| Author |
Message |
Jens Markmann (Jensm)
| | Posted on Monday, August 14, 2000 - 5:56 am: | |
I recently tried to implement the game Camelot for Zillions. In this game, captures are compulsory. Nonetheless, I couldn't see how to do it using move-priorities, as an immediate capture may be refused if you can capture later in the same turn after some partial-moves (the Knight may jump friends before capturing). So I used some code that makes a player who refuses a capture lose the game. With this slight change, it seemed to work well; however, three more or less severe problems remain, which I am unable to fix. I believe them to be bugs in the Zillions engine. If you are interested, please download the ZRF along with detailed problem descriptions and save games here: http://cruise.de/jens.markmann/games/camelot.zip I appreciate any suggestions how to fix or workaround the problems, or even suggestions how to implement Camelot rules in a completely different way. |
Robert A. Kraus (Bobkraus)
| | Posted on Tuesday, September 12, 2000 - 10:40 am: | |
Camelot is a great game! About eight months ago I wrote a zillions implementation for it and I also realized that zillions cannot handle the two-stage cantering/jumping of the Knight's Charge. There is NO combination of move-priorities which will work! So I worked around the problem by repeatedly scanning all squares of the board to determine (1) all squares a piece can reach by cantering any number of times and (2) all empty squares from which a piece could launch a capturing move, then combining these to make the cantering stage a SINGLE MOVE by leaping directly to any launch square! Then the charge becomes a one-move canter followed by a multiple partial-move jump-capturing. This actually works BUT Zillions plays this SO extremely poorly (worse than any game I've seen) that I abandoned the project --- Zillions simply cannot handle the scans and partial-moves. Maybe the next upgrade will be better -- whenever that will be! |
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