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Cards repeating in nuke spoils.

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Cards repeating in nuke spoils.

Postby 2dimes on Thu Jan 28, 2010 10:16 am

<DELETE ME>
PLACE A CONCISE DESCRIPTION OF THE SUGGESTION OR BUG IN THE SUBJECT LINE!!!

The dice ARE random, lots and lots of analysis has been done on them both internally and by community members.

Search for previous suggestion or bug reports and check stickies before posting something "new".

Delete or replace any xxxxxxx with the appropriate information.
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</DELETE ME>

Concise description:
  • xxxxxxx

Specifics:
  • xxxxxxx

This will improve the following aspects of the site:
  • xxxxxxx (you can obviously delete this for bug reports)
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Yeah I'm sure you don't care so I'm not going to bother with the form. The cards keep repeating in nuke. You're going to get more complaining about this like the dice eventually. We all made the mistake of leaving the south america bonus thinking it'll get bomebed. NOt so much. I'm not raging yet but I've had all my bonuses broke by bombing. Game # 6214237 I would think the script could be coded to put a card on hold until the rest were used then start random again. In real life we put a used card on the bottom of the deck until they had all been used to prevent this.Meh it's random right?
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Re: Cards repeating in nuke spoils.

Postby Pikeman_Poon on Thu Jan 28, 2010 9:23 pm

i agree with this poster greatly....the way it is w/regular games not so bad..used to it by now....but "nukes"....really should be "all" before "again"...played one where enemy bonus never was nuked whole game and myself at least 4 times
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Re: Cards repeating in nuke spoils.

Postby lord voldemort on Thu Jan 28, 2010 10:10 pm

We played the opposite. Everytime cards were cashed we shuffled them into the deck
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Re: Cards repeating in nuke spoils.

Postby Corno4825 on Fri Jan 29, 2010 12:36 am

I always assumed that they were all used before they were reused....

I gotta rethink my nukes strategy....
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Re: Cards repeating in nuke spoils.

Postby Blitzaholic on Fri Jan 29, 2010 12:53 am

Corno4825 wrote:I always assumed that they were all used before they were reused....

I gotta rethink my nukes strategy....



They should be, but, they are not here.
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Re: Cards repeating in nuke spoils.

Postby 2dimes on Fri Jan 29, 2010 1:50 am

lord voldemort wrote:We played the opposite. Everytime cards were cashed we shuffled them into the deck

Did you see the same card show up 4 times while a large portion of the rest of the deck had not shown up? It could happen. We would shuffle the deck once we got through them all the first time. I can't remember if we kept two decks or if they were upside down or something to alert us to do that. It's been a while since I played on a board.
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Re: Cards repeating in nuke spoils.

Postby thebest712 on Fri Jan 29, 2010 2:06 am

once card are played you can get same immidiatly and in small maps like doodle its possible to have with 2 the same card
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Re: Cards repeating in nuke spoils.

Postby stahrgazer on Fri Jan 29, 2010 7:13 am

Sounds hard to code, because instead of letting the map give a random card based on any map terr, picking from the entire list, they'd have to code memory for what cards are out, remove those from the stack of available; change the memory when cards are cashed to reinsert them into the available stack.

I do hope they put this in the to-do list, but I think we need to be patient for when controlling the stack of available cards is actually part of the game.
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Re: Cards repeating in nuke spoils.

Postby 72o on Fri Jan 29, 2010 1:37 pm

Why don't you just adjust your strategy? If you're trying to hold a bonus in a nuclear spoils game, you're doing it wrong.
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Re: Cards repeating in nuke spoils.

Postby yeti_c on Fri Jan 29, 2010 2:07 pm

stahrgazer wrote:Sounds hard to code, because instead of letting the map give a random card based on any map terr, picking from the entire list, they'd have to code memory for what cards are out, remove those from the stack of available; change the memory when cards are cashed to reinsert them into the available stack.

I do hope they put this in the to-do list, but I think we need to be patient for when controlling the stack of available cards is actually part of the game.


This code is already there...

The spoils are random - but based on a pack...

The problem here is that cards already used go straight back in the pack and thus can be drawn again...

In Risk - the cards that have been used only come back into play after the pack is exhausted.

Also - the other thing is to consider how we deal with more than one pack of cards (small maps - i.e. Doodle - can exhaust the pack - thus a new pack(s) is generated)

C.
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Re: Cards repeating in nuke spoils.

Postby 2dimes on Mon Feb 01, 2010 1:38 pm

72o wrote:Why don't you just adjust your strategy? If you're trying to hold a bonus in a nuclear spoils game, you're doing it wrong.

Thanks for the tip. I'm a little unclear on what sort of strategy to employ when cyan holds the entire south america up to the US and is untouchable while others are being nuked several times in a row. Let us know.
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Re: Cards repeating in nuke spoils.

Postby Doc_Brown on Mon Feb 01, 2010 3:41 pm

I've thought about this off and on for a while, and I think I have an idea on how you could code this to keep the randomness present and give some chance for you to get the same card in short succession, but to reduce the likelihood based on when the card was cashed. Here's the basic idea: Start with the set of all possible cards (3 times the number of territories - each territory card in each color). The cards should be initially randomly distributed in a queue, so that when a card is drawn it is removed from the queue and placed in a second one. When a card is played, it is placed at the back of the first queue. Here's where the additional randomness comes into play: Instead of using a uniform probability distribution to draw the cards from the queue, use a binomial or Poisson distribution with the peak towards the front. If the first queue is empty, apply the picking algorithm to the second queue (only draw cards that are already in hand if the deck is completely empty, and prefer to draw cards that have been held the longest).

