Outpost Universe Forums

Projects & Development => Outpost 2 Add On Missions => Topic started by: Hidiot on March 19, 2010, 12:52:23 PM

Title: Outpost Monopoly
Post by: Hidiot on March 19, 2010, 12:52:23 PM
My little attempt at making Monopoly playable in Outpost 2. Outpost Monopoly is built around the rules of the monopoly board I own and official Monopoly rules.

Current stage: 2nd Beta

Map details:
 * Scouts are your pawns. To buy a lot, move the scout to the marker on the Scout's lane of that lot. You can obviously only buy a lot your scout/pawn it present at.

 * To end a turn, the number of vehicles on the field must be equal to, or less than the total amount on the dice. That means that destroying the Robo-Miners that represent your dice will end your turn.

 * You can build houses (Residences) at your Structure Factory. Once the kit is built, the factory turns into an empty ConVec (I don't want people building residences all over the place). Move the ConVec to an accessible beacon that corresponds to the lot you want to build on.
You can only build on a lot if you own the whole "neighbourhood". The first two and the last two lots constitute neighbourhoods. Every other neighbourhood comes in groups of three lots. Another condition to build on a lot is to build evenly. That means that you cannot own a lot with three houses and one with just one house in the same neighbourhood.
I gave ConVecs (the house builders) a speed of 0 so the process of building a house goes faster. They are not intended to enter the pens which house lots. Demolishing anything with the ConVec may break the game. DO NOT DO IT!

 * To mortgage a lot, idle the main building on it. To un-mortgage it, activate that same building. You cannot mortgage a lot that has houses on it. It costs you 110% the mortgage value to reactivate a lot.

 * To sell houses on your lot (for half the price you bought them for), simply idle them in the reverse order in which they were placed.
The houses get placed as such: lower left, top left, top right, lower right, central Advanced Residence.
You can only sell evenly. That means that you cannot own a lot with three houses and one with just one house in the same neighbourhood.

 * High resources give 1500 Ore, Medium give 1000 and Low give 750.

 * To leave jail before 3 jail turns are up, use the "/pay jail" command. You will be charged 50. If you own a GOoJF (Get Out of Jail Free) card, you will not be charged. A double roll will let you out of jail, but with no re-roll.

 * To trade a lot, use the "/trade lot" command. The format is: "/trade lot <x> to <y>", where <x> is the lot number (GO is 0, count clockwise), and <y> is the player number (1, 2, 3 or 4).
You cannot trade upgraded lots.

 * To trade ore, use the "/trade" command. The format is: "/trade <x> to <y>", where <x> is the amount you want to trade and <y> is the player number (1, 2, 3 or 4).

 * To trade GOoJF (Get Out of Jail Free) cards, use the "/trade goojf" command. The format is :"/trade goojf to <x>", where <x> is the player number (1, 2, 3, 4).

 * To quit the game, use the "/quit" command. This formally removes you from the game. you can continue to watch, but you can not interact with the game anymore.

 * Hosts only: To kick a player use the "/kick" command. The format is "/kick <x>", where <x> is the player number (1, 2, 3, 4).

 * When one one player is formally left, the game will end.

 * The archive now contains an .xls file with complete information on prices, rents and mortgages.

 * Hosts only: To modify the amount of starting money use the "/start" command. The format is "/start <x>", where <x> is 10 * the intended modifier. This also allows for reduction of starting money.

 * Messages are forcibly accompanied by a source (internal restraint). However, the game seems to send players at (1,512), instead of the actual specified source (always a unit), in just about all cases.


This being beta stage, testing is what it's all about. Please test the map as best as you can, and PM me with problems.

Finally, a link to the download: Get it here. (http://forum.outpost2.net/index.php?showtopic=4913&view=findpost&p=71750)
Title: Outpost Monopoly
Post by: TH300 on March 19, 2010, 01:23:08 PM
Sounds interesting. Can't wait to play it.
Title: Outpost Monopoly
Post by: Hidiot on April 04, 2010, 11:01:28 AM
Updated to final demo.

I might not be able to proceed with implementing trading (lots and money) for a while.
Title: Outpost Monopoly
Post by: jcj94 on April 04, 2010, 04:05:37 PM
Okay this is shear irony, my mom just did a real boardgame monpoly for a T.V. show, Leverage, and she got a whole lot of appreciation.  I realy like monopoly so, if it can be finished, i will surely play!!
Title: Outpost Monopoly
Post by: Hidiot on April 04, 2010, 04:21:18 PM
The main reason I released these demos are so that people can test them for bugs. It's largely playable (assuming I didn't let some serious bug slip through).
Title: Outpost Monopoly
Post by: Simpsonboy77 on April 04, 2010, 08:44:38 PM
I played against myself, but I stopped after a bit because the creation and destruction of the light towers made it spam the sound and message system. Is it possible to make it so it wont do that?

