having an option "delay shroud update on new game" would be a great
EasyCoding task, feel free to implement it/add it to EasyCoding if you
have your platefull with something else...

Boucman

On Wed, Mar 10, 2010 at 10:37 PM, Greg Boggs <g...@humhost.com> wrote:
> While on the topic of delay shroud updates, could this setting be
> remembered? Every time I play, I (and many others) forget to turn it
> back on right away. This generally isn't a problem until you misclick,
> kicking yourself for forgetting yet again.
>
> George B wrote:
>> As another MP dev I'd like to jump on board.  I think this is a great
>> idea.  Many players use the "delay shroud updates" option - myself
>> included and as Gabriel points out, coordinating with allies after 15+
>> moves that your ally can't see is a real headache.  I think that this
>> annoyance is only likely to grow with time because of the addition of
>> MP campaigns and the dearth of MP user made content.  Now allies are
>> not pressed for time because they are fighting a computer, and they
>> might be pushing around many more units than in a normal MP game.  So
>> this is a timely and desirable feature IMHO!
>>
>> Wwith regard to sharing the same info with enemies, I would lean
>> toward saying "yes", or at least having it be optional.  Currently
>> many players don't delay shroud updates anyway, so
>> much competitive play basically has this info in public anyway.  I
>> think from a gameplay point of view it makes sense to say that "all
>> undoable moves are public" and just leave it at that.  However, I
>> don't have a strong opinion about the secondary issue, so either way
>> is fine by me.
>>
>> I'll second what Noy said about allowing undoable attacks or moves to
>> avoid luck - this is a bad precedent to start and is likely to lead to
>> much trouble IMO.
>>
>> Regards,
>>
>> George aka Wintermute (happygrue)
>>
>>
>> On Wed, Mar 10, 2010 at 3:38 PM, Noy <neuhauserc...@gmail.com
>> <mailto:neuhauserc...@gmail.com>> wrote:
>>
>>     Umm, I don't think we'd accept that idea. The whole idea about the
>>     current set up is to to encourage players to think about
>>     probabilities and act accordingly. If you mess up, you shouldn't
>>     just be able to undo and try to get a better result... we might as
>>     well just strip RNG out of the game if that was the case. For
>>     single player, the current system prevents re-rolling for a better
>>     outcome by forcing players to go through an involved process if
>>     they want a redo, but not too involved. Its a good compromise in
>>     my mind. Moreover we'd never accept this for a competitive game
>>     because probabilities management is THE core skill that determines
>>     who wins. Your proposal weakens that significantly. More often
>>     than not there is disagreement over what is considered bad luck,
>>     so adding a system that allows subjective judgements to influence
>>     outcomes is a whole can of worms I'd rather avoid.
>>
>>     Noy
>>
>>     On 10-Mar-10, at 9:34 AM, Greg Boggs wrote:
>>
>>>     A related idea to this is to allow you to redo a move if you both
>>>     agree to it. When your playing with someone trying to teach them,
>>>     and they make a bad move, it would be infinitely valuable to be
>>>     able to take back their move without having to quit and reload
>>>     the game.
>>>
>>>     This option would also be very fun in competitive games. When
>>>     horrible bad luck strikes the other team, and you want to give
>>>     them another shot, so that you can continue the game.
>>>
>>>     Gabriel Morin wrote:
>>>>     Hi everybody,
>>>>
>>>>     Last year I couldn't get my Wesnoth GSoC submission
>>>>     <http://wiki.wesnoth.org/SummerOfCodeProposal_gabba> accepted,
>>>>     but I'm very motivated to get in this year. I've been wanting to
>>>>     contribute to Wesnoth for a long time, and the GSoC seems like
>>>>     the ideal kickstart to get to know the codebase.
>>>>     Unless I get conflicting course schedules next session this will
>>>>     me my last summer as a student - next year will be my fourth and
>>>>     last in software engineering at École Polytechnique de Montréal
>>>>     - , so it's now or never!
>>>>
>>>>     I've been posting a few ideas on the forums, and this one in
>>>>     particular has been well-received
>>>>     <http://www.wesnoth.org/forum/viewtopic.php?f=12&t=29102&start=0>.
>>>>     (I'll copy the text at the bottom of this email to allow for
>>>>     easy commenting.) Since apparently you devs don't frequent the
>>>>     forums that much, I'd like to have your opinion on:
>>>>     1- Whether this is a desirable feature
>>>>     2- Whether this is a good idea for a GSoC project: how much
>>>>     work, how many things to modify?
>>>>     3- Which are the areas of the code I should start looking at?
>>>>     4- What would be an easy coding project I can use to show what I
>>>>     can do, and get to know these areas of the code better?
>>>>
>>>>     After browsing the GSoC 2010 current list of ideas, I find this
>>>>     one more motivating, because it would have a direct effect on my
>>>>     wesnoth gaming experience. This said, some of the other ideas
>>>>     look interesting as well, so I'm not putting all my eggs in one
>>>>     basket, i.e. I'm open to other options. I'm even thinking of
>>>>     making several proposals, but from my experience last year
>>>>     making a detailed one is very time-consuming, so we'll see.
