#118702: "Implement Card Sorting: Either Fixed Sort or Player Sort"
Petra a zo c'hoarvezet ? Trugarez evit dibab amañ dindan
Petra a zo c'hoarvezet ? Trugarez evit dibab amañ dindan
Gwiriit mar-plij ma n'eus ket dija un danevell evit an hevelep dodenn
M'oc'h a-du, VOTIT evit an danevell-mañ. An danevelloù gant ar muiañ a vouezhioù a vo studiet DA GENTAÑ !
| # | Status | Votes | Game | Type | Title | Last update |
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Deskrivadur dre ar munud
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• Mar-plij, eilit/pegit ar gemennadenn fazi a zo war ho skramm, ma zo unan.
I think it would be helpful to have the ability to rearrange hand cards or at the very least for the implementation to provide a set organization with some kind of clumping of cards based on effect. 15 cards each with two different effects (though some double up) can be a bit hard to parse.
The order currently appears to be somewhat random, it's nice to have them be more organized when browsing options (or to find a card you want). I don't know if letting players organize them individually would be hard to implement, but some kind of default organization would be helpful even without the ability for the player to rearrange them.
In the physical game, I tend to clump them into three batches as follows.
RESOURCE: [Clay Worker, Wood Cutter, Fuel Collector, Charcoal Burner, Slash-and-Burn Farmer, Water Carrier]
TERRAIN: [Pond Builder, Fish Farmer, Forest Manager, Pit Worker]
BUILD: [Cultivator, Builder, Supplier, Carpenter, Feudal Lord]
The order within the clumping matters less, but in the above I have roughly organized each card to have an overlapping effect with at least one adjacent card, e.g. in resources: Clay->Clay/Wood->Wood->Wood/Charcoal->Charcoal/Charcoal->Charcoal/Food. Where possible, there is some contiguity across clumps: the cultivator comes after the last in card in the terrain clump and the Pond using terrain cards come after the water carrier.
There probably is no perfect organization due to the overlapping effect types and some might prefer organizing by resource, etc..., but I think some kind of organization would be useful.
This is very much a Quality of Life feature that becomes less important with experience, so much lower priority than bugs and the like, but it'd be nice to see someday. g of cards based on effect. -
• Displegit deomp, mar-plij, ar pezh ho poa c'hoant d'ober, ar pezh ho peus graet hag ar pezh a zo c'hoarvezet 'benn ar fin
• Peseurt merdeer eo hoc'h hini ?
Google Chrome v123
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• Mar-plij, eilit/pegit an destenn e Saozneg ha n'eo ket en ho yezh. If you have a screenshot of this bug (good practice), you can use a picture hosting service of your choice (snipboard.io for example) to upload it and copy/paste the link here. Ha dibres eo an destenn-mañ er sistem treiñ? Ma ya, daoust ha troet eo bet ouzhpenn 24 eur 'zo ?
I think it would be helpful to have the ability to rearrange hand cards or at the very least for the implementation to provide a set organization with some kind of clumping of cards based on effect. 15 cards each with two different effects (though some double up) can be a bit hard to parse.
The order currently appears to be somewhat random, it's nice to have them be more organized when browsing options (or to find a card you want). I don't know if letting players organize them individually would be hard to implement, but some kind of default organization would be helpful even without the ability for the player to rearrange them.
In the physical game, I tend to clump them into three batches as follows.
RESOURCE: [Clay Worker, Wood Cutter, Fuel Collector, Charcoal Burner, Slash-and-Burn Farmer, Water Carrier]
TERRAIN: [Pond Builder, Fish Farmer, Forest Manager, Pit Worker]
BUILD: [Cultivator, Builder, Supplier, Carpenter, Feudal Lord]
The order within the clumping matters less, but in the above I have roughly organized each card to have an overlapping effect with at least one adjacent card, e.g. in resources: Clay->Clay/Wood->Wood->Wood/Charcoal->Charcoal/Charcoal->Charcoal/Food. Where possible, there is some contiguity across clumps: the cultivator comes after the last in card in the terrain clump and the Pond using terrain cards come after the water carrier.
