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A place to discuss topics/games with other webDiplomacy players.
Page 16 of 1419
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oli-the-strange (100 D)
25 Mar 07 UTC
New game "Noob Game"
As the name sugests, im new at this, so yeah, anyone want to play?
2 replies
Open
Smokodanko (618 D)
25 Mar 07 UTC
Constantinople Question
If I'm Turkey and I create a naval unit in Constantinople, can I then move it to the Aegean? Or just the black sea?
3 replies
Open
caldernet (100 D)
25 Mar 07 UTC
New game "Fairhaven"
Hello, just started a game. How about a few people who won't "civil disorder" their country right away. :)
0 replies
Open
Noodlebug (1812 D)
25 Mar 07 UTC
Very minor bug?
From game 497: NTv: Free for All;)

Autumn 1907, Diplomacy: Your army at St. Petersburg recieved stand support from the fleet at Barents Sea, but couldn't accept it because your army at Barents Sea tried to move

I assume "army at Barents sea" should read "army at St Petersburg" and it's just a transposed field error.
1 reply
Open
figlesquidge (2131 D)
25 Mar 07 UTC
Just a quick congratulations...
Well done PhpDiplomacy, there are now over 1500 users on this installation, with many more on personal sites!
1 reply
Open
NeoRoss (100 D)
24 Mar 07 UTC
join free game 1
title sed it again join for some no pass fun!
0 replies
Open
figlesquidge (2131 D)
13 Mar 07 UTC
Convoy support Poll
Although it will take a lot of work to get convoy's working propperly, what would people think of making it so when a unit's convoy is being processed, it the game works out the move as if it came from the sea, and so it is the sea that you could support in. IE:
London [move|v] to [north sea by convoy].
North Sea [convoy|v] from [london|v] to [belgium|v].
Holland [support move|v] to [belgium|v] from [north sea|v].
-------------------
Would that give convoy's too much power, or would it be better than current?
If its not good enough, would it be better to have
Holland [support move|v] to [belgium|v] from [north sea|v] [convoyed army|v]
Note - if you think they are both good, note the second will take a lot more work than the first!
Noodlebug (1812 D)
13 Mar 07 UTC
If you can support a convoy landing in the proper rules you should be able to do so here, and the first method would certainly make convoying to disputed territories more attractive.

