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Carc Central Community => Online Games and Competitions => JCloisterZone FAQ, Suggestions & Bug Reports => Topic started by: farin on January 03, 2015, 05:23:19 AM

Title: JCloisterZone 3.1 (playonline/hostmode)
Post by: farin on January 03, 2015, 05:23:19 AM
Hi

late Xmas are here.

First 3.1 alpha build:
http://jcloisterzone.com/builds/JCloisterZone-3.1-alpha-1.zip
http://jcloisterzone.com/builds/JCloisterZone-3.1-alpha-2.zip
http://jcloisterzone.com/builds/JCloisterZone-3.1-alpha-3.zip
http://www.jcloisterzone.com/builds/JCloisterZone-3.1.0-beta1.zip

server keeps now created games only in memory, but it will be changed soon to be more robust
(my idea is that you can simply leave game and continue anytime later - so there will be implicit save)
also translations are missing

changelog:

play online feature - play through public webserver
tile rotation behavior changed - tile is rotated to first valid position
added play again button
show tunnel tokens supply in control panel
CornCicles ui - don't ask if there is not deployed any follower of that kind (if no player can perform any action)
click on tile in control panel triggers rotation
fix: if game folder is not writeable, system APPDATA dir (win) or ~/.jcloisterzone (unix) is used
fix: Cathars escape is not allowed for builder
fix: beep sound playback in Linux
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: quevy on January 03, 2015, 05:28:20 AM
Thanks a lot farin for hard work.
I feel this immediately.
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: quevy on January 03, 2015, 06:37:27 AM
I tried to connect to the server with two different computers, it works.
I created a game from any computer to see if they were visible on the other, they were visible.
I created a game by a computer and connected to it with each other and it was possible.
The game, however, it was not possible, on both computers was visible the tile initial but neither was enabled in the game.
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: farin on January 03, 2015, 08:54:34 AM
Sorry, golden rule - don't male this last time changes wthout proper testing :) Sorry, I will pack it again today,
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: farin on January 03, 2015, 09:15:01 AM
i am lame. Used second computer and made build from old revision.

this should be better http://jcloisterzone.com/builds/JCloisterZone-3.1-alpha-2.zip
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: quevy on January 03, 2015, 09:56:35 AM
Now it's ok. I did a test game with my wife and it worked :)  :(y)
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: quevy on January 04, 2015, 03:15:09 AM
I along with danisthirty we did a test game right now, only the base game, but everything worked perfectly, congratulations for the work Farin.
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: danisthirty on January 04, 2015, 04:07:12 AM
I along with danisthirty we did a test game right now, only the base game, but everything worked perfectly, congratulations for the work Farin.

Yes, thanks for the game quevy!  :)

Excellent work Farin, in my opinion this is a huge step in the right direction for JCloisterZone. It's probably stuff you've already thought about, but here are a couple of ideas I've had anyway:

1) Store individual game scores on the server, perhaps grouped by feature as it is on the game stats window at the end of the game (and possibly a facility to recall previously played games for others to watch?)
2) Rather than simply enter your name, it may be an idea to allow players to register a particular nickname with associated password. you can then start logging win/ loss ratio per user, or achievements or what not. Please don't let anyone else take danisthirty!

Clearly none of this is very important/ urgent but I thought I'd suggest it all the same...

PS - On a side note, do you intend to take part in the next tournament Farin? It'd be great to have you on board!
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: farin on January 04, 2015, 11:55:07 AM
danisthirty: That's exactly points on the list. I get idea to store result when I saw that every tournament player makes screenshot manually. There should be just web link to result page.
My focus is now on finishing and debuging basic functionality. This nice to have points are for future.

btw: I realized that in recent time I found pack size indicator confusing - initial idea was show number of tiles currently hidden in bag. But now I think that number of tiles that will be placed is would be more clear (it means 1 higher number during placement) Players are probably used to old value, but I trick even myself last time (thinking it was last but it wasn't :)

Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: rfielder on January 05, 2015, 09:22:58 AM
btw: I realized that in recent time I found pack size indicator confusing - initial idea was show number of tiles currently hidden in bag. But now I think that number of tiles that will be placed is would be more clear (it means 1 higher number during placement) Players are probably used to old value, but I trick even myself last time (thinking it was last but it wasn't :)
farin - good idea!

