Feature Requests Thread
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Feature Requests Thread
by jmartus » 05 Mar 2012, 15:14
Id like to have the sets to be sorted by release date not abc order.
Re: Feature Requests Thread
by timmermac » 05 Mar 2012, 16:18
They already are, if you click the header in the deck editor or card shop.
"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 jmartus » 05 Mar 2012, 18:42
in the beta version it by abc order it goes your regular extended lagacy, modern, standard, vintage, core set, unlimited, revised, then starts 5th edition, 6th, 7th, 8th then starts by abc order with alliances and goes down from there. I want the drop down menu to go extended lagacy, modern, standard, vintage, Dark Ascension, Innistrad and keep going down by release date like it did in the last beta.
Re: Feature Requests Thread
by timmermac » 05 Mar 2012, 19:49
You must be talking about the filter. I actually don't use that.
"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 missalexis » 05 Mar 2012, 23:22
Hi, congrats on the new awesome release!
I was wondering if you might consider implementing a mode similar to what was recently added to Magarena where you can double-click instead of single-click to actually play a card? This helps when you're playing on a tablet via remote access (since there is essentially no "hover").
Thanks.
I was wondering if you might consider implementing a mode similar to what was recently added to Magarena where you can double-click instead of single-click to actually play a card? This helps when you're playing on a tablet via remote access (since there is essentially no "hover").
Thanks.

- missalexis
- Posts: 52
- Joined: 28 Feb 2011, 00:08
- Has thanked: 2 times
- Been thanked: 5 times
Re: Feature Requests Thread
by Karitekenji » 09 Mar 2012, 13:39
Thanks, I'll try this out! I think part of me just wants to see the commander button on the menu lollazylockie wrote:you can define any sets for a specific format. go to res/blockdata/formats.txt and edit it as you see fit.Karitekenji wrote:I would love if you could( and I am most certain you've heard this millions of times before, for which I apologize) add Commander. Also if possible I'd enjoy being able to select any three packs for drafts, six for sealed, rather than just from a block. Also I'd love the ability to pick starting sets for quest mode. That could come off rather vague, I mean more starting pool selections than just Standard or not standard, if that makes as much sense to anyone as it does to me lol. Anyway thanks for at the very least reading this^_^ been a fan for a LONG time and this is my first post.
for drafting boosters from different sets I think that's possible as well: in res/blockdata/blocks.txt you can edit an existing block (most likely to work) or add a new line with your wanted sets (don't know how hardcoded this part is)
as for commander, you can use dev mode and set your starting life to 40 and use the tutor for when you want to cast your general. the only difference is that you won't have commander damage
- Karitekenji
- Posts: 4
- Joined: 02 Mar 2012, 01:02
- Has thanked: 0 time
- Been thanked: 0 time
Re: Feature Requests Thread
by friarsol » 09 Mar 2012, 13:53
We'll get there as soon as a developer decides to work on it. There is a lot of different pieces that go into Commander (including AI work) which makes it more complex of a feature. A lot of people already have set areas where they work, and this is a free open source project, but Commander has been on the radar for a while now.Karitekenji wrote:Thanks, I'll try this out! I think part of me just wants to see the commander button on the menu lol
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Feature Requests Thread
by Karitekenji » 09 Mar 2012, 14:23
Please don't take it as me complaining or anything>.< It wasn't meant as such I swear!friarsol wrote:We'll get there as soon as a developer decides to work on it. There is a lot of different pieces that go into Commander (including AI work) which makes it more complex of a feature. A lot of people already have set areas where they work, and this is a free open source project, but Commander has been on the radar for a while now.
- Karitekenji
- Posts: 4
- Joined: 02 Mar 2012, 01:02
- Has thanked: 0 time
- Been thanked: 0 time
Re: Feature Requests Thread
by vagrant87 » 10 Mar 2012, 23:28
Is Sideboarding implemented yet? I see the "Main" and "Side" distinction in the Deck selection menu but I couldn't actually use it.
If not, will it be implemented any time soon?
Thank you for this great great game.
If not, will it be implemented any time soon?
Thank you for this great great game.
- vagrant87
- Posts: 13
- Joined: 02 Mar 2012, 10:42
- Has thanked: 0 time
- Been thanked: 0 time
Re: Feature Requests Thread
by friarsol » 11 Mar 2012, 01:46
We'll make sure to point it out very specifically in the beta that first contains sideboard support.vagrant87 wrote:Is Sideboarding implemented yet? I see the "Main" and "Side" distinction in the Deck selection menu but I couldn't actually use it.
