Forum
A place to discuss topics/games with other webDiplomacy players.
Page 748 of 1419
FirstPreviousNextLast
d3stroy3r (622 D)
30 May 11 UTC
Live game here
Live game in 30 min @ http://webdiplomacy.net/board.php?gameID=60288 50 dippoints classic board
0 replies
Open
d3stroy3r (622 D)
30 May 11 UTC
Bank holiday special
http://webdiplomacy.net/board.php?gameID=60284 join the bank holiday special live game at mid-day
19 replies
Open
drphil (169 D)
28 May 11 UTC
Game Error
For some reason, instead of showing how long each of my games has until the next phase, they all just say "NOW" which normally isn't the case unless it just became the new turn. Im wondering if anyone else is experiencing the same problem and if so how did they fix it?
9 replies
Open
Otto Von Bismark (653 D)
28 May 11 UTC
Diplomacy Innovation
Is there any way to attach a phone number or email address so that I get a notice when there is a new massage is sent for me or a phase ends in a particular game?
8 replies
Open
EdiBirsan (1469 D(B))
30 May 11 UTC
Kubla Con/San Francisco Face to Face event Ranking System
At the Kubla Con F2F event, we had 3 previously all Email players playing FtF for the first time and they loved it. The ranking system uses separate scoring systems for each round so that you have to vary your play style.
3 replies
Open
ilse10 (443 D)
29 May 11 UTC
Draw or win?
I understand the Gunboat WTA games exist, but why in regular games does it seem like players more interested in Draws than Wins? I think draws are reasonable when there are true stalemates, but VERY few other times. It bugs me for people to suggest ones, when it is clear someone could take an 18th sc. Thoughts or opinions on why its better to draw? Anyone?
18 replies
Open
taos (281 D)
29 May 11 UTC
is it ok? Autumn, 1904: you did not have to lie, jerk.lie just for lie...
5:25 AM hey stupid, so why did you take War anyway?
why did not you help me?
12 replies
Open
Riphen (198 D)
30 May 11 UTC
WTA Gunboat Nighty night
WHAT THE F&*k!!!!! I just got off the phone and went to grab my mouse and clicked and it was magically on the draw. I don't know how it got there but I am being completely serious.
16 replies
Open
tumblingthrun (100 D)
30 May 11 UTC
live game
Live game starting at 9:10, 10 minute phases need people
http://webdiplomacy.net/board.php?gameID=60259
0 replies
Open
Maniac (189 D(B))
28 May 11 UTC
Cheating Accusation.
Will be posted here on Sunday @ 20:00 GMT
13 replies
Open
justinnhoo (2343 D)
29 May 11 UTC
watching this game
http://webdiplomacy.net/board.php?gameID=60217, i don't believe anyone plans on drawing even though there are 3 CD's and they're the central powers. so i think this game will be england and france vs. turkey and russia?
comments??
1 reply
Open
Draugnar (0 DX)
27 May 11 UTC
MePBM Diplomacy
See inside and please give me your opinions.
10 replies
Open
diplonerd (173 D)
28 May 11 UTC
Longest webDiplomacy games ever?
Anyway to look that up?
10 replies
Open
fortknox (2059 D)
25 May 11 UTC
Variable Variant
Ora's thrown ideas around about this, and it has been discussed before, but I thought it deserved its own thread, so we can brainstorm some ideas...
fortknox (2059 D)
25 May 11 UTC
Ora, are you talking a random initial start and SCs on, say, a classic map....
Or completely random map, starting locations (close together, obviously), units, etc...?

If it is a map, while 'drawing' the map would have its obvious difficulties, the idea of building it could be a graph-theory nightmare... which is why it intrigues me, so (damn need for a good coding/architecting challenge)....

