Forge Beta: 11-05-2015 ver 1.5.47
by mtgrares
Moderators: timmermac, friarsol, Blacksmith, KrazyTheFox, Agetian, CCGHQ Admins
Re: Forge Beta: 11-05-2015 ver 1.5.47
by kudit » 24 Dec 2015, 22:22
Also, something is really not right as basic lands and evolving wilds are showing up as "This card not supported by Forge"...
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Send comments via PM here or info@deckmaster.info
Send comments via PM here or info@deckmaster.info
Re: Forge Beta: 11-05-2015 ver 1.5.47
by koumz » 25 Dec 2015, 17:08
Description: Have had crashes on any attempt to start a game since at least version 1.5.38, keep hoping a newer release will work better, but no such luck
- NullPointerException | Open
- Code: Select all
Forge Version: 1.5.47-r-1
Operating System: Windows 8.1 6.3 x86
Java Version: 1.8.0_45 Oracle Corporation
java.lang.NullPointerException
at forge.screens.match.TargetingOverlay.assembleArcs(TargetingOverlay.java:106)
at forge.screens.match.TargetingOverlay.access$700(TargetingOverlay.java:57)
at forge.screens.match.TargetingOverlay$OverlayPanel.paintComponent(TargetingOverlay.java:389)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JComponent.paintChildren(Unknown Source)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JLayeredPane.paint(Unknown Source)
at javax.swing.JComponent.paintToOffscreen(Unknown Source)
at javax.swing.RepaintManager$PaintManager.paintDoubleBuffered(Unknown Source)
at javax.swing.RepaintManager$PaintManager.paint(Unknown Source)
at javax.swing.RepaintManager.paint(Unknown Source)
at javax.swing.JComponent._paintImmediately(Unknown Source)
at javax.swing.JComponent.paintImmediately(Unknown Source)
at javax.swing.RepaintManager$4.run(Unknown Source)
at javax.swing.RepaintManager$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
at javax.swing.RepaintManager.prePaintDirtyRegions(Unknown Source)
at javax.swing.RepaintManager.access$1300(Unknown Source)
at javax.swing.RepaintManager$ProcessingRunnable.run(Unknown Source)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$500(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
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Re: Forge Beta: 11-05-2015 ver 1.5.47
by afk1985 » 25 Dec 2015, 22:28
Koumz, I had a similar problem with my computer too. Forge would crash whenever I tried to start the game. I searched the Forge forum for advice and this is what I found. It worked for me and now I can play Forge again. I hope this solution will work for you too. Good luck and Merry Christmas.
Postby Fowlmind97 » 01 Dec 2014, 06:14
I have had this issue for the past week of forge not finishing loading when I try to open it. I am hoping that someone here can give me some help with this because I can't figure out how to fix this.
Re: Forge will not finish loading
Postby Fizanko » 01 Dec 2014, 12:19
Try this :
I'm not sure of the exact location on Windows 8, it should be one of these, go to :
C:\Users\<yourusername>\AppData\Local\Forge\Cache\preferences\
or
C:\Users\<yourusername>\Application Data\Roaming\Forge\Cache\preferences\
or
C:\Documents and Settings\<yourusername>\Application Data\Forge\Cache\preferences\
Then delete the files named :
quest.preferences
deck.preferences
forge.preferences
item_view.preferences
Try to launch Forge again
Postby Fowlmind97 » 01 Dec 2014, 06:14
I have had this issue for the past week of forge not finishing loading when I try to open it. I am hoping that someone here can give me some help with this because I can't figure out how to fix this.
Re: Forge will not finish loading
Postby Fizanko » 01 Dec 2014, 12:19
Try this :
I'm not sure of the exact location on Windows 8, it should be one of these, go to :
C:\Users\<yourusername>\AppData\Local\Forge\Cache\preferences\
or
C:\Users\<yourusername>\Application Data\Roaming\Forge\Cache\preferences\
or
C:\Documents and Settings\<yourusername>\Application Data\Forge\Cache\preferences\
Then delete the files named :
quest.preferences
deck.preferences
forge.preferences
item_view.preferences
Try to launch Forge again
Re: Forge Beta: 11-05-2015 ver 1.5.47
by Sciamancer » 26 Dec 2015, 05:06
Hey, new user here! I'm loving Forge, especially the AI. Although it's limited, it's pretty good for testing my decks against each other.
I encountered an odd apparent bug with Land Tax, though. I'm playing EDH on the most recent Forge build, with two AI. The AI has a Land Tax and somehow triggers it every upkeep, even though it has a lot more land in play than both me and the other AI.
I was going to link to some screenshots, but unfortunately new users apparently aren't allowed to link off-site.