Additionally could there be another option when you land at a property to have it display the stats of that property? Like rent, and rent with different amounts of houses?

Is there a way to implement mortgaging? Please tell me if I am mistaken.
Title: Outpost Monopoly
Post by: Spikerocks101 on April 04, 2010, 10:17:42 PM
Mortgages = idling a building? XD
Title: Outpost Monopoly
Post by: Hidiot on April 05, 2010, 03:42:24 AM
I probably should take some time to expand that project description.

I could change those Light Towers to a unit. Just hope they keep their positions when being recreated.

I will compile a table with all the info later, but I can't it include in the game. I might add some more messages about what just happened, though I hope to not overcrowd the map with messages.

And yes, Mortgaging, as well as selling houses are implemented. Just idle the main building of the lot you want to mortgage.
To sell houses, you must respect the order in which they are built and must sell them in reverse order.
Title: Outpost Monopoly
Post by: Hidiot on April 05, 2010, 02:11:43 PM
Ok, this is the very last time I'm releasing anything before I get the next big phase of the project working.

Because Light Towers were too much of an inconvenience, I have replaced them with Robo-Miners.

I've also added some very informative messages here and there.
Title: Outpost Monopoly
Post by: CK9 on April 05, 2010, 02:17:09 PM
such as "you have started moving" and "you have finished moving" :P

jokes aside, I think you deserve a cookie for your continued efforts into this rather unique project here :)
Title: Outpost Monopoly
Post by: Hidiot on June 09, 2010, 05:36:56 AM
2 months later...

Aaand, we're back. I've recently spent a while checking the source, adding more comments, modifying little bits, adding an optimization or two, making sure I don't break it. I might release the first beta sometime this week, if I can pull myself together enough to work on it (instead of the end-school exam thing).

I'm going to try to rewrite the end turn handling. It's currently handled by AIProc and I think I can (and should) handle it via triggers.

So, once I finish that, along with a more voluntary use of the GOoJF cards, as well as the last missing major aspect, namely players losing, you shall get the first beta release.

Beta stage will consist mostly of bug testing, minor alterations and additions.

The first full version will be released when I can release a working save/load system.

Uh, anyone still interested in this?
Title: Outpost Monopoly
Post by: evecolonycamander on June 09, 2010, 05:39:01 AM
its a game thus im interested in it
Title: Outpost Monopoly
Post by: Kayedon on June 09, 2010, 05:40:20 AM
^Got a lot of trust in ya, mate.
Title: Outpost Monopoly
Post by: evecolonycamander on June 09, 2010, 05:58:55 AM
spell check did not recognize that one
Title: Outpost Monopoly
Post by: Moley on June 09, 2010, 06:24:44 AM
interested?  that makes seance although i had to read it a few times to find the word... :P
Title: Outpost Monopoly
Post by: evecolonycamander on June 09, 2010, 06:31:59 AM
thanks... i think
Title: Outpost Monopoly
Post by: Hidiot on June 09, 2010, 06:36:47 AM
I would point out that the 3rd last word from my last post was the correct spelling of interested... Just to poke, it's sense, not seance.
Wikipedia (http://en.wikipedia.org/wiki/Seance) will tell you why seance is a funny mistake.

Well, for the sake of adding some marginally useful information: I've finished a long test-run and fixed various slip-ups and made sure a lot of things are working right. Maybe, just maybe, I'll manage to rewrite turn ending by tonight.
Title: Outpost Monopoly
Post by: Sirbomber on June 09, 2010, 06:38:10 AM
Wait, why do you need to save/load if this is multiplayer?
Title: Outpost Monopoly
Post by: Hidiot on June 09, 2010, 06:39:17 AM
Quote
Wait, why do you need to save/load if this is multiplayer?
It's Monopoly, it can last for hours upon hours.

Also, it's going to be done with the use of external .txt files.
Title: Outpost Monopoly
Post by: evecolonycamander on June 09, 2010, 06:51:26 AM
the problem with txt files is someone can effectively cheat on it. its okey at home but when it is with some one sitting in lets say, japan there will be issues
Title: Outpost Monopoly
Post by: Hidiot on June 09, 2010, 06:54:30 AM
I will obviously install a bunch of checks to prevent desyncs. But all in due time, the save/load system will only be worked on after beta is released.
Title: Outpost Monopoly
Post by: evecolonycamander on June 09, 2010, 07:01:46 AM
you should have it check for ANY running memory editors and have it not run if it it detects one.
Edit do it from a update-able list
Title: Outpost Monopoly
Post by: Sirbomber on June 09, 2010, 07:17:05 AM
Memory editor = desync anyways, so that's really not a problem.
Title: Outpost Monopoly
Post by: Moley on June 09, 2010, 09:48:20 AM
Quote
I would point out that the 3rd last word from my last post was the correct spelling of interested... Just to poke, it's sense, not seance.
Wikipedia (http://en.wikipedia.org/wiki/Seance) will tell you why seance is a funny mistake.

