Feature Requests Thread
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Feature Requests Thread
by serrasmurf » 19 Jun 2014, 13:53
Hi Fizanko,
Thnx for the file!
I think the most elegant solution is to replace Harm's way with a basic plains.
If more cards need replacing (because the AI can't handle them properly) than we can choose between replacing with similar cards or excluding the particular deck.
Thnx for the file!
I think the most elegant solution is to replace Harm's way with a basic plains.
If more cards need replacing (because the AI can't handle them properly) than we can choose between replacing with similar cards or excluding the particular deck.
- serrasmurf
- Posts: 316
- Joined: 30 Jan 2010, 14:09
- Location: The Netherlands
- Has thanked: 3 times
- Been thanked: 18 times
Re: Feature Requests Thread
by serrasmurf » 19 Jun 2014, 14:06
BTW, after reading your post it seems that throwing all decks in 1 tournament would be cool too. It might indeed not be balanced, but that means you'll automatically have a lot of difficulty levels and a great challenge as a human player to win the tournament with the weakest deck.
Also the old invitational comes to mind where the 16 pro players had to bid with starting hand and starting life total on the 16 decks decks that were designed by the community..
Also the old invitational comes to mind where the 16 pro players had to bid with starting hand and starting life total on the 16 decks decks that were designed by the community..

- serrasmurf
- Posts: 316
- Joined: 30 Jan 2010, 14:09
- Location: The Netherlands
- Has thanked: 3 times
- Been thanked: 18 times
Re: Feature Requests Thread
by Fizanko » 19 Jun 2014, 14:30
That should work this way, as while i was thinking of internal balance between each duel decks, i forgot that MtG features a good part of a deck efficiency still left to luck/randomness (having the good card coming to hand at the good time by example)
And this should actually "balance the imbalance", making a tournament probably working overall
Will have to play several duels between duels decks to see how it would feel.
And this should actually "balance the imbalance", making a tournament probably working overall

Will have to play several duels between duels decks to see how it would feel.
probably outdated by now so you should avoid : Innistrad world for Forge (updated 17/11/2014)
Duel Decks for Forge - Forge custom decks (updated 25/10/2014)
Duel Decks for Forge - Forge custom decks (updated 25/10/2014)
Re: Feature Requests Thread
by Marek14 » 19 Jun 2014, 17:09
Since the Card Detail panel contains information about attachments, could it also display combat information? I.e. who or what is the creature attacking, which creatures block it, or which creatures are blocked by it. I've just had a situation where AI blocked one of my 2 Wurm tokens. The arrow was ambiguous since they were stacked and the I had to use numbers displayed in combat window. Sure, it works, but putting the information to Card Detail as well would be useful.
Re: Feature Requests Thread
by timmermac » 19 Jun 2014, 18:22
There should be a combat pane that lists attackers and blockers.
"I just woke up, haven't had coffee, let alone a pee in 7 days, and I find out you stole my ass and made a ...mini-me! Carter, I should be irked currently, yes?" - Jack O'Neill
Re: Feature Requests Thread
by Marek14 » 20 Jun 2014, 06:04
Yes, there is. I'm just saying that it might not be enough since in cases of large amount of similar attackers and blockers, it's cluttered and you have to hunt for IDs to find the specific creatures mentioned in panel for purpose of targeting and such.timmermac wrote:There should be a combat pane that lists attackers and blockers.
Re: Feature Requests Thread
by antekm » 29 Jun 2014, 17:04
Is it possible to make something with exceptions - when there's an exception, everything more or less seem to work, but cards are not tapped and untapped properly - even if you start a new match - only solution is to restart the whole game.
Re: Feature Requests Thread
by meapineapple » 20 Jul 2014, 21:22
It'd be awesome if I wasn't prompted to choose the order of identical effects. Also, having the popup every turn for enchantments and such gets really old. A "remember this choice" option would be amazing.
- meapineapple
- Posts: 5
- Joined: 17 Jul 2014, 23:36
- Has thanked: 0 time
- Been thanked: 0 time
Re: Feature Requests Thread
by Marek14 » 21 Jul 2014, 06:32
Hm, for optional triggered abilities, you can right-click on the stack and choose whether you want them to be always accepted, always declined or whether you want the choice every time. Maybe something like this could be done for all triggered abilities, with option to "don't care about ordering"...meapineapple wrote:It'd be awesome if I wasn't prompted to choose the order of identical effects. Also, having the popup every turn for enchantments and such gets really old. A "remember this choice" option would be amazing.
Re: Feature Requests Thread
by KrazyTheFox » 22 Jul 2014, 16:36
Right now when card pictures are missing, the game shows a blank, generic card template. Instead, could we get a "card" that looks like the details view on the Android version? That way, even if you don't have the images, you could still easily draft without having to open up the detail view for each card to find out what it is.
-
KrazyTheFox - Programmer
- Posts: 725
- Joined: 18 Mar 2014, 23:51
- Has thanked: 66 times
- Been thanked: 226 times
Re: Feature Requests Thread
by friarsol » 22 Jul 2014, 17:42
Yea that would certainly be handy, I usually flip to list view when I'm doing anything on my android so I can see what things names are. It's at least better than looking at the details.KrazyTheFox wrote:Right now when card pictures are missing, the game shows a blank, generic card template. Instead, could we get a "card" that looks like the details view on the Android version? That way, even if you don't have the images, you could still easily draft without having to open up the detail view for each card to find out what it is.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Feature Requests Thread
by drdev » 22 Jul 2014, 18:41
I've been planning to work on something to this effect, at least for the mobile game. I'll see if I can come up with something for the desktop game too while I'm at it.friarsol wrote:Yea that would certainly be handy, I usually flip to list view when I'm doing anything on my android so I can see what things names are. It's at least better than looking at the details.KrazyTheFox wrote:Right now when card pictures are missing, the game shows a blank, generic card template. Instead, could we get a "card" that looks like the details view on the Android version? That way, even if you don't have the images, you could still easily draft without having to open up the detail view for each card to find out what it is.
- drdev
- Programmer
- Posts: 1958
- Joined: 27 Jul 2013, 02:07
- Has thanked: 189 times
- Been thanked: 565 times
Re: Feature Requests Thread
by Marek14 » 22 Jul 2014, 19:12
Would it be possible to not stack tokens with same name but different pictures? Currently, for example, two Wurm tokens from Wurmcoil Engine stack despite each being different.
Re: Feature Requests Thread
by Xitax » 22 Jul 2014, 23:46
Not quite ideal though. I'd want Eldrazi Spawn tokens to stack because they're really the same, but Forge doesn't recognize that the two Wurm tokens are actually different.
Re: Feature Requests Thread
by Marek14 » 23 Jul 2014, 06:30
The thing is that even if Forge distinguished between Eldrazi Spawn types, the number of stacks would, at worst, increase by two, which is not that high of a price.Xitax wrote:Not quite ideal though. I'd want Eldrazi Spawn tokens to stack because they're really the same, but Forge doesn't recognize that the two Wurm tokens are actually different.
Who is online
Users browsing this forum: No registered users and 29 guests