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Messages - santamonica811

#391
Connection Problems / Re: oregon server EXTREMELY slow
29 December 2017, 08:09:52 AM
Markus,
Heh.  I did realize that.  I gave my geographic location, since there are times where one part of the world is experiencing difficulties, and I thought that it might be helpful info.  :-)

By the way, I just played a few games (11 pm, PST) and they were fine.  BUT, at this exact moment, This site is very very slow.  As I type this, the letters are appearing on the screen, about 20 characters late (ie, 3-4 seconds late)

So, same sort of problem.  But for me, here instead of on the game server.

Hmmmm ??????
#392
Connection Problems / Re: oregon server EXTREMELY slow
28 December 2017, 08:01:19 PM
Los Angeles (in two different locations) was also very slow yesterday.  This morning, problem seems to have been solved.
#393
Ah, thanks guys...that makes perfect sense.
#394
General Discussion / change in how Prizes are played??
25 December 2017, 09:15:06 AM
Until recently, when I would 'hit' a Tournament + Province, I would--of course--then get to select a prize (or a Dutchy).  In the past, the card I would select would go to the top of the deck and--on that same turn--then into my hand, so it could be played right away.  I vaguely remember it staying at the top of my deck (ie, not directly into my hand) if I happened to have a fairly large hand-size at that point.

But now, the selected prize/dutchy always stays on the top of my deck, so it will be played the next hand. (Assuming, of course, I do not have a non-terminal draw card and/or a draw card and extra actions left in my hand at that point, which naturally would bring the prize into my hand in the traditional way) 

I am assuming that this change is a correction (after all, nothing in the Prizes text says that it should go to the top of the deck and then into the current hand, so I never understood why it was happening, during all/most of 2017 :)).  Was it just a bug that never got fixed before?  Another explanation???
#395
It is still confusing.  On my screen (Firefox), both options show up on my screen, with Action above Buy.  But NOTHING indicates that you have to choose Action first if you want to pick both.  I wanted to do both, but happened to select Buy first.  And that resulted in the end of that action.  It was easy to use Undo to correct this bug/poor design.  But something should make it clear that you must address discarding to get an extra action *first* if you want to end up getting both Action and Buy.  Even something as simple as adding "1st" to the 'Action' text and "2nd" to the Buy text would probably solve the issue.
#396
same issue (18.20 PST)
#397
AI bugs / Timing of "Game is over" message
14 December 2017, 05:22:44 AM
This is not exactly a bug, but . . .

Something that was added very recently: the newest version of Dominion now gives a 'game is over' message (inside a black box) when, well, the game is over.  At least, it does in all games with Lord Rat.  While I'm not exactly sure why this is needed (are people confused and still trying to play games after the game is actually over and done with??), I also have to admit that I can't see anything inherently wrong with this message.

But in games with Lord Rat; when he (she??) is about to win on her own turn, this "game over" message comes up just after the start of that turn.  It's really disconcerting to see this message pop up, when Lord Rat is still playing out the turn.  Is Lord Rat a psychic?  {joke}

If it's easy to code; could the timing be changed, so that the message pops up only after Lord Rat is finished with that entire last move?
#398
dullard,
You forgot to give us the game number, so I can't look it up.  Was it possible that the other player used a Lighthouse on the prior turn?  (Or some other "can't be attacked on your following turn" card)
#399
[I hope this is in the correct forum.  I don't see a forum for general questions about cards or card interactions...only about card bugs.]

Situation One.  You have a Ghost and one Treasure Map.  When you play Ghost, it happens to pick TM and puts it aside for the next turn.  On this next turn, it is played twice.  My question:  do you gain all the Golds?  I am guessing not, since the second TM was not played from your hand.  But does anyone have actual knowledge of this?

Situation Two.  You have two TMs total.  You play Ghost and it selects TM and sets it aside.  Next hand, you happen to get the second TM in your hand.  What happens now?  Do you get one set of the 4 golds?  Or, since you were forced to play the ghosted TM twice, does that somehow "cancel" out its effect and you're screwed?  Or do you get **8 gold**...that is, when you trash the in-hand TM, do you get 4 gold for each time your out-of-hand, ghosted TM got played?