Well, for the sake of adding some marginally useful information: I've finished a long test-run and fixed various slip-ups and made sure a lot of things are working right. Maybe, just maybe, I'll manage to rewrite turn ending by tonight.
that's one of the words that even spell check can't help me with... i can't remember witch of the corrections it is...

On Topic... i would be interested in this... and if you have to much time on your hands, hot seat would be a cool feature...  :heh:  
Title: Outpost Monopoly
Post by: Hidiot on June 09, 2010, 10:29:08 AM
Quote
and if you have to much time on your hands, hot seat would be a cool feature...  :heh:
How'd you guess the very last thing on my list? Yes, within the decade I will make a single player / hotseat version.

Just to fill space, here's a new update: turn ending and voluntary use of GOoJF turned out to be easier to handle, though I am not going to take the time to test the GOoJF system (since there's no easy way to go abut it, without forcing anything).

So, I'm now working on implementing player loss.
Title: Outpost Monopoly
Post by: Sirbomber on June 09, 2010, 11:48:38 AM
When one player wins, everyone else loses.  Duh.  ;)

Ah, but seriously.  Dunno if you knew this, but failure conditions should be reserved for single player only (or if you use them to fail all players simultaneously during a multiplayer game).  If you fail one player while the others are still in the game, OP2 registers it as a lost connection, meaning the players still in the game have to wait for the "Drop Player" button to show up before they can move on.
Title: Outpost Monopoly
Post by: TH300 on June 09, 2010, 11:51:07 AM
Quote
Uh, anyone still interested in this?
I like Monopoly and I like Outpost 2, so... yes, I am interested.
Title: Outpost Monopoly
Post by: evecolonycamander on June 09, 2010, 08:30:21 PM
so its unanimous all is good with this project
Title: Outpost Monopoly
Post by: Hidiot on June 10, 2010, 02:28:07 AM
Glad to see there's still interest.

Sirbomber, I chose to not drop a player out of the game, just remove them from the game internally and leave them with nothing to control. Thus, they can continue to watch, or just quit.

However, I have no clear way of triggering a player leaving the game, since when one player is threatened with bankruptcy, another player may just help. As such, my current decision is to build this system via chat commands.

My current idea is to write "/quit" and "/kick" commands ("/kick" to be used only by the host).

I'm only thinking of a "/kick" command to deal with anyone who refuses to admit defeat.

Any thoughts or better ideas are welcome.
Title: Outpost Monopoly
Post by: TH300 on June 10, 2010, 09:24:38 AM
Your code is not easy to understand.

I'd assume that a player would simply lose (and thus be out of the game) if his ore is less than his Debt at the end of a round. If a player wants to leave for other reasons, he could do so by self-destructing a certain unit. And if other players want to help, thats part of the game, isn't it?
Title: Outpost Monopoly
Post by: Hidiot on June 10, 2010, 11:29:32 AM
That was the old code.

The now updated SVN code simply prevents one who couldn't pay the Debt at the end of a turn from ending the turn. I chose not to introduce any forced loss, because of the human factors. As such, for a player to leave the game, a "/quit" command shall be used. If someone is obnoxious, the host can kick.

I'm thinking of implementing a system that can turn player names into player numbers, but that will involve more memory hacking, and is unessential.
Title: Outpost Monopoly
Post by: jcj94 on June 10, 2010, 03:48:08 PM
Quote
so its unanimous all is good with this project
Aye..

Another idea, woul it be possible to make a 3d version (AFTER it is past beta and final phases)
Title: Outpost Monopoly
Post by: Sirbomber on June 10, 2010, 04:24:43 PM
Uhhh... You realize this is just an OP2 map, and not a stand-alone game?

Wait, of course you don't.  Otherwise you wouldn't have asked.
Title: Outpost Monopoly
Post by: jcj94 on June 10, 2010, 04:28:09 PM
Why cant we add it into the 3d version oncer there past betra and in final stages.. if that happens..
Title: Outpost Monopoly
Post by: Kayedon on June 10, 2010, 09:31:00 PM
Are you really so thick you don't get it?
Title: Outpost Monopoly
Post by: evecolonycamander on June 10, 2010, 09:58:07 PM
JC the game is played using OP2 multiplayer. in other words it is NOT a separate game
 
Title: Outpost Monopoly
Post by: Sirbomber on June 11, 2010, 12:09:04 AM
Quote
Why cant we add it into the 3d version oncer there past betra and in final stages.. if that happens..
OP2 3D is officially dead.  Shame really, it looked like it had a real shot.
Title: Outpost Monopoly
Post by: Hidiot on June 12, 2010, 11:56:58 AM
Ran another check through the source and I noticed a game-breaking mistake of mine, in the form of a "=" instead of "==". I have consequently uploaded a fixed archive.

Also, I await the opportunity of testing the map with 3 or 4 players.