It is a little non-intuitive that there is one more piece to play when the counter is at zero!   :)
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: danisthirty on January 06, 2015, 01:46:09 AM
It is a little non-intuitive that there is one more piece to play when the counter is at zero!   :)

I've always liked the way this works as it makes sense that the number in the top-right represents the number of tiles left to play. If it's 0 you know you're placing the last tile. But it's no big deal either way...
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: danisthirty on January 11, 2015, 02:02:15 PM
fain, is the online play mode (your hosted server) designed to work for more than 2 players?
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: farin on January 11, 2015, 03:03:50 PM
It designed for any number of players, but old server implementation was about proof of concept. I rather shut old server down today.

Now I deploying it to new server with production workers - so I hope it will be up in few days and
this new version will be right for load testing. It should not close connections and could handle couple of players.
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: danisthirty on January 12, 2015, 02:38:45 AM
Thanks. I look forward to finding out how this goes!  :)
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: farin on January 15, 2015, 11:19:46 AM
Hi guys. Online server is back, on new hosting. Now it's running with production setup, so any trouble with it should be considered as regular bug.
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: farin on January 25, 2015, 03:42:28 AM
Let's move forward

http://www.jcloisterzone.com/builds/JCloisterZone-3.1.0-beta1.zip

what's new - feature freeze, let's fix it only
important is ability to continue online games
if you leave geme, close app etc you may continue your game (within next 15 days limit)
also timeout was fixed, so connection is permanent
and i made a network protocol optimization (which is potencial source of bugs)

what is missing to regular release
- proper testing
- fix graphic glitch with chat panel & windows
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: Decar on January 25, 2015, 07:23:38 AM
Looks good, got it running on my microserver.

Did notice the AI/localplayer images don't change when you click a 'Play Online' game though.
Small typo on the landing screen too:  Conenct  == Connect
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: SRBO on January 26, 2015, 10:02:09 AM
PC gamers cant be removed
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: Decar on January 26, 2015, 10:44:19 AM
Quick Question:

I'm running the new beta on Ubuntu (using the OpenJDK which might be the problem).  My machine has just multiple interfaces on it. 

Currently JCZ is binding to the loopback address on 127.0.0.1, which means it's useless for incoming web traffic.

Is it possible to force JCZ to bind to a particular interface (or all interfaces)?
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: farin on January 26, 2015, 11:39:59 AM
Decar - server uses InetAddress class which by defautl bind's to all addresses.

public InetSocketAddress(int port) {
     this(InetAddress.anyLocalAddress(), port);
}

so - one options is that you have eg OpenJDK which can behaev different way - but i don't think, or it can be some configuration issue on your machine, please recheck
I can try it on my Ubuntu, by i haven't it reachable today
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: Decar on January 26, 2015, 12:07:37 PM
Thanks for the fast response Farin,  a reboot sorted me out!  Should have tried that first!
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: farin on January 26, 2015, 12:48:02 PM
about "AI/localplayer images don't change", it was because server don't reply properly - respectivelly there was some trouble with it
after database clear and server restart all is ok, so i hope it will happen again in short time to be able analyze it :)

Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: farin on January 30, 2015, 06:27:09 AM
Well, I think I can't get more from beta testing. Let's move forward in public

http://jcloisterzone.com/builds/JCloisterZone-3.1.0.zip
or
http://jcloisterzone.com/builds/JCloisterZone-3.1.0.tgz

changes:
play online feature - play through public webserver
Mage and Witch (Mini #5) expansion
tile rotation behavior changed - tile is rotated to first valid position
added play again button
show tunnel tokens supply in control panel
CornCicles ui - don't ask if there is not deployed any follower of that kind (if no player can perform any action)
click on tile in control panel triggers rotation
take board screenshot (pull request by Decar)
game setup dialog (you can get included expansion/rules during game)
improved image quality (Tunnel, Corn Circles, Festival, Flier)
server can be run without ui - just run SimpleServer.main()
fix: if game folder is not writeable, system APPDATA dir (win) or ~/.jcloisterzone (unix) is used
fix: Cathars escape is not allowed for builder
fix: beep sound playback in Linux
fix: bazaar & builder & end of turn. (ArrayIndexOutOfBoundsException / unused auctioned tiles in hand when game over)

Using in old fashion way should be save, play online is still one big experiment, but i hope it is quite stable :-)
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: danisthirty on January 30, 2015, 06:42:13 AM
This is an exciting list of updates farin! I for one am looking forward to playing with Mage and Witch  :(y)

Is there any limit to the number of games that can take place concurrently on the public webserver? Perhaps we could test this with the weekly game(s) on Sunday?
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: rfielder on January 30, 2015, 07:35:18 AM
I have not used Linux for many years.  Now have a virtual machine running Ubuntu on my main PC, since Pebble development is not supported under Windows.  Just for fun, would like to see how JCZ runs in that environment.

How does one start JCZ under Linux?  Just typing the name does not start it.  Or do I need to change attributes to tell the OS that it is an executable?

Thanks!
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: rfielder on January 30, 2015, 07:43:45 AM
Sorry if I am late to the party, but just played my first game against the computer using 3.1.0.

One comment - the ending scoreboard can not be closed.  It can be minimized using the arrow in the corner, but you can't make it go away.  Is there a reason for this?

I like how it works now, but also wonder if the option to close the final scoreboard might not be useful at times.

P.S. - I won the game, so I guess the AI is still a bit weak, not up to the Hounk (how does one pronounce this?) or MrNumbers or Danisthirsty level...
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: rfielder on January 30, 2015, 07:53:10 AM
Second comment on 3.1 - I turned on the "Projected Points".  Did a search here, but found no previous mention of this feature.

Neat idea.  However, it does two things i don't understand.

First, it makes the player names disappear.  That was a bit disconcerting - is there a way to reorganize the display to retain the player names?

Second, it seems to calculate the score as if the game just ended, and all city pieces count 1 point.  Given that I had just started a game, placing a tile with a city generated 1 projected point.  Is this how it is intended to work?

Otherwise, Farin has provided a very nice upgrade! 

Yesterday, I played a three player game.  I am in Canada, Dan was in England, and Hounk was in Austria.  Wow!  And this is all thanks to Farin.  Very, very cool!
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: rfielder on January 30, 2015, 07:55:30 AM
Third comment on JCZ 3.1.....

When I start the game, the menu for Game has a checkmark beside Show Farm Hints.  However, the farm hints are NOT showing.

When I clicked on it, the checkmark went away, but nothing changed.  I clicked on it a second time, and farm hints did appear.

It would seem that the initial value for Farm Hints has a mismatch between the actual setting of the flag, and the displayed value of the flag.
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: rfielder on January 30, 2015, 09:13:58 AM
Fourth comment....

When Farin was able to implement the Ctrl-Z Undo tile placement, it was amazing!

However, you can not use this when you have no meeples of any sort left.

It would appear that this limitation on the use of the Undo command holds true for the new version.

There was a lot of discussion on how to work around this.  Is there any plan to allow Undo when you have no meeples to place?

Thanks!
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: rfielder on January 30, 2015, 10:24:47 AM
Fifth comment..... this is fun!

The final scoreboard has two buttons - Leave Game, and Play Again.

I would like to suggest a third button - New Game.

At this time, if you click on Leave Game, you can then click on the New Game button to start another game.  Why not skip the extra screen and click, and let a user go straight to the new game?

Thanks!
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: rfielder on January 30, 2015, 10:29:19 AM
Sixth comment.....

On the opening splash screen, where you can click on the buttons for New Game, Load Game, Connect, or Play Online, the text states the following:
Quote
Click with the middle mouse button to center the board
I am not sure how your mouse is configured.  Clicking with the middle mouse button does nothing for me. 

I have a Logitech cordless mouse, not sure of the model.  Clicking with the wheel, which is the middle button, has no effect on the game.

What is needed to make this work?  Being able to center the board sounds very useful.

Thanks!
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: Hounk on January 31, 2015, 04:49:19 AM
I'm by far not that good a player to be mentioned in line with Dan or MrNumbers (on a side note: I pronounce my nickname rather short, with the two vocals been put together and a little longer, similar to an ō, but it does not really matter, since the word has no proper meaning), however I think improving the AI might be a hard task. Personally I would prefer, to set priority extending the AI to other expansions, because it probably will never really compete with human opponents, but is good to make yourself familiar with the rules and tiles of the individual expansions, before playing them first time either on the table or the Internet.

The "farm hint bug" you described also appears regarding the "show last tiles" command. I would not consider it a big bug, because I use the shortcut, and by pressing it three times, the numbers will always appear, however it's good to mention it, maybe this is easy to fix.

Anyway, great new version. Screen shot option is very nice as well. But it seems, farin removed the Crop Circles II?
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: MrNumbers on January 31, 2015, 05:15:40 AM
But it seems, farin removed the Crop Circles II?

