[Fixed] Bug Archive
Moderators: BAgate, drool66, stassy, Aswan jaguar, gmzombie, CCGHQ Admins
Re: Memoricide
by Gargaroz » 09 Nov 2011, 17:31
Fixed.
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- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: [fixed by Gargaroz]Myr Welder
by Aswan jaguar » 09 Nov 2011, 21:11
So besides the code for the card to be recognized by the engine you implement code for the AI to play the card correctly?Is this more or less how it's done or I am totally wrong, could you enlighten me please?
Since for the player the card works as it is supposed to,why not make AI as you did recognize it as 1/1pumber so it can play it but when it comes in play to have the engine make it have all the abilities of creatures in graveyard.
Maybe Development needs a topic where matters about cards and AI (within the limitations of not having the code,old game engine....)can be discussed and ideas about tricks or ways to overcome problems,or how to help poor AI a bit,mainly from coders-developers but even for us who don't know anything about coding,if we know in non coding language how things are done maybe we can offer some ideas.Most of them will certainly be rubbish but few may actually give you ideas to improve these cards.Just the thoughts of a simple Electrician.Of course I would be more of a use to put more or better lights in your place
Since for the player the card works as it is supposed to,why not make AI as you did recognize it as 1/1pumber so it can play it but when it comes in play to have the engine make it have all the abilities of creatures in graveyard.
Maybe Development needs a topic where matters about cards and AI (within the limitations of not having the code,old game engine....)can be discussed and ideas about tricks or ways to overcome problems,or how to help poor AI a bit,mainly from coders-developers but even for us who don't know anything about coding,if we know in non coding language how things are done maybe we can offer some ideas.Most of them will certainly be rubbish but few may actually give you ideas to improve these cards.Just the thoughts of a simple Electrician.Of course I would be more of a use to put more or better lights in your place
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Re: [fixed by Gargaroz]Myr Welder
by Gargaroz » 10 Nov 2011, 01:17
The coding process about the AI work more or less like this : if the card can be putted in one of the "categories" of the original Manalink (the one coded in the CSV as DB Type Card) plus few more (that are coding in a unclera way through the "Reserved Infos" in Magic.exe), it's not big deal.
However, if I'm coding stuff like Planeswalker (multi-purpose cards), in order to play a more enjoyable duel a bit of additional AI is required.
Another example : recently, I recoded most of the creatures that sac creatures to do stuff in order for them to recognize the creatures worth sacrificing (Bloodghast, Anger and so on).
For the Myr Welder, is too complex to foresee what the AI could remove and what abilities it will get : a sort of AI could be done, but will be clumsy and will probably take a lot of CPU power to work correctly, so I won't do it.
Finally, your suggestion is interesting, I'll post a thread in the Bug forum to ask if the community will like some more AI for certain cards. And, if you're willing to learn coding, I'll greatly appreciate
However, if I'm coding stuff like Planeswalker (multi-purpose cards), in order to play a more enjoyable duel a bit of additional AI is required.
Another example : recently, I recoded most of the creatures that sac creatures to do stuff in order for them to recognize the creatures worth sacrificing (Bloodghast, Anger and so on).
For the Myr Welder, is too complex to foresee what the AI could remove and what abilities it will get : a sort of AI could be done, but will be clumsy and will probably take a lot of CPU power to work correctly, so I won't do it.
Finally, your suggestion is interesting, I'll post a thread in the Bug forum to ask if the community will like some more AI for certain cards. And, if you're willing to learn coding, I'll greatly appreciate
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Gargaroz
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Re: [fixed by Gargaroz]Myr Welder
by Aswan jaguar » 10 Nov 2011, 05:30
Gargaroz thanks for the simple and clear answer for a non-coder to understand.
We all have seen that you constantly try to find ideas to make the cards we have already, better and better and help AI with them as much as can be done, to have better interaction with other cards and more.The idea is when coders and rest of us talk-give ideas maybe sometimes we can help you and take a bit of the burden.BY NO MEANS I DON'T WANT TO PUT MORE BURDEN TO YOU!
Of course,if more developers got interested it would be great but I know that without the source code the job is not easy and is only for the ones who can deal with a HUGE CHALLENGE.
