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[08/08/2011] DOTP 2012 MOD Released !
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Re: [08/08/2011] DOTP 2012 MOD Released !
by THGFresh » 09 Aug 2011, 14:52
good job overall even on the deck building there all pretty balanced i had a few issues with beating gideon took me about 1 hour to finally beat him with Unquenchable fire the over decks just did not help especially with his 0,1,2 mana drops. One time he got like 8 cards out on turn 4 and i had like 1,2 creatures. The Elf deck also took some time, but garruk and jase was pretty easy that all i am upto now.
Once again thankyou for release
Once again thankyou for release
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Re: [08/08/2011] DOTP 2012 MOD Released !
by sumomole » 09 Aug 2011, 16:02
Excuse me, there has a problem.kevlahnota wrote:DOTP 2012 MOD
This mod is intended for Offline use only and is currently in BETA status. Install with caution.
I have three basic land(two island and one forest),and I tap Overgrown Battlement to produce one green mana(invisible token), then tap Tropical Island to produce one blue mana.
When I use Repulse, it use one mana and tap two basic land, there have one mana will be waste.
How can I ensure priority use the mana token but not basic land?
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Re: [08/08/2011] DOTP 2012 MOD Released !
by kevlahnota » 09 Aug 2011, 16:11
Well, the current dotp 2012 engine auto taps basic land first before any mana producing cards. So the way I play it, I reserve the non-basic lands, etc and use the basic land first. That's the way for now.sumomole wrote:Excuse me, there has a problem.kevlahnota wrote:DOTP 2012 MOD
This mod is intended for Offline use only and is currently in BETA status. Install with caution.
I have three basic land(two island and one forest),and I tap Overgrown Battlement to produce one green mana(invisible token), then tap Tropical Island to produce one blue mana.
When I use Repulse, it use one mana and tap two basic land, there have one mana will be waste.
How can I ensure priority use the mana token but not basic land?
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kevlahnota - Programmer
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Re: [08/08/2011] DOTP 2012 MOD Released !
by spiwy » 09 Aug 2011, 17:00
I have a problem : / I install the MOD, succesful install and when i enter the game, i can only play with the replication deck, the rest of them appear as locked, i don't think this is intended, right?
Tried deleting savegames but it didn't work, if you have any solution for this it would be very thoughtful, if you don't i'll just install the game again ^^
Tried deleting savegames but it didn't work, if you have any solution for this it would be very thoughtful, if you don't i'll just install the game again ^^
Re: [08/08/2011] DOTP 2012 MOD Released !
by modafoquer » 09 Aug 2011, 18:33
same for me can't see any unlocked decks except for the G and U one
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Re: [08/08/2011] DOTP 2012 MOD Released !
by THGFresh » 09 Aug 2011, 19:27
You need to play the game as normal and unlock ultimate, once you got to ultimate there you unlock the rest of the decks by defeating the hard opponentsspiwy wrote:I have a problem : / I install the MOD, succesful install and when i enter the game, i can only play with the replication deck, the rest of them appear as locked, i don't think this is intended, right?
Tried deleting savegames but it didn't work, if you have any solution for this it would be very thoughtful, if you don't i'll just install the game again ^^
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Re: [08/08/2011] DOTP 2012 MOD Released !
by spiwy » 09 Aug 2011, 19:35
So it's intended, fuck xD, i have all the original decks unlocked and with all cards, but in the steam release :/ i'll have to start over ._."
Re: [08/08/2011] DOTP 2012 MOD Released !
by THGFresh » 09 Aug 2011, 22:01
yeah and you may want to get unquenchable fire ranked up pretty quick as gideon on ultimate is pretty hard he has cheap man drops 0,1,2 and the equipment can screw you over big time if you dont do something quickspiwy wrote:So it's intended, fuck xD, i have all the original decks unlocked and with all cards, but in the steam release :/ i'll have to start over ._."
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Re: [08/08/2011] DOTP 2012 MOD Released !
by Aborash » 09 Aug 2011, 23:20
Awesome!!!!
Anyway, I just play the whole campaign and couldn't find the Memnarch deck, is it on this Mod, or did I miss something?
