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Comments by wolff

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Congo. Animals fight on 7 by 7 board. (7x7, Cells: 49) [All Comments] [Add Comment or Rating]
Nick Wolff wrote on Sun, Jun 11, 2017 04:34 AM UTC:

Hi Zach, Sorry I haven't been active on our game.  We are in the process of a large move and just got done flying back to the home we are moving from.  I'll answer your question and make a move tomorrow.

-Nick


GAME Code help[Subject Thread] [Add Response]
Nick Wolff wrote on Fri, Jun 9, 2017 02:54 AM UTC:

I was wondering if there was any further answer on the below question, as well as I have a new question.

Though I enjoy the ease of having the include files to program presets with, is there a way to pick and choose what code is being used?  For example, if I want to include chess3, but the game does not have castling, as in Courier Chess or Cetran Chess 2, is there something I can tack on in the code to disable the castling code within the include file or do I have to omit the include file and copy and paste the code I want from said include file into the preset separately?  Thanks!


Congo. Animals fight on 7 by 7 board. (7x7, Cells: 49) [All Comments] [Add Comment or Rating]
Nick Wolff wrote on Thu, Jun 8, 2017 10:15 PM UTC:

The preset is not a rule enforcing preset.  If you want to move the monkey to the final spot it is going to, remove the pieces jumped by typing the square and then the minus sign (ex. a1-) and then type the path in the comments section that the monkey took, everything shoudl work out.  By the way, multiple moves and captures should be separated by a semi colon.

Ex. a1-a5; a2-; a4-;


Nick Wolff wrote on Thu, Jun 8, 2017 02:32 AM UTC:

I didn't even know this game existed and it shares a lot of similarities of a game that I invented, so I shot out an open invite to play it.  Maybe I could provide some strategy feedback after a game.


MSninja-chess[All Comments] [Add Comment or Rating]
Nick Wolff wrote on Sun, Jun 4, 2017 03:22 AM UTC:

As I understand it, the Ninja can only move like a King if it is not making 2+ captures.  Is that correct?


Rose. Can make consecutive knightmoves in a circle.[All Comments] [Add Comment or Rating]
Nick Wolff wrote on Sat, Jun 3, 2017 03:40 AM UTC:

For anyone interested (because it took me quite a while to figure out and then code), below is GAME Code for a rule enforcing Rose piece that is designated RO (white) and ro (black).  These can probably be condensed to an easier to read code, but it should function perfectly.

//define each move a knight can make as a direction
map ro1 1 2;
map ro2 -1 2;
map ro3 1 -2;
map ro4 -1 -2;
map ro5 2 1;
map ro6 -2 1;
map ro7 2 -1;
map ro8 -2 -1;

//Create a function for each of the 16 moves a Rose can make
def ROA1 logride #0 #1 (ro1 ro5 ro7 ro3 ro4 ro8 ro6);
def ROA2 logride #0 #1 (ro1 ro2 ro6 ro8 ro4 ro3 ro7);
def ROB1 logride #0 #1 (ro5 ro7 ro3 ro4 ro8 ro6 ro2);
def ROB2 logride #0 #1 (ro5 ro1 ro2 ro6 ro8 ro4 ro3);
def ROC1 logride #0 #1 (ro7 ro3 ro4 ro8 ro6 ro2 ro1);
def ROC2 logride #0 #1 (ro7 ro5 ro1 ro2 ro6 ro8 ro4);
def ROD1 logride #0 #1 (ro3 ro4 ro8 ro6 ro2 ro1 ro5);
def ROD2 logride #0 #1 (ro3 ro7 ro5 ro1 ro2 ro6 ro8);
def ROE1 logride #0 #1 (ro4 ro8 ro6 ro2 ro1 ro5 ro7);
def ROE2 logride #0 #1 (ro4 ro3 ro7 ro5 ro1 ro2 ro6);
def ROF1 logride #0 #1 (ro8 ro6 ro2 ro1 ro5 ro7 ro3);
def ROF2 logride #0 #1 (ro8 ro4 ro3 ro7 ro5 ro1 ro2);
def ROG1 logride #0 #1 (ro6 ro2 ro1 ro5 ro7 ro3 ro4);
def ROG2 logride #0 #1 (ro6 ro8 ro4 ro3 ro7 ro5 ro1);
def ROH1 logride #0 #1 (ro2 ro1 ro5 ro7 ro3 ro4 ro8);
def ROH2 logride #0 #1 (ro2 ro6 ro8 ro4 ro3 ro7 ro5);

