On Mon, Aug 11, 2008 at 2:17 PM, Vincent Verhoeven <[EMAIL PROTECTED]>wrote:

> On Mon, Aug 11, 2008 at 7:02 PM, Ryan Neufeld <[EMAIL PROTECTED]> wrote:
> >> I'm having problems with colonization. Mainly, I can't do it. I start
> >> a new game with quickstart-risk-bid.conf and it looks exactly like
> >> quickstart-risk-random.conf. I get a few planets and there is no
> >> Colonization order visible. I don't think this is right, is it?
> > You're right, it isn't correct. Have you tried deleting ~/.tp/cache?
>
> Yes. Doesn't help. Can someone confirm this?


I find that exiting tpclient-pywx, deleting the cache and then starting it
up again tends to fix all of my cache issues.

>
>
> >> Also, about chaining. Why is it better than just attacking with
> >> everything at once?
> > At present attacking with everything at one just does one dice roll.
> > If you win, then you move "everything" over. If you chain, and create
> > multiple moves to attack a planet then you complete "X" dice rolls,
> > then move over whatever the whatever amount of units you used.
>
> I still don't get it. Don't you roll a die for every attacking and
> defending army? So let's say I have 5 armies and attack move to a
> planet with 3 armies. If I move them at once, I get 5 dice, the enemy
> 3. If I chain for example 3+2, I get 3/3 dice the first time, after
> which (1) I lost the attack killing (say) 2 units, thus attacking a
> second time with 2/1 rolls, or (2) I win, and I still move the
> remaining 2 units over because of the second move order.
>
> Basically, if you chain, the enemy gets more rolls (because he can
> possible re-use defending units) and thus a higher average roll, or
> you get less rolls (because you didn't attack with all your invading
> units) and a lower average roll. Either way, you end up worse.
>
> Or not?
>
> Iwanowitch


I'm not sure about how the ruleset does it but risk originally has it so
defenders have maximum of 2 dice while attackers have a maximum of 3 dice.

>
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