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Current Known Bugs list

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Re: Current Known Bugs list

Postby Mr.Chaos » 23 Jan 2010, 09:52

Cumulative upkeep is not handled correctly, I think.
How it should be: At the beginning of your upkeep, put an age counter on the upkeep card, then pay the upkeep cost for each age counter on it or sac it.
How it is in Forge: Illusionary Forces has 2 age counters, yet compy only tapped 1 island to pay the upkeep.
Obviously, the game pays the upkeep BEFORE adding a counter, instead of AFTERWARDS, as it is supposed to do.
*mumbles on about a cheating goodfernothin*
Song for the moment: Queen - Liar.
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: Current Known Bugs list

Postby Almost_Clever » 24 Jan 2010, 04:39

Despite the card and the in-game prompt saying I need to discard a noncreature card when I play Drekavac, the game will only let me discard a creature card.
The computer somehow piggybacks off of my Fastbond and puts all of its land into play (excuse me, "onto the battlefield" :D ) on its next turn (and without losing any life). I'm unable to cheat any extra lands into play when the computer plays Fastbond.
A woman came up to me and said / "I'd like to poison your mind / With wrong ideas that appeal to you / Though I am not unkind."
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Re: Current Known Bugs list

Postby DennisBergkamp » 24 Jan 2010, 04:55

Mr.Chaos wrote:Cumulative upkeep is not handled correctly, I think.
How it should be: At the beginning of your upkeep, put an age counter on the upkeep card, then pay the upkeep cost for each age counter on it or sac it.
How it is in Forge: Illusionary Forces has 2 age counters, yet compy only tapped 1 island to pay the upkeep.
Obviously, the game pays the upkeep BEFORE adding a counter, instead of AFTERWARDS, as it is supposed to do.
*mumbles on about a cheating goodfernothin*
Song for the moment: Queen - Liar.
Actually what's happening here is spaces get appended incorrectly (so the AI gets to pay UU instead of U U, which means something like "pay blue or blue" I suppose).
This worked fine in the previous version, but I messed things up when I converted the String into a Stringbuilder (for better performance). Will be fixed for the next version...
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Re: Current Known Bugs list

Postby Mr.Chaos » 24 Jan 2010, 08:52

I ran into an odd situation while playing.
My deck: ThoptherControl.
Compy's deck: W-moat
The situation: Compy has Ghostly Prison in play and I have a pile of thopter tokens I want to attack with. Should be no problem since I have a Tolarian Academy in play.
The catch: You go into attack phase. The only thing the game allows at this point is to announce attackers. So... I cannot tap the Academy before announchment of attackers for mana to pay the 2 for each attacker. And after announchment of attackers, the game demands payment for each attacker and the Academy cannot be tapped then either!
Other mana sourches can be tapped, but cards like Tolarian Academy and Priest of Titania, cannot be accessed for mana directly, they put it in the manapool first.
And that is the problem. The current way these cards work, makes them utterly useless against cards like Ghostly Prison, while they should be the perfect answer to it instead!

The way I see it, fixing this can be done by either:
changing the way the mana cards work or:
altering the phases so you can use the mana cards in their current form.
In short: I want my mana back! :cry:
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: Current Known Bugs list

Postby zerker2000 » 24 Jan 2010, 09:31

FYI, stack skipping mana abilities is currently hardcoded into the Stack, which is a third way of accomplishing the "instant resolve" goal.
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Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.


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Re: Current Known Bugs list

Postby Professor » 25 Jan 2010, 17:28

Don't know if this is a bug or an "exploit", but here goes.
When deckbuilding after a draft, if I use the filters, the original cards are restored to the unused cards list when I unclick the filter.

What I mean is, I add a card to my deck, try out a filter, then turn off that filter. When the unused card list refreshes, it has the original drafted list again, including cards which I've already moved to my deck. I can then add the same cards to my deck again.

It was fun once, with 4 Terminates and 4 Hymns, etc., but now it's just annoying because I can't tell whether I'm considering adding a card I really drafted, or its ghost. I guess the workaround would be to not use filters.

I haven't seen this posted here before, but it has to be pretty common to run across, right?
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Re: Current Known Bugs list

Postby DennisBergkamp » 25 Jan 2010, 18:26

Yeah, it's also present in the Quest mode.
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Re: Current Known Bugs list

Postby DennisBergkamp » 25 Jan 2010, 21:53

Mr.Chaos wrote:I ran into an odd situation while playing.
My deck: ThoptherControl.
Compy's deck: W-moat
The situation: Compy has Ghostly Prison in play and I have a pile of thopter tokens I want to attack with. Should be no problem since I have a Tolarian Academy in play.
The catch: You go into attack phase. The only thing the game allows at this point is to announce attackers. So... I cannot tap the Academy before announchment of attackers for mana to pay the 2 for each attacker. And after announchment of attackers, the game demands payment for each attacker and the Academy cannot be tapped then either!
Other mana sourches can be tapped, but cards like Tolarian Academy and Priest of Titania, cannot be accessed for mana directly, they put it in the manapool first.
And that is the problem. The current way these cards work, makes them utterly useless against cards like Ghostly Prison, while they should be the perfect answer to it instead!

The way I see it, fixing this can be done by either:
changing the way the mana cards work or:
altering the phases so you can use the mana cards in their current form.
In short: I want my mana back! :cry:
This is tricky, the ideal solution would be to allow for paying directly with cards like Tolarian Academy / Priest of Titania, etc.
Or allow to tap them for mana while in the "Pay cost" input mode, then click on the Manapool to actually pay it. Zerker might have some ideas on this.

