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A place to discuss topics/games with other webDiplomacy players.
Page 18 of 1419
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kestasjk (64 DMod(P))
07 Apr 07 UTC
phpDiplomacy & swearing
People are allowed to swear, but not for the sake of swearing or offending.

If you have a complaint about a user e-mail me at [email protected] , posting it in the forum isn't constructive.
2 replies
Open
Joffre (696 D)
01 Apr 07 UTC
Don't play with PLEASEBEITALY
Hi,

Well, if you don't want to be insulted at least:

PLEASEBEITALY as Austria (): 3 units. Last logged in: 03:08 PM

Thu 06 PM YOU TALKED TO ITALY DUMBASS- OK THANKS BYE- THANKS FOR PLAYING

03:04 PM next time suck my balls ok...
You want to lose the game for yourself be my guess
46 replies
Open
Vash (864 D)
03 Apr 07 UTC
For of these 'password' games
If you have a game with a password and you want people to join it post the password or better yet dont make a passwoed at all - Seems pointless to me because I see three games thats been open for some hours now and it has passwords on it

Then there was another game that said "if you want to join use the 'normal' password - FYI people, in case those people such as new comers to the site post the some call 'normal' password so they will know about it

And if your making a password game for your friends...send them the password some how first then make the room

Samething for all of these other 29 games that are open but you cant join because they are in civil disorder and some you can join and rise to power
4 replies
Open
Salmaneser (6160 D)
06 Apr 07 UTC
Map error
In the game 'Only Tactics', map isn't showing. It says 'either there is an error, or this map isn't available'.
2 replies
Open
Johnson (320 D)
06 Apr 07 UTC
Small suggestion for big map
Hi there, I love the new history feature but just fyi the less-computer-savvy players in my game thought the big map view was removed completely when the history was implemented...They didn't realize the small green icon fires the big map...
So a usability suggestion on behalf of newbies and computer-illiterates: provide a blatantly obvious button to expand the big map...They're often too afraid of breaking something or screwing up their moves to actually experiment with GUI widgets...
0 replies
Open
KimJongSick (120 D)
06 Apr 07 UTC
New game
It's called LMAO Zedong, it's an open game. Preferably newer people since this is only my third day playing, but anybody's welcome, really.
0 replies
Open
AntoniusRex (1136 D)
06 Apr 07 UTC
New Game - Goliath
Feel free to join, no password required. Fast players welcome.
0 replies
Open
QCadd (100 D)
06 Apr 07 UTC
Holy noob game, Batman!
I would like to invite all people who are new to the game to ASPLODE. There is no password, so just join up and have fun.
0 replies
Open
tester5 (267 D)
06 Apr 07 UTC
Apology
I would like to apologize to anyone currently playing a match with me. For the past few days I have been really tied up and unable to post my moves. I apologize for the inconvenience and for affecting my allies and games.
0 replies
Open
PLEASEBEITALY (100 D)
06 Apr 07 UTC
Balance of power
Beautiful example of Balance of Power. Love this game because it puts all the theories you learn in IR to work.

http://phpdiplomacy.net/board.php?gid=350
0 replies
Open
Alistair (156 D)
05 Apr 07 UTC
Attacking a convoy...
Forgive me, I'm a rookie. Will attacking a fleet attempting to convoy a unit cancel that action if the fleet doesn't get displaced, or will the unit land regardless?
4 replies
Open
Arthas (1769 D)
04 Apr 07 UTC
Major Bug?
In the game "deathcomes" (http://phpdiplomacy.net/board.php?gid=699), I am Austria, and it is now Autumn, the building units phase. I have Serbia, Bulgaria and Greece, and 3 units, and yet the game tells me to disband 3 units. What is up?