Anyway, I just play the whole campaign and couldn't find the Memnarch deck, is it on this Mod, or did I miss something?
Re: [08/08/2011] DOTP 2012 MOD Released !
by kevlahnota » 10 Aug 2011, 01:56
It's there but I didn't include the tinker deck to be unlocked, it's so much powerful to be a player deck.Aborash wrote:Awesome!!!!
Anyway, I just play the whole campaign and couldn't find the Memnarch deck, is it on this Mod, or did I miss something?
also I forgot to add limitation to goblin chieftain ability and forgot to unlock strength of stone in the campaign, maybe in the next patch.
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Re: [08/08/2011] DOTP 2012 MOD Released !
by Deus Leonis » 10 Aug 2011, 02:05
i cant seem to unlock a few of your new decks.
ive beaten them and have seen the prompt indicating ive unlocked them but when i restart the game and check the deck manager they're locked again.
ill try editing the wad and make them all (always_available="true") and hope it doesnt fuck up my game.
is there a way to repack the Data Core WAD without its file size blowing to 1g+?
ive beaten them and have seen the prompt indicating ive unlocked them but when i restart the game and check the deck manager they're locked again.
ill try editing the wad and make them all (always_available="true") and hope it doesnt fuck up my game.
is there a way to repack the Data Core WAD without its file size blowing to 1g+?
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Re: [08/08/2011] DOTP 2012 MOD Released !
by CWheezy » 10 Aug 2011, 09:12
Yeah I have that issue as well, just beat garruk and it did not unlock titan ramp.
Also it seems kind of lame, but why make things not usable by players? I assume this mod is mostly single player, so that kind of limitation seeams lame.
Also it would be nice if you could add karn and bolas to your next patch, UNLESS someone else has already done it.
Replication and gideon's deck are amazingly fun (replication is way more powerful than any vanilla deck, use it to stomp, gideon has no creature removal so the golems own him)
Also it seems kind of lame, but why make things not usable by players? I assume this mod is mostly single player, so that kind of limitation seeams lame.
Also it would be nice if you could add karn and bolas to your next patch, UNLESS someone else has already done it.
Replication and gideon's deck are amazingly fun (replication is way more powerful than any vanilla deck, use it to stomp, gideon has no creature removal so the golems own him)
Re: [08/08/2011] DOTP 2012 MOD Released !
by kevlahnota » 10 Aug 2011, 09:29
Titan Ramp unlocks after you beat tezzeret with tinker deck, reanimator unlocks after you beat nicol bolas with sweet dreams deck. well, I can say its not lame bacause it's not fun winning most of the time and takes away the challenge from the other decks. I think in the next patch will be more powerful decks for the AI so we can add more power decks for the player to have a much balance feel.CWheezy wrote:Yeah I have that issue as well, just beat garruk and it did not unlock titan ramp.
Also it seems kind of lame, but why make things not usable by players? I assume this mod is mostly single player, so that kind of limitation seeams lame.
Also it would be nice if you could add karn and bolas to your next patch, UNLESS someone else has already done it.
Replication and gideon's deck are amazingly fun (replication is way more powerful than any vanilla deck, use it to stomp, gideon has no creature removal so the golems own him)
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Re: [08/08/2011] DOTP 2012 MOD Released !
by Aborash » 10 Aug 2011, 09:50
Mmm, its a pity I really want to play with Memnarch since I saw your vid preview.kevlahnota wrote:It's there but I didn't include the tinker deck to be unlocked, it's so much powerful to be a player deck.Aborash wrote:Awesome!!!!
Anyway, I just play the whole campaign and couldn't find the Memnarch deck, is it on this Mod, or did I miss something?
also I forgot to add limitation to goblin chieftain ability and forgot to unlock strength of stone in the campaign, maybe in the next patch.
Great news!! trinistax may be? http://tappedout.net/mtg-decks/legacy-stax-1/kevlahnota wrote:
I think in the next patch will be more powerful decks for the AI so we can add more power decks for the player to have a much balance feel.
I'm trying to code several of those cards, here viewtopic.php?f=63&t=5108
Anyway, I'm pretty sure there will get awesome decks.
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