by jatill » 16 Mar 2009, 12:15
That's what I did. Is something wrong with Progenitus's cost or no?HarryPitfall wrote:A good fix for progenitus, is make the cost WUBRG, and use the event that increase/decrease cost and add more WUBRG... since WWUUBBRRGG crash the engine when display the card... WUBRG is enough to show...
by jatill » 16 Mar 2009, 12:17
He is definitely the problem. I thought I marked him as uncoded, but I guess not. Don't use him, he doesn't work right at all. (unless you just want to draw lots of cards for free).Darkone187 wrote:The game acts all screwy for me when I play Affinity. I'm thinking the culprit is Disciple of the Vault. The game seems to work fine when he's not out, but then starts screwing up once he's in play.
by jatill » 16 Mar 2009, 12:25
I have verified the pattern of rebirth bug where it doesn't work with symbiotic wurm. I tested creature bond also, and it has the same problem. So I'm not sure if the problem is with the creature bond code or the symbiotic wurm code. Probably wurm.
I cannot duplicate the pattern bugs mathusalem lists. Does anyone else have that problem (multiple creatures in grave, multiple searches?)
Mox Diamond, Crop Rotation AI issues:
I've never seen these, has anyone else?
Still works right in my version
by stassy » 16 Mar 2009, 13:23
by jatill » 16 Mar 2009, 14:58
Weird, I tested that exact combo and it works for me. Would you do me a favor and test this scenario, and tell me what happens...
Start a game with any deck. Turn on debug mode (F12), and put Auratog into play and Rancor into your hand. Right-click Rancor to add its mana cost to your pool, and then card Rancor on Auratog. Eat it. Does it go back to your hand in this case?
Edit: I built an enchantress deck with these cards in it and tried to play the cards naturally. And then I see the problem. Arg, this is going to be impossible to fix. I can't stand the cards with erratic behavior.
by mathusalem » 16 Mar 2009, 16:23
. i suspect this card suffers from a manic-depressive syndrom. Its behavior is hard to predict in advance !jatill wrote: Arg, I can't stand the cards with erratic behavior.
EDIT : that's why it's sour and it's called rancor but, we wouldn't play it otherwise : "Reasonnable attitude" doesn't sounds like a fun card to play with
by 0rion79 » 16 Mar 2009, 18:21
Please, in the next release change its code ability to have it equal to killer whale: 004D9790
by aww1979 » 16 Mar 2009, 21:01
Also, if I tap a fetchland while Mana Flare is in play, I get 2 red mana (I tapped Wooded Foothills to find a Forest, and I got 2 red mana in my pool from it) A few turns later, I tapped Flooded Strand and I got 4 red mana (this time, 2 mana flares are in play). The mana is added immediately on tapping, before I have the choice to pick the land type.
by mathusalem » 16 Mar 2009, 21:05
by xXxBretWeedxXx » 16 Mar 2009, 21:18
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by monopoman » 17 Mar 2009, 00:18
I am really upset I lost all my old info though .
by aww1979 » 17 Mar 2009, 00:33
by gmzombie » 17 Mar 2009, 01:10
http://home.comcast.net/~gmzombie/index.html for all my things to upload for now on.
by 0rion79 » 17 Mar 2009, 05:43
The multiple tokens generation is a known bug with nuisance engine, that Harry told me.xXxBretWeedxXx wrote:Wall of Kelp doesn't require you to use 2 blue mana to activate, only 2 colorless. Eventually you can activate it for free and multiple times. I had 20 kelp tokens out at one point. It was awesome, but it was definately a bug.
About the colorless mana, I hardly belive it because I did code it, I used it in sealed deck and in regular game and it asks for 2 blue manas. The only explanation is that somebody took a wrong version of my file when he added other cards. Anyway, I'll fix it in the next release (or somebody else can do so).
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