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Re: Forge 07/16/2010 (unofficial BETA) version

PostPosted: 17 Jul 2010, 13:53
by Chris H.
Chris H. wrote:Looks interesting. Just grabbed a copy and will check it out. :D
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I re-compressed the forge0716 folder with Keka set to ultra 7z format and wow. The 7z forge0716 archive is only 8.1 MB and the zip version is 17 MB.

We Apple people can use TheUnarchiver, a freeware app, to uncompress either Dennis' rar files or my future 7z files. I assume that the people in the Windows world can handle either format without too much trouble.

Re: Forge 07/16/2010 (unofficial BETA) version

PostPosted: 17 Jul 2010, 18:28
by Beached As
DennisBergkamp wrote:
apthaven wrote:Wow. The new interface + bug fixes/changes make this already a extremely awesome version even without the new cards added... but I'm very impressed to see cards like Crucible of Worlds and the new M11 Titans though.

Many many thanks and as always keep em coming!
I actually added those cards, one of the few things I did for this release :mrgreen:

I think the most impressive addition in terms of cards is Beached As' "Whenever" keyword: it alone allowed for at least 70 cards to be added just through keyword (and probably more).
Thanks Dennis, I found something quite amazing with the whenever keyword which could revolutionize coding for forge, but its still a work a progress. Check the developer's corner for more info.

Re: Forge 07/16/2010 (unofficial BETA) version

PostPosted: 17 Jul 2010, 19:03
by Hellfish
Whoa, Crucible of Worlds? Sounds like a step towards Yawgmoth's Will to me? I'd have a look at that if I had my dev box with me.. But then again, I still have to get that Counter-keyword I announced quite a while ago going. :lol:

Re: Forge 07/16/2010 (unofficial BETA) version

PostPosted: 18 Jul 2010, 06:35
by Mr.Chaos
*just sits there with a big smile on his face, mind wandering off into his happy place.*

Thanks again guys. =D>

Re: Forge 07/16/2010 (unofficial BETA) version

PostPosted: 19 Jul 2010, 19:42
by friarsol
Whoa. I just bought the new pets, and I think the Hound is not on the same power level as the other 3. My deck has a lot of cheap removal (Unsummon, Terminate etc) and since I basically start the game with a 4/1 haste in play, I just worry about clearing ground for the beast. Maybe he would be better with Bushido 1, or better yet only gaining the +2/+0 if he's blocked. But +2/+0 if he's the only creature attacking is overpowered in any deck that doesn't need lots of creatures attacking to win, since it puts the opponent on a 5 turn clock as soon as the game starts.

Re: Forge 07/16/2010 (unofficial BETA) version

PostPosted: 19 Jul 2010, 21:41
by DennisBergkamp
Hmm, yeah, that Doggy might be a bit strong :|
I figured it would be weaker than the Croc against a black deck, and weaker than the Bird when running some kind of Bird deck, of course he'll be stronger than the Wolf in almost any case, but that's alright since it's the "highest level" pet, and will cost significantly more credits to obtain.

Re: Forge 07/16/2010 (unofficial BETA) version

PostPosted: 21 Jul 2010, 21:20
by Hamletchickencrisis
Mill effects on the ai deck in fantasy quest mode seems to be seriously messed up. Sometimes it works right, sometimes it seems to work in reverse, or not mill at all. Either that or cards are randomly disappearing out of my graveyard with no effect to force such.

Re: Forge 07/16/2010 (unofficial BETA) version

PostPosted: 21 Jul 2010, 21:38
by Professor
Love the Psychatog add!

Was the AI's infinite flashback issue addressed?

Thx again!!

Re: Forge 07/16/2010 (unofficial BETA) version

PostPosted: 21 Jul 2010, 21:48
by juzamjedi
This download doesn't work for me. I tried all of the downloads I could find in this thread. My system is Windows XP with Java 6 update 21 (i.e. current download available). Here is the error message I get:

Could not find the main class: forge.Gui_NewGame. Program will exit.

Re: Forge 07/16/2010 (unofficial BETA) version

PostPosted: 21 Jul 2010, 23:01
by Almost_Clever
Hamletchickencrisis wrote:Mill effects on the ai deck in fantasy quest mode seems to be seriously messed up. Sometimes it works right, sometimes it seems to work in reverse, or not mill at all. Either that or cards are randomly disappearing out of my graveyard with no effect to force such.
Several of the high value quest bosses have decks with cards like Progenitus, Emrakul, the Aeons Torn, Kozilek, Butcher of Truth, and Ulamog, the Infinite Gyre. You've got to remove them from the game (Rootwater Thief, Scalpelexis, Jace, the Mind Sculptor, etc.), have the computer get them into play (I wouldn't recommend that, it's ususally bad news for you), or draw them (Stroke of Genius, Braingeyser) in order to win via milling.

Re: Forge 07/16/2010 (unofficial BETA) version

PostPosted: 22 Jul 2010, 09:54
by Hamletchickencrisis
Almost_Clever wrote:
Hamletchickencrisis wrote:Mill effects on the ai deck in fantasy quest mode seems to be seriously messed up. Sometimes it works right, sometimes it seems to work in reverse, or not mill at all. Either that or cards are randomly disappearing out of my graveyard with no effect to force such.
Several of the high value quest bosses have decks with cards like Progenitus, Emrakul, the Aeons Torn, Kozilek, Butcher of Truth, and Ulamog, the Infinite Gyre. You've got to remove them from the game (Rootwater Thief, Scalpelexis, Jace, the Mind Sculptor, etc.), have the computer get them into play (I wouldn't recommend that, it's ususally bad news for you), or draw them (Stroke of Genius, Braingeyser) in order to win via milling.
No, the ai deck is milling me and it doesn't seem to be working correctly in the manner I have previously stated. In past versions I have had very good success with mill decks I have used.

Re: Forge 07/16/2010 (unofficial BETA) version

PostPosted: 22 Jul 2010, 17:02
by DennisBergkamp
Whoa, this is indeed strange... anyone else notice this?

Re: Forge 07/16/2010 (unofficial BETA) version

PostPosted: 23 Jul 2010, 11:55
by Hamletchickencrisis
DennisBergkamp wrote:Whoa, this is indeed strange... anyone else notice this?
If I run into it again I'll let you know. As is, it could be an isolated incident.

Re: Forge 07/16/2010 (unofficial BETA) version

PostPosted: 23 Jul 2010, 12:13
by Hamletchickencrisis
Goblin Charbelcher doesn't seem to be putting revealed cards to the bottom of the deck.

Re: Forge 07/16/2010 (unofficial BETA) version

PostPosted: 23 Jul 2010, 16:20
by Hamletchickencrisis
Psychatog's second ability, removing 2 cards in grave from game, seems to have no option to stop removing cards after two so I am forced to eat the whole graveyard.