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Nivmizzet1's mod DLC [14 decks - 2 NEW] -- 10 Jul 2013

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Re: Nivmizzet1's mod DLC [9 decks] (last updated 02/05/2013)

Postby nivmizzet1 » 03 May 2013, 13:53

RiiakShiNal wrote:
nivmizzet1 wrote:it's the only card in there now that has black in it's casting cost (since I replaced the single copy of Tragic Slip that I had in there for a third Path to Exile), so I need it to have swamps in there.
You should be able to forcibly put swamps into the deck using the LandConfig tag and the minSwamp attribute. If you want to manually specify all land for the deck using the LandConfig tag you can specify ignoreCmcOver="0" then use the other min attributes to specify the exact basic lands you want present.
I've tried using the LandConfig tag and minLand attribute to force a colour into a deck, but I couldn't get the land to appear in the deck unless I had a card with that colour land in it's casting cost.

So how does the ignoreCmcOver="0" thing work? If I wanted to specify 11 swamps and 5 plains would I just put:
Code: Select all
<LandConfig ignoreCmcOver="0" minPlains="5" minSwamp="11" />
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Re: Nivmizzet1's mod DLC [9 decks] (last updated 02/05/2013)

Postby RiiakShiNal » 03 May 2013, 20:30

nivmizzet1 wrote:I've tried using the LandConfig tag and minLand attribute to force a colour into a deck, but I couldn't get the land to appear in the deck unless I had a card with that colour land in it's casting cost.

So how does the ignoreCmcOver="0" thing work? If I wanted to specify 11 swamps and 5 plains would I just put:
Code: Select all
<LandConfig ignoreCmcOver="0" minPlains="5" minSwamp="11" />
The ignoreCmcOver attribute tells the engine to ignore cards that have a Converted Mana Cost over the specified amount for determining what lands to add. If you specify an ignoreCmcOver of "0" then it basically ignores all cards that have a casting cost and has to rely on the min attributes to determine what lands to add. This was initially discovered by BlindWillow (initial discovery of ignoreCmcOver) and thefiremind (adjusting the value to 0) here.

So, yes, that LandConfig should give you a minimum of 5 Plains and 11 Swamps if that would give you 60 or less cards (it may decide to add more if there is still less than 60 cards.
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Re: Nivmizzet1's mod DLC [9 decks] (last updated 02/05/2013)

Postby nivmizzet1 » 04 May 2013, 02:18

RiiakShiNal wrote:
nivmizzet1 wrote:I've tried using the LandConfig tag and minLand attribute to force a colour into a deck, but I couldn't get the land to appear in the deck unless I had a card with that colour land in it's casting cost.

So how does the ignoreCmcOver="0" thing work? If I wanted to specify 11 swamps and 5 plains would I just put:
Code: Select all
<LandConfig ignoreCmcOver="0" minPlains="5" minSwamp="11" />
The ignoreCmcOver attribute tells the engine to ignore cards that have a Converted Mana Cost over the specified amount for determining what lands to add. If you specify an ignoreCmcOver of "0" then it basically ignores all cards that have a casting cost and has to rely on the min attributes to determine what lands to add. This was initially discovered by BlindWillow (initial discovery of ignoreCmcOver) and thefiremind (adjusting the value to 0) here.

So, yes, that LandConfig should give you a minimum of 5 Plains and 11 Swamps if that would give you 60 or less cards (it may decide to add more if there is still less than 60 cards.
ignoreCmcOver="0" works, but the game doesn't recognise my minLand assignments.

I just tried
Code: Select all
  <LandConfig ignoreCmcOver="0" minForest="1" minSwamp="2" minPlains="11" numSpellsThatCountAsLand="10" />
and it gave me 2 mountain, 2 island, 3 plains, 3 forest, and 4 swamp.
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Re: Nivmizzet1's mod DLC [9 decks] (last updated 02/05/2013)

Postby gorem2k » 04 May 2013, 11:30

I think it's because you have other 0 cost mana cards like terramorphic expanse so it reduces free slots for colored ones.
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Re: Nivmizzet1's mod DLC [9 decks] (last updated 02/05/2013)

Postby RiiakShiNal » 04 May 2013, 15:06

nivmizzet1 wrote:ignoreCmcOver="0" works, but the game doesn't recognise my minLand assignments.

I just tried
Code: Select all
  <LandConfig ignoreCmcOver="0" minForest="1" minSwamp="2" minPlains="11" numSpellsThatCountAsLand="10" />
and it gave me 2 mountain, 2 island, 3 plains, 3 forest, and 4 swamp.
The problem here is that the game doesn't like the numSpellsThatCountAsLand combined with ignoreCmcOver="0".

This gives the expected 1 Forest, 2 Swamps, and 11 Plains:
Code: Select all
  <LandConfig ignoreCmcOver="0" minForest="1" minSwamp="2" minPlains="11" />
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Re: Nivmizzet1's mod DLC [9 decks] (last updated 02/05/2013)

Postby nivmizzet1 » 09 May 2013, 05:45

RiiakShiNal wrote:
nivmizzet1 wrote:ignoreCmcOver="0" works, but the game doesn't recognise my minLand assignments.

