Sealed Deck development part 2
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Re: Sealed Deck development part 2
by mcrawford620 » 27 Sep 2012, 22:36
Oh, sure, of course. I meant whenever the Ravnica branch is released, it would be cool to have the Guild cubes to simulate the Guild booster packs.moomarc wrote:First we need to script more of the cards.
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Re: Sealed Deck development part 2
by mcrawford620 » 03 Oct 2012, 21:15
FWIW, I can never get past the first round in a draft anyways, because with the new rankings-based draft and deck-building code, the AI is now unbeatable for me (probably I just suck). 

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Re: Sealed Deck development part 2
by Sloth » 06 Oct 2012, 21:05
When i enter a draft mode tournament, i'm facing the same opponent in each round (tested three first rounds), which is a little disappointing.
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Sloth - Programmer
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Re: Sealed Deck development part 2
by RumbleBBU » 07 Oct 2012, 03:58
Thanks for the observations, Sloth.
I'll look into it, when I have access to my dev environment again - next Monday or Tuesday.
I'll look into it, when I have access to my dev environment again - next Monday or Tuesday.
Re: Sealed Deck development part 2
by RumbleBBU » 31 Dec 2012, 07:07
Could someone please 'un-sticky' this thread? The issues listed here have been solved one way or another, and with Agetian's sideboarding code in place, I see no immediate need for further Sealed Deck mode development. This thread is unnecessarily hogging the first page of Developer's Corner.
Re: Sealed Deck development part 2
by moomarc » 31 Dec 2012, 17:06
Consider it unstickiedRumbleBBU wrote:Could someone please 'un-sticky' this thread? The issues listed here have been solved one way or another, and with Agetian's sideboarding code in place, I see no immediate need for further Sealed Deck mode development. This thread is unnecessarily hogging the first page of Developer's Corner.

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