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FreeDom is a server for playing Dominion. It started life at ChrisHowlett/DominionServer but has since been migrated to Heroku? and again to OpenShift?.
You can find it [here] - and it is now ready and open for players! If you had an account on the ToothyCat server, you will need to re-register. Please use a valid email address, as it will allow you to reset lost passwords!
Please be aware that there may still be some teething problems: if you get an error that you weren't allowed to perform an operation (a 422), go Back, Refresh and try again.
It's important to me that FreeDom is as free from bugs as possible - so if you find one, please report it! Where possible, can you please note a) which game is involved; b) what you did; c) what you expected to happen; d) what did happen; e) if possible, an idea of what time it happened. The last will help me find the problem in FreeDom's logs.
If the bug prevents you carrying on with the game, please also let me know what's wrong with the game state; I'll endeavour to fix it from the back-end when I get some free time.
- Need a Confirm dialog on "Stop playing treasures"
- If you're typing in the chat box when an update arrives (and also at some other times), whatever you'd typed is lost.
- On the end-of-game recap screen, VP chips from Monument/Bishop?/etc aren't indicated (although they are factored into the displayed score)
- Smuggler doesn't auto-act if there's only one choice
- Failure for Treasure Map:
NoMethodError? in [GamesController#play action]?
undefined method `cards' for nil:NilClass?
Rails.root: /app
Application Trace | Framework Trace | Full Trace
app/models/seaside/treasure_map.rb:13:in `play'
app/models/player.rb:186:in `play_action'
app/controllers/games_controller.rb:250:in `block in handle_generic_ajax'
app/controllers/games_controller.rb:249:in `handle_generic_ajax'
app/controllers/games_controller.rb:133:in `play_action'
app/controllers/games_controller.rb:335:in `lock_player'
Request
Parameters:
{"utf8"=>"?",
"authenticity_token"=>"3oZgHwLdng09WKBc6E2jFnUnExhaU3s1U?+RW53rwMFc=",
"play_action"=>"Leave Action Phase",
"card_index"=>"3",
"_"=>"",
"id"=>"65"}
Interface question. Suppose you've played Royal Seal and are holding Watchtower. You buy from a pile with two Embargo chips on it. It's given that, by the rules, you'll gain the Curses first - what would you expect the interface to look like? How about if you've turned on "AutoWatchtower?", so that you always reveal the Watchtower without being asked?
- Presumably that should be an or not an and? Anyway - I'd suggest that when buying with seals/watchtowers I'd split each buy button to multiple buy buttons - 'buy', 'buy to top of deck', 'buy and immediately trash' (with the message log giving a 'revealed watchtower from hand' in the latter case as needed). I think auto-watchtower when gaining curses through any method other than actually clicking a buy should trash them. When not auto-towering, I guess it'll have to be an extra game step to make the decision. I don't think yet another column of buy buttons is a good idea. --Vitenka (it'll be pretty rare, anyway)
- No, I did mean "and". I've coded Royal Seal already - you click Buy, and before the card moves you get a choice (where the Minion-mode buttons go) of where to put it. But what happens if both Seal and 'Tower are trying to replace simultaneously? --CH
- Well, you get to either purchase as normal, purchase to top of deck with royal seal, or purchase to trash with watchtower. Hit the appropriate buy button, would be my suggestion. --Vitenka
- What would AutoWatchtower? do? The only sensible thing I can imagine it doing is automatically trashing Curses. What would you expect it to do when you gain an Estate, or a Silver? Short of giving a config screen ("I want Watchtower to automatically... Topdeck Gold [X] Trash Gold [ ] Let Gold go to discards [ ]" for each card in the game), you've either got "pushy AutoWatchtower?" which automatically topdecks any Action or Treasure card you gain, or "wishy-washy AutoWatchtower?" that only knows what to do with Curses. (And perhaps you can have it automatically *decline* to put (non-Action non-Treasure) Victory cards on top of your deck.) --AC
- So based on those assumptions, I'd expect that with AutoWatchtower?, buying from an Embargo pile would be transparent to me - the AutoWatchtower? would autotrash the Curses and I'd just see a note in the log about it. Without AutoWatchtower? turned on, I'd by default expect that for each of the three gained cards in turn, I'd get offered a menu, "Put into discards" "Put on top of deck" "(Reveal Watchtower and) Trash". V's idea of having an extra buy column is probably not scalable to all the possible cases that can come up. (What if I'm buying from an Embargoed Duchy pile and I have a Hoard in play and a Watchtower in hand? How many buy buttons would you need there?) --AC
The /PlannedFeatures page confuses me,
- Uh, yeah, it needs RefactoringWithABigStick?, or reporpusing (sic). Will do so AtSomePoint?. --CH
so I'm adding some feature requests here.
