ExoYs Tributes Enhancement (2024)

PowerOfCheez


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Additional Feature/Separate AddOn request

Thanks for this AddOn! So, I have a request for you or other AddOn developers related to Tribute. Basically some suggestions for either scaling this add-on up, or creating others.

I have several 'challenges' that make me a slow player. Color-blind, very bad vision, shaky hands from nerve damage (easy to misclick), all require I take time each turn to avoid mis-clicks and misplays. Nothing anyone can do about those, but I have one challenge that some good add-ons would help me (and other players, even without the challenge) to play faster and smarter.

For me, I also have some OCD traits, and have to check each stack every turn for the info in them. The mouseovers only provide limited info (card count by suit) when they even work. They seem to be hit or miss when they are supposed to work, and you definitely cant drill when using the T button from a half-cast card that can't be Alt-cancelled.

ToT Stack Mouseover Makeover

A mod that would provide more stack mouse-over card data (card names & costs, colored by suit maybe), especially if it worked in the half-cast state when T is pressed to see the board, would be amazingly helpful!

Imagine if you could not only the see the names & total counts of each card w/cost, but the percentage chances that each cooldown card would be in the next hand, and odds of each card's combos being activatable?

Also, an overall player deck liquidity measure, where the total # of cards in play (hand+draw+agents+cooldown+'played AND returning, not contracts') with the percentage for each card on any draw (e.g.: at start of game this would be 10 cards, 10%).

Add to that suit breakouts (start of game its 6 treasury/60%, 1 'suit A'/10%, 1 'suit B'/10%, 1 'suit C'/10%, 1 'suit D'/10%). Those overarching aggregated figures are one measure of who is winning, at times, and can drive whether you make a writ, what you convert, whether you take one suit over another, or whether you destroy a card (and what), etc.. Stretch goals, but it would be so valuable.

ToT Opponent's Hand "Crystal Ball"/End of Opponent's Turn Draw Stack Cards (Before the Cooldown Shuffle)

Its important, but sometimes very hard to capture just what was left in the opponent's draw pile right at the end of their turn, but before the cooldown pile was shuffled in... if you know that, you know those cards are in their hand, and you know the exact remaining # that came from the cooldown pile. Without that information, the game's display is showing it all mixed together, which dilutes your available information for decision making. This would be a hugely valuable addition to the mouseover data available after the shuffle.

ToT Coin & Ability "Crystal Ball"/Counter/Calculator (Active Player Availability + Next Turn Availability for each Player)

One of the most important pieces of data to get from stack checking has to be calculated, which is sometimes difficult and always time-consuming. That is when you are looking at your opponent's hand plus draw, it is always important to calculate the (viewable or objectively obvious) min/max coins (and abilities) they have available the next turn.

The best time to grab some of this info is before the other player ends their turn, because they have fewer card in that stack, so you have better info. Once cooldown cards are added back in after they end turn on a short pile (less than 5 cards), if you know what the <5 cards were just before that, you can tighten the predictable range of coins with them added (because you know the <5 are now in their hand, and only the # needed to get to 5 were pulled from the additional cooldown cards).

This is the kind of info that will lead you to sometimes leave a fat card you can afford in play because they cant get it, to take a lesser one hoping to board lock them for a turn, for example.

Those types of 'budgetary' economics variables can be very difficult to capture every turn reliably, where I suspect a mod/addon might be able to do it (for both sides of the table on screen, so you can see your next turns range dynamically, also?). Someone who is not a math prodigy can use all the available time each turn just trying, which really slows games down.

If a good developer could figure that out, it could have a constant display of the min/max range of coin available to each player on the next turn, which helps greatly to inform your strategies and tactics, speed up play and level the field between opponents of different mental capabilities for math. Especially if it updated dynamically with each card played, based on what they played and how the board state changed.

Of course, that range would have to be based strictly on available info, such as objectively seeable combo potential, which is a constraint, but it would still be tremendously helpful to speed play and make better choices.

I imagine a table with rows, subtotals and totals (hand+draw; cooldown; agents in play; board visible options & maybe Patrons) with small icons for potential coin, loyalty, draw, agent knockout, card capture, etc. that dynamically calculates min/max subtotals. Imagine if the table data was rapidly adjustable with quick toggles during play, so you could like, see how the min/max ranges change when a certain Patron is chosen or Agent is knocked out.

ToT Patron Crystal Ball (Active Player Availability + Next Turn Availability for Both Players)

For subjective possibilities that depend on choices the other player might make, there could be indicators that show when they are ruled out, too. So, even though an add-on could not predict specific choices, it could definitely show when they are NOT currently available (for the next turn).

For example, with Patron abilities, because they each have a cost, there could be an indicator (based on aggregated stack/hand/board data) for each that shows one of three status for each (kind of like a stop light, but with blue instead of red), where:

  1. if they definitely will NOT have the cost to activate (e.g. next hand is all writs only w/no agents in play), its blue (not red, for red/green color blind people like me);
  2. if they definitely will, its green;
  3. if there is a possibility depending on other things (like possible draws they have available), its yellow (maybe with a likelihood % showing).

This would have to be a fluid indicator, that updates with each change of board state, hand states & stack states... including alerting you to when a player will have 2 or 3 uses available.

My brain is always trying to do this math, and any help a mod/addon could provide, man that would be great.

ToT Deck "Crystal Ball"/Tracker/Mouseover Makeover

The whole deck is available to view, including the discard pile, but because they show the images, its too hard to use. A toggleable or mouseoverable list, organized by suit and with counts of each card (w/customizable settings for showing cards with 0 in the deck or not) but no pictures (so the list is more compact and readable), with the discard pile (no zeros) shown discretely, that would be so good.

Imagine, too, that this list had percentage totals remaining for each suit and or card category (so you could see the weights) and dynamic calculation of the odds (maybe for each suit, card name, and/or card category, like contract, agent, etc.) being hit on the next board replacement.

Conclusion:

I wish I was a techy, so I could create this type of stuff. I am not, but as someone who often submits system change requests to IT types to add or improve functionality, I thought this list might get some developers in the community working on the myriad of additional things that could either be modular add ons or even one great package. While I would definitely appreciate it, I know my opponents, even if they never used addons, would be even happier if you could help me speed my play up by making the info readily available so I am not using every available second trying to obsessively calculate this stuff.

Thanks!

Last edited by PowerOfCheez : 08/28/22 at 08:30 AM.

ExoYs Tributes Enhancement (2024)
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