We all have seen that you constantly try to find ideas to make the cards we have already, better and better and help AI with them as much as can be done, to have better interaction with other cards and more.The idea is when coders and rest of us talk-give ideas maybe sometimes we can help you and take a bit of the burden.BY NO MEANS I DON'T WANT TO PUT MORE BURDEN TO YOU!
Of course,if more developers got interested it would be great but I know that without the source code the job is not easy and is only for the ones who can deal with a HUGE CHALLENGE.
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Aswan jaguar - Super Tester Elite
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[fixed by Gargaroz]Glimmerpost
by stassy » 10 Nov 2011, 09:09
Describe the Bug:
AI doesn't seem to get life when casting Glimmerpost while it work perfectly for the player
Which card did behave improperly ?
Glimmerpost
Which Version did you use ?(Constructed, Limited)and which update(date,name)
NLV2
What exactly should be the correct behavior/interaction ?
AI should get life from casting Glimmerpost (at least 1 life if no Glimmetpost are already on the battlefield)
Are any other cards possibly affected by this bug ?
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AI doesn't seem to get life when casting Glimmerpost while it work perfectly for the player
Which card did behave improperly ?
Glimmerpost
Which Version did you use ?(Constructed, Limited)and which update(date,name)
NLV2
What exactly should be the correct behavior/interaction ?
AI should get life from casting Glimmerpost (at least 1 life if no Glimmetpost are already on the battlefield)
Are any other cards possibly affected by this bug ?
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- Attachments
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2.zip- (3.11 KiB) Downloaded 59 times
Last edited by Aswan jaguar on 10 Nov 2011, 16:49, edited 1 time in total.
Reason: fixed bug
Reason: fixed bug
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[fixed by GargarozSolemn Simulacrum
by stassy » 10 Nov 2011, 09:27
Describe the Bug:
Solemn Simulacrum doesn't allow to draw a card when buried from the battlefield
Which card did behave improperly ?
Solemn Simulacrum
Which Version did you use ?(Constructed, Limited)and which update(date,name)
NLV2
What exactly should be the correct behavior/interaction ?
Solemn Simulacrum should allow to draw a card when buried from the battlefield
Are any other cards possibly affected by this bug ?
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When Solemn Simulacrum die, an effect occur but nothing happen
Solemn Simulacrum doesn't allow to draw a card when buried from the battlefield
Which card did behave improperly ?
Solemn Simulacrum
Which Version did you use ?(Constructed, Limited)and which update(date,name)
NLV2
What exactly should be the correct behavior/interaction ?
Solemn Simulacrum should allow to draw a card when buried from the battlefield
Are any other cards possibly affected by this bug ?
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When Solemn Simulacrum die, an effect occur but nothing happen
- Attachments
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1.zip- (2.7 KiB) Downloaded 54 times
Last edited by Aswan jaguar on 14 Nov 2011, 19:02, edited 1 time in total.
Reason: fixed bug
Reason: fixed bug
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[fixed by Gargaroz]Mystifying Maze
by stassy » 10 Nov 2011, 13:55
Describe the Bug:
Mystifying Maze exile effect will change the creature affected to another one when back into the battlefield
Which card did behave improperly ?
Mystifying Maze
Which Version did you use ?(Constructed, Limited)and which update(date,name)
NLV2
What exactly should be the correct behavior/interaction ?
Creature affected by Mystifying Maze should correctly goes back into the battlefield once effect end
Are any other cards possibly affected by this bug ?
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Might be a cvs assignment error as the morphed creature is "fixed" (for example a mystified Elvish Archers will become a Force of Nature)
Really mystifying huh?
Mystifying Maze exile effect will change the creature affected to another one when back into the battlefield
Which card did behave improperly ?
Mystifying Maze
Which Version did you use ?(Constructed, Limited)and which update(date,name)
NLV2
What exactly should be the correct behavior/interaction ?
Creature affected by Mystifying Maze should correctly goes back into the battlefield once effect end
Are any other cards possibly affected by this bug ?
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Might be a cvs assignment error as the morphed creature is "fixed" (for example a mystified Elvish Archers will become a Force of Nature)
Really mystifying huh?
- Attachments
-
a.zip- (2.45 KiB) Downloaded 60 times
Last edited by Aswan jaguar on 10 Nov 2011, 16:49, edited 1 time in total.
