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Unkle Necros themed decks! VER. 1.3 25.7.2013 TESTERS NEEDED
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Re: Unkle Necros themed decks! Version 1.3 25.7.2013
by uranose » 31 Jul 2013, 03:03
Still nothing, the game still freeze and give me an error
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Re: Unkle Necros themed decks! Version 1.3 25.7.2013
by MC Brodie » 31 Jul 2013, 03:09
I ran into the same problem when I forgot I changed a card back to it's original mana cost (which now required white). Though, the game only crashed when I tried to play against the deck I was testing. If I played the "plainsless" deck against a properly coded deck I wouldn't get a crash. Maybe I was just lucky or maybe when the AI is trying to load a deck it wants to play, an sees a card it doesn't have the mana to play, it bugs out.RiiakShiNal wrote:I don't know why it didn't crash for you. I encountered the crash when I was testing a white card for thefiremind in a deck that had no plains (I was trying to test in a / deck ) and Scion of Darkness encountered this same problem when he was working on a mono-green deck and forgot to change the land pool to have forests instead of swamps.
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Song of the Day: 46 and 2 (cover)
Song of the Day: 46 and 2 (cover)
Re: Unkle Necros themed decks! Version 1.3 25.7.2013
by Master Necro » 31 Jul 2013, 05:20
Riiak explained Simic is not usable atm because of the Elusive Krasis, play with the other decks, update will come soon with fixes and new decks.uranose wrote:Still nothing, the game still freeze and give me an error
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Re: Unkle Necros themed decks! VER. 1.3 25.7.2013 TESTERS NE
by Bundyrage » 01 Aug 2013, 01:34
Hi again necro
Imanaged to work out how to unpack mods thank you.
I have used your boros cards to make my own deck but am having the problem of all the battalion abilities activating regardless of how many creatures are attacking.
this is one of the error logs im getting, its the same for every battalion guy.
Imanaged to work out how to unpack mods thank you.
I have used your boros cards to make my own deck but am having the problem of all the battalion abilities activating regardless of how many creatures are attacking.
this is one of the error logs im getting, its the same for every battalion guy.
[lua] [string "BOROS_ELITE_17366369_TITLE (TRIGGER)~0x0000022c"]:4:
call parameter mismatch - too many or too few a parameter count declared, method Add in class __Filter
Re: Unkle Necros themed decks! VER. 1.3 25.7.2013 TESTERS NE
by Master Necro » 01 Aug 2013, 07:39
Can't really help you there since battalion works in my deck.Bundyrage wrote:Hi again necro
Imanaged to work out how to unpack mods thank you.
I have used your boros cards to make my own deck but am having the problem of all the battalion abilities activating regardless of how many creatures are attacking.
this is one of the error logs im getting, its the same for every battalion guy.[lua] [string "BOROS_ELITE_17366369_TITLE (TRIGGER)~0x0000022c"]:4:
call parameter mismatch - too many or too few a parameter count declared, method Add in class __Filter
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Re: Unkle Necros themed decks! VER. 1.3 25.7.2013 TESTERS NE
by thefiremind » 01 Aug 2013, 13:41
I wonder how you can claim this working:Master Necro wrote:Can't really help you there since battalion works in my deck.
You have 2 triggers for this ability, and the first one doesn't require 3 attacking creatures, so this battalion ability would trigger even when the creature attacks alone. Moreover, FE_IS_ATTACKING doesn't want the OP_IS parameter, it's just filter:Add( FE_IS_ATTACKING, true ).<TRIGGER value="ATTACKING" simple_qualifier="self" />
<TRIGGER value="ATTACKING" simple_qualifier="self">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_IS_ATTACKING, OP_IS, true )
return filter:CountStopAt(3) == 3
</TRIGGER>
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Currently busy with life...
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Re: Unkle Necros themed decks! VER. 1.3 25.7.2013 TESTERS NE
by Bundyrage » 03 Aug 2013, 13:33
hi Necro
Found some more issues with your cards.
it seems graft doesnt activate at all.
golgari charm gives regen to all creatures on the field when that option is selected.
ill keep looking into your cards and let you know what else i find.
Found some more issues with your cards.
it seems graft doesnt activate at all.
golgari charm gives regen to all creatures on the field when that option is selected.
ill keep looking into your cards and let you know what else i find.
