Feature Requests Thread
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Feature Requests Thread
by Chris H. » 12 May 2011, 11:37
In the past several people have mentioned that they would like to see a gauntlet mode added to forge. Below is some quoted text from a discussion that took place on another topic.
SoulStorm wrote:Chris, this is an awesome idea which I support, endorse, love, and want to see implemented yesterday! I'm also a little resentful that I didn't come up with the idea first.Chris H. wrote:I would guess that a gauntlet mode could be selected at the New Game constructed deck option. We would select a deck as normal in a constructed mode game. We could add a new "Gauntlet" option in the deck selector for the computer.
Press the new game button and the computer would be given a random deck from the /res/quest/decks/ folder. If the human wins the match we could then give the human the choice to play against another one of the quest mode AI decks.
Now that we have a sizable number of quest decks this might be a fun way to test out our constructed mode decks.Have the game track and store the number of consecutive wins for each deck. Sure, your affinity deck may be practically unbeatable, but what about your goblin deck? Then when people post decks to share, they can include this data as an indicator of how strong the deck is.
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Re: Feature Requests Thread
by Rob Cashwalker » 13 May 2011, 02:10
I'm planning on adding a leader-board of sorts at cardforge.org. Win/Loss records against the AI Opponents to start with.timmermac wrote:I'd like to see some tracking regarding performance against individual decks in quest mode like how Shandalar kept track track of your record against the various monsters that were encountered. For instance, I'd like to be able to look at how well I've done against Frodo.
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Re: Feature Requests Thread
by lazylockie » 13 May 2011, 15:35
I think we could have a "order any card you want" on Quest mode. Obviously with some restrictions, such as costing double the amount of points, waiting a few rounds before the card gets available or requiring a certain level to use this feature.
I find this interesting since it can help you assemble your combo more quickly (since combos require specific cards) or that planeswalker that can really give an edge against some broken Tier 3 opponents.
It has some potential for abuse though. You could easily get common staples for a mere 50-100 points, so I think another restriction would be that the minimum cost for an order is X points.
I find this interesting since it can help you assemble your combo more quickly (since combos require specific cards) or that planeswalker that can really give an edge against some broken Tier 3 opponents.
It has some potential for abuse though. You could easily get common staples for a mere 50-100 points, so I think another restriction would be that the minimum cost for an order is X points.
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Re: Feature Requests Thread
by Kremit » 13 May 2011, 21:47
I agree with lazylockie. Credits aren't that easy to come by in quest mode (unless you have an alternate win condition deck or some crazy first 5 turn winning deck, both of which can be very hard to create without access to duplicates of the correct cards). I have a deck with one Felidar Sovereign and one Test of Endurance, I end up drawing through most of my deck and getting hundreds of creature tokens and life waiting for said cards to come up in ridiculous stalemates or just wanting that extra 100 credits
. Given the difficulty of getting credits I think having access to more cards in the shop wouldn't be harmful at all, especially seeing the prices on the truly overpowered cards are enormous as well.
One more request. I think sub forums for bugs and feature requests would be the shit.

One more request. I think sub forums for bugs and feature requests would be the shit.
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Re: Feature Requests Thread
by Eowin » 17 May 2011, 15:12
Hi Developers,
I have a request regarding BoosterDraft.
For Block Draft (thanx for this improvement, I really like it =:) the order of the Block sets is in the order - newest, middle, oldest. As I know the order for draft is the other way around - oldest, middle, newest.
To fix this I made a small change in "BoosterDraft.java" lines 97..103:
setCombos.add(String.format("%s/%s/%s", blockSets.get(0), blockSets.get(0), blockSets.get(0)));
setCombos.add(String.format("%s/%s/%s", blockSets.get(0), blockSets.get(0), blockSets.get(1)));
}
else if (!blockSets.get(1).equals("") && !blockSets.get(2).equals("")) { // Block has three sets
setCombos.add(String.format("%s/%s/%s", blockSets.get(0), blockSets.get(0), blockSets.get(0)));
setCombos.add(String.format("%s/%s/%s", blockSets.get(0), blockSets.get(0), blockSets.get(1)));
setCombos.add(String.format("%s/%s/%s", blockSets.get(0), blockSets.get(1), blockSets.get(2)));
As I know, ROE is newest Set in Zendikar Block. To play a ROE Draft I fixed "SetInfoUtil.java" line 261:
{"ZEN", "WWK", "ROE", "Zendikar", "3"},
Would be great, if you'll change it on cardforge to.
Many thanks for your work =:)
Eowin
I have a request regarding BoosterDraft.
For Block Draft (thanx for this improvement, I really like it =:) the order of the Block sets is in the order - newest, middle, oldest. As I know the order for draft is the other way around - oldest, middle, newest.
