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chaikshi (113 D)
29 Apr 08 UTC
Bug in building fleet in St Ptberg
HI , I am Russia in game "Beginning" .. I tried to make fleets on both south and north coast on St. ptberg but when I gave that order none of the fleet is built. It should either build fleet on both coast or it should not give option to build it on both coast. Please help me in building my 2 Sc's this turn.....
9 replies
Open
Tucobenedicto (100 D)
27 Apr 08 UTC
College
Sup gangstas,

So I'm starting to begin the college process and I was wondering if anybody could give me some US schools with very strong history departments. My college adviser is fairly incompetent and has only recommended Vassar...

I do realize that this thread will probably devolve into a flamewar between "anti-education factions" (ie. Sicarius) and everyone else and I've come to terms with it.
91 replies
Open
VIOLA (1650 D)
28 Apr 08 UTC
BUG at game 3580
I´m playing as England and i have a fleet at Norwegian Sea supporting an attack of my other fleet at North Sea to Norway.
Germany has an unit at Norway, and a fleet supporting from St Petersburg south coast, and the support worked when the south coast of St Petersburg have no border with Norway.
Please Kestas look at this
11 replies
Open
Gobbledydook (1389 D(B))
29 Apr 08 UTC
A PPSC 100-pointer...
After the ambitious fwancophile challenge, I now issue a less challenging challenge, for those who don't to take such great risks...
2 replies
Open
Kristopher (100 D)
28 Apr 08 UTC
POLL: Would you play a "live" variant of online Diplomacy if one existed?
Hi all,

I just realized that every single internet form of Diplomacy (including this one) conforms to the "play by mail" approach. However, the traditional board game version is much more fast-paced, with phases around 15-30 minutes if I remember correctly. Most internet games are setup in a more "live" environment anyway, so why not an incarnation of online Diplomacy? You host a game, same way you do now, but instead of making your moves then checking back in 12 hours or playing 20 games at once, you stick around and play it out like you would any other online game or indeed the traditional board game version. I know I personally would much more enjoy being able to play a live game now and then.

If there's sufficient interest, I have the programming expertise to make this happen with relative ease, either from scratch or, preferably, as a new setting option available in phpDiplomacy (if Kestas decides to send me a copy of the current src of course).

So with that explanation in mind, here's the question: Would you play a more fast-paced, "live" variant of online Diplomacy if one existed?

Yes - 1 (+1)
No - 0


Please post a reply voting "Yes" or "No", preferably in the format above so it's easier to count. And of course feel free to include your own thoughts with your vote. If there are enough "Yes" votes, then I'll pursue it.

Vote now! =)
24 replies
Open
lardboy (100 D)
25 Apr 08 UTC
Please Draw Game Duality
http://phpdiplomacy.net/board.php?gameID=3027

Russia
7 replies
Open
melbourne (100 D)
28 Apr 08 UTC
Didn't get builds
Playing as germany in the game "-2". Built an army in Kiel but it didn't appear.
3 replies
Open
gryncat (2606 D)
28 Apr 08 UTC
New game, come join
New game, low bet. "Twenty Days." http://phpdiplomacy.net/board.php?gameID=3706
0 replies
Open
dangermouse (5551 D)
23 Apr 08 UTC
Draw request
All 4 players have agreed to a draw in http://phpdiplomacy.net/board.php?gameID=3330.

They can confirm here.
6 replies
Open
dangermouse (5551 D)
27 Apr 08 UTC
Name and shame
In the game Comply or Die (http://phpdiplomacy.net/board.php?gameID=3459) it appears Italy is intentionally delaying his victory in order to allow other countries to pick up supply depots.

In my opinion, this is, at best, poor sportsmanship. At worst it's meta-gaming.
Thoughts?
20 replies
Open
Vampiero (3525 D)
27 Apr 08 UTC
help kestas
http://phpdiplomacy.net/board.php?gameID=3461

could you please process the moves so the turn goes, thx
5 replies
Open
menace3society (927 D)
27 Apr 08 UTC
Drinking Games, per sean's request
Here's a new thread for drinking games, based on the off-topic conversation of http://phpdiplomacy.net/index.php?viewthread=278402


11 replies
Open
keeper0018 (100 D)
27 Apr 08 UTC
question kestas
i thought that CD took 3 turns to go into? what is this message that i got regarding one of my games?

