Menu

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.

Show posts Menu

Messages - AdamH

#31
I did offer to help with the AI forever ago.

Something that I continue to think would be a good idea is to export some kind of API. Allow a developer to input a list of buy rules (an XML like Geronimoo's simulator would work just fine) and have the bot just follow that for a game. The developer would need access to the kingdom but that would be about it, the bot could even just follow a very simplistic method for playing action cards in the right order (play villages and non-terminals first, prioritize drawing cards before other stuff when it comes down to a choice) -- again just like Geronimoo's simulator.

The developer could have a library of XML files that it selects from, based on what kingdom cards are required for each XML and whatever other factors. This requires extremely minimal effort by Shuffleit -- all you have to do is write the API, you don't have to think about what makes Dominion good -- and the "hard work" of making a good AI can be done by the community. And you don't even need to give people access to your code for them to make something meaningful -- just export the kingdom and input an XML.
#32
game #106594157, my turn 8

Turn 8 - Adam Horton
A starts their turn.
   A draws a Ghost Town. (Ghost Town)
   A gets +1 Action. (Ghost Town)
   A draws a Hermit. (Ghost Town)
   A gets +1 Action. (Ghost Town)
A plays a Patron.
   A gets +1 Villager.
   A gets +$2.
A plays a Hermit.
   A trashes an Estate.
   A gains a Ghost Town.
A begins their buy phase.
   A trashes a Hermit.
   A spends 1 Favor.
   A gains a Highway.
A plays 2 Coppers. (+$2)
A buys a Pilgrimage.
   A flips Journey token face down.
A plays a Ghost Town.
A plays a Ghost Town.
Hermit can no longer move Hermit (it already moved).
A shuffles their deck.
A draws a Copper, a Highway, a Hermit, a Monastery, and a Patron.

---

The bolded line, why is that in the game log? I'm not sure which Hermit it's talking about but I gained a card in my buy phase due to Woodworkers' Guild so I'm not sure why any Hermits are trying to move themselves.
#33
Other Bugs / Re: undo resign bug
17 August 2022, 12:43:28 AM
Quote from: scottshauf on 16 August 2022, 08:28:09 PM
Well, live and learn, then. It seems like something better ought to happen. Perhaps undo requests could time out after a minute or so if the other play doesn't respond? Or perhaps a notice that you're about to become subject to a forced resign.

Definitely this. The undo prompt as it currently stands really makes it look like you're waiting for the opponent to do something, and the implication is definitely that the timer is running on their end. Something needs to make it clearer that you're still on your time while waiting for an undo request to be approved by an opponent.
#34
Well, I guess I'm not mad a Shuffleit about this then. Other than the fact that I haven't been able to get a screen layout with three landscapes that doesn't look awful on my screen -- it seems to make everything super tiny.
#35
The rulebook seems pretty ambiguous to me. I read those excerpts and come to the conclusion that even including allies, there should be a maximum of two landscapes, but I could also see how it could be interpreted another way. Did DXV make a ruling on this? Seems like that would be appropriate, and would be a much more credible source than a hypothetical discussion on discord.

Coding a fix for this using that method would not be hard to do. The second landscape can just be replaced by the ally if needed.
#36
QuoteLiaisons were previously being generated at a slightly lower frequency than other kingdom cards. This was because if there was no space to fit an ally in the kingdom, a liaison would not be allowed to be added. The kingdom generation algorithm has been tweaked so that liaisons will now be generated at the same frequency as other cards.

As a consequence, automatch games can now have up to 2 normal landscapes (Events, Landmarks, Projects, Ways) along with an ally.

I came across my first game the other day with three landscapes, went to report a bug, but I saw this.

It's not clear to me why the possibility of three landscape cards is a consequence of whatever issue was being dealt with here -- I recently had to write a kingdom generation script of my own and I had no trouble getting the proper frequency of liaisons by just choosing my 10 kingdom cards first before any landscapes are selected. Sure there are some edge cases where maybe Way of the Mouse was your second landscape, and now you don't want the Mouse card to be a Liaison, but these probably don't affect things that much and you can still work around it.