EDIT: A bug that crashed the game on start up has also been fixed. Yes, I missed such an obvious bug.
Also, another bug I only just picked up has been fixed. This bug had to do with trading lots. I have rewritten the lot trading function and is now both more optimized and properly functioning.
Title: Outpost Monopoly
Post by: evecolonycamander on June 12, 2010, 09:35:47 PM
ill be glad to help. also from what bit of coding experience i have that WAS a stupid and careless error... also it is kinda funny :P  
Title: Outpost Monopoly
Post by: Hooman on June 13, 2010, 04:43:37 AM
It's also a common error.

Hmm..., common err-ore? Nah, I need to get some sleep.  :unsure:


Btw, I heard some story about someone trying to introduce a root exploit into the Linux kernel by accidentally on purpose using a single = instead of the double ==. Way off in some none-too-thought-of function they where "checking" to see if the current user was root to see how a request should be handled.  ;)
 
Title: Outpost Monopoly
Post by: Hidiot on June 13, 2010, 04:59:12 AM
Yes, Hooman, sleep is very good; get as much as you need  ;)

Also, a missing "=" is not that stupid of an error, compared to me spending some 4 hours in front of a if placed in a for, with an else condition. Yes, it took me some 4 hours to realize that the else branch would be accessed a bazillion times, when I only wanted that bit treated once.

Ah, but the rain of bugs and bug fixes is not over!  Yet again I update with a fix. This time, it has to do with the trading system, which I forgot to update in light of the more recent player leaving function. I had also forgotten to release Get Out of Jail Free cards held by leaving players.

Thing is, I'm probably going to find the largest number of bugs myself, what with no one reporting any bugs yet.

I also keep deciding to call a day on this map, but a few minutes later I get back into it and adjust some more...

EDIT: I think I'm updating the download much too often. As such, I'll only update it once or twice a day from now on.
Title: Outpost Monopoly
Post by: elwood_s on June 13, 2010, 10:20:06 AM
Quote

Uh, anyone still interested in this?
I'm interested.  I like to help you test the map, but in spite of having read this whole threat twice, I can't figure out how to "play".  

I've unzipped the archive into my OP2 folder and started OP2.  I can't find your map in the multi-player menus, but am able to load it using the Run Script button in the debug menu.  Unfortunately I "win" instantly, the "Victory is Sweet" message flashes on the screen and it kicks me back to the main menu.

Sorry, but I guess I'm just a little slow. :blink:
Title: Outpost Monopoly
Post by: Hidiot on June 13, 2010, 11:36:48 AM
It's a 4 player Last one Standing map. Should show up in the list as "4P, LoS, Outpost Monopoly"

Yes, what with there being a victory condition, the debug system will fire that simple trigger. You couldn't really play it in debug either, because how do you play monopoly with just one player, anyway?
Title: Outpost Monopoly
Post by: elwood_s on June 13, 2010, 01:38:11 PM
Quote
Quote
It's a 4 player Last one Standing map. Should show up in the list as "4P, LoS, Outpost Monopoly"

Yes, what with there being a victory condition, the debug system will fire that simple trigger. You couldn't really play it in debug either, because how do you play monopoly with just one player, anyway?
Thanks.

I'll give it a try and report anything strange I that find.


OK, I' back.

Naturally, you're right.  When I select  TCP/IP , then CREATE, then Last One Standing, it gets me to the game settings menu,  where I find Outpost Monopoly in the drop-down menu.    I don't know why I couldn't see that when I tried the same thing before. :wacko:

Anyway, now I've selected Outpost Monopoly, but I'm stuck at the game settings menu with the START button grayed-out.  I guess it's waiting for someone else to join my game, which of course ain't gonna happen....  I guess there's an easy around this, but I don't know what it is.  I have no experience with multi-player, so please take it easy on me.
Title: Outpost Monopoly
Post by: evecolonycamander on June 13, 2010, 01:39:39 PM
just start up two OP2 games at once. then have one host the other join. there you are a match between you yourself and [insert selfish comment here]
Title: Outpost Monopoly
Post by: Hidiot on June 13, 2010, 02:07:26 PM
Yes, the multi player system won't let you start a game without 2 or more players in the game session.

Luckily, you can open up more than one instance of Outpost 2 and, as ecc suggested, use one instance of the game to host the session and the other instance of the game to join it and then play by Alt+Tab - ing between players.
Title: Outpost Monopoly
Post by: elwood_s on June 14, 2010, 05:49:50 AM
Quote
just start up two OP2 games at once. then have one host the other join. there you are a match between you yourself and [insert selfish comment here]
Quote
Yes, the multi player system won't let you start a game without 2 or more players in the game session.

Luckily, you can open up more than one instance of Outpost 2 and, as ecc suggested, use one instance of the game to host the session and the other instance of the game to join it and then play by Alt+Tab - ing between players.

Instructions so clear they even work for me.! :D Thanks guys.

