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Forge Release 03/10/2019 ver 1.6.22

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Re: Forge Release 03/10/2019 ver 1.6.22

Postby BloodReyvyn » 15 Mar 2019, 18:41

peepser wrote:
BloodReyvyn wrote:Sure thing! Here ya go: https://upload.cat/673584985e62594a
Many thanks for these awesome sound files. Improves the game immensely.
No problem, I had actually made these about a year ago and forgot about them until I started playing Forge more recently and had to re-install them after an update after hearing those old sounds. (been busy trying to work out my own game project and that's... uhhh... a lot of work to say the least, lol)

I'm glad someone is enjoying them, I did have a lot of fun making them.
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Re: Forge Release 03/10/2019 ver 1.6.22

Postby dhyttenrauch » 16 Mar 2019, 01:24

I'm having a weird issue. When I run Forge and start a commander game, the game skips my first main phase every turn and goes straight to the combat sequence. Happening even in standard games. I've reinstalled, rebooted - even running previous versions this now happens in every game I start. Help?! and thanks for all the work!
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Re: Forge Release 03/10/2019 ver 1.6.22

Postby friarsol » 16 Mar 2019, 02:55

dhyttenrauch wrote:I'm having a weird issue. When I run Forge and start a commander game, the game skips my first main phase every turn and goes straight to the combat sequence. Happening even in standard games. I've reinstalled, rebooted - even running previous versions this now happens in every game I start. Help?! and thanks for all the work!
This is listed in the FAQ. You've somehow clicked on the phase indicator of M1 and changed it from Green to Red. Just click on it again and you'll unlock the power of your precombat main phase.
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Re: Forge Release 03/10/2019 ver 1.6.22

Postby BloodReyvyn » 16 Mar 2019, 16:51

The 0/2 Illusion creature token from Mesmerizing Benthid won't display the art. I tried renaming it every which way I can think of, including possible typos, but I must be missing something.
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Re: Forge Release 03/10/2019 ver 1.6.22

Postby BloodReyvyn » 16 Mar 2019, 21:17

When the AI has First Response in play, they get a token every upkeep whether they lost life or not.
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Crash upon viewing Entomb

Postby Drizzt893 » 17 Mar 2019, 09:52

Thanks for the Update, I love playing with new cards before I trade for them.

I have noticed that whenever you select or click on Entomb in the Deck Editor tab, it crashes the game. Easily checked by searching "entomb" with the name field active and selecting Entomb.

Please let me know if there is an easy general fix for this problem as I have run into this bug before.
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Re: Forge Release 03/10/2019 ver 1.6.22

Postby AStrangerIsHere » 17 Mar 2019, 10:54

BloodReyvyn wrote:The 0/2 Illusion creature token from Mesmerizing Benthid won't display the art. I tried renaming it every which way I can think of, including possible typos, but I must be missing something.
Personally, I don't have any problem there. Is the picture in your tokens folder named u_0_2_illusion_mesmerize_rna ?
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Re: Forge Release 03/10/2019 ver 1.6.22

Postby BloodReyvyn » 17 Mar 2019, 13:43

apparently, it was missing the 'mesmerize' part... >_> Thanks though! lol
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Re: Forge Release 03/10/2019 ver 1.6.22

Postby Stampedo » 17 Mar 2019, 14:30

Isn't there something wrong with lands? I've been playing forge for a long time, and lately I couldn't stop noticing how much drawing lands is really scarce. I got between 22 and 24 lands in my decks, and I'm ALWAYS way behind AI in term of land count. I'm losing most of my quest games to AI due to lack of lands.
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Re: Forge Release 03/10/2019 ver 1.6.22

Postby BloodReyvyn » 18 Mar 2019, 00:21

I have always had issues with being mana screwed in Forge. I've even added 32 lands to my (60 card) decks and *still* gotten repeatedly mana screwed.

I've found that re-starting the game over a few times to get the game to actually shuffle your deck properly usually helps, but that means you have to lose multiple games in a row to shuffle your deck. A convenient little shuffle button somewhere would be great. I used to use Magic Workstation an age ago it seems, and that had a shuffle button to counter-act this type of shenanigans.
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Re: Forge Release 03/10/2019 ver 1.6.22

Postby Stampedo » 18 Mar 2019, 01:32

Is that possible to add an exception to abrupt decay when a player is trying to counter it? Just made the mistake, was going too fast, and I just lost my counterspell. A simple reminder "this spell can't be countered" would be great.
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Re: Forge Release 03/10/2019 ver 1.6.22

Postby Stampedo » 19 Mar 2019, 01:47

How can I remove all those quest decks filled with power9 cards? They're just not fun to play against.
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Re: Forge Release 03/10/2019 ver 1.6.22

Postby RumbleBBU » 19 Mar 2019, 11:53

BloodReyvyn wrote:I have always had issues with being mana screwed in Forge. I've even added 32 lands to my (60 card) decks and *still* gotten repeatedly mana screwed.
Hahah, I know exactly what you're talking about! In my current quest game, my monocolor deck is almost 50% land. Not because I have mana-intensive spells in it (I don't!) but because I'm frequently drawing 1-land or 0-land hands, mulliganing down to three because of that (and no, that does not usually help your chances of winning!), and so on. My opponent slooowwly chucks my life away with a single 2-power creature while I helplessly draw spell, spell, spell, spell, spell (discard down to 7 at EOT), spell (discard), spell (discard)...talk about frustrating!

Bottom line, that's what you get with pseudorandom RNGs. Sometimes you get unlucky/unlikely rows like that (to simulate the occasional unlikely but possible random pattern). If you want true randomness, the real-world computer application you need would be photon-based quantum phase randomization - not gonna happen without specific hardware.
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Re: Forge Release 03/10/2019 ver 1.6.22

Postby Stampedo » 19 Mar 2019, 12:07

RumbleBBU wrote:
BloodReyvyn wrote:I have always had issues with being mana screwed in Forge. I've even added 32 lands to my (60 card) decks and *still* gotten repeatedly mana screwed.
Hahah, I know exactly what you're talking about! In my current quest game, my monocolor deck is almost 50% land. Not because I have mana-intensive spells in it (I don't!) but because I'm frequently drawing 1-land or 0-land hands, mulliganing down to three because of that (and no, that does not usually help your chances of winning!), and so on. My opponent slooowwly chucks my life away with a single 2-power creature while I helplessly draw spell, spell, spell, spell, spell (discard down to 7 at EOT), spell (discard), spell (discard)...talk about frustrating!

Bottom line, that's what you get with pseudorandom RNGs. Sometimes you get unlucky/unlikely rows like that (to simulate the occasional unlikely but possible random pattern). If you want true randomness, the real-world application you need would be photon-based quantum phase randomization - not gonna happen without specific hardware.
The opposite happens too. I can't remember how many games were lost because I couldn't draw any terrain, and next game I would only draw terrains...
I know this situation happens in real life, but I'm usually making sure my terrains are evenly split in my deck before shuffling, being mana screwed rarely happens to me in real life.
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Re: Forge Release 03/10/2019 ver 1.6.22

Postby friarsol » 19 Mar 2019, 13:24

Stampedo wrote:The opposite happens too. I can't remember how many games were lost because I couldn't draw any terrain, and next game I would only draw terrains...
I know this situation happens in real life, but I'm usually making sure my terrains are evenly split in my deck before shuffling, being mana screwed rarely happens to me in real life.
You do realize evenly splitting your land before shuffling is either cheating or a waste of time right? Getting lots of runs of no land or all land is called variance. It has nothing to do with the shuffler being wrong.
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