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    Best posts made by 0verki11

    • Troops/Artillery on Transports

      If you load four troops onto four transports, the game will fill up two transports with two troops each (nice, this is what one would expect to happen). Let’s say you also have four artillery, you start loading them. After two artillery, your transports can’t hold any more because two transports are full up with troops and the remaining two transports can only hold one artillery each.

      Solution is to simply load artillery/tanks first, then do the troops… but it would be really slick to add an error handler. If a user tries to put too many artillery/tanks onto a stack of transports, see if there is an open spots on any of the transports and check if any transport has two troops. If so, then just move that troop over for the user and add the tank/artillery to the transport.

      posted in Axis & Allies 1942 Online
      0
      0verki11
    • RE: Back Buttons for Phases

      @aardvarkpepper I play a lot of OTB and online chess… online chess never uses “touch” rules. Too much chance for miss clicks.

      A&A online has two strikes against it. One there is often a day break between every single turn. Second, you can’t really see the whole board at once. There’s a lot of opportunity for errors.

      Anyways, basically you just don’t want the back button active anytime it can “undo” a battle. In noncombat it should be off because going “back” would put you in the combat phase, etc.

      I feel like the developers are likely to say that this would be impossible because I’m thinking they’re just updating the game state in the database rather than logging each move players make. The game would be much more robust if they did the latter, but I just threw out a rough data model for the former on the off chance a dev was reading this thread.

      posted in Axis & Allies 1942 Online
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      0verki11
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