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 Post subject: FlashFlood order of operations
 Post Posted: Wed Jul 29, 2009 4:34 pm 
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The Dark Platypus
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There was a flashflood in play last turn. It was gone this turn. Yet it didn't show me controlling my flux, even though my buildings controlled them.

Is that a bug? Or the way it is supposed to work?


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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: FlashFlood order of operations
 Post Posted: Wed Jul 29, 2009 5:57 pm 
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I believe flux control is actually determined at the end of the previous turn, not the start of the current turn. The end of turn order of operations is confusing. It would be helpful to have a clear, prominent list somewhere. As best I can figure out, it goes something like this:

1) "At end of turn" effects trigger (for example Constable of Glorn, Attrition, damage from standing in water)
2) Dead entities are removed (may trigger more effects)
3) Flux well control determined. Glory and flux awarded.
4) Entities take end of turn actions (creatures untap etc).

If lifespan tokens are processed during 4, this would explain why you didn't control the flux wells even though the flash flood expired that turn.


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 Post subject: Re: FlashFlood order of operations
 Post Posted: Thu Jul 30, 2009 1:02 am 
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Location: Moscow, Russia
Have you got glory and flux from wells or you didn't?

About order - you get your flux and glory at start of round.


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 Post subject: Re: FlashFlood order of operations
 Post Posted: Thu Jul 30, 2009 6:52 am 
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The Dark Platypus
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I did *not* get the glory that round.

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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: FlashFlood order of operations
 Post Posted: Thu Jul 30, 2009 1:22 pm 
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kash wrote:
It would be helpful to have a clear, prominent list somewhere.


I agree with this. It is not entirely easy to understand a card like Early Dawn (which is probably an awesome card) without a list like that. But then again, maybe I'm the only one having trouble with it...


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 Post subject: Re: FlashFlood order of operations
 Post Posted: Thu Jul 30, 2009 2:52 pm 
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Voices wrote:
I agree with this. It is not entirely easy to understand a card like Early Dawn (which is probably an awesome card) without a list like that. But then again, maybe I'm the only one having trouble with it...


Yeah, I don't know what it really does either. I do know it causes all creatures to undim because I had it played against me once, which is why I included it in my list of end of turn things. Before that I had assumed that undim was a start of turn thing like most games.


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 Post subject: Re: FlashFlood order of operations
 Post Posted: Thu Jul 30, 2009 9:46 pm 
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The Dark Platypus
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Could we get someone to give us the *official* order of operations here?

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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: FlashFlood order of operations
 Post Posted: Fri Jul 31, 2009 3:37 am 
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Joined: Sat Mar 21, 2009 11:40 pm
Posts: 95
An official order of operations would be nice, especially since the Dwarven Warrior doesn't seem to be behaving in the same way anymore. It used to be if it was reduced to zero HP and stayed undimmed, it'd gain an entrenchment token and live to see the next round -- but now he just dies. Also, from how you describe the order it sounds as if Galom's Prospectors shouldn't be able to hold a well with his ability but you've been able to for as long as I can tell, getting both the flux and glory.


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 Post subject: Re: FlashFlood order of operations
 Post Posted: Fri Jul 31, 2009 2:13 pm 
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Location: Moscow, Russia
When all players press pass:
- all entities do their end of round actions: Attrition do damage, Constable gives +1 Vision, Dwarwen Warrior get his counter if undimmed, etc. Figures in invalid terrain loose 2 Health;
- all figures do their after end of round action: figures with 0 or less Health dies. If any figure dies we repeat after end of round action for all figures for cases like Purtrid Zombie that explodes on destroy.
- new round actions: flux wells determine new controller, gives flux to new controller and count how many wells each player have, all entities do their start of round actions (lifespan gets additional counter, Driftwood Golem heals, Ord Stone gives flux, etc.)
- after start of round action all uncontrolled figure do their evil things (wander, attack, etc.)
- players with more flux wells get their glory according to count at new round action

All actions happens in order of entities born time.

P.S. About Dwarwen Warrior - it's new bug :oops: If you see that something works different - probably it is bug, but not change.

P.P.S. I described how Early Dawn works in this topic.


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 Post subject: Re: FlashFlood order of operations
 Post Posted: Fri Jul 31, 2009 2:46 pm 
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Joined: Sat Mar 21, 2009 11:40 pm
Posts: 95
So it sounds like Galom's Prospectors are behaving slightly differently than the card text. The text reads "gain control until end of round", but since they can effectively capture a well, the card should read "until the start of the next round" or something like that?


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