//Assign Rose moves to the Rose functions
def RO fn ROA1 #0 #1 or fn ROA2 #0 #1 or fn ROB1 #0 #1 or fn ROB2 #0 #1 or fn ROC1 #0 #1 or fn ROC2 #0 #1 or fn ROD1 #0 #1 or fn ROD2 #0 #1 or fn ROE1 #0 #1 or fn ROE2 #0 #1 or fn ROF1 #0 #1 or fn ROF2 #0 #1 or fn ROG1 #0 #1 or fn ROG2 #0 #1 or fn ROH1 #0 #1 or fn ROH2 #0 #1;
def ROL lograys #0 (ro1 ro5 ro7 ro3 ro4 ro8 ro6 stop) (ro1 ro2 ro6 ro8 ro4 ro3 ro7 stop) (ro5 ro7 ro3 ro4 ro8 ro6 ro2 stop) (ro5 ro1 ro2 ro6 ro8 ro4 ro3 stop) (ro7 ro3 ro4 ro8 ro6 ro2 ro1 stop) (ro7 ro5 ro1 ro2 ro6 ro8 ro4 stop) (ro3 ro4 ro8 ro6 ro2 ro1 ro5 stop) (ro3 ro7 ro5 ro1 ro2 ro6 ro8 stop) (ro4 ro8 ro6 ro2 ro1 ro5 ro7 stop) (ro4 ro3 ro7 ro5 ro1 ro2 ro6 stop) (ro8 ro6 ro2 ro1 ro5 ro7 ro3 stop) (ro8 ro4 ro3 ro7 ro5 ro1 ro2 stop) (ro6 ro2 ro1 ro5 ro7 ro3 ro4 stop) (ro6 ro8 ro4 ro3 ro7 ro5 ro1 stop) (ro2 ro1 ro5 ro7 ro3 ro4 ro8 stop) (ro2 ro6 ro8 ro4 ro3 ro7 ro5 stop);
def ro fn RO #0 #1;
def roL lograys #0 (ro1 ro5 ro7 ro3 ro4 ro8 ro6 stop) (ro1 ro2 ro6 ro8 ro4 ro3 ro7 stop) (ro5 ro7 ro3 ro4 ro8 ro6 ro2 stop) (ro5 ro1 ro2 ro6 ro8 ro4 ro3 stop) (ro7 ro3 ro4 ro8 ro6 ro2 ro1 stop) (ro7 ro5 ro1 ro2 ro6 ro8 ro4 stop) (ro3 ro4 ro8 ro6 ro2 ro1 ro5 stop) (ro3 ro7 ro5 ro1 ro2 ro6 ro8 stop) (ro4 ro8 ro6 ro2 ro1 ro5 ro7 stop) (ro4 ro3 ro7 ro5 ro1 ro2 ro6 stop) (ro8 ro6 ro2 ro1 ro5 ro7 ro3 stop) (ro8 ro4 ro3 ro7 ro5 ro1 ro2 stop) (ro6 ro2 ro1 ro5 ro7 ro3 ro4 stop) (ro6 ro8 ro4 ro3 ro7 ro5 ro1 stop) (ro2 ro1 ro5 ro7 ro3 ro4 ro8 stop) (ro2 ro6 ro8 ro4 ro3 ro7 ro5 stop);


GAME Code help[Subject Thread] [Add Response]
Nick Wolff wrote on Sat, Jun 3, 2017 02:50 AM UTC:

Solved.


Nick Wolff wrote on Fri, Jun 2, 2017 09:11 PM UTC:

Ok, so I've been on a good venture trying to figure out how to code a Rose.  With the help of Fergus, I have learned about the logride function and after lots of experimenting on format, I discovered how to do it!  I successfully did one leg (out of 16) of the Rose's pathways, but when I tried to add a second leg, the code stops functioning as if the piece had no moves at all.  I'll copy the partial code used.

def RO logride #0 #1 (ro1 ro5 ro7 ro3 ro4 ro8 ro6) or logride #0 #1 (ro1 ro2 ro6 ro8 ro4 ro3 ro7);
def ROL merge lograys #0 (ro1 ro5 ro7 ro3 ro4 ro8 ro6 stop) lograys #0 (ro1 ro2 ro6 ro8 ro4 ro3 ro7 stop);

The ro#'s are previously defined and mapped to each individual knight moves so I can use the logride command.  I believe the problem lies in the ROL function, but I can't find any mispellings, errors in the merge command, etc.  It all worked fine until I added the second logride and logray.  Any assistance would be appreciated!

Also, any suggestions on code condensing on this point?  Am I able to create a function for each leg without having a piece on the board to name the function after?

 


Nick Wolff wrote on Thu, Jun 1, 2017 08:39 PM UTC:

Fergus,

I finally finished my first presets that enforce rules.  The game was for one that I created presets for before, so modifying that page with the updated presets wasn't a problem for me.  If I wanted to, though, code a rule enforcing preset for a game that I did not do the preset page for, what is the process for that?  Do I have to submit a brand new preset page, notify the person who did the preset originally, notify an editor, or obtain permissions to edit the page?  