This problem could happen too when paying for upkeep costs I just realized...
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Re: Current Known Bugs list

Postby zerker2000 » 26 Jan 2010, 04:43

"Zerker might have some ideas on this": Sure, just convert them to Ability_Mana's in CardFactory(basically, define Mana() methods to count Artifacts/Elves/Creatures/Enchantments, e.g. Priest of Titania would return "GGG" for three elves). An alternative(better) solution would be to some kind of counting syntax into the mana ability constructor(e.g.split "for", if "on the field" count both Play zones, else count only yours), allowing keywording of aforementioned cards. Either way, the abilities will skip the stack and be usable during the payment of a mana cost, e.g. the way Sol Ring works right now.
O forest, hold thy wand'ring son
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.


--Eladamri, the Seed of Freyalise
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Re: Current Known Bugs list

Postby Rob Cashwalker » 26 Jan 2010, 12:35

The counting can be done by CardFactoryUtil.xCount().
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Re: Current Known Bugs list

Postby Almost_Clever » 26 Jan 2010, 12:40

-- Mold Adder gets a +1/+1 counter when the opponent casts a white spell as well as for blue and black spells.
A woman came up to me and said / "I'd like to poison your mind / With wrong ideas that appeal to you / Though I am not unkind."
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Re: Current Known Bugs list

Postby DennisBergkamp » 26 Jan 2010, 20:46

zerker2000 wrote:"Zerker might have some ideas on this": Sure, just convert them to Ability_Mana's in CardFactory(basically, define Mana() methods to count Artifacts/Elves/Creatures/Enchantments, e.g. Priest of Titania would return "GGG" for three elves). An alternative(better) solution would be to some kind of counting syntax into the mana ability constructor(e.g.split "for", if "on the field" count both Play zones, else count only yours), allowing keywording of aforementioned cards. Either way, the abilities will skip the stack and be usable during the payment of a mana cost, e.g. the way Sol Ring works right now.
Alright, this makes sense I guess. The problem, however, is that the Mana_Ability gets added before some of the other necessary things get initialized. I experimented using this code, - I'm not even sure if the parsing is correct - (where the passed String orig = "tap: add G:Count$TypeOnBattlefield.Elf" ) :


Code: Select all
//Ability_Mana constructor:
public Ability_Mana(Card sourceCard, String orig)
   {
      super(isTapAbility(orig) ? SpellAbility.Ability_Tap : SpellAbility.Ability, sourceCard);
      
      if (orig.contains("$"))
      {
         String[] k = orig.split(":");
         String mana = k[1];
         int count = CardFactoryUtil.xCount(sourceCard, k[2]);
         StringBuilder sb = new StringBuilder();
         sb.append("tap: add ");
         for (int i=0;i<count;i++)
            sb.append(mana);
         orig = sb.toString();
      }
      
      this.orig=orig;
      setDescription(orig);
      if(isBasic())//lowers memory usage drastically
      {
//.... etc. etc. etc.

I get a NPE because of AllZone.GameAction.getOpponent() which is found in xCount, probably doesn't exist yet. Is there an easy way around this?
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Re: Current Known Bugs list

Postby zerker2000 » 27 Jan 2010, 01:35

Ouch! Correct me if I'm wrong, but are you counting in the CONSTRUCTOR?! Even if this didn't cause errors, it would still make "int count" a constant 0, as(usually) this called in CardFactory by the keyword parser, before there is anything in play to count.
I am sorry if this is mostly my fault, by "in the constructor" I meant only the parsing part, and on reflection, the whole thing should probably be moved to Mana(). I also don't think our standard "ARG1:ARG2:ARG3" approach would work, as "orig" is used as the ability description. Concept:
Code: Select all
    public String Mana(){
      if(!Mana.contains("for"))return Mana;
      else
      {
        String[] parts = Mana.split(" for each ");
        String res = "";
        for(int i=0;i<xCount(sourceCard, "Type" + (parts[1].endsWith("troll") ? "YouCtrl" : "OnBattlefield") + '.' + parts[1].split(" ")[0]); i++)//Yes, I know, run-on sentence...or line of code whatever
          res+=parts[0];//I can see three types of dreadful inefficiencies in the past two lines, this is what happens when you let one code during school finals
        return res;
      }
    }
Note: more than one consecutive [code] tag in a thread probably warrants movement of discussion to somewhere in Developer's Corner.
O forest, hold thy wand'ring son
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.


--Eladamri, the Seed of Freyalise
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Re: Current Known Bugs list

Postby Almost_Clever » 27 Jan 2010, 14:02

I don't know if this is a new problem or a high quality picture problem (I just started using those as well), but the card image window in draft mode clips the bottom of the card. The image is clipped enough that you can't see the power and toughness. (If somebody fixes this, could they also resize the column widths in the pack ["Choose one card"] and deck windows ["Previously Picked Cards"] to match the column widths for the deck editors? Thanks in advance.)
Flame Javelin does not use snow red mana as red mana. In fact, if you put the mana in the mana pool first, it does not use snow mana at all (and gives you an error message).
Snow lands are not stacked properly while playing and three-quarters of the land just use the generic text box instead of actual card images.
A woman came up to me and said / "I'd like to poison your mind / With wrong ideas that appeal to you / Though I am not unkind."
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Re: Current Known Bugs list

Postby Chris H. » 27 Jan 2010, 15:25

Almost_Clever wrote:Snow lands are not stacked properly while playing and three-quarters of the land just use the generic text box instead of actual card images.
`
I too have noticed this ... I will try to modify the card-pictures.txt file and will have it download four different versions with the appropriate name-number snow-covered lands.

When the game asks to display "snow_covered_swamp.jpg" it can find the jpg, but we are missing snow_covered_swamp{1 to 3}.jpg ... I will try this out and see what happens.

You may want to try making duplicates of the snow-covered lands and name them numerically just like the normal basic lands. This might work for the moment. :)
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