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Sean O'Connor's Games • View topic - Beta version of new Slay ready for testing!
Page 4 of 6

PostPosted: Mon Jan 16, 2012 5:53 pm
by Trippynet

PostPosted: Tue Jan 17, 2012 12:25 pm
by Trippynet

PostPosted: Tue Jan 17, 2012 5:37 pm
by Sean OConnor

PostPosted: Fri Jan 27, 2012 7:13 pm
by Fusion_power

PostPosted: Sat Jan 28, 2012 8:24 am
by Fusion_power

Latest version as of a few minutes before this post

PostPosted: Tue Jan 31, 2012 2:31 am
by jcscar21

PostPosted: Tue Jan 31, 2012 2:38 am
by jcscar21

PostPosted: Sat Feb 04, 2012 7:53 pm
by Fusion_power

PostPosted: Tue Feb 14, 2012 3:30 am
by Fusion_power
I have an idea that might be a significant improvement in the way you pick up and manage men in the slay beta version. Please put some serious thought into doing this, I think you will really like the results. The change is simple. When a player is taking his turn and rolls over one of his own men on the island, immediately pick him up, then if the player left clicks, keep him selected and allow him to be moved. This would improve the process of picking up and moving men immensely. The player would be able to see which man he was selecting before clicking.

I also sent the above in an email.

DarJones

PostPosted: Thu Feb 16, 2012 2:55 am
by Fusion_power
This should be in the category of miscellaneous bug. I opened an occurrence of slaybeta, played a game and won. Then I opened another occurrence of slaybeta and played the same game and won and closed that occurrence. Then I closed the first version of slaybeta. When I re-opened the game, the days to win was from the first game, not the second which had been won several days sooner.

DarJones

PostPosted: Fri Feb 17, 2012 6:31 pm
by Sean OConnor
Beta 19

I've finally got the networking code working so the latest beta version lets you play network games! There's a permanent server to connect to (and games start as soon as one person connects - you don't have to wait for a second player to connect like in the current full version)

You can also set up your own server or even "permanent server" (where you don't play in the game yourself) but you must do port forwarding from your router to your computer on port 5873

Other improvements:

- I've drawn the 'number of days won in' in a more purply colour so hopefully that's more easy to see
- Hopefully I've fixed the bug where the 'number of days won in' got corrupted
- It shows the number of times you've lost on an island if there's a gravestone showing
- "Show attackable hexagons" is an option now
- it highlights which hexagon your mouse is over to make it easy to see who you're going to pick up
- you can see what each of the men types will cost in a new option on the graph pane
- there are buttons on the score screen so you can start a game or toggle the sound from there too

PostPosted: Tue Feb 21, 2012 4:02 pm
by Trippynet
Just noticed an issue with Beta 19. If you start a friendly game and select less than 6 players, the game calculates the starting funds for the players differently. The starting funds for the territories are less, depending on how many players there are in the game.

This does cause problems when you play a small map and deliberately select less players as some of the first players literally cannot place anyone for several goes - whereas players that are towards the end of the list get an unfair advantage due to their larger territories. A good example is to play "Tetraeder" with 3 players and you see the problem!

PostPosted: Thu Mar 01, 2012 4:25 pm
by Sean OConnor
Beta 21

- I've fixed a bug which could sometimes make it harder to pick up your men on a network game (they'd drop back down straight away)
- You can select the volume level for sounds now, rather than just have them on or off

When is version 7 coming out?

PostPosted: Thu Mar 08, 2012 4:38 am
by Quark
Okay Sean, I'm ready for version 7 as I have finished this one :shock:

I've completed all the islands on Very Clever (screen shots available but not online for embedding). The new AI is a welcome change although as fusion power noted, it doesn't protect itself well. (But some of its attacks were certainly unexpected.)

I had a bug to report with an earlier beta but haven't seen it since 19 (problem was computer's knights would disappear but didn't die; OR game just didn't display the gravestones). It was a very rare and unusual condition but I'll go back and try to recreate for you. (I never realize it occurred until after that move; then it is too late to capture prior screen to make it evident.)

As for network game, two issues: 1) it restarts a new game too soon when one is finished, not able to savor victory (or disconnect before game starts); 2) there is a latency on movements that wasn't there in past versions that is just enough to be irritating.

As all others have said, thanks for the great game (although I waste WAY too much time with it). One minor request: on friendly game, can you let human pick the player rather than random? I like to pick a player position but only start from one of the territories (to increase difficulty) and so I have to restart the game multiple times until the desired player is the one I want.

PostPosted: Sat Mar 10, 2012 6:58 am
by Fusion_power
I've played over 2/3 of the islands on the beta version. There are two significant flaws. The first is that the AI does not protect itself at all and the second is related that the AI does not use castles appropriately. Just for an interesting aside, jaubr was one of the more difficult islands. It couild be beaten very easily in 25 to 30 days. I wanted to do much better and eventually found a starting setup that resulted in a 16 day win. Nouss is another level that is very difficult to beat, but with judicious use of castles, it can be done.

Sean, I know the AI has to be a balancing act deciding when to cut and when to protect, but it would be nice if you would make it just a bit more defensive.

DarJones