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Re: Feature Requests Thread

PostPosted: 09 Sep 2011, 05:12
by Iran
inb63 wrote:What about Kamigawa flip cards and the Innistrad transform mechanic? It would be so much fun to be able to use those cards in Forge :mrgreen:
I Agree with you. With this mechanics the forge would be almost complete.Just miss the conspire and convoke mechanics that I remember.

Re: Feature Requests Thread

PostPosted: 09 Sep 2011, 10:17
by Hellfish
Iran wrote:
inb63 wrote:What about Kamigawa flip cards and the Innistrad transform mechanic? It would be so much fun to be able to use those cards in Forge :mrgreen:
I Agree with you. With this mechanics the forge would be complete.Just miss the conspire and convoke mechanics that I remember.
Theres also Banding. *hides*

Re: Feature Requests Thread

PostPosted: 09 Sep 2011, 11:20
by Max mtg
Hellfish wrote:
Iran wrote:
inb63 wrote:What about Kamigawa flip cards and the Innistrad transform mechanic? It would be so much fun to be able to use those cards in Forge :mrgreen:
I Agree with you. With this mechanics the forge would be complete.Just miss the conspire and convoke mechanics that I remember.
Theres also Banding. *hides*
Uh... I think I should not get into that task :) Because, well, if I do, I'll have to turn inside out the whole code in charge for abilities and triggers ;) Just like it was with deckeditors but to a greater extent

Re: Feature Requests Thread

PostPosted: 11 Sep 2011, 16:04
by Nordos
I wonder, if it could be useful to add another bounty for 'overkill', for example, instead only 10 poison counters, the enemy died with 40, or instead of 0 Life he has -50 in the end.
At the moment you get a bounty if you kill them quite fast. OK, but at some points rusher decks arent as funny as lategame decks. Mind that you still need a lot of time to set such an army up, to do an overkill. . .
Just an idea I had, to prevent everyone using rusher decks like a deck with 4 Plague Stinger, 4 Titanic Growth, 4 Giant Growth, 4 Vampire's Bite and some lands + mox artifacts.

Re: Feature Requests Thread

PostPosted: 11 Sep 2011, 16:20
by timmermac
The way quest mode is currently set up would prevent people from using that kind of deck to start with anyway, since I believe that importing decks for quest mode got yanked. Do you know how hard it is to get the cards necessary to make that kind of deck through winning random rares, raiding the card shop, and winning boosters? Bloody near impossible. I've never managed to completely make any of my decks in all of the quests I've done without importing.

Re: Feature Requests Thread

PostPosted: 11 Sep 2011, 16:44
by friarsol
timmermac wrote:Bloody near impossible. I've never managed to completely make any of my decks in all of the quests I've done without importing.
Just because you can't make any of your decks, doesn't mean you can't make a deck that does as the OP suggested. I've definitely made decks that dealt 40 damage to my opponent in one turn. If I was attempting to, I easily could have done more.

Re: Feature Requests Thread

PostPosted: 11 Sep 2011, 18:37
by lazylockie
timmermac wrote:Do you know how hard it is to get the cards necessary to make that kind of deck through winning random rares, raiding the card shop, and winning boosters? Bloody near impossible. I've never managed to completely make any of my decks in all of the quests I've done without importing.
Like sol said, you don't necessarily need to get 4 of each. You can have 1-2 Plague Stingers and 1-2 Giant Growth and 1-2 of another buff or equipment and there you go, 20-30 poison on a single hit.

Importing .dck files into quest mode DOES work on beta 1.1.3 and I must say I'm impressed the way the quest mode evolves when you start with a 40-card "pre-constructed" deck. 2-3 rares and the rest commons and uncommons, but the synergy is so great that you don't even need your starting cards.

I'm in favor of this "overkill" feature request. It's kinda tasks from Wagic (except there you need to battle a specific opponent and with a specific task). Completing the task gives you additional credits, to buy new stuff. The tasks there are more varied though, such as "have X cards from color Y in your hand before killing", "opponent must have X cards of color Y on graveyard before being defeated", "player must have at least X life before defeating" and so on.

Re: Feature Requests Thread

PostPosted: 11 Sep 2011, 19:57
by Nordos
@timmermac:
that was just an example. And I created such kind of deck after ... 31 losses and 34 wins. Let me become clearer. After I lost 31 on purpose to get new cards (choosing standart everytime), I finally got a deck with Gaint Growth, Glistering Elf, Dark Favor, Vampire's Bite, Rancor, Giant Growth and Vines of Vastwood. I admit playing it only on normal, but still, it IS possible to create such rusher decks. I needed maybe about 10 minutes to get a deck like that. And I didn't take the Standart (Type 2) Starting Pool because I personally think its bugged [I had some problems using it - random crashes were I couldn't resume the quest mode anymore], so, it can be done maybe even faster.
Another (boring deck) was a lategame deck. 2 Mox, one Felidar Sovereign, Entomb, one discard a card from your hand card (if I get the Felidar Sovereign on my starting hand) and several revive cards. I usually just needed 9 cards for that deck and won round 2 or 3 (ok, it was Fantasy and I started with 50 Life, but anyway). So, don't tell me it would be impossible - I know for sure that it isn't.

