Forge 11/30/2010 (unofficial BETA) version
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Forge 11/30/2010 (unofficial BETA) version
by Maraxas-of-Keld » 30 Nov 2010, 22:41
Is that link for the forge download, or is it still not working? I saved it to my documents, but it would not play.
Pardon my computer illiteracy.
Pardon my computer illiteracy.

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Re: Forge 11/30/2010 (unofficial BETA) version
by Chris H. » 30 Nov 2010, 23:40
`Maraxas-of-Keld wrote:Is that link for the forge download, or is it still not working? I saved it to my documents, but it would not play.
Pardon my computer illiteracy.
The forge download is OK. The file that is downloaded contains several thousand files which have been compressed and joined into a single file. You need to use a utility application to extract the files from the archive.
There are utilities for Windows, Mac OS and the various *nixes. Which OS are you using. Someone should be able to recommend a good utility application for you to use.
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Re: Forge 11/30/2010 (unofficial BETA) version
by friarsol » 30 Nov 2010, 23:49
WinRar and 7zip are common utilities used to extract 7z compression files.
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Re: Forge 11/30/2010 (unofficial BETA) version
by Maraxas-of-Keld » 01 Dec 2010, 00:20
I have windows 7, and I recall using Winzip the last time I installed this. I'll give it a try and edit in if it worked.
EDIT: I googled 7zip, installed that, unzipped the file, and now it works fine.
EDIT: I googled 7zip, installed that, unzipped the file, and now it works fine.

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Re: Forge 11/30/2010 (unofficial BETA) version
by SwordFishData » 01 Dec 2010, 04:27
Just noticed that the 11/30 version allowed me to play a Mox Jet during the Computer's 2nd main phase.
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Re: Forge 11/30/2010 (unofficial BETA) version
by friarsol » 01 Dec 2010, 04:43
I'm still not convinced the code was wrong, but I've changed the ordering and the bug doesn't occur.SwordFishData wrote:Just noticed that the 11/30 version allowed me to play a Mox Jet during the Computer's 2nd main phase.
I changed the ordering and it seems to be working now, so as soon as the SVN lets me submit this will be fixed.
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Re: Forge 11/30/2010 (unofficial BETA) version
by weirdingway » 01 Dec 2010, 06:12
I don't believe Undead Warchief is buffing my zombie tokens generated by Grave Titan.
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Re: Forge 11/30/2010 (unofficial BETA) version
by slapshot5 » 01 Dec 2010, 06:29
Doh. Easy fix. Just find undead_warchief.txt in cardsfolder within Forge on your computer and change the problematic line to this:weirdingway wrote:I don't believe Undead Warchief is buffing my zombie tokens generated by Grave Titan.
- Code: Select all
K:stPumpAll:Creature.Zombie+YouCtrl:2/1:No Condition:Zombie creatures you control get +2/+1.
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Re: Forge 11/30/2010 (unofficial BETA) version
by ajcgr » 01 Dec 2010, 11:50
Great Work! guys, thanks for this new version 
...but the ability of Elvish Archdruid (Other Elf creatures you control get +1/+1) is not working
.
Thanks.

...but the ability of Elvish Archdruid (Other Elf creatures you control get +1/+1) is not working

Thanks.
Re: Forge 11/30/2010 (unofficial BETA) version
by Sloth » 01 Dec 2010, 12:34
It was just a Typo. Now fixed. Thanks ajcgr.ajcgr wrote:Great Work! guys, thanks for this new version
...but the ability of Elvish Archdruid (Other Elf creatures you control get +1/+1) is not working.
Thanks.
PS: You can correct it yourself if you change the K:stPump line in elvish_archdruid.txt to:
- Code: Select all
K:stPumpAll:Creature.Elf+Other+YouCtrl:1/1:No Condition:Other Elf creatures you control get +1/+1.
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Re: Forge 11/30/2010 (unofficial BETA) version
by SwordFishData » 01 Dec 2010, 14:54
Would this bug that's you've fixed logically apply to other things besides artifacts? ie, land?I'm still not convinced the code was wrong, but I've changed the ordering and the bug doesn't occur.
I changed the ordering and it seems to be working now, so as soon as the SVN lets me submit this will be fixed.
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Re: Forge 11/30/2010 (unofficial BETA) version
by Mr.Chaos » 01 Dec 2010, 17:53
I saw the placeholder text for this thread earlier so I got all excited in advance!
And... I am not disappointed!
Hundreds of new cards and a fix/features added list so long that I will be picking up my jaw from the floor after I post this.
You guys are simply amazing!
Good thing you posted how to fix the Elvish Archdruid card because you guys messing up my elves does not make me happy!
As for being able to play a Mox during opponent's turn, that is not a bug but a feature. Maybe not a feature with much of a future, but a feature none the less. Just enjoy it while it lasts.
5 December came early this year. Haha. I am
now.
Side note: Why is there no "thumbs up" smiley? I wanted to use that in this post.
And... I am not disappointed!
Hundreds of new cards and a fix/features added list so long that I will be picking up my jaw from the floor after I post this.
You guys are simply amazing!
Good thing you posted how to fix the Elvish Archdruid card because you guys messing up my elves does not make me happy!

As for being able to play a Mox during opponent's turn, that is not a bug but a feature. Maybe not a feature with much of a future, but a feature none the less. Just enjoy it while it lasts.
5 December came early this year. Haha. I am

Side note: Why is there no "thumbs up" smiley? I wanted to use that in this post.
](./images/smilies/eusa_wall.gif)

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Re: Forge 11/30/2010 (unofficial BETA) version
by friarsol » 01 Dec 2010, 20:36
Yep. There's one function that (mostly) everything uses to check if a Sorcery could be cast.SwordFishData wrote:Would this bug that's you've fixed logically apply to other things besides artifacts? ie, land?
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Re: Forge 11/30/2010 (unofficial BETA) version
by DennisBergkamp » 01 Dec 2010, 22:57
The amount of updates made this month... just mind-blowing 

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Re: Forge 11/30/2010 (unofficial BETA) version
by friarsol » 01 Dec 2010, 23:02
Someone has been slacking.DennisBergkamp wrote:The amount of updates made this month... just mind-blowing

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