Feature Requests Thread
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Feature Requests Thread
by Agetian » 18 May 2011, 18:54
Rob Cashwalker wrote: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.
That's true, thanks for all your support! I'm currently digging through the code base and I think I was able to work out a potential solution for the problem I originally requested help with here (I posted in the devs forum).friarsol wrote: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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Re: Feature Requests Thread
by eljinete7 » 20 May 2011, 18:16
Now you developers have done a patch to draw correctly white/black borders of cards could you do possible to set a image as a background of battlefield? GUI improvements (small ones too) are always very appreciated for users, I think.
Re: Feature Requests Thread
by Vecc » 24 May 2011, 23:47
Maybe Bazaar items that provide more cards upon winning a match and make more cards available from the Card Shop would be interesting? Maybe importing some interesting features from Shandalar, like a chance to pick a specific card upon defeating an opponent (maybe from a specific edition?). I was thinking mostly of ways to make building your deck with specific cards more 'doable', while not being easy.
I feel kinda embarassed being away for so long and coming back with 'requests', but I like to think of it as a suggestion to improve the game. I'm glad it's still around and more active than ever.
I feel kinda embarassed being away for so long and coming back with 'requests', but I like to think of it as a suggestion to improve the game. I'm glad it's still around and more active than ever.

Re: Feature Requests Thread
by Nordos » 25 May 2011, 10:55
Ah, yes, more cards avaible in the Shop would be quite interesting.
Maybe even adding an Ante? So, if it is checked, a random (no basic Land) card will be choosen out of bboth decks. If you win, you win the Ante, so, you can keep your Ante and the one of the Enemy. If you loose, you loose your Ante.
In this way, you would be able to get better and more rare cards - but the more rare cards are in the deck of the enemy, the harder it is, mostly
Maybe even adding an Ante? So, if it is checked, a random (no basic Land) card will be choosen out of bboth decks. If you win, you win the Ante, so, you can keep your Ante and the one of the Enemy. If you loose, you loose your Ante.
In this way, you would be able to get better and more rare cards - but the more rare cards are in the deck of the enemy, the harder it is, mostly

Re: Feature Requests Thread
by Vecc » 25 May 2011, 18:50
Better base & bonus coin rewards for stronger opponents would be fair... as well as different bonus rewards (for example, taking no damage/finishing the battle with 20+ life points; winning a game where you mulligan to less than 7 cards; winning with 1 life point left... stuff like that).
Also, am I the only one whose Deck Editor doesn't fully fit on screen, regardless of resolution? If that was maximizable, it would be sweet.
EDIT: Also, sell button on the deck editor screen? Would be sweet, so you can check what new cards you've got through rarity and if any of them is less than appealling, you can sell them straight away.
Also, am I the only one whose Deck Editor doesn't fully fit on screen, regardless of resolution? If that was maximizable, it would be sweet.

EDIT: Also, sell button on the deck editor screen? Would be sweet, so you can check what new cards you've got through rarity and if any of them is less than appealling, you can sell them straight away.
Re: Feature Requests Thread
by steve » 30 May 2011, 01:01
+1 Vecc, on the resell on deck editor. Other ideas good also.
Would also be nifty to be able to re-sell plants and animals.
Quest mode is a lot of fun; thanks to the dev team!
Would also be nifty to be able to re-sell plants and animals.
Quest mode is a lot of fun; thanks to the dev team!
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Re: Feature Requests Thread
by Rob Cashwalker » 31 May 2011, 02:19
Could someone work on adding "Loading" progress bar screens to Gui_NewGame and Gui_DeckEditor?
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Re: Feature Requests Thread
by Nordos » 31 May 2011, 07:26
Yeah, that was my thought, too. Sometimes you get a card with three mana cost, 2/2 w/o abilities. And you dont want to open the sell screen, since you would have to search it once again, etc.Vecc wrote:EDIT: Also, sell button on the deck editor screen? Would be sweet, so you can check what new cards you've got through rarity and if any of them is less than appealling, you can sell them straight away.
Re: Feature Requests Thread
by Vecc » 31 May 2011, 20:59
Also, I remember there were separate files for rarities on Quest Mode, and a program that would let you edit those (the Set Editor, I think). Is there a way to do that nowadays? 'Cause there are a lot of functionally duplicate/similar cards in Forge now, and they kinda clogs the card rewards/shop.
Re: Feature Requests Thread
by Sloth » 01 Jun 2011, 13:17
You can just remove their text files in the cardsfolder or remove their rarity in their text files.Vecc wrote:Also, I remember there were separate files for rarities on Quest Mode, and a program that would let you edit those (the Set Editor, I think). Is there a way to do that nowadays? 'Cause there are a lot of functionally duplicate/similar cards in Forge now, and they kinda clogs the card rewards/shop.
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Re: Feature Requests Thread
by Vecc » 02 Jun 2011, 00:02
But that would also remove them from draft, wouldn't it? Well, guess it wouldn't hurt to keep separate copies of the file for Draft and Quest Mode.
Re: Feature Requests Thread
by Nordos » 02 Jun 2011, 16:47
for the quest mode, it would be quite cool if you can sort the cards after the time you got them.
A lot better to sort new cards out, etc.
A lot better to sort new cards out, etc.

Re: Feature Requests Thread
by lazylockie » 04 Jun 2011, 05:06
right after you win a booster you can click on rarity field and it'll sort the cards. the newer cards are marked with 'n' until you get new cards from a win. is that what you were asking?Nordos wrote:for the quest mode, it would be quite cool if you can sort the cards after the time you got them.
A lot better to sort new cards out, etc.
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Re: Feature Requests Thread
by Nordos » 04 Jun 2011, 08:43
Ah, thx, never knew it
Though, why is 'M' not sorted just as anything else, but mixed with 'n'?

Re: Feature Requests Thread
by Chris H. » 04 Jun 2011, 10:48
Set info is a work in progress. 
I and several other people noticed that sorting by rarity was leading to some unexpected results. I found the code inside of the TableSorter.java class and figured out how to update this code. It is now compatible with set info.
Sorting by rarity should now place cards into groups and there should no longer be cards that appear to be out of place.
As an added bonus, the new cards will now appear at the top of the list rather than at the bottom.
This fix was merged into the SVN and anyone with access to the SVN can update their local copy and check this out. Snacko's scripts are a good way for people to update their local copy of forge.

I and several other people noticed that sorting by rarity was leading to some unexpected results. I found the code inside of the TableSorter.java class and figured out how to update this code. It is now compatible with set info.
Sorting by rarity should now place cards into groups and there should no longer be cards that appear to be out of place.
As an added bonus, the new cards will now appear at the top of the list rather than at the bottom.
This fix was merged into the SVN and anyone with access to the SVN can update their local copy and check this out. Snacko's scripts are a good way for people to update their local copy of forge.
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