For the record, when I use 'random', it isn't random in the pure sense, but a weighted variance.
Draugnar (0 DX)
25 May 11 UTC
I could see the existing map, but each nation having one base SC and the other SCs being randomly chosen from all the potential land territories within range, not the presestablished ones. The challenge then would be coding the tables that determine disband distances, home SCs by nationality and what not as they would be specific to that game instance instead of having a static set of tables.
Draugnar (0 DX)
25 May 11 UTC
@fortknox - I'd give up some WoW and STO time to help with the coding on that variant. I haven't given up any time yet for the site cause I just haven't had the burning desire for any one feature, but this really piques my curiosity.
abgemacht (1076 D(G))
25 May 11 UTC
I'd be interested in helping with the random map as well. Imagine a new map every time you played!
mr.crispy (0 DX)
25 May 11 UTC
excuse the language...but that would be quite bitching.
Draugnar (0 DX)
25 May 11 UTC
A truly new map probably isn't feasible, but the same map with all new SC locations... The real issue I could see is if somehow Austria's or Russia's territories were all landlocked. and how do we determine the open SCs, or do all SCs get divided up and we go truly random so that traditional regions mean nothing.
abgemacht (1076 D(G))
25 May 11 UTC
@Draug

After a brief search, I found a lot of map generators. Could we not use one of those for the basis of a new map? I'm sure we could come up with an algorithm to space 7 3-center countries around the board and add a couple more SCs, no? Of course, the game would need to start with a build phase and clearly, some countries may get royally fucked, but it seems worth thinking about.
abgemacht (1076 D(G))
25 May 11 UTC
How's this for a general approach:

1) Create a map of two colors (water and land), weighted such that there is more land than water.
2) Create an algorithm that places 7 centers as far away from each other (on land) as possible.
3) Place 2 more centers around each of the original centers in some random fashion.
4) Place 34-7*3 more centers around the board such that the distance between those centers and each of the original 7 centers is as close even as possible.

The real question is how hard is it to automate the Adjudicator? Can we write some code that looks at the color and boundaries of the map and knows what to do, or all all variants hard-coded for movement?
Maniac (189 D(B))
25 May 11 UTC
new to this idea, but the thing that jumps out to me is why? If you play one game and win or get stuffed, what have you learnt or done apart from made the best of your luck. It may be fun for 1 game, but devoting time to coding it seems crazy to me. You'd be better off playing first game on normal board game and distribute SCs by chance and then seeing how it plays out with 7 people in a room before you code something like this
abgemacht (1076 D(G))
25 May 11 UTC
@Maniac

1) It is an interesting problem to solve, which is appealing in and of itself.

2) It may strength your ability to quickly understand map dynamics, which is important if you play a lot of variants that don't use the standard map. Also, we would have the ability to save maps and who knows, we may get a really cool one.
figlesquidge (2131 D)
26 May 11 UTC
Ora&I were talking about this last night.

As well as the gameplay specifications, I put some thought towards implementation. I came up with a method that would very easily allow many different games, each with a different map, without having to hack the webDip adjudicator too heavily. However, I couldn't see how you'd allow for convoys - everything else I could do.

In [very] short - as far as the variant code is concerned, the map is a complete graph. However, an abstraction layer between the database/adjudicator and the user removes any edges (ie borders) that are not wanted for this particular game. Then, the orders are stored in the database, which will see these moves and (since they're a collection of valid moves on the complete map) will accept them.
However, this means that server-side every territory would be linked, which means there are no sea's,only coasts, thus no convoys.
fortknox (2059 D)
26 May 11 UTC
Figle nailed it with: "In [very] short - as far as the variant code is concerned, the map is a complete graph."

I haven't looked at the code, but the way I'd code an Adjudicator is abstract and should work for any map, given enough variables (granted, the Adjudicator system, itself, is a complex one). They are really two different systems, a map, and an adjudicator.

Speaking strictly on the map side, creating a random map isn't the hardest thing in the world, but there are a lot of scenarios to consider. First, you have to have continuity between sea and land. You don't want to have rivers or random islands as much as mostly land with sea splitting up a power or two... but it probably wouldn't be difficult to allow how much water is in the map to the creator (think about how the game civilization works... you can have a map that's almost entirely land or one almost entirely islands, and a few 'in between' settings).
Putting a few land areas together and making them a nation and putting SCs down isn't tough at all, but in more 'water' maps, you'd probably heavily weigh that you have at least one port SC.

