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has gone to sleep] 20111024 17:56:32-!- Jon2 [~chatzilla@cm38.iota63.maxonline.com.sg] has joined #wesnoth 20111024 17:57:05< Jon2> Hi all, I have this revolutionary idea for simultaneous turn-based time-keeping. Anybody interested to chat up about it? I just posted it on forums too. 20111024 17:59:47< Jon2> hello? anybody? 20111024 17:59:51< Crendgrim> tbh, I don't really see how your assumptions fit with how Wesnoth works... 20111024 18:00:19< Crendgrim> I mean, I didn't read all 20111024 18:00:56< Crendgrim> but after the first paragraph I really wonder whether you wrote that post based on Wesnoth? 20111024 18:02:21< Crendgrim> 1. horses don't get the hit-and-run ability on leveling up; 2. you plan after the enemy moves (so the swordsman-horse-thing isn't clear to me)... 20111024 18:03:31< Crendgrim> Jon2: ^ 20111024 18:18:05-!- negusnyul [~negusnyul@dsl540275A7.pool.t-online.hu] has joined #wesnoth 20111024 18:20:11-!- Octalot [~noct@host86-160-136-203.range86-160.btcentralplus.com] has quit [] 20111024 18:20:46-!- MouldyOldBones [~mob@gateway/tor-sasl/mouldyoldbones] has quit [] 20111024 18:21:00< Jon2> yeah, i wrote it in response to Civ 5 issues. Sorry. 20111024 18:21:46< Crendgrim> so, do you want to create your own game? 20111024 18:22:01< Jon2> But still, the premise is the same for Wesnoth. Whether it be faster units chasing slower ones, or making units move/fight more realistically, it applies. 20111024 18:22:14< Jon2> Make my own? I'm hoping to contribute to Wesnoth. 20111024 18:23:05< Crendgrim> then please explain what exactly your idea is.. 20111024 18:23:12< Crendgrim> I'm sorry, but I'm not really getting it :/ 20111024 18:23:19< Jon2> I think i need to rewrite my post... 20111024 18:23:32< Crendgrim> do you want to allow players doing their turns at the same time? 20111024 18:23:49< Jon2> yes! But it's a planning phase. Then execution phase. 20111024 18:23:56< Jon2> I'm rewriting my dumb post as we speak... 20111024 18:23:58< Crendgrim> then you're too late :p 20111024 18:24:11< Crendgrim> in 1.9 there is a new mode implemented, called "Whiteboard" 20111024 18:24:11< Jon2> huh? it's been done? I can play it now? :) 20111024 18:24:34< Crendgrim> it's probably not exactly what you're looking for, but it allows you to plan your moves, recruits and all for multiple turns 20111024 18:24:42< Jon2> oh yeah! Is it what I have in mind? I plan, u plan, the execution phase moves our units to same hex to fight? 20111024 18:25:29< Jon2> oh. then it's not the same. The main difference is amply explained with 2 units in my post, one with speed 1 and another with speed 2. 20111024 18:25:30< Crendgrim> well, you may try out Wesnoth 1.9.9 (current development release) and see yourself 20111024 18:25:53< Jon2> Plus a 3rd unit to back up the swordsman. So, pikeman and swordsman on one side, and the horse on another player side. 20111024 18:25:59< Crendgrim> and that's exactly what I don't really understand... :/ 20111024 18:26:08< Crendgrim> well, I'll probably wait until you rewrote the post 20111024 18:26:16< Jon2> ok ok, help me get my dumb thoughts straight. Which part is terribly vague? 20111024 18:26:25< Jon2> Oh.. ok, re-writing now... 20111024 18:26:47-!- crimson_penguin [~ben@184.71.170.250] has joined #wesnoth 20111024 18:26:47-!- crimson_penguin [~ben@184.71.170.250] has quit [Changing host] 20111024 18:26:47-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth 20111024 18:28:48-!