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Re: Current Known Bugs list

PostPosted: 04 Mar 2009, 04:48
by GandoTheBard
-- Sliver Queen + Gemhide Sliver in combination seems to make the game unplayable after a few turns of the computer tapping slivers to create more slivers endlessly. Even on the human turn the game goes ultra slow after this occurs. again I think this is a matter of poor memory management/bad array looping. It is probably most particularly noticible on older machines with lower ram.

Re: Current Known Bugs list

PostPosted: 04 Mar 2009, 04:55
by GandoTheBard
-- AI uses Sliver Overlord 's control sliver ability without rhyme or reason when I have no slivers in play. On top of that the display does not reveal WHICH one is being targeted...this is a must change. The player needs to know which sliver if any is being targeted so he/she can respond appropriately.

Re: Current Known Bugs list

PostPosted: 04 Mar 2009, 05:00
by GandoTheBard
There is definitely a strong need for a buffer for the ok button...for the fourth time this evening I have oked into the AIs attack instead of stopping during my main phase. I am being careful and it still occurs. It should be a simple proceedure to clear the buffer between clicks.

Re: Current Known Bugs list

PostPosted: 04 Mar 2009, 05:38
by Rob Cashwalker
-- The AI still pumps toughness needlessly.
The AI for any pump keyword needs tweaking to have different decisions based on whether it's a positive or negative pump, as well as if it's a toughness-only pump. Something that was on my mind when written, but no good ideas on good criteria.... Since the AI has to decide to use the pump before combat, it tries to figure out if the creature is going to attack... and then during combat, ends up NOT ATTACKING with it.... I dunno... I just follow the format of Rares' original pump abilities....

Re: Current Known Bugs list

PostPosted: 04 Mar 2009, 08:14
by GandoTheBard
Yes Rob toughness pumping is situational but the rule of thumb should be rather simple:

"Don't pump this unless it is needed." That should not be too hard to program. The hard part you will say is determining when it is needed. Well for starters you know it isn't needed if your creature can not be blocked. You also know it isn't needed if none of your opponents permanents can directly deal lethal damage to the creature. You might want to pump it to save it from a bolt or shock however. This would happen as a fast effect. Not really sure why the AI can't handle fast effects at all but this is a candidate for one if there ever was one. A simple check during combat to see if the creature is going to die should suffice as reason to pump the toughness if possible. Well I am not actually coding any of this so it seems simple enough to me at any rate. Talking logically is easier sometimes than coding logically I guess :)

Re: Current Known Bugs list

PostPosted: 04 Mar 2009, 11:30
by Almost_Clever
DennisBergkamp wrote:
Even more problems with Wonder. My creatures lose the flying ability they gained from Wonder in the graveyard when the computer played Armageddon.
Isn't this correct though? Since you don't control an Island anymore, won't those creatures lose flying?
Crap! You are correct, this is not a bug.

Re: Current Known Bugs list

PostPosted: 04 Mar 2009, 16:41
by Rob Cashwalker
GandoTheBard wrote:-- Sliver Queen + Gemhide Sliver in combination seems to make the game unplayable after a few turns of the computer tapping slivers to create more slivers endlessly. Even on the human turn the game goes ultra slow after this occurs. again I think this is a matter of poor memory management/bad array looping. It is probably most particularly noticible on older machines with lower ram.
That's not a bug, it's a broken combo!!!! That's precisely what Time Spiral block slivers were missing - cheap efficient sliver tokens....

Re: Current Known Bugs list

PostPosted: 04 Mar 2009, 16:56
by DennisBergkamp
-- AI uses Sliver Overlord 's control sliver ability without rhyme or reason when I have no slivers in play. On top of that the display does not reveal WHICH one is being targeted...this is a must change. The player needs to know which sliver if any is being targeted so he/she can respond appropriately.
I'll look into this, seems like I forgot to implement the canPlayAI() method correctly.

Re: Current Known Bugs list

PostPosted: 04 Mar 2009, 18:25
by Chris H.
I have play tested version 03-03 for a short while. I assigned the human version of my artifact armada deck to the computer and Forge accepted the deck as is - no adjustments were made to this version of the deck.

