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card cash algorithm...i'm disappointed

Posted:
Sat Oct 13, 2007 10:08 am
by Geoff_with_a_G
i just checked out all the cards cashed in a game i'm playing and is notice that country cards change colours during the game...this is not representative of a real game played around the table...is this a bug?
it also seems that every time cards are cashed the pack gets shuffled, again not the way the table game is played...some cards in the game i'm playing have come out three times but some cards have not come out at all!...seems to me a defect in the code and i am surprised

Posted:
Sat Oct 13, 2007 10:10 am
by Backglass
This should be in the Bug Reports forum...even though it's not one.

Posted:
Sat Oct 13, 2007 10:13 am
by Mentos-
this is probably how they intended it to be. CC is not the same thing as the board game risk, as similar as it may be, the rules don't all have to be the same.

Posted:
Sat Oct 13, 2007 10:14 am
by GreecePwns
The cards aren't really in a "deck", but rather the country and color are both chosen randomly.

Posted:
Sat Oct 13, 2007 10:15 am
by BaldAdonis
It's easier to randomly assign a colour and country to a card than to "build" a deck and deal them. Also this way stops you from counting cards. How does it adversely affect play?

Posted:
Sat Oct 13, 2007 10:17 am
by Geoff_with_a_G
i disagree..it should be the same as the boardgame...how hard can it be to program the card cash so it's predictable?

Posted:
Sat Oct 13, 2007 10:17 am
by The Fuzzy Pengui
The only time they change colors is when that country has been played and it is redrawn. Since they don't change colors while you have it, it shouldn't matter because it just adds to the randomness of the game. As for them being shuffled back into the deck, it's pretty much for the randomness, too.

Posted:
Sat Oct 13, 2007 10:18 am
by The Fuzzy Pengui
geoff@xtra.co.nz wrote:i disagree..it should be the same as the boardgame...how hard can it be to program the card cash so it's predictable?
ConquerClub is "RISK", but does have a few of it's own small variations. This is one of them, and I don't remember anybody mentioning it before, because it helps the gameplay.

Posted:
Sat Oct 13, 2007 10:23 am
by Geoff_with_a_G
when i say predictable i mean you shouldn't expect a card you've just put back in the deck to come out two turns later a different colour...and in fact you shouldn't expect to see a card you just cashed come out two turns later at all...the deck should not be shuffled and cards should stay the same colour...there's been enough debate about the lack of randomness of die rolls (and i believe coincidence generally isn't given enough credit and don't want this thread to divert onto that subject) but the cards shouldn't be random

Posted:
Sat Oct 13, 2007 10:25 am
by BaldAdonis
geoff@xtra.co.nz wrote:i disagree..it should be the same as the boardgame
In that case, we should only use one map. And start each game by choosing our territories. And change the colours.
geoff@xtra.co.nz wrote:how hard can it be to program the card cash so it's predictable?
Harder than you might think. Every territory for each map will need to be assigned a card colour, and some maps don't have multiples of three territories, so some colours will come up more than others. Then you'll need to set up arrays of cards, randomly select them one at a time, and have the array reset, minus the cards in play, after it is exhausted.
This brings up a good question though: What happens on Doodle Earth when 18 cards are in play? Surely it's happened before, 6 player flat rate, sooner or later everyone has 3 cards, then what country is the next card?

Posted:
Sat Oct 13, 2007 10:41 am
by Geoff_with_a_G
the different maps are great, having the algorithm randomly select starting territories is practical, changing colours irrelevant, i'm not being that fundamental...in maps where there is not a multiple of three territories, either one colour has one more territory than the other two, or two territories have one more territory than the other one...not so hard, set them in the array at the start of the game and make it random per game...good point about the Doodle Earth nest card scenario though

Posted:
Sat Oct 13, 2007 10:42 am
by hecter
He he, sometimes I've cashed in a set like:
RedA BlueB GreenC
And gotten a BlueA as my card for ending the turn.
Re: card cash algorithm...i'm disappointed

Posted:
Sat Oct 13, 2007 11:13 am
by misterman10
geoff@xtra.co.nz wrote:this is not representative of a real game played around the table
We're not playing around a table are we?
Homepage wrote:Copyright © 2006 by Salamander Software.
RISK is a registered trademark of Hasbro Inc. Conquer Club is not associated with RISK or Hasbro in any way.

Posted:
Sat Oct 13, 2007 11:17 am
by freezie
Sorry to bust your bubble, but this is exactly how this is intended to do.
That way, there is exactly 1/3 of drawing a specific color.
In cases of a map with 50 territories, one color would have a slightly higher chance of beeing drawn than others, making flat rate a bit less what it is actually.
In doodle earth, the game easily accept that there is the same two territories in play, even in the same player's hand ( This have been discussed in the map foundry.)
It's for randomness, and the dice are also random. People tend to remember their bad rolls rather than good ones. Not only here..I have experienced those situations in real.
It shouldn't '' Be like the board'.. Because there is no board. This is not Risk, this is Conquer Club.