There probably is no perfect organization due to the overlapping effect types and some might prefer organizing by resource, etc..., but I think some kind of organization would be useful.
This is very much a Quality of Life feature that becomes less important with experience, so much lower priority than bugs and the like, but it'd be nice to see someday. g of cards based on effect. • Peseurt merdeer eo hoc'h hini ?
Google Chrome v123
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• Displegit ho kinnig mar-plij, e berrgomzoù met en un doare resis, evit ma vefe an aesañ posupl kompren mat ar pezh ho peus c'hoant lâret.
I think it would be helpful to have the ability to rearrange hand cards or at the very least for the implementation to provide a set organization with some kind of clumping of cards based on effect. 15 cards each with two different effects (though some double up) can be a bit hard to parse.
The order currently appears to be somewhat random, it's nice to have them be more organized when browsing options (or to find a card you want). I don't know if letting players organize them individually would be hard to implement, but some kind of default organization would be helpful even without the ability for the player to rearrange them.
In the physical game, I tend to clump them into three batches as follows.
RESOURCE: [Clay Worker, Wood Cutter, Fuel Collector, Charcoal Burner, Slash-and-Burn Farmer, Water Carrier]
TERRAIN: [Pond Builder, Fish Farmer, Forest Manager, Pit Worker]
BUILD: [Cultivator, Builder, Supplier, Carpenter, Feudal Lord]
The order within the clumping matters less, but in the above I have roughly organized each card to have an overlapping effect with at least one adjacent card, e.g. in resources: Clay->Clay/Wood->Wood->Wood/Charcoal->Charcoal/Charcoal->Charcoal/Food. Where possible, there is some contiguity across clumps: the cultivator comes after the last in card in the terrain clump and the Pond using terrain cards come after the water carrier.
There probably is no perfect organization due to the overlapping effect types and some might prefer organizing by resource, etc..., but I think some kind of organization would be useful.
This is very much a Quality of Life feature that becomes less important with experience, so much lower priority than bugs and the like, but it'd be nice to see someday. g of cards based on effect. • Peseurt merdeer eo hoc'h hini ?
Google Chrome v123
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• Petra oa diskouezet war ar skramm pa 'z oc'h chomet stanket (Skramm goullo ? Ul lodenn eus etrefas ar c'hoari ? Kemennadenn fazi ?)
I think it would be helpful to have the ability to rearrange hand cards or at the very least for the implementation to provide a set organization with some kind of clumping of cards based on effect. 15 cards each with two different effects (though some double up) can be a bit hard to parse.
The order currently appears to be somewhat random, it's nice to have them be more organized when browsing options (or to find a card you want). I don't know if letting players organize them individually would be hard to implement, but some kind of default organization would be helpful even without the ability for the player to rearrange them.
In the physical game, I tend to clump them into three batches as follows.
RESOURCE: [Clay Worker, Wood Cutter, Fuel Collector, Charcoal Burner, Slash-and-Burn Farmer, Water Carrier]
TERRAIN: [Pond Builder, Fish Farmer, Forest Manager, Pit Worker]
BUILD: [Cultivator, Builder, Supplier, Carpenter, Feudal Lord]
The order within the clumping matters less, but in the above I have roughly organized each card to have an overlapping effect with at least one adjacent card, e.g. in resources: Clay->Clay/Wood->Wood->Wood/Charcoal->Charcoal/Charcoal->Charcoal/Food. Where possible, there is some contiguity across clumps: the cultivator comes after the last in card in the terrain clump and the Pond using terrain cards come after the water carrier.
There probably is no perfect organization due to the overlapping effect types and some might prefer organizing by resource, etc..., but I think some kind of organization would be useful.
