Feature Requests Thread
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Re: Feature Requests Thread
by saturnine » 20 Sep 2012, 07:23
The Deck Editor needs more filtering options--one example would be the ability to filter out hybrid and multicoloured cards without the chosen colour. For example, if I select the white and black colours while leaving out every other colour (but include multicoloured) I'll get multicoloured cards that have white, black, and another colour, or hybrid cards with either white or black in them.
Filtering options like these would be great too.
Filtering options like these would be great too.
Re: Feature Requests Thread
by lazylockie » 20 Sep 2012, 16:42
is it possible to implement the Guild Boosters from RTR to the next beta? that way we can have a sealed mode like the real pre-release.
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Re: Feature Requests Thread
by Hellfish » 20 Sep 2012, 17:06
We'd have to start keeping track of watermarks on cards, for one.For two, we don't really know the card distribution of those packs (aside from,probably, the watermark bit).lazylockie wrote:is it possible to implement the Guild Boosters from RTR to the next beta? that way we can have a sealed mode like the real pre-release.
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 lazylockie » 20 Sep 2012, 18:20
I was thinking in something a little more easier than that. Like in Mirrodin Besieged where each card (except Planeswalkers) were split into Mirran and Phyrexian factions, in RTR it would be the same thing, except there are 5 guilds. The alignment of each card is known beforehand (there's a thread on MTG Salvation forums with the spoiler split by guilds)Hellfish wrote:We'd have to start keeping track of watermarks on cards, for one.For two, we don't really know the card distribution of those packs (aside from,probably, the watermark bit).lazylockie wrote:is it possible to implement the Guild Boosters from RTR to the next beta? that way we can have a sealed mode like the real pre-release.
What I think it could be done is to have an additional expansion tag for each card. For example, Izzet cards would have both RTR and RTR-Izz tags. From there I think it becomes rather trivial to make Guild-only boosters: An Izzet booster pulls cards from RTR-Izz pool.
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Re: Feature Requests Thread
by moomarc » 20 Sep 2012, 20:04
Using the new sealed deck functionality, I think you should be able to do this already. Just build a card pool for each guild then use those. Check out the post from earlier today explaining the new features.
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Re: Feature Requests Thread
by PowerClaws » 21 Sep 2012, 13:45
What about doing this in the constructed deck editor? so i can build a dedicated dimir deck once gatecrash comes outmoomarc wrote:Using the new sealed deck functionality, I think you should be able to do this already. Just build a card pool for each guild then use those. Check out the post from earlier today explaining the new features.
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Re: Feature Requests Thread
by jollygreen21 » 21 Sep 2012, 20:39
Please add AI vs. AI mode with the option to set how many matches and give win loss statistics.
You could have the option to watch the match or let it run them in the background so it could compute them a lot faster.
I think this would be a great option to test a deck thousands of times vs. another deck, make slight changes and run it again.
If you really wanted you could have it auto build decks within parameters set by the user and then run the deck however many times you set it for, have it do this again and again saving the deck lists and how they performed.
It was also be nice if you could have a list of decks you wanted it to test agents and it could give you the win loss for each deck, so there would be less user intervention and you could let it run all night.
Just some ideas, if I could code I would totally add this to Forge myself.
You could have the option to watch the match or let it run them in the background so it could compute them a lot faster.
I think this would be a great option to test a deck thousands of times vs. another deck, make slight changes and run it again.
If you really wanted you could have it auto build decks within parameters set by the user and then run the deck however many times you set it for, have it do this again and again saving the deck lists and how they performed.
It was also be nice if you could have a list of decks you wanted it to test agents and it could give you the win loss for each deck, so there would be less user intervention and you could let it run all night.
Just some ideas, if I could code I would totally add this to Forge myself.
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Re: Feature Requests Thread
by RumbleBBU » 22 Sep 2012, 15:08
Yes, but...I think that would get you only kind of halfway there. All players would get exactly the same selection of guild booster types. It would better if every player could choose which guild(s) they want.moomarc wrote:Using the new sealed deck functionality, I think you should be able to do this already. Just build a card pool for each guild then use those.
Obviously, the MetaSet code needs to expanded slightly to allow for this. I'm thinking of something like "CHOOSE1" and "RANDOM1" MetaSet types and a list of sub-MetaSets as value 2... (how meta is that?)

I'll try to do something like that - next week, if I have time. Before Octrober 5th in any case, so the RtR beta version could have proper guild boosters.
Re: Feature Requests Thread
by RumbleBBU » 24 Sep 2012, 05:02
This is turning out to be quite a bit more work than I expected...
The problem is that boosters are 'chosen' when you choose the set combination for the sealed deck game. However, in this case, we want to actually choose the boosters later, when the players get their cardpools, separately for each player.
I have thought of a solution that requires a new class to extend UnOpenedProduct (the other solutions would require heavy rewriting of at least SealedDeckFormat.java and CSubmenuSealed.java). As I said, it's more work than I exptected, but I'm fairly confident I can get it coded before October 5th. However, it would help if someone else could build 'cubes' for the different guild cardpools (once the lists are complete and enough cards have been implemented). I will probably not have the time to build the cubes.