To fix this I made a small change in "BoosterDraft.java" lines 97..103:
setCombos.add(String.format("%s/%s/%s", blockSets.get(0), blockSets.get(0), blockSets.get(0)));
setCombos.add(String.format("%s/%s/%s", blockSets.get(0), blockSets.get(0), blockSets.get(1)));
}
else if (!blockSets.get(1).equals("") && !blockSets.get(2).equals("")) { // Block has three sets
setCombos.add(String.format("%s/%s/%s", blockSets.get(0), blockSets.get(0), blockSets.get(0)));
setCombos.add(String.format("%s/%s/%s", blockSets.get(0), blockSets.get(0), blockSets.get(1)));
setCombos.add(String.format("%s/%s/%s", blockSets.get(0), blockSets.get(1), blockSets.get(2)));
As I know, ROE is newest Set in Zendikar Block. To play a ROE Draft I fixed "SetInfoUtil.java" line 261:
{"ZEN", "WWK", "ROE", "Zendikar", "3"},
Would be great, if you'll change it on cardforge to.
Many thanks for your work =:)
Eowin
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Re: Feature Requests Thread
by Hellfish » 17 May 2011, 15:15
The order was changed as of Scars block, I believe. Maybe we could have a preference for reversing the pack order?
So now you're
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
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Re: Feature Requests Thread
by timmermac » 17 May 2011, 15:30
Is there a way to add that kind of functionality in-game?Rob Cashwalker wrote:I'm planning on adding a leader-board of sorts at cardforge.org. Win/Loss records against the AI Opponents to start with.timmermac wrote:I'd like to see some tracking regarding performance against individual decks in quest mode like how Shandalar kept track track of your record against the various monsters that were encountered. For instance, I'd like to be able to look at how well I've done against Frodo.
"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 friarsol » 17 May 2011, 15:51
Actually, ROE is designed to be drafted by itself. So Zendikar block should be right with Zen, Zen, Wwk. And RoE should be RoE, RoE, RoE.Eowin wrote:As I know, ROE is newest Set in Zendikar Block. To play a ROE Draft I fixed "SetInfoUtil.java" line 261:
{"ZEN", "WWK", "ROE", "Zendikar", "3"},
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Re: Feature Requests Thread
by Rob Cashwalker » 17 May 2011, 17:17
This is correct. I don't think this should be an option, there are so many hidden preferences, most are only in config files, not exposed in the GUI. In this case, why bother? The other two draft formats don't care about pack order.Hellfish wrote:The order was changed as of Scars block, I believe. Maybe we could have a preference for reversing the pack order?
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Re: Feature Requests Thread
by Rob Cashwalker » 17 May 2011, 17:20
"Is there a way"? Sure. Probably the same amount of work in the same places as the leaderboard. But it's not something I'm working on yet.timmermac wrote:Is there a way to add that kind of functionality in-game?
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Re: Feature Requests Thread
by Agetian » 18 May 2011, 03:34
I have a little request - not even as much a request to code a feature, as much as perhaps a request to tell me where to look (I might be willing to try to code this myself if no one would like to do this at the moment).
I noticed that the game draws a full card border around the card picture - the black border with the rounded edges just like a real MTG card, but the problem with that is that some of the earlier sets that were designed to have a white border (e.g. 5th ed and whatnot) look weird because the full HQ pictures already have a bit of a white border around them, and so the card looks like it has a thin white border inside of a thick black border. As far as I understand, no newer sets are using the white borders (and it seems like there's no plan at the moment to use the white borders?..), so I'd like to try hardcoding the set-based information for border color into the game so that the game chooses whether to use the white or black color when drawing the card depending on which set the card came from (except for probably the Morph cards put on the table face down, which should always be drawn with the black border I guess in order not to spoil the possibilities in any way).
There's one problem though - I looked through the source code but I couldn't find the spot where this is handled (e.g. where the black rounded rectangle for the card is drawn). I checked out CardPanel, CardDetailPanel, and CardPicturePanel, but couldn't find the line that would draw the card frame rectangle and fill it with black. :\
I'm aware that this is very very minor and possibly I'm the only one who would ever want this, so I can understand if no one is willing to code it - if not, can someone please point me to the necessary bit of code so that I can tweak it and possibly submit a patch if it works and if you're interested? I'd be very grateful.