- knotwork [~markm@unaffiliated/knotwork] has quit [Ping timeout: 240 seconds] 20111024 18:31:43-!- Filar [~Mussious@dfq167.neoplus.adsl.tpnet.pl] has quit [Quit: Leaving] 20111024 18:33:14-!- VurtualRuler98 [~VistaRule@74.206.62.26] has quit [Ping timeout: 255 seconds] 20111024 18:36:24-!- VurtualRuler98 [~VistaRule@74.206.62.26] has joined #wesnoth 20111024 18:48:09-!- knotwork [~markm@142.177.233.111] has joined #wesnoth 20111024 18:48:09-!- knotwork [~markm@142.177.233.111] has quit [Changing host] 20111024 18:48:09-!- knotwork [~markm@unaffiliated/knotwork] has joined #wesnoth 20111024 18:53:49-!- fendrin [~fabi@88-134-14-215-dynip.superkabel.de] has joined #wesnoth 20111024 19:13:10-!- ElBuzzard [~Orz@student-wireless.saddleback.edu] has joined #wesnoth 20111024 19:15:59< Jon2> hi Crendgrim. I rewrote my post properly. 20111024 19:17:28-!- rork [~quassel@s51477552.adsl.wanadoo.nl] has joined #wesnoth 20111024 19:18:02< Crendgrim> your initial assumption is wrong 20111024 19:18:16< Jon2> oh... lemme see. 20111024 19:18:24< Jon2> oh, how so? 20111024 19:18:38< Crendgrim> I don't remember any scenario where one player had a unit and did not want to attack his opponent.. 20111024 19:18:51< Crendgrim> because you don't have *one* unit, but *multiple* units 20111024 19:19:16< Crendgrim> so, the only cases where you don't attack is if you attack at another place, and don't have enough units to put pressure on both flanks 20111024 19:19:19< Jon2> Erm, but attack can only be done if a unit steps forward for me to hit it, right? 20111024 19:19:26< Crendgrim> yes 20111024 19:19:30< Crendgrim> and? 20111024 19:19:37< Crendgrim> it then will be covered by other units 20111024 19:19:44< Crendgrim> Wesnoth isn't about unit vs unit, but army vs army 20111024 19:19:56< Jon2> if I move forward first, then i will be hit. And archers behind have range of 2 only. 20111024 19:20:15< Crendgrim> eh 20111024 19:20:22< Crendgrim> did you actually play Wesnoth? 20111024 19:20:25< Jon2> ok ok, i admit, I'm not a grandmaster at Wesnoth tactics, but is the rest of my post valid enough? 20111024 19:20:57< Jon2> Yes, i played it a few times. First scenario, orcs and stuff. I didn't "count turns", so my soldiers ended up "moving forward to eat punches" 20111024 19:21:01< Crendgrim> I mean, you don't move on the same hex of another unit to attack it.. someone the first paragraph of "avoiding ..." seems to say that.. 20111024 19:21:11< Crendgrim> s/someone/somehow/ 20111024 19:21:41< Jon2> Oh no, that first paragraph deals with an existing and debilitating problem that my suggested "simultaneous turn-based" time-keeping has. 20111024 19:21:45< Crendgrim> ahhh 20111024 19:21:48< Crendgrim> now I get it, sorry 20111024 19:22:01< Jon2> it's ok. I'm just glad I make sense and didn't yet bore you. 20111024 19:23:21< Crendgrim> I'm currently struggling to understand what your idea is.. 20111024 19:23:35< Crendgrim> do you want to have a different implementation of a turn-based game? 20111024 19:23:39< Jon2> rewriting section 1. Try starting from section 2? 20111024 19:23:55< Jon2> yep yep, Each turn is executed as Plan-Execute phases. 20111024 19:24:03< Crendgrim> with two separated phases, one planning phase (both players) and one execution phase (where both players' units move)? 