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Re: Feature Requests Thread

PostPosted: 18 Feb 2012, 20:40
by tafkad
A feature I would like to see changed - when the AI casts a spell requiring a discard or a sacrifice it brings up a box with the choices inside this box - and if you are trying to play a little faster you will automatically make these choices and choose stuff you do not want to, very frustrating - these are important choices and (like many other choices in the game where I get to use the mouse to make a selection from the cards in view, no extra box is needed and no accidental choices are made) I think Discarding and Sacrificing should require you to select the choices with the mouse buttons only, not from a box where you can hit enter and make the choice. This would greatly improve the playing experience since sometimes you need to pick up the pace when nothing is happening. There's nothing like having control and then inadvertently sacrificing your control or discarding your very important response cards. Thank you.


- The discard feature really needs to be modified -

Re: Feature Requests Thread

PostPosted: 21 Feb 2012, 01:05
by edessa
A small request that I have is that when you are in a Quest and you have many decks you choose one of your middle or bottoms decks to play with to test it, but after the match you have to choose it again because the program selects the deck I believe by alfabeticall order and sometimes its annoying to change decks over and over again

Re: Feature Requests Thread

PostPosted: 21 Feb 2012, 17:19
by lazylockie
Is it possible to add the multi activation feature from DotP? Most commonly seen on firebreathing creatures, like Shivan Dragon

I think one solution (without messing too much on the engine) is to add a tag - for example MultipleActivations$ True - on activated abilities and when parsing this tag it would prompt a listbox with the desired number, then ask the player to pay the required costs (like an X spell) and then finally fire all the activated abilities with a loop (or resolve all of them as a single one to save some clicks)

Re: Feature Requests Thread

PostPosted: 23 Feb 2012, 06:15
by moomarc
lazylockie wrote:Is it possible to add the multi activation feature from DotP? Most commonly seen on firebreathing creatures, like Shivan Dragon

I think one solution (without messing too much on the engine) is to add a tag - for example MultipleActivations$ True - on activated abilities and when parsing this tag it would prompt a listbox with the desired number, then ask the player to pay the required costs (like an X spell) and then finally fire all the activated abilities with a loop (or resolve all of them as a single one to save some clicks)
There's a few TODO's in the code related to X costs that I've seen, so once those are sorted, maybe the interface could be designed to handle these.

Re: Feature Requests Thread

PostPosted: 23 Feb 2012, 11:46
by Bundy
Maybe an endless loop detection could be built into the stack?

I have a Creepy Doll (indestructible creature) enchanted with Pariah and Soul Link. Computer plays Spiteful Shadows.
Computer attacks, damage gets bounced to Creepy Doll by Pariah, Soul Link puts my life gain on the stack, damage gets bounced back to me by Spiteful Shadows. Then it starts all over again with Pariah, bouncing the damage from me back to the Creepy Doll, life gain on stack, damage bounce on stack, another damage bounce on the stack, again life gain, bounce bounce, life, bounce bounce, life, bounce for eternity ...

And so the stack grows forever (or till it gets too long for Forge to handle, if that's possible). I just kept enter presed down for a while and there are 150 items waiting on the stack at the moment ...
I don't know the exact rulings when this would happen in a real game of magic, but i guess it would end in a draw?

Notice there is no mouse over for Spiteful Shadows, so here is the text for it:
Enchant creature
Whenever enchanted creature is dealt damage, Spiteful Shadows deals that much damage to that creature's controller.


Low quality screenshot here:http://www.abdesigns.nl/Forge-120223.jpg

Re: Feature Requests Thread

PostPosted: 23 Feb 2012, 13:00
by friarsol
Bundy wrote:I don't know the exact rulings when this would happen in a real game of magic, but i guess it would end in a draw?
Yep Infinite Loops are draws.

Re: Feature Requests Thread

PostPosted: 23 Feb 2012, 14:41
by Phoenix
Within the Quest's Spell Shop in the upper list containing the cards to buy I had the idea of an additional column.

Until now I can see in the first column "How many cards I can buy" and I miss a second column to show me the number of cards I already have of the available type.

