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Messages - -Stef-

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1
Dominion Online at Shuffle iT / Re: Nocturne has been released, go buy it!
« on: November 17, 2017, 07:22:22 am »
Thanks to majiponi, assemble me & lalight for making the translations

You are welcome!

Sorry I forgot to mention you. I know you helped a lot with Russian and many of the playtesters helped with the German translations too.

3
Dominion Online at Shuffle iT / Re: Nocturne has been released, go buy it!
« on: November 16, 2017, 12:11:38 pm »
thanks for posting here Dan and sorry I forgot about it myself.

Nocturne is out! I'm really happy we made it on the actual release day.
 Thanks to majiponi, assemble me & lalight for making the translations and keeping up with all the late changes so we can go live in all 4 languages.
 Thanks to all the playtesters for finding so many bugs and verifying all the fixes.
 And thanks for all the suggestions on the implementation to both.

Finally autoplays are here, which I've already grown attached to myself in the last week of playtesting with them.

4
Dominion Online at Shuffle iT / Re: future plans
« on: November 16, 2017, 06:14:58 am »
I've got a game model question - are there any plans for storing which piles/zones started with any given cards, for pairing split piles, knights, black market, etc?

I currently don't (and thus also your UI currently doesn't) have a way to link split piles together once emptied, or hide the contents of certain piles (BM) without accidentally revealing deck contents.

Updating the card model to contain either a starting zone or something similar would solve this issue.

Yes for sure. We intend to completely rewrite the game model in the client.

In the gameserver I have a concept of "pile name" associated with cards, and we'll also add that to the client model.
For almost all cards the pile name is just the same as the card name, but there are a few exceptions (bottom half of split piles, ruins, knights, ...)

5
Dominion Online at Shuffle iT / Re: future plans
« on: November 14, 2017, 08:01:51 pm »
I upvoted everyone who said anything remotely related to the content of the opening post.
But I hope it does more if I make it explicit? Please if you considered actually responding to it, do so.

Oh and I upvoted Seprix. He made a picture that was funny. You have to upvote those, it's the law on f.ds

6
Dominion Online at Shuffle iT / Re: AIís whims
« on: November 13, 2017, 02:22:56 pm »
the pledge
Turn 7 - Lord Rattington
L plays a Butcher.
L trashes a Copper.
L gains a Stonemason.

the turn
Turn 17 - Lord Rattington
L plays a Stonemason.
L trashes an Estate.

the prestige
Turn 17 - Lord Rattington
L plays a Stonemason.
L trashes an Estate.
L gains 2 Curses.

7
Dominion Online at Shuffle iT / Re: future plans
« on: November 12, 2017, 10:39:38 am »
ok ok I'll admit it. I just cross-posted in an obvious attempt to harvest some respect on f.ds

I remember thinking about respect/effort ratio and how posting memes was the best and organizing the league the worst thing I could do.
I was so wrong, writing your own dominion implementation is far worse.
Dude, 29 upvotes so far just for saying that I asked you to ban Possession. They'll upvote online Dominion, you just have to spin it right.

Yes yes, we're spinning it right here.
Let's make some more posts for people to upvote.
Or do you think people have standards and the posts actually need to contain information?

8
Dominion Online at Shuffle iT / Re: future plans
« on: November 12, 2017, 10:21:51 am »
ok ok I'll admit it. I just cross-posted in an obvious attempt to harvest some respect on f.ds

I remember thinking about respect/effort ratio and how posting memes was the best and organizing the league the worst thing I could do.
I was so wrong, writing your own dominion implementation is far worse.

9
Dominion Online at Shuffle iT / future plans
« on: November 12, 2017, 10:00:52 am »
Quote from: Stef
I know there has been a lack of communication here, Nocturne has been pretty overwhelming.
I still don't have much time, but a bit of reflection never hurts.