I was thinking about upping the challenge to "Chess on a Really Big Board" since I am playing a game of it already.  Jeremy Good originally did the first preset and settings file and is no longer active on the site.  Are you wanting the original settings file altered or a new one created?  Thanks!

-Nick


10-directional Chess. 10-directional pieces: an augmented Knight and a restricted Chancellor. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Nick Wolff wrote on Thu, Jun 1, 2017 06:50 PM UTC:

Hi Jorg!

I'm still cranking away several years later lol.  I'm about to release 3 presets for this game that all enforce rules, so this game will officially have every avenue of play out there.  Since 2009 when I programmed the Zillions file, I believe Fergus enhanced the site.  Now, when you access the Play tab, it gives an option for FRC, but does not actually link to the correct presets page.  I can't modify that one since you are the writer of the rules page.  Figured that I'd give you the heads up in case you wanted to modify that.  Hope all is well!

-Nick


GAME Code help[Subject Thread] [Add Response]
Nick Wolff wrote on Thu, Jun 1, 2017 04:07 AM UTC:

Further investigation pinpoints the problem in the underscore.  I've tested pieces with underscores at the beginning, end, and middle of the designator - other pieces with multi characters but no underscore seem to work.  Is there a way around this without having to rename pieces?


Nick Wolff wrote on Thu, Jun 1, 2017 03:47 AM UTC:

Figured I'd try to program something VERY easy to learn how to do this.  Boy, was I in for a surprise.  I'm trying to 10-Directional Chess, which only replaces two pieces.  I've canabilized a ton of Fergus's code, looked through many other variants as examples (Sac Chess, Shogi, Opulant Chess, and Chess).  A few questions have come up that I can't locate the answers for.

First, I'm having a lot of issues defining a new function for piece movement involving a piece with a designator more than one character long.  Every include file that I look into has single character designators, but they also have their own piece sets or just a few pieces in the set.  If I were to declare a function for (lets say) _NW_EH in the Alfaerie: Many set, it doesn't let recognize the piece, even if I alias it.  If I were to just simply replace _NW_EH for E, it works perfectly.  Do I have to have a new piece set created to avoid this issue or is there a simpler fix that does not involve alerting an editor every time I try to code from Alfaerie: Many?

Second, in those functions are several parts.  Using the Sac Chess Rook/Ferz compound as an example: 

def G checkride #0 #1 1 0 or checkleap #0 #1 1 1;
def GL merge rays #0 1 0 leaps #0 1 1;

I understand that the #0 and #1 stand for the initial square moved and final square moved, but I don't understand how the 1's and 0's after those work exactly, though I have been able to fudge the results I want with those.  I also understand the functions with the L at the end is for finding revealed checks, but I don't know how to associate rays and leaps how they are supposed to.  I get that rays are for the checkrides and leaps for checkleaps.  Does it essentially match the previous function?

Thank you for any help provided!

-Nick


About Game Courier. Web-based system for playing many different variants by email or in real-time.[All Comments] [Add Comment or Rating]
Nick Wolff wrote on Thu, Jun 1, 2017 03:35 AM UTC:

When it is asking for the address, it is asking for the URL.  The easiest way that I've found to locate it is to right click a piece and copy the address from there.  Let me know if you have any other questions!

 

-Nick


Game Courier Tournament 2017. Chess Variant Tournament played on Game Courier in 2017.[All Comments] [Add Comment or Rating]
Nick Wolff wrote on Mon, May 22, 2017 10:49 PM UTC:

I know we are looking to finalize the tournament games and roster, but Vitya has finally made some moves in our games and I let him know about the tournament.  I'll see if he is interested and maybe we can get a 9th player.


Proposal for New Chess Variant Tournament[Subject Thread] [Add Response]
Nick Wolff wrote on Tue, May 16, 2017 06:14 PM UTC:

Sorry for the delay - house renovations.  Here are my rankings from highest to lowest, by category:

 

Switching, FRC, Berolina, Marseillais, Extinction

Shogi, Jangii, Makruk, Xiangqi

Victorian Capablanca, Embassy, Grotesque, Janus

Eurasian, Opulant, Omega, Unicorn, Grand

Cylindrical, Glinski, McCooey, Circular, Diamond

Courier, Chu, Grand Acedrex, Shatranj, Los Alamos

Wildebeest, Alice, CWDA, Pocket, Ultima


Nick Wolff wrote on Tue, May 16, 2017 07:32 AM UTC:

I've been away from my computer all day - rankings to come when I wake up!


Nick Wolff wrote on Sun, May 14, 2017 10:51 PM UTC:

I'm impartial.  I just like competitive play, so I'll be in no matter what format the tournament takes.