The advantage would be that I don't have to scroll through the whole lower list of my cards where I can find out how often I have that specific card already.

When playing with cards sets within that second column the sum of all cards of that name would be great instead of just showing me all single cards of the single card sets.

Re: Feature Requests Thread

PostPosted: 24 Feb 2012, 03:02
by Doublestrike
edessa wrote:A small request that I have is that when you are in a Quest and you have many decks you choose one of your middle or bottoms decks to play with to test it, but after the match you have to choose it again because the program selects the deck I believe by alfabeticall order and sometimes its annoying to change decks over and over again
Hi Edessa, welcome to Forge - thanks for reminding me about this, I'll try to have this corrected for the next beta release.

Re: Feature Requests Thread

PostPosted: 27 Feb 2012, 01:00
by timmermac
I'd like there to be a way to buy/sell more than one card at a time in the card shop. Both multiples of the same card and different cards simultaneously.

Re: Feature Requests Thread

PostPosted: 27 Feb 2012, 01:19
by edessa
Id like to have more oponents than 3 in the quest mode, maybe 5 options instead of 3 would be great, and maybe some feature that allows that after beating an oponent a number of times, maybe 10 or 15 you could access to their deck in the quest shop, or to some of their key cards. I dont know if that would be a good feature.

Re: Feature Requests Thread

PostPosted: 27 Feb 2012, 07:51
by moomarc
edessa wrote:Id like to have more oponents than 3 in the quest mode, maybe 5 options instead of 3 would be great, and maybe some feature that allows that after beating an oponent a number of times, maybe 10 or 15 you could access to their deck in the quest shop, or to some of their key cards. I dont know if that would be a good feature.
I think that would make it too easy to get moxen and other power cards. But if you're happy that you can consistently beat them just enable playing for ante. Then you can slowly get cards from their deck.

Re: Feature Requests Thread

PostPosted: 01 Mar 2012, 21:35
by edessa
another small idea maybe a marker in the shop to know if you already have a card so you wont buy it to many times and, maybe a card limit to 4 o 6 copies because at this point I have too many cards in my card pool, maybe 25 o 30 cemtery reapers and I think thats too much. I only use four for my zombie deck and when you create other deck the same four are also available so why do I want the other 21 copies, of course I sold them on the shop but I believe a card copy limit would be nice.

Re: Feature Requests Thread

PostPosted: 02 Mar 2012, 01:08
by Karitekenji
I would love if you could( and I am most certain you've heard this millions of times before, for which I apologize) add Commander. Also if possible I'd enjoy being able to select any three packs for drafts, six for sealed, rather than just from a block. Also I'd love the ability to pick starting sets for quest mode. That could come off rather vague, I mean more starting pool selections than just Standard or not standard, if that makes as much sense to anyone as it does to me lol. Anyway thanks for at the very least reading this^_^ been a fan for a LONG time and this is my first post.

Re: Feature Requests Thread

PostPosted: 02 Mar 2012, 23:18
by lazylockie
Karitekenji wrote:I would love if you could( and I am most certain you've heard this millions of times before, for which I apologize) add Commander. Also if possible I'd enjoy being able to select any three packs for drafts, six for sealed, rather than just from a block. Also I'd love the ability to pick starting sets for quest mode. That could come off rather vague, I mean more starting pool selections than just Standard or not standard, if that makes as much sense to anyone as it does to me lol. Anyway thanks for at the very least reading this^_^ been a fan for a LONG time and this is my first post.
you can define any sets for a specific format. go to res/blockdata/formats.txt and edit it as you see fit.

for drafting boosters from different sets I think that's possible as well: in res/blockdata/blocks.txt you can edit an existing block (most likely to work) or add a new line with your wanted sets (don't know how hardcoded this part is)

as for commander, you can use dev mode and set your starting life to 40 and use the tutor for when you want to cast your general. the only difference is that you won't have commander damage

Re: Feature Requests Thread

PostPosted: 04 Mar 2012, 07:29
by PowerClaws
A way to sort by blocks (ie, to view only cards from shards of alara, conflux and alars reborn) would be nice.
At the moment, i just add them to the formats file in block data but it ends up being sorted inbetween extended, standard, etc