Comments by arx

I have 46 pieces I'd like to have considered for this set
Most of them are just conversions of older alfaerie images and small modifications
I don't know why the images were like that, but I've redone it to use pngs instead of the svgs directly.
I'd like to make it work with alfaerie if you can suggest what images to use for the gold and silver pieces.

try now
Given that I usually call for "left" and "right" to be for placement, it may be better to reverse these moves. Opinions on that question are welcome.
My opinion is, don't leave it ambiguous! Even if you use it consistently it will be confusing. If the name refers to the location make it something like "Left Side Berolina Pawn" and if it refers to direction make it "Leftwards Berolina Pawn".
Have you read Eric Silverman's thoughts on poweful pieces? He suggests that it's good to have a few super pieces that dominate the game.
When you say "larger boards" it's not clear if you're talking about the later mentioned 10x10 CWDA or something else. 10x10 doesn't seem large, and you did use the Joker on 10x10 and 12x12 already. If you are talking about something truly larger than 12x12, the obvious way is to have the Joker start at the back and make sure the average piece strength isn't too high.
If you're worried about the Joker dominating the game by being too powerful, don't forget that if it's really that strong the players would be reluctant to trade it away. In that way, strong pieces can be self-balancing.
I could imagine it possibly being a problem if the Joker loses strength quickly so that there's a large advantage in deploying one's Joker first, which would naturally favor the first to move. If that is a problem, a way to counter it would be to carefully choose the moves of the other pieces. Perhaps have more sliding or other blockable moves instead of leaping moves, to allow for pawns to reveal attacks on the Joker by weaker pieces that could be exchanged for it. Another way is to make sure that pieces have simple moves so that a player would be likely to have good options that limit the Joker.

When fairychess is allowed to fill in the rules section for a game that uses svg piece images, some of the pieces end up being much larger than the others. This seems to be because the image is sized according to the piece name, even if the name is very long. Having the css explicitly set the image size could solve this.
Is it a matter of skill or a matter or perceived randomness?
I would ask that same question about nightriders, but they seem popular anyway. If I'm understanding you, the problem with Jokers is that they're too easy to exchange favorably because they're much stronger at the start than the end. I would expect that to be less of a problem with a very large game, since both players would have more opportunities to use their jokers.
If you're using it in a different armies game, the most important thing would be to have a joker in every army. Do you have an interactive diagram to show an example of a game where this piece might not work?

If I remember correctly, the PTA does that for all special King moves, such as castling.

I'm trying to change the visibility of this page to members-only from private, but it says "you are limited to submitting nine of your games for review and publication at a time" and fails even though I only see that I have two submissions for review. Is the submissions for review page not showing everything?
That worked


One of us could make it. I'm interested in trying this too
I thought that might be the case. They don't seem too different from pieces I've done before with GAME code. It's the Terror that looks most difficult, actually. I have not yet managed to comprehend rule enforcing for multi-moving pieces.
Might it work to use the generated code for most of it and manually define the pieces that wouldn't work?
I think the Terror would not be problematic for the automatic conversion
If I'm reading the rules correctly, the ID doesn't handle the capture restriction for the Terror.
You must remove borders=0
because that messes it up somehow
Has anyone besides me even used this piece? It seems strange to say it's generally known as anything. A less overused alternative could be Salamander, although that does seem to be used in Typhoon for KmyadabuQ4. Striped Dragon sounds like a decent solution.

I'm sure there's a reason for this, but why is it that having legality defined for move highlighting isn't enough to have legal moves enforced?

For the terror trading rule, would it work to have set protected (EA T t)
in pre-move 1 and set protected (ea T t)
in pre-move 2?
or maybe they should be in post-game 2 and 1?
They work the same as in the interactive diagram, only jumping over enemies.
I've never had a problem with them and it's still unclear to me what that would look like.

Sorry, I was wrong. The real explanation is that they only jump to capture. It works correctly anyhow.

It's because I failed to add the necessary aliases to get the names to display more coherently. Some pieces are defined separately for white and black because of color or direction dependent moves. Aanca is defined as such in fairychess so it will show that way unless overridden by an alias.
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Think of a as a separator between two legs of the move, like an "and". In aW, the a implies that there are 2 legs and the W tells you what those legs are.