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star-wars-lcg-octgn's Issues

spread unit placement around a bit

So that they do not fall on each other during engagements

Also move them a bit to the right, (since nobody puts cards there) to make up for the space loss

Consistent shortcut commands

After teaching a few new people this weekend, one bit of feedback from them was that they found it confusing that you sometimes use Ctrl-Enter to move forward in the turn sequence, and sometimes need to use other commands. i.e. Beginning an attack is Ctrl-A, resolving the edge battle is ctrl-shift-e. Yet other steps of the conflict phase are just Alt-Enter. We had several battles accidentally end early because they hit ctrl-Enter when trying to resolve the edge battle.
Also, its not clear if passing (ctrl-space) actually does anything, or if it's just a quick way of telling your opponent that you pass.

It also doesn't clear the targeting off the objective after you complete combat. (v1.04)

Make played cards stay out until "activated"

Event cards played dissapear into discard pile immediately when they are played, creating confusion for the opposing player. Even if it is possible to see what happened in the log, there is a lot of text in there.

Making the event card, for example force choke/lightning, "tear this ship apart", "lightsaber deflection" and so on, stay on table with a yellow or purple border until "activated" to make it's effect resolve would allow the opponent an opportunity to see what is going on and react, for example with c3po or counter stroke to cancel.

The Endor Gambit

The ability on this card is a Reaction, yet it is acting as if it were 'Forced'. During gameplay, this Darkside card automatically removed a focus token from the Lightside's Red Five card.

Error message - Possible problem with Markers 1.2

Got the following error today (using version 1.2) when trying to "play" a Hidden Outpost.

One of my opponent had a similar problem in an earlier game (also using the latest version).

After that, I could not "play" any other card that turn (when double-clicking the card in my hand, I got error messages). It also seems to have screwed the combat phase (could not resolve edge battles).

swlcg 1dot2 error

Turn order not working suddenly?

Played 3 games today and had the problem each time and the people I played with said they had same issue.

  1. Game starts great and played as it should.
  2. When the DS player on Turn 1 presses ctrl+enter you get the end of turn message.. but not the "Next player names turn" title thing.
  3. If the LS player hits ctrl+enter to advance then he gets a popup saying it is not his turn yet.. wana continue anyway.

You can still play but the scrips think it is still T1 the entire game and some of the cards get screwed up.

Objective Deck

I just tried a solo game, and found out I couldn't shuffle the Objective Deck. They are in the exact order that I added them from the deckbuilder.

Superlaser Blast

This card correctly destroys the target objective, but does not advance the deathstar counter appropriately.

Wrong automatisation for "Self preservation" objective

Today I encountered a bug with automatisation of the new Jedi objective "Self preservation", it reads : " Each unit your control gains 1 force icon during the Force struggle" . I had that objective out on the first turn and when DS finished his first turn and committed his 1 Force icon unit to the struggle, the force balance stayed with me even though I had no units. Chat log said that the objective somehow added 1 Force icon to the struggle?

Cancel "attempt to pay" for a card ability

If a card has a paid ability and you double-click to activate it, then realize you don't have the resources to pay (stupid affiliation requirement!! :), there doesn't seem to be a way to de-activate the card and cancel the option to pay...

Feature Request: Warning prompt on deployment of units when not in deployment phase

This is an issue especially in the first turns of the game or when players start a turn with a full hand of 6 cards of which they do not wish to discard. Players will often mistakenly deploy units before the draw phase thinking it is the deployment phase (as they did not receive any new cards to remind them they are at the end of the draw phase and start of deployment) and then quickly ctrl-enter to enter the conflict phase when in fact they are concluding the draw phase and drawing up to their full complement of 6 cards again.

In these cases there is no record for the opposing player of which cards were originally in the player's hand so he just has to take it on faith that the player who erroneously drew up to 6 cards is being truthful in placing the right cards back on the deck before shuffling again.

A good fix would be an override-able warning prompt that appears whenever someone is deploying units outside of the deployment phase. Thanks.

Make played cards stay out until "activated" [REOPENED, please read]

Right. I'll reopen this one because I dont think the point quite came across, possibly the first one was badly written on my part.

Right now (and this has been tested multiple times today with the newest version) , most event cards with an "effect" (For example, Laser blast, force lightning, tear this ship apart, lightning, interrogation, detained) execute their effect and dissapear into the discard pile -immediately- upon having been fully paid for.

