-
Notifications
You must be signed in to change notification settings - Fork 396
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
It would be nice if dice stats were restored from saved games #3478
Comments
my saves have the dice in history still. Those are local games so idk if that makes a difference |
I never understood that, either. I'm largely uninterested about that feature (or at least I virtually never look at it) but it seems almost pointless if you can only look at a whole game dice stats playing it from start to finish in one go and cannot reference it thereafter, losing all stats as soon as you quit it. |
But I think that the stats themselves shouldn't persist (that would mean being recorded in the savegame), but the program giving the dice stats should be able to go reading the history when you open it, rather than collecting the data since you start playing (that I assume it is what it is doing now). |
Ah, if it's in the history already, then yeah sounds like the game should
just read from there.
…On Mon, Jun 25, 2018, 1:11 PM Cernelius ***@***.***> wrote:
But I think that the stats themselves shouldn't persist (that would mean
being recorded in the savegame), but the program giving the dice stats
should be able to go reading the history when you open it, rather than
collecting the data since you start playing (that I assume it is what it is
doing now).
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
<#3478 (comment)>,
or mute the thread
<https://github.com/notifications/unsubscribe-auth/AABE8AyfVZX17HibzAIfaXJD3y2RpqhGks5uARnegaJpZM4U1Wc6>
.
|
I'll take a look at implementing. |
If reading dice stats take any considerable amount of time, meaning it may make slower starting a game (mostly with reference to sending the data to the other participants in the host) or joining it when in progress etc., better doing it upon requesting the stats, rather than upon loading the game. Never mind if it doesn't really impact (like less than 1 second even for large maps with a long history). |
I don't think it should take any significant time. You can test it out yourself - see #3483. |
How does it work for someone playing with you in a game you are hosting? It is you that make the stats and send the finalized info to the other player or do you send him the dice history and he creates the stats? |
Unfortunately I don't play the very big maps, like a round 40 or World At War or Domination. That is what I was thinking. |
The data is already in history which is already sent to players. So no
extra sending is needed.
…On Mon, Jun 25, 2018, 11:28 PM Cernelius ***@***.***> wrote:
How does it work for someone playing with you in a game you are hosting?
It is you that make the stats and send the finalized info to the other
player or do you send him the dice history and he creates the stats?
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
<#3478 (comment)>,
or mute the thread
<https://github.com/notifications/unsubscribe-auth/AABE8K4rC58UZepjfEXittb30HyV9BJpks5uAapvgaJpZM4U1Wc6>
.
|
Ok, right, but what I was asking was if you meant "raw data" (that you use to make the statistics) or the statistics themselves. I'm not a developer. |
The history has the raw data. We rebuild the statistics from that. It's
fast because there's not really much computation in computing the
statistics - just iteration over the history which is already done when
e.g. receiving it.
…On Mon, Jun 25, 2018, 11:31 PM Cernelius ***@***.***> wrote:
Ok, right, but what I was asking was if you meant "raw data" (that you use
to make the statistics) or the statistics themselves. I'm not a developer.
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
<#3478 (comment)>,
or mute the thread
<https://github.com/notifications/unsubscribe-auth/AABE8KDrqTga_nQOJ1J24O0DWxwuaiCDks5uAasVgaJpZM4U1Wc6>
.
|
Ok what I understand is that each terminal rebuilds the statistics from the history, and nothing changes about the data sent over the internet between terminals from now. Correct? |
Yep, that's how it works.
…On Mon, Jun 25, 2018, 11:36 PM Cernelius ***@***.***> wrote:
Ok what I understand is that each terminal rebuilds the statistics from
the history, and nothing changes about the data sent over the internet
between terminals from now. Correct?
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
<#3478 (comment)>,
or mute the thread
<https://github.com/notifications/unsubscribe-auth/AABE8OAhcODYoLCo1TaNwO1MfL1-hYa-ks5uAaw1gaJpZM4U1Wc6>
.
|
It would be nice if dice stats were part of the save game.
Right now, if you have a long-running game that you play over multiple days (e.g. with a human opponent over the internet), the dice stats gets reset whenever you reload the game.
It would be nice if they persisted.
The text was updated successfully, but these errors were encountered: