X-Git-Url: https://troll.desast.re/troll.git/blobdiff_plain/045284cf1ba0061fd70a318c67586ef0f40f0a5d..9e6c50a065afce798eedf02c7a6dbfe3c4f3b91a:/config/statement_en.html diff --git a/config/statement_en.html b/config/statement_en.html index e703b11..0fe22ef 100644 --- a/config/statement_en.html +++ b/config/statement_en.html @@ -1,4 +1,4 @@ -
+

@@ -16,17 +16,18 @@ Rules

- You have to shoot at least 1 stone per - turn if you have any left. -
+ If you have stones, shoot 1 or more of them. +
+ If you don't have stones, shoot 0 exactly. +
-
+

-   +   Rule Evolution

-
- The following points are still ideas in flux, waiting for some +
+ The following ideas are still in flux, waiting for some opinions. Please drop a word on the contribution's page @@ -36,26 +37,27 @@ on the forum
    -
  • +
  • Is it even worth publishing? can the problem be totally solved? -
  • +
  • More maps? (a map is a {road length} × {initial stone count} pair)
  • Leagues? I could conceive the referee being permissive (allow 0 stones thrown) in the first one, and then strict. + Off the top of my head: +
      +
    1. single small map, cheating is tolerated, boss plays 1
    2. +
    3. the four maps, no cheating, boss plays tit for tat
    4. +
    5. full map continuum
    6. +
  • - Fog of war? (see only troll position, not enemy throw/stones left) -
  • -
  • - variable for of war? (seeing enemy stones - is a boolean decided randomly as part of the map? -
  • -
  • - alternative fog of war? (seeing enemy stones only when - troll is close to us?) + Fog of war? (see only troll position, not enemy + throw/stones left) Probably not in this game, be it simple, + variable (seeing enemy stones is a boolean decided randomly + as part of the map) or by distance.
  • Praise for my artistic skillz @@ -90,48 +92,83 @@
    Just read the sample code. You can figure this out. +
    + You're currently allowed the default SDK timings. I think it's + one second for the first turn and 50 ms then, but don't + quote me on this. +
    +
+
+

+   + Expert rules +

+
+

+ The following maps are currently available and randomly yet + extremely fairly (you wouldn't believe the effort that went + into this) chosen uniformly at random among the following: +

+ + + + + + + +
Road length│Stones
──────────┼──────
6│15
6│30
14│30
14│50
+

+ You can also override them via game + settings roadLength and initialStones, so + long as you remember you won't be choosing them for ranking + play. +

-
-

Change Log

-
    -
  • - Enforce the one-stone rule. (that also fixed the legacy - buh—sorry people! I put an easter egg in exchange) -
  • -
  • - Cutesy defeat animations. -
  • -
  • - Distinct castle sprites! -
  • -
  • - Terminate game when there are no more stones in sight. -
  • -
  • - More pretty. (SRLSLY) -
  • -
  • - No more void maps. (root cause: Java % on a - negative seed) -
  • -
+
+

+   + Change Log +

+

+ I'm not maintaining the full changelog here anymore as the + game's source + repository is now publicly available. I'll just make note + of the single latest change, so you can know how far behind you + were lagging. Patches welcome, BTW. +

+

+ This draft's last change is: + + game parameters can be overridden. + +

- Based on an involuntary suggestion by - - Zaap38 - - on the #Fr channel. The original appears to be by - - Romain André-Lovichi - . +
+ “Trolls simply detest the very sight of dwarves (uncooked).” +
+
+ — J.R.R. Tolkien, The Hobbit +
+
+
+

+ Based on an involuntary suggestion by + + Zaap38 + + on the #Fr channel. The original appears to be by + + Romain André-Lovichi + . +