I can see a problem with the first method, if an ally agrees to convoy your troops for you, then changes his mind and attacks your territory with his fleet... you would want to support the convoy, but not a fleet attack.
figlesquidge (2131 D)
13 Mar 07 UTC
So, you vote second?
Just to say, this wouldnt be the final solution, to be honest its mainly about trying to give England a fair chance! Diplomatic geniuses/pedants: I know that you probably want to say that one should be able to win anyway if they are good enough, but fairs fair and the closer to rules we get the better.
Noodlebug (1812 D)
13 Mar 07 UTC
Nah I vote first, it gives more opportunity for Machiavellian manouvering!
Worldbeing (1063 D)
13 Mar 07 UTC
Ideally, we'd have the second. However, if this isn't the final solution as you say, and the first would be that much easier, go for it.
Although I'm not a Diplomatic genius or pedant, it is relatively easy to win as England, provided you actually use diplomacy, somthing that we don't see enough of on this site. It seems to be more about the combat than the diplomacy, and if England have to work that bit harder at the diplomacy I'm not complaining.
Elwood (1194 D)
13 Mar 07 UTC
I vote for the first as well.
Rait (10151 D(S))
13 Mar 07 UTC
Second would be my choice - Noodlebug brought out very good point about possible problems...
benny (100 D)
13 Mar 07 UTC
It would be a good thing if you could support a convoy. It's like figlesquidge says: the closer to the rules the better. But I would vote the second option, it's not as simple as the first but if there could be a possible problem with the first then the second is obviously better... Also, a new player would be able to see the difference between a convoy support or support on a sea move when giving his orders and thus realise that it is possible to support a convoy, whereas with the first option it is not that obvious because it looks the same as supporting a sea move.
Gautman (289 D)
13 Mar 07 UTC
I vote for option #1.
dangermouse (5551 D)
13 Mar 07 UTC
If the 1st option can be done in a few minutes or something then I'd say go for it. Otherwise option 2 is better even though it's not exactly the same as the official rules. With option two there are still problems (though I doubt they'd be seen regularly), for instance, I may think my ally is going to convoy my unit for me so I order a support. Instead he convoys his own unit in a backstab and I end up supporting the attacker into a bad spot for me. Is it much more difficult to write A Belgium supports A London to Holland than A Belgium supports F North Sea's convoy to Holland?
dangermouse (5551 D)
13 Mar 07 UTC
I certainly like that phpDiplomacy has drop boxes for all possible moves, but I think this is a limitation for the supporting convoy issue. What if the restriction were removed and people could submit any orders they want (including invalid ones)? I guess this would allow more user error than you want Kestas, but there are official rules which cover it - if you submit invalid orders for a unit, your unit holds.
kenny199 (100 D)
13 Mar 07 UTC
i would say option 1 because england is at a total disadvantage with no supporting convoy moves
kenny199 (100 D)
13 Mar 07 UTC
and i like to backstab :)
dangermouse (5551 D)
13 Mar 07 UTC
As long as fleets actually have to be dislodged to stop a convoy I don't think England is disadvantaged much.
benny (100 D)
13 Mar 07 UTC
Do they? I thought simply attacking a fleet without dislodging it allready disrupts his convoying...
dangermouse (5551 D)
13 Mar 07 UTC
That was how it used to worked here, but figle fixed it recently.
kestasjk (64 DMod(P))
13 Mar 07 UTC
He did? :o Is that a patch I forgot to install, or did I forget about it?
kestasjk (64 DMod(P))
13 Mar 07 UTC
(or did I forget about installing it?)
benny (100 D)
13 Mar 07 UTC
I recently attacked a fleet that I suspected was ordered to convoy and afterwards the GameMaster chat said I stopped it from convoying by attacking it. So I think it probably either wasn't fixed or isn't installed yet...
figlesquidge (2131 D)
14 Mar 07 UTC
I havent, but Im here talking about how things should be.
I have exams soon (ARGH!!!), but before those I would like to have down at least the logic behind the code down, if not a working adjudicator working.
This is why I've been checking things like this, because how this will work will affect the adjudicator's workings.
Does anyone think they could send me a full list of current lackings in the adjudicator ([email protected] or post below). Note: If you do, please post here so others dont also!
kestasjk (64 DMod(P))
14 Mar 07 UTC
There are really huge deficiencies in the adjudicator figlesquidge, it would probably be faster to say what the adjudicator does right.
If you can solve some of the common gripes without changing too much code that's great, but sorting the adjudicator out will require changes that can't be done bit by bit, and so will have to be a fork point.
figlesquidge (2131 D)
14 Mar 07 UTC
Well, Hippykin (#389) and I are currently looking into the pseudo-code required behind a fully compliant adjudicator. Then, once it covers everything we can think of, I'll probably put it up for comments. This should mean it covers all scenarios. It will also support supported convoy landings.
What do people think about forcing convoy's to be linear (like they are now) instead of variable (the script chooses which of multiple paths to take depending on what is possible)?
figlesquidge (2131 D)
14 Mar 07 UTC
Thinking about it, I dont think that writing code for variable convoy routes would be too difficult, but using it would mean that the code might take a lot longer to run.
dangermouse (5551 D)
14 Mar 07 UTC
Ah, I thought Figle said he had written the fleets-must-be-dislodged-to-break-convoys edit. I guess I misread and he only said he was going to get it done in the future.
figlesquidge (2131 D)
14 Mar 07 UTC
Yeh, sorry! Hasn't been done yet, and when looking through it, it seems to me that the easiest way of correcting the convoy issues is to rewrite the adjudicator . . .
Gautman (289 D)
21 Mar 07 UTC
Upon re-reading the thread, I change my vote to option #2. dangermouse - how is #2 different from the rules?
figlesquidge (2131 D)
21 Mar 07 UTC
When adding this, it will be fully rule compatible, and you will just "Support Land" a unit - so you dont have to specify what sea it comes from
KaaRoy (0 DX)
21 Mar 07 UTC
I think it would be best to stick to the original intention of the inventor of the game, whereas support should clearly say WHICH unit is supported. So the perfect soultion in your example should be this:

Holland [support move|v] to [belgium|v] from [london|v]
figlesquidge (2131 D)
21 Mar 07 UTC
When this is implemented, it will be:
Holland [support land|v] at [belgium|v] from [london|v]
The code will see no difference between support land and support move, but if it was just part of support move, then the option lists would be impractically long when you were just after a simple support!
l_tibike (100 D)
21 Mar 07 UTC
Second would be better I think
Salmaneser (6160 D)
21 Mar 07 UTC
I vote for dangermouse's idea: A Belgium supports A London to Belgium. That is the most fair solution, and closest to official game rules.
dangermouse (5551 D)
22 Mar 07 UTC
Figle's proposal is the same as mine (and the official rules), the only differnce is some terminology I think
figlesquidge (2131 D)
22 Mar 07 UTC
The workings of it would be the same as Dangermouse's idea, and that is indeed what the rules say. However, since the PHP Diplomacy uses list boxes instead of the posh syntax of many adjudicators or manually run games, it seems wrong to change the trend just for this. The [supportland|v] will be a new option type, that will have every coastal territory with an army in it's list, and so you will be able to choose which unit to support.
The difference between this and [support move] is that this means that the support move list does not have to include every coastal territory when perhaps you just want a simple support, when all the extra options would be a hassle.
Also, since its supports the offical rules in the best was in accordance with the PHPDip style, I've already started work using the support land, so I guess that might end the discussion :P
Huey79 (2345 D)
22 Mar 07 UTC
I vote for the second option, and echo the point dangermouse and others made about entering an order that specifies the unit you want supported.
Arthas (1769 D)
24 Mar 07 UTC
Attacking a fleet that's convoying stops it from convoying, even if I fail to dislodge it. That bug is still there.

BTW, I vote for option 2.
Chrispminis (916 D)
24 Mar 07 UTC
I like option #2 more. But before you code supports for fleets... take paradoxes into account. All the rule paradoxes I know of use convoys, and you might want to cover these as well before you implement a support convoy.

http://devel.diplom.org/DipPouch/Zine/F1999R/Debate/paradox.html
figlesquidge (2131 D)
24 Mar 07 UTC
That is true - all paradoxes involves fleets. Support for them has been included - although I've got to say the code to diagnose one is horrible to write!


36 replies
GeorgyZhukov (436 D)
24 Mar 07 UTC
Open Game 42
It would be appreciated if you coald leave a slot open for an incoming rival. I didn't password because I do want it open. Just appears the fool hasn't joined yet...
0 replies
Open
figlesquidge (2131 D)
23 Mar 07 UTC
Draw
Do people think it would be reasonable to add a cut-off at 1930 or something, where a game goes down as a draw?
I ask this because in one of my games - Awesomeness game (#333) - we have reached a stalemate line, and so the game will not end!
11 replies
Open
EricHerboso (836 D)
24 Mar 07 UTC
How did this happen?
Spring 1907, Diplomacy: Your fleet at Gulf of Bothnia attempted to move into Baltic Sea but there was a stalemate.

Yet opposing unit made it into Baltic Sea on same turn. I see how this would be possible during retreat phase, but their unit wasn't attacked, so it couldn't have retreated into Baltic.