I just tried
Code: Select all
  <LandConfig ignoreCmcOver="0" minForest="1" minSwamp="2" minPlains="11" numSpellsThatCountAsLand="10" />
and it gave me 2 mountain, 2 island, 3 plains, 3 forest, and 4 swamp.
The problem here is that the game doesn't like the numSpellsThatCountAsLand combined with ignoreCmcOver="0".

This gives the expected 1 Forest, 2 Swamps, and 11 Plains:
Code: Select all
  <LandConfig ignoreCmcOver="0" minForest="1" minSwamp="2" minPlains="11" />
Thanks. Got it working. Have decided to completely do away with spectral procession. I plan to upload the new and improved (imo) "Strength in Numbers" deck mod in the days to come.
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Re: Nivmizzet1's mod DLC [9 decks] (last updated 02/05/2013)

Postby nivmizzet1 » 09 May 2013, 13:03

updated: modified "Strength in Numbers". IMO it plays better now and is more enjoyable. Part of this revamp was to remove Spectral Procession, as it couldn't be displayed properly.

If anybody downloads the new deck but then finds they preferred the old deck, it's available from here (I think the core file still supports it).


EDIT: updated (13/05/2013): modified "Fire and Lightning".
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Re: Nivmizzet1's mod DLC [9 decks] (last updated 13/05/2013)

Postby BloodReyvyn » 19 May 2013, 17:06

Thanks for these, having a blast with all these custom decks.

One issue maybe a bad DL, I'll try again... but Equipped for War has only 24 cards when I try to play it. No creatures at all and maybe 6 equipment, everything else is just basic lands.


BTW - Bloody Oath and Divine Intervention decks' links not working for me.
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Re: Nivmizzet1's mod DLC [9 decks] (last updated 13/05/2013)

Postby BloodReyvyn » 20 May 2013, 19:03

Fixed the problem. Your core package was not packed into a .wad file, just the unpacked directory. I packed it and stuck it in the install directory and all is good now. :)
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Re: Nivmizzet1's mod DLC [9 decks] (last updated 13/05/2013)

Postby nivmizzet1 » 23 May 2013, 16:01

BloodReyvyn wrote:Thanks for these, having a blast with all these custom decks.

One issue maybe a bad DL, I'll try again... but Equipped for War has only 24 cards when I try to play it. No creatures at all and maybe 6 equipment, everything else is just basic lands.


BTW - Bloody Oath and Divine Intervention decks' links not working for me.
Thanks for showing your appreciation. :)

I'm not sure why those decks aren't downloading for you -- I just tried downloading them and they worked fine.
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Re: Nivmizzet1's mod DLC [9 decks] (last updated 13/05/2013)

Postby nivmizzet1 » 23 May 2013, 16:07

BloodReyvyn wrote:Fixed the problem. Your core package was not packed into a .wad file, just the unpacked directory. I packed it and stuck it in the install directory and all is good now. :)
Sorry about that. Thanks for pointing it out! Fixed.
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Re: Nivmizzet1's mod DLC [9 decks] (last updated 13/05/2013)

Postby nivmizzet1 » 01 Jun 2013, 10:46

a few new decks (and full revamp) coming very soon...
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Re: Nivmizzet1's mod DLC [13 decks - 4 NEW] (updated 02/06/2

Postby nivmizzet1 » 02 Jun 2013, 14:19

- 4 NEW DECKS ADDED!!
- Cosmetic changes made to 3 decks -- "Blood Oath", "Rise of Irindu", and "Divine Intervention" (re-download them if you want to see).

And don't forget to download the CORE WAD file!

New screenshots for the OP, and a Knight deck, will come soon...
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Re: Nivmizzet1's mod DLC [13 decks - 5 NEW] (updated 5 Jun 2

Postby nivmizzet1 » 05 Jun 2013, 12:09

Knight deck has been added!

(note: the knight deck was already supported in the core WAD introduced with the most recent 4 decks, so if you downloaded my core WAD after 2 June, then you don't need to re-download it.)
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Re: Nivmizzet1's mod DLC [14 decks - 2 NEW] -- 10 Jul 2013

Postby nivmizzet1 » 10 Jul 2013, 12:50

I know 2014 has been out a while now, and probably nobody is interested in playing 2013 mods anymore, but I wanted to tie up some loose ends in my DLC.

In this update I have:

Added 2 new decks -- "Fire in the Skies" and "The Allure of Brilliance". I actually made these before 2014 came out, but never got around to adding them to my DLC.

I removed 2 decks "Humble in Victory" and "Blood Oath". Humble in Victory was too annoying/boring to play with and against as it only has one tactic and is extremely inefficient -- I only made it because I wanted to make a deck that used Humility; and Blood Oath was just a hodge-podge of crap -- it was my first deck and I only made it to test my modding skills.

I implemented thefiremind's transform mechanic.

I changed the deck "Blood Frenzy" to be mono-black, as the white wasn't really a good fit. I think the mono-black version has some extra depth to it and is more fun (and probably slightly more powerful). It's also much more fun to use now that I've implemented thefiremind's transform mechanic.

I also nerfed the deck "A Cursed Night". I originally tried to keep it as close as possible to the original deck that "inspired" it, but after playing a bit in my DLC meta it felt way too powerful...so I nerfed it. It's not quite as powerful (consitent), but it's probably a bit more fun to play, as there is now more potential interaction.

I think I also modified Fire and Lightning, but I'm not sure -- if I did, it wasn't a big change.

PS Don't forget to re-download the CORE FILE!!
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