Networked Blood Bowl Game

Be it FUMBBL, PBeM, the Cyanide Computer Game, VASSAL or whatever - talk about online play here.

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Eje
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Post by Eje »

All these things made me decide that the NetBowl would not handle any rule of the game.
Only think about having to modify code whenever it changes a rule or it leaves a new one it gives fear me.

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GalakStarscraper
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Post by GalakStarscraper »

Eje,

Its not that bad ... the current version of the PBeM software at http://www.geocities.com/rlokers handles all of the 3rd edition or BB2k1 rules ... the conversion took Ronald and I about 1 1/2 months ... but they are all in there and the game has a setting file to have it play only 3rd edition, only BB2k1 rules, or a mix of the rules as you desire.

I was excited about SkiJunkies tool when I heard about it ... but I was really looking for a product that would use the current rules standard ... I'm done playing 3rd edition.

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SkiJunkie
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Post by SkiJunkie »

The main thing that keeps me from putting in the BB2k1 rules in is that I really don't know all the differences. I half ass read through the new rules once, but since I really don't have time to pour over the new rules and pick out all the changes I haven't tried to put them in. If someone would go through and list for me everything that needs to change I would definitely try putting the changes in. I had OSPA working until 4th died. I can't remember if that was in BB2k1 rules. I started working on IGMEOY. I'm sure that's in BB2k1. I'm just not sure what other details have changed.

<font size=-1>[ This Message was edited by: SkiJunkie on 2002-02-14 15:34 ]</font>

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Eje
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Post by Eje »

I prefer a software that not handle any rules.
In this form you use all the rules at your desire.

Greetings

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GalakStarscraper
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Post by GalakStarscraper »

Eje ... trust me ask Deathwing and Anthony ... I have a TON of extra stuff and while I can understand the tool handling nothing to be very flexible ... I think both of them would agree (if they read this) that the PBeM tool handles the base rules but is still flexible enough to handle any other house rules as well ... ie its possible to do both.

Okay Ski ... lets see changes in BB2k1 ....
okay so far:

1) Fouling works just like blocking (except no Guard). So you start with +1 to the AV roll for yourself, then get +1 for each assist, and -1 for each counter assist (ie it IS possible to have a +0 or negative AV foul roll now).
2) IGMEOY and Referee roll. If you foul without the referee watching you, you are ejected on a D6 of 6 and then the referee is watching you. If the referee is watching you then its ejection on a 4+ on a D6. IGMEOY returns to neutral at the beginning of each half. You may still Argue the Call.
3) Break Tackle, Leap, and Sure Feet are now only usable once by a player each turn.
4) Kickoff sequence: is now Place Ball, roll Kickoff table, scatter ball, Resolve Kickoff result, drop ball (which will be result in a catch roll, single bounce, or ball in hand give to a player)
5) You MUST try to pick up the ball if you delibrately move into the square containing the ball. Players that move into the square with the ball at other times (i.e. when pushed back, etc.) can't pick up the ball, and instead it will bounce one square. This does not cause a turnover.
6) Sigurd's is now official. Serious Injury rolls of 41-46 are now Niggles.
7) No re-rolls for armour or injury
8) Mighty Blow is +1 to armour OR injury ... Dirty Player is +2 to armour OR injury
9) You may not use Mighty Blow, Claw, or Razor Sharp Claws on fouls.
10) Frenzy now only give you one extra block and you MUST follow-up on ANY pushback from a block made by this player.
11) Stunty adds +1 to the injury roll and +1 to the passing band for ANY player with this skill.
12) Regeneration is now always 4+.
13) Multiple Block can only be used on a maximum of two players. You can still use Dauntless to match their combined strength. You can only Frenzy or Piling On one of the effected players.
14) Shadowing - The player may shadow if he equals or beats his opponent's score, rather
than just having to beat it.
15) Stand Firm - Failure to Dodge now keeps the player in his starting square.
16) Tentacles - The player may attempt to use this trait when an opposing player attempts to leave his tackle zone. Each coach rolls a D6 and adds their player's ST
value to the score. If the result for the tentacled player is higher than the result of the moving player, then the moving player is held firm and may not leave the square or attempt to move any further.
17) No more special play cards ... handicap table instead which is only usable by the underdog team.
18) Also currently you don't have to use Piling On until after you see if using it would allow you to break armour ... same for using Diving Tackle ... you only need to go prone if it would cause the player to fail the roll or if you want the Diving Tackle to effect a rerolled Dodge failure .... this one should be low priority as there is decent chance that this will be overturned in October.
19) Wild Animals must take their actions first of all during a turn; if you take an action with wild animal after having moved a player that is not a Wild Animal, then your opponent call you for illegal procedure exactly as if you had forgotten to move the turn marker. In addition if the Wild animal is adjacent to a standing player from the opposing team then they must take either a block or blitz action, and throw a block at an adjacent player. Last but not least, wild animals can never receive assists when the block or foul; they are simply too out of control for other players to help them out.
20) You must roll for Bonehead and Really Stupid BEFORE turning a player from Stunned to Prone.
21) You must declare blitz, foul, pass, and hand-off and then roll for Bonehead and Really Stupid ... failure means that this action is lost for the turn.
22) Hand-offs are their own action, but are treated the same way as an always successful pass (no completion SPPs). Pass Block cannot be used against a handoff.
23) Big Guys cannot use team rerolls, but can use Leader rerolls.
24) Any re-rolls still remaining at the end of full time may be used inovertime.
25) You cannot intentionally throw or hand-off the ball into the crowd.
26) When determining the landing of an inaccurate pass - you should stop rolling for scattering ball as soon as it leaves the pitch.
27) Take Root - Roll a D6 for the player before the match starts. On a roll of 1-3 the player is slumbering in a wood somewhere and misses the first half of the match! The player rejoins the team for the start of the second half.
28) Hypnotic Gaze must be used during a player's action ... it can no longer be used outside of a player's action.
29) Lost tackle zones from Bonehead and Really Stupid are not regained until the player passes their next Bonehead or Really Stupid roll.


