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Huey79 (2345 D)
20 Feb 07 UTC
Rating
How many different diplomacy ratings are there? I'm assuming the highest I've seen is Diplomat
1 reply
Open
dangermouse (5551 D)
20 Feb 07 UTC
Error in the game RealAle
I just took over England in civil disorder. It says that I haven't turned in orders but I don't have any orders to complete.
1 reply
Open
Keyseir (100 D)
19 Feb 07 UTC
A fleet must be dislodged to disrupt a convoy.
The most recent official diplomacy rules state:

"Disrupting a convoy. Dislodgment of a fleet in a convoy causes the convoy to fail. If a Fleet ordered to convoy is dislodged during the turn, the Army to be convoyed remains in it's original province. An attack on a convoying Fleet, which does not dislodge it, does not affect the convoy."

The phpdiplomacy adjudicator is completely getting this rule wrong. One unsupported fleet on holland disrupted my Yorkshire-Norway convoy for North Sea, and I'm without a first turn build! Alas!

Autumn 1901, Diplomacy: Your fleet at North Sea was attacked by a fleet at Holland, and had to defend itself so couldn't convoy.
Autumn 1901, Diplomacy: The fleet at North Sea isn't accepting the convoy request from the army at Yorkshire, so the convoy order failed.
Autumn 1901, Diplomacy: Your fleet at London attempted to move into English Channel but there was a stalemate.
Autumn 1901, Diplomacy: Your fleet at North Sea was attacked by the fleet at Holland, but sucessfully defended.
3 replies
Open
Lostgeneral (105 D)
16 Feb 07 UTC
Draws
How are we getting on with a piece of code to allow draws to be agreed? OR can we already do that somehow?
kestasjk (64 DMod(P))
16 Feb 07 UTC
It's on the todo list :)
figlesquidge (2131 D)
16 Feb 07 UTC
How should it work? I know we discussed this some time ago, but there wasn't really a concensus reached.
When we are definate how things will go, they can be made!
dangermouse (5551 D)
16 Feb 07 UTC
I think it would be easiest to combine w/ the allied victory option. Create a table that each country can check/uncheck those other countries they are willing to accept an allied victory with. Then, if at any point 2 or more countries, which all have each other checked, achieve 18+ supply depots the game ends
figlesquidge (2131 D)
16 Feb 07 UTC
Hmm, I get what your saying. Kestas seemed a little aprehensive before about adding another table, but I think this is a suitable situation. If he doesnt want another however, this can just be added to the empire's data (this is I think how I would do it, since it is easier when just working with tick boxes).
Is is still 18 that must be reached to allow for allied victory?
Also, is there a maximum number? I ask this because otherwise cheats might start games then all allied victory and thus win instantly, adding on points. This combines with the multi's thread running at the moment . . .
dangermouse (5551 D)
16 Feb 07 UTC
I don't think the game specifically limits the number of victors. 7 people could potentially declare World Peace in Spring 1901 and all "win" the game.
And yes, it is still 18 supply depots.

Hmm, you'd also have to add something which all users select to allow allied victory. (and then you'd have to prohibit unchecking it later)
figlesquidge (2131 D)
16 Feb 07 UTC
well, that could go onto any game control panel if one was added.
If it is possible for all to have an allied victory, the points would have to be very carefully distributed then!
Elwood (1194 D)
16 Feb 07 UTC
Dangermouse: Do you mean the game would end when the alliance has 18 supply centers in total (all the supply centers of the allied countries added together) or do you mean 18sc for each country to win? .. Cause I think both aren't very good solutions.
If you have an alliance of 2, I would prefer that the alliance needs 28 supply centers (or somewhere along that number, can be discussed on) to win. And in case of an alliance of 3, you'll need about 36.
figlesquidge (2131 D)
16 Feb 07 UTC
That would be my thoughts, although not sure of the figures. However, if the rules say 18, 18 it shall be.
Well, actually, this could be an option, and so people could choose what they wanted.
dangermouse (5551 D)
16 Feb 07 UTC
The official rules state that an allied victory is still 18 supply depots.

