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Forge for Android v1.6.3.001

Moderators: timmermac, Agetian, friarsol, Blacksmith, KrazyTheFox, CCGHQ Admins

Which version of Android are you using on the primary device that you run Forge on?

Poll ended at 01 Aug 2017, 08:12

Android 4
3
9%
Android 5
4
12%
Android 6
10
29%
Android 7
17
50%
 
Total votes : 34

Re: Forge for Android v1.5.62.005

Postby 5enza » 11 May 2017, 10:53

NyanSlayer wrote:Hello,I downloaded the hq images from this link https://mega.nz/#F!p8RBBT6Y!ksgSGJbMsKU0HX_ho-QS5g

Everything worked correctly, I put the images in the directory: forge / cache / pics / cards
Only the token images do not appear,I put the token images of the "KLD-EN 200DPI Extras" folder, which is the kaladesh tokens folder in the forge tokens folder,But that did not work, can anyone help me? What am I doing wrong?
I just downloaded the images from kaladesh until now, as you can see it's all organized in the download link.If anyone wants to take a look, go ahead and give me a hand, please.
Tokens have a different naming convention than card images. Basically tokens follow this format - color_power_toughness_name_set.jpg

So a 1/1 colorless thopter token would be: c_1_1_thopter.jpg
1/1 colorless thopter token from Kaledesh - c_1_1_thopter_KLD.jpg

I recommend downloading the latest file in this thread, it will give you everything up through Aether Revolt and a good starting point for managing your own moving forward.
viewtopic.php?f=26&t=17798&hilit=200dpi+tokens
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Re: Forge for Android v1.5.62.005

Postby NyanSlayer » 11 May 2017, 12:54

5enza wrote:
NyanSlayer wrote:Hello,I downloaded the hq images from this link https://mega.nz/#F!p8RBBT6Y!ksgSGJbMsKU0HX_ho-QS5g

Everything worked correctly, I put the images in the directory: forge / cache / pics / cards
Only the token images do not appear,I put the token images of the "KLD-EN 200DPI Extras" folder, which is the kaladesh tokens folder in the forge tokens folder,But that did not work, can anyone help me? What am I doing wrong?
I just downloaded the images from kaladesh until now, as you can see it's all organized in the download link.If anyone wants to take a look, go ahead and give me a hand, please.
Tokens have a different naming convention than card images. Basically tokens follow this format - color_power_toughness_name_set.jpg

So a 1/1 colorless thopter token would be: c_1_1_thopter.jpg
1/1 colorless thopter token from Kaledesh - c_1_1_thopter_KLD.jpg

I recommend downloading the latest file in this thread, it will give you everything up through Aether Revolt and a good starting point for managing your own moving forward.
viewtopic.php?f=26&t=17798&hilit=200dpi+tokens
thanks for your help! worked perfectly!
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Re: Forge for Android v1.5.62.005

Postby KatotohanaN » 11 May 2017, 18:39

MoeHolyGhost wrote:I feel like a dumbass for asking this but how do I get all the pics installed?
You can download them at the settings menu. Check for the Download LQ Set Pictures or something like that in there. If you're up to it, you could also install the Gatherer Extractor in your PC. You could easily get the pictures you need from there.
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Re: Forge for Android v1.5.63.001

Postby noSpace » 12 May 2017, 16:17

I was excited to try out the cycling New horizons deck, but it looks like Shadow of the Grave isn't in the game. Is this correct or a bug where the card isn't showing up? I couldn't seem to find it in the Amonkhet cards in the catalog.
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Re: Forge for Android v1.5.63.001

Postby KatotohanaN » 12 May 2017, 19:06

Looks like they haven't coded the card yet. Let's wait and see. I still have my hats off for these guys for giving us this wonderful app.
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Re: Forge for Android v1.5.63.001

Postby DaniUG » 12 May 2017, 20:59

I found a problem in the mobile version of the game regarding planeswalkers and another one regarding the "Always No" toggle.

As you can see in the screenshots
sc1.png

sc2.png

Niv-Mizzet does damage, I choose Elspeth to take the damage and it assigns it to Nahiri.
It happens with all the planeswalkers I've tested (about 10). Even if you have more than 2 on board, the game ignores your pick and goes for the one he chooses.