OK, I've played a two player game part way through against myself.  Even if the competition wasn't brilliant, at least it was an even match. :P Actually I deliberately had both players take it easy on each other in a way: I wouldn't allow Player2 (Jake) to buy "Streets" in a ""Neighborhood" that Player1 (Elwood) already owned in and vice-versa. That way both could form monopolies and get onto the business of building as quickly as possible.

Quote

Destroying your Scout will end your turn (or initiate your next turn if you landed a double).
Quote
To end a turn, the number of vehicles on the field must equal the total amount on the dice. That means that destroying the Robo-Miners that represent your dice will end your turn.

I never found any Robo-Miners, so I ended all turns by destroying the Scouts.  The one hard bug I encountered, which made it impossible to continue the game, was when Jake got "stuck" on Chance in the top row of the board.  Every time I blew-up the scout to end Jake's turn, his Scout was instantly recreated, as though he'd rolled a double but in the same spot on Chance.  After destroying the Scout enough times to convince myself that it wasn't going anywhere, I gave up and closed the game.  

Unfortunately, by this time I'd forgotten what Chance card Jake had drawn when he got stuck in the loop.  :oops:   I think it might have been the $25/$50 assessment on Houses/Hotels, but I'm not 100% sure.  I'm afraid that was an important detail.:CK9's:  I'll try to do better next time.
Title: Outpost Monopoly
Post by: Hidiot on June 14, 2010, 12:02:52 PM
Oh, I forgot about that old point about destroying the Scout. That was the old system; I added the system of checking the number of vehicles because of another addition that was made during this past week. I forgot which, though.

Um, the Robo-Miners are used to represent the dice in the centre area of the board. You should start the game centred on them.

Not being able to end your turn is not a bug. A turn can only be ended when the payer holds enough money to pay the acquired debt. I guess it would be a good idea to notify the player just how much of a debt has to be payed in order to move on. Will be added, maybe tomorrow.
Title: Outpost Monopoly
Post by: elwood_s on June 14, 2010, 01:27:10 PM
Quote
Oh, I forgot about that old point about destroying the Scout. That was the old system; I added the system of checking the number of vehicles because of another addition that was made during this past week. I forgot which, though.

Um, the Robo-Miners are used to represent the dice in the centre area of the board. You should start the game centred on them.

Thanks, I see 'em now.  I'm really slipping.  I kept reading Robo-Miners but for some reason was looking for Earthworkers. :wacko:

And after seeing the little square corrals they're in I understand the dice reference.

Quote
Not being able to end your turn is not a bug. A turn can only be ended when the payer holds enough money to pay the acquired debt. I guess it would be a good idea to notify the player just how much of a debt has to be payed in order to move on. Will be added, maybe tomorrow.
OK, if that's the way it's supposed to work.  

One question though.  If I remember right, in the board game if you can't settle a debt, don't you get sent to jail and the other players can continue while you wait out your sentence?  Maybe it would have worked that way if I'd destroyed the Robo-Miners instead of my Scout.
Title: Outpost Monopoly
Post by: Hidiot on June 14, 2010, 01:52:27 PM
Well, versions of Monopoly probably vary between countries and... stuff. I just went with the system I knew, a player basically losing by admitting defeat or a general consensus that a player has lost.
Take note of the chat commands I have listed in my first post. They are essential to the game play.

Locking up players in Jail while in debt poses some problems. They still own properties and may still gain money from other players landing on their properties. Not exactly fair, though it might be a way to extend the game. I'll think this over a bit and then probably create a poll for it, simultaneously asking why the preferred system would be better.
Title: Outpost Monopoly
Post by: elwood_s on June 14, 2010, 08:22:20 PM
You're right about collecting rents while in jail.   Although it's been quite a while since I played the board game, I remember in the latter part of the game, when most or all of the streets were already bought up, going to jail and staying the full four turns was considered to be a good thing...  The little bit of salary you lost was more than made up for by the rent that you avoided paying.

Another thing I noticed. Shouldn't you be able to build on the extra roll you get after rolling doubles?  That's not currently possible since the structure factory explodes every time you build a convec/residence, and doesn't regenerate until your turn comes around again normally.
Title: Outpost Monopoly
Post by: evecolonycamander on June 14, 2010, 08:43:49 PM
i thought this may help with what you are doing
_____________________________________________________________

http://mospaw.com/monopoly/monopoly-game-rules (http://mospaw.com/monopoly/monopoly-game-rules)
______________________________________________________________
these are the rules directly copied from the official website word for word
later i may make a tileset for this(if you want)
edit:now in link form
Title: Outpost Monopoly
Post by: Sirbomber on June 14, 2010, 09:13:47 PM
Uhh, rather than post a big spammy post, maybe you could just provide a link?
Title: Outpost Monopoly
Post by: Spikerocks101 on June 15, 2010, 02:38:24 AM
or used Spoilers if this forum has them...
Title: Outpost Monopoly
Post by: Hidiot on June 15, 2010, 02:39:55 AM
Well, I'll keep that list around and implement whatever doesn't cause too much havoc with my current system. You can now reduce the post to links, ecc.
Title: Outpost Monopoly
Post by: elwood_s on June 15, 2010, 09:37:26 AM
Found a minor error.  

