Board index
Programs with AI or Rules Enforcement
Magic: The Gathering - Duels of the Planeswalkers
New MTG Cards and Decks (2010, 2012, 2013, 2014, 2015, Magic Duels)
2013




[08-01-2012] DOTP 2013 Community DLC MOD Released
Moderator: CCGHQ Admins
Re: [08-01-2012] DOTP 2013 Community DLC MOD Released
by kevlahnota » 17 Aug 2012, 05:23
I don't know if this will work with other versions but I configured my local copy with appid_linking.txt something like(the unlock id if not in range will be automatically unlock):thefiremind wrote:Returning to the delicate topic of unlocks... I made some tests about my idea of using the promo unlocks as a means of making our unlocks always available. I discovered something useful: each of the promo codes unlocks 1 card for each possible deck, that's why they work in our custom decks, too. But if you give a high deckOrderId to the promo unlocks (I start from 100 and go on from there), a single code will unlock all of them (or at least, 10 of them, I didn't test what happens if I add more).
I also understood that the crash that can happen when entering a code has something to do with the custom decks inside the profile: this time I had the crashes and solved them by loading an old save that I made before starting to mod DotP2013.
EDIT: Nope, the promo unlocks plan is not viable: some decks lose their unlocks after restart, even with this method (again, probably according to a maximum number of saves).
Kev, what's your plan for making unlockables unlocked from the start?
- Code: Select all
[D12CHANDRA]
887
44444
0
- Code: Select all
content_pack="9"
-
kevlahnota - Programmer
- Posts: 825
- Joined: 19 Jul 2010, 17:45
- Location: Philippines
- Has thanked: 14 times
- Been thanked: 264 times
Re: [08-01-2012] DOTP 2013 Community DLC MOD Released
by thefiremind » 17 Aug 2012, 08:28
I tried to make this, too, but the promo was just ignored.kevlahnota wrote:then changed the dummy promo unlock content toso the dummy promo will never unlock even with unlock code (i don't think the developers will make dlc 9) while retaining correct numbers of unlocks in deck manager.
- Code: Select all
content_pack="9"
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
Currently busy with life...
-
thefiremind - Programmer
- Posts: 3515
- Joined: 07 Nov 2011, 10:55
- Has thanked: 118 times
- Been thanked: 722 times
Re: [08-01-2012] DOTP 2013 Community DLC MOD Released
by sadlyblue » 17 Aug 2012, 13:32
I know the idea of unlocks to encourages people to play more, but there's two drawbacks:
- First, it's not working properly and most cards and decks unlocked reset from session to session;
- Second, to tell you the truth, some decks, without the unlock aren't fun to play with, because it's hard to win with them. And, if you're like me, you're only having fun if you can win.
My advice, just release everything unlocked... At least for now. There are so many decks i've given up playing with. Without the unlocks, they're underpowered. Even with unlocks some are hard to win with...
- First, it's not working properly and most cards and decks unlocked reset from session to session;
- Second, to tell you the truth, some decks, without the unlock aren't fun to play with, because it's hard to win with them. And, if you're like me, you're only having fun if you can win.
My advice, just release everything unlocked... At least for now. There are so many decks i've given up playing with. Without the unlocks, they're underpowered. Even with unlocks some are hard to win with...
Re: [08-01-2012] DOTP 2013 Community DLC MOD Released
by thefiremind » 17 Aug 2012, 14:16
That's not the reason why I would want working unlocks on my decks. The real reason is that I would want my decks to be customizable.sadlyblue wrote:I know the idea of unlocks to encourages people to play more
And can you suggest how? If we add the unlocks directly to the deck, we just obtain a 60-card deck with less lands...sadlyblue wrote:My advice, just release everything unlocked...
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
Currently busy with life...
-
thefiremind - Programmer
- Posts: 3515
- Joined: 07 Nov 2011, 10:55
- Has thanked: 118 times
- Been thanked: 722 times
Re: [08-01-2012] DOTP 2013 Community DLC MOD Released
by sadlyblue » 17 Aug 2012, 15:32
Then we need a tool to unpack the wad, change the deck, and pack it again. If you want to costumize for each battle, like a sideboard, them it should have cards that work as a sideboard.thefiremind wrote: The real reason is that I would want my decks to be customizable.And can you suggest how? If we add the unlocks directly to the deck, we just obtain a 60-card deck with less lands...sadlyblue wrote:My advice, just release everything unlocked...
Don't get me wrong. I love the way you code new cards and mechanics. That's an excellent work.
But, to be honest, i don't play with most of the decks, since i don't like losing. I know the game cheats to increase difficulty, so i need a little better decks that don't depend on a great starting hand to win (or maybe learn to play better since many don't seem to have this problem

Re: [08-01-2012] DOTP 2013 Community DLC MOD Released
by thefiremind » 17 Aug 2012, 16:06
That would be the best thing of all, something like Deck Editor Revised, automated enough to make it usable even by the first user passing by.sadlyblue wrote:Then we need a tool to unpack the wad, change the deck, and pack it again.
Then play against a deck that only contains lands, this way you'll never lose.sadlyblue wrote:i don't like losing.