Situation Three.  You have 3 TM.  One is set aside, as before due to Ghost.  But now you have two other TM in your hand.  What happens on your next turn?  Are both in-hand TM automatically trashed, and if so, do you get 4 gold or 8 gold?  If only one TM in hand is trashed, what happens if you--later on that same turn--use (let's say) Chapel to trash the remaining TM?  Nothing on the card says that you need to simultaneously trash two TM to get the gold, so that suggests it only needs to be done on the same turn.  But on the other hand; the card's info *could* have said "during the same turn" and doesn't, so maybe that suggests it DOES need to be done one-right-after-the-other. 

I'm getting more confused the more I think about this.  ::)
#400
What is the hypothetical 'cheater' discard you referenced in your OP?  I'm not familiar with this.
#401
Agreed.  I hit the wrong key often enough with Hamlet to want that auto-undo function, in these mid-turn, no-additional-info-received situations.
#402
AI bugs / Re: Throne Room (or Kings Court) + wish
22 November 2017, 09:29:10 AM
Dane,
Interesting.  I had not thought of that point, mostly b/c I could not think of that situation occurring.  But then, probably Enchantress would create the situation you envision, yes?  Plus, of course, there might be future cards, in subsequent kingdoms, that would also make it possible to play a card but not be able to follow all the instructions on the cards.

The helpful advice I get from more experienced players is much appreciated.
#403
AI bugs / Re: Throne Room (or Kings Court) + wish
21 November 2017, 11:11:12 PM
Ingix,
That behavior of Throne Room and Wish is not a bug, because Wish reads: "Return this to its pile. If you did, ..." The second playing could not return the Wish card to its pile, because it could not find it (it expected it to be in play). In this way, it has been formulated "Throne proof", like similar cards (Tactician).


As I noted in my OP, my guess was that the "no throning" effect was because the card was returned to its pile.  That seems to be the case.

BUT, there is poor wording on the card.  There are some cards that you play and then have an option about what to do (eg, trash a Mining Village, to get 2 extra coins).  But the wording on Wish says, "Return this to its pile.  IF you did, then [gain card]."  This does not make grammatical sense.  If this card gave you an option of returning it or not returning it, then the "if" makes perfect sense.  But we do not have this option.  Therefore, the wording should say "WHEN the card is returned . . ." etc..  It's a shame, actually, that Wish does not give you an option.  There are a few cases (Horn of Plenty, Peddler) when one might want to put the card in play but not yet trash it/gain the new 6-value card.  My opinion only--that would be a nice wrinkle.

I presume that the next edition will change the above grammar mistake--to go from "if" to "when"--at the very least.  :-)
#404
AI bugs / Throne Room (or Kings Court) + wish
21 November 2017, 07:51:20 PM
Game: 8921806

I played TR and Wish.  But got only one replacement card, instead of two cards.  Was this due to the fact that wish goes back into the supply (or pile of unused/returned Wishes) and therefore could not be 'found' for the second playing via TR?  Or, was it a true bug?

There are, by now--with so many expansions, a good number of cards that do not play nicely with KC and TR.  And other cards that are wasted if used as a duration card, and so on.  It would be great to have a pop-up window that shows up when a player tries these types of combos.  [e.g., for my attempt of TR + Wish: "Throne Room will have no effect on the card [wish].  Do you want to (a) Undo and select a different card, or (b) Continue with this combo]?"  I have no idea if this would be easy to code, if it would be doable, but a bit of a pain, or, if it would be horribly complicated and intrusive to code.

I suspect that there will be future Dominion expansions, ever-more-complicated and nuanced cards, and so "interesting" interactions will happen more and more frequently. 

If I am playing Lord Rat, then I don't really care if somethings happens that I did not expect from a card's wording...even if that confusion is what lost the game for me.  But it matters more in real-life games, since the only solution is to tell the other player in Chat, "Um, I thought this combo would be allowed, but Dominion says No.  Can I undo and try a different card combo that actually will be allowed?"

I would bet that if you threw this question open to players (ie, "What card combos do not work as you expect from the card's wording?  What popup warning/instruction would be helpful to have in that specific case(s)"; you'd get a fairly accurate and extensive list pretty quickly.)
#405
Stef,
Maybe an easy coding modification?  After 15-30 seconds, the button starts flashing.  After a minute, a soft series of, say, 2-5 beeps.

These could be options that could be turned off (if, for example, a player has a mobility issue and will always be taking an extended time.  But I presume that, in those cases, such a player types out this information immediately, so that the other player knows going in that the game will last 2 or 3 or 5 times longer).