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Re: Current Known Bugs list

PostPosted: 04 Mar 2009, 22:36
by Chris H.
Chris H. wrote: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.
I managed to replicate the problem. =D>

I created a deck with Child of Alara, Tropical Island, Plateau and Blood Crypt.

When the computer attempts to summon Child of Alara it taps it's dual lands and Forge will then hang. It takes a combination of the following two:

Lands generating multiple colors + mana costs requiring multiple colors

I tried several variants on this theme. The one above was the only one that caused a hang.

Re: Current Known Bugs list

PostPosted: 04 Mar 2009, 22:50
by DennisBergkamp
I'm not really sure how to fix slowdowns like these. I guess a lot of the state-based cards (in GameActionUtil.java) cause these kind of slowdowns (Wonder especially, but I think there's something else going on there).
Gando, how many tokens did the AI with Sliver Queen have in play? I usually don't start experiencing slowdowns until there's like 30+ cards in play or so, depending what other state-based cards are in play. At this point, the slowdowns are pretty minor.... and this is on my laptop which is a 1GB Ram 1.66 dual core (not exactly the fastest).

Different subject: I think I've gotten the new P/T model working!!! Some tests I did:
- 6/6 Nightmare with 6 swamps in play, I then cast Bad Moon, which turned it into a 7/7.
- Ajani Goldmane puts a 26/26 Avatar token into play (1 Loyalty Counter left), next turn, I up my life by 2 (token turns into a 28/28). Turn after that, I give all my creatures a +1/+1 counter and Vigilance until EOT. Token turns into 29/29 and shows it has one +1/+1 counter.
- Yavimaya Enchantress comes into play as a 2/2. I then cast Gaea's Anthem, Yavimaya Enchantress turns into a 4/4. I Giant Growth the Yavimaya Enchantress, she turns into a 7/7. Next turn back to 4/4 again, I Naturalize the Gaea's Anthem, she turns back into a 2/2.
- Quirion Dryad comes into play as a 1/1. I cast Glorious Anthem, she becomes a 3/3 (one of which is a +1/+1 counter).

Anyway, I'm sure there's still a hundred bugs in this, but these simple tests at least worked as expected :)
Lignify will probably still be problematic...

Re: Current Known Bugs list

PostPosted: 04 Mar 2009, 22:57
by DennisBergkamp
I managed to replicate the problem. =D>

I created a deck with Child of Alara, Tropical Island, Plateau and Blood Crypt.

When the computer attempts to summon Child of Alara it taps it's dual lands and Forge will then hang. It takes a combination of the following two:

Lands generating multiple colors + mana costs requiring multiple colors

I tried several variants on this theme. The one above was the only one that caused a hang.
Aha! This makes sense. What happened exactly, how many of these lands did the AI have in play?
What probably occurs is that there's some method that checks if a spell can be cast, in this case it incorrectly returns true. Or more likely, it correctly returns true, but the AI can't figure out which color to tap first.

Re: Current Known Bugs list

PostPosted: 05 Mar 2009, 00:08
by GandoTheBard
DennisBergkamp wrote:I'm not really sure how to fix slowdowns like these. I guess a lot of the state-based cards (in GameActionUtil.java) cause these kind of slowdowns (Wonder especially, but I think there's something else going on there).
Gando, how many tokens did the AI with Sliver Queen have in play? I usually don't start experiencing slowdowns until there's like 30+ cards in play or so, depending what other state-based cards are in play. At this point, the slowdowns are pretty minor.... and this is on my laptop which is a 1GB Ram 1.66 dual core (not exactly the fastest).