I think that lists everything that effects a match without getting into SPPs and new skills since I believe your current focus is making it work for a single game.

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Anthony_TBBF
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Post by Anthony_TBBF »

The PBeM tool is really good and always improving, I highly recommend it. I also like it because I can play at my leisure - I don't have to find a couple of hours to play an online game.

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Post by SkiJunkie »

1) Fouling works just like blocking (except no Guard). So you start with +1 to the AV roll for yourself, then get +1 for each assist, and -1 for each counter assist (ie it IS possible to have a +0 or negative AV foul roll now).

Not real hard to change this.

2) IGMEOY and Referee roll. If you foul without the referee watching you, you are ejected on a D6 of 6 and then the referee is watching you. If the referee is watching you then its ejection on a 4+ on a D6. IGMEOY returns to neutral at the beginning of each half. You may still Argue the Call.

Okay I can do IGMEOY.

3) Break Tackle, Leap, and Sure Feet are now only usable once by a player each turn.

Shouldn't be that hard since I used to have OSPA.

4) Kickoff sequence: is now Place Ball, roll Kickoff table, scatter ball, Resolve Kickoff result, drop ball (which will be result in a catch roll, single bounce, or ball in hand give to a player)

The difference is the kickoff result happens before the ball hits the ground?
Hmmm...that will probably be hard to change.

5) You MUST try to pick up the ball if you delibrately move into the square containing the ball. Players that move into the square with the ball at other times (i.e. when pushed back, etc.) can't pick up the ball, and instead it will bounce one square. This does not cause a turnover.

Does this include a ball scattering into a player square? He must try to catch the scattered ball? This will actually make things easier.

6) Sigurd's is now official. Serious Injury rolls of 41-46 are now Niggles.

I already use Sigurd's. What are 41-46 now? Miss next games?

7) No re-rolls for armour or injury

Already done.

:cool: Mighty Blow is +1 to armour OR injury ... Dirty Player is +2 to armour OR injury

Used to have this in. Easy to put back in.

9) You may not use Mighty Blow, Claw, or Razor Sharp Claws on fouls.

