Carcassonne Central

Carc Central Community => Online Games and Competitions => JCloisterZone FAQ, Suggestions & Bug Reports => Topic started by: farin on August 04, 2017, 03:27:26 PM

Title: JCloisterzone 4.0 status update
Post by: farin on August 04, 2017, 03:27:26 PM
Hi guys

I promised you Count expansion and Ferries. Not yet but I want to share an update.
As I mentioned in an older post, I made Count implementation and found that with current UI and game model limitations user experience is not good enough.

So I decided try to make bigger change which keep in mind for some time. This includes Java8 features, awesome vavr.io library and immutable data structures architecture.
I would be biggest change in the project history. Currently Git shows me "Showing 320 changed files with 10,652 additions and 8,697 deletions."

At the time game model starting to be stable and I recovered four big expansions (INNS_AND_CATHEDRALS, TRADERS_AND_BUILDERS, PRINCESS_AND_DRAGON, TOWER).
It covers lot's of concepts so I expect I will be now much faster. And I can see first fruits of my effort - like you can undo multiple steps including eg. ransom payment - and without
possibilities of bugs.

But there are still completely broken fields fields like save/load and AI, which needs another work.

(On the other hand, AI is another reason for this change allowing much easier implementation)

So current plan is:
1. Recover original functionality + Count (my estimation is 1-2 months), then release it out for testing
2. Update play server (not much work needed there)

Then release first version without AI, especially for leagues it's useless.

And finally add new UI.
Ferries and Hills & sheep are also high on list.

Title: Re: JCloisterzone 4.0 status update
Post by: TheSteveAllen on August 04, 2017, 04:13:07 PM
Thanks for the update Farin. We all appreciate your hard work on this. A merit from me.  :(y)
Title: Re: JCloisterzone 4.0 status update
Post by: Mikeagan on August 04, 2017, 05:48:19 PM
If possible, can you add a Carcassonne 2.0 texture pack? At least for the Base & expansions released in the new art. If you need the images, I would be willing to help out.
Title: Re: JCloisterzone 4.0 status update
Post by: farin on August 04, 2017, 11:18:17 PM
If possible, can you add a Carcassonne 2.0 texture pack? At least for the Base & expansions released in the new art. If you need the images, I would be willing to help out.

Mikeagan: Are you able to prepare such file structure https://github.com/farin/JCloisterZone/tree/master/src/main/resources/plugins/classic/tiles ?
(I can then prepare .xml, or I can show you how to made it by a tool if you wish) I am trying to use size 300x300.

This helps a lot, and it can be packed as plugin for current version without release.
Title: Re: JCloisterzone 4.0 status update
Post by: Mikeagan on August 05, 2017, 01:44:40 PM
Here is what I will help with...

In my spare time, I will scan all the tiles I have and format them into jpeg 300x300 files.
I have copied classic.jar and renamed it newart.jar
As I finish editing each file I will swap it out in the newart.jar file

Here is the header changes I made for the plugin.xml file

<?xml version="1.0" encoding="UTF-8"?>
<plugin id="com.jcloisterzone.plugins.newart" version="3.3">
    <title>New artwork</title>
    <description>Carcassonne 2.0 Graphics (2014-present) for basic and expansion tiles</description>
    <type>GRF_SET</type>
    <expansions>
...
    </expansions>
</plugin>

Here is a list of all the expansions I have currently:
Base w/ Abbot & River
1. Inns & Cathedrals
2. Traders & Builders
3. The Princess & The Dragon
The Festival
The Watchtowers
The Labyrinth

I have images for:
SPIEL 14
SPIEL 15
SPIEL 16
SPIEL 17 (not the best image, but it's what I was able to create from online images I found)

My home-made (Fan) images (Let me know what you think):
http://www.carcassonnecentral.com/community/index.php?topic=3413.0
12 Winter Extra Tiles
12 Summer Gingerbread Man Tiles (6 match original + 6 others I made for my set)

I plan on getting these when released in the USA & I have money:
4. The Tower
5. Abbey & Mayor
6. Count, King & Robber
8. Bridges, Castles & Bazaars
9. Hills & Sheep
10. Under the Big Top
Big Box 2017 (Contains 7 Minis)

As of now, I don't think 7. The Catapult is being remade, nor does it interest me except for the unique tiles.

