It is currently 16 Apr 2024, 13:20
   
Text Size

Thefiremind's DotP2012 DLC v9 (07/7/2012)

Moderator: CCGHQ Admins

Re: Thefiremind's DotP2012 DLC v6 (22/5/2012)

Postby daenon611 » 24 May 2012, 14:32

Right, I use more than 1 mod (0001-0006, 0007(kev), 0976, 1111,1234,1999,2868,5555 + 7411(my own simple test-mod).

I'll try ... both ways ...
With only 1999mod, the creature-type seem to me fine, testing anymore

Interesting ... The Creature_Types.txt ... Sometimes it uses 0D 0A, sometimes it uses only 0A.

Strange: At the moment I can't enter an Auromancer game with Full moon (Game Crashes). Other combinations are no Problem (Tested with 0001-0004 + 1999 and some other combinations; Profile-Folder deleted).

Uncompress of wad-Files is no Problem. I'm using gibbed-Tools (Drag & Drop). But pack won't work to me. I make Drag & Drop there, too. Which Folder i have to drop (data_dlc_5555_unpacked or DATA_DLC_5555). The Archiv is much bigger than the original. The game itself didn't find the mod anymore. Are there other Tools to make a fine result?
User avatar
daenon611
 
Posts: 68
Joined: 04 Sep 2011, 15:19
Location: Germany
Has thanked: 45 times
Been thanked: 4 times

Re: Thefiremind's DotP2012 DLC v6 (22/5/2012)

Postby thefiremind » 24 May 2012, 21:42

daenon611 wrote:Uncompress of wad-Files is no Problem. I'm using gibbed-Tools (Drag & Drop). But pack won't work to me. I make Drag & Drop there, too. Which Folder i have to drop (data_dlc_5555_unpacked or DATA_DLC_5555).
I wrote "DATA_DLC_5555\DATA_ALL_PLATFORMS\DATA_REQUIRED": go deeper in the subdirectories and extract the zip there. I didn't include the entire directory tree because I thought it was clear enough...

daenon611 wrote:The Archiv is much bigger than the original.
That's because gibbed tools doesn't compress it: ignore the difference. Before trying with other tools and maybe making something else wrong, I'd suggest you to do it with gibbed tools. You just have to extract the zip in the right place, then it should work.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 721 times

Re: Thefiremind's DotP2012 DLC v6 (22/5/2012)

Postby daenon611 » 25 May 2012, 04:56

I'm afraid I've not made myself clear. Extracting the wad file and unpack the Zip's in the appropriate place is not a problem. However, I have to pack up the folder structure afterwards. I'm doing this with the Gibbed tools with drag and drop. The newly created Wad file is, however, no longer used by DotP12. This is a problem that I have always with the tool. ... I can tune databases, program against API's, disable a disable Windows UAC (no kidding, yesterday done), but I am not able to create the WAD-File back correctly. :-(
User avatar
daenon611
 
Posts: 68
Joined: 04 Sep 2011, 15:19
Location: Germany
Has thanked: 45 times
Been thanked: 4 times

Re: Thefiremind's DotP2012 DLC v6 (22/5/2012)

Postby thefiremind » 25 May 2012, 08:15

Oh, sorry, I didn't understand the real problem. #-o
With gibbed tools, the right folder to drop should be the "unpacked" one, while for WadProgram it's the one without "unpacked". If you want to try with WadProgram, you can find it on this post:
viewtopic.php?f=62&t=6750&start=15#p86708
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 721 times

Re: Thefiremind's DotP2012 DLC v6 (22/5/2012)

Postby agentx » 26 May 2012, 17:07

There's a card called "Feral Hydra" in the many heads deck, however the deck editor did not find this card in any DLC on the forum or in the game DLC? Where can I find this card?
Thanks
agentx
 
Posts: 12
Joined: 08 May 2012, 06:22
Has thanked: 0 time
Been thanked: 0 time

Re: Thefiremind's DotP2012 DLC v6 (22/5/2012)

Postby thefiremind » 26 May 2012, 18:08

agentx wrote:There's a card called "Feral Hydra" in the many heads deck, however the deck editor did not find this card in any DLC on the forum or in the game DLC? Where can I find this card?
Thanks
I have it in the DLC 0004 with the deck packs. My version of the DLC 0004 is actually a repack of the Xbox version, so it could be different from the PC version, but it would be strange if it had more cards... could anybody else confirm that Feral Hydra is not present in the deck packs available for PC?

In the meanwhile, you can add it to the DLC manually from this attachment if you have the tools to do it:
FERAL_HYDRA_220684.zip
(110.7 KiB) Downloaded 319 times
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 721 times

Re: Thefiremind's DotP2012 DLC v6 (22/5/2012)

Postby agentx » 27 May 2012, 04:49

Looks like the UIDs
uid="19991011"
Are the same for 1999_Elemental_Fury and 1999_Hard_to_Stop, it was causing the game to show the elemental fury deck twice in the deck management.
Whats the best way to correct this?
Thanks
agentx
 
Posts: 12
Joined: 08 May 2012, 06:22
Has thanked: 0 time
Been thanked: 0 time

Re: Thefiremind's DotP2012 DLC v6 (22/5/2012)

