Comments by catugo
The thing is that I'm getting the same error!
Oh, this is not what I meant. I have edited my previous comment.
You mean like this:
set partners (b2 k2 b13 k13 a2 l2 a13 l13); // 'rook' locations for castling
set rooks (b2 k2 b13 k13);
set badCannon (e2 i2 e13 i13);
def BadZone #locust and match #locust #partners and cond match #locust #rooks match #dest rooks match #dest #badCannon =O =dest =locust =D =P;
set zonal true;
?
With the following code:
set partners (b2 k2 b13 k13 a2 l2 a13 l13); // 'rook' locations for castling set badCannon (e2 i2 e13 i13); def BadZone match #locust #partners and cond match #locust #rooks match #dest rooks match #dest #badCannon =O =dest =locust =D =P; set zonal true;
I'm getting this error:
213 if #zonal 214 verify not fn BadZone #orisqr #destsqr #locustsqr #dropsqr #unload 215 endif
at line 214
Ok, this means I have to do a separate castling subrountine but that is very difficult, so if you have any advice, I'd gladly take it.
Well if I move my king on top of the rook is castles (3 squares king move). What is w.r.t?
@HG,
In these games:
https://www.chessvariants.com/play/pbm/play.php?game=Grand+Apothecary+Chess+1&settings=Applet
https://www.chessvariants.com/play/pbm/play.php?game=Grand+Apothecary+Chess+2&settings=Applet
https://www.chessvariants.com/play/pbm/play.php?game=Grand+Apothecary+Chess+3&settings=Applet
castling is supposed to work like described here:
https://www.chessvariants.com/rules/grand-apothecary-chess-alert
https://www.chessvariants.com/rules/grand-apothecary-chess-classic
https://www.chessvariants.com/rules/grand-apothecary-chess-modern
but it does not. It just give fast castling with the rook. I see that this line:
set partners (b2 k2 b13 k13);
should contain the cannons initial position also. That is easy to solve. But I have no idea about the fast castling. May you help me with making the necessary modifications?
@Jean-Louis
I have not designed these games for the nightriders but they seem to work ok probably because of the high board density.
Thanks for the reply Jean-Louis!
@HG, By the way. The interactive diagram evaluates vultures less than 12 directions leapers such as the champion. Isn't this weird?
Thanks for the comments guys! Hopefully there are more to come.
@HG,
The awkwardness of nightrider I expect it goes away with sufficient play. Anyway computers don't "feel" it. But if the game is badly designed computer play will yield very biased results. At a practical level you need not have all heavier pieces 2 ranks behind a pawn and GAC A,C & M proves that. Just most of them. I guess there is reason for experimenting. Because this way you don't need to go all in with the theoretical approach.
In my three games described below I have nightriders and even their compounds the unicorn and the varan.
https://www.chessvariants.com/rules/grand-apothecary-chess-alert
https://www.chessvariants.com/rules/grand-apothecary-chess-classic
https://www.chessvariants.com/rules/grand-apothecary-chess-modern
I have previously observed that games with nightriders are hard to design as their long jumpy forks are very difficult to stop. I remember seeing people over here thinking also along these lines but I can't remember who. I'm sorry.
For this exact reason I though that the nightriders are game breaking in my 3 games mentioned above. I have put them there because I have though them to be natural fairy pieces to be used. When first confronted with the final versions of the games I have feared that the black heavy pieces will be easily forked by white and in doing so creating an unhealthy advantage for black.
But last night I have played a few openings, in each of the games, by myself intentionally testing for this. I seems black can always defend somehow, by blocking or running, and then counter by attacking the advanced nightriders and gaining tempi on them. The games are thick enough so that early on nightriders are not such troublemakers anymore. Careful maneuvering of the nightriders should still be an important late opening- middlegame theme, but it does not seem to be that dangerously unfair then.
What do you guys think about games with nightriders in general?
For me, too!
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Thanks once again for the insight!
Thanks for the analysis!
I see another problem. The computer moves twice!
Yes! That was it!
It would be a very nice feature to include bent riders. The gryphon mates but I'm curious for pieces like R2 then bishop and B2 then rook. I think they are both major (WD is major to my knowledge so probably R2 is too, B2 then rook could be trickier).
Why trying to define pieces I always get capture only pieces?!
I have noticed the general method. Thanks!
Ok, thanks. It seems chessV in Grand chess cannot do it with small variantion. It probably does it with none, though! I tried that!
Does this piece and king mate a lone king? How? Is it similar to KNB vs K? Does it work on any rectangular board?
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None of them gave an error, but with the last one when I tried to castle 3 squares with the rook, the king was in it's proper place but instead of the rook, the cannon was moved by the king and the rook got totally deleted.