I see it in the list of available expansions (the last one).
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: Hounk on January 31, 2015, 06:23:10 AM
Ups, did not notice, that there is a scroll bar on the right. ::) Thanks. :(y)
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: rfielder on January 31, 2015, 06:55:38 AM
I have the scroll bar as well, even on a 1920x1200 display.  Nothing is hidden, so I am not sure why a scroll bar is needed.

In any case, yet another reason to upgrade to a 4K monitor!   :)
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: MrNumbers on January 31, 2015, 10:00:24 AM
What scrollbar are you talking about? I don't have it on simple HD monitor (1920x1080).
It appears only after reducing the window.
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: Hounk on January 31, 2015, 10:18:43 AM
Well, my old laptop monitor is set on 1440x900 and it has the scrollbar. No problem at all, I just did not notice it before, because on 3.0.2 without M&W everything just fitted on the screen, and it looked like, everything should still be visible with one more line.
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: farin on January 31, 2015, 01:27:58 PM
Hi

a lot of comments are here, I will try to answer them all

- Is there any limit to the number of games that can take place concurrently on the public webserver?
- I don't know about it (of course there must be some, but if there is not some error it should be quite high)

- How does one start JCZ under Linux?
- same as windows, double click on jar (now it should have excutable bit, if not there is still Open With... option in context menu). Or from console java -jar JCloisterZone.jar

- the ending scoreboard can not be closed.  It can be minimized using the arrow in the corner, but you can't make it go away.  Is there a reason for this?
- Hard to be all satisfied :) I recived complains about 'scoreborad can't be shown again after unwanted close`:) The fact is not much reason for permanent close. I want to rather improve rather docking look. In future there should be more dockable panels (like requested Score log)

- projected points
- some  discussion about this feature is here https://github.com/farin/JCloisterZone/pull/70 - shortly, i changed original implementation slightly but ther I must admit that that original fatsu's
point counting (immediately ended game) is only reasonable
placement instead of nick - i didn't find better place, a nickname is less useful. Changing size of player panel didn't looks well (and score doesn't fit whole line, so there was also problem how to layout it not look it bad)

- Show Farm Hints -> issue created https://github.com/farin/JCloisterZone/issues/106

-Undo and auto turn end
- I will probably remove auto end, as you said, it is inconsistent, works bad together with Undo and has not much importance at all. I want to also add optional manual turn end with posibility to undo meeple placement.

- The final scoreboard has two buttons - Leave Game, and Play Again., I would like to suggest a third button - New Game.
- Why not. There is space for it and it can be usaed option (you have still Ctrl+N and menu item, but people likes buttons :) -> https://github.com/farin/JCloisterZone/issues/107

- middle button works for me, i have no much option how investigate your case. Probably only option is try to debug it yourself.

- Improving AI
- Hard task with uncertain result. That's reason I always postpone it :) Supporting only some expansions is kind of hack due to lack of time spent on it. So some partial improvements are possible but it's quite uncertain.

- scrollbar
- seems there are unnecessary margins around causing scrollbar visible to early -> issue created




Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: Hounk on January 31, 2015, 02:59:32 PM
I now had a game with AI and found some particular faults, which might (or might not) be easier to improve.

I wanted to get some practice on Tower and Phantoms and played a two player game including I&C and T&B. The major thing is, that the AI seems not to know, what tiles are still in the game, so tile counting, something an AI might be considered 100% accurate to do and therefore in advantage of the human brain, is not the case. I created a gap in the wall of a cathedral city, which needed a cffr to be filled, and even though there was not a single fitting tile in the game right from start, Adda happily continued to extend the city.

The AI is not very good with Towers in general, wasting lots of meeples to block a tower while not wanting to waste a single piece to extend a tower without trapping a meeple. But this I think would be a minor problem, because it just applies to this one expansion, while the awareness, which tiles are in play could be useful to improve the AI in any combination of expansions.
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: rfielder on February 02, 2015, 06:56:32 AM
Farin - thanks for the responses!

Quote from: farin
- same as windows, double click on jar (now it should have excutable bit, if not there is still Open With... option in context menu). Or from console java -jar JCloisterZone.jar
Double clicking does not work.  Will try with the suggested command.

Quote from: farin
- Hard to be all satisfied :) I recived complains about 'scoreborad can't be shown again after unwanted close`:) The fact is not much reason for permanent close. I want to rather improve rather docking look. In future there should be more dockable panels (like requested Score log)
OK.