I will give you another example. I have such an rusher deck (not perfect, but good enough) and an artifact deck.
The rusher decks normally takes me 8 minutes to complete completely. The artifact deck needs about 15-20 minutes to finish one game. It's quite fun. Especially because I found the Tolarian Academy, Memnarch and Filigree Sages. In combination with cards like Mirrorworks, Lux Cannon, Master Transmuter, Platinum Angel, Prototype Portal, Scourglass, Venser's Journal, Darksteel Forge, card-draw cards and so on. In total, I need a lot of time to develope, but if I survive Round ten, I normally win. *
But I get less bounty, because I may win through an alternative win condition, but it doesn't give me as much as the infect rush deck would give me. And I need a lot more time to complete.
But in the end I have (unbuffed) ~4 or more 125/125 Darksteel Juggernaut, I have a 50/50 creature with protection from everything but black + infect. I could show you a picture, where my enemy has 101 poison counters and -91 Life - and that was an early version of that deck. I bet I could get around 500 poison counters ;) But that's in vain, in the moment. The rush deck, which ends with ~11 posion counters at round 3 or 4 does give me more bounty...

* that deck was created in hard, yet I have stats of 236 wins and 133 losses ;)


EDIT: Another thing: In quest mode, can you save the summon pet/plant for each deck individually? Because I have forgotten to change it many times, now :P

Re: Feature Requests Thread

PostPosted: 13 Sep 2011, 12:09
by Nordos
Sorry, if I kinda spam, but I got another request:
I had Flourishing Defenses out, in combination with Midnight Banshee. It's quite annoying, if the 25 tokens die, just to get revived - you have always to say yes, and if you keep pressing enter, you may even skip your turn [or attack phase at least] before realizing it.
So, I wanted to ask if it is possible, to add a tick box to the may trigger, which is like:
[x] for all trigger this turn.
That would make it for some trigger a lot easier ...

Re: Feature Requests Thread

PostPosted: 13 Sep 2011, 13:10
by Rob Cashwalker
Nordos, don't consider it spam... feature requests are good. The MessageDialog that java gives us might not be able to do what you're asking, but it triggered an idea in my head that I think is worthwhile and far-reaching beyond just bypassing the triggers.. so I added it as a feature request in the issue tracker.

http://cardforge.org/bugz/view.php?id=285

Re: Feature Requests Thread

PostPosted: 14 Sep 2011, 11:09
by Hellfish
Rob, if you want to go further with the MessageDialog idea right away, go ahead. In the meantime, I uploaded a patch to the issue that adds a context menu to the stack that lets you specify to always accept or always decline triggers.With a bit of crowd testing (hint hint ;) ) this could be a good intermediary solution.

Edit: Nevermind the bollocks, committed the functionality in r10450.

Re: Feature Requests Thread

PostPosted: 20 Sep 2011, 03:15
by Zirbert
Now that we have color-changing abilities (Dwarven Song and friends, etc.), we could really use some way to tell the *current* color of a permanent in play. Maybe a note in the upper-right info box?

(You know, it's really hard to consistently spell "colour" incorrectly for the benefit of my American friends.)

Re: Feature Requests Thread

PostPosted: 20 Sep 2011, 03:23
by friarsol
Zirbert wrote:Now that we have color-changing abilities (Dwarven Song and friends, etc.), we could really use some way to tell the *current* color of a permanent in play. Maybe a note in the upper-right info box?

(You know, it's really hard to consistently spell "colour" incorrectly for the benefit of my American friends.)
Isn't the border of the card the color the card is?

Re: Feature Requests Thread

PostPosted: 20 Sep 2011, 03:35
by Zirbert
friarsol wrote:
Zirbert wrote:Now that we have color-changing abilities (Dwarven Song and friends, etc.), we could really use some way to tell the *current* color of a permanent in play. Maybe a note in the upper-right info box?
Isn't the border of the card the color the card is?
Only when initially played. The border doesn't change as the color of the permanent gets altered by effects. I built a test deck full of multicolored Legends creatures (gold borders), then started firing the color-changers at them (Heaven's Gate, Sylvan Paradise, Sea King's Blessing, etc.) Their borders stayed gold no matter what. There'd be no way to have the border track the current color without having separate images for the border and body of the card, which I'd think would get ugly quickly.

There's currently no way to tell, as far as I know, what the altered color of a permanent in play is. Those Legends instants I used as examples only last until end of turn, but some color-changing effects are indefinite (take Nim Deathmantle, for instance). Keeping track of the color of something that's had its color indefinitely altered could be quite a bit more important.

(Edit - I see we don't actually have Nim Deathmantle yet. Huh, I thought we did. Anyway, the point stands. Just pretend I said Rise from the Grave, which we do have.)

Re: Feature Requests Thread

PostPosted: 20 Sep 2011, 03:41
by friarsol
Let me try to be more clear.

The Colored border in the CardDetailPanel changes based off the color of the card.

1. Cast Nicol Bolas (It's Gold)
2. Cast a color-changing effect (Heaven's Gate) on NB (Now the border is White)