It is already like this I believe.

10) Frenzy now only give you one extra block and you MUST follow-up on ANY pushback from a block made by this player.

So you get the first block, then a frenzied block, then the blocking stops? A blitzing player could still use the remaining movement to move?

11) Stunty adds +1 to the injury roll and +1 to the passing band for ANY player with this skill.

Shouldn't be hard to do.

12) Regeneration is now always 4+.

Already doing this.

13) Multiple Block can only be used on a maximum of two players. You can still use Dauntless to match their combined strength. You can only Frenzy or Piling On one of the effected players.

No multi block yet.

14) Shadowing - The player may shadow if he equals or beats his opponent's score, rather
than just having to beat it.

No shadowing yet.

15) Stand Firm - Failure to Dodge now keeps the player in his starting square.

No stand firm yet.

16) Tentacles - The player may attempt to use this trait when an opposing player attempts to leave his tackle zone. Each coach rolls a D6 and adds their player's ST
value to the score. If the result for the tentacled player is higher than the result of the moving player, then the moving player is held firm and may not leave the square or attempt to move any further.

No tentacles yet

17) No more special play cards ... handicap table instead which is only usable by the underdog team.

No special play cards yet.

18) Also currently you don't have to use Piling On until after you see if using it would allow you to break armour ... same for using Diving Tackle ... you only need to go prone if it would cause the player to fail the roll or if you want the Diving Tackle to effect a rerolled Dodge failure .... this one should be low priority as there is decent chance that this will be overturned in October.

No piling on or diving tackle yet

19) Wild Animals must take their actions first of all during a turn; if you take an action with wild animal after having moved a player that is not a Wild Animal, then your opponent call you for illegal procedure exactly as if you had forgotten to move the turn marker. In addition if the Wild animal is adjacent to a standing player from the opposing team then they must take either a block or blitz action, and throw a block at an adjacent player. Last but not least, wild animals can never receive assists when the block or foul; they are simply too out of control for other players to help them out.

No wild animal yet.

20) You must roll for Bonehead and Really Stupid BEFORE turning a player from Stunned to Prone.
21) You must declare blitz, foul, pass, and hand-off and then roll for Bonehead and Really Stupid ... failure means that this action is lost for the turn.

No bone head or really stupid yet.

22) Hand-offs are their own action, but are treated the same way as an always successful pass (no completion SPPs). Pass Block cannot be used against a handoff.

Already like this.

23) Big Guys cannot use team rerolls, but can use Leader rerolls.

Doesn't really have big guy support yet because of the lack of negative traits.

24) Any re-rolls still remaining at the end of full time may be used inovertime.

Overtime not working yet but I was already doing this.

25) You cannot intentionally throw or hand-off the ball into the crowd.

Already like this.

26) When determining the landing of an inaccurate pass - you should stop rolling for scattering ball as soon as it leaves the pitch.

Already like this I think.

27) Take Root - Roll a D6 for the player before the match starts. On a roll of 1-3 the player is slumbering in a wood somewhere and misses the first half of the match! The player rejoins the team for the start of the second half.

Ahh, they come back in the second half. Can change this.

28) Hypnotic Gaze must be used during a player's action ... it can no longer be used outside of a player's action.

No hypnotic gaze yet but this makes it much easier to do.

29) Lost tackle zones from Bonehead and Really Stupid are not regained until the player passes their next Bonehead or Really Stupid roll.

No bone head or really stupid yet.


<font size=-1>[ This Message was edited by: SkiJunkie on 2002-02-14 19:48 ]</font>

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GalakStarscraper
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Post by GalakStarscraper »

<i>5) You MUST try to pick up the ball if you delibrately move into the square containing the ball. Players that move into the square with the ball at other times (i.e. when pushed back, etc.) can't pick up the ball, and instead it will bounce one square. This does not cause a turnover.</i>

<b>Does this include a ball scattering into a player square? He must try to catch the scattered ball? This will actually make things easier.</b>

I'll double check but I think the answer is yes they must catch.

<i>6) Sigurd's is now official. Serious Injury rolls of 41-46 are now Niggles. </i>

<b>I already use Sigurd's. What are 41-46 now? Miss next games? </b>

Yes, they've been upgraded to Niggles from MNG.

<i>10) Frenzy now only give you one extra block and you MUST follow-up on ANY pushback from a block made by this player. </i>

<b>So you get the first block, then a frenzied block, then the blocking stops? A blitzing player could still use the remaining movement to move? </b>

Correct

<font size=-1>[ This Message was edited by: GalakStarscraper on 2002-02-14 21:11 ]</font>

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Post by SkiJunkie »

There is a new patch on the same download page as the original game download.

http://www.geocities.com/javabbowl/

The 2.05h includes several skill fixes. The main one being leap. Using leap could sometimes lock of the game. This is now fixed. See the website for the other fixes.

Download the "patch2_05h.zip". Unzip the contents to the original install directory. It will overwrite the "bbowl.jar".

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GalakStarscraper
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Post by GalakStarscraper »

Just to let you know Ski .... I asked the BBRC about the catch roll and the current ruling is that just like HAVING to pick up the ball, you HAVE to try to catch the ball if you can.

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Post by SkiJunkie »

There is a new patch on the same download page as the original game download.

http://www.geocities.com/javabbowl/

The 2.05i includes a couple of new features and a couple of bug fixes.

Download the "patch2_05i.zip". Unzip the contents to the original install directory. It will overwrite the "bbowl.jar" and readme.txt files.

Among other things, I put in the options an Auto Catch/pickup option to turn on the BB2k1 auto catch/pickup rule.

<font size=-1>[ This Message was edited by: SkiJunkie on 2002-02-27 22:16 ]</font>

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Eje
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Post by Eje »

On 2002-02-14 19:07, Anthony_TBBF wrote:
The PBeM tool is really good and always improving, I highly recommend it. I also like it because I can play at my leisure - I don't have to find a couple of hours to play an online game.
Anthony, the NetBowl support save/resume games in order to play a game in several sessions and I suppose that other softwares can also do it.

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Un saludo

Eje

Sorry for my english
http://spanishteam.tbbl.org
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GalakStarscraper
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Post by GalakStarscraper »

Yes, but Eje ... does it allow you to back and up completely review your opponents last turn step by step ... if he made a mistake can you back up and fix it and then continue playing from there?

I honestly don't know the answer to this ... its a question.

The PBeM software can do both of these ... in addition most of the rules of Blood Bowl have been preprogrammed into the tool ... up above you said that NetBB doesn't automatically handle much of anything ...

I'm sure NetBB is a wonderful tool, but I don't think it would work for a PBeM based league.

Galak

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Post by Acerak »

Gotta say that I've played games with SkiJunkie's Java Client and the PBeM Tool developed by Ronald Loker and Tom Anders. Both of them have their strong points. The PBeM Tool is definitely the more "polished" product at this point. After initial skepticism and struggle, I've really warmed up to it!

-Chet

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GalakStarscraper
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Post by GalakStarscraper »

Thanks Chet ... we are trying to please.

If anyone has a comment or request for a new feature in the tool to make it even better ... please post it in the PBeM section ... I'm adding new stuff whenever I can.

Last night I added in code so that if the player has the skill D6 MA (like a Squig or a Chaos Spawn) that when you click on the player each turn it automatically rolls the D6 and changes the player movement stat for that turn. There are a lot of players in the PBeMBBL that play Squigs (including Ronald Lokers himself) .... anyway its fun to see if I can get it to work ... now that I figured out the D6 MA .... I'm playing over the weekend to automatically have the game roll for Bonehead and Really Stupid when you click on them and detect if you try to move a non-Wild Animal before a Wild Animal. Anyway .... the point of this is that I want the PBeM tool to be a greatest for what it does ... Ski's program will probably always have a prettier interface and the PBeM tool will never play online ... so its pluses and minuses.

I do know one of the things Ronald is working on is adding in an option to load in pictures for each team that show up on the field instead of the numbered squares ... will be interesting to see it if he gets it to work.

Galak

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