We squeezed in some features with Nocturne that will help the general client.
- duration attacks are now visible, and enchantress has the pig
- your starting cards are shown at the start of the game
- revised kingdom layout in the client

Thursdays release will have Nocturne fully implemented, but also:
- autoplay (finally)
- improved undo vs bots

After Nocturne goes live, we will continue with...
- rewriting the client. The goal here is
  - clear domain model & readable/maintainable code
  - full control over zones displayed; always find a spot for all zones with cards in them on the screen
  - full control over animations; enable users to animate all cardmoves and do something special for moves that change ownership
  - visualize the ordering of abilities
  - if all of the above succeeded, we can by default turn the log off.

- refactor the gameserver. Currently my gameserver has a problem. It's about states & asynchronous programming.
I use constructs like these:
Code: [Select]
    public void onPlay(Context context, Player player, PlayCardAbility playCardAbility, Handler<Void> handler) {
        player.addBuys(1);
        List<Card> estates = player.getHand().getCards(c -> c.getName() == CardObjectName.ESTATE);
        context.ask(new WhatCardToDiscardOptional(getCardObjectAssociation(), storyOf(QuestionId.BARON), estates), discardMe -> {
            if (discardMe.isPresent()) {
                player.discardFromHand (context, discardMe.get(), getCardObjectAssociation(), discarded -> {
                    player.addCoins(context, 4);
                    handler.handle(null);
                });
            } else {
                player.gain(context, getCardObjectAssociation(), CardObjectName.ESTATE, gained -> handler.handle(null));
            }
        });
    }
This works fine, but I'm not in love with using handlers this way, and it's no longer sufficient. Suppose you have played the baron, and there aren't any Estates left in the supply. Now you could decide not to discard an Estate. After you decided that, the gamestate changed, even though there wasn't a single card that moved or counter that got updated.

Also you see a difference in how I add buys and coins. Adding coins could have some side-effect which needs logging (the -1 coin token) and buys can not. I don't like that it makes that distinction; in the new situation I want to have a more general idea of moving from one state to the next, even after something as insignificant as adding a buy.

The big problem here is that I can't fully reflect on the state I'm in. This baron is only moving forward.

In the new situation, I want to add the concept of a "stage" I'm in while executing the Baron, and let every stage create some kind of Mutation I apply to the gamestate to move to the next stage. This Mutation will also have a function to undo itself, and needs to hold enough information to perform that undo.

Off course baron is one of the easiest cards here. It gets significantly trickier with cards that target other cards (throne room), could lose track of things or interact with your opponents. It will be quite an undertaking to apply these changes to all cards.

But the reward should be significant: then I can move forth and back through a game. This will allow the gameserver to support a much more powerful "delayed decisions" like we have on mining village now. But most importantly it will allow me to start working on a real AI.

I want to be able to synchronize both those gamestates and the Mutations. This should allow for a much more powerful logging system, allow you to save/load games, and most importantly: create a script that has direct instructions for the gameserver.

I want that to develop into a scripting language that allows the creation of campaigns and tutorials.

I would like to give more attention to compatibility with Android and iPad devices.

Oh and I want to hammer down the known card bugs; at least all the ones that aren't interface related.

just wanted to post it here too because it's more likely to get response here.

10
Dominion General Discussion / Re: Asking for Undo
« on: November 10, 2017, 12:21:28 pm »
That doesnt comply with that one game where i played militia and ended my turn seeing a hand with Hermit 3C 1 Estate.

My Opponent then asked if he could undo and discard other card to millitia wich i granted. My new Hand was then Hermit and 4 Coppers.

My guess is something else was different too, probably something you thought of as unimportant.
I could even be the order you played your treasures in. They would be cleaned up in a different order, and your shuffling would start differently.

11
Dominion General Discussion / Re: Asking for Undo
« on: November 10, 2017, 04:17:32 am »
Kinda off topic -- more of a question about undo implementation -- but...

