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 Post subject: Complex cards and complex cases.
 Post Posted: Mon Jan 19, 2009 9:10 am 
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Today I finished remaking Magnetite Beacon and decided to describe how it works and start describing how cards works in complex cases. Of course no one knows how all cards interact, but I'll try answer your questions and describe how it works.
Here's first few cards.

Magnetite Beacon:
Pull target Creature 1 space toward Magnetite Beacon.:
MB tries to move target creature closer. If there's only one hex that closer to MB, the MB checks that hex not occupied and then moves creature. If there's two closer hexes the MB checks both: first closer one. If there's two hexes that at same distance from MB, MB first tries to move creature in a direction which goes first clockwise.
Here's picture with directions:
Image
Green arrow: first try, red arrow: second try (if hex by green direction occupied)
White hexes: only one possible direction.
Pink hexes: two possible directions, first try closer one.
Green hexes: two possible directions, first try direction which goes first clockwise.

Constable of Glorn:
At end of round your nearest completed building in sight of Constable has +1 vision for that round.:
If we have two buildings at same distance +1 vision added to building that was created earlier.
If we have building with 0 or less Health it can get +1 vision too, so probably no buildings will have this bonus next round.

Bone Fortress:
Bone Fortress gains a +1 Max Health token anytime a Creature is destroyed within its sight.:
If Bone fortress have 0 HP (or less) and creature within its sight have 0 or less HP too sometimes BF dies and sometimes not. It depends on what figure was created first: if BF have 0HP and was created before creature it will be destroyed, if creature was created first then it will be destroyed before BF destroy check and BF will get +1 Max Health.

Feel free to ask.


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 Post subject: Re: Complex cards and complex cases.
 Post Posted: Wed Feb 04, 2009 1:29 am 
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Just want to add one general rule that not clarified:
First card played (entity created) is the first thing to happen in start of round, end of round, after action.
Here's example with Purtrid Zombie and Emerald Spring: viewtopic.php?f=2&t=606 (read my post there). Another examples with Bone Fortress and Constable of Glorn above.


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 Post subject: Re: Complex cards and complex cases.
 Post Posted: Thu Feb 05, 2009 9:30 pm 
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Storm Factory:
All creatures within 4 spaces moved X spaces from Storm Factory:
SF tries to move each creature in next order: from farthest creatures to closest, if there is two or more creatures at same distance SF tries to move first creature that was created earlier. Each creature moved X times at one space using same principle as Magnetite Beacon (see above), but in opposite direction + three possible directions instead one in some cases.
Image

Green arrow: first try, red arrow: last try (if hex by green direction occupied)
White hexes: three one possible directions, first try closer one then try direction which goes first clockwise.
Pink hexes: two possible directions, first try closer one.
Green hexes: two possible directions, first try direction which goes first clockwise.

Call from the Pit:
All Creatures are moved X spaces closer to target space if no figure is blocking them:
CFTP tries to move each creature in next order: from closest creatures to farthest, if there is two or more creatures at same distance CFTP tries to move first creature that was created earlier. Each creature moved X times at one space using same principle as Magnetite Beacon (see above).

Early Dawn:
All creatures take their end of round and start round actions now:
This mean that all creatures will take their
- end of round actions (for example Constable of Glorn will give another +1 Vision bonus);
- after end of round action (such as sinking in water and dying if have 0 or less Health);
- start of round action (such as undimming, getting possibility to use once-per-round-action again and other actions (for example Tangler's attack)).


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 Post subject: Re: Complex cards and complex cases.
 Post Posted: Sat Apr 11, 2009 8:44 pm 
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Joined: Sun Apr 06, 2008 12:17 pm
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Brilliant thread! :)


~Wicked~


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 Post subject: Re: Complex cards and complex cases.
 Post Posted: Sat Apr 11, 2009 11:20 pm 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
LOL. I was just going to dig this thread up to suggest that, when using a card which wood invoke these tables, perhaps an indicator showing which hex the creature will be moved to would be appropriate? [[Ie: Click to select the Magnetite Beacon which currently then highlights the hex of the valid target creatures. When you mouseover one of the valid creatures perhaps the hex it would be pulled to should highlight before licking to select it.]] It would certainly make it a little easier on newer players I'd think.


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 Post subject: Re: Complex cards and complex cases.
 Post Posted: Sun Apr 12, 2009 12:48 am 
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that's a great idea. I've got it mostly down, but only after a LOT of practice. and I still make mistakes of course

I whole-heartedly endorse this idea.


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 Post subject: Re: Complex cards and complex cases.
 Post Posted: Sun Apr 12, 2009 12:29 pm 
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doiron wrote:
that's a great idea. I've got it mostly down, but only after a LOT of practice. and I still make mistakes of course

I whole-heartedly endorse this idea.
"two possible directions, first try direction which goes first clockwise" this rule looks so easy an clear for me. I thought with this explanation it's easy never make mistakes, because all other cases looks intuitive.
About highlighting: for beacon it's ok and not a big problem to implement, but for cards like storm factory and call from the pit it doesn't looks so easy - too many calculations on every mouse move.


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 Post subject: Re: Complex cards and complex cases.
 Post Posted: Fri Jul 17, 2009 2:01 pm 
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Joined: Sun Jun 07, 2009 10:35 pm
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I noticed that some of these details follows the way that is just convenient for programming but isn't quite right logically.

Take Bone Fortress for example, people is going to have a hard time remembering which is created first, the BF or the dying creatures, and it doesn't make sense.
But I guess the programming is easy because there should be a list of objects sorted by the creation time which will be ran through at the ending and beginning of rounds.

So, some thing should be improved here in my opinion.


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 Post subject: Re: Complex cards and complex cases.
 Post Posted: Fri Jul 17, 2009 9:40 pm 
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We was thinking alot how to make it more clear or easier and found that current way is best that we can find. If you have any ideas how to make it better feel free to suggest.


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 Post subject: Re: Complex cards and complex cases.
 Post Posted: Fri Jul 17, 2009 11:44 pm 
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Joined: Thu May 28, 2009 12:08 am
Posts: 173
I presume there is some sort of ordered objectid or timestamped creation or something used to sort things. That number could be directly exposed, even if doing so required turning on an advanced option like move queueing. I've had to wonder about destruction order on several occasions.


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