The real difficulty comes in balance. There will be times when people are, in general, going to get royally screwed. Though stalemate lines should be relatively nonexistant, so solo'ing may become the norm...
fortknox (2059 D)
26 May 11 UTC
Figle, I don't understand why you don't just have an graph spot with details like 'sea', 'coast', 'land', 'canal', '2-end coast'? This would allow convoys. It sounds like the code takes into account land, but not sea?
orathaic (1009 D(B))
26 May 11 UTC
it means that the map as stored in the database for this variant is the same for each different game played. That means unless you only let one 'random' game be played at a time they are not new each time you start.

The point of this exercise (at least for me) was to create a variant where the map was different everytime so the 'learning' curve (ie figuring out what the balance is like or where the stalemate lines are) is constant, and tests a different set of skills, including explaining to other WHY the balance means it's clear that they should... blah...

a convoy-less variant would be less than ideal, but acceptable.
orathaic (1009 D(B))
26 May 11 UTC
although, if everything is a coast then you can build an 'inland' fleet.

which means you'd be able to build your fleet but not move it...
Draugnar (0 DX)
26 May 11 UTC
Well, assuming the inland coast was attached to another coast (inland or real), then the fleet should be able to move to the next territory's coast.
Draugnar (0 DX)
26 May 11 UTC
Funny that is mentioned as I've been thinking about navigable rivers and doing a variant off the map from GSI's Middle-earth PBM game (aka MePBM). Lot's of navigable rivers on that map making inland coasts a possibility. I think I may open a thread up for that later tonight...
fortknox (2059 D)
27 May 11 UTC
heh... draug has a point... fleets and tanks would be equivalent, so it would at least be entertaining to see a fleet taking over a land space. I guess it is a 'heavy river' variant or something? ;)
orathaic (1009 D(B))
27 May 11 UTC
draug, the problem is with the hack to make this a map where everything is connected also means each territory is a coast, and you can't convoy across a coast, only across a sea.

it's not the ends it is the middle.
figlesquidge (2131 D)
28 May 11 UTC
Actually that isn't true - you could easily ban inland fleets.

The abstraction I'm talking about would be to add another layer to the current setup:
Map in system - complete graph G
... load random Map, which is an incomplete subgraph of G
... All code now runs based on this subgraph, so as far as the user/orders are concerned the map is *not* a complete graph, and coasts/ land/ sea are appropriately handled.

When saving orders, their validity must be checked against the subgraph not the complete - this is the important step.
Adjudication would then run on the complete graph, since this is something it has been programmed to do, and as all move/support orders use these edges.

Another issue with convoy's would be the route-finding algorithm would have to be heavily modified to cope with coast/not coast options.
Draugnar (0 DX)
28 May 11 UTC
Just don't allow convoys over inland fleets.
Sleepcap (100 D)
28 May 11 UTC
You can make 3 database entries for every territory (1 for sea, 1 for coast and 1 for land) and just use the one you need and don't link the other 2.
figlesquidge (2131 D)
28 May 11 UTC
@sleep - Convoy algorithm still wouldn't work, unless you rewrote it, since it would never need to build chain convoys, as on the complete graph one would do
kestasjk (64 DMod(P))
29 May 11 UTC
It'd be very difficult to make a map which changes with each game. Moving supply centers wouldn't be too hard, you would just need to modify the code which adds units, which counts supply centers occupied per player, and places initial units, but changing the entire map would mean all code which references wD_Territories and wD_Borders would need to be redone within the variant.

