The conditional moves feature is awesome when you are in a winning position and your opponent is dragging out a horribly lost game. If he keeps seeing conditional moves they will most likley resign. However, gameknots conditional move feature is set up like that, RHP only allows one conditioal move at a time...
Originally posted by RagnorakToo bad - it would be optimal if the server checked for conditionals right when the opponent hit "submit move", and immediately informed the opponent that a conditional move has been triggered, along with updating the board.
There is a delay between your opponent moving and the recorded conditional move taking place.
D
Originally posted by SwissGambitI disagree. I don't think my opponent should know that I'm using conditional moves at all. To them, it should look like a human has just moved.
Too bad - it would be optimal if the server checked for conditionals right when the opponent hit "submit move", and immediately informed the opponent that a conditional move has been triggered, along with updating the board.
It was decided in design discussions to introduce the delay.
D
Originally posted by RagnorakHow long is the delay?
It was decided in design discussions to introduce the delay.
If not long enough then your opponent will know you're using conditional moves. And if too long a delay, it defeats some of the benefits of conditional moves, i.e. a fast turnaround of "obvious" moves
Originally posted by Mutt n StuI agree - very useful if you are on vacation and cannot manually skull somebody.
I'd like to see the following conditional "move".
IF skull appears THEN click skull (no delay).
Can the conditional moves program be integrated into a forced move program? So that forced mates can be played out all by the winning player, the prog only stopping were the opponent has more than one option?
Originally posted by surtismIf I understand you correctly then you are asking if you can program a series of moves in (the fact that it is forced just means that there are no variations so only 1 line needs to be queued)? You can use Deep Mode for that - I totally missed that until reading these forums as the button for this is not next to the board but in the bar above.
I agree - very useful if you are on vacation and cannot manually skull somebody.
Can the conditional moves program be integrated into a forced move program? So that forced mates can be played out all by the winning player, the prog only stopping were the opponent has more than one option?