>>>>
>>>>     Without further introduction, here's my proposal:
>>>>
>>>>     
>>>> ------------------------------------------------------------------------------------
>>>>     Main idea: Share undoable moves with allies
>>>>
>>>>     Currently when playing a coop game (either RPG or more standard
>>>>     multiplayer campaign), there are several things that really irk
>>>>     me when it's not my turn:
>>>>
>>>>         * You wait a long time before seeing anything happening
>>>>         * When your ally who's taking his turn finally attacks an
>>>>           enemy or makes another non-undoable move, you have to sit
>>>>           through a delayed replay of his moves. If he already
>>>>           finished his turn, your ally has to wait while you watch this.
>>>>         * After a few undoable moves by either allied player,
>>>>           communication is completely out of sync. If you tell your
>>>>           ally, "look, I'm encircling his leader", he has no clue
>>>>           what you're talking about: he doesn't see what you're
>>>>           doing. If your ally asks you "should I move my white mage
>>>>           here to heal you units next turn", you 1) have no clue
>>>>           about which hex "here" is supposed to mean 2) even if you
>>>>           did, you can't adequately counsel him, since you don't see
>>>>           how he positioned his other units
>>>>
>>>>
>>>>     I think the reasonable solution is simply to add an option
>>>>     called Share undoable moves with allies. Both you and your ally
>>>>     need to enable it for it to work. If you both have it enabled,
>>>>     what it does is it shows you your allies' moves exactly as if
>>>>     you were staring at the same screen while he plays his turn. Net
>>>>     effect: you don't wait forever for something to happen, you
>>>>     don't sit through a replay and make others wait in the
>>>>     meanwhile, and you can actually shout to your ally on skype "NO
>>>>     idiot, don't move your white mage there!" before it's too late.
>>>>
>>>>     When sharing undoable moves, some mild confusion might happen
>>>>     when you ally undoes a move: if you're not paying attention
>>>>     (after all the unit just changed from "red" movement status to
>>>>     "yellow" or "green" orb), you might think you're witnessing a
>>>>     move instead of an undo. This is why extra visual clues would be
>>>>     needed in that mode, possibly just a red UNDO text that floats
>>>>     up from the unit, or alternate red footsteps symbols that the
>>>>     unit gobbles up backwards as it goes back to its previous location.
>>>>
>>>>     For the true "over the shoulder" experience, I think this option
>>>>     should show you everything, down to the attack dialogue your
>>>>     ally gets when he attacks an enemy. This way you can discuss
>>>>     which attack he should use, while you both see the attack stats
>>>>     and odds. Same thing for the recruit and unit upgrade dialogues.
>>>>     All those would make for a more interesting coop experience, and
>>>>     would be especially good for teaching newbs to the game.
>>>>     Oh yeah, and those chargen menus from Bobs' RPG era and the like
>>>>     would also fall in this category: help your friends choose their
>>>>     class and starting items instead of staring blankly at the screen.
>>>>
>>>>     Optional, secondary idea: Share undoable moves with enemies
>>>>
>>>>     I don't expect this second idea to be very popular, but the
>>>>     thing is: if the first one is implemented, this one will almost
>>>>     be free to implement. So we might as well discuss it, too.
>>>>     A "Share undoable moves with enemies" option would simply show
>>>>     your opponents all your moves as you do them, even those that
>>>>     can be undone. It does remove some waiting boredom, like the
>>>>     first option. It would be useful when you want to play
>>>>     chess-style (where a moved piece is a moved piece, no undo), but
>>>>     without fiddling with the scenarios options to disable undo. And
>>>>     contrary to a fixed scenario option, it allows you to still
>>>>     agree on "friendly undos" from time to time: "this was too
>>>>     stupid, can I move it back?" --"Sure, go ahead".
>>>>     A second use is when you just don't care if the opponent can
>>>>     read your mind by seeing your every move, either because your
>>>>     skill level is greatly superior, or the game is very casual
>>>>     (i.e. you're playing with your younger brother), and you just
>>>>     want to make the game less boring by minimizing the waiting factor.
>>>>     Sharing undoable moves from enemies would probably make "delay
>>>>     shroud updates" useless, but after all they are somewhat
>>>>     incompatible ideas.
>>>>
>>>>     ----
>>>>     P.S. I don't use mailing lists that much and I don't know if any
>>>>     of you use old-fashioned mail readers, so if I commited a
>>>>     capital sin by using html formatting (from the gmail editor)
>>>>     such as hyperlinks or bold text, please let me know.
>>>>     
>>>> ------------------------------------------------------------------------
>>>>
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>>>>
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>>
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>>
>>
>> --
>> The bureaucracy is expanding to meet the needs of the expanding
>> bureaucracy.
>>
>> "With your head full of brains and your shoes full of feet, you're too
>> smart to go down any not so good street." - D.S.
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