This is very much a Quality of Life feature that becomes less important with experience, so much lower priority than bugs and the like, but it'd be nice to see someday. g of cards based on effect. • Peseurt merdeer eo hoc'h hini ?
Google Chrome v123
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• Pesseurt reolenn n'eo ket doujet gant azasadenn ar c'hoari-mañ ?
I think it would be helpful to have the ability to rearrange hand cards or at the very least for the implementation to provide a set organization with some kind of clumping of cards based on effect. 15 cards each with two different effects (though some double up) can be a bit hard to parse.
The order currently appears to be somewhat random, it's nice to have them be more organized when browsing options (or to find a card you want). I don't know if letting players organize them individually would be hard to implement, but some kind of default organization would be helpful even without the ability for the player to rearrange them.
In the physical game, I tend to clump them into three batches as follows.
RESOURCE: [Clay Worker, Wood Cutter, Fuel Collector, Charcoal Burner, Slash-and-Burn Farmer, Water Carrier]
TERRAIN: [Pond Builder, Fish Farmer, Forest Manager, Pit Worker]
BUILD: [Cultivator, Builder, Supplier, Carpenter, Feudal Lord]
The order within the clumping matters less, but in the above I have roughly organized each card to have an overlapping effect with at least one adjacent card, e.g. in resources: Clay->Clay/Wood->Wood->Wood/Charcoal->Charcoal/Charcoal->Charcoal/Food. Where possible, there is some contiguity across clumps: the cultivator comes after the last in card in the terrain clump and the Pond using terrain cards come after the water carrier.
There probably is no perfect organization due to the overlapping effect types and some might prefer organizing by resource, etc..., but I think some kind of organization would be useful.
This is very much a Quality of Life feature that becomes less important with experience, so much lower priority than bugs and the like, but it'd be nice to see someday. g of cards based on effect. -
• Ha posupl eo gwelet torridigezh ar reolenn e replay ar bartienn ? Ma 'z eo ya, da be niverenn taol ?
• Peseurt merdeer eo hoc'h hini ?
Google Chrome v123
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• Peseurt taol ho peus c'hoant c'hoari ?
I think it would be helpful to have the ability to rearrange hand cards or at the very least for the implementation to provide a set organization with some kind of clumping of cards based on effect. 15 cards each with two different effects (though some double up) can be a bit hard to parse.
The order currently appears to be somewhat random, it's nice to have them be more organized when browsing options (or to find a card you want). I don't know if letting players organize them individually would be hard to implement, but some kind of default organization would be helpful even without the ability for the player to rearrange them.
In the physical game, I tend to clump them into three batches as follows.
RESOURCE: [Clay Worker, Wood Cutter, Fuel Collector, Charcoal Burner, Slash-and-Burn Farmer, Water Carrier]
TERRAIN: [Pond Builder, Fish Farmer, Forest Manager, Pit Worker]
BUILD: [Cultivator, Builder, Supplier, Carpenter, Feudal Lord]
The order within the clumping matters less, but in the above I have roughly organized each card to have an overlapping effect with at least one adjacent card, e.g. in resources: Clay->Clay/Wood->Wood->Wood/Charcoal->Charcoal/Charcoal->Charcoal/Food. Where possible, there is some contiguity across clumps: the cultivator comes after the last in card in the terrain clump and the Pond using terrain cards come after the water carrier.
There probably is no perfect organization due to the overlapping effect types and some might prefer organizing by resource, etc..., but I think some kind of organization would be useful.
This is very much a Quality of Life feature that becomes less important with experience, so much lower priority than bugs and the like, but it'd be nice to see someday. g of cards based on effect. -
• Petra emaoc'h o klask ober evit delankañ an ober c'hoari-mañ ?
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• What happened when you try to do this (error message, game status bar message, ...)?
• Peseurt merdeer eo hoc'h hini ?
Google Chrome v123
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• Da be bazenn ar bartienn eo en em gavet ar gudenn (petra oa testenn kemenn ar c'hoari) ?