Nick Wolff wrote on Sat, May 13, 2017 03:26 PM UTC:

I do have one small question about the 8th category.  Will each participant submit, or be allowed to submit, a variant they invented or will it be a list of user created variants that is preselected?  Regardless, I suggest a consideration that the matches played from that category are not with variants invented by those players.  For instance, if one of my variants (let's say Mimic Chess) is in that category, in order to avoid any unfair advantages during the tournament, that variant cannot be played by myself in the tournament.  Not sure how the reception on that idea will be, since I know I'd love to play some of my variants in a tournament and I bet that sentiment is shared amongst other inventors - especially those with more prestigious reputations than my own. 


Nick Wolff wrote on Sat, May 13, 2017 03:07 PM UTC:

Great idea, Greg!  Count me in with lower time controls until I get into a good routine withe the new baby


Mimic Chess. Chess on a larger board with 3 new pieces with constantly changing movement capabilities.[All Comments] [Add Comment or Rating]
💡📝Nick Wolff wrote on Tue, May 9, 2017 09:32 PM UTC:

Thank you for the rating!  The Zillions file doesn't play poorly if you have the program.  I also have a GC preset available in case you are interested in a game vs a player.


💡📝Nick Wolff wrote on Tue, May 9, 2017 09:10 PM UTC:

Hi Jeffrey and thank you for your comments!

I'll answer your questions here and then clarify in the rules.  The Mimics are all independant of each other - only the capturing Mimic changes after it captures, the other one does not, nor the Mimics in the other army.  The transformation is immediate after that capture, so it ends the turn transformed.

For example, if each side has 2 Mimic Kings and black uses one to capture a Knight, then White still has 2 Mimic Kings and black has 1 Mimic King and 1 Mimic Knight.  These transformations are mandatory.

I hope you enjoy the game and if you have any other questions, please don't hesitate to ask!

-Nick


Royal Rumble. A 6 board all-out melee with random pieces, royals and starting positions.[All Comments] [Add Comment or Rating]
💡📝Nick Wolff wrote on Thu, Apr 27, 2017 01:50 PM UTC:

Thank you very much!  I'll update it with that information!


The birth of two variants: Apothecary chess 1 & Apothecary chess 2[Subject Thread] [Add Response]
Nick Wolff wrote on Wed, Apr 26, 2017 04:13 PM UTC:

I don't have the knowledge to add rule enforcing code to a preset, but I know enough to create a preset.  I also dabble in ZoG, so that may be a possibility, as well.  Maybe when the rules pages are published, I'll take a look and see if I am good enough to do it.


About Game Courier. Web-based system for playing many different variants by email or in real-time.[All Comments] [Add Comment or Rating]
Nick Wolff wrote on Fri, Apr 7, 2017 03:49 PM UTC:

Greg - I'm not using any code to change the initial placement of pieces.  I'm trying to facilitate action similar to that of the Muskateer Chess preset at the beginning of the game (adding pieces, saying instructions, removing pieces, etc.).

Fergus - It isn't allowing me to get back to review my preset.  I can't see the board nor the code.  I added some code under the pregame section that added some pieces to the board and gave instructions.  It worked fine.  When I started adding code to the pre-move 2 section, that is when it all started happening.  I'm not entirely sure if that is the case or not.

I wasn't very far into it, so I'm thinking about trying again and keeping the form data on hand if it screws up.  I'd like to start from scratch. 


Nick Wolff wrote on Fri, Apr 7, 2017 03:07 PM UTC:

I have a couple of hopefully quick questions.  First, I hope I am not blind.  I have been searching high and low and trying to avoid embarrasing myself by asking - but what is the proper way to create a preset.  I don't see any links for a blank one.  What I have been doing is canabalizing existing ones (which may indeed be the source of all my frustrations to begin with).

Second, I am trying to learn how to code presets.  I'm not doing anything totally difficult to start out with (adding pieces, emptying squares, the say and echo commands, etc.).  I've done some work on a preset, but now whenever I try to update/save/run/test, it loads for 3-5 minutes and then comes up with a page that states this: 

A 500 error has occured

500 errors are generally caused by one of the following two problems.

1) A bad entry in the site .htaccess file, if you are the webmaster try logging into your cPanel, and use the file manager to rename your .htaccess file if this fixes the error you should then check the contents of the .htaccess file / roll back any recent changes.

2) A php error / code error also causes a 500 error, you can try enabling 'PHP display_errors' by following this guide Enable Display errors

If after trying both of the above solutions and you are still seeing the 500 error please do contact support
"

I don't understand a word of it lol.  The rest of the site works fine so I'm wondering what if that is becuase my coding is bad, if the site is experiencing technical trouble on that side of it, or if it is because I'm canabalizing a preset.  Any help would be appreciated.  Thanks!

-Nick


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