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Messages - Ingix

#3076
Support / Re: Players ARE CHEATING!
20 July 2017, 02:05:31 PM
I'm all for having better interfaces and maybe a little more information in the log wouldn't hurt. But let's not confuse the issue: This game is AFAIK completely simulated server-side. Nobody can cheat in the sense that they play only 7 coin, shout "Watch out, a 3-headed monkey behind you!" and, while their opponent looks away, take a Province.

As jsh demonstrated, it is possible with the current tools to find out exactly what happened. There were coin tokens in the game. From the description, it looks like IceHot was not absent and AFK, otherwise how would he know that opponent still had a card in hand? He simply did not notice that opponent had accumulated coin tokens, it seems.

Again, of course it would be nice if the game log said something like "Player X converts 5 coin tokens into coins" in such a situation. But I take issue with your statement (which you voiced before) that this is a mayor bug.

If you are absent for opponent's turn and want to catch up, you have to look in two places: The log (so you see what he trashed, gained, a.s.o) and the information area for each player where you can clearly see how many coin tokens he has, how much debt, etc.
#3077
Card Bugs / Re: Butcher
20 July 2017, 01:37:38 PM
1) I just tried a game against a Bot with Butcher. I could indeed keep the earned coin tokens for several turns and then spend them.

2)I looked at your 9 games from the last 4 days (as defined by dominion.lauxnet.com) and none of them included a Butcher. Was it maybe an earlier game or a game under another user name?

I can't reproduce the bug and I need your help identifying the game where it happened.
#3078
Feature Requests / Re: See all Kingdom Cards
20 July 2017, 12:57:28 PM
If we are talking about an extra screen, then it may not be the big help for a new player who stares down at 8 cards he's never seen before, plus Village and Smithy. Because most people cannot keep 8 new cards in their memory. I really remember my first games of IRL Dominion and that I initially had big problems to remember what all the cards do, even though they were in front of me to read.

Maybe it's possible, in the normal view, to replace the card picture with the card text in the supply piles for some cards, maybe the ones marked as non-familiar. This way the important information for a new player (card text) is immediately and always in front of them. Once they know what Masquerade and Forge do, they can mark them as familiar, and now they see the picture (as it is now). They still have the name to connect them with the text they have learned. The skill to recognize a card upside down from the picture that is necessary in IRL is not needed in online play, so (as a first learning step) it can be replaced with the much more important text.

Of course, I have no idea how hard that is to implement.
#3079
Interface Issues / Re: Jack and deck counter
19 July 2017, 05:05:26 PM
I've gone through all the cards that I can think of that may have this kind of problem, and in version 1.2.10 only one still has it: Pearl Diver.

All the others, when they show you cards from a deck, will not include them in that deck's card counter.

I think it should be changed for Pearl Diver, to make it consistent with the other cards. But since Pearl Diver is AFAIK the only card that looks at something not coming from the top side of the deck, it may not be easy to implement.
#3080
In the end-of-game screen the client lists for each player the effects that generate victory points (victory cards, curses, vp tokens and landmarks). The order seems to be ascending according to the total victory points created by that effect.

The only outlier seem to be the vp tokens, which seem to be always ordered as if their total was "1". See attached picture for an example. It's of course a very minor issue, though.
#3081
OTOH, when playing the Making Fun version of Dominion, I often wished that those scenarios where you have to choose an order for some set of cards, and those cards happen to be all the same, could be sped up. Like if you buy a Mandarin with 5 Copper, and you had to put each Copper back to the deck one after another. So it's not like (at least to me) the general idea to get rid of selections that boil down to just one option in a given case is not appreciated.

Another aspect is that the fast speed at which this happens automatically will alert a human opponent. So if I see me opponent play an Archive and the log immediately says that he looked at 3 cards, set 2 aside and took one in hand, I know that he got 3 identical cards. This is not information I'm supposed to have. This is similar to opponent thinking about playing a Reaction when I play an Attack. If the game in that situation does not immediately continue with my Attack, I know that opponent has a Reaction in hand, even if he finally decides not to play it.