The problem is that boosters are 'chosen' when you choose the set combination for the sealed deck game. However, in this case, we want to actually choose the boosters later, when the players get their cardpools, separately for each player.
I have thought of a solution that requires a new class to extend UnOpenedProduct (the other solutions would require heavy rewriting of at least SealedDeckFormat.java and CSubmenuSealed.java). As I said, it's more work than I exptected, but I'm fairly confident I can get it coded before October 5th. However, it would help if someone else could build 'cubes' for the different guild cardpools (once the lists are complete and enough cards have been implemented). I will probably not have the time to build the cubes.
Re: Feature Requests Thread
by Enom » 25 Sep 2012, 01:53
I'd like to suggest a constructed tournament simmulation system.
Things you should be able to select:
A) Regarding the tournament
B) Regarding your deck:
C) Regarding AI:
Then, the game would randomize groups/playoff tree and the tournment would begin. Obviously, you should be able to save your progress to continue later. This system could also be used in Quest Mode in the future.
Things you should be able to select:
A) Regarding the tournament
- Tournament type (Block, Standard, Extended, Modern, Legacy or Vintage)
- How many computer-controlled players in the playoffs (2, 4, 8, etc.)?
- Will there be a groups phase? If so, how many computer-controlled players?
B) Regarding your deck:
- The deck you will be using (and the system will check if its valid for the specified format)
- The sideboard (wich will also be checked)
C) Regarding AI:
- The player should select whether all AI matches will be fully simulated (wich will take a lot of time and consume PC resources) or be decided based on a simpler probabilistic algorithm
Then, the game would randomize groups/playoff tree and the tournment would begin. Obviously, you should be able to save your progress to continue later. This system could also be used in Quest Mode in the future.
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Re: Feature Requests Thread
by blade22031 » 27 Sep 2012, 15:44
Anyone know if an EDH/Commander format will ever be featured in FORGE?
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Re: Feature Requests Thread
by friarsol » 27 Sep 2012, 15:52
At some point when one of the devs gets enough motivation to try it (or a new one comes along who definitely wants it done). EDH has some unique changes that affects multiple parts of Forge (Deck Editor Rules, Mana Generation Rules, Partial Paris Mulligan, and all of the unique Commander interactions) which makes it a much broader scope than lots of other features that have gotten added recently. This doesn't even count the AI taking EDH situations into consideration.blade22031 wrote:Anyone know if an EDH/Commander format will ever be featured in FORGE?
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Re: Feature Requests Thread
by Moto-Ha » 27 Sep 2012, 16:12
I would like the option to choose the number of boosters in sealed to be extended to all formats. I see that it would be difficult to do with blocks being 3 different sets, which is why i think it could just be 6,9 and 12 istead of continuesly. I think it would be awsome to do a RoE sealed with 12 boosters!!!
Re: Feature Requests Thread
by blade22031 » 27 Sep 2012, 21:59
Big thanks to Friarsol for setting this noob straight, I am sorry for filling the forums with low end question but I want people to I found out about the glorious game that is Magic the Gathering two weeks after Avacyn Restored came out and got.... Well some form of assault during a draft, big thanks to everyone who is helping me outfriarsol wrote:At some point when one of the devs gets enough motivation to try it (or a new one comes along who definitely wants it done). EDH has some unique changes that affects multiple parts of Forge (Deck Editor Rules, Mana Generation Rules, Partial Paris Mulligan, and all of the unique Commander interactions) which makes it a much broader scope than lots of other features that have gotten added recently. This doesn't even count the AI taking EDH situations into consideration.blade22031 wrote:Anyone know if an EDH/Commander format will ever be featured in FORGE?
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Re: Feature Requests Thread
by RumbleBBU » 28 Sep 2012, 05:08
Speaking as the person who added the 3-12 booster selection to the Full cardpool and Cube Sealed modes, yes, I can confirm that adding a similar choice to all possible block configurations (that support up to 9 different sets or MetaSets per block currently) would be a bit more involved...Moto-Ha wrote:I would like the option to choose the number of boosters in sealed to be extended to all formats. I see that it would be difficult to do with blocks being 3 different sets, which is why i think it could just be 6,9 and 12 istead of continuesly. I think it would be awsome to do a RoE sealed with 12 boosters!!!
For 1-set blocks, yes, it's definitely doable. Easily. Maybe for 2,3,4 and 6 set blocks as well (since 12 is divisible by them), but that'd take more re-coding.
But, in the meantime, if you are simply interested in playing 12-booster Eldrazi Sealed, you can do it already yourself, rather easily. In your res/blockdata/ folder, there is a blocks.txt file that contains the definitions for the official MtG blocks. Open that file in a text editor and find this line:
- Code: Select all
Index:38|Set0:ROE|Name:Rise of the Eldrazi|DraftPacks:3|LandSetCode:ROE|SealedPacks:6
- Code: Select all
Index:38|Set0:ROE|Name:Rise of the Eldrazi|DraftPacks:3|LandSetCode:ROE|SealedPacks:12
To learn more about modifying the blocks.txt file, see this How-To:
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