Once I'm done scanning in and formatting what I have, I will let you know, then we can go from there about getting you the files.
Title: Re: JCloisterzone 4.0 status update
Post by: TheSteveAllen on August 05, 2017, 02:13:46 PM
Mike,

I have the following in Carc2 format:-

4. The Tower
5. Abbey & Mayor
6. Count, King & Robber
10. Under the Big Top

which I can scan at 300 dpi if that will be of any use to you? Please let me know if this will help and, if so, PM me as to where to send the images.

Title: Re: JCloisterzone 4.0 status update
Post by: farin on August 06, 2017, 06:12:20 AM
Mikeagan: yes, you can use as classic.jar  template. You should probably change to <type>FULL_GRF_SET</type> in plugin,xml

When you do i please share it with me by PM or make pull request on Github.
Title: Re: JCloisterzone 4.0 status update
Post by: farin on September 05, 2017, 02:58:42 PM
Just short update - all current expansion are ported to a new architecture + lot of side work
see https://github.com/farin/JCloisterZone/blob/master/changelog.md

remaining tasks - test it, port AI + I want to do little more cleanup and want to put few more UI improvements to 4.0

My estimation is now 3 weeks to release.
 

Title: Re: JCloisterzone 4.0 status update
Post by: danisthirty on September 08, 2017, 02:41:03 PM
Wow! Looking forward to it. Thanks farin! :)
Title: Re: JCloisterzone 4.0 status update
Post by: Decar on September 09, 2017, 08:02:44 AM
Fantastic News Farin!

Looking forward to seeing what changes are in store for us!  Looking at the GitHub file history you've been extremely busy!
Title: Re: JCloisterzone 4.0 status update
Post by: Just a Bill on September 09, 2017, 03:36:33 PM
Yes, these updates sound exciting ... well worth the wait. Merit for all your efforts.
Title: Re: JCloisterzone 4.0 status update
Post by: farin on October 11, 2017, 01:48:55 PM
Hi guys

I put less effort to JCZ in last few week because of other duties. So bad news, still not ready for release/testing.
Good news, AI is now almost ported to new architecture. Working on it now slower but still pushing it forward.
Be patient :)
Title: Re: JCloisterzone 4.0 status update
Post by: farin on October 29, 2017, 02:58:31 PM
Hi

if you want to help testing

http://jcloisterzone.com/builds/JCloisterZone-4.0.0-alpha1.tgz
http://jcloisterzone.com/builds/JCloisterZone-4.0.0-alpha1.7z
http://jcloisterzone.com/builds/JCloisterZone-4.0.0-alpha1.zip

AI is still weaker and online play server is not yet updated to support new protocol (will be soon)
But you can play using direct connect or local session.
Title: Re: JCloisterzone 4.0 status update
Post by: Leven on October 30, 2017, 02:27:28 PM
Thank you, farin. :(y)

What I've found so far:
1. I could not redeploy my follower from the Cathedral quarter of the City to a shrine when it was adjacent to a cloister or another shrine (1st and 2nd screenshot). If there was no adjacent cloister/shrine then JCZ offered redeploying (3rd screenshot).
2. When I started the game with the "Show Last Placements" option turned on, numbers from 1 to 12 appeared on the tiles of the City of Carcassonne.
3. I think it would be necessary to find a new symbol (instead of the standard meeple image) for the actions of deploying / redeploying a follower to / from the City of Carcassonne just to avoid confusions. A similar one to what is used for the Crop Circles expansion:

(https://i.imgur.com/c6xELI3.jpg)
Title: Re: JCloisterzone 4.0 status update
Post by: glh510 on November 02, 2017, 06:23:15 AM
1) I'm not sure how the rules are. If there is no tower piece I can block the tower with a meeple if i set the tile right now. If i later want to block a tower, its only possible for towers at least one tile high. Is this a feature or a bug?

