Card AI (Improvements) Requests
by mtgrares
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Re: Card AI (Improvements) Requests
by slyfox7777777 » 17 Feb 2016, 03:51
Quick fix: I just realized that I misspelled Coffin Queen as Coffn Queen for TPR in the rankings.txt that I posted in Forge 1.5.49 in developer's corner a little while ago. If someone could take 10 seconds and fix that, it would be really nice, and if someone can keep an eye out for stray 500 rankings, most of them are probably quick fixes like this one, so make sure to say something about them, or they might just go unfound for a long time.
Thanks!
Thanks!
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Re: Card AI (Improvements) Requests
by slyfox7777777 » 06 Mar 2016, 16:49
The AI seems to have a difficult time with cards like Kill Shot, which kill attacking creatures. They always seem to wait until after damage in the End Combat step to cast them, thus taking extra damage for no real reason.
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Re: Card AI (Improvements) Requests
by tojammot » 07 Mar 2016, 10:41
Aether Vial should stop adding counters once it has reached the highest creature CMC possible.
If possible: Aether vial shouldn't add counters if there's nothing in the hand that can be casted afterwards.
If possible: Aether vial shouldn't add counters if there's nothing in the hand that can be casted afterwards.
Re: Card AI (Improvements) Requests
by Hanmac » 07 Mar 2016, 15:29
AI shouldn't activate the effects of Genju of the Fields and other Genju when the Land does result tapped.
for attacking and blocking.
AI does activate Mirror Match in his turn, but that's just stupid and he should wait for my turn when i attack with monsters.
AI did use Biorhythm while having no creatures: result in 20 to 0 life.
(he should only use it while life < count of creatures)
for attacking and blocking.
AI does activate Mirror Match in his turn, but that's just stupid and he should wait for my turn when i attack with monsters.
AI did use Biorhythm while having no creatures: result in 20 to 0 life.
(he should only use it while life < count of creatures)
Re: Card AI (Improvements) Requests
by xbon » 18 Mar 2016, 18:00
Opponent drains their mana pool with Ring of Evos Isle for no reason.
Re: Card AI (Improvements) Requests
by fsecco » 22 Mar 2016, 01:52
This has happened to me quite some times already (I'm in 1.5.48 so I don't know if this was fixed):
If I use Venser, Shaper Savant to bounce a commander being played from the command zone, on the stack, it doesn't work. The commander still enters play, and worse, it's now invincible. Like it isn't there at all, but it is. If I deal damage enough to kill him, it stays there. If I bounce him, it stays there... but he still attacks, uses abilities, etc.
If I use Venser, Shaper Savant to bounce a commander being played from the command zone, on the stack, it doesn't work. The commander still enters play, and worse, it's now invincible. Like it isn't there at all, but it is. If I deal damage enough to kill him, it stays there. If I bounce him, it stays there... but he still attacks, uses abilities, etc.
Re: Card AI (Improvements) Requests
by fsecco » 22 Mar 2016, 22:48
Also, I don't know it this was said before, but AI always messes up with Pacts. I just won a game where I played land, Goblin Welder on my first turn and EOT the computer played Slaughter Pact on it and just died on his first upkeep...
Re: Card AI (Improvements) Requests
by slyfox7777777 » 25 Mar 2016, 05:00
AI opponents use aura-based removal very badly. With cards like Narcolepsy, they will sometimes use another removal spell to kill the creature which they already "killed" with the Narcolepsy, which is obviously wasteful.
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Re: Card AI (Improvements) Requests
by Hanmac » 26 Mar 2016, 10:05
AI should use Twinflame only if he has creatures to target.
same with when he attack with Flamerush Rider (he cast it with Dash) he should attack with another creature too if possible.
same with when he attack with Flamerush Rider (he cast it with Dash) he should attack with another creature too if possible.
Re: Card AI (Improvements) Requests
by Xyx » 29 Mar 2016, 13:08
I've cast a bunch of Tempt with Vengeances under various circumstances (with me sometimes having Ogre Battledriver, sometimes Purphoros, God of the Forge) and each time the AI accepted my tempting offer. I think accepting a tempting offer is wrong 99% of the time.
Re: Card AI (Improvements) Requests
by Xyx » 03 Apr 2016, 00:19
When I steal the AI's untapped land, the AI does not tap it for mana before giving it to me.
Re: Card AI (Improvements) Requests
by Xyx » 03 Apr 2016, 12:27
AI refuses to cast Pillage on anything but artifact creatures.
Re: Card AI (Improvements) Requests
by Hanmac » 13 Apr 2016, 16:25
i control Horobi, Death's Wail,
AI does try to use Equip on this creatures. (which does destroy his creatures)
AI shouldn't do that.
same might be happen for other stuff like Auras or pump spells.
AI does try to use Equip on this creatures. (which does destroy his creatures)
AI shouldn't do that.
same might be happen for other stuff like Auras or pump spells.
Re: Card AI (Improvements) Requests
by Xyx » 14 Apr 2016, 22:01
AI won't use untapped Icy Manipulator to tap down potential attackers to save its life.
Re: Card AI (Improvements) Requests
by Enom » 16 Apr 2016, 20:24
Opponent playing a Windbrisk Heights means instant victory because he will try to activate it during upkeep every turn.Marek14 wrote:I've seen that with Windbrisk Heights and Shelldock Isle. Windbrisk Heights is especially big offender since AI uses the ability in his upkeep, i.e. at time where there's no possible way to fulfill the condition. Even limiting this activation to combat on his turn would help a lot.Agetian wrote:The Hideaway AI can be improved, I think (comes from my friend's observation): the AI attempts to activate Hideaway lands (including paying the cost for such activation) even when the conditions for playing the free exiled card are not met. (Well, I've witnessed this at least with Hollowtooth Hollow, but it's possible all the hideaway lands suffer from it)
- Agetian
Sometimes he activates a manland, then taps it to activate another manland before attacking. I wish there was an option to add a custom "banlist" so I could ban cards that have buggy AI.
Another thing that could be improved is prevent the AI from recklessly casting pacts, without having enough lands.
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