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Calon
04-06-2006, 05:14 PM
Edit: I saw in the stickied post a "logging" entry but the explanation made it seem different that what I have proposed. This would be a auto-generated file if you had the log on.

Since there is no client side material, I doubt this is possible but I'll throw it out there because I'm a numbers cruncher and would love some numbers to... well... crunch.

Default setting: Log is off.

Commands: /logon and /logoff

This command initiates a logfile (notepad type) wherein is transfered each turn's combat information.

-This would require the squares to have a label, example:
Player and Opponent could be designated by who moves first, which is the second line in the combat log. (North East South and West could be determined by the Player seeing foward as North)

P1, player far bottom left
P2 would be the player square directly to the right and still on the bottom row

O1 would be opponent top far right as seen by the player and that square would be far bottom left as seen by the guy who goes second (Opponent)
O2 would be directly to the left (as seen by player) of that square.

The no mans land in the center could be labeled as N1 starting with the bottom left nuetral square as seen by the player.

-Secondly same type unites would need their own designation Knight1, Knight2 etc. It wouldnt matter how they are labeled (in what order) so long as it remained the same during the fight.

-Thirdly the log lines would also include all pertinent information such as health, attack position for melee attacks (side, front back) and chance to hit broken down into base blocking and blocking bonus. Multiple attacks in one attack would each need their own line, but would be identifiable by the movement information being the same.

-Lastly, the log file could be titled with the name of your opponent and stored into a folder /programs/TAO/logfiles etc. If you play another game against that opponent before this file is deleted then it would be Opponent_01, _02, _03 etc.

Example Log:

Time & Time zone, date
Player and Opponent Designation (who goes first)
Initial board setting: (K1,P23) (K2, P24) (K3, P25) (LW,P14) etc.

[TimeHack] Player K1 (Health 50, Blocking 80, Bonus 0) to N4 face N
[TimeHack] Opponent K3 (Health 50, Blocking 80, Bonus 0) to N5 face W attack (side, Blocking 40, Bonus 0) Player K1. Success.

------------------------------------------------------------
This is all off the top of my head but I think it would be a good idea. It would let the TAO community have a play by play of theirs (and others) games and also let us see the blocking action in detail. I'm sure most of you think this is way too much but I had the idea so I thought I'd throw it out there.

The Coder
04-06-2006, 05:55 PM
the space for the logs would be big (many battles) and there are many moves in a battle...

gryph89
04-06-2006, 06:15 PM
So what you saying is that your making the coordinates of a chess board for example? Personally, I think it is a both good and bad idea, mainly becuase TAO is played not for a long time, unlike chess, whereas the game can go on for hours, days, maybe a week. However with TAO, it can be the same thing, but the turn bar itself is what makes this idea bad.

Jeffery
04-06-2006, 06:17 PM
The server space and processing to log every move of the thousands of battles every day would be a waste.

uniquinous
04-06-2006, 07:43 PM
pff i do that in my head,, when i'm sleeping.

laxdude54
04-06-2006, 07:49 PM
yo uniquinous u give good advice i think u will be a mod one day!:p

Calon
04-06-2006, 07:55 PM
The Coder:
It would take up very little space, a text file is as small as they come probably about 40-60KB per file(game). And client side means that the files are stored on your computer not on a TAO resource.

gryph89:
What I was saying, as far as coordinates, is that the squares would need to be referenced so that you could see the game as you read the log. You cannot tell where the units are moving two if you do not have some form of locational reference.

Jeffery:
See above concerning server space. The logging script would be downloaded to the client and ran concurrently with TAO. The only resource required of TAO would be forming the script and the download.


The main problem with this idea is that most of the players would have no idea how to process this data or even care to - so there is not enough people wanting this type of thing to merit the creation thereof. I realize this and don't think its going to happen... but it's something that I would personally like to be able to use to put the moves and chances I use under analysis so I threw it out there.

Toodulz,

uniquinous
04-06-2006, 08:19 PM
Right, in the end people would want to dump that data back into the system to see what it all meant, which is essentially a playback mechanism. I see where you were going with it, and the clientside writing, or possibly even online textarea appended, were good ideas - but ultimately I just don't exactly see a large enough demand for this.

Meteor Rayne
04-06-2006, 08:20 PM
yo uniquinous u give good advice i think u will be a mod one day!:p


He's an in-game mod retard.

Hellblazer
04-06-2006, 08:49 PM
I don't find this necessary at all and it would take too much programming.