Quote from: farin
- some  discussion about this feature is here https://github.com/farin/JCloisterZone/pull/70 - shortly, i changed original implementation slightly but ther I must admit that that original fatsu's point counting (immediately ended game) is only reasonable placement instead of nick - i didn't find better place, a nickname is less useful. Changing size of player panel didn't looks well (and score doesn't fit whole line, so there was also problem how to layout it not look it bad)
I would really like to be able to see  both projected points, and nicknames, if there is a way.

Quote from: farin
- Show Farm Hints -> issue created https://github.com/farin/JCloisterZone/issues/106
When starting JCZ 3.1.0, it always has all three checked - farm hints, projected points, and last placements.  Always.  Even though none are active.  The initial state used to set the display seems to be reversed.

Quote from: farin
- middle button works for me, i have no much option how investigate your case. Probably only option is try to debug it yourself.
Works for my GF, although it does not always centre the board.  Does not work for me.  What is the code your mouse is sending?  I usually set the middle button/wheel click to be a double click, which may be why it does not work for me.

Quote from: farin
- Hard task with uncertain result. That's reason I always postpone it :) Supporting only some expansions is kind of hack due to lack of time spent on it. So some partial improvements are possible but it's quite uncertain.
Please, take your time with this one.  Let me enjoy winning a game once in a while!  :)
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: Safari on February 07, 2015, 05:41:17 PM
I had the pleasure to play some Carcassonne games with the new online mode and would like to inform you about some bugs. But first of all: Thank you very very much! First for this great computer application of our beloved game and second for the incredible online option! Finally I could convince a friend of mine that Carcassonne is a great game. I only could do it with JCZ.

But here my bug report:
-We found out, that sometimes, when using the chat function, the program interrupts the server connection and tells you "You are not connected to..." (don't know the details any more). So one has to start the JCZ again.
- Then we wanted to play with the tunnel expansion, but there is something wrong with the tunnel tokens. In our two player game I was given two violet tokens and two green ones. And the other player had his colour ones (blue) and also two green ones!
And another problem occurred (not sure if this correlates with the proceeding problem): My friend wanted to enter the game, but when I started the game and left the settings surface, I could see everything (points, tiles, ... properly), but he couldn't see anything except for the bar on the right side, with the overview of the points.
- Third problem: Already the second time now, our game stopped when there where another two tiles left to play. I add a picture of the final screen, maybe this might help you to find out more about the problem.
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: farin on February 10, 2015, 02:20:57 PM
Safarin:
tunnel token's are ok - accordign to rules in two player game you have two set's of tokens
about your other issues -  do you play with direct connection or though online server?

(my guess is that you have unstable network connection - and jcz don't automatically reconnect - which should be definitely improved)
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: MrNumbers on February 10, 2015, 02:26:29 PM
tunnel token's are ok - according to rules in two player game you have two set's of tokens

I think Safari was talking about this (emphasis added):
In our two player game I was given two violet tokens and two green ones. And the other player had his colour ones (blue) and also two green ones!
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: Safari on February 10, 2015, 05:21:39 PM
Safarin:
tunnel token's are ok - accordign to rules in two player game you have two set's of tokens
about your other issues -  do you play with direct connection or though online server?

(my guess is that you have unstable network connection - and jcz don't automatically reconnect - which should be definitely improved)
We play via online server. It was quite strange. He wrote me something and suddenly was offline. Then he closed the game, reopened it and everything was fine again. Then, 10 minutes later, I wanted to write something, pressed "enter" and --> went offline. So I had to close the program and reopen it and everything was fine again. So we decided not to write anything anymore and we had no connection problem any more for the rest of the game (two hours).

tunnel token's are ok - according to rules in two player game you have two set's of tokens

I think Safari was talking about this (emphasis added):
In our two player game I was given two violet tokens and two green ones. And the other player had his colour ones (blue) and also two green ones!

Ehm, yes. That's the point. I tried the tunnels again and found out that JCZ knows which two green tokens belong together, so no big deal. Oh, wait. Now I found out something: For the two player game every player has two specific colours that don't change (eg Red has red and yellow) and if the other player choses yellow, the tunnel tokens of red don't change colour.

Do you also have an idea why the game ended with two tiles left to play ("2" in the top right corner)?
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: Hounk on February 11, 2015, 03:01:28 AM
I think, I might have found out the issue with your "2 tiles bug". You might have played with the GQ expansion? In this there are two River-tiles, which are not played, when not playing one of the River expansions. But they are still counted.