The only simplification is that the adjudicator wouldn't need modification, since by the time orders are entered into the adjudicator territories and borders are irrelevant.
Sleepcap (100 D)
29 May 11 UTC
The javascript does not depend on the database-engine too. It get it's information from the cache-file, and it should be no problem to send a custom one for each game.
So the only files left are the "userOrder...".php files. And it shouldn't be that hard to make them use another source instead of the database.
In regards to the balance of water and land, and the size of the relative landmasses, there may be something you can look at. I know in Civ III when you play a random map you can select your percentage of water coverage on the map (60%, 70%, 80%) as well as the landmass type (archipelago, continents, pangea). I'm guessing that there would be a way to look up how they coded that. Probably a different language but it could give you guys some ideas at least.


26 replies
goldfinger0303 (3157 DMod)
28 May 11 UTC
I have a question...
What do you do when someone tells you in game to fuck off? Is that a sign that I did something wrong, or that they're just rude?
28 replies
Open
hwh2219 (0 DX)
29 May 11 UTC
The fight for europe
Join before it is too late
http://webdiplomacy.net/board.php?gameID=60182
0 replies
Open
dvp834 (100 D)
29 May 11 UTC
live 40pt game...need6
http://www.webdiplomacy.net/board.php?gameID=60183
1 reply
Open
Otto Von Bismark (653 D)
29 May 11 UTC
Gunboat Sat Night
http://webdiplomacy.net/board.php?gameID=60181
Join for 5 min turn match 25 D
0 replies
Open
Oskar (100 D(S))
26 May 11 UTC
101pt, 24hr, Classic, WTA, Anon,
gameID=59948
PM for the password or, feel free to try to guess it
8 replies
Open
nwh1763 (0 DX)
28 May 11 UTC
5 hours left
Join http://webdiplomacy.net/board.php?gameID=60092
only 5 hours to go
1 reply
Open
Otto Von Bismark (653 D)
28 May 11 UTC
Class PHP Retry
http://webdiplomacy.net/board.php?gameID=59893
Two hours to get two players. Anyone want to join?
0 replies
Open
Otto Von Bismark (653 D)
28 May 11 UTC
Ive been close to getting a high stakes game started. Anyone want to join?
Im gonna try and get people to commit first before I start the game.
7 replies
Open
basvanopheusden (2176 D)
27 May 11 UTC
England getting NO builds in 1901
Has this ever happened to you, and how did it turn out?
29 replies
Open
Lando Calrissian (100 D(S))
24 May 11 UTC
Gunboat Means Never Having to Say you're Sorry-6
For everyone in this game, gameID=56529, and those who may be interested.
4 replies
Open
Poltergeist (0 DX)
26 May 11 UTC
Diplomacy
Cheers to all,

I was out and about browsing through various Diplomacy pages and came across this site. Quite interesting how many from different ages and skill levels can indeed play here. As an advanced Diplomacy player myself long out of practice, I would like to challenge the best on this website. There is only one way to be the best, it's to play the best. So hello all again, but I challenge you advanced players to a game. Look forward to playing with you.
92 replies
Open
NinjaIntervention (199 D)
28 May 11 UTC
new classic
http://webdiplomacy.net/board.php?gameID=60124
0 replies
Open
Lando Calrissian (100 D(S))
27 May 11 UTC
new gunboat
I am looking for a new gunboat, with a big pot, 36hr+ phases and reliable players.
8 replies
Open
Mujus (1495 D(B))
28 May 11 UTC
Glitch in World Gunboat Game--Urgent
I'm in an anonymous World game and I'm getting error messages while trying to convoy from African countries to Europe. Only 20 hours left--what should I do?
4 replies
Open
President Eden (2750 D)
28 May 11 UTC
Advertising for a quality game
http://webdiplomacy.net/board.php?gameID=59948

101-point buyin, classic map, WTA anonymous. Decent pace (1 day/phase). PM Oskar (http://webdiplomacy.net/profile.php?userID=24355#message) for the password.
6 replies
Open
jpribe (1009 D)
28 May 11 UTC
Please join gameID=59999
Don't let the last of the games in the 50,000s get canceled! Need 3 more in 15 minutes for gameID=59999
0 replies
Open
Page 748 of 1419
FirstPreviousNextLast
Back to top