Postby thefiremind » 27 May 2012, 08:19

agentx wrote:Looks like the UIDs
uid="19991011"
Are the same for 1999_Elemental_Fury and 1999_Hard_to_Stop, it was causing the game to show the elemental fury deck twice in the deck management.
Whats the best way to correct this?
Thanks
That's because I removed the Elemental Fury deck and reused the ID for the new Hard to Stop deck. If you kept the Elemental Fury deck somehow in a custom DLC of yours, change the ID of the Elemental Fury deck to an unused one. I use the IDs with "19990..." for testing purpose so they are safe: you could change 19991011 to 19990011. If you use Deck Editor Revised you can do it from there, otherwise open the deck's XML file and you'll recognize the ID in the first line (but I think you already know that :wink:).
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 721 times

Re: Thefiremind's DotP2012 DLC v6 (22/5/2012)

Postby daenon611 » 30 May 2012, 16:57

thefiremind wrote:
agentx wrote:There's a card called "Feral Hydra" in the many heads deck, however the deck editor did not find this card in any DLC on the forum or in the game DLC? Where can I find this card?
Thanks
I have it in the DLC 0004 with the deck packs. My version of the DLC 0004 is actually a repack of the Xbox version, so it could be different from the PC version, but it would be strange if it had more cards... could anybody else confirm that Feral Hydra is not present in the deck packs available for PC?

In the meanwhile, you can add it to the DLC manually from this attachment if you have the tools to do it:
FERAL_HYDRA_220684.zip
It's missing in the DLC's for the PC-Version. :-(
User avatar
daenon611
 
Posts: 68
Joined: 04 Sep 2011, 15:19
Location: Germany
Has thanked: 45 times
Been thanked: 4 times

Re: Thefiremind's DotP2012 DLC v6 (22/5/2012)

Postby thefiremind » 30 May 2012, 18:21

OK, good to know, I'll include it in my DLC in the future versions.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 721 times

Re: Thefiremind's DotP2012 DLC v7 (12/6/2012)

Postby thefiremind » 13 Jun 2012, 08:49

Hey, I made an update for my DLC. You'll find 2 new decks (Infiltration and Rebellion) plus a revamp of Elemental Fury. It will probably be the last update before DotP2013, but I hope it will let you have a good time while you wait for the new game. Have fun! :D
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 721 times

Re: Thefiremind's DotP2012 DLC v7 (12/6/2012)

Postby MisterBenn » 18 Jun 2012, 03:27

Hi thefiremind. I am downloading this one last time, I never played this final version and it'll probably be the final session I have with 2012! Thanks for making this pack and polishing it up to such a high standard, I have had many great sessions screwing round with these decks.
MisterBenn
 
Posts: 97
Joined: 19 Mar 2011, 16:19
Has thanked: 24 times
Been thanked: 11 times

Re: Thefiremind's DotP2012 DLC v7 (12/6/2012)

Postby MisterBenn » 19 Jun 2012, 01:08

Hey I just played your "I'll be right back" deck. I see that you use the Gnarled Effigy to cancel out the counters put on Undying creatures. That's a great idea, I had no idea that the +1/+1 and -1/-1 counters cancelled each other out. I presumed they'd both just accumulate and not be helpful in saving the Undying creatures, I didn't think of that at all.

I made a deck with a very similar concept - Undying creatures in Red/Green/Black with methods to get the counters away. I was using Ion Storm, Power Conduit and Lightning Coils to use the counters. :) The main thing holding back posting the deck was that getting the AI to use Power Conduit correctly was beyond me. I didn't know how to just restrict valid cards to target to those with a counter on it, as a result the AI would calculate for ages during play and never do the right thing...
MisterBenn
 
Posts: 97
Joined: 19 Mar 2011, 16:19
Has thanked: 24 times
Been thanked: 11 times

Re: Thefiremind's DotP2012 DLC v7 (12/6/2012)

Postby thefiremind » 19 Jun 2012, 08:33

MisterBenn wrote:Hey I just played your "I'll be right back" deck. I see that you use the Gnarled Effigy to cancel out the counters put on Undying creatures. That's a great idea, I had no idea that the +1/+1 and -1/-1 counters cancelled each other out. I presumed they'd both just accumulate and not be helpful in saving the Undying creatures, I didn't think of that at all.
It's a fairly recent rule, I can't remember when it was introduced (maybe around the Time Spiral block).

MisterBenn wrote:I made a deck with a very similar concept - Undying creatures in Red/Green/Black with methods to get the counters away. I was using Ion Storm, Power Conduit and Lightning Coils to use the counters. :) The main thing holding back posting the deck was that getting the AI to use Power Conduit correctly was beyond me. I didn't know how to just restrict valid cards to target to those with a counter on it, as a result the AI would calculate for ages during play and never do the right thing...
I know it's not easy. In fact my Simic Guildmage and Spike Rogue are just approximations. Sometimes the AI gets them right, though. I hope that DotP2013 will improve counters management.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 721 times

Re: Thefiremind's DotP2012 DLC v7 (12/6/2012)

Postby yuriap » 04 Jul 2012, 03:01

Glare of Subdual in Power to Tokens's deck isn't working. The activated hability (Tap an untapped creature you control: Tap target artifact or creature.) simply cannot be selected when you zoom in/right click the card.

Hope this mod are not abbandoned and the bugs can still be solved by you programmers. :) Thanks
yuriap
 
Posts: 34
Joined: 24 Jul 2011, 19:46
Has thanked: 0 time
Been thanked: 0 time

PreviousNext

Return to 2012

Who is online

Users browsing this forum: No registered users and 4 guests


Who is online

In total there are 4 users online :: 0 registered, 0 hidden and 4 guests (based on users active over the past 10 minutes)
Most users ever online was 4143 on 23 Jan 2024, 08:21

Users browsing this forum: No registered users and 4 guests

Login Form