I really don't see the problem since I almost always play with one of my decks against one of my decks. But I have also successfully beaten kev's custom campaign using only decks made by me, till Gideon (that's way more powerful than any other deck and don't say that you can beat it easily with the original decks because it would be a lie), so I don't know why I'm the only one who always receives complaints about the decks... anyway I will stop releasing decks until a 100% working unlocks solution has been found and/or a proper tool is created that allows to do what you said.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
Currently busy with life...
-
thefiremind - Programmer
- Posts: 3515
- Joined: 07 Nov 2011, 10:55
- Has thanked: 118 times
- Been thanked: 722 times
Re: [08-01-2012] DOTP 2013 Community DLC MOD Released
by sadlyblue » 17 Aug 2012, 21:15
When i said that, it's not only for you.
And again, i'm always looking forward to posts where you find ways to code new mechanics and better ways to code existing ones...
And i always made the mistake of playing against the existing ones rather than against those from mods... Only because it's easy to select. Yes i'm lazy
And again, i'm always looking forward to posts where you find ways to code new mechanics and better ways to code existing ones...
And i always made the mistake of playing against the existing ones rather than against those from mods... Only because it's easy to select. Yes i'm lazy

Re: [08-01-2012] DOTP 2013 Community DLC MOD Released
by Aiodren » 25 Aug 2012, 09:35
Hi guys! Could anyone of you upload an updated version of the community mod, because kev's link in the first post is very outdated... Emashzed wrote somewhere, that he uploaded all of his ipad decks to the community mod and i'm sure there are a lot more cool decks in it. Or is there a link somewhere and i just didn't see it? (bear with me, i was very busy over the last two weeks and now have to catch up a little bit on what happened here)
I just want to experience all the goodness of your work, too
I just want to experience all the goodness of your work, too

Re: [08-01-2012] DOTP 2013 Community DLC MOD Released
by SoulStorm » 29 Aug 2012, 23:13
The Sunblast Angel trigger didn't work, so I added the folowing line of code and it seems to work fine now.
- Code: Select all
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_IN_PLAY" />
Re: [08-01-2012] DOTP 2013 Community DLC MOD Released
by nuclearninja » 15 Sep 2012, 20:12
Thanks for all the work done for this mod. It's really great to see new interesting cards and decks in dotp and being able to make new decks with an editing program. I've noticed that the mod is actively being changed and was wondering when the next update is planned. Is there some schedule or goal that determines when the mod gets updated? I can hardly wait to see everything that has been accomplished since the last release. I've taken a look at the scripting for the cards and just want to say thank you for the time and understanding to create new enjoyable cards.
- nuclearninja
- Posts: 2
- Joined: 15 Sep 2012, 19:53
- Has thanked: 0 time
- Been thanked: 0 time
Re: [08-01-2012] DOTP 2013 Community DLC MOD Released
by daenon611 » 26 Sep 2012, 17:59
Since the AddOn, it seems that the Wayback campaing isn't longer working. 

-
daenon611 - Posts: 68
- Joined: 04 Sep 2011, 15:19
- Location: Germany
- Has thanked: 45 times
- Been thanked: 4 times
Re: [08-01-2012] DOTP 2013 Community DLC MOD Released
by thefiremind » 26 Sep 2012, 23:05
If I'm not mistaken, the DLC adds 2 campaigns (expansion normal and expansion revenge), so the Wayback's ID should be shifted 2 numbers forward.daenon611 wrote:Since the AddOn, it seems that the Wayback campaing isn't longer working.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
Currently busy with life...
-
thefiremind - Programmer
- Posts: 3515
- Joined: 07 Nov 2011, 10:55
- Has thanked: 118 times
- Been thanked: 722 times
Re: [08-01-2012] DOTP 2013 Community DLC MOD Released
by RolandHazoto » 26 Sep 2012, 23:36
Wow. I just learned the expansion was out. Will this be updated to support the expansion?
-
RolandHazoto - Posts: 49
- Joined: 03 Jan 2012, 07:09
- Has thanked: 9 times
- Been thanked: 0 time
Re: [08-01-2012] DOTP 2013 Community DLC MOD Released
by daenon611 » 27 Sep 2012, 01:10
@thefiremind: The are 3 new
<campaign name="EXP_CAMPAIGN_NAME" id="5" content_pack="1" locked="false">
<campaign name="UI_TAB_CAMPAIGN_EXPANSION_REVENGE" id="6" content_pack="1" locked="true">
<campaign name="UI_TAB_CAMPAIGN_EXPANSION_CHALLENGES" id="7" content_pack="1" locked="false">
Shifting the Wayback to 8 won't bring success
<campaign name="EXP_CAMPAIGN_NAME" id="5" content_pack="1" locked="false">
<campaign name="UI_TAB_CAMPAIGN_EXPANSION_REVENGE" id="6" content_pack="1" locked="true">
<campaign name="UI_TAB_CAMPAIGN_EXPANSION_CHALLENGES" id="7" content_pack="1" locked="false">
Shifting the Wayback to 8 won't bring success

-
daenon611 - Posts: 68
- Joined: 04 Sep 2011, 15:19
- Location: Germany
- Has thanked: 45 times
- Been thanked: 4 times
Re: [08-01-2012] DOTP 2013 Community DLC MOD Released
by thefiremind » 27 Sep 2012, 08:27
That's bad news, because when I made some experiments on creating new campaigns, using a campaign ID bigger than 7 made the game crash.daenon611 wrote:@thefiremind: The are 3 new
<campaign name="EXP_CAMPAIGN_NAME" id="5" content_pack="1" locked="false">
<campaign name="UI_TAB_CAMPAIGN_EXPANSION_REVENGE" id="6" content_pack="1" locked="true">
<campaign name="UI_TAB_CAMPAIGN_EXPANSION_CHALLENGES" id="7" content_pack="1" locked="false">
Shifting the Wayback to 8 won't bring success
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
Currently busy with life...
-
thefiremind - Programmer
- Posts: 3515
- Joined: 07 Nov 2011, 10:55
- Has thanked: 118 times
- Been thanked: 722 times
Who is online
Users browsing this forum: No registered users and 314 guests