20111024 19:24:18< VurtualRuler98> how about full desktop wesnoth on android 20111024 19:24:21< Jon2> yes! 20111024 19:24:29< Crendgrim> VurtualRuler98: :D 20111024 19:24:38< Crendgrim> so, yeah, Jon2 ... that would be a totally different game 20111024 19:24:56< VurtualRuler98> like, seriously 20111024 19:25:09< Crendgrim> thus it's very, very, very, very ... very [think of a few very's inbetween] unlikely that this is going to happen with Wesnoth. 20111024 19:25:09< VurtualRuler98> phones are out there that can run it, quake 3 runs on phones... but quake 3 runs on everything so 20111024 19:25:18< Jon2> And, is it viable (reading rest of my post)? Or just plain silly and full of holes? 20111024 19:25:33< Crendgrim> I mean, you try to create another game 20111024 19:25:38< Jon2> I can do it in VassalEngine easily, though. But I thought I'd contribute to Wesnoth. 20111024 19:25:49< Crendgrim> a game definitely worth a try 20111024 19:25:55< Jon2> but first, i need to know that my idea isn't full of holes. 20111024 19:25:58-!- ElBuzzard [~Orz@student-wireless.saddleback.edu] has quit [Quit: This computer has gone to sleep] 20111024 19:26:02< Crendgrim> but nothing that could be done in Wesnoth, i think.. 20111024 19:26:09< Crendgrim> it would break just everything 20111024 19:26:39< Jon2> Hmm. I'm willing to fork a Wesnoth branch, and fully support re-integration into trunk. But I do need help getting started. 20111024 19:27:07< Jon2> actually, I thought of copying and reinventing Civ 5 first. Hmm. But that'll mean zero AI to begin with. 20111024 19:28:37< Crendgrim> well 20111024 19:28:51< Crendgrim> it would break a) the engine, b) the campaigns, c) all tactics and d) all usermade stuff 20111024 19:29:29< zookeeper> umm, yeah, that's like if you wanted to use squares instead of hexes. 20111024 19:30:07< Jon2> but... but... it'll bring so much realism and tactics into turn-based.... 20111024 19:30:15< Crendgrim> of course it would 20111024 19:30:24< Crendgrim> as I said: As a stand-alone game, I'd be very happy to try it 20111024 19:30:35< Crendgrim> but it won't happen to Wesnoth, I guess. 20111024 19:30:47< Jon2> Can i fork Wesnoth for this? 20111024 19:31:22< VurtualRuler98> how about fork wesnoth into a 1:1 port of at least 1.8 onto android 20111024 19:31:42< zookeeper> of course you can fork wesnoth for that 20111024 19:31:44< Gambit> Jon2: Just go check the GPL and make sure to abide by it 20111024 19:31:44< VurtualRuler98> optionally: copy the menu from the mobile version, optionally 2: doubletap castle to recruit 20111024 19:32:05< Jon2> That's a limiting exercise. Quite some engineering involved. Smaller platform. 20111024 19:32:31< Jon2> Ok. I will. At some point, I hope to pour it back into Wesnoth. 20111024 19:32:39< VurtualRuler98> The power is there(unless wesnoth is even more power-hungry than I thought), the one input is there, and playing over VNC is(probably) possible 20111024 19:33:19< VurtualRuler98> excuse me while I remember that my laptop has a lock against VNC on it 20111024 19:38:01< Jon2> Crendgrim: Any resource to help me learn Wesnoth coding quicker? 20111024 19:56:27-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth 20111024 19:56:58< Crendgrim> Jon2: I guess you mean modifying the engine. In this case, you'll better ask someone else, as I didn't ever look at Wesnoth's source code 20111024 19:59:39< Jon2> I've rewritten the post. If you will read through it, and see that the idea works, you can help to make it visible. 