When Player1 landed on the Plymouth Advanced Residence (immediately below Go to Jail) the message "Pay player 2, 26 ore" was displayed, even though the lot was mortgaged.

Are these the kind of issues you're trying to weed out?  I've played a couple hundred turns through three games and haven't had a crash or other serious problem.
Title: Outpost Monopoly
Post by: Hidiot on June 15, 2010, 10:29:09 AM
Anything that doesn't work properly, since I'm certain there are no more crash-causing problems left. I'll look into that.

EDIT: Yeah, this was another stupid mistake of mine... I actually forgot to check if a lot is mortgaged or not when looking up the rent. Expect an update within two or three days, since I'm also working on a few other features.
Title: Outpost Monopoly
Post by: evecolonycamander on June 15, 2010, 08:47:49 PM
okey like you asked it is now in link format... so do you want a tileset for this? or a map for that matter?
Title: Outpost Monopoly
Post by: Hidiot on June 16, 2010, 01:47:44 AM
AtW, modified to fit the board, works fine so far. No need for any new maps or tile sets.


EDIT: An update has been released.

Pretty much everything stated in the official rules ecc posted, except auctioning (a feature which I am debating whether to add in or not) and bankruptcy (which is not automatic) has been implemented.

As always, please report bugs. Crashes, inconsistencies, things that don't work as they should, everything that looks abnormally functioning.
Title: Outpost Monopoly
Post by: elwood_s on June 17, 2010, 03:00:17 PM
Quote
... I actually forgot to check if a lot is mortgaged or not when looking up the rent. Expect an update within two or three days, since I'm also working on a few other features.
Quote
EDIT: An update has been released.

The June 16 update took care of the mortgage issue.  (thumbsup)

There's one problem that's been bugging me.  I hope it's not something you're already aware of that simply can't be resolved.  

In a normal Op2 game clicking on an event in the Communications Report centers the location of that event in the Detail Pane, and hitting the space bar centers the location of the most recent event in the detail pane.  In Outpost Monopoly there are many voice messages that have different replacement messages (text) in the Communications Report.   Mining location surveyed/Lot can be bought for $$$ seems to be the only replacement message that the Detail Pane centers on correctly.  The other replacement messages, when you click on them or hit the space bar, center the Detail Pane on some random location on the edge of the map.  Because of this I end up wasting a lot of time scrolling around the map looking for scouts.
Title: Outpost Monopoly
Post by: evecolonycamander on June 17, 2010, 08:22:37 PM
is anything supposed to happen when you enable weather?
 
Title: Outpost Monopoly
Post by: Hidiot on June 18, 2010, 01:02:40 AM
TethysGame::AddMessage has two forms, one of which takes a unit to centre on, the other which takes coordinates in pixel format.

I only used the unit form. So, it would, in theory have to centre on a unit every time. Yet, it goes to (1,512) every time. There is not much I can do about this.


The right-hand side settings (Morale Steady, Day/Night, Disasters, starting units) are disabled, because they don't really have a use. I could easily enable Day/Night (though it would still be static), if demand is high.
Title: Outpost Monopoly
Post by: elwood_s on June 18, 2010, 06:03:31 AM
Quote
TethysGame::AddMessage has two forms, one of which takes a unit to centre on, the other which takes coordinates in pixel format.

I only used the unit form. So, it would, in theory have to centre on a unit every time. Yet, it goes to (1,512) every time. There is not much I can do about this.
Thanks Hidiot.

I was afraid of that. :(

This may be a crazy idea but, as a work around, might there be a way that you could automatically bookmark the player's scout each time it's re-created?  That would at least provide a fast way for the player to re-locate his own scout.  I've tried bookmarking scouts manually, but of course that didn't work...  I guess the bookmark is cleared  when the scout disappears/is destroyed every time the dice are rolled.
Title: Outpost Monopoly
Post by: Hidiot on June 18, 2010, 06:21:51 AM
My suggestion: don't press space bar, ever, and only move the camera around if you have anything to do.

I'm not sure if I can fix that problem without having to retrieve the Scout's location every time a message needs to be sent (Not hard, but very ugly). Be sure that if I find a viable way of fixing it, it will be fixed.
Title: Outpost Monopoly
Post by: Sirbomber on June 18, 2010, 06:37:57 AM
Code: [Select]
TethysGame::AddMessage(Unit1, "Test", 0, sndMessage2);
Worked fine for me.  So did this:

Code: [Select]
TethysGame::AddMessage(Unit1.Location().x*32, Unit1.Location().y*32, "Test", 0, sndMessage2);

You sure you're doing everything right?
Title: Outpost Monopoly
Post by: elwood_s on June 18, 2010, 07:26:30 AM
Quote
TethysGame::AddMessage has two forms, one of which takes a unit to centre on, the other which takes coordinates in pixel format.


