Comments by arx
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I have two questions. Is there a way to group letters for games that need piece ids longer than a single character? And, does 1 in the morph section refer to the first promotion set or the second?
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This preset has a problem with the black sergeants. They are unable to move forward.
Would you consider changing the cell colors so that each sides associated cell color matches it's pieces somewhat? That would be easier than having to remember magenta=white and yellow=black.
The winning conditions are very unclear to me. Killing all the workers or drones seem straightforward, but what counts as stealing the honey or killing the eggs? If both honey spots are used to hatch eggs, both the honeys and all the eggs will be gone. Would that count as them being stolen? The only guess I have is that there is a limited supply of eggs and honey for each player and taking all of them for oneself results in victory.
I was thinking something like
or
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Both the presets for Apothecary Chess Classic and Modern are not allowing selecting pieces with the mouse.
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Could I get help with this?
set wbl (e3 f2);
def other cond == #0 #wbl.0 #wbl.1 cond == #0 #wbl.1 #wbl.0 0;
print fn other e3;
The result is always 0, but I would expect f2.
ok, now it does for me too. Thanks anyway.
There's currently no named piece (that I know of) related to T
there's Troll
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how to enforce that first white’s move must be by Superpiece
in the pre-game section add setflag firstmove;
and in post-move 1 add
if != #mover S and flag firstmove:
die "You must move the S on your first turn";
unsetflag firstmove;
endif;
Could you please check your Vanguard Chess game courier preset? The black sergeants do not move correctly.
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if capture and match $old (bl br):
capture where $dest direction $origin $dest;
endif;
I put this in the post move, but when it runs it captures the piece at $dest rather than the specified location. It works correctly if I change it to
if capture and match $old (bl br):
set x where $dest direction $origin $dest;
capture #x;
endif;
but I don't see why it would make a difference
Sorry, I really messed that up. This actually seems to work, if you put it in post-move 1. You don't need the flag.
if != #mover S and == movenum 1:
die "You must move the S on your first turn";
endif;
It still isn't clear what Stealling the Honey and Killing the Eggs mean. Are honey and eggs a limited supply? If so, how many are there? Or are they unlimited and a player loses if he has no honey or eggs on the board? But if that is the case, wouldn't both players lose right away without any eggs?
Does each player only have 6 eggs then?
So how could the other player ever kill all the eggs?
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For a multi-part move, does the post-move code run just once for the whole thing or once for each part?
Why doesn't chess need to do that to handle promotions?
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It seems to not be possible to undo an illegal first move by reverting to the starting position. Could this possibly be changed?
It's one of about 50 versions of Dragon.
Yeah, sorry…
I'm afraid Vanguard still isn't working. I think the second sergeant needs to be
1 1 1 -1 3 // sergeant(5744)
1 1 -1 -1 3
1 3 0 -1 3
1 1 1 0 1
1 1 -1 0 1
0);
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Is there a way to have a piece be both contageous and immune to contageon?
What am I doing wrong here?
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Am I defining this correctly?
my(adaubacfab)4Q
This is supposed to move as a queen and capture any enemies next to the destination square if there is also an adjacent friendly piece immediately opposite. It doesn't seem to work exactly how I want in the sandbox, so what's wrong with it?
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