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 Post subject: End of turn Order of Operations
 Post Posted: Tue Jan 05, 2010 10:14 pm 
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The Dark Platypus
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Should they happen in order of creation? Or should they happen ALL at once?

i.e. IF a creature dies within view of a bone fortress that is at 0 health, should the bone fortress survive if and only if the creature was created before the fortress? Or should the fortress survive because a creature died within view of it, regardless of which was created first?

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Altren wrote:
I agree with Keyser, and that's what I'm planning to implement actually.

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 Post subject: Re: End of turn Order of Operations
 Post Posted: Tue Jan 05, 2010 10:16 pm 
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The Dark Platypus
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Note: I know the way it currently happens: order of creation. I'm asking IF that's the way it should stay.

My suggestion is that it changes so that the fortress lives if a creature dies within site regardless of birth order.

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Altren wrote:
I agree with Keyser, and that's what I'm planning to implement actually.

|| The Rise of the DCC | Plasmatium Netherious | Tastes Like Chicken | The Astridian Conspiracy ||

Guild -> | Platypus Rising|


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 Post subject: Re: End of turn Order of Operations
 Post Posted: Tue Jan 05, 2010 11:11 pm 
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Keyser:

You live, yeah! That is good. 8-)

I think it is counterintuitive--big word to make me sound smart--that a player must cross their fingers and hope the actions occur in a most beneficial order. Maybe some players are braniacs and rememeber every single order of creation, thus gaining an advantage. But I think many players have just accepted this system as the way things work. It makes more sense to just have each card do what it says it will do ALL at the same time.

Maybe I am wrong though, as it would not be the first time... ;)

Jello of evil Darkness :twisted:

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 Post subject: Re: End of turn Order of Operations
 Post Posted: Wed Jan 06, 2010 12:58 am 
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Lead Developer
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Location: Moscow, Russia
And I as developer can say that it's not really possible to make it clear: here's example for you:
Awaken the Stones in play, two bone fortresses each with 0 hp in play. According to your suggestion both should stay with 1 hp?


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 Post subject: Re: End of turn Order of Operations
 Post Posted: Wed Jan 06, 2010 3:28 pm 
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Joined: Sat Feb 28, 2009 5:23 pm
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I'd add a flag and some text marking entities that benefit from "on the death of an entity" not be allowed count as one of those entities themself. e.g. "Draining Fortress (base, salvage, draining) This Entity gains 1 health everytime a non-draining entity is destroyed within its sight."
Boom, infinite loop solved. Then you can just have a non-draining end of turn actions process before the draining entities process theirs.


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 Post subject: Re: End of turn Order of Operations
 Post Posted: Wed Jan 06, 2010 4:42 pm 
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Joined: Sun Nov 02, 2008 10:04 pm
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I tend to agree with keyser, et al. the current system makes it largely impossible for a player to know the outcome of an action. making things happen simultaneously is easier to understand (if harder to program).

I have no problem with both bone forts dying. I would think that's the expected outcome anyway. something that has zero hp 'should' die at the end of the round.


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