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Re: Sealed Deck development part 2

PostPosted: 27 Sep 2012, 22:36
by mcrawford620
moomarc wrote:First we need to script more of the cards.
Oh, sure, of course. I meant whenever the Ravnica branch is released, it would be cool to have the Guild cubes to simulate the Guild booster packs.

Re: Sealed Deck development part 2

PostPosted: 03 Oct 2012, 21:15
by mcrawford620
FWIW, I can never get past the first round in a draft anyways, because with the new rankings-based draft and deck-building code, the AI is now unbeatable for me (probably I just suck). :D

Re: Sealed Deck development part 2

PostPosted: 06 Oct 2012, 21:05
by Sloth
When i enter a draft mode tournament, i'm facing the same opponent in each round (tested three first rounds), which is a little disappointing.

Re: Sealed Deck development part 2

PostPosted: 07 Oct 2012, 03:58
by RumbleBBU
Thanks for the observations, Sloth.
I'll look into it, when I have access to my dev environment again - next Monday or Tuesday.

Re: Sealed Deck development part 2

PostPosted: 31 Dec 2012, 07:07
by RumbleBBU
Could someone please 'un-sticky' this thread? The issues listed here have been solved one way or another, and with Agetian's sideboarding code in place, I see no immediate need for further Sealed Deck mode development. This thread is unnecessarily hogging the first page of Developer's Corner.

Re: Sealed Deck development part 2

PostPosted: 31 Dec 2012, 17:06
by moomarc
RumbleBBU wrote:Could someone please 'un-sticky' this thread? The issues listed here have been solved one way or another, and with Agetian's sideboarding code in place, I see no immediate need for further Sealed Deck mode development. This thread is unnecessarily hogging the first page of Developer's Corner.
Consider it unstickied :D

Re: Sealed Deck development part 2

PostPosted: 31 Dec 2012, 18:59
by RumbleBBU
Excellent. Thanks, moomarc!