Comments by arx
It doesn't happen when I use the Play button, but when I use Move and try to move pieces the images change. Also, in this ongoing game I see it after each move, but before I move it all looks ok.
I'm not sure what is going on. However, switching to the use of aliases should fix this.
Yeah, I can do that. I just wish it weren't necessary since it means modifying every preset that uses this method, which was working perfectly until just recently. It seems to only happen with HTML Table rendering, so it could be circumvented by settings affected presets to use a different method by default. That still means modifying a lot of broken presets to fix this.
Now the images are reverted still, but all the pieces also have black backgrounds
It appears to be fixed now
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What would be good settings for evaluating the balance of a different armies variant? I've tried some tests with 0:30+10 and Medium variation but got conflicting results.
How many is a lot? I did one set of 200 games and had a final score of -2, but then I tried a second set and by the time it got to 106 games the score was 62.
So for 106 games it would be around 4%, so that the 62/106 (=58.5%) score is about two standard deviations above equality
What I meant was that white won 62 games more than black. The actual numbers were 80 white wins, 18 black wins, and 8 draws. This was very different from the first test, where black won more, but with a much smaller margin.
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The cannon's move in this preset is rotated 90° from what is described in the rules.
That looks like a good one
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Would the fairychess include file work with hexagonal boards, or might there be difficulties with that?
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This game might be good, but the presentation is horrible. It really needs paragraphs.
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Generated-code games are now giving an error saying "You may not set $extralegal with setsystem."
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Now the default presets for Glinksi's and McCooey's Hexagonal Chesses are broken. Neither one shows any legal moves.
Separately, this preset just shows the board but the rest of the game interface is missing.
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There was some delay in fixing betza.txt, because it is not in the includes directory, and I didn't see the bug report on it until my computer was off
That's my fault I suppose. I should have mentioned it together with the other problems.
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There's a bug with this preset now where when you select a piece to drop no squares are highlighted as legal moves
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I've also changed the Heavenly Tetrarch's move so that it freezes (immobilizes) all adjacent enemy pieces except other Heavenly Tetrarches.
Is that instead of burning? That's an interesting addition
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The preset reached through the Official Glinski Coordinates button here is not displaying properly
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I'm trying to follow these instructions to enforce the rules for this game, but I've run into trouble with my pawn subroutine. I want the pawns to capture by jumping over one piece to an empty space, but the hopping move isn't accepted as legal.
sub P from to;
verify > rank #to rank #from;
if capture:
die "A Pawn may only capture by jumping over a piece immediately in front of itself.";
elseif == distance #from #to 2:
verify checkahop #from #to -1 1 or checkahop #from #to 0 1 and islower screen;
capture screen;
else:
verify checkaride #from #to -1 1 or checkaride #from #to 0 1;
endif;
if onboard where #to 0 #pzs or onboard where #to -1 #pzs:
if != space #to moved:
die "You may not promote a Pawn until it reaches the promotion zone.";
endif;
elseif == P space #to:
askpromote #wprom;
elseif not match space #to var wprom:
set np space #to;
die "You may not promote your Pawn to a" #np;
endif;
set nopvc 0;
return true;
endsub;
That helped a lot! Now I have this, which does capture, but the check for whether the destination is empty doesn't work, and I haven't found a way to have the post-move code check the value of the piece captured in this way.
sub P from to;
verify > rank #to rank #from;
verify (empty #to);
verify or (checkaride #from #to -1 1 or checkaride #from #to 0 1) (and == distance #from #to 2 or checkahop #from #to -1 1 checkahop #from #to 0 1);
set hopped screen;
if (not empty #hopped):
capture #hopped;
endif;
Is there any reason for the pawn function to include non-capturing moves since the actual movement is handled by the subroutine?
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Would it work to combine direction with where like this?
where c3 logic direction a1 c3
I was just trying direction
to see what kind of outputs it gives on a horizontal hexagonal board. This is the code
set north direction g7 g8;
set northeast direction g7 h7;
set northwest direction g7 f8;
set south direction g7 g6;
set southeast direction g7 h6;
set southwest direction g7 f7;
print #north #northeast #northwest #south #southeast #southwest;
and the output was
Array
(
[0] => w
[1] => se
[2] => s
[3] => nw
[4] => e
[5] => #north
)
What is happening with #north?
Ok, I left out a semicolon somewhere.
I tried using logical directions. I would expect it to return d5. Instead, it simply prints d4;
map n 0 1 w -1 0 e 1 0 s 0 -1;
print where d4 logic n;
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This same problem is also in this preset, using this code:
I tried changing pieceset to $pieceset, but that just caused the pieces defined in the if condition to be replaced with black circles.