Edit: Found the answer in CAR:
Quote
15  A follower cannot be placed on a tower foundation to prevent a tower being built. Only tower
blocks can be placed on tower foundations. The tower can only be blocked when it already exists.
=> So its a bug for the case of placing the tile

Also interesting fact that you can capture your own meeple. Was not aware of that.
Quote
117  There is a slight change in the rules here. The original rules stated that it was possible to take
“one follower of an opponent prisoner,” while the new rules only say that it is possible to take “one
follower prisoner.” It is now quite possible for a player to choose to “capture” his or her own
followers, contradicting an earlier FAQ. The RGG edition of the Big Box also changes this rule.

2) I was not able to deploy a follower from the city of carcassonne to an empty cloister finished in that move. According to CAR this should be possible.

Quote
Followers in Carcassonne can be redeployed to empty roads, cities, cloisters, or farms. When
an empty road, city, or cloister is completed, followers in the appropriate quarter of the city [followers
in the castle can only be deployed to cities, and so on] may be redeployed and then scored
immediately. In general, unoccupied cities, roads, cloisters do not earn very many points, and so this
option in mostly useful for returning followers from Carcassonne to a player's supply.
Title: Re: JCloisterzone 4.0 status update
Post by: ny1050220 on November 02, 2017, 06:42:51 AM
1) I'm not sure how the rules are. If there is no tower piece I can block the tower with a meeple if i set the tile right now. If i later want to block a tower, its only possible for towers at least one tile high. Is this a feature or a bug?

The official rule is that you can't deploy a meeple onto a tower base without any tower pieces, whether the tile is new or existing.
Title: Re: JCloisterzone 4.0 status update
Post by: farin on November 04, 2017, 09:46:33 AM
Thank for comments, i am going to fix it all.
Title: Re: JCloisterzone 4.0 status update
Post by: farin on November 17, 2017, 12:57:32 AM
Hello guys

Last build before official release:

http://jcloisterzone.com/builds/JCloisterZone-4.0.0-beta.tgz
http://jcloisterzone.com/builds/JCloisterZone-4.0.0-beta.7z

One important feature has been added: game events log. On top of the window all game events are displayed (can be show/hidden with E key)
This should make more clear what happens and eg. prevent accidentally missed increased tower, move into follower City of Carcassone etc)
I am promising not add more feature from now.

Please check it and report bugs.
Now I am going just test it properly (and look little bit more on AI). Regular release after 1 week is imo realistic estimate.
Play server should be also now compatible with 4.0, so you can also use Play online.

Enjoy

Title: Re: JCloisterzone 4.0 status update
Post by: danisthirty on November 17, 2017, 06:11:35 AM
Thanks as always farin.

I'm particularly glad to see the inclusion of the game log. I've often wondered about how possible it would be to include a sort of "turn by turn" replay, maybe even one that could be saved as a file and replayed on demand. Maybe this is a step towards that?

+1 merit for your efforts! :)
Title: Re: JCloisterzone 4.0 status update
Post by: farin on November 17, 2017, 08:29:24 AM
danisthirty: replay is one point I wanted to discuss there (i wasn't sure how much it is this wanted} as possible feature for 4.1
Technically it's all prepared, in fact, loading game is just replaying all game events (if look into new saved games you can see exactly this)
My plan for follow up releases is Ferries, Hills and sheeps and create game dialog redesign (to allows whats now possible only by edition preset or saved game - multiple sets and enabling/disabling particular capabilities). Other is open and replay is one possibility as I said.

But first, finish 4.0.
Btw now is proper time to review translations, few labels were added since last time.