This could be a major bug.
10 replies
Open
abcbac22 (100 D)
05 Apr 07 UTC
Draws
how can we agree to a draw? (if possible)
2 replies
Open
azapcap (0 D)
03 Apr 07 UTC
Civil Disorder
I think that countries in civil disorder should only be allowed to be taken over by other people during movement phases. Because, if they join during the retreat phase, they can move the next turn. For Example: If i was turkey and i saw that Russia was in Civil Disorder, i would have gone after his supply centers, but what happens is that another person joins during the retreat phase and they move to the Black Sea and they can take Constantinople or Ankara uncontested.
15 replies
Open
kingdom_of_poison (100 D)
05 Apr 07 UTC
COME ON IN
COME PLAY BATLE SHIP WITH ME
0 replies
Open
dangermouse (5551 D)
03 Apr 07 UTC
Allied victory revisited
I've done some more thinking and I've got to say I'm very strongly opposed to allowing allied victory in every game. Strategy is profoundly effected by its existence and it allows friends to consistantly work together without any fear of a backstab.

Figle and others have stated that because the victory condition for allied win is 28 (approx?) supply depots that this is less of a problem but that isn't true. Once any one or two people control 18 supply depots between themselves it is literally impossible for them to lose if they work together and plan intelligently.

A point system which rewards less for an allied victory than a solo might mitigate this somewhat but as an allied victory is much more simple to reach (as per my comments above) the reward for an allied victory would need to be MUCH less. 4 to 5 times less in my opinion.

I'm not saying I would never want to allow allied victory, but there has to be an option to permanently disable it when creating a new game until such point/ranking system is in place.
5 replies
Open
kestasjk (64 DMod(P))
02 Apr 07 UTC
History is back
History has been re-implemented, so now you should be able to look back through your games. Older members will remember the old version of history, I think this way is much less cludgy.

Let me know if there are problems with different browsers, there are bound to be some. (If you know JavaScript and can submit a patch that'd be great, I don't have Safari, Opera, <IE7 or <FF2)
12 replies
Open
Arthas (1769 D)
04 Apr 07 UTC
phpDiplomacy's Compatibility With Opera
Opening up a game in phpDiplomacy using Opera 9.10 gives a totally messed up webpage. The text is spewed all over the page, it goes out of the text box and into the picture, and some text even goes beneath the picture. Is this problem going to be fixed any time soon?
2 replies
Open
AteTrack13 (100 D)
04 Apr 07 UTC
BALLIN game up
BALLIN game is now up. join.
0 replies
Open
hiimme333html (100 D)
04 Apr 07 UTC
huh? a war? what?
that game is open to anyone who wants to join. no password.
0 replies
Open
Alfa (1308 D)
04 Apr 07 UTC
*BORED* is stuck
It's been stuck for 5+ minutes with all players checking in as finalized.
1 reply
Open
Metternich471 (137 D)
03 Apr 07 UTC
little bug
I just submitted orders for a build phase and was the last player to finalize, so the turn was processed immediately. When I refreshed the page, a shrunken version of the big map is displayed in place of the small map with alternate text about the map not being available. When I followed the black "Board" link, the little map loaded fine.

I've never noticed this bug before. I'm guessing it's a problem related to the just-re-enabled history function.
2 replies
Open
figlesquidge (2131 D)
03 Apr 07 UTC
What's being done
Although I have a vague idea, I'm just wondering whats being done by other developers.
Personally, I have allied victory code on its way through checks, although I think think it up to standard after the embarrassing failing of the last attempted install, when some stupid bugs I had suppressed for testing came back up.
Since doing that, I've been working on a fully compliant adjudicator. The progress on this has passed the algorithm phase, been written, and now is free of all code or SQL errors. This means that tomorrow (UK) I will be able to start checking how it handles more advanced sets of moves. So far, all I have processed was a quite simple set of moves, but these handled perfectly, so let the DATC tests start!
0 replies
Open
figlesquidge (2131 D)
02 Apr 07 UTC
Upgrade !?!
I notice that the map seems to have been upgraded. Just a comment about how this could be improved really: putting a loading image up between when the button is clicked and when the new image is loaded would make it a lot more sensible. For example, where I am currently has not the fastest net connection. This means that loading the map takes quite a long time, and so when using this tool, maps show unchanged when the title shows a different phase. Also, this loading time might be reduced through use of a gif for the image format. Is anyone looking into this?
9 replies
Open
EricHerboso (836 D)
31 Mar 07 UTC
Setting Preferences for Player Assignment
I did a little research on how other people have solved the problem of satisfying players' preferences for which country they start with, and have done a little thinking of my own on the issue. I will share what I found here.

