New stacking feature

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lclaudius
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New stacking feature

Post by lclaudius »

Jerome, what exactly is the new stacking feature? In what situations are we supposed to use it?
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Jerome
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Re: New stacking feature

Post by Jerome »

lclaudius wrote:Jerome, what exactly is the new stacking feature? In what situations are we supposed to use it?
I suppose you're referring to the "enable/disable stacking" feature.
It's an icon in the right bottom corner of the screen which can be used by any player to turn off stacking for the game (all players are affected).
When stacking is turned off, you can still move stacks, but you can't build new ones or add a counter to an existing stack.
It's valuable for some games (chess or miniature wargames for instance) because it prevents counters from getting "stuck" to each other accidentally.

The status of the stacking is saved and restored with the game, so Game box designers can choose to turn stacking on or off when building their scenarios.
Jerome, ZunTzu developer.
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lclaudius
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Post by lclaudius »

Understood, thanks.
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Beren
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Post by Beren »

Is it possible to change the deep of the stack? get the counters closer for example...
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Bill Barrett
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Post by Bill Barrett »

Is it possible to change the deep of the stack? get the counters closer for example...
Not yet, but it's in the Roadmap...

Regards, Bill
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radikal
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Post by radikal »

Bill Barrett wrote:
Is it possible to change the deep of the stack? get the counters closer for example...
Not yet, but it's in the Roadmap...

Regards, Bill
Good to know it will be there eventually. I'm working on an 18xx series game and have a stack of small tokens on the charter (half a page) ready to be handed out when the company floats. Problem is the tokens spread out with gaps in between so I can't select the one on top to remove it from the stack - as soon as the mouse hits the gap between them the whole stack collapses back down.

-Ron
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Post by Hedge-o-Matic »

Is it possible, in a future build, to disable stacking for certain elements (like glass beads), but allow it for others (like chips?) This would need some sort of controlling field, though, since you can stack a bead on a token, but not the other way around.

Solution: Maybe have a "Stack group" field (set in the gamebox as an integer), and elements that have identical groups can stack. An element can stack on top of an element with a lower stack group number, but not vice versa. An element in stack group 0 cannot be stacked with anything.

The default stack group could be set to 1. The global stacking disable toggle we've got now would override all stacking, of course.
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