Re: Community Wad
Thanks Xander. I'll try the Metallic Mimic fix today once the new CW is available.
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This has been fixed. It will appear in next CW update.tmxk2012917 wrote:Card (FOUL_ORCHARD_CW_410043) in wad DATA_DLC_COMMUNITY_CORE has a FILENAME tag that does not match which will cause problems in-game: FOUL_ORCHARD_MM_CW_410043
Awesome! Thanks for testing it.tmxk2012917 wrote:Besides, I think Metallic Mimic works now. Its type could be Servo.
This has been fixed. A note though, if you have "Always use optional abilities" checked in your settings, many of the "may" abilities will automatically happen rather than giving you a choice. That wasn't the problem here, but just wanted to mention it for awareness.tmxk2012917 wrote:Lifecraft Bestiary: When I cast a creature spell, a green mana was paid automatically. Besides, I could draw a card even though I did not have enough mana to pay for it.
I think I found the problem. The trigger wasn't checking for an amount greater than 0, so it was reacting whether the amount was negative or positive. I have fixed it and uploaded. If you can, please test when the CW has been updated.tmxk2012917 wrote:Winding Constrictor: When I spent a energy counter via Aether Hub, I got two extra energy counters instead. There were 3 Winding Constrictor on my battleground. WIthout Winding Constrictor, the energy system worked well.
Keep in mind you can hit the 'thanks' button on a post. It'll show up on the user's info on the right of their posts.tmxk2012917 wrote:Thanks for all the work you do.
You'r eright that there's no way to trigger off of mana ability blocks. The issues with adding two mana abilities to a card are what prompted Riiak to make the manual mana abilities.Splinterverse wrote:I've been thinking about lands and I have a few thoughts/questions.
I play almost exclusively against AI opponents. The non-MM lands are an improvement in that the AI can use them, but I'm finding a problem, particularly in two-color decks. Since the cards always list the mana in color wheel order, any dual lands in a deck are basically all going to be the first color for the AI player. For example, if a Red-White deck has 4 copies of Plateau and 4 copies of Sacred Foundry, that is really 8 mountains to the AI player since the AI player doesn't ever change the default mana choice on the non-MM cards. (With the MM cards, it does nothing, so it's still an improvement to work with non-MM.)
Xander, I know you are working on some improvements to lands. Will your changes make any improvements in this area?
Out of curiosity, I did try adding two mana ability blocks to a test card to see what it would do. Interestingly, both worked, but it only tapped for the lowest one in the file. The higher one became an infinite source of that color because it would never tap. Unfortunately, I don't believe we can trigger off of mana ability blocks, so I don't know of any way we could force it to tap. If we could, that would be great because essentially the card could be automatically tapped for any color of mana it included. (I doubt there is a way to do this, just mentioning on the 0.001% chance.)
So depending on Xander's answer to the question above, a couple of other thoughts . . .
1.) We could make AI friendly versions of some dual lands that reverse the order of the two mana symbols. When included in a deck, the human player wouldn't notice anything different (other than card text), but the AI player would have 4 plains and 4 mountains in the above cited example. This doesn't work for every deck and would have to be handled carefully. As you may have read, I've been making "AI friendly" versions of many of the decks in the CW. To do that with the current cards we have, I've had to adjust the default basic land counts in some decks. I hate to do this because it could throw off the balance, but as I said, I'm almost exclusively playing against AI, so it is essential. Most of the decks in the CW contain MM lands, so I have to update them any way.
2.) If there aren't any other ways to make the lands better for AI, could we add some code to the non-MM lands that (1) checks to see if the controller is AI (2) if the controller is AI, it checks the chroma count of the hand and then (3) adjusts the default mana type based on chroma count. There are some issues with this approach: (a) it doesn't account for mana needs on the battlefield in terms of activated abilities and (b) it doesn't account for similar cards on the battlefield doing the same thing (in other words, all copies of Sacred Foundry would make themselves default to the same color). An alternative might be to base it on the amount of basic lands in play, but even that wouldn't be perfect.
I'd love to find some sort of solution. I hesitate to add two-color decks to the game now because it has been an issue. Three-color is an improvement because the color wheel situation is less of a problem (you usually end up with one dual land with each color as a default). Four-color and five-color are mostly impossible for the AI to play well because they really depend on a player's ability to switch lands' mana color to meet the needs.
CW_Mana_AddColor = function(sCost, iColor)
asSymbols = {"{W}", "{U}", "{B}", "{R}", "{G}"}
asSymbols[0] = "{1}" -- 0 should be colorless, but it can't be put into the initialization because LUA tables' first element is 1, not 0.
return sCost..asSymbols[iColor]
endI have fixed Toolcraft Exemplar and uploaded it. It should appear in the next CW update (which is usually daily at night).addict insane wrote:Hello, I'm sorry if these bugs have already been addressed, but I haven't been here in a while.
Toolcraft Exemplar: Doesn't get first strike when 3 or more artifacts are controlled.
Kozilek, the great distortion: Impossible to cast using aetherworks marvel. May be due to the restriction with colorless mana.
Also, I can't cast lands with Aetherworks Marvel, though I'm not sure if this is an Paper MTG mechanic as well or a bug per se.
). I think it probably does have to do with the specific colorless mana.
in order to cast him. That's basically it. Its cost is simply
, but it has an availability block which prevents it from being cast unless the player actually has two colorless mana. I hadn't considered the scenario of casting without paying the mana cost, but in order to fix it, we'd need to modify the function it uses to also return true if it's being cast for free, not only true in the case of having colorless mana. Unfortunately, I don't know how to do that.I believe I have fixed the MM version of Gavony Township. I haven't tested it, so please do if you have time. I have uploaded it so it should appear in the next CW update.addict insane wrote:Also
Gavony Township: Even though I have the Manual Mana version, it taps by itself paying for an extra mana cost of everything I play. Say, a stoneforge mystic should need to lands, but Gavony Township taps itself as a third land paying for mana. When you get the choice to choose how to pay for spells, I press control to change how I pay for the spell but Gavony Township is always set to pay for an extra "ghost" mana if you wanna call it that.
It seems not to happen with all spells, but I think you can try Intangible Virtue with it, it's currently giving me the bug of costing three mana with the gavony.