Re: Unkle Necros themed decks! VER. 1.3 25.7.2013 TESTERS NE
by hawok » 06 Aug 2013, 13:28
Hi Necro.
I don't know why, but the game crash if i put the golgari and simic decks. Other decks work fine.
Thanks for the DLC.
I don't know why, but the game crash if i put the golgari and simic decks. Other decks work fine.
Thanks for the DLC.
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Re: Unkle Necros themed decks! VER. 1.3 25.7.2013 TESTERS NE
by killuminati1984 » 25 Sep 2013, 23:44
Same problem for me. All the battalion abilities will activate regardless of how many creatures are attacking. Is there a fix coming? or can someone help a noob like me to fix it on my own? Just created a deck for 3 hours and now it's not working like it's suppossed to. It seems like all creatures with batallion abilities are flawed. Any help would be deeply appriciated.
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Re: Unkle Necros themed decks! VER. 1.3 25.7.2013 TESTERS NE
by Xander9009 » 01 Oct 2013, 14:15
Hey Necro, someone asked if I'd fix your Boros deck's broken Battalion. Here's the resulting file (it's identical to the one you posted except the creatures with battalion have an updated ability). Wojek Halberdiers first strike on layer 7c was changed to layer 6 as well. Otherwise untouched. If you haven't already fixed them yourself, that is. Let me know if/when you grab it so I can remove the link (it'll be better if there aren't multiple links to a deck which might be updated I think).
Thank you firemind for posting the solution and making my as simple as copy/paste!
https://docs.google.com/file/d/0B-cZn2P ... sp=sharing
Thank you firemind for posting the solution and making my as simple as copy/paste!
https://docs.google.com/file/d/0B-cZn2P ... sp=sharing
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Re: Unkle Necros themed decks! VER. 1.3 25.7.2013 TESTERS NE
by Dreadkaiser » 03 Nov 2013, 18:41
Your Mortus strider should be activating in "any" zone too, works absolutely perfectly once you change it to "ZONE_BATTLEFIELD" in your dimic deck.
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Re: Unkle Necros themed decks! VER. 1.3 25.7.2013 TESTERS NE
by Berserker » 08 Nov 2013, 23:37
Game crashes by me, because of that wads: DATA_DLC_CULT_OF_RAKDOS, DATA_DLC_HOUSE_DIMIR, DATA_DLC_GOBLIN_TROUBLE, DATA_DLC_IZZET_LEAGUE, DATA_DLC_SIMIC_COMBINE, DATA_DLC_ORZHOV_SYNDICATE.
greets Berserker
greets Berserker
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Re: Unkle Necros themed decks! VER. 1.3 25.7.2013 TESTERS NE
by akiramaya » 01 Jan 2014, 13:03
i cant open the game when i install then mod. . .
Re: Unkle Necros themed decks! VER. 1.3 25.7.2013 TESTERS NE
by GarrukSmith » 10 Sep 2014, 06:36
I know that this is a super old thread, but as far as Jarad, Golgari Lich Lord is concerned, his activated ability:
"(1)BG, Sacrifice another creature: Each opponent loses life equal to the sacrificed creature's power"
Unlike other people in this thread issues, the creature was sacrificed just fine, and Jarad got an additional +1/+1 since the creature went into my graveyard, but the opponent didn't lose life equal to the sacrificed creature's power. The life total for my opponent remained static, and this was the AI. Could this be a glitch in the game. The only mode I didn't have activated was the "manual mana" mod, but I doubt that would have an impact on this particular situation.
Another quick question: is the power they are referring to, the sacrificed creature's root power, or if it has several +1/+1 counters on it, do those also count towards it the damage done to opponents?
Thanks!
"(1)BG, Sacrifice another creature: Each opponent loses life equal to the sacrificed creature's power"
Unlike other people in this thread issues, the creature was sacrificed just fine, and Jarad got an additional +1/+1 since the creature went into my graveyard, but the opponent didn't lose life equal to the sacrificed creature's power. The life total for my opponent remained static, and this was the AI. Could this be a glitch in the game. The only mode I didn't have activated was the "manual mana" mod, but I doubt that would have an impact on this particular situation.
Another quick question: is the power they are referring to, the sacrificed creature's root power, or if it has several +1/+1 counters on it, do those also count towards it the damage done to opponents?
Thanks!
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