"You haven't entered the game for two turns, so your empire has fallen into anarchy. Your empire can now be taken by anyone, unless you take it back first!"
0 replies
Open
reptar_69 (122 D)
23 Apr 08 UTC
Kestas - Please investigate a possible multigamer
BoG75 and Jerkface.
Game is Office Linebacker
They're almost always logged on together or within a few minutes of each other. In the said game, BoG is Austria and Jerkface is France. Another country told me that he contacted France is his message was returned from Austria, not France, saying he was cool with his plans going into France.
It takes away from the game and makes me not want to play. Why do people waste their time? Do they honestly take this game that seriously?
27 replies
Open
Kristopher (100 D)
27 Apr 08 UTC
Help! (I'm new here)
This is in reference to the following game: http://phpdiplomacy.net/board.php?gameID=3327

I took over England and it's in the retreat phase. Everyone has a green checkmark next to their name except me, which I'm pretty sure means they're all waiting on me to end my turn, but I can't figure out how!

All it says is, "You have no orders to enter this phase." Does that mean we'll just have to wait 21 hours for the next turn, or is there a way to expedite it? If there's nothing I can do, is there an admin or something that can fix this? Doesn't make any sense to sit here for 21 hours when nobody has anything left to do in this phase.
10 replies
Open
McCain (100 D)
25 Apr 08 UTC
Please Draw this game
http://phpdiplomacy.net/board.php?gameID=3588&msgCountry=Russia
35 replies
Open
Tucobenedicto (100 D)
26 Apr 08 UTC
Last.fm thread
Post if you got 'em.

http://www.last.fm/user/mountainmen/
4 replies
Open
Jerkface (1626 D)
22 Apr 08 UTC
Is government really necessary?
Sorry if this topic bores anyone but here is a debate pertaining to the question posed in the subject line. All are welcome to contribute.
108 replies
Open
Treefarn (6094 D)
26 Apr 08 UTC
Join game Kaboobie for 25 points - PPS
http://www.phpdiplomacy.net/board.php?gameID=3686
0 replies
Open
Chrispminis (916 D)
19 Apr 08 UTC
Best Country in Diplomacy
So... you know the rules. +1 a country, -1 another, until we have a favourite country!

Don't vote in quick succession... let at least 3 other people vote before you vote again...

Oh, and don't be afraid to add justification to your votes, you might convince others! And without further ado...

England 20
France 20
Germany 20
Italy 20
Austra 20
Russia 20
Turkey 20
215 replies
Open
Vampiero (3525 D)
26 Apr 08 UTC
quick question
can two fleets support one another on an attack from opposite coasts?
for ex. can a fleet at finland support move norway-st. petersburg?
2 replies
Open
fraushai (1781 D)
25 Apr 08 UTC
Kestas, this automatically started hours ago before the time was due
http://phpdiplomacy.net/board.php?gameID=3433

I should be grateful if you could reverse it
2 replies
Open
Churchill (2280 D)
25 Apr 08 UTC
Cutting your own support... yes or no?
I this game: http://phpdiplomacy.net/board.php?gameID=3549
France supported a move to Wal with ENG, but moved Pic-ENG. This is an odd case, but could be interesting for deception etc...
13 replies
Open
Troutface (100 D)
25 Apr 08 UTC
Join here
90pt game Plz join
0 replies
Open
figlesquidge (2131 D)
23 Apr 08 UTC
Convoy Lines
I think the convoy lines should go through the fleets involved, because at the moment they can generate a real mess. I know this would take quite a bit more on the coding site, but it would be a great improvement in my opinion. Examples:
http://www.phpdiplomacy.net/mapstore/334/3344/13-smallmap.png
http://www.phpdiplomacy.net/mapstore/301/3011/26-smallmap.png
http://www.phpdiplomacy.net/mapstore/301/3011/29-smallmap.png
Noirin (2827 D)
23 Apr 08 UTC
Realpolitik does it, but I'm not sure the "pass through fleets" is always better. I believe it is most of the times, but some times everything is so messy it's hard to follow them.
alamothe (3367 D(B))
23 Apr 08 UTC
no, it is better this way
pythex (144 D)
23 Apr 08 UTC
That last one looks awesome.
menace3society (927 D)
23 Apr 08 UTC
These are actually bad examples the confusion of the current system. When you have armies convoying all over the place with support, or when the red line overlaps the blue line, then it gets messy. I think it would at least be worth looking into, if someone drew mockups or something for situations where it would be easier to understand.
figlesquidge (2131 D)
23 Apr 08 UTC
Look through your and other players games menace. Those are a few examples from my recent games, so they came to mind quickly. If you have better ones, do give them
MajorTom (4417 D)
23 Apr 08 UTC
Those are pretty sweet.
menace3society (927 D)
23 Apr 08 UTC
Here are two that I could find:
http://phpdiplomacy.net/map.php?gameID=3622&turn=1
Here's one, it's not immediately clear to me that Italy's Nap-Tun via convoy fails because the fleet did not convoy. If there another unit moved into Tun successfully that turn, it might be even more bewildering.
http://phpdiplomacy.net/mapstore/357/3575/1-smallmap.png
The blue convoy line is barely visible for England's move.