Different subject: I think I've gotten the new P/T model working!!! Some tests I did:
- 6/6 Nightmare with 6 swamps in play, I then cast Bad Moon, which turned it into a 7/7.
- Ajani Goldmane puts a 26/26 Avatar token into play (1 Loyalty Counter left), next turn, I up my life by 2 (token turns into a 28/28). Turn after that, I give all my creatures a +1/+1 counter and Vigilance until EOT. Token turns into 29/29 and shows it has one +1/+1 counter.
- Yavimaya Enchantress comes into play as a 2/2. I then cast Gaea's Anthem, Yavimaya Enchantress turns into a 4/4. I Giant Growth the Yavimaya Enchantress, she turns into a 7/7. Next turn back to 4/4 again, I Naturalize the Gaea's Anthem, she turns back into a 2/2.
- Quirion Dryad comes into play as a 1/1. I cast Glorious Anthem, she becomes a 3/3 (one of which is a +1/+1 counter).

Anyway, I'm sure there's still a hundred bugs in this, but these simple tests at least worked as expected :)
Lignify will probably still be problematic...
It started after a mere 8 tokens. The lag became insane after 16.

Re: Current Known Bugs list

PostPosted: 05 Mar 2009, 00:13
by GandoTheBard
DennisBergkamp wrote:
I managed to replicate the problem. =D>

I created a deck with Child of Alara, Tropical Island, Plateau and Blood Crypt.

When the computer attempts to summon Child of Alara it taps it's dual lands and Forge will then hang. It takes a combination of the following two:

Lands generating multiple colors + mana costs requiring multiple colors

I tried several variants on this theme. The one above was the only one that caused a hang.
Aha! This makes sense. What happened exactly, how many of these lands did the AI have in play?
What probably occurs is that there's some method that checks if a spell can be cast, in this case it incorrectly returns true. Or more likely, it correctly returns true, but the AI can't figure out which color to tap first.
Solving this is also at the crux for intelligent tapping of land for the player too. If I am casting a mogg fanatic and I have a plateau in play and I tap it...I should NOT have to select red. Since the lands do not tap to add to your pool the selection should at least be intelligent. if the game can figure out what mana goes where (there should be an algorithm for this sort of logic out there somewhere, not quite a bubble sort but something along those lines) then it should be easy to predict what colors the player needs when tapping lands. One of the most annoying features of the game is having to choose every single mana color except when tapping basics and mono colored artifacts. Even for colorless mana. I suspect solving these problems together will make the game harder (AI smarter) and yet more fun (interface easier).

Re: Current Known Bugs list

PostPosted: 05 Mar 2009, 01:13
by GandoTheBard
Meadowboon still does not give counters properly when it leaves play to the hand.

Re: Current Known Bugs list

PostPosted: 05 Mar 2009, 01:16
by GandoTheBard
Testing the Rebels deck I made with the AI piloting I found that the AI does not need to tap out the Defiant Falcon to search. It simply attacks then activates the ability.

Nevermind...it does this with ALL rebels, not just the falcon. Cheating goes on as per usual lol.

Re: Current Known Bugs list

PostPosted: 05 Mar 2009, 01:25
by GandoTheBard
-- Blazing Archon incorrectly prevents ALL creatures from attacking.
-- Elspeth's tokens are still immune to its indestructable ultimate.

Re: Current Known Bugs list

PostPosted: 05 Mar 2009, 01:56
by DennisBergkamp
GandoTheBard wrote:-- Blazing Archon incorrectly prevents ALL creatures from attacking.
-- Elspeth's tokens are still immune to its indestructable ultimate.
Actually, it's worse. Blazing Archon only prevents its controller's creatures from attacking :shock:
Fixed it now, along with the Rebels/Mercenaries :)

I'm don't know why Elspeth's ultimate does not work on your tokens, I'm just testing this, it makes the tokens I have currently in play indestructible.
However, if I create other tokens afterwards, then they will not get the indestructible keyword.

Re: Current Known Bugs list

PostPosted: 05 Mar 2009, 02:00
by Chris H.
DennisBergkamp wrote:
I managed to replicate the problem. =D>

I created a deck with Child of Alara, Tropical Island, Plateau and Blood Crypt.

