[GL] Game Log 2.0

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Re: Game Log 2.0 [To-Do]

Postby Timminz on Sun May 11, 2008 12:55 pm

Sameroh wrote:HAve read the thread and didn't find anyone mentioning this yet. I would really appreciate it if we could see deployments, attacks (as long as your own country is attacked), and fortifications to countries adjacent to yours in a game with fog on. This is because the countries next to you are anyway already 'sunny' thus making it illogical that we shouldn't be able to read about them in the log.

E.g: "X fortified ? with 2 armies from Brazil"
"X attacked Venezuela from ? and conquered it from Y"

In case this has been discussed, rejected or otherwise thought about already, plz forgive me :)


There are other threads dealing with that suggestion.
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Re: Game Log 2.0 [To-Do]

Postby Sameroh on Mon May 12, 2008 3:20 am

Ok - sorry then. It seems I overlooked them... :S Sorry!
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Re: Game Log 2.0 [To-Do]

Postby chipv on Tue May 20, 2008 5:33 pm

Game Log XML awaited eagerly...
Specifically referring to the XML:

Agree with:

All attacks displayed (successful AND unsuccessful esp. with armies lost)
Number of armies at turn start/end

Disagree:

Dice rolls - unsuccessful attack display is sufficient and storing this huge amount
of info at the expense of old logs is not a fair swap. Statistical applications objection noted.

Is there a thread appropriate to post the exact XML I expect from the Game log XML?
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Re: Advanced and Verbose Logging

Postby chipv on Tue May 20, 2008 6:11 pm

EDIT: Added defender tag (based on yeti_c's suggestion)

For the Game Logs XML here is a proposed outline with example data:
(assuming you need to specify game # in the URL for the XML, it is omitted from the data)

<?xml version="1.0"?>
<game>
<label></label>
<status>Active</status>
<joinability>Tournament Game: The Long Walk - Round Twelve</joinability>
<type>Standard</type>
<order>Sequential</order>
<bonus>Flat Rate</bonus>
<fortifications>Unlimited</fortifications>
<fog>No</fog>
<maptype>Africa</maptype>
<timeleft>12hrs 16min 20sec</timeleft>
<round>3</round>
<players>
<starting>8</starting>
<surviving>4</surviving>
<teams>4</teams>
<player>
<name>chipv</name>
<rank>New Recruit</rank>
<team>3</team>
<cards>4</cards>
<armies>20</armies>
<status>waiting/playing/eliminated</status>
<territories>4</territories>
</player>
...
<player>
</player>
</players>
<log> (ordered)
<event>
<type>deploy</type>
<from>NA</from>
<to>Irkutsk</to>
<armies>3</armies>
<defender>NA</defender>
</event>
<event>
<type>attack</type>
<from>Irkutsk</from>
<to>Yakutsk</to>
<armies>-3</armies>
<defender>-2</defender>
</event>
<event>
<type>attack</type>
<from>Siberia</from>
<to>Yakutsk</to>
<armies>8</armies>
<defender>-1</defender>
</event>
<event>
<type>fortification</type>
<from>Yakutsk</from>
<to>Kamchatka</to>
<armies>3</armies>
<defender>NA</defender>
</event>
/log>
</game>

This event log shows an assault on Yakutsk with an unsuccessful attack and a successful attack.
I hope this is the best thread to start this off, although I guess its outline is almost done anyway...
Last edited by chipv on Wed May 21, 2008 5:26 am, edited 1 time in total.
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Re: Game Log 2.0 [To-Do]

Postby yeti_c on Wed May 21, 2008 2:54 am

chipv wrote:Is there a thread appropriate to post the exact XML I expect from the Game log XML?


This one.

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Re: Advanced and Verbose Logging

Postby yeti_c on Wed May 21, 2008 3:03 am

Looks good - however...

Your <armies> tag is somewhat flawed...

As you need to know both sides of the argument - i.e. how many were lost on both sides.

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Re: Advanced and Verbose Logging

Postby chipv on Wed May 21, 2008 5:18 am

Add a tag!

<defender>-3</defender>
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Re: Game Log 2.0 [To-Do]

Postby chipv on Wed May 21, 2008 5:22 am

Amended xml format with yeti_c's suggestion:

For the Game Logs XML here is a proposed outline with example data:
(assuming you need to specify game # in the URL for the XML, it is omitted from the data)

<?xml version="1.0"?>
<game>
<label></label>
<status>Active</status>
<joinability>Tournament Game: The Long Walk - Round Twelve</joinability>
<type>Standard</type>
<order>Sequential</order>
<bonus>Flat Rate</bonus>
<fortifications>Unlimited</fortifications>
<fog>No</fog>
<maptype>Africa</maptype>
<timeleft>12hrs 16min 20sec</timeleft>
<round>3</round>
<players>
<starting>8</starting>
<surviving>4</surviving>
<teams>4</teams>
<player>
<name>chipv</name>
<rank>New Recruit</rank>
<team>3</team>
<cards>4</cards>
<armies>20</armies>
<status>waiting/playing/eliminated</status>
<territories>4</territories>
</player>
...
<player>
</player>
</players>
<log> (ordered)
<event>
<type>deploy</type>
<from>NA</from>
<to>Irkutsk</to>
<armies>3</armies>
<defender>NA</defender>
</event>
<event>
<type>attack</type>
<from>Irkutsk</from>
<to>Yakutsk</to>
<armies>-3</armies>
<defender>-2</defender>
</event>
<event>
<type>attack</type>
<from>Siberia</from>
<to>Yakutsk</to>
<armies>8</armies>
<defender>-1</defender>
</event>
<event>
<type>fortification</type>
<from>Yakutsk</from>
<to>Kamchatka</to>
<armies>3</armies>
<defender>NA</defender>
</event>
</log>
</game>

