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Messages - Tabit (17)

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1
Issue Archive / Creatures coming out of play with 0/0....
« on: April 28, 2010, 01:31:12 am »
I don't know if this is a desync error, but every now and again, the creature I placed down sometimes has the health not register and stay a 0/0.

Example:
Played against Incarnate-- I was going to win game, but the Elite Queen I placed in play ended up having a 0/0. I quinted it not knowing it would disappear as if it was not a Elite Queen with 7 health, but a creature with only 0 health. Thus, at end of turn, it disappeared.

(I had played it during animations still going from last move, I thought you couldn't do stuff while animations were still going...)

2
I don't know about any of you, but I have been in multiple situations where I had to quite out of a winning game against an FG. For me, time is not a problem, I don't care how long it takes, but I am a bit of a perfectionist. I hate it that I had to loose, and that I couldn't come back to the game and continue where I left off from where I was at facing an FG or another computer.

Here's my suggestion, yes it is not the important, but it is what it is --- A suggestion for future features of the game:

Being able to save a state of game against a False God, or computer opponent (until you face them again or decided to quite the saved game anyways).

Rules and conditions:
--Can't play other computer AIs until you finish the one your currently saved with.
--Can't switch out cards until you are currently finished with your saved AI game.
--Can go into PVP mode to play against a friend (no rewards on score/cards version.), but must play same deck.
--Can't go into PVP mode where you are rated against other players.


There. That's the suggestion. It might have been previously suggested, not sure. I didn't see it in the most commonly suggested section. Anyways, if you think it's a good idea, great, if not, your opinion. Personally, I always like having more options.

3
Off-Topic Discussions / Re: Question for Coders (Computers)
« on: April 15, 2010, 04:39:59 am »
I completely forgot about using multi-dimensional arrays. See, I'm not a normal programmer. I am a beginner of sorts, but I am more into the systems of micro-controllers and how they work than in high level programming languages. But, I have a general idea of how they work. Unfortunately, I didn't get arrays too well, I might go back and study them and do some research in my programming books to see what's up and how to. Then I might be able to solve this problem.

See, I'm studying to be electrical engineer. So, programming is not my main area of study. I just have the idea of it and have a good idea of how computers transfer signals.

4
Off-Topic Discussions / Re: Blue Screen of Death
« on: April 11, 2010, 07:24:29 pm »
Probably not paying attention to this anymore but, just so you know, its Very handy to realize the reality of the Blue Screen of Death.

When you get it, that means it is usually a Hardware problem. It has to do with a blown/broken transistor in the memory. When that particular memory location is accessed by the computer, it is handled with an error known as the blue screen of death. What happens is because the computer can't interpret how to handle the blown transistor.

So, it also helps explain why the blue screen of death is random and comes and goes. Software programs won't fix hardware issues. There are RARE occasions where it is software trouble, but majority of the time, the blue screen of death is hardware. So you understand, the companies people don't tell you this because it would be too long to explain to you. So, they developed a money making idea from it by producing a CD that bypasses the error and skip that part in memory that is broken. (Some modern day computers have this embedded in the operating system already, but not always.)

Can this hardware issue be fixed. NO, it does mean within the next year or 2 the computer system will probably go  "chhchchchhcf ppppppfffffffff". It depends, will this bad memory location cause other memory locations next to it overload and break as well? That is the real question. The only real fix of this problem is a replacement chip where the memory location is destroyed.

How much memory bytes can be held now a days? Gbytes to Terabytes?
Also, as you have larger memory availability, this problem will become reduced, because the computer doesn't always access/use THAT broken memory location. And there are software out there to skip that bad memory location and go to next one that works.

This is also why sometimes over time you see a reduced form of what you did have in memory storage.
It depends on how well you take care of your PC. HEAT is 95% cause of the destruction of a computer. How to regulate Heat is a major issue and always is a problem to get around for computers.

5
Off-Topic Discussions / Re: Question for Coders (Computers)
« on: April 10, 2010, 01:34:59 pm »
in the above Post. Forgot to multiply everything by 4 cycles. So, everything I did in the above post is 4x longer. :D

You can do the math for the 256! version.

It's pretty straight forward for the 256 version.

6
Off-Topic Discussions / Re: Question for Coders (Computers)
« on: April 10, 2010, 04:46:02 am »
Ok, I'll solve Both situations... just, one situation will be more realistic.

Sorry for this long post ahead of time.

Ok, it really depends on what type of computer you consider normal. Mine is a 3Ghz processor x2 (Dual core); so, effectively, it is 6Ghz of processing power.

And when I mean power I mean SPEED. Each line of code in a program takes roughly 2-5 cycles to process the code segment. This is for Assembly language. An anagram decoder takes about 50 lines of code give or take. it is a rough estimate based off researching internet. This is for a Java code. Which is a higher level language but works the same.
Lets assume it to be 50 lines with 4 cycles each for the line. Also, there are loops in the code which a particular part is repeated over and over with a few lines. Lets assume this repetition is about 10 lines of code (this is where the 256! or the 256 makes a BIG difference in time.). 

Now when I talk about cycles, I'm talking about the clock frequency, or the time between periods of a processors crystal oscillator (it generates the clock frequency in lame terms).

Lets use my computer as a common computer.
It has 6Ghz or (1/6GHz = 16.6667nano-seconds/cycle).

If 256!:
NOTE: c = cycles, s = seconds
I’ll use deciBels because it is simpler math and easier to convert to and fro.