I think it would be helpful to have the ability to rearrange hand cards or at the very least for the implementation to provide a set organization with some kind of clumping of cards based on effect. 15 cards each with two different effects (though some double up) can be a bit hard to parse.
The order currently appears to be somewhat random, it's nice to have them be more organized when browsing options (or to find a card you want). I don't know if letting players organize them individually would be hard to implement, but some kind of default organization would be helpful even without the ability for the player to rearrange them.
In the physical game, I tend to clump them into three batches as follows.
RESOURCE: [Clay Worker, Wood Cutter, Fuel Collector, Charcoal Burner, Slash-and-Burn Farmer, Water Carrier]
TERRAIN: [Pond Builder, Fish Farmer, Forest Manager, Pit Worker]
BUILD: [Cultivator, Builder, Supplier, Carpenter, Feudal Lord]
The order within the clumping matters less, but in the above I have roughly organized each card to have an overlapping effect with at least one adjacent card, e.g. in resources: Clay->Clay/Wood->Wood->Wood/Charcoal->Charcoal/Charcoal->Charcoal/Food. Where possible, there is some contiguity across clumps: the cultivator comes after the last in card in the terrain clump and the Pond using terrain cards come after the water carrier.
There probably is no perfect organization due to the overlapping effect types and some might prefer organizing by resource, etc..., but I think some kind of organization would be useful.
This is very much a Quality of Life feature that becomes less important with experience, so much lower priority than bugs and the like, but it'd be nice to see someday. g of cards based on effect. -
• What happened when you try to do a game action (error message, game status bar message, ...)?
• Peseurt merdeer eo hoc'h hini ?
Google Chrome v123
-
• Mar-plij, diskrivit kudenn an diskwel. If you have a screenshot of this bug (good practice), you can use a picture hosting service of your choice (snipboard.io for example) to upload it and copy/paste the link here.
I think it would be helpful to have the ability to rearrange hand cards or at the very least for the implementation to provide a set organization with some kind of clumping of cards based on effect. 15 cards each with two different effects (though some double up) can be a bit hard to parse.
The order currently appears to be somewhat random, it's nice to have them be more organized when browsing options (or to find a card you want). I don't know if letting players organize them individually would be hard to implement, but some kind of default organization would be helpful even without the ability for the player to rearrange them.
In the physical game, I tend to clump them into three batches as follows.
RESOURCE: [Clay Worker, Wood Cutter, Fuel Collector, Charcoal Burner, Slash-and-Burn Farmer, Water Carrier]
TERRAIN: [Pond Builder, Fish Farmer, Forest Manager, Pit Worker]
BUILD: [Cultivator, Builder, Supplier, Carpenter, Feudal Lord]
The order within the clumping matters less, but in the above I have roughly organized each card to have an overlapping effect with at least one adjacent card, e.g. in resources: Clay->Clay/Wood->Wood->Wood/Charcoal->Charcoal/Charcoal->Charcoal/Food. Where possible, there is some contiguity across clumps: the cultivator comes after the last in card in the terrain clump and the Pond using terrain cards come after the water carrier.
There probably is no perfect organization due to the overlapping effect types and some might prefer organizing by resource, etc..., but I think some kind of organization would be useful.
This is very much a Quality of Life feature that becomes less important with experience, so much lower priority than bugs and the like, but it'd be nice to see someday. g of cards based on effect. • Peseurt merdeer eo hoc'h hini ?
Google Chrome v123
-
• Mar-plij, eilit/pegit an destenn e Saozneg ha n'eo ket en ho yezh. If you have a screenshot of this bug (good practice), you can use a picture hosting service of your choice (snipboard.io for example) to upload it and copy/paste the link here. Ha dibres eo an destenn-mañ er sistem treiñ? Ma ya, daoust ha troet eo bet ouzhpenn 24 eur 'zo ?
