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Anyways, I'm going to test the new voting count feature and other new shiny stuff via the "Create Game" website. Since it might be faulty yet (since I'm going to test it), it's adviced you guys don't create a spreadsheet just yet, and wait for me to finish testing it and releasing version 1.1.
Actually, if you want to create a game, just PM me so I can revert the version to 1.0. After you finish creating the game, I can continue testing.
Sweet dreams
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Version 1.1 Release
By gonzaw
Description:
A new version of the Mafia Spreadsheet has been released, version 1.1. This version is a small, but meaty update for the spreadsheet. It includes a new voting count system that improves the one that was released in 1.0. Some people (marv) were complaining that the voting count would be useless, unless you had a record of every voting count as it happened in the game. In this version the voting count now records all the votecounts that happen with every single vote, so you can always check any votecount that you want. Another new feature, is the ability for the hosts to include the Scum QT and Obs QT once the game ends. Also, I tried to fix a problem that happened when creating a game.
New Votecount system:
This new votecount system, works by keeping a list of all the votes and unvotes every player makes. You can see said list under the "Voting History" section. The votes are counted chronologically from the top to the bottom. I.e, the top votes are the oldest ones, and the bottom votes the most recent. Each vote or unvote, defines a unique votecount for that specific row, which can be seen as a popup.
Let's start by describing each column: Username: This is the username of the player making the vote Vote: This is either "Unvote", or the name of a player. It represents who the player voted (or unvoted) Votecount when the vote/unvote was casted: This seems weird, right? Well, notice those dark cells, right next to the "Vote" column? Each of those cells houses a "hidden" votecount. As the title says, you just have to hover over said cell, and the votecount corresponding to the vote/unvote of that row will appear as a popup. The popup will contain plain text, so you'll have to copy+paste the votecount somewhere else if you want to see it more thoroughly. However, the information is there. Also, the votecount shown in the popups has the exact same format as the ones shown in the main "Votecount" section above.
Aditional info: Another new thing, is that because the new votecount system records unvotes, the votecount itself also records the unvotes players had. A regular line of the votecount will be like this: [Player who has votes] ([Nº votes]): [List of votes] - Unvotes ([Nº unvotes total]): [List of unvotes]
It works like regular TL Mafia votecounts do
Host Guide:
To handle the new voting system, you simply have to select the Voter from the dropdown list under "Username", and then select the Voted from the dropdown list under "Vote". After that, the votecount is updated automatically. If you find out there are no more space left to add new votes (there are no more free rows left), you have to go to Game Management ->Add New Rows to Voting History, and click it. This will add 10 more rows to the bottom of the screen, so you can add more votes as they come along.
Regarding the scum/obs QT feature, you just have to input the link to said QTs when you go to the End Game window
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Anyways, like always, post some feedback when you guys start using it. I'm sure it can be tweaked a little bit to improve it. One area I'm a little concerned with is speed. The more votes you add, the slower it calculates the votecount, since it has to recalculate the whole history of votes from scratch. In some games, it may get very slow. But I'm not sure how much it would impact the game, at least not without experiencing it in action with a real game (for instance, I don't really know how much votes/unvotes will be in total per day phase in any game).
I'd also like to know if hosts feel comfortable adding the votes this way (instead of the old way, where they added them in the section above). If they are not, depending on their feedback and advice we can tweak it.
I'm planning on releasing these "tweaks" and such in the next few releases. However, I'm thinking of making a "big" release (most likely 2.0), where instead of 1 spreadsheet, 2 of them are created. A "master" one where the hosts and cohosts have ALL the info they need, and that's where they work in (via menus, etc). Then the "slave" spreadsheet, which would be exactly the same as the current one. In the "slave" one, players and observers would only be able to read the info of the game as it's posted there by the master spreadsheet. This takes a lot of work though, and I'm short of time these days, so I'm postponing it for later. But at least the very least this should put your hopes up
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Is there anyway to convert an ongoing games 1.0 spreadsheet to the 1.1?
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Yes. In the "Host Guide" from page 1, it gives you the steps you have to do to update the version.
However, know that just updating the version mean that everything you do from NOW ON uses 1.1. It doesn't change stuff you already did.
