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Conditonal Moves

Conditonal Moves

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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...

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Originally posted by kmac27
RHP only allows one conditioal move at a time...
FAIL

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It only allows me to move one conditional move at a time. It will not allow a second conditional move. Half of the times it doesn't work either!

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Originally posted by kmac27
It only allows me to move one conditional move at a time. It will not allow a second conditional move. Half of the times it doesn't work either!
Select "deep mode" for a chain of moves.

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Originally posted by Ragnorak
There is a delay between your opponent moving and the recorded conditional move taking place.

D
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.

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Originally posted by SwissGambit
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.
I 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.

It was decided in design discussions to introduce the delay.

D

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The conditional move code has a bug--it won't allow en passant.

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Originally posted by Ragnorak
It was decided in design discussions to introduce the delay.
How long is 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


I'd like to see the following conditional "move".

IF skull appears THEN click skull (no delay).

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Originally posted by Mutt n Stu
I'd like to see the following conditional "move".

IF skull appears THEN click skull (no delay).
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?

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Originally posted by surtism
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?
If 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.

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Given that there is a delay, if I program a conditional move, my opponent makes the anticipaed move and I change my mind, is there any opportunity to make a move before my conditional move takes effect thus cancelling it?

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Originally posted by Habeascorp
Given that there is a delay, if I program a conditional move, my opponent makes the anticipaed move and I change my mind, is there any opportunity to make a move before my conditional move takes effect thus cancelling it?
Yes.

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I wonder if it's possible to play the whole game in conditional moves? Like a simple fools mate or whatever.

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Originally posted by deeploser
I wonder if it's possible to play the whole game in conditional moves? Like a simple fools mate or whatever.
I'm sure someone out there is already trying this. 😀