Making the automatic execution of "only one choice possible" actions optional would of course be the best option. In the meantime, maybe putting an alert in the 'central information area' (where your Action/Buy/Money accounts are) that some streamlining happened would be possible (like sometimes it directs you to the log for choices to make).
#3082
Interface Issues / Re: Jack and deck counter
14 July 2017, 02:54:20 PM
This is especially true because it has been established that if you trash an Overgrown Estate with Lookout, you draw the next card from your deck, not counting the cards you are just looking at due to Lookout.

With Jack one could argue that the card is still on top of your deck while you look at it, with Lookout this point of view is impossible.
#3083
This sounds like a bug that was fixed in 1.2.7 some time ago where the game was over but the game client didn't realize that (http://forum.shuffleit.nl/index.php?topic=604.msg7060#msg7060).

When I replay that game now, it ends normally, but that could be true before 1.2.7 as well, as the bug happened only from time to time. I don't *think* it has anything specifically to do with the topic you gave, it just so happens that it is the last thing on the screen when the client freezes.
#3084
Quote from: katie_mi on 12 July 2017, 11:48:04 AM
Joining game #5097070 on oregon. In the game I had played 3 charms. 2 I used for extra buy while I used the 3rd for extra card. I had 13 money and bought 1 Province and 1 Duchy. The Duchy should give me an extra 5er card.

Charm gives you the "differently named card with the same cost" only for the next buy. You bought the Province first, Duchy second on turn 14, so the game worked correctly. If you bought them in reverse order, you could have done what you intended.

Quote from: katie_mi on 12 July 2017, 11:48:04 AM
I should also be able to get to of the same cards with 2 charms. Having 2 cards in play for extra card I bought a charm and then chose a Market. For the second charm I couldn't get a market or charm anymore.

I guess this is about turn 13, where according to the log you bought a Market and used 2 Charms to gain a Charm and a Count. I tried and I could get 2 Counts or 2 Charms at that point. Maybe you simply forgot to click on the Charms pile to buy a Charm (you had just clicked on 2 Charms in your hand to play them). In that case, when you clicked on the Market and thought you were gaining it via Charm#1, you where actually buying it. So in this case the game correctly disallowed you to gain another copy of it via the Charms.
#3085
Thanks for the detailed error report and it does seem to be a previously unknown bug. For reproduction the decision number used should be 141, as decision 125 is the previous turn with only one buy and a 'real' Fortress in hand.

I also tried in another game if omitting the Inheritance and just trying to trash the same Fortress twice for Advance was the real problem, but it's not; this scenario works without a problem.

I also tried if I could reproduce the bug in another game and I could, with an additional twist. While in the game reported by E.Honda the log doesn't say anything special about the Estate trashed for the first Advance buy, in my case it did: The Estate loses track of itself. I've appended a screenshot that also shows that the Estate in my hand was shown incorrectly as a normal Estate, not (as it should be) as a green-white Action-Victory Hybrid.

Maybe this helps to pinpoint the issue.
#3086
You are right, the problem can be easily seen in your game. It's already in the "Known Bugs" list (http://forum.shuffleit.nl/index.php?topic=1226.msg, very first entry)
#3087
Could you recheck that game number? The game number you gave just has 15 decisions and 3 turns by both players.
#3088
This is a very minor issue. When playing with the Tower event and a split pile was empty at game end, the End-Of-Game screen showed that I had 9 Patricians (when there are only 5 in the game, see attached screen shot.)

I suggest changing this to something like "9 Patrician/Emporium". Of course, the long standing suggestion to get a complete deck content listing at that screen still stands.
#3089
I bet $5 that it was game #4970131. Why? Because that is the only game of yours from today (as defined by dominion.lauxnet.com) that cannot be loaded because it gives an "Internal Error". The other games don't have Black Market and Treasure Map (though one had Treasure Map and Farmer's Market, but I don't think there could be any confusion).
#3090
Thanks for reporting the bug. It's been mentioned before, like here: http://forum.shuffleit.nl/index.php?topic=1850.msg6822#msg6822.

And I think, when you are reporting gameplay related bugs, the server is not important (for example, to load a game you only need to know the game number, not the server). This is most probably different for connection issues.