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Xiang Hex. Missing description (9x7, Cells: 79) [All Comments] [Add Comment or Rating]
💡📝Larry Smith wrote on Fri, Nov 21, 2008 02:07 AM UTC:
Start one up, John.

One of the things that developers must keep in mind about the hexagonal cell field is that it is definitely not the same as a square cell field.

For example, the orthogonal movers on the square field only have two axes of travel. On the hexagonal field they have three. A potential increase of 50% in power.

Thus the reason for burying the Chariots. If they were given easy access to the field early in the game, they would proceed to slaughter.

John Smith wrote on Fri, Nov 21, 2008 01:49 AM UTC:
I admire that. Do you want to play a game with me on Game Courier?

💡📝Larry Smith wrote on Fri, Nov 21, 2008 01:20 AM UTC:
John,

Once again, 'Nope'. This will place the outside Soldiers under direct threat from the opposing Chariots.

I worked on this for quite a while. This is the optimal pattern that I arrived at. One not too big or too small. And matching the overall dynamics of the original game.

You should really try out the game.

John Smith wrote on Fri, Nov 21, 2008 01:19 AM UTC:
Actually, it could be longer if you wanted the board less crowded and still having the properties of an imaginary river, and you could push the Cannons forward, so they are 2 ranks in front of the Horses.

John Smith wrote on Fri, Nov 21, 2008 01:10 AM UTC:
I mean doesn't it need to be one rank SHORTER? So Soldiers can't actually enter the river and there are two cells between them and their opponents, making it the same as Xiang Qi? I haven't tried out the Zillions implementation, because my computer is broken and I have had to use a public computer.

💡📝Larry Smith wrote on Fri, Nov 21, 2008 01:09 AM UTC:
Fergus,

Mucho kudos.

I ran the preset through a series of moves. Testing the Soldier promotion and captures, the Cannon move and capture, the Mandarin restriction to the 'palace' and the Elephants. Chariots and Horses seem to working fine. Even created a check position and the preset recognized it.

Looks like it's working good. But will probably have to be run through a few games just be absolutely sure.

Once again. Nice work. It looks good.

💡📝Larry Smith wrote on Fri, Nov 21, 2008 12:55 AM UTC:
John,

In a word 'Nope'. The 'river' cell already adds an extra step(or half step if you will) for the Soldiers.

Have you tried out the Zillions implementation yet?

🕸Fergus Duniho wrote on Fri, Nov 21, 2008 12:49 AM UTC:

Larry,

I have programmed a Xiang Hex Game Courier Preset. It seems to be working well, but before officially releasing it, I was wondering if you or anyone else would care to beta-test it and let me know if you find any problems with it. Note that it does not use the coordinates described on this page. It uses Game Courier's standard hex coordinates, which are easier to program directions of movement for.


John Smith wrote on Fri, Nov 21, 2008 12:17 AM UTC:Good ★★★★
Doesn't the board need to be one rank longer?

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