For example, in 1.1, when you create a game, it creates the Scum QT and Obs QT section in the General Tab automatically. If you update to 1.1 AFTER creating the game, that section WON'T BE CREATED (since it was not created when you created the game in 1.0). In that case, you have to make the ScumQT and ObsQT sections manually (you can create a new spreadsheet and copy it from there, then delete the previous spreadsheet).
This happens equally with previous Day phases. If you change to 1.1 on Night 2, then when you create Day 3, it will have the new votecount system. However, Day 1 and Day 2 won't (since you already created them)
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Alrighty, i'll update during the night. Thanks! :D
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Cool I advice changing to 1.1 at a night phase. Changing to 1.1 in the middle of a Day phase will likely fuck up said Day phase sheet
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So, after almost 1 month from this release, I'm bumpin this thread (for exposure and stuff). If you have more feedback it'll be appreciated.
Sadly I don't believe I can improve this for a while. Well, I don't see the rush to do it anyways. Maybe on May I could start doing some stuff (the thing is that the new changes are "big", so it's not like I can pull them off on one night)
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So I'm trying to use this to host YOSO Mafia. I filled out all the information and finished copy/paste-ing the script. However I can't find for the life of me where the game management tab is to start the game.
EDIT: Nevermind, figured it out!
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OK I'm having problems managing votes. There are 10 rows given to me for voting history and player votes. However in a larger game, how do I save more than 10 votes in the system?
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Check Host Guide above. In the "Game Management" menu thingy, there is a button you can press to add more votes to that history
Host Guide: To handle the new voting system, you simply have to select the Voter from the dropdown list under "Username", and then select the Voted from the dropdown list under "Vote". After that, the votecount is updated automatically. If you find out there are no more space left to add new votes (there are no more free rows left), you have to go to Game Management ->Add New Rows to Voting History, and click it. This will add 10 more rows to the bottom of the screen, so you can add more votes as they come along.
EDIT: Are you using it for You Only Shoot Once Mafia? I don't see it in the OP from that thread.
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Yeah I'm using it for YOSO. Was I supposed to post a link or something o.o
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Ideally yes. The spreadsheet has info about the game as it "plays out", so any player and observer can check it out and see stuff like the current votecount, player filters, etc. As a host, you'd have your "secret" info (player roles, night actions, etc) in a separate place.
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Oh. I was just using it as a hosting tool.
Also, I'm getting "Script function addNewVoteRow could not be found" when I'm trying to add votes.
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Hmm. Go to the 1st post (the Host Guide) and follow this:
At some points, new versions of this spreadsheet will be released. Maybe a bug will be fixed, or a new feature will be added. In the case the host has an ongoing game, when such new version is released, then if appropiate, he can update his spreadsheet to the new version.
In this case, just follow through the steps in Setting up the Library above. Once you arrive at the “Select a Library” step, in the Version column, select the new version (instead of the old one). Then Save, and your spreadsheet will be updated.
Note that there may be times where it’s not appropiate to update an ongoing spreadsheet to a new version. If new features are added to a new version, then doing so may break the spreadsheet. In such cases, either consult me beforehand, or just use the previous version, and only update the version in new spreadsheets you create.
The version you need is the last one which is 68. If you have one that's lesser than that, change it to 68. If you already have the 68 version, hit me back so we can see what other stuff is the problem
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So there is a problem people found when trying to add new voting rows. I'll try getting that fixed.
Also, the "new" Google Sheets apparently are the default now (or something). So yeah a lot of stuff gets broken because of that. I'll see if I can get something done.....
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Okay, in version 70 there's the fix for the new voting rows problem. For existing spreadsheets, you have to copy and paste the code from the "Information Tab" again (since new code was added there that you need)
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Hey gonzaw- I tried re-making a spreadsheet for Order Mafia using version 70. I was re-filling day 1 with votes, and although the voting function now runs without giving me an error, it didn't actually add any new rows ^^ sorry to keep bugging you!
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Check the bottom of the sheet. Right now when you create a new Day X sheet it gives you like 1000 rows. The "Add new row" function adds rows to the end (previously there were only 30 or so rows, so you could see them in the sheet). You could delete the excess rows in this case while I try fixing it
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Ahh I see! Thanks, I think it is working properly now I'll go through and update it to present later today and then see if anything else comes up, that seems to resolve all current problems though.
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