The issue is, the rules recommend a maximum of 2 landscapes in a kingdom and suddenly now I have no way of making that happen, even in unrated games. So why did we deviate from the recommendation like this? After playing just one game with three landscapes I was reminded of why that recommendation exists in the first place.
#37
Game Log Issues / Parentheses in the game log
15 July 2022, 04:19:19 AM
No idea what caused this but there are parentheses in the game log after playing a Clerk. Screenshot is attached.
#38
I'm playing a game with Druid. When I press the kingdom display button the title says "boons and hexes" even though there's only boons. It also shows me Will-o-Wisp when that's not one of the Druid Boons. My friend was very confused at this when learning what Druid does, she wondered where the hexes were and why we needed them, etc.
#39
If sometimes the buttons don't fit in the middle, then it doesn't make sense to me to ever put them there.
#40
If I play a Crystal Ball, there are sometimes 3 options for what to do with the card I reveal, and there are sometimes 4 options. If there are three options, the buttons for those are in the middle of the play area, and if there are four options, the buttons are over on the right.

This is so annoying, why are they in different places?
#41
Quote from: Ingix on 30 May 2022, 01:59:46 PM
I think the problem of a mat staying out when you move the mouse out of the window will be hard to remove completely, as AFAIK there are simply no more messages coming in then, same as if the mouse cursor didn't move.

Well the solution is to have the option to disable the hover ability for these things and change it to when it's clicked. The interface as it is now is extremely annoying.
#42
The release today is an improvement. The box doesn't stay up quite as often as it used to when I move the mouse cursor out of the window. It also seems to go away every time when the mouse cursor comes back into the window somewhere.

But I can still get the box to show up when I leave the window with the mouse cursor some of the time. Also, whenever I move the cursor around within the trash/exile/set aside/etc. area, the box flashes on and off -- it looks awful. If the cursor is not moving the box stays up, but each pixel I move my cursor, the box disappears and comes back.
#43
Quote from: Ingix on 22 May 2022, 09:57:30 AM
Recently there was a test version that did not work on hover but only on click, but the current live version is still using hover.

When can we expect this bugfix to be in the live version? It's been quite a while and this is such an annoying thing to deal with.
#44
Quote from: AdamH on 01 March 2022, 02:53:58 PM
when my mouse cursor exits the Dominion window somewhere on the corner of the screen where these "Exile" or "Set Aside" boxes are, the boxes get stuck in this weird state where now they are always up until I hover over the box again. These boxes should only appear when my mouse cursor is in the window AND it's hovering over the "Exile" or "Set Aside" box and shouldn't be there if my mouse cursor is not in the browser window at all.

After a few months and what I assume are other bugfixes, this issue is still around and is by far the most annoying thing on the client. I am constantly closing windows and it's incredibly annoying. Is this going to be fixed any time soon? In particular it's the trash that's the most annoying. After playing a lot of games like this I think the interface would be improved by a lot if you had to actually click on the trash button to see the trash, and having the hover function disabled entirely for viewing the trash. The other buttons are out of the way enough that the hover seems fine IMO.
#45
Two issues:

1. Over the last three days I've noticed that in rated games, the game is extremely laggy. I've asked my opponents if it's on their end too and they have confirmed. For example, my opponent plays a Margrave and I draw a card, it shows up in the game log right away but it will take 3-4 seconds for that card to appear in my hand so I can click on it. The rest of the interface telling me I need to discard seemed to come up right away, just not the card itself.

2. I was playing last night and there were some very weird display issues with displaying cost reduction. My opponent played a Highway and the cards in the supply did not change cost a lot of the time. Then sometimes he would buy a Highway and THAT card in the supply showed as having the appropriate reduction but none of the other supply cards would show the cost reduction.

I did get a screenshot of this but I'm not going to share it publicly right now. We were playtesting a kingdom I'm designing for an IRL tournament I'm hosting in a couple of months where money will be on the line so I don't want this kingdom to be visible to the public until then. I could send the screenshot privately to someone but I'll need to know everyone who sees it because they'll have to be disqualified from that tournament. Idk maybe I could censor it enough to show the bug but where you can't see the kingdom?

All of this was on an HP desktop computer using the latest Google Chrome. I don't notice this in bot games but it's possible this is only an issue with the interface on human opponents' turns?