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Forge Beta Release: 06-29-2016 ver 1.5.53

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Re: Forge Beta Release: 06-29-2016 ver 1.5.53

Postby Xyx » 07 Jul 2016, 13:58

The AI is somehow phasing out some of its own lands with its own Equipoise. I can't find a pattern. It seems completely random. It shouldn't even be possible.
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Re: Forge Beta Release: 06-29-2016 ver 1.5.53

Postby correioalternativo » 08 Jul 2016, 00:22

After hundreds and hundreds of Beacon of Immortality in a row, 1000000000... life, I lost the match when I cast it for the millionth time :o
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Re: Forge Beta Release: 06-29-2016 ver 1.5.53

Postby Xyx » 08 Jul 2016, 12:30

Some further experimentation with Equipoise reveals that it's not the AI that's cheating but the card that's bugged. I was able to target my own permanents as well.

I looked at the equipoise.txt card file but I'm not familiar enough with the code to fix the problem. I did notice that there is no ValidTgts$ Creature.OppCtrl bit, though, so maybe that just needs to be inserted at the right place (and for lands and artifacts, of course.)
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Re: Forge Beta Release: 06-29-2016 ver 1.5.53

Postby 4thEdition » 08 Jul 2016, 23:14

correioalternativo wrote:After hundreds and hundreds of Beacon of Immortality in a row, 1000000000... life, I lost the match when I cast it for the millionth time :o
Without looking at the code, I can guess that's an overflow bug. When you doubled your life total it became greater than the maximum positive number that can be represented by the variable holding it. It will then represent a large negative number instead, so you lose the game.

Brings back memories of Deluxe Galaga in the Amiga days. Sometimes money doublers would appear that would double the money you had to buy stuff in the store. I was once lucky enough to have a lot of money and was further in the game than ever before. I picked up a money doubler and suddenly my money was negative. I couldn't buy anything in the store anymore so I lost the game quickly after that :( .

That incident always reminds me to be careful with variable limits when I'm coding myself :D
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Re: Forge Beta Release: 06-29-2016 ver 1.5.53

Postby KrazyTheFox » 09 Jul 2016, 00:44

4thEdition wrote:
correioalternativo wrote:After hundreds and hundreds of Beacon of Immortality in a row, 1000000000... life, I lost the match when I cast it for the millionth time :o
Without looking at the code, I can guess that's an overflow bug. When you doubled your life total it became greater than the maximum positive number that can be represented by the variable holding it. It will then represent a large negative number instead, so you lose the game.
I have been tempted more than once to make the life variable a BigInteger...
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Re: Forge Beta Release: 06-29-2016 ver 1.5.53

Postby Asta666 » 10 Jul 2016, 13:34

Hanmac wrote:@Asta666: yeah I don't know what is wrong with this images.
You can try to use the XLHQ images from the Pictures sub forum.
Thanks but it doesn't seem to be an issue with the picture files. I've opened them with the os image viewer and they look just fine.
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Screenshot at 2016-07-10 10-29-53.png
with image viewer
Screenshot at 2016-07-10 10-32-16.png
in-game view
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Re: Forge Beta Release: 06-29-2016 ver 1.5.53

Postby Hereticloki » 10 Jul 2016, 13:49

First off, I'd like to thank you all for the great work you've done on this. This is frankly my favorite MTG game created to date, and I've played all the official ones too.

That being said, got a minor bug report for you.

Blatant Thievery is not enforcing the rules text properly on the AI. It will not let me take more than 1 permanent from a single opponent, but in multiplayer games the AI ALWAYS takes 3x permanents from me, see attached screen cap.

If there is any more info I can provide, please let me know.
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Blatant Theivery Error.PNG
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Re: Forge Beta Release: 06-29-2016 ver 1.5.53

Postby SIXTY » 10 Jul 2016, 16:52

Hi, guys! Somthing going wrong... What is that?
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2016-07-10-00.txt
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Sorry for my bad English :)
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Re: Forge Beta Release: 06-29-2016 ver 1.5.53

Postby Asta666 » 12 Jul 2016, 02:58

Asta666 wrote:
Hanmac wrote:@Asta666: yeah I don't know what is wrong with this images.
You can try to use the XLHQ images from the Pictures sub forum.
Thanks but it doesn't seem to be an issue with the picture files. I've opened them with the os image viewer and they look just fine.
Nevermind my previous post, with the xlhq images they look fine ingame. Thanks!
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Re: Forge Beta Release: 06-29-2016 ver 1.5.53

Postby DaniUG » 12 Jul 2016, 08:13

Hello there.
I believe I've found a minor bug in the AI behaviour.
I was testing an awful discard deck I've made against a deck included in the game called Turboland. and then something weird happened.
draw.png

If you look at the board you can see I'm about to deck him out and win the game.The weird stuff is that just in its last turn it played
Reminisce and targeted me instead of itself. And It has not been one time only. Tried to replicate the error and it does it all the time.
I replicated it succesfully 5 times so far, and I'm going to try with another mill decks I have.

I'll keep you posted.

here you can see it doing it again against another deck
rem1.png

rem2.png
Even the smallest spark may set a world ablaze
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Re: Forge Beta Release: 06-29-2016 ver 1.5.53

Postby Nekoatl » 13 Jul 2016, 01:35

Rattlechains has incorrect rules text for the static ability "You may cast Spirit spells as though they had flash." (though the ability functions correctly).
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Re: Forge Beta Release: 06-29-2016 ver 1.5.53

Postby Mitlan » 13 Jul 2016, 05:43

Description: Started a new Quest from a draft deck, went to the first game and this error appeared, then everytime at startup
RuntimeException | Open
Code: Select all
Forge Version:    1.5.53-r-1
Operating System: Windows 7 6.1 x86
Java Version:     1.7.0_25 Oracle Corporation

java.lang.RuntimeException: java.io.EOFException: Unexpected end of ZLIB input stream
   at forge.quest.io.QuestDataIO.loadData(QuestDataIO.java:138)
   at forge.control.FControl.initialize(FControl.java:233)
   at forge.view.Main.main(Main.java:51)
Caused by: java.io.EOFException: Unexpected end of ZLIB input stream
   at java.util.zip.InflaterInputStream.fill(Unknown Source)
   at java.util.zip.InflaterInputStream.read(Unknown Source)
   at java.util.zip.GZIPInputStream.read(Unknown Source)
   at sun.nio.cs.StreamDecoder.readBytes(Unknown Source)
   at sun.nio.cs.StreamDecoder.implRead(Unknown Source)
   at sun.nio.cs.StreamDecoder.read(Unknown Source)
   at java.io.InputStreamReader.read(Unknown Source)
   at java.io.Reader.read(Unknown Source)
   at forge.quest.io.QuestDataIO.loadData(QuestDataIO.java:112)
   ... 2 more
I checked the thread about this (viewtopic.php?f=52&t=16373) but i dont have settings file to errase at \AppData\Local\Forge\Cache
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Re: Forge Beta Release: 06-29-2016 ver 1.5.53

Postby schizophoenix » 15 Jul 2016, 02:48

Cascading with Maelstrom Nexus is sending the cascaded (played) card to the bottom of the library as well.
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