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Card Implementations Requests

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Re: Card Implementations Requests

Postby DennisBergkamp » 08 Mar 2009, 00:33

Oh I got 2 more Mox Emerald outside of the screen (notice the scrollbar at the bottom) :D
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Re: Card Implementations Requests

Postby GandoTheBard » 08 Mar 2009, 06:52

DennisBergkamp wrote:Oh I got 2 more Mox Emerald outside of the screen (notice the scrollbar at the bottom) :D
See to me that says "the UI needs tweaking." particularly that the realestate taken up by the cards lined up could be more efficient if the cards stacked or if there were additional rows. A screenie that doesn't show the full screen = a frown lol.
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Re: Card Implementations Requests

Postby Idesama » 23 Mar 2009, 22:43

Hi, new here, and I wanted to say first off that this is a great program. I found it over the weekend, and I've been enjoying it immensely. Great work, and thank you very much.

I'd like to request Icy Manipulator. It seems like a very basic and simple card, and it is classic and iconic.

Actually, the thing I would really love to see implemented is some sort of option to put a stop before the computer enters its attack phase. There have been times, particularly in the limited formats, where I have wanted or needed to activate a manland to give me a blocker or activate an ability on a permanent in play (Hopping Automaton's flying ability for example, or a Goldmeadow Harrier token), but if the computer doesn't do anything on its main phase 1 (and sometimes it doesn't), it skips right to the attack phase, and then it is too late. Result: less favorable board positions and sometimes game losses. There is a way to stop the game at end of computer's turn, there should be one to stop it before it enters its attack phase. This would also make having the Icy Manipulator in the game (and in play) make more sense.

Again, thank you for the great work that you have put into this program so far. It is extremely entertaining and I am loving it so far.

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Re: Card Implementations Requests

Postby GandoTheBard » 23 Mar 2009, 23:40

This would indeed be a welcome change, but might make the game harder for the already crippled AI. Im guessing thats the reason Rares never implemented it to begin with after he found out about phases. Since the AI doesn't cast anything as a fast effect, the addition of a stop during its main phase would be a strong advantage for the human player. I for one would rather have it than not but its not my decision since I refuse to go hunting for the right place to put such a code.
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