This happened in game 537.
5 replies
Open
Merano (2046 D)
16 Mar 07 UTC
Game "HotDiggity" hanging
with state "Due now"
3 replies
Open
Mendoek (298 D)
21 Mar 07 UTC
Due Now
So, I have quite a few games where the period says, "Due now." I can't take my turn or do anything in them. What does this mean? At first I thought it was waiting for people who hadn't finished giving orders, but there is one game in which everyone has finalized and it still says that. Please let me know what's going on.
7 replies
Open
Alfa (1308 D)
23 Mar 07 UTC
Tab Focus Index
The login screen, the tab index isn't in order. It goes UserID to Password but then the login button isn't next. It actually comes after every other object I can tab to.
1 reply
Open
Join Game
there's a new game... join plz... u'll know it when u see a person named "lord of destrcution" inside...
0 replies
Open
phoenixflame63 (100 D)
23 Mar 07 UTC
new game: conquer >:D
http://phpdiplomacy.net/board.php?gid=647

〉:D
0 replies
Open
braddles31 (100 D)
23 Mar 07 UTC
NEW GAME
European theater 1 open to all...
0 replies
Open
NeoRoss (100 D)
23 Mar 07 UTC
Join Ultimate war
so yeh.the title sort of says it all.join ultimate war!.lol...
1 reply
Open
Mendoek (298 D)
22 Mar 07 UTC
bug, i think
In the game, "The Greatest" I am unable to create a unit anywhere except my home country, even though I have open supply centers elsewhere. can this be fixed?
3 replies
Open
for noobs
join F0|2 N00b5, even if your not XD
1 reply
Open
whatusername (100 D)
22 Mar 07 UTC
Very cunning, boys!
Ho ho ho! Join the game 'Very cunning', witty witty people are all talking about it.
1 reply
Open
Worldbeing (1063 D)
22 Mar 07 UTC
Coast retreats; variation
In the game last stand 2, (id=290) I had a fleet in StP, on the North Coast.
It was forced to retreat last turn, and when I went to the retreat orders page I was goven no options to retreat.
This isn't the normal coastal retreat bug. Barents, Norway, and even Finland are vacant. Even if the game read my fleet as being on the South Coast it should still have offered me the chance to retreat to Finland.
5 replies
Open
AntoniusRex (1136 D)
22 Mar 07 UTC
New game: Attila
Everyone's invited!
0 replies
Open
Photon (100 D)
22 Mar 07 UTC
Bunch of No password games
I just posted 7 games... If you are in 1 please don't hog all the space for everyone esle
0 replies
Open
Writhdar (949 D(S))
22 Mar 07 UTC
Can a unit supporting a move still receive hold support?
sorry to ask this but I can't find it in the forum anymore

My understanding is that now a unit supporting the move of another unit (e.g., BUL supports SEV move to RUM) can itself still receive hold support (e.g., GRE supports hold at BUL) - and, therefore, a successful attack on BUL would require a strength of three since BUL & its support (from GRE) would be a strength of two
1 reply
Open
Barbosah (351 D)
21 Mar 07 UTC
Successful orders not shown
In the game helloo, not all successful orders were shown on the map.

Examples: A Mar - Spa, A Bud - Ser, F Kie - Den ...
5 replies
Open
dangermouse (5551 D)
22 Mar 07 UTC
Alert when a Civil Disorder is taken over
This is a minor thing, but it would be nice if the gamemaster or someone sent an alert when a country in civil disorder is taken over. This would be especially helpful in cases where a player submits orders under the impression that an opponent is not moving and then the new player submits moves.
2 replies
Open
Huey79 (2345 D)
21 Mar 07 UTC
Length of turn
So I couldn't help but notice when I looked at some of my games, I see 30+ hours until next orders are due. Any particular reason?
7 replies
Open
mki operative (163 D)
22 Mar 07 UTC
a new game
named fire and brimstone join please
0 replies
Open
xoflram (104 D)
21 Mar 07 UTC
EDINA GAME
The password is our school's mascot.
6 replies
Open
dangermouse (5551 D)
20 Mar 07 UTC
Game stuck
The game BLAH is also hanging at the end of a phase.
4 replies
Open
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