Title: Re: JCloisterzone 4.0 status update
Post by: farin on December 03, 2017, 03:55:44 PM
Lest go out with it officially

http://jcloisterzone.com/builds/JCloisterZone-4.0.1.7z
http://jcloisterzone.com/builds/JCloisterZone-4.0.1.tgz
Title: Re: JCloisterzone 4.0 status update
Post by: Leven on December 03, 2017, 04:14:42 PM
Thank you, farin.
Great icons for the actions connected to the City of Carcassonne.
And the game event bar at the top of the window is awesome. :(y)
Title: Re: JCloisterzone 4.0 status update
Post by: danisthirty on December 04, 2017, 09:13:07 AM
Thanks farin! Awesome work! :)
Title: Re: JCloisterzone 4.0 status update
Post by: TheSteveAllen on December 04, 2017, 10:59:54 AM
Thanks for this Farin, it appears to be working very well and Adda is playing a bit better too!
I have noticed that there appears to be a small problem with the tunnel tokens not displaying when the tunnel expansion is used. I have only tried it a couple of times so far, so I have not pin-pointed the problem, as some of the tokens show, and others do not. I will investigate further.

A merit from me for the excellent job with The Count of Carcassonne.
Title: Re: JCloisterzone 4.0 status update
Post by: farin on December 05, 2017, 02:10:30 PM
TheSteveAllen - good catch - it looks that it works bad when you not select first players slots (eg not used red)
I hope it is now fixed and repacked app as 4.0.1, because this is major issue.
Title: Re: JCloisterzone 4.0 status update
Post by: TheSteveAllen on December 05, 2017, 04:10:52 PM
Thanks Farin. I have tried it out twice now, and it appears to be fixed. Good work - again!
Title: Re: JCloisterzone 4.0 status update
Post by: TheSteveAllen on December 06, 2017, 03:03:10 PM
Farin, when using the Tower expansion, the history bar shows the colour of meeple that did the capturing, and not the colour that has been taken. A bug, I believe.
Title: Re: JCloisterzone 4.0 status update
Post by: farin on December 10, 2017, 07:07:15 AM
Hi

some voices call for returning "small city for 2 points" custom rule.
I've intentionally removed it. because it's imo far history.
Annotated rules says: "Note that the so-called ‘small city’ rule is no longer used in any edition"

The question is, if such options should be here. From implementation perspective, 2 pts rule is not big deal. But I would like to keep
ui as simple as possible. There is already lot of options and less is better to not confuse new players.
But it seems that some players still use this legacy scoring option.

What do you think about it?
Title: Re: JCloisterzone 4.0 status update
Post by: danisthirty on December 10, 2017, 09:33:05 AM
I don't know how many games of Carcassonne I've played but in total I'd say it must be at least 5,000, probably closer to 10,000. And in all those games I've never once played that small cities are worth 2 points. It's a very old rule now, and I'm surprised that there's anyone calling for it to be reintroduced again (even as an option).
Title: Re: JCloisterzone 4.0 status update
Post by: MrNumbers on December 10, 2017, 01:39:58 PM
I agree with Dan here. All my games played with 4 points for small city.
If those people insist, you can leave it as a configurable option through config file, but not in UI.
Title: Re: JCloisterzone 4.0 status update
Post by: Just a Bill on December 10, 2017, 01:55:16 PM
I am one of those old dinosaurs who used to play by the 2-point rule. I originally bought my RGG Carcassonne back in 2000 or 2001. My stuff is so old that of most of my large expansions have the darker grass (what I now call "medium" green), and my base game has a 70-space scoring track. (It's actually a rather illogical 71 spaces, but that's beside the point.)

Having said all that, I say good riddance to the 2-point rule. Its elimination was a good thing, as was the change in farm scoring. There are other reasons not to spend your turn on a 4-point city, and if it does happen on occasion it's certainly not the end of the world.