36 supply depots is the entire board! That's ridiculous.
But this way, all that needs to happen is for 3 people to get 6 supply centres each, an easy task, and then ally with each other. It's an easy way to win, and I think that that's more ridiculous than 3 people getting the whole board between them
dangermouse (5551 D)
16 Feb 07 UTC
Well, all players are supposed to agree to what kind of allied victories they will allow at the beginning of the game. I can't imagine wanting to allow more than 2 people win so I suppose you could limit the options to just that.
opripom (2853 D)
16 Feb 07 UTC
*cough* ... There are only 34 sc's on the entire board ...
Points should be distributed acording to percentages of ocuppation. For example, if, at the end of the game, A and B have a and b sc's (as numbers), A will get (a/(a+b)) * total nr of points for a single player win.
And I think those that do finish the game with some territories should be rewarded even if they lost.
Elwood (1194 D)
16 Feb 07 UTC
I agree with TheGreatDekuTree. Only 18sc is way too easy, but
then again, in the official rules I believe (if I'm not mistaking) you can only take a supply center in the autumn, which makes a big difference! It is much easier to get 6 supply centers on here. (Look at Turkey, take Bulgaria and Greece and he has already 5sc's after two turns without even warring another country)

I also think it's not too crazy that a 3way alliance should own (almost) the entire board ... It is not real hard to kill of other countries if you work together well. You can have them in a 3vs2 before they realise what's going on.
Worldbeing (1063 D)
16 Feb 07 UTC
Elwood, you're out of date.
In the current version, you need to be in a new SC in the autumn to take it.
But yes, alliances need higher targets to strive for.
Elwood (1194 D)
16 Feb 07 UTC
I read the rules only once when I started playing on here but have never played the boardgame so thanks for correcting me. Still, it doesn't change anything for the situation on here. Although I would prefer to follow the official rules, I think 18 will be too easy.
kestasjk (64 DMod(P))
17 Feb 07 UTC
I think the points you get should be decided only on how many supply centers you end up with. This way a joint win would only be a way of ending the game because it's in deadlock or you want to honor an alliance, and I think the code would be simpler
Worldbeing (1063 D)
17 Feb 07 UTC
How about you need to capture;
The number of SCs equal to the total number of allied players more than the previous number.
So;
1player =18SC
2=20
3=23
4=27
5=33
6=All 34
7=impossible. No point in it.
figlesquidge (2131 D)
17 Feb 07 UTC
Well, 23 between 3 is still not hard, and 34 between 6 just means killing off one. I think you should have a maximum of 3 in an alliance, because past that the game is no fun. Thenm it would be:
1 -> 18
2 -> 25
3 -> 34
This is my opinion, because otherwise it is just far too easy. However, i guess the official rules will win overall
figlesquidge (2131 D)
17 Feb 07 UTC
Sorry to double post, but having re-read the thread above, I think i agree with Kestas. For a joint win, powers should accept it and control a minimum of 28 supply centers (because otherwise it would be used to stop a super-power winning). Then, the game should be finished, with no points given for winning. Thus, going alone will get you a few more points for the 'win bonus', but this will be a viable alternative.
Comments...
Physics (231 D)
19 Feb 07 UTC
This is a tough issue. I think that joint wins should be limited to 4 powers. You might think the limit should be 3, but if there is an alliance of 3, the logical way to counter would be with another triple alliance, leaving someone as a mercenary, who will probably join one of the alliances, making it 3 on 4.
But any reasons to increase the supply centers needed over 18 are pointless. If the alliance is devoted enough to share a victory, then they will be devoted enough to not stab each other. Then they can dominate the rest of the board with a majority of the supply centers and fight amongst themselves after everyone else is gone.
So either they share a victory, or only one of them wins. It doesn't change anything for anyone outside the alliance.
Should shared victories be based off supply centers? If they are, a weaker player would want to start stabbing before they get the 18, otherwise he will get minuscule for points. So the game either ends with the weakest player getting weakly rewarded, or the weaker player will start stabbing, thus prolonging the game. If allied victories are scored independently of supply centers, how would it be scored? I say each player in the alliance should get points based off how big the alliance is. An alliance of 3 gets 1/3 of an individual victory, and an alliance of 2 gets 1/2 an individual victory. In this case, a weaker player has no reason not to accept the allied victory. The larger players in the alliance have a reason to kill off the weaker players, though. Their gains would increase from 1/3 to 1/2. After all, Diplomacy is about betrayal, right?

And draws... The rules say that all remaining players share the draw equally. So if all players agree to a draw, they agree that all survivors deserve to be a part of this draw.
However, I think at least two players, if not three, has to be eliminated and it has to go for about 10 rounds until there can be draws.
I don't know whether or not draws should be shared equally. If draws are based off remaining supply centers, killing off a weak player and getting his supply centers would increase a person's gain. Thus, there would be no reason not to go after a weak player before drawing. Unless you think you will be owned by other players, since they also have a reason to keep fighting. The only person who would currently desire a draw would be someone who is on the brink of death in that case.
But if the value of draws was based off how many powers are left, what would change? Two people remaining is worth 1/2, three remaining would be worth 1/3, etc... So killing off a weaker nation before declaring a draw still increases your gain, but killing off that player also increases everyone else's gain. Would other people still attack you? Eliminating you will also increase their gains. The fighting will probably continue until the increased gain would no longer be worth the time or until all unworthy players have lost.