I'm sure there are cases where moves via convoy would also be confusing or ambiguous, but it would be nice to examine the issue on the merits of each.
menace3society (927 D)
24 Apr 08 UTC
http://phpdiplomacy.net/mapstore/353/3533/4-smallmap.png
On the (failed) convoy from Berlin to Lavonia via the Baltic, the blue line is entirely invisible.
Churchill (2280 D)
24 Apr 08 UTC
The convoy from Den - Edi produces no line, as the blue one is under the red movement line.
I think if you move the convoy line to move through fleets it is going to look very confusing as people are going to wonder where it went wrong etc... I'm not sure 2 games out of 3000 is a reason to change it; is it?
menace3society (927 D)
24 Apr 08 UTC
The point of having this conversation is to figure that out, not to force an immediate change. There has been specific evidence presented that the current format can be confusing and ambiguous. Rather than just say, "it will be confusing," why not draw up an example of a situation where it would be confusing to show the army passing through the fleets?
alamothe (3367 D(B))
24 Apr 08 UTC
i don't find anything confusiong with the examples you presented
alamothe (3367 D(B))
24 Apr 08 UTC
i mean, they are all very basic
figlesquidge (2131 D)
24 Apr 08 UTC
In those examples I don't think it's very confusing no, but it is messy (thats for the longer ones). The short ones can get very confusing, but maybe the best option is to leave it. All i wanted to do was discuss the issue. No solution is perfect, but I wasn't sure which is least imperfect. Bearing in mind that these are quite rare I guess the current method is simplest, however if a good way of doing it could be made I think following the convoy path would be better
Chrispminis (916 D)
24 Apr 08 UTC
I think it's pretty. =)
Churchill (2280 D)
24 Apr 08 UTC
Ok, so let's brain storm... Are you proposing move the convoy'ed unit's move arrow through the fleet(s) involved?
Churchill (2280 D)
24 Apr 08 UTC
So that in fact it would look like a 2 step move (first into the water, second into the land) obviously getting longer as the chain gets bigger?
Thucydides (864 D(B))
24 Apr 08 UTC
Holy crap lol that second convoy is beastly
alamothe (3367 D(B))
25 Apr 08 UTC
no, i meant menace's
menace3society (927 D)
25 Apr 08 UTC
mr. churchill, that does seem to be proposal. I.e., If there is an army in Tunis who convoys via a fleet in Tyrrhenian Sea to Naples, I think I would expect a blue line (like the red ones) to point from Tun to Tyn, and then from Tyn to Nap there would be a red attack line. If a ship in the convoy were displaced, or failed to make the convoy move, the blue line into the body of water would have an X in it like the failed attack lines. If the attack move itself failed (e.g. the province is occupied), then the red line would have an X on it.

This way, if the convoy attack were unsuccessful, you could always tell where the point of failure occurred. It would require the game to pick a single convoy path it situations where there are two or more choices, but I don't think this actually matters at all.
menace3society (927 D)
25 Apr 08 UTC
on second thought, I guess it needn't pick a single path; it could draw all possible complete convoy paths.
Churchill (2280 D)
25 Apr 08 UTC
Menace, that's a good idea, although I would disagree that the second line stemming from the fleet would be red, I believe this also should be blue as otherwise it seems the fleet is attacking the province, not the army. You are also right that it would need to pick a path, but then I don't see how it is done without determining a path. The problem would be indicating a convoy order that had no matching move order (not really possible in F2F) . In the terms of your example, what if I had not moved the army to Tunis? How would the 'failed' convoy b/c of a missing order be displayed differently than another failed convoy? Currently this would be understood b/c of the convoy line pointing in the middle of nowhere...
This would also apply to convoy paths that are not used, as currently this not represented, as all convoys pertaining to the same move will converge in the same spot (the middle of the move line)

Further, that proposal has another great point: support. Support lines would only need to go to the middle of the final line (the line from the last fleet to the coast), which would be the same as if the fleet was moving into the coast itself. That line would be quite clear also.

