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Website Discussion, Bug Reports and Abuse Reports

Selling cotton to distant market

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Posted by renegade 2009-02-21 19:54:19 GMT


In game 923, there seems to be a program logic error when selling cotton to the Distant Market.

1st sale: -1 (moves to +3)
2nd sale: -2 (moves to +2)
3rd sale: -3 (moves to +0)

The marker should be on the leftmost +0 space, which would allow for more cotton sales to the distant market if a -0 or -1 is drawn. But instead of that, the program automatically assumes no more cotton sales are possible. Here is the log:

"Red (renegade) uses a Warrington & Runcorn card to take a loan of £30, which puts him back to Income Space number 9 and leaves him with funds of £40. For his second action, he uses an Iron Works card to sell cotton from his Tech 1 Cotton Mill on the 1st space in Rochdale via the Distant Market. The tile drawn is -3; this leaves the Demand Marker on the 1st +0 space. (It is now impossible for the next Distant Market tile drawn to not zero the Cotton Demand marker, so the marker has been automatically moved to the "No More Demand" space by the system.) He is then obliged to end his Sell action."

This is the first time I've seen this message which makes me wonder if a recent change introduced this problem.

Even if the marker was on the rightmost +0 space and if both -0 tiles had been drawn, I don't think the program should automatically "notify" all players that the next tile drawn will result in a No Sale. That sort of thing is for the players to figure out for themselves.

Posted by Hammerite This user is an administrator. 2009-02-22 00:45:49 GMT


Yes, a recent change introduced a bug that caused the program to see "false positive" cases where the next sale would be certain to zero the marker. The feature was working in the intended way before that. I have (I think) fixed the problem and so it should be working correctly again. Thanks for letting me know, and I'm sorry for the disruption to your game.

The effect that the bug has had on that game is pretty difficult to reverse, due mainly to the fact that several turns have been played since it took effect. It's hard to see anything that can be done about it. Of course, it seems unlikely that another Distant Market sale would have been attempted anyway given the risk of failure and the presence on the board of usable ports. I feel I'm at liberty to tell you that actually, the next sale would indeed have failed in this particular instance.

Even if the marker was on the rightmost +0 space and if both -0 tiles had been drawn, I don't think the program should automatically "notify" all players that the next tile drawn will result in a No Sale. That sort of thing is for the players to figure out for themselves.

We disagree completely on this point - I don't feel it adds anything to the game for players to be caught out because they haven't memorised the distribution of tiles.

Posted by renegade 2009-02-22 07:02:01 GMT


I don't feel it adds anything to the game for players to be caught out because they haven't memorised the distribution of tiles.

Then perhaps you could add a little table which shows which tiles are still in the deck. That would be very helpful when calculating the risk in selling to the distant market.

Posted by Hammerite This user is an administrator. 2009-02-22 12:45:43 GMT


I suppose that could be a worthwhile addition - I may get around to it at some point.

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