Combat Cards


2.0 Automatic Update by docboffin
8 +00002009-03-18T08:41:45+00:00312009bUTCWed, 18 Mar 2009 08:41:45 +0000 2006, 8:41 am
Filed under: Arenas, Code, Doc Boffin, Events, Update

I’m planning to set the automatic updater to send out final 2.0 versions of all of the Combat Cards arenas and bots tomorrow. If you have customised an arena, please make sure you have a copy of the arena and your custom settings file saved in your inventory. After the upgrade is complete you should be able to copy the contents of your new 2.0 arena in to your custom arena and replace the settings with your saved custom settings.



Real Life Rules Change by docboffin
8 +00002009-02-15T21:59:49+00:00282009bUTCSun, 15 Feb 2009 21:59:49 +0000 2006, 9:59 pm
Filed under: Balancing, Code, Doc Boffin, Game Design, Printable Card Game, Update

A couple of weeks ago, Joh pointed out that the Second Life version of Combat Cards didn’t allow cards requiring a single point of energy to be played when you have 2 points of energy available. I hadn’t thought about this – the switch from groups to resources was supposed to just make the real life game easier to play, not change the game in any way.

The reason the Second Life version didn’t allow the play was that behind the scenes it runs the same group conditions code that it did in 1.5, but sure enough, the way the real life rules are written, what Joh was describing should be legal.

I quickly hacked in some code to make it possible in the Second Life version and Mich and I tried it out: with disasterous results. If you can play a card requiring one resource when you have 2 available, you can sit 1 turn away from finishing a 3 turn combo indefinitely, which makes it impossible for your opponent to anticipate when the combo will end and makes 3 turn attacks much more powerful, unbalancing the game.

So, instead of adjusting the Second Life game to match the real life rules, I’ve instead tweaked the real life instructions to match the old behaviour: if a card has a consume resources condition you must have exactly that number of resources available, no more no less. A nice side effect is that we can add a version of consume resources as Joh imagined it working to new cards in the future.

The updated rules can be freely downloaded in the print and play version of combat cards here.



Streaming Combat Cards by docboffin
8 +00002006-10-12T21:34:52+00:00312006bUTCThu, 12 Oct 2006 21:34:52 +0000 2006, 9:34 pm
Filed under: Code, LSL, Scripting

The biggest change we needed to make to the Combat Cards code for the new horror expansion was to add support for data streaming. For a long time we’ve stored the data for the different combat cards as comma separated values in a notecard, one line per card. Early versions of Combat Cards just looped through this notecard turning the lines in to LSL lists which were concatenated together to create a big list with all the game data in. This worked fine up to about 9 cards, but when we went to the 15 current cards the server and client scripts started crashing with stack/heap collisions: LSL’s way of saying that scripts have run out of memory.

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