Reason: fixed bug
Reason: fixed bug
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Re: Glimmerpost
by Gargaroz » 10 Nov 2011, 16:23
Fixed.
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Gargaroz
- Programmer
- Posts: 7095
- Joined: 06 Nov 2009, 11:11
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Re: Mystifying Maze
by Gargaroz » 10 Nov 2011, 16:27
Fixed.
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Gargaroz
- Programmer
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Re: [confirmed]Koth of the Hammer
by Gargaroz » 10 Nov 2011, 17:11
Fixed.
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Gargaroz
- Programmer
- Posts: 7095
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[fixed By Gargaroz]Myr Galvanizer doesn't work
by Aswan jaguar » 10 Nov 2011, 17:11
Describe the Bug:
None of the abilities work not pump Myr,not untap other Myr
Which card did behave improperly ?
Myr Galvanizer
Which Version did you use ?(Constructed, Limited)and which update(date,name)
NLimited V2
What exactly should be the correct behavior/interaction ?
Pump Myr-untap Myr
Are any other cards possibly affected by this bug ?
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None of the abilities work not pump Myr,not untap other Myr
Which card did behave improperly ?
Myr Galvanizer
Which Version did you use ?(Constructed, Limited)and which update(date,name)
NLimited V2
What exactly should be the correct behavior/interaction ?
Pump Myr-untap Myr
Are any other cards possibly affected by this bug ?
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Last edited by Aswan jaguar on 10 Nov 2011, 17:45, edited 1 time in total.
Reason: fixed bug
Reason: fixed bug
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Aswan jaguar - Super Tester Elite
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Re: [wait fix confirmation]Trigon of Mending
by Gargaroz » 10 Nov 2011, 17:12
Fixed.
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Gargaroz
- Programmer
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Re: Myr Galvanizer doesn't work
by Gargaroz » 10 Nov 2011, 17:14
I forgot to update the code pointer for that slot.
Fixed.
Fixed.
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Gargaroz
- Programmer
- Posts: 7095
- Joined: 06 Nov 2009, 11:11
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[fixed by Gargaroz]Consecrated Sphinx
by Megres » 10 Nov 2011, 22:12
Describe the Bug:
The Consecrated Sphinx ability doesn't work.
Which card did behave improperly ?
Consecrated Sphinx.
Which Version did you use ?(Constructed, Limited)and which update(date,name)
New Limited v.2.
What exactly should be the correct behavior/interaction ?
The Consecrated Sphinx ability should trigger every time my opponent draws a card.
Are any other cards possibly affected by this bug ?
No.
The Consecrated Sphinx ability doesn't work.
Which card did behave improperly ?
Consecrated Sphinx.
Which Version did you use ?(Constructed, Limited)and which update(date,name)
New Limited v.2.
What exactly should be the correct behavior/interaction ?
The Consecrated Sphinx ability should trigger every time my opponent draws a card.
Are any other cards possibly affected by this bug ?
No.
- Attachments
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Consecrated Sphinx.rar- (1.63 KiB) Downloaded 59 times
Last edited by Aswan jaguar on 20 Feb 2012, 15:56, edited 4 times in total.
Reason: fixed bug
Reason: fixed bug
[fixed by Gargaroz]Venser the Sojourner
by Masaaki » 11 Nov 2011, 06:57
Describe the Bug:
Venser the Sojourner's abilities can't be activated.
Which card did behave improperly ?
Venser the Sojourner
Which Version did you use ?(Constructed, Limited)and which update(date,name)
New Limited v2
What exactly should be the correct behavior/interaction ?
Venser the Sojourner's abilities should be activated like any other planeswalkers'.
Are any other cards possibly affected by this bug ?
Other planeswalkers
Venser the Sojourner's abilities can't be activated.
Which card did behave improperly ?
Venser the Sojourner
Which Version did you use ?(Constructed, Limited)and which update(date,name)
New Limited v2
What exactly should be the correct behavior/interaction ?
Venser the Sojourner's abilities should be activated like any other planeswalkers'.
Are any other cards possibly affected by this bug ?
Other planeswalkers
- Attachments
-
Venser.rar- (2 KiB) Downloaded 60 times
Last edited by Aswan jaguar on 11 Nov 2011, 14:07, edited 2 times in total.
Reason: fixed bug
Reason: fixed bug
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