I haven't done any further testing, but as you can see it has allowed the AI to amass many lands. Assuming that this isn't just a bug with Land Tax alone, the only noteworthy cards I can think of are Urborg, Tomb of Yawgmoth and Exploration, which since they affect all lands in play and land plays (respectively) might mess up Land Tax's code somehow.
I had another game with not a bug, but a slight kink, I suppose. I also had one game where an AI played Darkest Hour along with Teysa, Orzhov Scion. Then another AI played an Elesh Norn, which created an infinite loop, killing some white-turned-black tokens, to generate some white tokens with Teysa, which turn black and die, creating more tokens, and so on. Unfortunately there was no Blood Artist, Butcher of Malakir, etc. to break the resulting cycle, so it just kept going. I believe that by the rules this loop would result in a draw. Such a situation might be too difficult to detect with code, I don't know. I ended up just calling it a "draw" for myself and relaunching Forge.
I encountered an odd apparent bug with Land Tax, though. I'm playing EDH on the most recent Forge build, with two AI. The AI has a Land Tax and somehow triggers it every upkeep, even though it has a lot more land in play than both me and the other AI.
I was going to link to some screenshots, but unfortunately new users apparently aren't allowed to link off-site.
I haven't done any further testing, but as you can see it has allowed the AI to amass many lands. Assuming that this isn't just a bug with Land Tax alone, the only noteworthy cards I can think of are Urborg, Tomb of Yawgmoth and Exploration, which since they affect all lands in play and land plays (respectively) might mess up Land Tax's code somehow.
I had another game with not a bug, but a slight kink, I suppose. I also had one game where an AI played Darkest Hour along with Teysa, Orzhov Scion. Then another AI played an Elesh Norn, which created an infinite loop, killing some white-turned-black tokens, to generate some white tokens with Teysa, which turn black and die, creating more tokens, and so on. Unfortunately there was no Blood Artist, Butcher of Malakir, etc. to break the resulting cycle, so it just kept going. I believe that by the rules this loop would result in a draw. Such a situation might be too difficult to detect with code, I don't know. I ended up just calling it a "draw" for myself and relaunching Forge.
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Re: Forge Beta: 11-05-2015 ver 1.5.47
by friarsol » 26 Dec 2015, 21:45
Looks like Land Tax was never converted for appropriate handling with Multiplayer. The way the script is written, it just checks for all lands controlled by opposing players, not the most amount of lands controlled by a single opponent. So if I have 5 lands, and each of my opponents have 4 it compares 5 to 8 instead of 5 to 4.Sciamancer wrote:Hey, new user here! I'm loving Forge, especially the AI. Although it's limited, it's pretty good for testing my decks against each other.
I encountered an odd apparent bug with Land Tax, though. I'm playing EDH on the most recent Forge build, with two AI. The AI has a Land Tax and somehow triggers it every upkeep, even though it has a lot more land in play than both me and the other AI.
I was going to link to some screenshots, but unfortunately new users apparently aren't allowed to link off-site.
I haven't done any further testing, but as you can see it has allowed the AI to amass many lands. Assuming that this isn't just a bug with Land Tax alone, the only noteworthy cards I can think of are Urborg, Tomb of Yawgmoth and Exploration, which since they affect all lands in play and land plays (respectively) might mess up Land Tax's code somehow.
I had another game with not a bug, but a slight kink, I suppose. I also had one game where an AI played Darkest Hour along with Teysa, Orzhov Scion. Then another AI played an Elesh Norn, which created an infinite loop, killing some white-turned-black tokens, to generate some white tokens with Teysa, which turn black and die, creating more tokens, and so on. Unfortunately there was no Blood Artist, Butcher of Malakir, etc. to break the resulting cycle, so it just kept going. I believe that by the rules this loop would result in a draw. Such a situation might be too difficult to detect with code, I don't know. I ended up just calling it a "draw" for myself and relaunching Forge.
Right, Forge right now unfortunately doesn't detect loops. I've thought about doing it in a few different ways, but it's a bit tough to do. Probably the "simplest" way to do it is to try to keep a little bit of a track, and then prompt the user with some type of "might be stuck in a loop, if that's true the game will end in a draw" prompt. But detecting this type of possibility still isn't the easiest thing.
As for new users posting on the Slightly Magic forums, I believe that restriction is lifted after your 5th post (or maybe for the 5th post?). Anyway, welcome aboard.
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Re: Forge Beta: 11-05-2015 ver 1.5.47
by MIC132 » 31 Dec 2015, 13:45
Is there a way to delete a deck in-game? Or do I have to go into the folder and delete it manually.
I can't find any way to do this in-game.
EDIT: Nevermind, apparently the "edit/delete" column in my deck list was hidden by default.
EDIT2: Hmm, but still no way to delete Commander decks that I can see.
I can't find any way to do this in-game.
EDIT: Nevermind, apparently the "edit/delete" column in my deck list was hidden by default.
