MArcomage

Free multiplayer on-line fantasy card game

Please log in

Fithz Hood on 21:07, 3. Oct, 2010
the test is changed: it says 13 instead of 25
Mojko on 21:51, 3. Oct, 2010
It's just rephrased. In recent update there were some changes in the card terminology. In particular, all cards that has effect in form:

If (condition)
Major gain
else
Minor gain

were changed to

Base gain
If (condition)
Bonus gain

The card effect is the same.
Fithz Hood on 22:56, 3. Oct, 2010
Ok, now I got it
vault on 23:08, 3. Oct, 2010
Mojko wrote:
It's just rephrased. In recent update there were some changes in the card terminology. In particular, all cards that has effect in form:

If (condition)
Major gain
else
Minor gain

were changed to

Base gain
If (condition)
Bonus gain

The card effect is the same.


Now it's fairly confused, because it's not clear where is the condition triggered. Before basic tower +, or after? If before, it's strange, becasue for example new prosperity check it after basic resource gain... And if it's the same, it's not only rephrased, it's very different.

In any case I think conception If/else is always better and absolutely clear, if it's applicable...
DPsycho on 01:06, 4. Oct, 2010
I agree with Vault. The specifics of when the If statement is calculated calls for clarification in the card's text, and that clarification would be necessarily longer than the original If Then Else statement was.
Mojko on 07:06, 4. Oct, 2010
Card effect is always evaluated in the order that appears in the card effect description. Cards that require the condition to be evaluated first will use the 'always' statement (for example Rage of Urk). If-then-else card texts are used only if there are two completely different effects present in the card text.

Actually, it's more intuitive and less confusing for newcomers then before. It's just that you are used to old texts more. Besides, this is nothing new, there were already cards that used this terminology before recent update such as Imperial griffin.
dimitris on 07:40, 4. Oct, 2010
I like it. It's a more compact version of the old texts. But I wonder why Lookout Towers hadn't change in the same direction?
Mojko on 07:54, 4. Oct, 2010
In some cases this is not possible. When condition actually contains attributes that the effect changes. In case of lookout towers you can't move "Tower: +6" effect up, because the condition contains "Tower < 45". This could be "fixed" by adjusting the condition, but this is not an automatic conversion, so I think it's better in this form for now.
Lord Ornlu on 08:43, 4. Oct, 2010
I like the new system too. It's a bit confusing for people who played a long time and got used to the previous texts, but give it some time and we'll get used to it.
Good job :)
vault on 13:12, 4. Oct, 2010
Mojko wrote:
Card effect is always evaluated in the order that appears in the card effect description.


So firstly is builded +12 tower and then, if tower is still lower than wall, another +13 tower?
It means, in classic form, something like:

If Wall - Tower > 12: Tower: +25.
Else: Tower + 12.

So how you can say that the card effect is still the same? It's different (and very weak) now. Or I understand wrong?

But as I said, in any case, old version was everytime absolutely clear (and not because of routine, I'm here for fairly short time, easily there are no uncertainties in If/else form) and now it's often confusing.
Mojko on 14:10, 4. Oct, 2010
Oh, now I see. Citadel towers shouldn't be included in automatic conversion, because of the same reason as I explained in the Lookout towers example. Either way, this means only card text needs to be corrected, effect remains the same.
Mojko on 14:21, 4. Oct, 2010
Fixed in r1164.
vault on 15:07, 4. Oct, 2010
For example Chateau is the same principle...

[Moderator(DPsycho): Added link to card]
Mojko on 08:56, 5. Oct, 2010
Fixed in r1167. I went trough all cards, so there shouldn't be any more cards with this issue.