I noticed that the game draws a full card border around the card picture - the black border with the rounded edges just like a real MTG card, but the problem with that is that some of the earlier sets that were designed to have a white border (e.g. 5th ed and whatnot) look weird because the full HQ pictures already have a bit of a white border around them, and so the card looks like it has a thin white border inside of a thick black border. As far as I understand, no newer sets are using the white borders (and it seems like there's no plan at the moment to use the white borders?..), so I'd like to try hardcoding the set-based information for border color into the game so that the game chooses whether to use the white or black color when drawing the card depending on which set the card came from (except for probably the Morph cards put on the table face down, which should always be drawn with the black border I guess in order not to spoil the possibilities in any way).

There's one problem though - I looked through the source code but I couldn't find the spot where this is handled (e.g. where the black rounded rectangle for the card is drawn). I checked out CardPanel, CardDetailPanel, and CardPicturePanel, but couldn't find the line that would draw the card frame rectangle and fill it with black. :\
I'm aware that this is very very minor and possibly I'm the only one who would ever want this, so I can understand if no one is willing to code it - if not, can someone please point me to the necessary bit of code so that I can tweak it and possibly submit a patch if it works and if you're interested? I'd be very grateful.

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Re: Feature Requests Thread
by Chris H. » 18 May 2011, 17:08
`Agetian wrote:I have a little request - not even as much a request to code a feature, as much as perhaps a request to tell me where to look (I might be willing to try to code this myself if no one would like to do this at the moment).
I noticed that the game draws a full card border around the card picture - the black border with the rounded edges just like a real MTG card, but the problem with that is that some of the earlier sets that were designed to have a white border (e.g. 5th ed and whatnot) look weird because the full HQ pictures already have a bit of a white border around them, and so the card looks like it has a thin white border inside of a thick black border. As far as I understand, no newer sets are using the white borders (and it seems like there's no plan at the moment to use the white borders?..), so I'd like to try hardcoding the set-based information for border color into the game so that the game chooses whether to use the white or black color when drawing the card depending on which set the card came from (except for probably the Morph cards put on the table face down, which should always be drawn with the black border I guess in order not to spoil the possibilities in any way).
There's one problem though - I looked through the source code but I couldn't find the spot where this is handled (e.g. where the black rounded rectangle for the card is drawn). I checked out CardPanel, CardDetailPanel, and CardPicturePanel, but couldn't find the line that would draw the card frame rectangle and fill it with black. :\
I'm aware that this is very very minor and possibly I'm the only one who would ever want this, so I can understand if no one is willing to code it - if not, can someone please point me to the necessary bit of code so that I can tweak it and possibly submit a patch if it works and if you're interested? I'd be very grateful.
Try scr.forge.GuiDisplay4.java and src.arcane.ui.CardPanel.java.
You can send your google email address to Dennis Bergkamp via private message and he can give you commit status.
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Re: Feature Requests Thread
by Agetian » 18 May 2011, 17:30
Awesome, thanks for the pointer, I'll check it out ASAP.Chris H. wrote:Try scr.forge.GuiDisplay4.java and src.arcane.ui.CardPanel.java.
You can send your google email address to Dennis Bergkamp via private message and he can give you commit status.


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Re: Feature Requests Thread
by Rob Cashwalker » 18 May 2011, 18:02
I'm a VB (v3-6) programmer by trade, for the most part. I've dabbled in C/C++ mostly back in college, and occasionally at work. I've also done simple programming with other languages, like PHP, Perl, VBScript, DOS Batch, x86 Assembly and even obscure script languages like mIRC.
In the past 2 years, I've picked up Java just from working with Forge. The language is not as important as understanding the "how-to" of programming.
I've been able to apply the Java knowledge to my work, because we're working on something to run on an Android phone.
In the past 2 years, I've picked up Java just from working with Forge. The language is not as important as understanding the "how-to" of programming.
I've been able to apply the Java knowledge to my work, because we're working on something to run on an Android phone.
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Re: Feature Requests Thread
by friarsol » 18 May 2011, 18:26
As Rob says, all of us come from different backgrounds. I come from similar background to you (C++, C#, Javascript) and writing Java is pretty similar to C# and C++. Sometimes I get caught in the minor syntactical differences. Sometimes I complain about other language related issues, but for the most part. I just write how I think it should write, and fix any syntax errors that trip me up.Agetian wrote:Awesome, thanks for the pointer, I'll check it out ASAP.And if it works out for me I'll definitely contact Dennis Bergkamp and see how else I can help your team out.
I coded in C, C++, C#, Python, and ActionScript in the past but haven't done much Java before - I'm looking through the code and it doesn't look too much different from, for instance, C#, so I'm pretty sure I'll be able to figure it out quickly enough, so in case I get up to speed I might start committing a patch or two every now and then as I get the time to work on something I can manage to do.
It's more about immersing yourself in a new codebase and seeing how things work, than minor differences between Object Oriented Languages.
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