This event log shows an assault on Yakutsk with an unsuccessful attack and a successful attack.
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Re: Game Log 2.0 [To-Do]

Postby yeti_c on Wed May 21, 2008 5:54 am

Getting there...

Problem is - you can't tell who won the attacks with this format...

You can see that attacker lost 3 and defender lost 2...

However we don't know how many were there to start with?

Perhaps a <Success> tag?

Also - you need to know how many armies were advanced into the space.

The last - and probably most valid point...

This is all well and good - for "auto attacks" - but the normal attack button will spawn a multitude of these logs - is the server meant to condense these into one?

What happens if you attack one territory - kill a few - then attack a different one kill a few - then attack the first territory again?

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Re: Game Log 2.0 [To-Do]

Postby chipv on Wed May 21, 2008 6:14 am

yeti_c wrote:Problem is - you can't tell who won the attacks with this format...

You can see that attacker lost 3 and defender lost 2...

However we don't know how many were there to start with?

Perhaps a <Success> tag?

Also - you need to know how many armies were advanced into the space.

The last - and probably most valid point...

This is all well and good - for "auto attacks" - but the normal attack button will spawn a multitude of these logs - is the server meant to condense these into one?

What happens if you attack one territory - kill a few - then attack a different one kill a few - then attack the first territory again?



Well, yes you can tell who won the attack, but I haven't clearly explained the scope of the output.
I think it's too much to store every single dice roll, therefore
no point in recording every "sub-attack" either.

So if you restrict to just conquer and failed to conquer
then all you need to do is look at the sign of the armies.

So <armies>8</armies><defender>-1</defender>
means a successful attack moving 8 armies into the space occupied by the 1 defender.

So that means

<armies>-2</armies>
means a cumulative failed attack attempt losing 2 armies.
So the attacker might have made several attempts but ultimately
failed to remove all defenders.

I think that addresses all of your points.
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Re: Game Log 2.0 [To-Do]

Postby yeti_c on Wed May 21, 2008 8:17 am

Ah I see... yes that does work...

So if you have
<armies>0</armies>
<defender>-2</defender>

Then they haven't conquered - but have just removed 2 armies.

The only problem here is that you can't distinguish bombardment with these rules...

As the above answer could mean annihilation - or just reduction.

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Re: Game Log 2.0 [To-Do]

Postby lancehoch on Wed May 21, 2008 11:06 am

Maybe instead, you could have the log change when the drop-down menus change. For example, someone is attacking Alaska from Kamchatka and rolls until the attacker loses 5 and the defender loses 7. Then they decide to attack Alaska from Alberta. They change the "from" drop-down to Alberta, and when that changes, if there were changes in army numbers, the changes are posted.
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Re: Game Log 2.0 [To-Do]

Postby yeti_c on Wed May 21, 2008 1:33 pm

lancehoch wrote:Maybe instead, you could have the log change when the drop-down menus change. For example, someone is attacking Alaska from Kamchatka and rolls until the attacker loses 5 and the defender loses 7. Then they decide to attack Alaska from Alberta. They change the "from" drop-down to Alberta, and when that changes, if there were changes in army numbers, the changes are posted.


That could be a viable alternative...

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Re: Game Log 2.0 [To-Do]

Postby chipv on Wed May 21, 2008 2:38 pm

yeti_c wrote:Ah I see... yes that does work...

So if you have
<armies>0</armies>
<defender>-2</defender>

Then they haven't conquered - but have just removed 2 armies.

The only problem here is that you can't distinguish bombardment with these rules...

As the above answer could mean annihilation - or just reduction.

C.


Could have some indicator for bombardment. I'm not exactly sure what this is -
description says conversion of defender's armies to neutral.

So <defender>0</defender> with a positive armies number - could that indicate bombardment?
(Cannot normally move in unless at least one defender has been lost)

I cannot find a good description for this aside from the one-liner on the instructions pages. (Unless I've missed it totally)
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Re: Game Log 2.0 [To-Do]

Postby The Neon Peon on Wed Jul 02, 2008 11:55 am

I would really love to see this, and it would solve many of the obstacles that are in the game log: make the game log click-able so that when you click on an action in it, the map will show what it looked like at the point in the game.

This would help both players in the game to better understand what happened (seeing as you can click on the previous action for the before and after kind of thing) and help players viewing the game to look at how it progressed if they only start looking at the end.
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