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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

PostPosted: 28 Feb 2013, 20:40
by ptisan35700
Haha, I think I saw that...but I'm unsure where to enter those codes 8-[

Thanks for you quick response...these decks are pretty awesome, and I'd like to get to those awesomer cards. :D

Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

PostPosted: 28 Feb 2013, 20:53
by thefiremind
Well, it was written 2 posts below the one I linked, anyway I added a "visual guide" in the post below:
viewtopic.php?f=62&t=6784&p=92643#p92643

Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

PostPosted: 01 Mar 2013, 00:37
by NEMESiS
http://www.youtube.com/watch?v=KB5eOUp8ayU

12:05 card doesn't return to the battlefield after being "championed". I swear, I am not even trying to find bugs, they find me. lol BTW, I asked him to make some videos to get modding more exposure out there.

Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

PostPosted: 01 Mar 2013, 09:36
by thefiremind
NEMESiS wrote:http://www.youtube.com/watch?v=KB5eOUp8ayU

12:05 card doesn't return to the battlefield after being "championed". I swear, I am not even trying to find bugs, they find me. lol BTW, I asked him to make some videos to get modding more exposure out there.
This is not a bug: it's the same principle that was used to make that famous neat combo with Worldgorger Dragon. If you make the champion leave the battlefield before his enter-the-battlefield ability resolved, the left-the-battlefield ability will go on the stack and resolve first (doing nothing), then the enter-the-battlefield ability will resolve, you'll exile the creature and there will be no ability remaining to return it.

Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

PostPosted: 01 Mar 2013, 20:55
by NEMESiS
False alarm, sorry. :D On the other hand Bomber Corps is supposed to be a 1/2 not a 1/1 though.

Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

PostPosted: 03 Mar 2013, 07:16
by JMANNO33O
I know you don't take requests, and I know you've been testing Emrakul, but a full on Eldrazi deck would make this game 10x better.

Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

PostPosted: 03 Mar 2013, 07:24
by JMANNO33O
And the 5 color cascade deck is the most fun deck ever played

=D>

Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

PostPosted: 03 Mar 2013, 09:47
by thefiremind
JMANNO33O wrote:I know you don't take requests, and I know you've been testing Emrakul, but a full on Eldrazi deck would make this game 10x better.
I know, and I'd like to make one, but I'd also like to include proper Eldrazi Spawn tokens that can be used automatically to get mana, and I haven't found a satisfying method to achieve this... yet. 8) So don't give up hope: sometimes it takes a lot of time for me to find a good solution for a problem. :wink:

Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

PostPosted: 03 Mar 2013, 13:58
by NEMESiS
JMANNO33O wrote:I know you don't take requests, and I know you've been testing Emrakul, but a full on Eldrazi deck would make this game 10x better.
May be some has made one...

[shameless self promotion]
viewtopic.php?f=102&t=9635
[/shameless self promotion]

Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

PostPosted: 06 Mar 2013, 17:55
by Hyim
thanks for the mod :) i was really bored with the normal deck until i stumbled upon the custom mods

Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

PostPosted: 07 Mar 2013, 14:10
by Takhen
excuse me, temporary patch is useful also for v7 or it is related with the v5 and if I use v7 i don't need?

Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

PostPosted: 07 Mar 2013, 14:50
by thefiremind
Takhen wrote:excuse me, temporary patch is useful also for v7 or it is related with the v5 and if I use v7 i don't need?
Good question, I was just thinking about putting some more words about that in the first post. The temporary patch fixes bugs that aren't fixed already in the current version, so if there is a temporary patch available, it is needed. On the contrary, it should be deleted when shifting to a new version (because the fixes will be moved to the new version), until a new temporary patch comes out.

Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

PostPosted: 07 Mar 2013, 17:39
by Takhen
Thanks :)
And optimus work!

And I also found Deck_1999_BSL.wad and Deck_1999_PC.wad from unknown files I downloaded: those use your 1999 number, maybe you know what they are? and a "Deck_4000_Core", it hasn't your number but I have in a folder with your name, so maybe you can recognize :lol:

Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

PostPosted: 18 Mar 2013, 09:09
by thedoo
Having an issue with a few cards. Cantivore. Went to play it, had 5 enchantments in my graveyard and it ended up dieing instantly. Expected it to come in as a 5/5. Had 2 errors in the SCRIPT_LOG from it:
Code: Select all
[lua] [string "CANTIVORE_29914_TITLE (CONTINUOUS_ACTION) [8387]"]:4:
 parameter mismatch or too few parameters [expected bzS32]


[lua] [string "CANTIVORE_29914_TITLE (CONTINUOUS_ACTION) [8387]"]:4:
 parameter mismatch or too few parameters [expected bzS32]
Another card was Whispering Specter, not sure when this error happened in gameplay but it was in the txt file:
Code: Select all
[lua] [string "WHISPERING_SPECTER_248260_TITLE (RESOLUTION_TIME_ACTION) [7198]"]:5: attempt to index local 'player' (a nil value)
.

Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

PostPosted: 18 Mar 2013, 09:55
by thefiremind
Thanks for the report. I cleaned up the code on Whispering Specter and added it to the temporary patch, but about Cantivore... I really have no idea about what to do with it: I used the same exact code as Mortivore, just changing creatures with enchantments, so if Mortivore works, I don't see why Cantivore shouldn't. Do you happen to know if you are using another mod that contains Cantivore?