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2012




[08/08/2011] DOTP 2012 MOD Released !
Moderator: CCGHQ Admins
Re: [08/08/2011] DOTP 2012 MOD Released !
by CWheezy » 10 Aug 2011, 11:06
Well if the deck was not fun to play then the players would not play it.kevlahnota wrote:CWheezy wrote:
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.
If it is a single player game, it seems pointless to play to win against the cpu. If every match was a stomp, might as well play other decks.
I think more options to explore in the game just adds more fun
Re: [08/08/2011] DOTP 2012 MOD Released !
by Xenocyde » 10 Aug 2011, 13:59
Awesome work kev! GJ! I dig the reanimator deck, it's bonkers. What of planeswalker cards? Are they hard to code? In-game PW cards would be so cool.
Re: [08/08/2011] DOTP 2012 MOD Released !
by gramkin » 10 Aug 2011, 14:38
God that Venser deck is so messed up =)
Note to self: do the maths before casting double Rite of Replication on Precursor Golem. 4,059,078 Golems almost cost me a new CPU.
Note to self: do the maths before casting double Rite of Replication on Precursor Golem. 4,059,078 Golems almost cost me a new CPU.
Re: [08/08/2011] DOTP 2012 MOD Released !
by ptisan35700 » 10 Aug 2011, 16:56
I don't know if this is related to your issue, but I had to run the game as Administrator for my progress to be saved. I found out the hard way when I tried to unlock as much as I could the first time and had to start over the next timeDeus Leonis wrote: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+?

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Re: [08/08/2011] DOTP 2012 MOD Released !
by MerzZz » 10 Aug 2011, 19:13
Great kev!
Can i launch game through steam or i'll get a vac ban?
Can i launch game through steam or i'll get a vac ban?
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Re: [08/08/2011] DOTP 2012 MOD Released !
by Deus Leonis » 10 Aug 2011, 19:41
tried that still doesnt save the decks unlocking.ptisan35700 wrote:I don't know if this is related to your issue, but I had to run the game as Administrator for my progress to be saved. I found out the hard way when I tried to unlock as much as I could the first time and had to start over the next timeDeus Leonis wrote: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+?.
basically i cant save any decks that ive unlocked in the new Ultimate campaign.
it locks the decks again as soon as i relaunch the application.
but the Ultimate campaign progress is saved
(the opponents that i've beaten are still marked as beaten)
but their respective decks are relocked.
ive tried all i know and learned here but still no joy so if anyone can help i would really appreciate it.
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Re: [08/08/2011] DOTP 2012 MOD Released !
by THGFresh » 10 Aug 2011, 22:45
Yeah same problem except it only with certain decks (illusions force, cheezy goblins) and golbin deck is one of my favs.tried that still doesnt save the decks unlocking.
basically i cant save any decks that ive unlocked in the new Ultimate campaign.
it locks the decks again as soon as i relaunch the application.
but the Ultimate campaign progress is saved
(the opponents that i've beaten are still marked as beaten)
but their respective decks are relocked.
ive tried all i know and learned here but still no joy so if anyone can help i would really appreciate it.
BUGS/ISSUES:-
KOTH Normal and Ultimate challenge does not unlock decks
All decks unlocked, yet when restart game all/certain decks are locked again
When using a card with exalted it adds +1/+1 for every attacking creature, if you only have one attacking creature and other two have attacking monsters (more noticeable in Archenemy gamemode)
THAT IS ALL FOR NOW
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Re: [08/08/2011] DOTP 2012 MOD Released !
by kevlahnota » 11 Aug 2011, 06:04
Thanks for the bug report/s.THGFresh wrote:Yeah same problem except it only with certain decks (illusions force, cheezy goblins) and golbin deck is one of my favs.
BUGS/ISSUES:-
KOTH Normal and Ultimate challenge does not unlock decks
All decks unlocked, yet when restart game all/certain decks are locked again
When using a card with exalted it adds +1/+1 for every attacking creature, if you only have one attacking creature and other two have attacking monsters (more noticeable in Archenemy gamemode)
THAT IS ALL FOR NOW
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Re: [08/08/2011] DOTP 2012 MOD Released !
by THGFresh » 11 Aug 2011, 08:46
No problem any chance you can make tezzert harder opponent, i played him 3 times and each al he got out was a 0 mana creature drop, he had like 7 artifects on the side be they was to help him if he got creatures, maybe if you could put more 1,2,3 mana drops in the deck it could be harder
Æther Vial - each turn you get a charge counter, each charge counter acts as a mana, you can pick a creature from your hand depending on number of charge counters
Alloy Myr - helps ramp up your bigger artifects and only a 2 mana drop
Angel's Trumpet - good for people who use elves deck or U/G deck and have lots of tokens forces them to attack or they lose life
I will try and find more bugs and issues and if i do i will post them here, oh one last thing any chance when you build some more decks you could throw in an infect deck, i have never got chance to used one and would like to see what it is like
Æther Vial - each turn you get a charge counter, each charge counter acts as a mana, you can pick a creature from your hand depending on number of charge counters
Alloy Myr - helps ramp up your bigger artifects and only a 2 mana drop
Angel's Trumpet - good for people who use elves deck or U/G deck and have lots of tokens forces them to attack or they lose life
I will try and find more bugs and issues and if i do i will post them here, oh one last thing any chance when you build some more decks you could throw in an infect deck, i have never got chance to used one and would like to see what it is like
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Re: [08/08/2011] DOTP 2012 MOD Released !
by gramkin » 11 Aug 2011, 11:17
A couple more bugs:
Phantasmal Image copy of Mother of Runes died after I tried to give pro-something to some other creature.
