Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - pedroluchini

Filter to certain boards:

Pages: 1 2 [3] 4 5 6
51
Goko Dominion Online / Re: Latest Release
« on: August 13, 2015, 12:16:38 pm »
That just seems like bad design. I don't know anything about Unity, but I've programmed plenty of Windows and web applications before, and it's pretty simple to make it so that you can resize a window the way Windows intends you to, by dragging the edge/corner to the size you want.

Apparently it's possible, but it's up to the devs at Making Fun to enable this option: http://answers.unity3d.com/questions/37586/how-to-make-standalone-player-resizable.html

52
Dominion General Discussion / Re: Literal Q&A about Dominion
« on: August 01, 2015, 04:21:09 pm »
Why, in violation of tradition, does the Fortune Teller refuse to foretell riches of any kind?

She doesn't know much about Treasure, but she will tell you everything about your future Victories.

How can the Trader literally exchange a Curse for a Silver?

53
Variants and Fan Cards / Re: A remodelling Treasure with funky cost
« on: July 21, 2015, 05:45:47 pm »
How does it interact with cost decreasers? E.g., if I play 4 Highways and 2 Coppers, how much does this card cost?

54
Dominion General Discussion / Re: Homage to the Best Card
« on: June 25, 2015, 05:48:55 am »
I can't help but think of the words "blackjack and hookers" right now.

55
Goko Dominion Online / Re: Version 2 FAQ, login corverter
« on: June 10, 2015, 03:46:15 am »
Quote
Ducats and Favors are now the coins of the realm. Dominion-specific Ducats have replaced Gokoins as the game’s currency. Players receive 1.4 Ducats for each Gokoin previously in their account balance. For example, a player who had 10 Gokoins receives 14 Ducats in Dominion Online 2.0.

Favors are one-use items that provide a player with one extra turn at the beginning of a campaign game. Version 1 players receive Favors according to how many Dominion Coins and Zaps they had. A single Favor costs 25 units. Your Dominion Coins plus 7x your current Zaps equal your units. For example, a player with 100 Coins and 10 Zaps will have 170 units, which will get them 6 Favors. The maximum number of Favors a player can receive in this conversion is 10. (The very first release doesn’t fully support Favors, but they will be ready to use in your account for when support for using Favors is added.)


56
Dominion General Discussion / Re: Dominion's Tragic Flaw?
« on: June 09, 2015, 04:18:10 am »
If players are of equal skill, it seems sensible that they have an equal chance of winning and the outcome is random. What else would you expect?

57
General Discussion / Re: Pun Wars
« on: June 08, 2015, 01:57:42 pm »
Yesterday I played a RL game where my friend bought the last Stables for a three-pile ending that won him the game.

I didn't see it coming... He totally destabilized me.

58
Feedback / Re: Correct Dutch translations for free
« on: May 26, 2015, 02:56:24 pm »
According to me both cards do not have influence on  Smuggler.

Consider the following:

. It is Alice's turn. She buys a Copper. She reveals Trader from her hand, and gains a Silver instead.
. It is now Bob's turn. He plays Smuggler...
... and gains a Silver, according to the English rules.
... and gains a Copper, according to the Dutch rules.

59
General Discussion / Re: On the Job: f.ds edition
« on: May 22, 2015, 04:39:06 am »
If you're dealing with an API that only accepts C-strings, you can do all your manipulation using std::string and at the last moment you call c_str() to get a char*. Something like this:

Code: [Select]
std::string foo = "I can has";
std::string bar = "cheezburger";
std::string foobar = foo + bar;
silly_api_that_takes_char_ptr(foobar.c_str());

...and you can shorten the last two lines to:

Code: [Select]
silly_api_that_takes_char_ptr((foo + bar).c_str());

60
Dominion General Discussion / Re: CARD OF THE WEEK #9: Inn
« on: May 22, 2015, 04:25:42 am »
How much would Inn cost if it didn't have the when-gain ability?

61
General Discussion / Re: On the Job: f.ds edition
« on: May 21, 2015, 05:31:48 am »
std::strings are more reasonable than c-strings. I just wish it was made the default string of C++, so that I don't have to constantly juggle between the two to get things to work.

There's a lot of dynamic memory allocation happening behind the scenes when you use std::string. C++ is designed for low-level, high-performance, limited-resources environments, where that kind of cost is unacceptable.

I totally understand your frustration, though. The learning curve is steep.

62
General Discussion / Re: On the Job: f.ds edition
« on: May 20, 2015, 04:28:24 am »
Continuing with my forays into C and C++... The more I learn about strings and how they are handled, the less probable it seems that I will be able to see beauty in the World ever again.

Using raw pointers (char *) for string manipulation leads to madness. Are you using std::string?

63
General Discussion / Re: Movies: Any movie buffs?
« on: May 16, 2015, 11:43:45 am »
Marty McFly goes back to the future.

Sleeping Beauty actually wakes up. Twist ending!

64
Rules Questions / Re: Inheritance / Grand Market and buying Estates
« on: May 14, 2015, 07:01:58 pm »
I'd say "you can't buy this" is its own concept. There are at least two cards and one Event (Grand Market, Contraband, Mission) that make use of it, so we should probably stop defining it in terms of "when you would buy" and instead think of it as an invisible property of each card. It's usually set to "can buy," but certain extraordinary circumstances change it to "can't buy".

66
Rules Questions / Re: Inheritance / Grand Market and buying Estates
« on: May 13, 2015, 10:21:03 am »
Hmm... I would suggest that you actually can buy them, since at the point you choose to buy them, they're not yours yet.

That's what I would think too, but then Inherited Estates do activate when-buy abilities. Where does that leave us?

67
Dominion General Discussion / Re: Homage to the Best Card
« on: May 13, 2015, 10:13:49 am »
I'm calling the police.

What is the police doing on your Tavern mat?

68
Rules Questions / Inheritance / Grand Market and buying Estates
« on: May 13, 2015, 04:04:25 am »
If I buy Inheritance to turn my Estates into Grand Markets, does that mean I can't buy Estates from the Supply if I have Copper in play?

69
Dominion FAQ / Re: How many sleeves do I need?
« on: May 11, 2015, 11:20:24 am »
Sleeves do prevent the wear on the cards from showing, and some Dominion cards are used more than others, so they wear differently.

It's always funny when I place a stack of Feasts on the table and a new-ish player asks "Why are these so much shinier than the others...?"

70
Goko Dominion Online / Slowness
« on: May 10, 2015, 12:29:12 pm »
I have to wait like 20 seconds every time I play an Action. Is anyone else having this issue?

71
Dominion General Discussion / Re: Interview with Donald X.
« on: May 07, 2015, 06:23:31 pm »
Non-Supply cards usually cost $0, but the upgraded Travellers cost $3, $4, etc. Is there any particular reason why you decided to break the pattern here?

72
Goko Dominion Online / Re: 2.0 Closed Beta Begins
« on: May 06, 2015, 09:54:32 am »
This showed up over at Pocket Tactics, where the original Dominion Online was their disappointment of the year... for 2012.  Hard to believe it's been that long.

Why settle for Disappointment of the Year when you can be Disappointment of the Decade?

73
Goko Dominion Online / Re: Whats up with goko?
« on: May 03, 2015, 04:09:24 pm »
and the worst days of online dominion are behind us.
And the best. #isowasbetter

All hail our new average masters, who will usher in the Age of Mediocrity!

74
Variants and Fan Cards / Re: Holy Cow
« on: April 30, 2015, 04:22:24 pm »
I have nothing to add about the card's functionality. I will comment on the card's name, though: "holy cow" and "sacred cow" mean different things; are you sure you chose the right one? :)

75
Rules Questions / Re: Trashing Hand w/ Count + Market Square
« on: April 17, 2015, 11:04:45 am »
So the general rule with reactions is that you may react them in between sentences of other cards, but not mid-sentence?  Or what?  I know this sounds weird, but it seems to be the case.  And I can't think of any counterexamples to that.

Reactions react to certain triggers; the sentences used to describe the actions that activate these triggers are irrelevant. In Market Square's case, the trigger is "the act of trashing."

The key to understanding this is to think of the "trashing" trigger as a single event that involves many cards. Here's how it breaks down, in Count's case:

- You play Count.
- You choose the option "topdeck a card" and topdeck a Copper.
- You choose the option "trash all the cards in your hand".
- Your hands consists of Copper, Copper, Market Square. You trash these 3 cards.
- The "trashing" trigger is activated.
- Market Square is not in your hand (it's in the Trash), so you can't reveal it.

Let's think of another example. Your hand consists of Count, Market Square, Rats, Copper, Copper. Here's how it breaks down:

- You play Count.
- You choose the option "topdeck a card" and topdeck the Market Square.
- You choose the option "trash all the cards in your hand".
- Your hands consists of Copper, Copper, Rats. You trash these 3 cards.
- The "trashing" trigger is activated.
- Rats reacts to the trigger. You draw a card... which happens to be the Market Square you topdecked.
- Market Square also reacts to the trigger. Since it is in your hand, you can reveal it and gain a Gold

(Can someone please confirm that this second example is correct?)

Pages: 1 2 [3] 4 5 6

Page created in 0.122 seconds with 18 queries.