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Posted by qzhdad 2009-01-16 19:24:28 GMT
I like the improvements that are planned (in addition to the improvements that you have made already)!
Limiting the drop down options after picking an action, then after picking a card will be great!
For when you get "bored," I thought I'd list some other suggestions.
A running total of VP.
- possibly showing both current and "potential" points based on industries built, but not flipped.
Current treasury shown at top of map, next to (or close to) where you list the cards (my vote for single best improvement).
Longer term, how about highlighting all locations that a player's current hand (and maybe treasury) would allow him to build. (Leaving out double card build options.)
As you can see, these are getting pretty nitpicky. This site is great!
Posted by Morganza 2009-01-17 03:12:39 GMT
The total of projected VP is very cool, a great addition; thanks for suggesting it.
Posted by Morganza 2009-01-18 22:59:15 GMT
Sometimes I come back to a game and forget what I had planned a day or two before. It would be nice to have a private personal notepad where I can write down what I have planned, or other comments.
(This is different from the advance directions both because I might change my mind based on card draws or other players' moves, and because I can be a lot vaguer in text - i.e. "build a cotton mill using one of these three city cards, picking the city that I think might fill up first". I can also plan out several turns in advance.)
Posted by qzhdad 2009-01-19 14:15:50 GMT
Also, is there any reason not to replenish players' hands immediately after their turn?
I really like the new format with only pertinent selection boxes showing.
Posted by Morganza 2009-01-19 22:39:27 GMT
Immediate hand replenishment is a planned feature.
Posted by Betume 2009-01-20 04:13:01 GMT
about the hand replenishment
on ours "live" games we always get the cards at the begining of the turn ,everyone in the new turn order , are we playing it wrong ??
Posted by helio 2009-01-20 12:16:14 GMT
betume: usually we pick up the cards right after finishing the turn so you can go already planning your next turn while the others are playing. Saves time =)
Posted by Betume 2009-01-20 21:39:03 GMT
i understand the saving time idea
but with the order of the turn and the order of the next turn
being diferent , you get cards that are supose to go to other player
it?s a stick to the rules kind of thinking , but if this ok for all
players it?s okay.
Posted by Morganza 2009-01-21 01:50:21 GMT
If the deck was shuffled fairly it shouldn't matter which players get which cards. (Well, it matters, certainly, but one set of random cards is just as fair as another set of random cards.)
Posted by Morganza 2009-01-21 01:51:52 GMT
(Note that there are some games where the order of drawing cards matters, because it determines which player(s) draws from a re-shuffled deck on some turns, but Brass isn't one of them.
Posted by Morganza 2009-01-21 10:41:31 GMT
It would be nice to see, under my list of cards, a list of what unflipped tiles I have on the board. Saves eyestrain looking for that one unflipped cotton mill...
Posted by Hammerite 2009-01-21 20:36:54 GMT
there is now a feature that allows you to have your unflipped tiles highlighted by blinking arrows.
Posted by Morganza 2009-01-22 00:28:41 GMT
Wow, that was fast! Thanks!
Posted by morsac 2009-01-22 19:28:43 GMT
- using real brass board if possible
- make selection of possible action on the board, highlighting cases or rail/canal links where you can perform action, something like that:
(it's a boardgame site developped in php - try "shadow of emperors" and you'll see what I mean)
Posted by Robert Olesen 2009-01-22 19:48:07 GMT
I really like the limited dropdown lists, where a lot of unneeded stuff is filtered out. I'd love to have all (or more) impossible choices filtered out. For example, removing tiles that are already occupied and that I can't overbuild, or removing locations where the required resources aren't available. There are various grades of this, and some are easier than others (e.g. I can never overbuild other peoples ports or cotton mills). Whatever is possible is fine.
Posted by helio 2009-01-22 21:51:07 GMT
The "abort game", "quit game" and "kick player" options should be put altogether in a box to distinguish from the rest.
Also it makes no sense to have the options to swap and sort cards in the middle of "abort game" and "quit game" options. For me, i would love to have the SORT CARDS button at the top of the page, besides the card list (and below the round number). I had to search for some time to find the button where it is now...
Posted by AmericanEagle 2009-01-25 15:30:41 GMT
I see you have added Projected VPs (non-flip) & (all flip); is this being added correctly? What about adding Connection VPs and money in hand VPs?
I did a check in my game and I cannot get it to calculate correctly; I've also tried to add in Rail connection VPs & and money in had VPs and that did not help either.
I'm an idiot, so its most likely me; any assitance on my inability to count would be appreciated!
Game: 2er Learning
Posted by Hammerite 2009-01-25 15:40:18 GMT
The "None Flip" figure is how many points you would have if the game were to end immediately. So it includes the points for tiles you have already flipped, and it includes the current values of rail links. (Recall that the value of a rail link is the sum of the numbers of gold circles shown at either end.)
The "All Flip" figure is how many points you would have if the game were to end immediately, but with all unflipped tiles on the board flipping first. So it includes the points for tiles you have built but not flipped, and it counts the value of a rail link as being the sum of the numbers of gold circles shown at either end, plus the sum of the numbers of unflipped industry tiles at either end.
Both figures include the points you scored at the end of the Canal Phase as well as the number of points you would get for your cash in hand (if the game were to end immediately).
Posted by AmericanEagle 2009-01-25 17:38:46 GMT
I'm so lame, sorry to be a bother!
Canal Phase; I scored 34VPs
Rail Phase; I have 4 industries 'All flip' for a total of 30 VPs
Rail connections; I have 8 VPs
Which equals a projected total of 72 VPs
Do you include Pounds on hand VPs in Projected VPs total?
if so, I have 33 pounds on hand that woud be 3 VPs
For a projected total of 75 VPs
Below is what the game is showing:
Projected VPs (non-flip) = 75
Projected VPs (All-flip) = 76
What am I missing?
Thanks for your patience, and I'll try not to bother you any more; but that promise is a hard one for me to keep :-) THANKS
Posted by AmericanEagle 2009-01-25 17:42:26 GMT
Never mind, I told you I was lame;
its my opponent's port that is not flipped that is included in the rail connection VPs
I guess I had to write it out to see it! Please go back to coding, I'll leave you alone :-)
Posted by AmericanEagle 2009-02-01 23:11:16 GMT
What happened to the Projected VPs?
Posted by Hammerite 2009-02-01 23:49:05 GMT
Nothing has happened to them, but they only appear in the Rail Phase, not in the Canal Phase.
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