First of all, I should note that official rules state that countries should be distributed randomly, as is (presumably) already done here at phpDiplomacy. But I'll ignore that for the moment....

An excellent primer on the different methods for assigning countries is available at [http://devel.diplom.org/DipPouch/Zine/F1998M/Tarzan/assign.html]. Unfortunately, no algorithms are given there, but it is a quick and easy way to get around the philosophical issues that must be dealt with for each method of determining player assignment. Since phpDiplomacy is aimed at ease of use, and so has far more potential to be used by newer players than any other online Diplomacy system on the web right now, it is important to keep this aspect of phpDiplomacy's unique situation in perspective. Fairness is important in all of its forms, but most important here is keeping players happy. We must minimize situations where players are assigned countries that they do not want. This means Method 2 Variation B or a bottom weighted C is the way to go.

But we also must not neglect the importance of being able to choose ties for preferences, a random starting position, and a no preference option. This is where things get a bit tricky.

The order of execution is what is important here. Players who want a random country should be processed first, followed by those with a preference, followed by those who don't care. Random must come first, otherwise it will not be random.

(There is a possible argument here. Consider if six players pick random and one chooses anything but Italy, then it is possible for that one player to get Italy, even though no one else had a real preference for any individual country. But I feel this is acceptable, because these players wanted a true random starting position, whereas if they really didn't care, they could instead have chosen 'Don't Care', which would be a random position set _after_ all other players have gotten their preferences. (This is why 'Don't Care' should be default setting.) You might argue that this is 'rewarding' the players who want a random country; that argument would be correct, since if you pick random, you always get what you want, whereas if you pick England and have no other preferences, you may not get what you want. But I don't care--I don't feel like rewarding the 'Random' players in this way is a bad thing.)

After random is processed, then player preferences must be taken into account. I recommend the simplex algorithm method. (See [http://en.wikipedia.org/wiki/Simplex_algorithm_method].) This is what I would use if I were in charge of determining what method to utilize. If desired, I can create a simplified algorithm for optimizing a seven dimensional solution for the site. But I don't know coding very well, so I would need help translating from straight mathematics to practical code you can use on the site.

And finally the remaining countries would be assigned randomly to those players that chose 'do not care'.


Please note that DPJudge uses a system I _highly_ detest; it takes into account who inputs their preferences first in order to determine who gets what, and has no option for true randomization.

The following two rec.games.diplomacy threads may be of interest to those who also want to look into this:
http://groups.google.com/group/rec.games.diplomacy/browse_thread/thread/a46bb326f3d62461/f6c8f50a6b85259a#f6c8f50a6b85259a
http://groups.google.com/group/rec.games.diplomacy/browse_thread/thread/a06586526d5165b1/771960de312cc03d#771960de312cc03d

Other options include utilizing a brute force method, which only has to go through 7! combinations (5040), or a pseudo-brute force method, which picks 1000 or so random combinations and picks the best from those tried. These would be easiest to code, but would be hardest on the computation. Another option would be to remove the possibility of ties in players' preference setting, which would make the optimal solution extremely easy to find.

Please respond with any comments or criticism on the method I've described above.
Noodlebug (1812 D)
31 Mar 07 UTC
I think if the official rules say random the default should be random. But I presume in due course people can start games with their own settings (such as agreed draws and country choice).

