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Y Dienyddiwr Da (Dienyddiwr)
Posted on Tuesday, May 01, 2001 - 2:00 am:   

I want a player to be able to move multiple pieces in a turn, under the conditions that the same piece my not move twice, and only if a certain move type is possible.

But I can't find a way to prevent it from allowing you to move the same piece anyway.
And the only method I got working forces you to take these moves when they are available, I dont want that =\.
Dan Troyka (Dtroyka)
Posted on Tuesday, May 01, 2001 - 7:22 am:   

As far as I can tell Zillions will not let you use add-partial to add moves by different pieces in a turn. The only solution I have found to this problem -- and it's not very satisfactory -- is to define the turn order so that each player has multiple moves per turn (say, six). Then use flags or attributes to determine when a player actually gets an extra move, up to the limit of six. If the player is not permitted to make all six moves, the extra moves will be passes. This method requires that pass-partial be set to forced.

For your game, you could give each piece an attribute can-move? which is initialized true. When a piece moves, the attribute is set to false so that (verify can-move?) prevents it from moving again during that turn. For this method to work, there must be some mechanism for re-setting the attributes. For example, there could be a neutral player that scans the board and re-initializes the pieces after each round.

The move-type limitation can be defined in the turn-order.

I hope there's an easier way to do this (and that somebody posts it!) But if not, if you're listening Zillions, PLEASE add an "add-turn" command to the zrf language. This problem comes up in a number of games.
Y Dienyddiwr Da (Dienyddiwr)
Posted on Wednesday, May 02, 2001 - 12:59 am:   

Indeed, that is the method ive been using.
That is both quite messy and annoying *sigh*

I think i better just let this game sit and work on something else until ZoG has a better method =\
Uwe Wiedemann (Uwe)
Posted on Friday, June 01, 2001 - 5:30 am:   

I would also be happy, If a add-turn command would come. In some games (like Siga) you can move again with another or the same piece if you was capturing. In such case this pieces would help. Moreover in games like the Solitairs you have not a new move to count if you make one more move with the same piece. It seems impossible today to make that ZoG counts the moves correctly. But this is interesting if you are interested in the shortest solution of a Solitaire problem. In this one-player game the player decides, whether he continues the move or makes a new one by taking the same or another piece.
Jeff Mallett (Jeffm)
Posted on Wednesday, June 13, 2001 - 3:03 pm:   

>Moreover in games like the Solitairs you have
>not a new move to count if you make one more
>move with the same piece. It seems impossible
>today to make that ZoG counts the moves correctly

But if you turned jumps into partial moves wouldn't Zillions count exactly as you want? It would work just like Checkers, except that you'd want to set pass-partial to true. I think the only reason Solitaire wasn't implemented this way in the first place was that it requires you to click "Pass" when you want to stop jumping a piece early.
Uwe Wiedemann (Uwe)
Posted on Tuesday, June 19, 2001 - 5:16 am:   

Unfortunately Zillions counts in One-Person-Plays
add-partial moves as new moves, and with it not in the same manner as in More-Persons Games. That is bad for a correct Solitaire implementation.
Jeff Mallett (Jeffm)
Posted on Tuesday, June 19, 2001 - 1:37 pm:   

Hi Uwe. I just checked and you are quite correct about how it is currently counting. I had not noticed this before. This is a bug with how the move counting handles partial moves made by the first (or only) player in the turn sequence. I've tracked it down and corrected the logic. The fix will appear in the next update of Zillions. With it, you can easily make Solitaire behave as you want.
John Henckel (Jdhenckel)
Posted on Sunday, November 18, 2001 - 5:07 pm:   

I agree, the add-turn is a glaring omission to implement such popular chess variant such as Sibling Rivalry (see http://boardgames.about.com/library/games/on/bl-8x8-siblingrivalry.htm)

PLEASE PLEASE!!! add some way to measure "movement points".

In MANY games, each player is allowed to spend up to a certain number of movement points per turn. Some pieces cost more to move than others, and some moves are cheaper than other (e.g. because of the terrain type, or the piece type, etc).

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