20111024 20:00:18< Jon2> Currently, I have the ability to do it in Vassal or in Wesnoth or even FreeCiv. I'll implement this wherever there are more playtesters. 20111024 20:06:43-!- Nissarin [~nissarin@91.202.192.6] has joined #wesnoth 20111024 20:22:40-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 260 seconds] 20111024 20:30:28-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth 20111024 20:30:46< VurtualRuler98> ok confirmed 20111024 20:30:56< VurtualRuler98> wesnoth over VNC > wesnoth for android 20111024 20:31:14-!- Jon2 [~chatzilla@cm38.iota63.maxonline.com.sg] has left #wesnoth [] 20111024 20:32:02< VurtualRuler98> and that's NOT just because I find 64-color displays nice-looking 20111024 20:42:47-!- fk15_guest [461a0b56@gateway/web/freenode/ip.70.26.11.86] has joined #wesnoth 20111024 20:42:49< fk15_guest> hey 20111024 20:42:58-!- daglees [~belvedere@unaffiliated/daglees] has quit [Quit: Leaving] 20111024 20:57:27-!- ivanovic_pandora [~ivanovic@adsl-99-2-25-234.dsl.snfc21.sbcglobal.net] has joined #wesnoth 20111024 20:57:27-!- ivanovic_pandora [~ivanovic@adsl-99-2-25-234.dsl.snfc21.sbcglobal.net] has quit [Changing host] 20111024 20:57:27-!- ivanovic_pandora [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth 20111024 21:19:18-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth 20111024 21:21:00-!- rork [~quassel@s51477552.adsl.wanadoo.nl] has quit [Remote host closed the connection] 20111024 21:37:40-!- Haldrik [~haldrik@unaffiliated/haldrik] has joined #wesnoth 20111024 21:44:46-!- noy_ [~Noy@74.198.151.115] has joined #wesnoth 20111024 21:44:46-!- noy_ [~Noy@74.198.151.115] has quit [Changing host] 20111024 21:44:46-!- noy_ [~Noy@wesnoth/developer/noy] has joined #wesnoth 20111024 21:46:24-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 240 seconds] 20111024 21:46:25-!- noy_ is now known as noy 20111024 21:46:42-!- Octalot [~noct@host86-160-136-203.range86-160.btcentralplus.com] has joined #wesnoth 20111024 21:55:36-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 240 seconds] 20111024 22:04:08-!- Johannes13 [~Johannes@unaffiliated/johannes13] has quit [Ping timeout: 245 seconds] 20111024 22:04:26-!- jo-erlend [~jo-erlend@163.80-202-166.nextgentel.com] has quit [Read error: No route to host] 20111024 22:07:32-!- ivanovic_pandora [~ivanovic@wesnoth/developer/ivanovic] has quit [Quit: Leaving] 20111024 22:26:58-!- NightWolf- [NightWolf@95.157.8.173] has joined #wesnoth 20111024 22:40:08-!- Johannes13 [~Johannes@unaffiliated/johannes13] has joined #wesnoth 20111024 22:44:01-!- fk15_guest [461a0b56@gateway/web/freenode/ip.70.26.11.86] has left #wesnoth [] 20111024 22:44:33-!- Johannes13 [~Johannes@unaffiliated/johannes13] has quit [Ping timeout: 245 seconds] 20111024 23:07:03-!- happygrue_ [~George@wesnoth/developer/wintermute] has quit [Read error: Connection reset by peer] 20111024 23:22:22-!- exiff [~ficl@unaffiliated/exiff] has joined #wesnoth 20111024 23:31:55-!- noy_ [~Noy@wesnoth/developer/noy] has joined #wesnoth 20111024 23:34:18-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 255 seconds] 20111024 23:34:18-!- noy_ is now known as noy 20111024 23:40:20-!- Crendgrim [~crend@77-22-113-8-dynip.superkabel.de] has quit [Quit: ...] 20111024 23:41:34-!- hagabaka [~hagabaka@unaffiliated/hagabaka] has joined #wesnoth 20111024 23:52:34-!- negusnyul [~negusnyul@dsl540275A7.pool.t-online.hu] has quit [Remote host closed the connection] --- Log closed Tue Oct 25 00:00:20 2011