Feature Requests Thread
by mtgrares
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Re: Feature Requests Thread
by friarsol » 16 Dec 2014, 18:04
Ahh the Astral Set. I'd rank that as more unlikely than adding Un-sets to be in official releases, for similar reasons that Un-sets aren't in Forge. Astral doesn't actually show up in Gatherer, so they don't have official Oracle rules-text.machinegun wrote:Any chance those computer-only cards from the Shandalar game? They would be perfect candidate for Forge. Also there are some unique cards from the Dreamcast game...
For someone with enough motivation, they could probably put together a custom set for Astral, although I'm fairly sure not all 12 cards are scriptable. (Specifically Whimsy and Faerie Dragon's "random effect" list, but there's probably some other hangups)
I never played the Dreamcast game, but I'd have to assume it's the same. No official Oracle text, and potentially limited handling in the scripting system.
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Re: Feature Requests Thread
by machinegun » 17 Dec 2014, 15:28
Well now you mention it, some of Astral cards are really hard to script. The only possible way would be to make a finite list of "random effects" based on what's available back in times the Astral set was available - that would also be the intended pool of effects for the cards. Of course this will still be a BIG hassle.....friarsol wrote:Ahh the Astral Set. I'd rank that as more unlikely than adding Un-sets to be in official releases, for similar reasons that Un-sets aren't in Forge. Astral doesn't actually show up in Gatherer, so they don't have official Oracle rules-text.machinegun wrote:Any chance those computer-only cards from the Shandalar game? They would be perfect candidate for Forge. Also there are some unique cards from the Dreamcast game...
For someone with enough motivation, they could probably put together a custom set for Astral, although I'm fairly sure not all 12 cards are scriptable. (Specifically Whimsy and Faerie Dragon's "random effect" list, but there's probably some other hangups)
I never played the Dreamcast game, but I'd have to assume it's the same. No official Oracle text, and potentially limited handling in the scripting system.
For the cards in Dreamcast game it's actually easier to be scripted, as the random effects are all finite, i.e. choose a number from 1 to 6, choose one of the 5 basic land type, etc.
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Re: Feature Requests Thread
by Marek14 » 18 Dec 2014, 00:29
There's also the problem that some Astral cards are not too clear about what they actually do, barring delving into the original code. Take Orcish Catapult:machinegun wrote:Well now you mention it, some of Astral cards are really hard to script. The only possible way would be to make a finite list of "random effects" based on what's available back in times the Astral set was available - that would also be the intended pool of effects for the cards. Of course this will still be a BIG hassle.....friarsol wrote:Ahh the Astral Set. I'd rank that as more unlikely than adding Un-sets to be in official releases, for similar reasons that Un-sets aren't in Forge. Astral doesn't actually show up in Gatherer, so they don't have official Oracle rules-text.machinegun wrote:Any chance those computer-only cards from the Shandalar game? They would be perfect candidate for Forge. Also there are some unique cards from the Dreamcast game...
For someone with enough motivation, they could probably put together a custom set for Astral, although I'm fairly sure not all 12 cards are scriptable. (Specifically Whimsy and Faerie Dragon's "random effect" list, but there's probably some other hangups)
I never played the Dreamcast game, but I'd have to assume it's the same. No official Oracle text, and potentially limited handling in the scripting system.
For the cards in Dreamcast game it's actually easier to be scripted, as the random effects are all finite, i.e. choose a number from 1 to 6, choose one of the 5 basic land type, etc.
Randomly distribute X -0/-1 counters among a random number of random target creatures.
There are several possible ways to implement this. Is a number of targets (in range 1..max(X,number of legal targets)) chosen first, then targets themselves, or is a target chosen randomly for every one of the X counters and then consolidated into a single list? Both would lead to the same possibilities, but different probabilities of various possibilities.
Re: Feature Requests Thread
by Mattias » 20 Dec 2014, 09:03
Hi, new to this forum and game so sorry if this already exists or if this is the wrong place for it.
Anyway, I am playing quest mode and I am having a hard time managing cards. It is such a hassle after aquiring a large amount of cards.
I was thinking it would be nice to have a function that could mark cards as for sale or not for sale rather. Or maybe when in the shop filter away cards that are in decks. But mostly a "mark card as not for sale" would be the best, preferbly being able to do it right from the moment you win the cards. You win a booster and when scrolling through it you can click "keep" or some such. This would make it much less risky to sell cards and much faster as you will know that a majority of the cards are junk that you can sell.
Anyway, I am playing quest mode and I am having a hard time managing cards. It is such a hassle after aquiring a large amount of cards.
I was thinking it would be nice to have a function that could mark cards as for sale or not for sale rather. Or maybe when in the shop filter away cards that are in decks. But mostly a "mark card as not for sale" would be the best, preferbly being able to do it right from the moment you win the cards. You win a booster and when scrolling through it you can click "keep" or some such. This would make it much less risky to sell cards and much faster as you will know that a majority of the cards are junk that you can sell.
Re: Feature Requests Thread
by friarsol » 20 Dec 2014, 14:05
It doesn't exist the way you are saying, but the way I handle this situation in Quest is by sorting the tables, first by the "Deck" column (which sorts all cards in decks you own to the bottom of the list) and then sorting by "New" (which sorts all of the newly acquired cards to the top of the list). Then I multi-select the cards I want to sell (generally all but a few cards depending on where in the quest I am), and sell them as a large bunch.Mattias wrote:Anyway, I am playing quest mode and I am having a hard time managing cards. It is such a hassle after aquiring a large amount of cards.