I think it would be helpful to have the ability to rearrange hand cards or at the very least for the implementation to provide a set organization with some kind of clumping of cards based on effect. 15 cards each with two different effects (though some double up) can be a bit hard to parse.
The order currently appears to be somewhat random, it's nice to have them be more organized when browsing options (or to find a card you want). I don't know if letting players organize them individually would be hard to implement, but some kind of default organization would be helpful even without the ability for the player to rearrange them.
In the physical game, I tend to clump them into three batches as follows.
RESOURCE: [Clay Worker, Wood Cutter, Fuel Collector, Charcoal Burner, Slash-and-Burn Farmer, Water Carrier]
TERRAIN: [Pond Builder, Fish Farmer, Forest Manager, Pit Worker]
BUILD: [Cultivator, Builder, Supplier, Carpenter, Feudal Lord]
The order within the clumping matters less, but in the above I have roughly organized each card to have an overlapping effect with at least one adjacent card, e.g. in resources: Clay->Clay/Wood->Wood->Wood/Charcoal->Charcoal/Charcoal->Charcoal/Food. Where possible, there is some contiguity across clumps: the cultivator comes after the last in card in the terrain clump and the Pond using terrain cards come after the water carrier.
There probably is no perfect organization due to the overlapping effect types and some might prefer organizing by resource, etc..., but I think some kind of organization would be useful.
This is very much a Quality of Life feature that becomes less important with experience, so much lower priority than bugs and the like, but it'd be nice to see someday. g of cards based on effect. • Peseurt merdeer eo hoc'h hini ?
Google Chrome v123
-
• Displegit ho kinnig mar-plij, e berrgomzoù met en un doare resis, evit ma vefe an aesañ posupl kompren mat ar pezh ho peus c'hoant lâret.
I think it would be helpful to have the ability to rearrange hand cards or at the very least for the implementation to provide a set organization with some kind of clumping of cards based on effect. 15 cards each with two different effects (though some double up) can be a bit hard to parse.
The order currently appears to be somewhat random, it's nice to have them be more organized when browsing options (or to find a card you want). I don't know if letting players organize them individually would be hard to implement, but some kind of default organization would be helpful even without the ability for the player to rearrange them.
In the physical game, I tend to clump them into three batches as follows.
RESOURCE: [Clay Worker, Wood Cutter, Fuel Collector, Charcoal Burner, Slash-and-Burn Farmer, Water Carrier]
TERRAIN: [Pond Builder, Fish Farmer, Forest Manager, Pit Worker]
BUILD: [Cultivator, Builder, Supplier, Carpenter, Feudal Lord]
The order within the clumping matters less, but in the above I have roughly organized each card to have an overlapping effect with at least one adjacent card, e.g. in resources: Clay->Clay/Wood->Wood->Wood/Charcoal->Charcoal/Charcoal->Charcoal/Food. Where possible, there is some contiguity across clumps: the cultivator comes after the last in card in the terrain clump and the Pond using terrain cards come after the water carrier.
There probably is no perfect organization due to the overlapping effect types and some might prefer organizing by resource, etc..., but I think some kind of organization would be useful.
This is very much a Quality of Life feature that becomes less important with experience, so much lower priority than bugs and the like, but it'd be nice to see someday. g of cards based on effect. • Peseurt merdeer eo hoc'h hini ?
Google Chrome v123
Roll-istor an danevelloù bog
[Clay-/Clay]->[Wood/Wood]->[Wood/Charcoal]->[Charcoal/Charcoal]->[Charcoal/Food]
Ouzhpennañ un dra bennak d'an danevell-mañ
- Niverenn taol all / Niverenn ar fiñv
- Ha renket eo bet ar gudenn gant an douchenn F5 ?
- Ha c'hoarvezet eo ar gudenn meur a wech ? Bewech ? Cheñch-dicheñch ?
- If you have a screenshot of this bug (good practice), you can use a picture hosting service of your choice (snipboard.io for example) to upload it and copy/paste the link here.