If not, will it be implemented any time soon?
Thank you for this great great game.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Feature Requests Thread
by Enchanteur » 13 Mar 2012, 13:04
Hello !
Utilities features :
- In deck constructor, add a filter "gold" cards (cumulable with colors filter).
- In shop, add filters for the player grid.
- In game, add a option for automatize some triggered effects. Example, if I have Sanctinomy in play and AI tap 5 moutains, it trigger 5 times the effect. So I must click 5 times "OK". And after, I must click again on "Yes" to accept triggered effect.
Utilities features :
- In deck constructor, add a filter "gold" cards (cumulable with colors filter).
- In shop, add filters for the player grid.
- In game, add a option for automatize some triggered effects. Example, if I have Sanctinomy in play and AI tap 5 moutains, it trigger 5 times the effect. So I must click 5 times "OK". And after, I must click again on "Yes" to accept triggered effect.
- Enchanteur
- Posts: 136
- Joined: 26 Feb 2010, 10:20
- Has thanked: 0 time
- Been thanked: 0 time
Re: Feature Requests Thread
by friarsol » 13 Mar 2012, 14:39
The first time an optional trigger hits the stack, you can right click on it (on the stack) and say "Auto Accept". By default, you will be asked for each new trigger.Enchanteur wrote:- In game, add a option for automatize some triggered effects. Example, if I have Sanctinomy in play and AI tap 5 moutains, it trigger 5 times the effect. So I must click 5 times "OK". And after, I must click again on "Yes" to accept triggered effect.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Feature Requests Thread
by moomarc » 13 Mar 2012, 15:38
It would be nice to have way to put all triggers to the stack though when it asks for the order. For example, when you have 15 cards with upkeep triggers, it becomes a bit of a pain.friarsol wrote:The first time an optional trigger hits the stack, you can right click on it (on the stack) and say "Auto Accept". By default, you will be asked for each new trigger.Enchanteur wrote:- In game, add a option for automatize some triggered effects. Example, if I have Sanctinomy in play and AI tap 5 moutains, it trigger 5 times the effect. So I must click 5 times "OK". And after, I must click again on "Yes" to accept triggered effect.

-Marc
-
moomarc - Pixel Commander
- Posts: 2091
- Joined: 04 Jun 2010, 15:22
- Location: Johannesburg, South Africa
- Has thanked: 371 times
- Been thanked: 372 times
Re: Feature Requests Thread
by Enchanteur » 14 Mar 2012, 09:04
Ok ! Thanks.friarsol wrote:The first time an optional trigger hits the stack, you can right click on it (on the stack) and say "Auto Accept". By default, you will be asked for each new trigger.
Another nice feature :
In quest mode, it would be nice to provide a special filter for shopping and doing this :
Player can "check" every card of his collection. When a card is "checked", it means it's a good card that he never want to sell in the shop. So the card don't appear in the collection of player cards in the shop (except he disable this special filter).
This filter have two benefits :
- Player never sell a card accidentaly because a missclick.
- It's more easy to find what cards to sell in urgency if player find a card in shop he really want and he don't have money. It's a long time to look at the entire collection to find something crappy to sell.
- Enchanteur
- Posts: 136
- Joined: 26 Feb 2010, 10:20
- Has thanked: 0 time
- Been thanked: 0 time
Re: Feature Requests Thread
by lazylockie » 17 Mar 2012, 00:18
as a workaround for now, I'd recommend creating a deck with your valuable cards, and when selling your cards, order by the 'Dks' column, so that cards that are in your decks will be shown last. That way your valuables will be kept relatively safe and you'll be able to sell all the crappy cards.Enchanteur wrote:Ok ! Thanks.friarsol wrote:The first time an optional trigger hits the stack, you can right click on it (on the stack) and say "Auto Accept". By default, you will be asked for each new trigger.
Another nice feature :
In quest mode, it would be nice to provide a special filter for shopping and doing this :
Player can "check" every card of his collection. When a card is "checked", it means it's a good card that he never want to sell in the shop. So the card don't appear in the collection of player cards in the shop (except he disable this special filter).
This filter have two benefits :
- Player never sell a card accidentaly because a missclick.
- It's more easy to find what cards to sell in urgency if player find a card in shop he really want and he don't have money. It's a long time to look at the entire collection to find something crappy to sell.
- lazylockie
- Posts: 508
- Joined: 13 Jul 2010, 22:44
- Has thanked: 74 times
- Been thanked: 15 times
Who is online
Users browsing this forum: Google [Bot] and 47 guests