EDIT: Yes, you did play with GQ. I spotted the pig farm below the two German monasteries with 28 and 29 points.
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: Hounk on February 11, 2015, 04:39:21 AM
I reproduced this bug in a quick game with "Adda", just with GQ and no other expansion. The game ended with tile count on 2 just the same. I don't consider this bug a big issue, but it can get annoying, if somebody wants to place the abbey on last turn, maybe to check were the best spot regarding the German monasteries is, and then can not place it at all.

Speaking of which: I would rather support a warning message box, if you are going to skip placing the abbey after all tiles have been played. You can argue, that people should watch out, how many tiles there are still to play, but this is a mistake, which will hardly ever occur, when playing actual board game on the table, just like you will never place accidentally a meeple instead of a tower piece on a tower there, an action, which cause a warning on JCZ as well.
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: mike_bike_kite on February 11, 2015, 12:21:54 PM
Just to say  like the improvements and apologies if these bugs have already been reported:

1) I was occasionally given a tile (a river II piece in one instance and a simple road corner piece) and I wasn't allowed to play it where I wanted to. Other valid squares where highlighted for placement but oddly not the place I wanted to put it. This only happened twice during my game and all other placement was fine.

2) the new version which only shows you valid tile rotations is great but occasionally it starts off with an invalid rotation - if I rotate the tile then only valid rotations are shown from this point.
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: Safari on February 11, 2015, 01:10:10 PM
Oh, that's the point. Great spot Hounk! Thank you.
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: farin on February 13, 2015, 01:06:30 PM
thanks for clarification - I never play with greens :) so i didn't catch this tunnel issue. Ticket created, it should be easy fix

2 tiles bug is another ticket recorded on github - btw abbey warning is not bad idea

mike_bike_kite:<
1) sreenshot please. It could be just application rule preventing river to cross
2) It's correct behaviour. Respectivelly I don't kwno how this improve. Rotating to valid position are correct and I can rotate it automatically just on mouse over some valid position (because you can just want to move your mouse to another tile) 
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: Hounk on February 19, 2015, 02:50:50 PM
This happened in the weekly game tonight including "The Tower": Jungleboy draw the base game CCCC and connected it an occupied city. Therefore he could of course not deploy a follower on that tile. However, he wanted to deploy a follower on an existing tower to cap it, and that was as well not possible.
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: jungleboy on February 21, 2015, 04:28:56 AM
This happened in the weekly game tonight including "The Tower": Jungleboy draw the base game CCCC and connected it an occupied city. Therefore he could of course not deploy a follower on that tile. However, he wanted to deploy a follower on an existing tower to cap it, and that was as well not possible.

Just to confirm this: if you place a tile so that there is no possibility of placing a standard follower on that tile, then the option of putting a follower on top of a tower is not available in JCZ, but it should be. 
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: Safari on February 26, 2015, 09:46:54 PM
Today I found out about another bug (at least I guess it is one): It is not possible to place the phantom as an abbot on a German monastery. Only as normal monk. Still, I'm not sure if there is a rule that denies that or not.
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: danisthirty on February 27, 2015, 12:51:35 AM
Today I found out about another bug (at least I guess it is one): It is not possible to place the phantom as an abbot on a German monastery. Only as normal monk. Still, I'm not sure if there is a rule that denies that or not.

I haven't checked the CAR as I'm late enough for work already, but off the top of my head I'm not aware of any reason why you shouldn't be able to place a phantom as an abbot (although it might not be very good play tactically as you've then lost your phantom for the rest of the game unless it can be captured/ eaten etc)
Title: Re: JCloisterZone 3.1 (playonline/hostmode)
Post by: Safari on February 27, 2015, 02:35:43 PM
Today I found out about another bug (at least I guess it is one): It is not possible to place the phantom as an abbot on a German monastery. Only as normal monk. Still, I'm not sure if there is a rule that denies that or not.

I haven't checked the CAR as I'm late enough for work already, but off the top of my head I'm not aware of any reason why you shouldn't be able to place a phantom as an abbot (although it might not be very good play tactically as you've then lost your phantom for the rest of the game unless it can be captured/ eaten etc)
Oh, well. If there are only 5 tiles left to play and you only have the phantom available...  ;D
Sometimes we also place our phantoms as farmers when the game comes to an end.