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Messages - Durbs

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JCloisterZone FAQ, Suggestions & Bug Reports / 4.4.1 - Hills & Shepherds
« on: September 09, 2019, 05:52:46 AM »
First, continued thanks as always to Farin for keeping this going!

Some bugs which I think is only limited to Hills & Shepherds.

1) Barn/Shepherd sometimes played inversely with your opponent, i.e. I play a shepherd, they see a barn placement, scores go wonky > Illegal Exception / Null Pointer error
Not ALWAYS reproducible, and save file shows I've played a barn, but stll loads a shepherd.

2) The funky city splitter tiles, often can't be played onto, again illegal exception errors:
Can't play on the right-hand side.

JCloisterZone FAQ, Suggestions & Bug Reports / Re: [BUG] Ferries & Inns
« on: August 24, 2018, 05:49:19 AM »
I'm pretty sure it's a JCloister scoring bug - as soon as you have an inn on a ferry road, it ignores the inn...

JCloisterZone FAQ, Suggestions & Bug Reports / [BUG] Ferries & Inns
« on: August 20, 2018, 05:44:03 AM »
This might just be a bug in JCloister, or it might be official rules...

Do "lakes" cancel out inns, or lessen their impact? Twice in a game, an road with an inn wasn't doubled, and in both cases, it was moving a ferry that closed the road.
Also, at end game, I'd deliberately scuppered a large inn'd road, which happened to have ferries involved, and it was scored at the end as opposed to zero-pointing.

Hi Farin,

Thought this was fixed in 4.1.x, but just played another game with a colleague in the office (so able to compare screens). Whenever one of us plays a barn or pig, the opponent sees them play a pig or barn respectively (i.e. I place a pig, they see a barn being placed, usually illegally). This obviously then throws the two games out of sync and into NullPointerException.

Having saved the game, and deleting the previous moves, we could then complete the game as long as neither of us played a barn or pig. As soon as we did, the same error occurred.

Save file available if required.

Great stuff thanks - out of interest, I couldn't see a "Donate" section on your website?

Downloaded 4.1.x today and it's fixed all the bugs we were having with 4.1.0: No connection lost, no null pointer exception and no random barn errors.

Only issue they both show is when placed, barns no longer show field control colour - they return to grey.

General / Re: To block or not to block?
« on: March 31, 2017, 07:37:24 AM »
Ha - yeah, quiet day in the office.

I'm sure you do have "fond memories" of a 10-0 winning streak! ;)

General / Re: To block or not to block?
« on: March 31, 2017, 03:52:35 AM »
Playing a newbie aside (where I do similar as mentioned above: "I could play here, to trap you - but won't"), blocking/trapping is a huge part of the game.

Even yesterday was having a major cathedral war, Mayor's being cut out, then back in - and the cathedral would've been a game winner.
My opponent lucked out and took a lead whilst making it hard for me to get back in - so I blocked it. No points for anyone, and trapped his mayor and builder for the rest of the game.

If you don't allow traps, then you also must allow for people to set themselves up with otherwise risky plays - only one piece will fit there, so do you have to play that piece when it comes up?

It's partly why I also love playing with Abbey's with a skilled opponent, as it usually then forces a double-trap, or a least some cunning plays to reduce probabilities.

But then I'm more someone to laugh, call the opponent a **** and carry on as opposed to getting angry. Mostly sure in the knowledge I would've done exactly the same thing.

Plus, trapping a farmer is a delight.

Pretty simple one, though only really comes into effect with the Builder.

I think it would be interesting to see on the scorecard how many tiles each person has placed - did someone win without even using their builder, or despite it being trapped for half the game...

JCloisterZone FAQ, Suggestions & Bug Reports / Farm scoring error
« on: December 24, 2015, 06:33:26 AM »
Two photos attached, can't work out how they've scored as they have - think it's a bug, but might be wrong.

Farm 1: 9 points, for only two cities, no siege, no pigs, so should be 6?

Farm 2: 9 points, two cities, one seiged (so 5) plus one normal for 3 so should be 8?

I still would've won the game, though it would've been 493 : 494 instead of 493 : 502  ;D (Xmas eve at the office time killer...)

Upcoming Scheduled Games / Re: PLAY ME NOW!
« on: November 18, 2015, 10:49:14 AM »
I've started a public game - looking for victims someone to play

News and Events / Re: CundCo and HiG Newsletter - Spiel 2015
« on: October 07, 2015, 02:54:03 AM »
- City of Carcassonne as a starting tile

Is this the Count of Carcasonne 12-tile city but as one large tile?

Reviews & Session Reports / Re: Inns & Robber Baron: Element Match-Ups #1
« on: September 21, 2015, 08:21:59 AM »
Haven’t played a dedicated experiment game, but some thoughts:

If you’re to play very aggressively, you can end up trying to pre-emptively close (or block) any road that looks like it might get long (more than 4). The flip-side of this is you end up with lots of short roads, thus making the RB worth more…
On one occasion I was able to manufacture it so the piece that closed the longest road (10+ tiles which was shared) would also close my major city – this added to the dilemma of my opponent insofar as if I got the tile (FRCC) I’d close both and get mega-city and RB, so it was worth the risk to my opponent not to close it (which they didn’t). I never got the tile, so the gamble paid off for them.

RB has the same-ish dynamic of Trade goods in this respect, helping your opponent close a feature in order to get points at end-game.

Without the builder, I personally view Inns as an added bonus to a road, rather than something I would actively pursue.
In combination with the RB, they become fairly risky in terms of being trapped and not likely very valuable unless you get an inn that closes a road (as opposed to being on a road corner or straight).
I guess the key part is who currently has the RB. If you have it, you can play Inns to increase value on short roads and (try to) cap anything that gets remotely close to taking the RB from you. If you don’t have the RB, unless it’s a quick way of getting 6 points rather than 3, I think I’d dump them somewhere useless.

With only these expansions, RB would likely be worth 10-20 points at end of game? There’s 6 Inn’s in the expansion, in a two player game, if you got half of them, you would only need 3x 3- or 4-tile roads to get the equivalent points. As soon as a road gets to 6- or 7-tiles long with an inn on it, I don’t think it would be worth capping your opponents but should try to be trapped ASAP.

It does risk slipping into 50:50 results however – if your opponent closes the road, they get the Inn points AND the RB (possibly a game winning 40 points), if they don’t, you win. I’ll try it in the next real-life game I play :)

In combination with other add-ons, notably the Builder or Abbey (or indeed both) it can become very strategic; with the builder on the road and a road 1-tile shorter than the current RB-winner makes for some very tense moments. Similarly the Abbey can be used to cap a road which your opponent has trapped (I’d already played mine in the previous example).

One thing I do like is once you have the RB – you then start building multiple roads to make it more valuable. It’s also quite fun trying to subtly steal the RB back by expanding farms/cities which “happen” to have a road next to them… (The same applies with 2-tile cities and the King).

JCloisterZone FAQ, Suggestions & Bug Reports / Re: JCZ 3.3.0
« on: August 18, 2015, 05:58:33 AM »
Works well - AI has stepped up quite a bit, I lose now!

Only minor bug which was present in all versions I know of (so you're probably aware) - computer AI will ALWAYS place an Abbey if they can. So the first time a space is available for one, they'll play it.

Otherwise, all good so far :)

General / Re: Expansion League #2: Inns & Cathedrals
« on: February 19, 2015, 02:54:05 AM »
Oh, it is Carcas-ON!

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