So how should this be implemented? Well, I think the options should be set before the game is created. When you start a new game, it should ask how many players should be allowed in an allied win, from one to four(one being no allied victories), and how many players should be allowed in a draw, from 1 to 5(one again being no draws), and perhaps in what year draws can be declared.
In game, there should be boxes for declaring up to three powers you are declaring allied victory with. At the end of the turn, this list is submitted and, if the sum of these players' and your supply centers is 18 or more, it sends everyone in your boxes a proposal that they can answer with acceptance or refusal, and you are also given another chance to confirm this allied victory now that you have seen what moves they made. Everyone answers the proposal with acceptance or refusal, and the answer is submitted at the end of the turn. If someone refuses, they are removed from the alliance and the total supply centers are recalculated, and if it is still over 18 all the players who accepted get an equal piece of the allied victory.
Additionally, there will be a button or box or something for declaring a draw. If all the conditions are met for draws to be legal(players left, year reached), it sends all players a proposal, and the game ends in an equal draw if all players accept. Otherwise the game continues.

I don't want to hear anyone say "tl;dr". I demand respect for the time I spend typing this up =(
kestasjk (64 DMod(P))
19 Feb 07 UTC
Thanks for the thought provoking post, but I'm very wary of ideas that require new options to be set, or control panels, or messages to be sent+received.

However draws end up being implemented it must be simple. I was thinking an icon in each player's chatbox header that lets you tick a box saying whether you ally with them (They don't see whether or not you have though).
Then when all allies put together have 18 the game ends. The score a player gets for the game is based only on how many supply centers they end up with, and not only alliances that win get a score.
The score for the number of supply centers you have is something like (supply centers)^2 (perhaps slightly less than 2) so having 18 gives many more points than 17.
This way an alliance won't get much out of all voting against someone; it'd be better for an alliance to work together against that person and increase their own scores by a large amount.

That's what I'm currently planning to do when I get around to this.
Physics (231 D)
19 Feb 07 UTC
Yeah, your idea sounds better. And all surviving players getting points provides incentive to dying powers to stay alive versus getting eliminated. Looking back, my idea is overly complicated anyways. And that method of scoring makes allied victories much less desirable than an individual getting a full 18 supply centers.

You know, if I knew PHP and wasn't lazy and intimidated by that much source code, I'd work on implementing that.
dangermouse (5551 D)
19 Feb 07 UTC
I'll second (or third) that idea kestas.
figlesquidge (2131 D)
19 Feb 07 UTC
Well, thats good. Personally, I think the formula should also envolve a constant for having won. ie, a winner would get something like:
(6 / (members of alliance))+((supply centers)^1.5)
[ Any pedants: I know thats more brackets than needed! ]


24 replies
kobra (100 D)
19 Feb 07 UTC
Mutiny
mutiy has just opend for those who belive in no pact or alliances:)
0 replies
Open
gissett (100 D)
16 Feb 07 UTC
NEW GAME RAWR
There seems to be cheats in the game:
This is new italy and we declare war on you
10:59 AM Fool, I've already got everyone around you on your ass!
11:02 AM How bout this, I'll help you out if you fight Austria with Turkey? Sounds like a grand idea to me.
11:45 AM Well, if you were in communication with Turkey, he would have advised we have already made that arrangement
01:10 PM Silly man, I am turkey.
01:11 PM so you are playing 2 countries hmmm must report this
12 replies
Open
gissett (100 D)
19 Feb 07 UTC
entente open to all
PLS feel free to join!
0 replies
Open
Meclair (100 D)
18 Feb 07 UTC
PUBLIC MESSAGES
Do they exist???