1/6GHz = 16.6667ns/cycle

log(16.6667E-9) = -9.77815dBs/c
256! = 8.57818E506 or 8.57818 x 10^506 (HUGE NUMBER)
log(8.57818E506) = 506.933 <<<<See? Logarithms are so much easier.

Doing Math....
506.933 + 1 = 507.933dBc      NOTE: the 1 is = to the *10 lines. If you understand math. You'll understand the basics of logarithms.

507.933dBc + -9.77815dBs/c = 498.155dBs

1.42889E498 seconds

4.54344E487 millenniums to decipher the anagram.  :P   :-*  :))



IF 256:
(256*10)c + 40c = 2600 cycles.

16.6667ns/cycle * 2600 cycles = 433.333ns to decode the anagram.



Note: I could have the time wrong. Because I am sure that the signal is slowed down some during the process of the computer. Plus, the computer is not SOLELY processing this program. It is using other programs in between this one. I am going to check with my teacher at school for this question. This is where baud rates are required to calculate the exact processing time.


7
Off-Topic Discussions / Re: Question for Coders (Computers)
« on: April 10, 2010, 03:42:18 am »
When you say 256! combinations... Please clarify.
Is there 256! letters to de-scramble? ;D

also... 256! is a HUGE :o  number. your talking....   ???  Massive. That's 256*255*254*...... *2*1  8)


 :P  :-X
Well, I can help you either way. Your answer determines the time by a HUGE factor.

8
Random, Normal and Elder / Re: Best AI3 Farming Deck on the cheap?
« on: April 09, 2010, 05:54:02 pm »
I used this deck unupped:
7x quanta pillars, 6x novas, 3x lycans, 3x graboid, 4x water spirit, 2x deflag, 3x lightning bolt, and 2 mind flayers.
Mark of water.

Pretty much takes care of anything that has creature controlling. Lightning bolt acts as player dmg as well as anti oty/ heavy hitters for any deck you paly against. Only thing you worry about is RoF's too early. But, that doesn't happen often. Computer seems to do that when you have more than 2 creatures on the field. You can take advantage of that by not playing other creatures until you have back up.

This deck, gets 4-6 creatures out on the field by turn 3 with a good hand. And doing kills by tun 5-6.

9
Issue Archive / Re: Shields and Antimatter attacks....
« on: April 09, 2010, 05:30:11 pm »
Yup, that pretty much sums it up. Oi, I wasn't trying to cause a headache. O:)
 
You won't hear nothing more from me.  :-X

 ;)

10
Issue Archive / Re: Shields and Antimatter attacks....
« on: April 09, 2010, 04:20:58 am »
Gravity SHOULD block, because it is worded to Keep creatures from reaching you that have HP greater than 5.

But, also, what is a creatures definition of attacking. In a definitive standpoint. Attack doesn't necessarily mean: to harm. It can be used in a constructive way, too.

i.e.  I am going to attack this project head on.
 or I can live to attack my hardships.

These are referenced to dictionary meanings of attack.

I want a confirmation on the word attack per say the programmers of this game.
Attack is an aggressive word, but it can mean to aggressively HEAL someone.
Which in both cases would make attacking = healing and vice versa. Thus, the shield should block the creature regardless of the -dmg or +dmg.

From a logical standpoint. Damage is a neutral behavior of the ACTION of a creature attacking. whether it becomes a positive or negative value, the action itself remains neutral. I am just thinking from a logical perspective.

But, I can accept fully that if the developers of the game said that a creature, with -dmg, taking a turn against the opponent is considered healing and not attacking. I can accept that. I just want to know if it is intentional or that it is bug.

11
Issue Archive / Re: Shields and Antimatter attacks....
« on: April 08, 2010, 11:31:09 am »
Yes, Thanks.

When we tested with things of chance,
We tested with MULTIPLE creatures. For 2-3 turns.

12
Issue Archive / Shields and Antimatter attacks....
« on: April 08, 2010, 11:05:57 am »
Ok, experiencing this with t50.
Computer had phase shield up, and used antimatter on my Lycan.
while my other creatures cant hit, the lycan can and heal the computer.

I am not sure if this is intentional or if it is a glich or just not aware of effects.


Another player, Rastafla, and I tested this out.
NOTE: the creatures antimatter dmg was -1, but it works the same if it was any other amount of -dmg.

Dimensional Shield:
Anti-mattered creature with -1 dmg
The regular attacking creatures are blocked, but the -dmg creatures go through shield to still heal opponent with shield.

Dissipation Shield:
Anti-mattered creature with -1 dmg
The player absorbs the -dmg (player is healed regardless of shield effect)
but also takes the quanta away.

Dusk Mantle:
Anti-mattered creature with -1 dmg
is not affected by the 50% chance. The healing effects still go through regardless.

Bone Wall:
Antimatter creature with -1 dmg
Shield does not loose a wall, creature is not blocked, which means healing effect goes through.

Thorn Carapace:
Antimatter creature with -1 dmg
Shield does not poison creature, but the healnig effects go through, regardless of dmg reduction.

Ice Shield:
Antimatter creature with -1 dmg
Shield does not freeze the creature regardless of chances, healing effects of creature attacks goes through.

Fire Shield:
Antimatter creature with -1 dmg
Shield does not damage the creature when it attacks. Healing effect goes through.

Gravity Shield:
Antimatter creature with -7 dmg, and 7 HP.
The creature is Blocked, regardless of damage. No heal, nor damage gets through.
(Makes sense with shield)

These tests were made possible thanks to the help of Rastafla

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