The issue I see here is the coding needed for the step-by-step convoy route. Although... it would be easy to see where the convoy went wrong! You could simply have an X somwhere along the chain and think, "Oh! my unit in such-and-such was displaced".
menace3society (927 D)
25 Apr 08 UTC
Good, glad to have you on board.
figlesquidge (2131 D)
25 Apr 08 UTC
I didn't quite know what should be done, it just seems rather messy to me when a convoy from London->Tunis goes straight across the middle of France.
Churchill (2280 D)
25 Apr 08 UTC
I'm thankful for the welcome, but you didn't answer my question:

"How would the 'failed' convoy b/c of a missing order be displayed differently than another failed convoy?"
menace3society (927 D)
25 Apr 08 UTC
I apologize for the quality of these, I am definitely not an artist.
Let's take the Nap-Tun via ION example.
http://img167.imageshack.us/my.php?image=mockup1rc9.png
^ This is what I would expect to see if you entered:
A Nap move Tun (via convoy)
F ION hold
The army tries to convoy onto the ship in the Ionian, but the ship has no orders to convoy, so the first leg of the convoy fails.

http://img164.imageshack.us/my.php?image=mockup2ud4.png
^ This is what I would expect to see in the opposite scenario:
A Nap holds
F ION C Nap-Tun
You can see by the blue line that the fleet tries to convoy, but since the army was told to stay put, there is no blue line heading towards the fleet.

http://img168.imageshack.us/my.php?image=mockup3uw5.png
^ This is an example of what happens when all the commands are in place, but the convoyed attack fails anyway:
A Nap move Tun (via convoy)
F ION C Nap-Tun
F Tun holds (or whatever)
The blue line from Naples to the Ionian does not have an X, because the fleet is in fact available for convoy. The blue line from the fleet to Tunis does have an X, because the attack is unsuccessful.

I should probably try and make some for situations where there are alternate convoy routes and such, but this has already taken me a while and it's late, so I'll only do it if people want more.
Churchill (2280 D)
25 Apr 08 UTC
Great! I'm all for what you've put in the examples...


26 replies
menace3society (927 D)
22 Apr 08 UTC
En pointes
On the help page for points it says:
>New players get 100 points to start out with, and if a game ends and a player has less than 100 points they get their bet back.

When I got knocked out of a game recently with 0 points, I got reset to 100 even though it was only a 5pt bet. I think this is the way it is supposed to be, with 100pts or less representing a noob; otherwise you'd get a situation where people bet all but 99 of their points, and thus were guaranteed their bet back at the end of the game.

Thoughts, comments, or corrections?
16 replies
Open
Sicarius (673 D)
24 Apr 08 UTC
press from capitalist vs. anti gam
just some press from the capitalist game. some will enjoy it
4 replies
Open
Kent C. Tugood (483 D)
19 Apr 08 UTC
I hate to point out blatant multi-accounting...
But in this game, it's fairly obvious that TokugawaIeyasu and GavriloPrincip2 are in cahoots.
http://www.phpdiplomacy.net/board.php?gameID=3593

I was going to let this slide at first, but then Austria Messaged Me the following:
TokugawaIeyasu (60) as Austria (): 3 supply centers.

03:45 PM are you going to bounce me again, or go to rumania? or?

I never Bounced Austria, but I did with Turkey.
8 replies
Open
Treefarn (6094 D)
24 Apr 08 UTC
New Game - 25 Points - PPS
Looking for 2 more players:
<a Href="http://phpdiplomacy.net/board.php?gameID=3654">Alex Ovechkin Is Golfing Now</a>

3 replies
Open
positron (1160 D)
24 Apr 08 UTC
Can you build on top of a Stalemated SC?
It's Fall 1901. Russia has armies at Ukraine and Moscow. Russia orders Ukraine to Warsaw and Moscow to Warsaw (to prevent Germany's Silesia to Warsaw). Can Russia build a new army at Warsaw during Fall 1901?

I should know this, but I don't.
7 replies
Open
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