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Messages - Ingix

Pages: 1 [2] 3 4 ... 67
Card Bugs / Re: Crown as Action
« on: 03 May 2019, 04:43:25 PM »
This is a situation where the autoplay for Crown should be disabled. Having the +1 Card marker on it was one of the scenarios discussed initially where automatically moving to the buy phase was not always the best option.

Crown/Villager is the opposite: Unless extra special circumstances with Diadem call for it, having only Crowns as Actions plus Villagers should move directly the to the buy phase, but it doesn't at the moment.

Card Bugs / Re: Known Card Bugs
« on: 01 May 2019, 09:58:14 AM »
Modifications in May 2019:

General Discussion / Re: Game ID
« on: 30 April 2019, 10:19:18 AM »
Hi Beebeesee!

During the game you can find the game ID at the top of the game log (you will need to scroll it back to the beginning) and it will be added to the chat window when the game starts. You can copy it from either of those places to some text file on your computer (not sure what the best method is on phones/tablets).

After the game is over, you can find game IDs of rated games at


Enter your in-game name at username, press "Get Last results" and wait a few seconds/minutes.

Support / Re: "Respect Familiar Cards" not respected in unrated game
« on: 29 April 2019, 10:29:15 AM »
The problem is that if familiar cards are respected in games with another human player, you need to find 10 cards that all players have set as familiar.

IIRC, in the beginning players were complaining that they weren't matched in practiced games at all, and the investigation showed they had not set any familiar cards, or only a small amount. The 10 fixed cards that are always familiar was the chosen method to make sure players could play. Once they realized they always played the same kingdom, they asked and got the concept explained. But (especially for a new serice at that time) it is important that users can actually use the service, and deal with all the knobs to configure the service later, at their own pace.

Support / Re: "Respect Familiar Cards" not respected in unrated game
« on: 28 April 2019, 08:52:44 PM »
Witch is one of the 10 cards I mentioned that are always familiar (they may be in greyscale when you make them unfamiliar, but after the next login they are back to familiar). The other 9 cards are Chapel, Festival, Gardens, Laboratory, Market, Moneylender, Smithy, Village and Workshop.

Another problem is that it looks like the familiar cards are only saved when you leave the "Familiar Cards" tab. If you log out directly from that tab, they are not saved.

Support / Re: "Respect Familiar Cards" not respected in unrated game
« on: 28 April 2019, 10:50:58 AM »
Hi AparalForge, thanks for the report!

I tried many different ways to start a bot game, and at all times it respected my familiar cards. I started it from the Matching tab or the New Tables tab (where I choose "Respect familiar cards"), played 2 games in a row on the same table, a.s.o.

Could you

a) check that your familiar cards are actually what you think they are? Maybe the problem is that by some error your familiar cards got (re)set to "all cards". To do this, go to the "Familiar Cards" tab and click on each of the expansion names on the left. Cards set to unfamiliar will be in greyscale, cards set to familiar will be in color. Note that some 10 fixed cards from the base expansion will usually been shown as familiar (to make sure that two players can always get into a game).

b) describe how you enter your game that doesn't respect familiar cards. Maybe there is a way I didn't think of and it has the problem you encounter.

Connection Problems / Re: april 25--can't log on
« on: 26 April 2019, 09:28:41 AM »
right, judging from Discord channels there seems to have been a problem.

Card Bugs / Re: Necromancer
« on: 25 April 2019, 09:27:05 AM »
@Josh: Sorry, that was my error. The German name of the card is "Trickser", which, as the wiki-page http://wiki.dominionstrategy.com/index.php/Swindler says, literally means "Trickster". For whatever reasons, my brain keeps thinking that this is also the English name of the card.  :-[

Card Bugs / Re: Necromancer
« on: 24 April 2019, 08:54:42 PM »
Hi SkyHard, thanks for the report.

Can you tell exactly what happened? On a replay of that situation (see screenshot) all 3 Zombies showed up and could be played. Did the Zombies not show up? Could it be that you misclicked and accidentally clicked the Trickster in the trash (becuase that is what you ended up playing via Necromancer according to the log).

Interface Issues / Re: Transmute in reveal window
« on: 23 April 2019, 11:00:06 PM »
Thanks for the report. I added this the the existing entry, as it has most probably the same reason.

Card Bugs / Re: prince + doctor + golem
« on: 20 April 2019, 08:38:50 AM »
Thanks for the report, ehunt. This seems to be indeed a new bug that I haven't seen reported yet... EDIT:

Actually, it is correct. As you can see from what I wrote above, it took  some time to realize that.

What happened is that this chain of cards played all originated from your Princed Vassal played at start of turn. That Princed Vassal played Golem, which played 2 Vassals... a.s.o. When you played that Prince that set aside Doctor, it was due to one Vassal in that chain.

So that Prince was played at a time that was sill considered "At start of your turn". When all the other effects of the chain had 'wound down' (there was one Vassal left, that only revealed a Silver), the game dutifully checked if there were more "At start of turn" effects, and there was: that Princed Doctor had not been handled yet, so that was done.

Thanks for the report, Anders.

However, as counterintuitive as this may sound, it is the correct behaviour. You can find much more detailed information here: http://wiki.dominionstrategy.com/index.php/Inheritance but the key aspect is the following:

If you Transmute an Inherited Estate, the Estate is in the trash and, thus, no longer yours when Transmute checks its type; therefore you would only get a Gold (for trashing a Victory card) and not a Duchy (since Estate cannot be an Action card in the trash). The only exception to this is an Inherited Fortress, which remains yours even after it is trashed.

The same logic applies to similar cards, like Catapult and Sacrifice.
(Emphasis mine)

The situation is different for Capitalism, as this affects all cards in all places during your turn. If you Sacrifice a Milita when you have bought Capitalism, the Militia is still a Treasure in the trash, so Sacrifices gives the respective bonus.

Inheritance is special in that it affects only 'your' Estates, while many other cards are carefully worded to usually apply to anything on your turn, even though it will mostly affect only you. For example, your -$2 cost token from Adventures works for all players on your turn.

It's been recognized by Donald X. (game designer) that this behaviour of Inheritance is not 'nice' and can lead to common misconceptions as this one. But they still work as printed, which means it's compicated, as this example shows.

Card Bugs / Re: Overlord or Band of Misfits and Travellers
« on: 17 April 2019, 08:16:30 AM »
Thanks for the report, EarlS.

There are similiar problems with Overlord/Band of Misfits and Walled Garden. OTOH, it works with Treasury. I'll add it to the known card bugs!

Feature Requests / Re: Block/report
« on: 16 April 2019, 07:09:53 AM »
I understand your frustration, but the point, as explained in the other tread, is that that player will make a new account when this one is banned, and everybody's blacklist becomes useless against that player. You have to deal with that player/account only once, then you blacklist them and move on.

I wish there was a better solution that was somehow able to 'detect' the person behind a (new) account. I (and I think others) don't know any that wouldn't also falsely affect lot's of innocent players.

Interface Issues / Re: Game Crash
« on: 14 April 2019, 11:32:45 AM »
Confirmed. Whatever you do in this game from that point on, whenever any player plays a Cultist, the game becomes stuck, the Cultist doesn't event start to draw 2 cards.

This is pure speculation, but I assume the fact that both players had chosen Caravan Guard for their Inheritance token plays a role here. That would explain that the game checks if there is a Reaction possible before the Cultist can do anything. But at the time when the game freezes, the oppoenent did neither have a Caravan Guard nor an Estate in hand. The strange thing is that Dwedit could play Cultist without problems on two turns before, when the opponent already had inherited their Estates.

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