The second error, also in mobile, is that if you have any card that can have and effect that can have the toggle "Always No" activated it does not work properly.
For example you have a card like Forgotten Ancient and you don't want to pass any counter to any creature for whatever reason. If you check the Always No, what it does is Forgotten Ancient passes a counter to another creature and then for the rest of the game the Always no clause is respected.
It does not matter if it's moving counters, drawing cards, whatever.... If you check Always No to whatever thing the cards does, the card does it that one time, and then, works properly.
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Re: Forge for Android v1.5.63.002

Postby Agetian » 13 May 2017, 06:23

UPDATE (05/13/17): Forge for Android v1.5.63.002 has been released. It's an incremental update featuring some bug fixes and updates, corresponding to SVN build r34001.

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Re: Forge for Android v1.5.63.002

Postby iamtheblur » 13 May 2017, 12:56

Just updated to 1.5.63.002, the thing is it is stuck on the Loading Decks prompt.

I'm using a Lenovo K4 with an Android 6.0 OS. I've installed, uninstalled, re-installed a few times already and it is still stuck.

Thanks guys! Keep doing the Lord's good work! ha! =D>
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Re: Forge for Android v1.5.63.002

Postby VoidlordSeth » 13 May 2017, 14:10

Just out of curiousity will Partner commanders be implemented anytime soon or is this just a bug or something for me(not being able to use partner)?
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Re: Forge for Android v1.5.63.002

Postby DaniUG » 14 May 2017, 11:03

Description: Playing Commander in mobile. I was casting a ton of things taking advantage of Mana Echoes plus Regal Force plus lots of tokens from Primeval Bounty, and then error...

ConcurrentModificationException | Open
Code: Select all
Forge Version:    1.5.63.002
Operating System: Linux 3.10.90-ge124f87 armv7l
Java Version:     0 The Android Project

java.util.ConcurrentModificationException
   at java.util.ArrayList$ArrayListIterator.next(ArrayList.java:573)
   at forge.screens.match.views.VCardDisplayArea.layoutAndGetScrollBounds(VCardDisplayArea.java:169)
   at forge.toolbox.FScrollPane.doLayout(FScrollPane.java:141)
   at forge.toolbox.FContainer.setBounds(FContainer.java:92)
   at forge.screens.match.views.VField.doLayout(VField.java:158)
   at forge.toolbox.FContainer.setBounds(FContainer.java:92)
   at forge.screens.match.views.VPlayerPanel.doLayout(VPlayerPanel.java:246)
   at forge.toolbox.FContainer.setBounds(FContainer.java:92)
   at forge.screens.match.MatchScreen$FieldScroller.layoutAndGetScrollBounds(MatchScreen.java:542)
   at forge.toolbox.FScrollPane.doLayout(FScrollPane.java:141)
   at forge.toolbox.FContainer.setBounds(FContainer.java:92)
   at forge.screens.match.MatchScreen.doLayout(MatchScreen.java:294)
   at forge.screens.FScreen.doLayout(FScreen.java:88)
   at forge.toolbox.FContainer.revalidate(FContainer.java:107)
   at forge.screens.match.views.VPlayerPanel.setSelectedTab(VPlayerPanel.java:117)
   at forge.screens.match.MatchController.showManaPool(MatchController.java:258)
   at forge.match.input.InputPayMana.<init>(InputPayMana.java:59)
   at forge.match.input.InputPayManaOfCostPayment.<init>(InputPayManaOfCostPayment.java:14)
   at forge.player.HumanPlay.payManaCost(HumanPlay.java:853)
   at forge.player.PlayerControllerHuman.payManaCost(PlayerControllerHuman.java:1363)
   at forge.game.player.PlayerController.payManaCost(PlayerController.java:226)
   at forge.game.cost.CostPartMana.payAsDecided(CostPartMana.java:147)
   at forge.game.cost.CostPayment.payCost(CostPayment.java:146)
   at forge.player.HumanPlaySpellAbility.playAbility(HumanPlaySpellAbility.java:153)
   at forge.player.HumanPlay.playSpellAbility(HumanPlay.java:115)
   at forge.player.PlayerControllerHuman.playChosenSpellAbility(PlayerControllerHuman.java:952)
   at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:953)
   at forge.game.GameAction.startGame(GameAction.java:1497)
   at forge.game.Match.startGame(Match.java:100)
   at forge.match.HostedMatch$2.run(HostedMatch.java:224)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1113)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:588)
   at java.lang.Thread.run(Thread.java:833)
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Re: Forge for Android v1.5.63.002