The one problem I see is that the cards could end up coming up in a fairly similar order after a few rounds. This would be a certainty if the picking algorithm always grabbed the first card, and the frequency with which it did so would set the degree to which the pattern of the cards being drawn is consistent from one loop through the deck to the next. However, we can fix that as well. We could apply a shuffling algorithm to the first queue every so often, but then we have to worry about whether or not there are enough cards left in the deck to provide a reasonable shuffle. A better idea is to randomly select the position in the deck to which a card is inserted. We could use another binomial-type distribution, except that it would peak towards the back of the queue. Thus, but setting the strengths of the two binomial peaks you can affect how likely a card is to come up again immediately after it has been played. If the second distribution has a sufficiently large standard deviation but still peaks at the back of the deck, it should be suitable to eliminate the sense of an order in which the cards are drawn while still ensuring that the most recently played cards would be among the least likely to be drawn.
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Re: Cards repeating in nuke spoils.

Postby BBoz on Sun Mar 28, 2010 11:27 pm

Please fix this soon. :)
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Re: Cards repeating in nuke spoils.

Postby Jatekos on Tue Mar 30, 2010 3:28 pm

I, on the contrary, would like to see cards in nuclear games being even more random than they currently are.

I.e. holding a card of region 'A' would not prevent another player from cashing a set including that card and nuking that region.
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Re: Cards repeating in nuke spoils.

Postby ManBungalow on Thu Apr 15, 2010 8:50 am

Jatekos wrote:I, on the contrary, would like to see cards in nuclear games being even more random than they currently are.

I.e. holding a card of region 'A' would not prevent another player from cashing a set including that card and nuking that region.

I'm with this guy ^

I don't think repeating spoils is a serious issue.
Besides, if a virtual card deck was used it would only be a matter of time before someone produced a script to predict the next card out and that would just ruin the fun for all.
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Re: Cards repeating in nuke spoils.

Postby SirSebstar on Thu Apr 15, 2010 8:56 am

you should never have given cyan the entire south america and thus prevented cyan from becomming untouchiable.?!?
seriously, if you cannot prevent an opponant from being the one, then he just wins. simple. nuclear spoils dont do much against that. however there are ways of using nuclear spoils. circus maximus is a card i dont like very much. standoffs are easy, no bonusess ect. but add in nuclear spoils and the entire card gets a little big of extra magic.. woot!

2dimes wrote:
72o wrote:Why don't you just adjust your strategy? If you're trying to hold a bonus in a nuclear spoils game, you're doing it wrong.

Thanks for the tip. I'm a little unclear on what sort of strategy to employ when cyan holds the entire south america up to the US and is untouchable while others are being nuked several times in a row. Let us know.
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Re: Cards repeating in nuke spoils.

Postby chipv on Thu Apr 29, 2010 7:24 pm

Tempted to close this but moved from Bug Reports as it ends up as a Suggestion.
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Re: Cards repeating in nuke spoils.

Postby AgentSmith88 on Fri Apr 30, 2010 12:20 am

yeti_c wrote:
stahrgazer wrote:Sounds hard to code, because instead of letting the map give a random card based on any map terr, picking from the entire list, they'd have to code memory for what cards are out, remove those from the stack of available; change the memory when cards are cashed to reinsert them into the available stack.

I do hope they put this in the to-do list, but I think we need to be patient for when controlling the stack of available cards is actually part of the game.


This code is already there...

The spoils are random - but based on a pack...

The problem here is that cards already used go straight back in the pack and thus can be drawn again...

In Risk - the cards that have been used only come back into play after the pack is exhausted.

Also - the other thing is to consider how we deal with more than one pack of cards (small maps - i.e. Doodle - can exhaust the pack - thus a new pack(s) is generated)

C.


There's the problem. This isn't Risk.

2dimes wrote:Thanks for the tip. I'm a little unclear on what sort of strategy to employ when cyan holds the entire south america up to the US and is untouchable while others are being nuked several times in a row. Let us know.


Don't play nuclear. Problem solved.
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Re: Cards repeating in nuke spoils.

Postby 2dimes on Sat May 08, 2010 5:49 pm

You may as well have closed it Chip.
AgentSmith88 wrote:
2dimes wrote:Thanks for the tip. I'm a little unclear on what sort of strategy to employ when cyan holds the entire south america up to the US and is untouchable while others are being nuked several times in a row. Let us know.


Don't play nuclear. Problem solved.

Thanks, I'd like to play with more random energy cubes now.
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Re: Cards repeating in nuke spoils.

Postby TheForgivenOne on Sat May 08, 2010 9:59 pm

Hmmm I got a question/idea for you 2dimes. Say your idea was implemented, Do you think that somewhere on the screen, a little "deck of cards" symbol is present, with a number beside it representing how many cards are left in the "Deck". That way people know when spoils will start repeating
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Re: Cards repeating in nuke spoils.

Postby 2dimes on Sat May 08, 2010 10:11 pm

I don't have issue with the spoils repeating eventually. I'm not kidding when I said there were a couple of cards that were turned in 8 times while some never showed up the entire game.

The deck with a number might be nice, I think that might be better as an option.
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Re: Cards repeating in nuke spoils.

Postby TheForgivenOne on Sat May 08, 2010 10:26 pm

I know, by repeat i mean the deck refreshes, like you were to reshuffle the cards in Risk.

If the cards were to be "exhausted" then re-used, i think that a little symbol should be used to signify how many cards are left
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Re: Cards repeating in nuke spoils.

Postby 2dimes on Sat May 08, 2010 10:38 pm

Right, it might be better as an option, not everyone wants too much disclosure. I guess it's like the stats. Part of the stratagy was trying to keep track of that stuff, now it's spelled out for you.
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