erik Vos <eri...@hc...> wrote: >> > Mark, >> > >> > What about an extra column in which to display the item status (a short >> > text)? >> > Status values could be like "buyable", "biddable", "sold", "low cash", >> > "not >> > yet". >> > Could display these values in different colours as well (e.g. the first >> > two >> > in black, the last three in gray). >> > >> > Erik. >> > >> > ________________________________ >> > From: Mark Smith [mailto:mar...@gm...] >> > Sent: Monday 05 January 2009 00:13 >> > To: Development list for Rails: an 18xx game >> > Subject: Re: [Rails-devel] [Rails-commits] >> > 18xx/rails/gameStartRound_1835.java, 1.15, 1.16 >> > >> > Erik, >> > >> > Yes, now that I went back an re-read the rules I quoted, I see that my >> > interpretation was in error. >> > >> > Part of the reason I was looking at this issue, besides the fact I knew >> > it >> > was wrong, was that I was trying to figure out if there was a better way >> > to >> > display the start packet for 1835 (and others) where you have multiple >> > items >> > available at the start, but not all. A display by row of everything in >> > the >> > row. >> > >> > In working with this, I also see that an item becomes un-available if >> > there >> > is no sufficient cash for the player to purchase it. But it is not >> > immediately obvious, unless you look at the price, and the cash. What >> > would >> > help is for some way to indicate items that have been SOLD (maybe draw a >> > line through), or draw as blank -- and then for those you can't buy due >> > to >> > insufficient cash, to have a tool tip explain why it is not available >> > for >> > the player. >> > >> > Mark >> > >> > P.S. I do need to get back to my Tile Tray contribution -- and I thought >> > with 4 days at home (New Years) I would find the time. However, the >> > puppy >> > kept distracting me. >> > >> > On Sun, Jan 4, 2009 at 8:15 AM, Erik Vos <eri...@hc...> wrote: >> >> >> >> Modified Files: >> >> StartRound_1835.java >> >> Log Message: >> >> Improve Start Packet Handling so that only the left most item >> >> from >> >> the second available row is for sale, rather than the entire second >> >> row. >> >> >> >> Mark, >> >> >> >> thanks for spotting this error. However, unfortunately your fix was not >> >> entirely correct. >> >> For instance, when the first and second rows were completely sold, the >> >> entire third row but also the first item of the fourth row became >> >> available. >> >> >> >> The original error was only that item++ was missing after the last >> >> buyable=true statement. >> >> I have now fixed it slightly differently: by moving item++ downwards. >> >> >> >> Erik. >> >> >> >> >> >> >> >> >> >> ------------------------------------------------------------------------------ >> >> _______________________________________________ >> >> Rails-devel mailing list >> >> Rai...@li... >> >> https://lists.sourceforge.net/lists/listinfo/rails-devel >> > >> > >> > >> > ------------------------------------------------------------------------------ >> > >> > _______________________________________________ >> > Rails-devel mailing list >> > Rai...@li... >> > https://lists.sourceforge.net/lists/listinfo/rails-devel >> > >> > >> >> >> ------------------------------------------------------------------------------ >> _______________________________________________ >> Rails-devel mailing list >> Rai...@li... >> https://lists.sourceforge.net/lists/listinfo/rails-devel > > > ------------------------------------------------------------------------------ > > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > > |
From: Mark S. <mar...@gm...> - 2009-01-05 23:58:06
|
One of the other pieces of information I would like to see on the Start Packet info is some way to describe the special features of the item (Private Company restrict placement on hex XX, Private Company can be traded for Share of Company YYY, Purchase of item comes with Share of XXX, etc). This would be applicable across all games, and would help to remind folks what the item does for them. This could be done with a simple icon, or text of --- ?? -- that is either a hoverable item that shows a pop-up/tool-tip, or an actual hyper link to generate a pop-up dialog box. Mark On Mon, Jan 5, 2009 at 1:55 PM, brett lentz <wak...@gm...> wrote: > I worry that an extra column might add clutter. > > I like the strikethrough idea or using colors to convey this > meta-information. > > ---Brett. > > On Mon, Jan 5, 2009 at 10:24 AM, Erik Vos <eri...@hc...> wrote: > > Mark, > > > > What about an extra column in which to display the item status (a short > > text)? > > Status values could be like "buyable", "biddable", "sold", "low cash", > "not > > yet". > > Could display these values in different colours as well (e.g. the first > two > > in black, the last three in gray). > > > > Erik. > > > > ________________________________ > > From: Mark Smith [mailto:mar...