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by lackattack
Tue Jan 17, 2006 7:29 am
Forum: Conquer Club Discussion
Topic: One more thing about the dice.
Replies: 754
Views: 156591

Yeah it's really hard to know if you were unlucky or the dice are not random enough.

Just to be safe, I replaced the default random number generator with a better one.

Maybe some day I would add a no-luck option, but it's not something I want to build right now.
by lackattack
Mon Jan 16, 2006 10:03 pm
Forum: Archived Suggestions
Topic: Allow Unlimited Games
Replies: 20
Views: 17056

I'm sorry to dissapoint you guys (except for Spartacus who will love it) but I just lowered the maximum to 5 games.

Bandwith and diskspace use is growing exponentially, and I need to buy time to figure out a better webhosting solution without closing the door to new players.

Don't worry, I'll find ...
by lackattack
Mon Jan 16, 2006 9:54 am
Forum: Announcement Archives
Topic: [16-Jan-2006] Double turns and deadbeats
Replies: 106
Views: 100653

double turns

Charbroil wrote:This is nice. By the way, do these things apply to currently ongoing games?
I set Allow Double Turns = No for all games. For technical reasons it will take effect only 2 rounds after I made the change (very earlier Monday a.m.)
by lackattack
Mon Jan 16, 2006 9:48 am
Forum: Announcement Archives
Topic: [16-Jan-2006] Double turns and deadbeats
Replies: 106
Views: 100653

typo

I think you mean "If set to No, players will not be able to take back-to-back turns when they trigger a new round."
Yeah, I meant that :roll:
by lackattack
Mon Jan 16, 2006 1:25 am
Forum: Announcement Archives
Topic: [16-Jan-2006] Double turns and deadbeats
Replies: 106
Views: 100653

Double turns and deadbeats

I just finished 2 improvements that are worthy of an announcement.

First, I got rid of the 180 minute "Turn Lag" and replaced it with a game option Allow Double Turns (Yes/No). If set to No, players will not be able to take back-to-back turns when they trigger a new round.

Thanks to Ran Taro ...
by lackattack
Fri Jan 13, 2006 9:43 am
Forum: Archived Suggestions
Topic: Double Turns and Freestyle Turn Holding
Replies: 604
Views: 218360

turn delay

You're right, turn delay can be a game option.

I also find Ran Taro's idea very interesting. Unlike turn delay, it will allow for quick rounds under 180 minutes.

So the rule can be "if you are the last to play in a round, you cannot be the first to play in the next round" and I can add a game ...
by lackattack
Thu Jan 12, 2006 3:54 pm
Forum: Conquer Club Discussion
Topic: INAUGURAL GAME WINNER!
Replies: 3
Views: 5292

INAUGURAL GAME WINNER!

I don't have any t-shirts. How about 102 points?

Congrats, rabin!
by lackattack
Thu Jan 12, 2006 8:49 am
Forum: Archived Suggestions
Topic: Double Turns and Freestyle Turn Holding
Replies: 604
Views: 218360

turn delay

Here's the deal with turn delay: when the last player takes his turn, a new round begins and he/she can immediately take a second turn . You can take advantage of the double-turn to conquer a continent and earn the bonus before anyone has a chance to bust you. or take out a weak opponent before he ...
by lackattack
Thu Jan 12, 2006 8:31 am
Forum: Archived Suggestions
Topic: Add Large Map Ability
Replies: 17
Views: 9877

new player colours

I hear you guys. It's especially a problem when something like 20% of men are colour-blind (and something tells me that most risk fans are men)

So I switched up the colours. Do you think they are now easy enough to distinguish?

As for bigger maps, The maps now are as big as possible to fit on a ...
by lackattack
Mon Jan 09, 2006 2:39 pm
Forum: Archived Suggestions
Topic: Remove Card Gained Info From Game Log
Replies: 11
Views: 11293

stolen cards

I agree too. What was I thinking?
I'll fix it tonite.
by lackattack
Sun Jan 08, 2006 10:56 pm
Forum: Suggestions
Topic: Men - Cannon - Tank View
Replies: 2
Views: 5459

Re: suggestions

molestar wrote:1) we should be able to view all games that are going on. Ones that we are not in and ones that have completed (Archive Style)
Done. But dont hold your breath waiting for request #2 :)

*Maybe* I would put graphical dice, though.
by lackattack
Thu Jan 05, 2006 3:48 pm
Forum: Conquer Club Discussion
Topic: Risk strategy
Replies: 19
Views: 5799

We all start off with a score of 1000. At the end of each game, the winner takes points away from each loser. The points to be awarded is calculated as (loser's score / winner's score ) * 20.

So second place, last place and people who surrender all lose points to the winner. It's all or nothing.
by lackattack
Thu Jan 05, 2006 3:40 pm
Forum: Conquer Club Discussion
Topic: When do I get to do my turn?
Replies: 7
Views: 4297

Re: When do I get to do my turn?

molestar wrote:When do I get to do my turn
it is your turn now!
you can tell by the green light next to your name.
by lackattack
Wed Jan 04, 2006 6:37 pm
Forum: Conquer Club Discussion
Topic: Risk strategy
Replies: 19
Views: 5799

Risk strategy

Here's a good website with advice for beginners and on alliance making:
http://riskgame.8m.com
by lackattack
Mon Jan 02, 2006 3:37 pm
Forum: Announcement Archives
Topic: [02-Jan-2006] Official launch of Conquer Club
Replies: 26
Views: 32085

Official launch of Conquer Club

Finally :P

After spending 6 months developing this game, it's now ready for prime time. There may be some imperfections (and believe me, there is still plenty of room for improvement) but I need to see people playing already. Thanks to all who helped out with everything from graphics and testing ...

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