If nothing else can be done, perhaps you could use the other form of AddMessage.  If "takes coordinates in pixel format" means that you specify the coordinates when you give the command, you could tell it to go to the center of the game board every time.  That would be better than the edge of the map.  
Title: Outpost Monopoly
Post by: Hidiot on June 18, 2010, 07:30:52 AM
Sirbomber, I'm sure I do it right, except the message gets sent to all players, so -1 in the player field.

It works in one case, but not in the others, despite the call always referencing the same unit and all players.
Title: Outpost Monopoly
Post by: elwood_s on June 18, 2010, 02:25:11 PM
Hi Hidiot,

I found another little hiccup.  Player2 landed on Player1's Rare Ore Smelter (lot 18) with three houses and was charged 0 Ore rent. See below.

(http://i789.photobucket.com/albums/yy172/elwoodps/Monopoly/Monopoly_error-1.jpg)

Should have been charged 550 Ore.

Hope this helps.

Edit:

Another curious anomaly.  I'd just started a game with four players (all me).  This was the first game I'd tried with more than two players.  On his first roll, Player2 rolled a seven, which starting on GO should have put his Scout on Lot 7(Chance). Instead, Player2's Scout landed on Lot 39 (the Spaceport).  
Title: Outpost Monopoly
Post by: Hidiot on June 19, 2010, 10:09:51 AM
That picture sure hints to a bug. I'll look into it today.
Update on the above bug: Yeah... I wrote 81 instead of 18 when assigning that value. This is an ancient bug that never got found. I've added a new message I thought could be useful, so I've uploaded a new version, fix to this bug included.

There's a chance card that takes you to the Spaceport. You just got lucky.


Also, I would like to thank you, elwood, for your continued bug reports.  
Title: Outpost Monopoly
Post by: elwood_s on June 19, 2010, 08:36:35 PM
Quote
There's a chance card that takes you to the Spaceport. You just got lucky.
Yeah, I remember now! From the board game:  "Take a walk on the Boardwalk". :lol:

I'll try the latest and let you know if I run across anything else.
Title: Outpost Monopoly
Post by: evecolonycamander on June 19, 2010, 10:46:30 PM
how are you doing the text commands? i really like the idea of trading ore between players... if only it was in the other multiplayer games.
Title: Outpost Monopoly
Post by: Sirbomber on June 19, 2010, 11:26:53 PM
Quote
i really like the idea of trading ore between players... if only it was in the other multiplayer games.
Have you by chance ever heard of the Trade Center?
Title: Outpost Monopoly
Post by: Spikerocks101 on June 20, 2010, 12:16:23 AM
Trade Center = Evil
Title: Outpost Monopoly
Post by: Hidiot on June 20, 2010, 04:09:56 AM
Sirbomber, ecc is talking about the trade commands.

You can read the lower part of my first post here about them.

Basically, Hooman wrote a basic code hook attached to the game's chat system. I then made that hook search for certain keywords that indicate custom-built commands. If the first word is identified as a key word, the code breaks down the command and executes whatever it is supposed to, based on what kind of a command has been used.

One of those commands is for ore trading. The command allows you to trade a precise amount of ore to any other player via a simple command. Trading in lumps of 1000 was highly impractical, due to the usual numbers only ranging in the hundreds.

This is a custom map and so far, so good, this trading system works well. As for the standard Outpost 2 system, there's a very good reason as to why trading is done the way it is. It's not going to be changed.
Title: Outpost Monopoly
Post by: elwood_s on June 20, 2010, 06:51:07 PM
Quote
Sirbomber, ecc is talking about the trade commands.

You can read the lower part of my first post here about them.

Basically, Hooman wrote a basic code hook attached to the game's chat system. I then made that hook search for certain keywords that indicate custom-built commands. If the first word is identified as a key word, the code breaks down the command and executes whatever it is supposed to, based on what kind of a command has been used.

One of those commands is for ore trading. The command allows you to trade a precise amount of ore to any other player via a simple command. Trading in lumps of 1000 was highly impractical, due to the usual numbers only ranging in the hundreds.

This is a custom map and so far, so good, this trading system works well. As for the standard Outpost 2 system, there's a very good reason as to why trading is done the way it is. It's not going to be changed.
The Hidiot's Monopoly does trading system does work as detailed in the first post of this thread, but seems more like a transfer or gifting system to me.  

Player1 for example, can agree to "trade" his Garage/Railroad (Lot 15) to Player2 for the price of 200 Ore.  There's the potential for a problem though, because "/trade lot 15 to 2" and "/trade 200 to 1" have to be executed as two independent and non-contingent transactions. When Player1 transmits the command "/trade lot 15 to 2", Lot 15 is instantly and irrevocably transferred to Player2.  No problem as long as Player2 keeps his end of the bargain by issuing the "/trade 200 to 1" command to transfer the 200 Ore; but if he doesn't then Player1 is just hosed.