If people want to play a country so bad, they can wait till it's available in an early Civil Disorder, or just start lots of games and let the law of averages take its course!
figlesquidge (2131 D)
31 Mar 07 UTC
Personally I disagree with you Noodle. I almost always seem to get England or Germany - although now most of my games are Italy. I would really like to be able to put down a notice and take France.
Therefore, I think that in the future, games should be created with the ability to choose a nation. The nations would then be allocated first by which ones where set to 'wanted', and the rest by random. I know you said random should be done first Eric, but as long as these players don't know what others have set, as far as they know it is random.
To avoid two players taking the same nation, it might be best to have nation choices made in order of joined. Thus, the first player to join would have the highest precedence. This way means everyone would have two choices, and in the unlikely situation they cannot get either of them, then it should be decided randomly. This would not occur much if the chat system was active during this phase, since players could ask others not to go for their nation. Indeed, this might make games more interesting, since it would start with the rulers already having a history to each other, which although not 100% the same game, would make for an interesting scenario
KaaRoy (0 DX)
31 Mar 07 UTC
Alternatively, in a solution easier to implement, there could be two kinds of games, you could decide which one you create. One type would be the random game, it would be the current method. The other one would be the "free choice" game, where you can select an available power when you sign up. Obviously, it would work on a first come first served basis, and if your preferred country is not available, you can decide not to join. The creator of the game would always have a free choice. This method would also enable users in password games to pre-agree on the powers they play.
figlesquidge (2131 D)
31 Mar 07 UTC
That had passed my mind. Perhaps not showing who is who before the game starts would make it slightly fairer, since those joining at the end would not be able to choose their position just based on who the other nations were. Eg: Who would join as Turkey if Austria was Salamanser, and Russia Elwood !?!
Arthas (1769 D)
31 Mar 07 UTC
I think KaaRoy's idea is very good. There's always (hopefully) a good number of people who don't care what nation they are. And if you want to be any country you just simply create a game and then choose your country.
kestasjk (64 DMod(P))
31 Mar 07 UTC
The official rules say that countries will be allocated randomly (this is the only thing that's completely down to chance in Diplomacy). phpDiplomacy 1.0 aims to be entirely official rules compliant, so if anything like this is added it'll be added after 1.0.

I think it's a bad idea anyway; it's open for abuse because older players will know which countries they are best at and newer players will be fine with random countries, and it probably makes for more repetitive games.

If you repeatedly get the same few countries that's just bad luck (the chance of being one of the same c countries in g games is (c/7)^g , so you can work out for yourself if it's beyond being bad luck and there's a bug), but this bad luck is the same in the board game itself and it's a part of the game so I don't think anything this elaborate is necessary.
KaaRoy (0 DX)
31 Mar 07 UTC
I agree with Kestas, the official rules should work perfectly first, then they can think about nice-to-have features.
Chrispminis (916 D)
31 Mar 07 UTC
I personally do have favourite countries, but I prefer it to be the luck of the draw. It's more interesting like that, and personally, I have drawn all of the countries. Although it could be an interesting plus feature, especially for private games that wish to re-enact a historic event.
figlesquidge (2131 D)
01 Apr 07 UTC
Well, I think that it can never hurt to have a few more features, although this isn't going to be high on the to-do list
Gautman (289 D)
03 Apr 07 UTC
If it went to a poll I would vote for random draw.
dangermouse (5551 D)
03 Apr 07 UTC
random draw


11 replies
kestasjk (64 DMod(P))
30 Mar 07 UTC
Database server offloaded services
Dreamhost got back to me and told me they had offloaded some services from the database server phpDiplomacy uses. This should hopefully mean things will go back to being quick again, finally.
5 replies
Open
rogé (100 D)
03 Apr 07 UTC
map problems
im not sure if anyone else is having this problem but in some games when i load up and look at the map it looks blury and really hard to see clearly i was wondering if anyone else is having this problem and knows how to get rid of it
3 replies
Open
Arthas (1769 D)
02 Apr 07 UTC
New Open Game
It's called "TURKZ", the only Great Power I have yet to play, and yet so want to play. No password.
0 replies
Open
GeorgyZhukov (436 D)
02 Apr 07 UTC
I was wondering...
I know all the programers are hard at work right now, but do you think once the basics are down you can put in an option system? Having 18 SCs rather than units is in the original rules, but it would be interesting to be able to customize this. Taking over the whole map is a fun option. Like wise, having team wins is good for allied play actually working out, but the whole backstabbing trust no one nature is fun too sometimes. Just wondering if you could implement a choice in games later on (Getting it to work comes first!)
3 replies
Open
fastspawn (1625 D)
01 Apr 07 UTC
is there a way to check statistics?
Especially for percentage of countries that win the game, that survive till the end, that lose completely?
1 reply
Open
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