When the computer attempts to summon Child of Alara it taps it's dual lands and Forge will then hang. It takes a combination of the following two:

Lands generating multiple colors + mana costs requiring multiple colors

I tried several variants on this theme. The one above was the only one that caused a hang.
Aha! This makes sense. What happened exactly, how many of these lands did the AI have in play?
What probably occurs is that there's some method that checks if a spell can be cast, in this case it incorrectly returns true. Or more likely, it correctly returns true, but the AI can't figure out which color to tap first.
I had 5 dual lands in play at the time.

I replaced the Child of Alara with Cateran Persuader. The computer successfully cast the Cateran Persuader.

The Cateran Persuader requires two black, the Child of Alara requires one each of the five colors. :-k

Re: Current Known Bugs list

PostPosted: 05 Mar 2009, 02:58
by DennisBergkamp
Cool, I can reproduce this error now. I noticed another thing, it looks like I messed up on the land threading a little bit. The computer could end up with land cards in his opening hand. This should be an easy fix, fixing the actual crash is a lot more difficult though.

Re: Current Known Bugs list

PostPosted: 05 Mar 2009, 19:29
by mtgrares
DennisBergkamp you are a brave man to handle even a few of the ton of errors mentioned. +500 kudos

Re: Current Known Bugs list

PostPosted: 05 Mar 2009, 19:52
by Joku
Upon casting Diabolic Tutor, the card was placed in with my land and the card's ability was not executed.

I can activate the following ability of Rathi Assassin without paying the requisite cost: 1 B B, tap: Destroy target tapped nonblack creature.

Re: Current Known Bugs list

PostPosted: 05 Mar 2009, 19:53
by Mr.Chaos
Ok, I have tried the latest beta build and ran into a weird situation.
I made a deck using both Master of Etherium and Memnarch and played it against a random generated AI deck.
Comp played blue/black and decided to play Liliana Vess while I had Memnarch on the table.
Sweet! I used Memnarch to make Vess an artifact and... Suddenly there where 2 Vess on the table, both artifacts!
Ok, welcome to weirdville. Next, I use Memnarch to take control of the artifact Vess. I get both of them and now have 2 artifact Liliana Vess cards in play on my side!
I decide to use Vess's ability to force the comp to discard a card. BOTH Vess's get a loyalty counter.
So, targeting the planeswalker with memnarch somehow caused a split and produced a twin Vess.
But for gameplay, they are one and the same card and the game goes on as if there is only 1 in play.
I actually have a screenshot of both Vess's in play on my side, see attached winrar file. (I was afraid that adding the uncomplressed screenshot would be too wide for the forum, hence the rar file)

I will also post the deck I used in the deck section of this forum. (posting it here would make things messy)

Re: Current Known Bugs list

PostPosted: 05 Mar 2009, 20:21
by Almost_Clever
Mr.Chaos wrote:Ok, I have tried the latest beta build and ran into a weird situation.
I made a deck using both Master of Etherium and Memnarch and played it against a random generated AI deck.
Comp played blue/black and decided to play Liliana Vess while I had Memnarch on the table.
Sweet! I used Memnarch to make Vess an artifact and... Suddenly there where 2 Vess on the table, both artifacts!
Ok, welcome to weirdville. Next, I use Memnarch to take control of the artifact Vess. I get both of them and now have 2 artifact Liliana Vess cards in play on my side!
I decide to use Vess's ability to force the comp to discard a card. BOTH Vess's get a loyalty counter.
So, targeting the planeswalker with memnarch somehow caused a split and produced a twin Vess.
But for gameplay, they are one and the same card and the game goes on as if there is only 1 in play.
I actually have a screenshot of both Vess's in play on my side, see attached winrar file. (I was afraid that adding the uncomplressed screenshot would be too wide for the forum, hence the rar file)

I will also post the deck I used in the deck section of this forum. (posting it here would make things messy)
This is similar to the Lucent Liminid problem that Dennis fixed a version or two back. It really is only permanent, but it shows up in two different display areas because it is both a planewalker and an artifact.