and if not, WHY NOT???
3 replies
Open
AdamBomb (100 D)
18 Feb 07 UTC
New Open game
no pass come if you wish
0 replies
Open
figlesquidge (2131 D)
17 Feb 07 UTC
Convoy Quick Fix
As I very often seem to be placed as England, I think that a quick fix should be written in for supporting convoys.
All it would do would be make it that when you can support the unit that is being landed with other units. Thats all, but without it England is signficantly disadvantaged!
6 replies
Open
JuniorC (586 D)
17 Feb 07 UTC
Open Game
An open game has been created. Feel free to join
0 replies
Open
undef (1390 D)
16 Feb 07 UTC
proposal: mailing list
There are several threads in the forum discussing various implementation-related issues. It's rather difficult to follow the discussion in all of them. I propose we create an open mailing list for these discussions.
3 replies
Open
Brutus (114 D)
16 Feb 07 UTC
Set preference
Can you, and how do you set a prederence for a power to be played?
8 replies
Open
dangermouse (5551 D)
16 Feb 07 UTC
Messaging bug?
So I've noticed that I am not alerted if someone sends me a message in a game which is still active but I have been eliminated. I guess it's not all that important that I read these messages as my country is defeated.
4 replies
Open
TheGreatDekuTree (148 D)
16 Feb 07 UTC
Map Problem
I know this makes no difference to the game, but when you enlarge a map, why is there a patch of white at the top left of St. Petersburg. Shouldn't this be the sea blue colour?
1 reply
Open
azapcap (0 D)
14 Feb 07 UTC
Sampion
I am starting a new game with all of the great players of the old (fall, 2006).....however, I am unable to find your email. the games is "the great battle" and the password is our fellow diplomacy player [***********] Sal......
3 replies
Open
Worldbeing (1063 D)
15 Feb 07 UTC
Suggestion; Private Messages
Just a proposal for a later version; some method of communicating with other users outside of a game.
It would make arranging a passworded game between you and people you only know via phpDiplomacy much easier, especially if you're not in any games with them.
There are many other uses too, not least the fact that newbies would be able to contact experienced players outside their own games regarding basic questions.
4 replies
Open
gissett (100 D)
15 Feb 07 UTC
GMSim01
Why is the same player playing every nation? isnt this a useless game?
which brings me to a question... how do we STOP cheats and multiple accounts????
4 replies
Open
Writhdar (949 D(S))
15 Feb 07 UTC
"to" box too narrow to show locations
in one of my games, the "to" box is far too narrow and doesn't show any locations. This is for the retreat phase, where my unit was given the choice (disband or retreat) and there is a vacant, uncontested space for it to go to
9 replies
Open
Keyseir (100 D)
15 Feb 07 UTC
If you support a fleet to a location, does that support the army the fleet might convoy?
Say there's a fleet on Ionian, an army on Apu, and an army on Bulgaria. The army on bulgaria wants to support the army on apu to greece via ionian convoy. Under bulgaria's move supports he can support ionian, serbia, or albany to greece. If Ionian is selected, will that support the army Ionian might convoy?

If it's impossible to support a convoy, that's bad. Even if it is possible to support either of these options in one move, it would be nice to differentiate specifically.
2 replies
Open
Mandrossian (133 D)
15 Feb 07 UTC
Civil Disorder
Can I just apologise to those in the games I've been playing - I've been ill for the last week and gone into civil disorder in most of my games.
1 reply
Open
Smokodanko (618 D)
15 Feb 07 UTC
Naval Units (Error)
I tried attacking with my two naval units on one single naval unit. It didn't work out, I did the support I think for both units, should I not have done that? I'm a tad confused.

"Spring 1902, Diplomacy: Your fleet at Tunis's move support wasn't accepted by the unit which support was being given to.
04:12 PM Spring 1902, Diplomacy: Your fleet at Naples's move support wasn't accepted by the unit which support was being given to."
2 replies
Open
hyperbolic (233 D)
14 Feb 07 UTC
is there a way to set the order in which orders will get carried out?
im a noob so maybe there is something obvious im missing?
21 replies
Open
DragonZord (40 D)
15 Feb 07 UTC
support?
when it says support from and to?

what country should i have it for attackin and the one for moving and supporting? as ive been rather confused which is which
2 replies
Open
Keyseir (100 D)
14 Feb 07 UTC
"Open Game" has been created
All the current starting games were password protected, so I started a new one called "Open Game". I hope people join soon!
1 reply
Open
Chris Cross (100 D)
14 Feb 07 UTC
Stalemate??
my army at Venice attempted to move into Trieste but there was a stalemate. Meanwhile the fleet at trieste moved to albania. his unit moved and mine stalemated when i should have moved in on him.....whats up with that?
1 reply
Open
Merano (2046 D)
08 Feb 07 UTC
some minor typos
- "Your fleet at Tunis disrupted the fleet at Tunis's convoy order."
(convoi must have been in ionian sea)

- spelling "Ukraina" in Map but "Ukraine" when giving move orders
16 replies
Open
figlesquidge (2131 D)
13 Feb 07 UTC
Join my game posts
I know its what is said when you create a game, but personally I think the forum is now being filled with far too many useless threads about standard new games, making it hard to find the important issues. In my opinion, the only time one should post about a new game is if it has a theme, like the Allies-Axis below, or if its part of a competition etc.
Do others agree, or am I alone?
9 replies
Open
Lost (100 D)
14 Feb 07 UTC
War LORDS !!!
now open for acrimonious rulers
0 replies
Open
Lafriks (138 D)
13 Feb 07 UTC
Stalemate bug
When trying to move to West. Medit. I got such message:
Autumn 1905, Diplomacy: Your fleet at Tyrrhenian Sea attempted to move
into Western Mediterranean but there was a stalemate.
There was no other fleet or even army who could make stalemate. So it seems like a bug to me. There was also stalemate in Spain (and that could be so).
Game:
http://www.phpdiplomacy.net/board.php?gid=234
2 replies
Open
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