If I (1) do something that causes a shuffle, then (2) undo to before the shuffle, then (3) cause the shuffle to happen again, does the second shuffle shuffle the cards the same way as the first? And if so, what things that I do between (2) and (3) changes it? E.g. I imagine gaining a card completely changes the shuffle (but not sure), whereas taking a coin token or whatever would not affect it.

The game (currently) uses 1 random number generator instance. It's not used a lot in dominion; mostly for shuffling.

Suppose you buy a Silver, end your turn, shuffle | undo, buy a village, end your turn, shuffle
-> the village will just take the place of the silver, the rest of the shuffle will be identical.

Suppose you buy a Silver, end your turn, shuffle | undo, buy a Port, gain another Port, end your turn, shuffle
-> the number of cards in the shuffle has changed. This will lead to a completely new shuffle.

Suppose you buy a Silver, end your turn, shuffle | undo, buy a Noble Brigand, give your opponent a Copper, end your turn, shuffle
-> the Noble Brigand will just take the place of the silver, the rest of the shuffle will be identical.

Suppose you buy a Silver, end your turn, shuffle | undo, buy a Noble Brigand, give your opponent a Copper and make them shuffle, end your turn, shuffle
-> the random numbers that were supposed to determine your shuffle now determine your opponents; yours comes after and will be completely new.

12
Dominion Online at Shuffle iT / Re: Is it okay to buy Possession?
« on: November 08, 2017, 11:46:02 am »
Now Donald is banning Possession.

When will I ever get to control somebody's turn.

You can control my turn too, it's ok.  I just want us to have some philosophical questions about identity and some fun.

Donald is not banning Possession in the way you describe here. Dominion and Magic are fundamentally different games, and the concept of banned cards in magic does not translate to Dominion. You can still play with Possession, it just won't be forced upon you anymore.

I suggest you ask your opponent once in a while what they think about Possession. If it turns out they like it, you propose another game after this one with Possession as only required card.
If you pull that off in about 3% of your games, you're back at your old Possession frequency. Except now all those games will be with players that don't yell at you for buying the card and probably like to think about its strategic implications.

In the meanwhile, the vast majority of players seems to be happy with the ban.

13
Dominion Online at Shuffle iT / Re: Is it okay to buy Possession?
« on: November 06, 2017, 05:27:57 pm »
Donald just asked me to temporarily ban possession until we get the banned cards feature up.
I agreed to do that and will release it in a day or two.

I guess that settles this threads question.

14
Am I not seeing it, or is there currently no way to read the boons set aside by Druid in the online implementation?
you can right-click in the log, where it mentions Druid setting aside the boons.
The plan was to also show the boons when you right click any druid, but that plan is... well it's on it's way and will be there for the official Nocturne release.
Possibly also later this week.

15
Dominion Online at Shuffle iT / card art instead of menu items?
« on: October 23, 2017, 03:12:06 pm »
Suppose in some alternate reality I would want to get rid of the menus and their titles.

Instead I want one big screen, that is either a dominion card or has sections of dominion cards in them.
They'd still need to represent the same ideas.

Matching
New Table / My Table
Tables
Options
Friends
Card lists
Leaderboard
Account
Store

Can you come up with a good suggestion for a combination of Dominion Cards?
Or is their just one where you can map out regions for these things?
Maybe some of the menus won't fit into your idea, that would be fine too. We could make icons for those.
As long as you have the majority of them fit in, with the important ones central.

I don't expect this to be actually implemented (soon at least) so any discussion is hypothetical.
But I think it would be a fun question to try to answer nonetheless.

16
Dominion Online at Shuffle iT / Re: Undo Trolling
« on: August 30, 2017, 01:57:39 pm »
I wouldn't have programmed undo, just planned on it; too many more important things. Given that there's undo, I would have it work like you say for rated games; for unrated games the "undo request" thing is fine.

IRL I allow undos with no new information, and do not when there's new information.

Jay doesn't involve himself much with the implementation details, but he had one explicit request: please have an undo button. That, and I wanted to have it myself too.

17
That's really hard to answer unless you shred some light on why they lost interest.

Maybe add some new cards to your collection?