I was thinking it would be nice to have a function that could mark cards as for sale or not for sale rather. Or maybe when in the shop filter away cards that are in decks. But mostly a "mark card as not for sale" would be the best, preferbly being able to do it right from the moment you win the cards. You win a booster and when scrolling through it you can click "keep" or some such. This would make it much less risky to sell cards and much faster as you will know that a majority of the cards are junk that you can sell.
I think this idea has been suggested a few times however, so maybe someone will keep it on their radar for when they are looking for a new feature to add.
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Re: Feature Requests Thread
by nick012000 » 21 Dec 2014, 22:35
Is there any way to edit the Quest Mode save files? I downloaded Forge a couple days ago, and ever since it decided to bump the difficulty up to Medium, I keep losing over and over again since the AI is playing retarded Legacy decks with Moxen and Dual Lands and shit and I'm playing a Standard deck. I just want to bump the difficulty back down to Easy, so that I'll have a chance at actually winning and accumulating the in-game currency I need to buy the stuff I'd need to actually have a chance at the higher difficulties. 

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Re: Feature Requests Thread
by friarsol » 21 Dec 2014, 22:47
Look for Quest Preferences, and change how long it takes to move up to the next level of decks for the AI.nick012000 wrote:Is there any way to edit the Quest Mode save files? I downloaded Forge a couple days ago, and ever since it decided to bump the difficulty up to Medium, I keep losing over and over again since the AI is playing retarded Legacy decks with Moxen and Dual Lands and shit and I'm playing a Standard deck. I just want to bump the difficulty back down to Easy, so that I'll have a chance at actually winning and accumulating the in-game currency I need to buy the stuff I'd need to actually have a chance at the higher difficulties.
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Re: Feature Requests Thread
by nick012000 » 22 Dec 2014, 07:13
Ah, thanks for that! I also tried the Travel button, and found that the matches on Shandalar were a lot easier, probably because their decks are made of crappy early-game creature cards.friarsol wrote:Look for Quest Preferences, and change how long it takes to move up to the next level of decks for the AI.nick012000 wrote:Is there any way to edit the Quest Mode save files? I downloaded Forge a couple days ago, and ever since it decided to bump the difficulty up to Medium, I keep losing over and over again since the AI is playing retarded Legacy decks with Moxen and Dual Lands and shit and I'm playing a Standard deck. I just want to bump the difficulty back down to Easy, so that I'll have a chance at actually winning and accumulating the in-game currency I need to buy the stuff I'd need to actually have a chance at the higher difficulties.
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Re: Feature Requests Thread
by friarsol » 22 Dec 2014, 15:41
Yep, we try to keep a lot of flexibility, as people play in different manners and have different skill levels.nick012000 wrote:Ah, thanks for that! I also tried the Travel button, and found that the matches on Shandalar were a lot easier, probably because their decks are made of crappy early-game creature cards.
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Re: Feature Requests Thread
by phenox1707 » 23 Dec 2014, 18:31
I know it would potentially take some time to code, but is there any way to put drafting or playing sealed into quest mode? Save up enough money, buy a couple of packs from the store, buy an entry ticket or something, then draft your three packs for the chance of winning some more? I think it'd be fun.
Edit: Oh jeez. Is that what tournaments are? Am I just an idiot? Haha. Sorry about that.
Edit: Oh jeez. Is that what tournaments are? Am I just an idiot? Haha. Sorry about that.
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Re: Feature Requests Thread
by Nordos » 23 Dec 2014, 22:32
Well, Sealed isn't implemented, only draft.
And I would like to see some kind of sealed, too
And I would like to see some kind of sealed, too

Re: Feature Requests Thread
by Mattias » 25 Dec 2014, 09:39
Thank you for that. Worked perfectly!friarsol wrote:It doesn't exist the way you are saying, but the way I handle this situation in Quest is by sorting the tables, first by the "Deck" column (which sorts all cards in decks you own to the bottom of the list) and then sorting by "New" (which sorts all of the newly acquired cards to the top of the list). Then I multi-select the cards I want to sell (generally all but a few cards depending on where in the quest I am), and sell them as a large bunch.Mattias wrote:Anyway, I am playing quest mode and I am having a hard time managing cards. It is such a hassle after aquiring a large amount of cards.
I was thinking it would be nice to have a function that could mark cards as for sale or not for sale rather. Or maybe when in the shop filter away cards that are in decks. But mostly a "mark card as not for sale" would be the best, preferbly being able to do it right from the moment you win the cards. You win a booster and when scrolling through it you can click "keep" or some such. This would make it much less risky to sell cards and much faster as you will know that a majority of the cards are junk that you can sell.
I think this idea has been suggested a few times however, so maybe someone will keep it on their radar for when they are looking for a new feature to add.
Another question:
Is there a way to alter the price support for drafts?
I would like to up it to money back for second place and entry*2 for a win, credit-wise that is. I suck at most limited formats and the costs for drafts are quite steep in the settings I am using.
Re: Feature Requests Thread
by Geox111 » 25 Dec 2014, 21:28
Hi guys!
After watching some games, I think adding the "legacy cube" of MTGO into Forge would be nice.
Thank you for your time!
After watching some games, I think adding the "legacy cube" of MTGO into Forge would be nice.
Thank you for your time!
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Re: Feature Requests Thread
by nick012000 » 28 Dec 2014, 06:27
Is it possible to turn Forge's music off? It's nice music, don't get me wrong, but sometimes you want to listen to your own music when you're playing Magic, you know?
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Re: Feature Requests Thread
by Hexadecimal » 28 Dec 2014, 06:32
It's in the preferences, 'sound options' section.nick012000 wrote:Is it possible to turn Forge's music off? It's nice music, don't get me wrong, but sometimes you want to listen to your own music when you're playing Magic, you know?
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