EDIT2: Hmm, but still no way to delete Commander decks that I can see.
Last edited by MIC132 on 01 Jan 2016, 13:02, edited 2 times in total.
Re: Forge Beta: 11-05-2015 ver 1.5.47
by schnautzr » 31 Dec 2015, 23:13
Here's a deep question that arose from what I originally thought to be a glitch during play today...
Suppose Player 1's Wall of Nets blocks Player 2's It That Betrays. Wall of Nets is sacrificed before combat damage is assigned.
Here is the resulting sequence of events (as demonstrated by Forge):
*Wall of Nets leaves the battlefield.
*All creatures exiled by Wall of Nets return to the battlefield.
*Wall of Nets returns under Player 2's control.
*Damage is assigned.
*It That Betrays is exiled and remembered by Wall of Nets.
The only ruling I see for Wall of Nets is that the exile only takes place if Wall of Nets is in play at EOC... but should its effect fizzle when it is sacrificed?
Suppose Player 1's Wall of Nets blocks Player 2's It That Betrays. Wall of Nets is sacrificed before combat damage is assigned.
Here is the resulting sequence of events (as demonstrated by Forge):
*Wall of Nets leaves the battlefield.
*All creatures exiled by Wall of Nets return to the battlefield.
*Wall of Nets returns under Player 2's control.
*Damage is assigned.
*It That Betrays is exiled and remembered by Wall of Nets.
The only ruling I see for Wall of Nets is that the exile only takes place if Wall of Nets is in play at EOC... but should its effect fizzle when it is sacrificed?
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Re: Forge Beta: 11-05-2015 ver 1.5.47
by friarsol » 01 Jan 2016, 00:05
The issue is that the returning Wall of Nets is acting like the same object as the one that was sacrificed a few steps prior but it is not. When it returns the Wall is no longer blocking the Eldrazi, and it should neither receive combat damage or trigger it's EOC effect. Even if somehow all that could be true, since the Wall is controlled by the attacker it is not a legal blocker.schnautzr wrote:Here's a deep question that arose from what I originally thought to be a glitch during play today...
Suppose Player 1's Wall of Nets blocks Player 2's It That Betrays. Wall of Nets is sacrificed before combat damage is assigned.
Here is the resulting sequence of events (as demonstrated by Forge):
*Wall of Nets leaves the battlefield.
*All creatures exiled by Wall of Nets return to the battlefield.
*Wall of Nets returns under Player 2's control.
*Damage is assigned.
*It That Betrays is exiled and remembered by Wall of Nets.
The only ruling I see for Wall of Nets is that the exile only takes place if Wall of Nets is in play at EOC... but should its effect fizzle when it is sacrificed?
Basically the problem boils down to the returning Wall of Nets not initializing itself as a new game object appropriately.
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Re: Forge Beta: 11-05-2015 ver 1.5.47
by schnautzr » 01 Jan 2016, 05:37
To clarify, damage was redirected to Player 1, not to Wall of Nets. The only "glitch" here if any was the EOC effect.friarsol wrote:...When it returns the Wall is no longer blocking the Eldrazi, and it should [not] receive combat damage...
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Re: Forge Beta: 11-05-2015 ver 1.5.47
by gos » 02 Jan 2016, 23:13
AI tapped 5 mana and cast Molten Disaster. The info on the stack says "3 damage" and it dealt 3 damage, which seems to indicate it wasn't kicked, but I can't cast any of instants I have in hand (Counterspell, Recoil, Fact or Fiction), which seens to indicate it has split second.
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Re: Forge Beta: 11-05-2015 ver 1.5.47
by Nekoatl » 03 Jan 2016, 01:52
Are you certain a 6th mana wasn't tapped from some nonland source like Birds of Paradise, for example?
Re: Forge Beta: 11-05-2015 ver 1.5.47
by gos » 03 Jan 2016, 08:30
There were no mana creatures, no artifacts, and nothing in the graveyard that could explain the 6th mana.Nekoatl wrote:Are you certain a 6th mana wasn't tapped from some nonland source like Birds of Paradise, for example?
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Re: Forge Beta: 11-05-2015 ver 1.5.47
by Thrun » 03 Jan 2016, 23:54
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Re: Forge Beta: 11-05-2015 ver 1.5.47
by Thrun » 03 Jan 2016, 23:56
Simian Spirit Guide or Elvish Spirit Guide? They are easy to overlook.gos wrote:There were no mana creatures, no artifacts, and nothing in the graveyard that could explain the 6th mana.Nekoatl wrote:Are you certain a 6th mana wasn't tapped from some nonland source like Birds of Paradise, for example?
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Re: Forge Beta: 11-05-2015 ver 1.5.47
by Thrun » 04 Jan 2016, 01:42
Still no monk-tokens for Monastery Mentor out there? 
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