Open GoogleCodeExporter opened 9 years ago
Stash might be a huge pain to implement. Black Market too, but to a much
lesser extent.
Original comment by August.D...@gmail.com
on 20 Nov 2011 at 6:43
Stash could be implemented easily as a "Type in a number of cards down to put
Stash". Then just put it in the Deck array at that location.
Original comment by Theodore...@gmail.com
on 4 Jan 2012 at 1:35
There's more to the Stash implementation than just where to put it, including:
- if you draw some number of cards before you reshuffle, you need to see what cards those are (since, for example, if I draw copper-gold-silver-estate, I want to put that stash first, whereas if I draw estate-estate-province-copper, I likely want to put it at least 1 down)
- you are supposed to be able to see whether a stash is on top of your opponent's deck (which might matter for things like deciding whether to play Jester during your turn)
Original comment by wesc...@gmail.com
on 4 Jan 2012 at 1:47
Original comment by mooht...@gmail.com
on 6 Jan 2012 at 10:40
I understand why stash is hard to implement, but what about governor, walled
village and envoy. Not complaining or anything, you are doing a great job.
Original comment by ajrush.u...@gmail.com
on 28 Jan 2012 at 12:23
I have implemented Governor, Walled Village, and Envoy in my local build. I
used the most recent build to implement them. If somebody adds me as a commiter
I would be happy to commit this change.
Original comment by tim95...@gmail.com
on 4 Sep 2012 at 11:35
Governor, Walled Village, and Envoy have been implemented and committed to the
Dark Ages branch. I am now working on Black Market.
Original comment by tim95...@gmail.com
on 5 Sep 2012 at 11:20
Noticed a bug with Governor in the Dark Ages branch.
The first two options, "Each player draws 1 (3) cards" and "Each player gains a
silver (gold)", are working correctly. But when I choose the third option,
"Each player may trash a card and gain a card costing exactly 1 (2) more", my
opponent gets the (2) more effect that only the player playing Governor is
supposed to get.
The AI trashed coppers with no 1 cost cards, but picked up chapels each time.
The AI plays as if it thinks it will get the 1 additional gain: it trashed a
Market, I expect planning to get a Gold, but it got nothing as there were no 7
cost cards. And an Estate was trashed for a Walled Village.
In addition the "may" clause isn't followed. When choosing the action I was
forced to trash something. The AI never played the card, at least not for that
option, so I never was able to test it on the receiving end.
Original comment by EnergySu...@gmail.com
on 11 Sep 2012 at 8:22
I most likely did not make it "may" so I will fix that. I will take a look at
AI. The trash decision logic is fairly poor, but obviously they should not be
gaining chapels off coppers so I will look into that. Thanks.
Original comment by tim95...@gmail.com
on 11 Sep 2012 at 8:38
For an update on this:
Would it now be possible to add Black Market as another "VariableCardPile"?
I would assume that it would work essentially as a Variable Card Pile that
isn't in the supply. Possible issues:
1) Choosing how many cards to include in the BM Pile - Isotropic uses a flat
25, but the actual rules state that it's "any number agreed upon, though
recommended to have at least 15". I'd either just default to 25 to match how
most people would expect from playing on Iso, or add (yet another) option in
the settings menu to choose how many cards are included in the BM Pile.
2) Displaying the contents of the chosen cards doesn't seem to be (currently)
very easily done. This is possibly a general UI issue (ie any "select a card
from the list" doesn't have an easy way to long-press those specific cards, you
have to find them on the table and long-press the kingdom pile to view it), but
is worse for BM due to not having kingdom piles. Same issue for any
multi-select including any knights, though.
3) Displaying which cards are actually *in* the BM deck. (This shouldn't show
the actual pile itself, since the ordering is unknown, but some way of seeing
which cards the BM decks contain in whole would still be useful.) Another UI
difficulty, and in the short-term, I'd just say "the player can't see them, too
bad" until a solution is decided upon.
Thoughts?
Original comment by Nicholas...@gmail.com
on 15 Oct 2012 at 3:58
Black Market implemented in r916 (multiplayer).
Original comment by andromin...@gmail.com
on 15 Mar 2015 at 10:52
r916 = game version 5.01
Original comment by andromin...@gmail.com
on 3 Apr 2015 at 2:17
how to download that? I have trouble downloading the apk from svn. The below
message appears for like 6 months.
"We're sorry...
... but your computer or network may be sending automated queries. To protect
our users, we can't process your request right now."
Original comment by ras.na...@gmail.com
on 3 Apr 2015 at 2:32
Get 5.01 from
\branches\Multiplayer\androminion\bin\androminion.apk
Original comment by andromin...@gmail.com
on 4 Apr 2015 at 7:23
Te above bug is valid for this as well
We're sorry...
... but your computer or network may be sending automated queries. To protect
our users, we can't process your request right now.
See Google Help for more information.
As you say in the starting page of the project:
"There appears to be a problem for downloading for some users. If you cannot
download the apk files directly from androminion.googlecode.com, you can also
download some apks here:
https://drive.google.com/open?id=0BxMf9NryiCLGYVo4RkYyaFRvbWM&authuser=0" - if
you could upload the apks there that would be nice.
Original comment by ras.na...@gmail.com
on 4 Apr 2015 at 9:33
Original issue reported on code.google.com by
wesc...@gmail.com
on 19 Nov 2011 at 3:33