Postby Agetian » 15 May 2017, 05:37

UPDATE (05/13/17): Forge for Android v1.5.63.003 has been released. It's a hotfix that features a crash in Quest Draft Tournaments and also patches up a couple AI issues. It also features a new implemented card - Shadow of the Grave. Enjoy! :)

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Re: Forge for Android v1.5.63.003

Postby DaniUG » 15 May 2017, 10:20

=D> Nice!
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Re: Forge for Android v1.5.63.003

Postby DaniUG » 15 May 2017, 20:27

Description: AI was getting its creatures killed, because I had a Daretti, Ingenious Iconoclast and I was making tokens every turn, this plus a Grave Pact and a Anowon, the Ruin Sage had that AI locked. After several turns of sacrificing Stangg over and over again, the game crashed

OutOfMemoryError | Open
Code: Select all
Forge Version:    1.5.63.003
Operating System: Linux 3.10.90-ge124f87 armv7l
Java Version:     0 The Android Project

java.lang.OutOfMemoryError: OutOfMemoryError thrown while trying to throw OutOfMemoryError; no stack trace available
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Re: Forge for Android v1.5.63.003

Postby DaniUG » 15 May 2017, 21:44

Description: Just started a Commander game. Used a Incendiary Flow on a Flameweave Invoker. Turn 3 barely anything but lands on the battlefield

ConcurrentModificationException | Open
Code: Select all
Forge Version:    1.5.63.003
Operating System: Linux 3.10.90-ge124f87 armv7l
Java Version:     0 The Android Project

java.util.ConcurrentModificationException
   at java.util.LinkedList$LinkIterator.next(LinkedList.java:124)
   at forge.ai.ability.ChangeZoneAi.isPreferredTarget(ChangeZoneAi.java:1102)
   at forge.ai.ability.ChangeZoneAi.knownOriginPlayDrawbackAI(ChangeZoneAi.java:725)
   at forge.ai.ability.ChangeZoneAi.chkAIDrawback(ChangeZoneAi.java:106)
   at forge.ai.SpellAbilityAi.chkDrawbackWithSubs(SpellAbilityAi.java:263)
   at forge.ai.SpellAbilityAi.canPlayAIWithSubs(SpellAbilityAi.java:36)
   at forge.ai.AiController.canPlaySa(AiController.java:638)
   at forge.ai.AiController.canPlayAndPayFor(AiController.java:622)
   at forge.ai.AiController.chooseSpellAbilityToPlayFromList(AiController.java:1121)
   at forge.ai.AiController.getSpellAbilityToPlay(AiController.java:1093)
   at forge.ai.AiController.chooseSpellAbilityToPlay(AiController.java:1073)
   at forge.ai.PlayerControllerAi.chooseSpellAbilityToPlay(PlayerControllerAi.java:395)
   at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:944)
   at forge.game.GameAction.startGame(GameAction.java:1497)
   at forge.game.Match.startGame(Match.java:100)
   at forge.match.HostedMatch$2.run(HostedMatch.java:224)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1113)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:588)
   at java.lang.Thread.run(Thread.java:833)
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Re: Forge for Android v1.5.63.003

Postby Ayssia » 16 May 2017, 18:44

I'm using 300dpi pics, when I play quests, I got a booster pack after each match, which means forge loads 15 xlhq pics into memory, after a few battles all memory(~1.5GB) are consumed and forge crashed. This also happens when I'm building a deck.
Is it possible to reduce memory usage of pictures? (e.g. Add an option to keep only a few pics in memory)
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