Forge version 1.5.13
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Re: Forge version 1.5.13
by moomarc » 17 Feb 2014, 11:49
Final thing left to do for the Archenemy switch is to get team wins working. It looks like it was already broken (start an archenemy game and let the opponents beat you, using dev mode to set your life to 1 to make things easier. Within a few phases there will be a crash because there are no opponents left in the game).
So can I commit the changes yet? It does allow changing the team for any player in multiplayer games, so players might come across the crash more often than only in Archenemy.
So can I commit the changes yet? It does allow changing the team for any player in multiplayer games, so players might come across the crash more often than only in Archenemy.
-Marc
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Re: Forge version 1.5.13
by moomarc » 17 Feb 2014, 16:28
r24883 - Archenemy now launched through constructed match setup.
I implemented a basic team victory, but I'm not sure if I did it correctly. Check revisions 24881-2 (got ahead of myself and hadn't finished the final changes when I committed 24881. Revert both of these if there is a problem)
I also made some slight tweaks to multiplayer attacking. Most of the relevant code was calling (aiplayer).getOpponent. So now an initial preference is set up that is then used for all methods that assume a defending player is selected. (r24880)
I implemented a basic team victory, but I'm not sure if I did it correctly. Check revisions 24881-2 (got ahead of myself and hadn't finished the final changes when I committed 24881. Revert both of these if there is a problem)
I also made some slight tweaks to multiplayer attacking. Most of the relevant code was calling (aiplayer).getOpponent. So now an initial preference is set up that is then used for all methods that assume a defending player is selected. (r24880)
-Marc
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Re: Forge version 1.5.13
by Agetian » 17 Feb 2014, 16:41
@ Marc: Did you ever figure out how come the schemes don't show up in the Command zone, by the way? I admit I wasn't able to... but the bug happens to me as well
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Re: Forge version 1.5.13
by moomarc » 17 Feb 2014, 16:56
@Agetian, nope. No idea where to even look.
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Re: Forge version 1.5.13
by Agetian » 17 Feb 2014, 17:14
Same here, I'm still trying to figure out where that is coming from :\moomarc wrote:@Agetian, nope. No idea where to even look.
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Re: Forge version 1.5.13
by moomarc » 21 Feb 2014, 13:20
In case anyone missed it, all variants can now be applied via the constructed match setup. While moving Commander across, I also implemented a basic experimental Commander deck generator. It will select a random two-color identity commander, and use those colors to build a two-color singleton deck. It is at least a starting point if someone doesn't have any Commander decks and doesn't want to or doesn't have time to build one.
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Re: Forge version 1.5.13
by Max mtg » 21 Feb 2014, 22:52
Yes, unfortunatelly, Chris did not mention that in release notes for 1.5.13
He also should have written that now we have 100% support of BNG and THS sets, and SOM block is now at 100% - would be a much stronger feature than "Forge now includes many of the new Born of the Gods cards." from actual description.
He also should have written that now we have 100% support of BNG and THS sets, and SOM block is now at 100% - would be a much stronger feature than "Forge now includes many of the new Born of the Gods cards." from actual description.
Single class for single responsibility.
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