Don't get me wrong, this "trading" system is a useful and ingenious adaptation of the existing OP2 chat system, and Hidiot & Hooman deserve our recognition and thanks for their good work. (thumbsup)  But perhaps if the commands were "/transfer lot <x> to <y>" and "/transfer <x> to <y>" the nature of their actual functions would be more clear.  You can negotiate trades with other players through the chat system and use these commands to transfer the goods. But it only works on the honor system: There's no way to enforce the terms of the trade.
Title: Outpost Monopoly
Post by: Hidiot on June 21, 2010, 03:01:51 AM
It would still need confirmation from both sides.

What's wrong with the honour system? We already sort of use it. Generally, if someone insists on abusing something, or disregarding some commonly-agreed rules, people will stop playing with him / her after patience has run low / out.

To be honest, I don't like the idea of spending too much time installing safeguards just because some people fail to be social enough to respect a few simple, non-or-lightly-restrictive rules and / or agreements.

Also, remember that hosts can kick. And kicking a player removes all interactions with that player (except chatting).
By the way, kicking and internal quitting (the /quit command) are the least tested. I did my best, but I still might have missed something.  
Title: Outpost Monopoly
Post by: elwood_s on June 21, 2010, 11:28:33 AM
Quote
To be honest, I don't like the idea of spending too much time installing safeguards just because some people fail to be social enough to respect a few simple, non-or-lightly-restrictive rules and / or agreements.
I don't blame you a bit. That's why I limited my above suggestion to renaming the command rather than a request for checks or safeguards.

Quote
What's wrong with the honour system? We already sort of use it. Generally, if someone insists on abusing something, or disregarding some commonly-agreed rules, people will stop playing with him / her after patience has run low / out....

Also, remember that hosts can kick. And kicking a player removes all interactions with that player (except chatting).
By the way, kicking and internal quitting (the /quit command) are the least tested. I did my best, but I still might have missed something.
Agreed on all counts.

One more suggestion though, that would make it easier for all the players in a game to help keep any potential miscreants honest.  If it's possible and not difficult to implement, would you consider freezing (graying out) the check boxes in the ALLIES/CHAT menu?
 
That way all trade negotiations would have to be conducted openly, and in the event of a dispute would assure that the host and other players could consult their Communications Logs to see what actually had been promised and delivered.  This would also be consistent with the way negotiations are conducted in the original game; across the game table in full view of the other players.  As it stands now, in Outpost Monopoly by default all players are allied and chat messages are sent to all players (good), but everyone is free to change their own ALLIES/CHAT settings.

Hope I'm not being too much of a pest.
Title: Outpost Monopoly
Post by: Hidiot on June 21, 2010, 11:35:25 AM
I don't think I can, or it wouldn't be worth it, for the previously stated reason.

I made this map so that people can have fun, not exploit.  
Title: Outpost Monopoly
Post by: Hidiot on July 10, 2010, 10:05:57 AM
Have added another little check in the commands system, and added a new command for hosts to alter starting money.

I might start work on the Save/Load system soon. It's still being thought out, though.
Title: Outpost Monopoly
Post by: evecolonycamander on July 10, 2010, 01:32:53 PM
this is good. can you add a different tile set so you can tell the groups of properties from each other? just like the board game version
Title: Outpost Monopoly
Post by: Hidiot on July 10, 2010, 02:28:41 PM
Cosmetics are a low priority. No custom tile sets will be used.

So far, you can sort of easily distinguish the groups, since there can only be 2 full groups on each side, the groups are compact and only the first and last group have 2 lots.

The type of buildings that represent the lots should also be an indicator. Groups usually have a theme to distinguish them from the next group.
The last group, for instance, is made up of the Observatory and Spaceport.
Title: Outpost Monopoly
Post by: evecolonycamander on July 10, 2010, 05:22:53 PM
okey, thanks. well at least there is progress
Title: Outpost Monopoly
Post by: Hidiot on July 11, 2010, 02:44:45 AM
I question what you mean by that, since the base functionality of the game is already complete. What is being worked on now is basically extras that I want included. And fixing bugs which no one (except elwood_s) seems to report.
Title: Outpost Monopoly
Post by: Sirbomber on July 11, 2010, 10:29:07 AM
You don't promote it enough.  I'm interested in this, but I hear so little about it I assume you're not working on it very much.
Title: Outpost Monopoly
Post by: Hidiot on July 11, 2010, 11:16:20 AM
Granted I work on it sporadically, but I will say this (probably again, but differently):

The game is fully playable, basically complete, with anything on the features-to-add list going beyond Monopoly game play (as defined for this map).
What this means is that I need bug testing, of which I can only do so much on my own.