18
Intentional Alms is really edge-casey. Like this: For some reason, you want your opponent to think you don't have enough buys to end the game, so that he does something stupid. Like, buy Alms then Villa, play Governor and hope that your opponent trashes the wrong card. Something like that.

you have two buys $4 and you want that Messenger but not the trigger.

19
Dominion General Discussion / Re: The swingiest card ever
« on: June 26, 2017, 12:21:26 pm »
*cough Black Market *cough

Nope, Black market isn't swingy at all, but there are some people who like to blame their losses on this card.

20
Dominion Online at Shuffle iT / Re: Tooting my own horn
« on: June 08, 2017, 07:52:06 am »
Out of curiosity, I get why Stef and SCSN don't want to be on the leaderboard, but who is the idontknow guy in second on Dominion Scavenger? Because if he was on the official leaderboard, we'd be that much closer to an Abbot and Costello sketch.

"Who is the guy in first place?"
"I don't know who's in first!"
"He's in second, we're not talking about him."

It is me too. Or it was me too, because I stopped using it. At some point I created an alt account because I wanted to test something, then playing a lot with it sort of happened (I still love this game), and getting on the leaderboard was certainly never the intention. So at that point I removed it again.

21
Puzzles and Challenges / Re: How high can you go
« on: May 29, 2017, 09:14:27 am »
Sorry to necropost, but I just read through this and I can't work out if I'm stupid, or everybody who posted in this thread is (I suspect the former).  Once you can convert money to gains, surely Catapult + Pathfinding leads to a trivial infinite combo.  You put your +1 card on Catapult, then all your Rocks give you +1 card (as they're from the same pile), which draws you another Rocks, so you can play an unbounded number of Rocks in a single turn, and gain unbounded money.  What am I missing here?

You're not wrong, we just missed that. Removing pathfinding from the solution won't reduce it by much but it was certainly invalid in its current form.

22
Dominion Online at Shuffle iT / Re: The Dominion online 2017 thread
« on: April 13, 2017, 06:17:03 am »
I'm just wondering why the German translations need to be updated so often.

There are lots very small changes that never make it to the release notes. But most of those changes are made by Philip or me and we don't really feel the need to tell the world we dotted some i. Changes to the German translations are made by others (people who actually speak German) who may also want to know their latest changes are now live so why not mention it.

23
Dominion Online at Shuffle iT / Re: What`s going on?
« on: April 10, 2017, 12:40:22 pm »
This bug has been going on a bit too long now. Fortunately a lot of progress today, I hope to bring this live tomorrow.

What happens in these cases is that you're matched with someone who isn't actually there (anymore). I'm still not sure about the actual cause (either a bug on our side or an infinitely slow internet connection) but the impact of such cases is way bigger then necessary. This non-existent user only got removed from the automatch queue when he got into a game, instead of as soon as he got matched, and since the first never happened this one faulty connection could keep disturbing all the automatches for quite a while.

Also quite some improvements in the feedback while connecting to a game. Instead of just the black spinner, you'll see it going from "connecting to gameserver" to "connected to gameserver" to "waiting for X, Y" to "loading the game".

24
Dominion Online at Shuffle iT / Re: DISCONNECTS
« on: January 23, 2017, 04:48:40 pm »
Game still freezes for me at the end of game in v1.0.11.1

Yes, sorry. The fix was in v1.0.11, but it turned out to break down iPads, so we had to revert that in v1.0.11.1
We'll probably try again tomorrow (if we can figure out what exactly made Safari reject the new code)

25
Dominion Online at Shuffle iT / Re: DISCONNECTS
« on: January 23, 2017, 01:43:13 pm »
The addon is (most likely) not the cause of the problems.

We hope today's release will fix #2.
#1 is still unknown.

It only affects some people, and I think there is actually a correlation to hiccups in the internet connection and this problem, but it isn't really clear yet how. Sorry, we'll continue investigating.

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