I would like to see an extra "step", where you double click the card from hand (card goes to table outlined in yellow) and pay for it with the required resources. So far it's the same as now. Once paid for however, the card doesnt immediately execute it's effect and vanish, it instead gets a "purple border" (or whatever color border). You need to double click the card to execute the effect. To clarify, after testing it in game, this is not the way it works right now.

The way it works currently is a bit confusing, especially for newer players (I play a lot, and have had comments from several people about it). Leaving it "paid for but in play" until double clicked to execute gives the opponent a chance to read the card with inspect (or read it otherwise) and react with cards of his own.

Question about usage (not a bug) + suggestion...

When you do a conflict and a edge battle... you ctrl+F6 to end the battle... is that when you resolve strikes and stuff or is there another ctrl+enter there?

Maybe to remove confusion change ctrl+F6 to ctrl+enter like all the other "advance" things.. and if there is no targeted objective then move to force phase.. otherwise you go through the 2 declare steps and edge.

"Illegal deck" notification in error

When I loaded my deck I got the "illegal deck" notification. It noted the following;

--> Checking deck of ashesfall ...
:::ERROR::: Objective Block 028 (The Ultimate Power) not complete. (only 4 out of 5 found: ['3', '6', '4', '2'])
:::ERROR::: Objective Block 028 (The Ultimate Power) not complete. (only 4 out of 5 found: ['3', '6', '4', '2'])
:::ERROR::: Orphan command cards found in ashesfall's deck: ['Control Room', 'Control Room']
-> Deck of ashesfall is Illegal!

However, when I check the deck in the editor, all cards are present and accounted for correctly.

Game Crashes at Force Struggle

Hello,

I've been having a lot of trouble getting the Star Wars LCG on OCTGN to work.

I've tried playing about 5 games with the all times but one it crashes when I right click then select "Resolve Force Struggle". It gives me this error:

System.NullReferenceException: Object reference not set to an instance of an object.
at Octgn.Play.Card.GetPicture(Boolean up) in c:\Program Files (x86)\Jenkins\workspace\OCTGN-Release\octgnFX\Octgn\Play\Card.cs:line 400
at Octgn.Play.Gui.CardControl.PropertyChangeHandler(Object sender, PropertyChangedEventArgs e) in c:\Program Files (x86)\Jenkins\workspace\OCTGN-Release\octgnFX\Octgn\Play\Gui\CardControl.xaml.cs:line 299
at System.ComponentModel.PropertyChangedEventHandler.Invoke(Object sender, PropertyChangedEventArgs e)
at Octgn.Scripting.Engine.<>c__DisplayClass5.b__4() in c:\Program Files (x86)\Jenkins\workspace\OCTGN-Release\octgnFX\Octgn\Scripting\Engine.cs:line 261
at Octgn.Scripting.Engine.ProcessExecutionQueue() in c:\Program Files (x86)\Jenkins\workspace\OCTGN-Release\octgnFX\Octgn\Scripting\Engine.cs:line 199
at Octgn.Scripting.Engine.ExecuteOnGroup(String function, Group group, Point position) in c:\Program Files (x86)\Jenkins\workspace\OCTGN-Release\octgnFX\Octgn\Scripting\Engine.cs:line 134
at Octgn.Play.Gui.TableControl.GroupActionClicked(Object sender, RoutedEventArgs e) in c:\Program Files (x86)\Jenkins\workspace\OCTGN-Release\octgnFX\Octgn\Play\Gui\TableControl.xaml.cs:line 660
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.Controls.MenuItem.InvokeClickAfterRender(Object arg)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.Dispatcher.WrappedInvoke(Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.DispatcherOperation.InvokeImpl()
at System.Threading.ExecutionContext.runTryCode(Object userData)
at System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean ignoreSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Windows.Threading.DispatcherOperation.Invoke()
at System.Windows.Threading.Dispatcher.ProcessQueue()
at System.Windows.Threading.Dispatcher.WndProcHook(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.Dispatcher.WrappedInvoke(Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.Dispatcher.InvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
at System.Windows.Application.RunInternal(Window window)
at System.Windows.Application.Run()
at Octgn.OctgnApp.Main() in c:\Program Files (x86)\Jenkins\workspace\OCTGN-Release\octgnFX\Octgn\obj\Release\App.g.cs:line 0

I'm running OTCGN on the bootcamp portion of my MacBook Pro, hopefully that doesn't have anything to do with it.

Please help! People won't play me anymore...
Neil

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