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Re: Feature Requests Thread

PostPosted: 19 Jul 2010, 14:37
by friarsol
Almost_Clever wrote:Of course, the game didn't realize you had won if you decked or poisoned the final boss in Shandalar. You got the same ending graphics and message that you would have if you had lost. I don't know if it were an oversight or a deliberate move on the part of the programmers, but they pretty much disallowed cheap wins.
Probably an oversight. The ending rolled and based the years banished on how much negative life you brought him to. So if you won by poison or decking, he would still have positive life so you wouldn't have banished him for long. It would probably read something like this in the code
Code: Select all
if (AI.Life > 0)
  failedQuest()
else
  wonQuest(50 - AI.life*5);

Re: Feature Requests Thread

PostPosted: 20 Jul 2010, 05:37
by Marek14
You could protect the final boss from decking by giving him the three Eldrazi titans - it can be dealt with, but it's hard.

The best strategy might be to give him a special card. For example something like this:

Protective Barrier
Artifact
0
Shroud
Protective Barrier is indestructible.
You can't lose the game and your opponents can't win the game.
At the beginning of your upkeep, if you have 0 or less life, exile Protective Barrier.

Re: Feature Requests Thread

PostPosted: 20 Jul 2010, 05:52
by freestorageaccount
Marek14 wrote:You could protect the final boss from decking by giving him the three Eldrazi titans - it can be dealt with, but it's hard.

The best strategy might be to give him a special card. For example something like this:

Protective Barrier
Artifact
0
Shroud
Protective Barrier is indestructible.
You can't lose the game and your opponents can't win the game.
At the beginning of your upkeep, if you have 0 or less life, exile Protective Barrier.
Hurkyl's Recall FTW! :lol: (This reminds me of the time I destroyed the mana pool or something similar.)

Re: Feature Requests Thread

PostPosted: 20 Jul 2010, 19:03
by silly freak
Marek14 wrote:You could protect the final boss from decking by giving him the three Eldrazi titans - it can be dealt with, but it's hard.

The best strategy might be to give him a special card. For example something like this:

Protective Barrier
Artifact
0
Shroud
Protective Barrier is indestructible.
You can't lose the game and your opponents can't win the game.
At the beginning of your upkeep, if you have 0 or less life, exile Protective Barrier.
actually, this "card" sounds much like some sort of vanguard. perhaps there is some way to code vanguards by just assuming that

  • it is a permanent
  • it is not affected by any effect
  • it has some abilities its controller may play

Re: Feature Requests Thread

PostPosted: 21 Jul 2010, 07:16
by Marek14
How hard would be to add command zone? Once you have that, you can have effects sitting there, and nothing from outside can touch them.

Re: Feature Requests Thread

PostPosted: 22 Jul 2010, 05:25
by psillusionist
It would be cool if the AI had an upkeep and draw phase so I could do stuff to its permanents before it could play anything (i.e. tap a Priest of Titania with a Whipcorder before it can use its mana producing ability).

Re: Feature Requests Thread

PostPosted: 03 Aug 2010, 15:55
by SoulStorm
Add a quantity owned section to the card shop so you don't have to search your owned cards to see if you already have a full set of the cards offered for sale.

Mark cards won during quests as new.

Show new cards in the owned cards section of the card shop so that won cards that you don't want to keep can be easily sold.

Thanks!

Re: Feature Requests Thread

PostPosted: 03 Aug 2010, 23:04
by ProphetSword
If possible, a feature I'd like to see would be card highlighting during combat. In other words, cards that are attacking are have a red highlighted border to show they are attacking (I don't know how many times I've missed a vigilance creature the AI sends my way because I didn't notice it was attacking). Cards blocking could have a border highlight of blue or green.

Re: Feature Requests Thread

PostPosted: 06 Aug 2010, 03:54
by Xitax
Spell-casting streamlining:
More intelligent colored mana collection for casting costs: partially already done.

1) If you only need the colorless mana component of a spell don't ask which color mana you want from multi-color mana sources. Or, in a similar vein, if none of the colors fulfill a colored mana requirement, don't ask which color I want - just give me colorless mana.
2) When only one color from a multi-color source can apply to the current spell you're casting, auto-pick that color. (already done, if I cast Prickly Boggart using a Badlands, don't ask me if I want R or B).
3) Always apply mana to the colored requirement of a spell first, if possible (done?)
4) Find a better way of keeping track of snow-mana, the second mana pool card is annoying. I have no ideas - suggestions?

Re: Feature Requests Thread

PostPosted: 06 Aug 2010, 14:40
by Rob Cashwalker
friarisol has been working on the manapool issues, along with paying for alternative costs. Some if this work has already been committed to the SVN.

Re: Feature Requests Thread

PostPosted: 07 Aug 2010, 19:30
by DemoneNero
If you miss a card artwork (or a token) add a generic artwork (instead of using colored squares). You could use a HQ card back Image
Thanks

Re: Feature Requests Thread

PostPosted: 08 Aug 2010, 00:11
by Xitax
If I wanted to go find a token for the wolf pet or plant wall from the Bazaar, what would I name the file so that Forge would find it?

Thanks!

Re: Feature Requests Thread

PostPosted: 08 Aug 2010, 01:04
by Almost_Clever
Xitax wrote:If I wanted to go find a token for the wolf pet or plant wall from the Bazaar, what would I name the file so that Forge would find it?

Thanks!
I think all of the pets are:

b_1_1_crocodile_pet
b_2_1_crocodile_pet
b_3_1_crocodile_pet
b_3_1_crocodile_pet_swampwalk

g_0_1_plant_wall
g_0_2_plant_wall
g_0_3_plant_wall
g_1_3_plant_wall
g_1_3_plant_wall_deathtouch
g_1_4_plant_wall

g_1_1_wolf_pet
g_1_2_wolf_pet
g_2_2_wolf_pet
g_2_2_wolf_pet_flanking

r_1_1_hound_pet
r_1_1_hound_pet_haste
r_2_1_hound_pet
r_2_1_hound_pet_alone

w_0_1_bird_pet
w_1_1_bird_pet
w_2_1_bird_pet
w_2_1_bird_pet_first_strike

Re: Feature Requests Thread

PostPosted: 08 Aug 2010, 01:13
by Rob Cashwalker
We will not be using card backs for missing artwork. If a card back were to be used for anything, it would be for the morphs and we have a neat token design that makes it easy to notice it's a morph..

I'll make up some new tokens for the hound and birds. In the helper files thread, I think I've already posted the wolf, plant and crocodile.

Re: Feature Requests Thread

PostPosted: 08 Aug 2010, 02:37
by Almost_Clever
Rob Cashwalker wrote:We will not be using card backs for missing artwork. If a card back were to be used for anything, it would be for the morphs and we have a neat token design that makes it easy to notice it's a morph..

I'll make up some new tokens for the hound and birds. In the helper files thread, I think I've already posted the wolf, plant and crocodile.
There already are hound and bird tokens -- that's where I got the names. I assume Xitax wanted his own.