Phantasmal Image copy of Wing Splicer still gives flying to a golem token, mindcontrolled by opponent.
(not sure what happened here) AI sacrificed the white Quest with >5 counters, no equipment came into play, and his Squadron Hawk died.
some annoying AI glitches:
AI does not consider Mother of Runes' ability in decision tree. Sometimes it gives protection to something at random, but mostly treats it as 1/1 vanilla creature.
Tezzeret tries to play double Tolarian Academies every time. The result pretty much resembles the fate of "real" Tolaria =)
Phantasmal Image copy of Mother of Runes died after I tried to give pro-something to some other creature.
Phantasmal Image copy of Wing Splicer still gives flying to a golem token, mindcontrolled by opponent.
(not sure what happened here) AI sacrificed the white Quest with >5 counters, no equipment came into play, and his Squadron Hawk died.
some annoying AI glitches:
AI does not consider Mother of Runes' ability in decision tree. Sometimes it gives protection to something at random, but mostly treats it as 1/1 vanilla creature.
Tezzeret tries to play double Tolarian Academies every time. The result pretty much resembles the fate of "real" Tolaria =)
Re: [08/08/2011] DOTP 2012 MOD Released !
by THGFresh » 11 Aug 2011, 13:01
I found another a bug, dont know if this is game or your mod but say if i have lands out that add mana to my pool, and i have no coloured mana in play it will skip my phase unless i click stop.
Another problem is this replication deck it seems that when things get out of hand stuff like this happens
Oh yeah look at all my creatures
http://i51.tinypic.com/2mq2q8i.jpg
Yeah easily going to do about 2000 damage to this dude
http://i56.tinypic.com/2qv5vnd.jpg
I dont know if this because of a bug within game or it my fault for been stupid and going OTT with replication
Oh dayum as if that happened
http://i54.tinypic.com/24q60w8.jpg
Another problem is this replication deck it seems that when things get out of hand stuff like this happens
Oh yeah look at all my creatures
http://i51.tinypic.com/2mq2q8i.jpg
Yeah easily going to do about 2000 damage to this dude
http://i56.tinypic.com/2qv5vnd.jpg
I dont know if this because of a bug within game or it my fault for been stupid and going OTT with replication
Oh dayum as if that happened
http://i54.tinypic.com/24q60w8.jpg
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Re: [08/08/2011] DOTP 2012 MOD Released !
by zentynel » 11 Aug 2011, 14:40
If you have the SKIDROW version, the exe file with the kev pack don´t work. don´t save games. you need SKIDROW exe file hex edit to play saving games.Deus Leonis wrote:tried that still doesnt save the decks unlocking.ptisan35700 wrote:I don't know if this is related to your issue, but I had to run the game as Administrator for my progress to be saved. I found out the hard way when I tried to unlock as much as I could the first time and had to start over the next timeDeus Leonis wrote: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+?.
basically i cant save any decks that ive unlocked in the new Ultimate campaign.
it locks the decks again as soon as i relaunch the application.
but the Ultimate campaign progress is saved
(the opponents that i've beaten are still marked as beaten)
but their respective decks are relocked.
ive tried all i know and learned here but still no joy so if anyone can help i would really appreciate it.
to repack use Wadprogram, it makes files under 1gb.
bye
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Re: [08/08/2011] DOTP 2012 MOD Released !
by ptisan35700 » 11 Aug 2011, 17:00
The three decks for me that don't get their unlock saved upon completion are the ones that touch the middle circle in the 'Ultimate' matches, Cheezy Goblins, Illusionary Forces, and Boros. You already mention Strength of Stone above somewhere, so I don't know if it fits into this pattern of not.
Maybe it matters, maybe it doesn't.
I also put the patch on top of Skidrow's version. The games save if you run it as administrator.
Maybe it matters, maybe it doesn't.
I also put the patch on top of Skidrow's version. The games save if you run it as administrator.
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Re: [08/08/2011] DOTP 2012 MOD Released !
by zentynel » 11 Aug 2011, 21:14
True, if you run as administrator leaves save games.
you can unlock the decks adding records to hand in DATA_PC/DATA_REQUIRED/CONFIG/
files _PREPPED_APPID_LINKING and APPID_LINKING
you can unlock the decks adding records to hand in DATA_PC/DATA_REQUIRED/CONFIG/
files _PREPPED_APPID_LINKING and APPID_LINKING
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Re: [08/08/2011] DOTP 2012 MOD Released !
by ptisan35700 » 12 Aug 2011, 01:39
I also noticed that I don't have enough time to counter instants in the mod - they resolve pretty much instantly. I do have my settings to manually resolve spell effects and combat damage, as well has enabling 'Hold Priority'.
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