@gm...] > > Sent: Monday 05 January 2009 00:13 > > To: Development list for Rails: an 18xx game > > Subject: Re: [Rails-devel] [Rails-commits] > > 18xx/rails/gameStartRound_1835.java, 1.15, 1.16 > > > > Erik, > > > > Yes, now that I went back an re-read the rules I quoted, I see that my > > interpretation was in error. > > > > Part of the reason I was looking at this issue, besides the fact I knew > it > > was wrong, was that I was trying to figure out if there was a better way > to > > display the start packet for 1835 (and others) where you have multiple > items > > available at the start, but not all. A display by row of everything in > the > > row. > > > > In working with this, I also see that an item becomes un-available if > there > > is no sufficient cash for the player to purchase it. But it is not > > immediately obvious, unless you look at the price, and the cash. What > would > > help is for some way to indicate items that have been SOLD (maybe draw a > > line through), or draw as blank -- and then for those you can't buy due > to > > insufficient cash, to have a tool tip explain why it is not available for > > the player. > > > > Mark > > > > P.S. I do need to get back to my Tile Tray contribution -- and I thought > > with 4 days at home (New Years) I would find the time. However, the puppy > > kept distracting me. > > > > On Sun, Jan 4, 2009 at 8:15 AM, Erik Vos <eri...@hc...> wrote: > >> > >> Modified Files: > >> StartRound_1835.java > >> Log Message: > >> Improve Start Packet Handling so that only the left most item > from > >> the second available row is for sale, rather than the entire second > row. > >> > >> Mark, > >> > >> thanks for spotting this error. However, unfortunately your fix was not > >> entirely correct. > >> For instance, when the first and second rows were completely sold, the > >> entire third row but also the first item of the fourth row became > >> available. > >> > >> The original error was only that item++ was missing after the last > >> buyable=true statement. > >> I have now fixed it slightly differently: by moving item++ downwards. > >> > >> Erik. > >> > >> > >> > >> > ------------------------------------------------------------------------------ > >> _______________________________________________ > >> Rails-devel mailing list > >> Rai...@li... > >> https://lists.sourceforge.net/lists/listinfo/rails-devel > > > > > > > ------------------------------------------------------------------------------ > > > > _______________________________________________ > > Rails-devel mailing list > > Rai...@li... > > https://lists.sourceforge.net/lists/listinfo/rails-devel > > > > > > > ------------------------------------------------------------------------------ > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > |
From: brett l. <wak...@gm...> - 2009-01-05 18:55:17
|
I worry that an extra column might add clutter. I like the strikethrough idea or using colors to convey this meta-information. ---Brett. On Mon, Jan 5, 2009 at 10:24 AM, Erik Vos <eri...@hc...> wrote: > Mark, > > What about an extra column in which to display the item status (a short > text)? > Status values could be like "buyable", "biddable", "sold", "low cash", "not > yet". > Could display these values in different colours as well (e.g. the first two > in black, the last three in gray). > > Erik. > > ________________________________ > From: Mark Smith [mailto:mar...@gm...] > Sent: Monday 05 January 2009 00:13 > To: Development list for Rails: an 18xx game > Subject: Re: [Rails-devel] [Rails-commits] > 18xx/rails/gameStartRound_1835.java, 1.15, 1.16 > > Erik, > > Yes, now that I went back an re-read the rules I quoted, I see that my > interpretation was in error. > > Part of the reason I was looking at this issue, besides the fact I knew it > was wrong, was that I was trying to figure out if there was a better way to > display the start packet for 1835 (and others) where you have multiple items > available at the start, but not all. A display by row of everything in the > row. > > In working with this, I also see that an item becomes un-available if there > is no sufficient cash for the player to purchase it. But it is not > immediately obvious, unless you look at the price, and the cash. What would > help is for some way to indicate items that have been SOLD (maybe draw a > line through), or draw as blank -- and then for those you can't buy due to > insufficient cash, to have a tool tip explain why it is not available for > the player. > > Mark > > P.S. I do need to get back to my Tile Tray contribution -- and I thought > with 4 days at home (New Years) I would find the time. However, the puppy > kept distracting me. > > On Sun, Jan 4, 2009 at 8:15 AM, Erik Vos <eri...@hc...> wrote: >> >> Modified Files: >> StartRound_1835.java >> Log Message: >> Improve Start Packet Handling so that only the left most item from >> the second available row is for sale, rather than the entire second row. >> >> Mark, >> >> thanks for spotting this error. However, unfortunately your fix was not >> entirely correct. >> For instance, when the first and second rows were completely sold, the >> entire third row but also the first item of the fourth row became >> available. >> >> The original error was only that item++ was missing after the last >> buyable=true statement. >> I have now fixed it slightly differently: by moving item++ downwards. >> >> Erik. >> >> >> >> ------------------------------------------------------------------------------ >> _______________________________________________ >> Rails-devel mailing list >> Rai...@li... >> https://lists.sourceforge.net/lists/listinfo/rails-devel > > > ------------------------------------------------------------------------------ > > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > > |
From: Erik V. <eri...@hc...> - 2009-01-05 18:24:49
|
Mark, What about an extra column in which to display the item status (a short text)? Status values could be like "buyable", "biddable", "sold", "low cash", "not yet". Could display these values in different colours as well (e.g. the first two in black, the last three in gray). Erik. _____ From: Mark Smith [mailto:mar...@gm...] Sent: Monday 05 January 2009 00:13 To: Development list for Rails: an 18xx game Subject: Re: [Rails-devel] [Rails-commits] 18xx/rails/gameStartRound_1835.java, 1.15, 1.16 Erik, Yes, now that I went back an re-read the rules I quoted, I see that my interpretation was in error. Part of the reason I was looking at this issue, besides the fact I knew it was wrong, was that I was trying to figure out if there was a better way to display the start packet for 1835 (and others) where you have multiple items available at the start, but not all. A display by row of everything in the row. In working with this, I also see that an item becomes un-available if there is no sufficient cash for the player to purchase it. But it is not immediately obvious, unless you look at the price, and the cash. What would help is for some way to indicate items that have been SOLD (maybe draw a line through), or draw as blank -- and then for those you can't buy due to insufficient cash, to have a tool tip explain why it is not available for the player. Mark P.S. I do need to get back to my Tile Tray contribution -- and I thought with 4 days at home (New Years) I would find the time. However, the puppy kept distracting me. On Sun, Jan 4, 2009 at 8:15 AM, Erik Vos <eri...@hc...> wrote: Modified Files: StartRound_1835.java Log Message: Improve Start Packet Handling so that only the left most item from the second available row is for sale, rather than the entire second row. Mark, thanks for spotting this error. However, unfortunately your fix was not entirely correct. For instance, when the first and second rows were completely sold, the entire third row but also the first item of the fourth row became available. The original error was only that item++ was missing after the last buyable=true statement. I have now fixed it slightly differently: by moving item++ downwards. Erik. ---------------------------------------------------------------------------- -- _______________________________________________ Rails-devel mailing list Rai...@li... https://lists.sourceforge.net/lists/listinfo/rails-devel |
From: Mark S. <mar...@gm...> - 2009-01-04 23:13:09
|
Erik, Yes, now that I went back an re-read the rules I quoted, I see that my interpretation was in error. Part of the reason I was looking at this issue, besides the fact I knew it was wrong, was that I was trying to figure out if there was a better way to display the start packet for 1835 (and others) where you have multiple items available at the start, but not all. A display by row of everything in the row. In working with this, I also see that an item becomes un-available if there is no sufficient cash for the player to purchase it. But it is not immediately obvious, unless you look at the price, and the cash. What would help is for some way to indicate items that have been SOLD (maybe draw a line through), or draw as blank -- and then for those you can't buy due to insufficient cash, to have a tool tip explain why it is not available for the player. Mark P.S. I do need to get back to my Tile Tray contribution -- and I thought with 4 days at home (New Years) I would find the time. However, the puppy kept distracting me. On Sun, Jan 4, 2009 at 8:15 AM, Erik Vos <eri...@hc...> wrote: > Modified Files: > StartRound_1835.java > Log Message: > Improve Start Packet Handling so that only the left most item from > the second available row is for sale, rather than the entire second row. > > Mark, > > thanks for spotting this error. However, unfortunately your fix was not > entirely correct. > For instance, when the first and second rows were completely sold, the > entire third row but also the first item of the fourth row became > available. > > The original error was only that item++ was missing after the last > buyable=true statement. > I have now fixed it slightly differently: by moving item++ downwards. > > Erik. > > > > ------------------------------------------------------------------------------ > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > |
From: Erik V. <eri...@hc...> - 2009-01-04 13:25:18
|
John, 3. KBS's director had to contribute 246 from hand to fund purchase of a 6 train for 600, and then subsequently issued shares during the last element of the operating round. But the KBS treasury shares as issued were deducted from the treasury so that KBS ended up with a negative treasury balance of 270 (3 shares @ 90). This then meant the KBS was not allowed by the program to lay any track at all because its cash was less than zero. (I fixed this for game purposes by giving the KBS a hugely large dividend equal to twice the difference between the negative amount it had and the positive amount it should have had, and then splitting. Of course, I then had to make a mental adjustment of the players' cash totals to discount the phantom dividend.) Again, I'm unable to reproduce this error. I would need a more detailed description of how you got to this game status, or (much better) a saved file. Erik. |