When it comes to playing the dual lands, they appeared in this order:

Scrubland - Underground Sea - Scrubland - Tundra - Underground Sea - Scrubland - Tundra

The computer also played two Seat of the Synod as if they were artifacts, for a total of 9 lands. The computer played only one land per turn.

Re: Current Known Bugs list

PostPosted: 04 Mar 2009, 18:25
by Chris H.
The computer is now using the War Chariot only one time per turn. It gave the TgtKPump Trample ability to a 0/2 creature. Hmmm

I wonder if it would be possible at some point to code in some AI for the TgtKPump {keyword = Trample}. Target the creature with the greatest power?

Re: Current Known Bugs list

PostPosted: 04 Mar 2009, 18:29
by Chris H.
DennisBergkamp wrote:
Phase 2: main Computer is thinking.
This means something went wrong and the program crashed. Do you remember what was going exactly ? Was there a spell on the stack ?

EDIT: I just happened to get the same error message from Cunning Lethemancer, I hit cancel instead of choosing a card to discard. This caused the same kind of crash, except during the upkeep phase.
I have gotten several of these. The computer was attempting to cast a spell and tapped sources of mana and then hangs:

Phase: Main2
Computer is thinking

I did not click on the Cancel or OK buttons. I wonder if there is something with the new multi-color mana handling that might cause this to happen.

Re: Current Known Bugs list

PostPosted: 04 Mar 2009, 19:48
by GandoTheBard
Rob Cashwalker wrote:
GandoTheBard wrote:-- Sliver Queen + Gemhide Sliver in combination seems to make the game unplayable after a few turns of the computer tapping slivers to create more slivers endlessly. Even on the human turn the game goes ultra slow after this occurs. again I think this is a matter of poor memory management/bad array looping. It is probably most particularly noticible on older machines with lower ram.
That's not a bug, it's a broken combo!!!! That's precisely what Time Spiral block slivers were missing - cheap efficient sliver tokens....
I think you missed the point here Rob. :) its not the token making that is the bug but the incredible slow down. The token making was anticipated when I made the deck. I didn't anticipate how long it would take the computer to do this relatively simple task and then how slow the game would become for EVERY action thereafter.

Re: Current Known Bugs list

PostPosted: 04 Mar 2009, 19:52
by GandoTheBard
DennisBergkamp wrote:
Phase 2: main Computer is thinking.
This means something went wrong and the program crashed. Do you remember what was going exactly ? Was there a spell on the stack ?

EDIT: I just happened to get the same error message from Cunning Lethemancer, I hit cancel instead of choosing a card to discard. This caused the same kind of crash, except during the upkeep phase.
AT the moment no...I had the Sliver Deck and the computer a randGen deck so I remember thinking the Sliver deck somehow broke the game. I assume the computer saw it was not going to win and pulled a classic cheater and walked away from its desk :P

Re: Current Known Bugs list

PostPosted: 04 Mar 2009, 20:13
by Chris H.
Miloku the Clouded Mirror creates a 1/1 blue Illusion creature token with flying ...

We are getting an old style rectangle token stating:

" U"
"Creature - Illusion"
""
"1 / 1"


We currently have a token named "u_1_1_illusion.jpg"

Re: Current Known Bugs list

PostPosted: 04 Mar 2009, 22:05
by Rob Cashwalker
GandoTheBard wrote:
Rob Cashwalker wrote:
GandoTheBard wrote:-- Sliver Queen + Gemhide Sliver in combination seems to make the game unplayable after a few turns of the computer tapping slivers to create more slivers endlessly. Even on the human turn the game goes ultra slow after this occurs. again I think this is a matter of poor memory management/bad array looping. It is probably most particularly noticible on older machines with lower ram.
That's not a bug, it's a broken combo!!!! That's precisely what Time Spiral block slivers were missing - cheap efficient sliver tokens....
I think you missed the point here Rob. :) its not the token making that is the bug but the incredible slow down. The token making was anticipated when I made the deck. I didn't anticipate how long it would take the computer to do this relatively simple task and then how slow the game would become for EVERY action thereafter.
I know... but it's cool that the computer was able to do that....

It's the same slow down I experienced when I ran my super-elf deck with tons of elf warrior tokens and llanowar elf tokens.... The constant board re-evaluation, the constant re-applying of static boosts (Might Sliver or Gaea's Anthem - same problem)