- Continue chatting after game end. For example, to discuss surprises in the score. Technically this is still possible, but (a) the "Game Over" box gets in the way, and (b) auto-updates stop - you have to manually refresh to check for replies.
- Fair. Probably comes with making the Chat not clear itself on game update, but may need a restyle.
- A "Check for action now" link/button, probably next to the "Updating every 60 seconds" link. qqzm mentioned he was hammering F5 waiting for someone to take their turn; it seems better to let someone check for updates within the game than force them to go outside it.
- Fair, and pretty easy. Good candidate for Cornucopia.
- It'd be nice if there was some way to make Secret Chamber not prompt you to react again after you've reacted with it. Perhaps a setting "Always only react once unless I draw another Reaction"?
- Hmm, will think about it. Your suggestion may work.
- Can we have an AutoLibrary? setting for if you have no actions left?
- Number of players seems like it should default to 6 rather than to 2, since you can always start a game with fewer players than the maximum.
Some suggestions from Clive:
- A prominent "play basic treasures except copper" button during the buy phase when a Grand Market is up for grabs. It's too easy to spend your copper then realise you've accidentally precluded that purchase. Whoops.
- AutoMasquerade? and AutoDiscard?: When your turn has ended and you have drawn five cards, provide an option to mark which you'll pass if someone calls masquerade (this should be sticky if you're given the same thing you passed on, so you need take no further action if coppers/estates are going round and round repeatedly). Similarly, you can mark which cards to discard if you get gooned or whatever. This would keep the game running a little more smoothly when such cards are in play.
- Timestamps? Especially on the chat window.
- Could it be made more prominent to users of tabbed browsers when it's time to do something? Maybe "YOU TO ACT" instead of "... to act", for example, or even a flashing red favicon? Or, more hackily, a button I can press to get a furnitureless pop-up window I can sit in the corner of my desktop that goes red when it's time to play.
- I'm not quite sure what you're looking for over the current situation, where the person who needs to act is the very first thing in the page title. So, if you need to do something, it will say "Clive" right at the front... --CH
- In a tabbed browser with many tabs open, many of which refer to me by name in one way or another, it would be good to have something more prominent than "Clive" as the indicator I have to do something. --Clive.
- How easy would it be to allow chat in the lobby? It might be nice to be able to discuss setting up a game.
- So far as I can tell, there's no reason for the game to be presented in the same colour scheme to each player. It might be less confusing if I always played (wlog) blue from my perspective, regardless of what colour others see me as? (-8
- One subtlety to this: the first player is always red, second yellow etc. So if you're playing green, that means you're 3th in this game, and will possibly have fewer turns than the red and yellow players but possibly more than blue; with corresponding tiebreaks in your favour against red and yellow and against you with blue. --AlexChurchill
- When logged-in users look at the lobby and a game is waiting to start, the title bar could say "Clive to choose a game", so people notice activity sooner?
- Not that I can really imagine anyone ever declining a game of Dominion, maybe there could be a "Decline" button beside the "Join" one, so we know who's seen the game but isn't interested? (And, of course, it gets rid of the action-required title bar for them until another game starts.)
- Hilariously subtle bug: I have Secret Chamber and some other cards in hand. Opponent Attacks. I am given a "react"/"don't react" choice. I choose to react, draw two cards, put two cards including the Secret Chamber on top of my deck. Now I have no reactions in hand, but I am still given a spurious "don't react" dialog with no "react" buttons remaining. (-8
- Just as it might be nice to allow chat in the lobby, it would also be good to allow chat after a game has ended, for post-mortem.
- Suggested feature: AutoMasquerade?. Pass on a Curse if you have one, otherwise an Estate, otherwise a Copper, otherwise prompt as usual.
- That is a spectacularly good idea. I'll post it on GitHub?. --AC
- Suggested feature: AutoStart?. Let a game begin automatically without further intervention by its creator once the maximum number of players has joined.
- Suggested feature: Notepad. A private area where players can make notes visible only to themselves, so they can remember their strategy from one turn to the next, especially when playing multiple games at once. (-8
- Suggested feature: call for assistance. If you've mis-clicked or FreeDom has gone wrong or something, it would be nice to have a button/tickybox for "I need help". Firstly, it would flag to other players that something was wrong and you hadn't just overlooked that it was your turn; secondly, it could flag to you (Chris) explicitly that there was a problem, rather than us pestering you via Toothychat.
/PlannedFeatures
/ChangeLog
/Contributing
TODO: Merge and reorganise ChrisHowlett/DominionServer to this page and subpages.
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