Broken cards, and how to fix them?
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Broken cards, and how to fix them?
by GamerXYZ0 » 10 Jul 2011, 19:02
I'd like to fix the broken cards in DotP 2012, like Flameborn Hellion being able to not attack (well, never been able to summon it myself, but I've witnessed the AI using it plenty of times and not attacking despite it being possible). Are there any more? Well, anyway, anyone knows how to fix Flameborn Hellion and possibly any other cards?
Oh, and a small thing I was looking for in the previous DotP but now also in 2012: if someone knows a way to disable mulligans (either just disabling it, or just disabling the AI from mulliganing, or any other way), please tell. Would love to play some games where neither me nor the AI mulligans. Would produce some interesting games instead of always the same.
Oh, and a small thing I was looking for in the previous DotP but now also in 2012: if someone knows a way to disable mulligans (either just disabling it, or just disabling the AI from mulliganing, or any other way), please tell. Would love to play some games where neither me nor the AI mulligans. Would produce some interesting games instead of always the same.
Re: Broken cards, and how to fix them?
by Shatterhouse » 10 Jul 2011, 20:20
The card itself is not bugged. The "must attack" characteristic is what's bugged. During combat the hellion is automatically picked as an attacker, but it's possible to deselect it. You can't fix this by editing the card.
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Re: Broken cards, and how to fix them?
by GamerXYZ0 » 10 Jul 2011, 20:57
Ah, I see, had no idea it worked like that because I never used that. Is there a way to fix the characteristic then? If not I guess I'll just edit the "must attack"-part out then, as the existance of it might persuade the AI to be more aggressive with it after all while I'm not affected by it (and if the AI doesn't have to attack, I'm not going to follow that limitation either).
Re: Broken cards, and how to fix them?
by Shatterhouse » 10 Jul 2011, 22:09
No, you'd need the game's source code to fix any API-level thing.
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Re: Broken cards, and how to fix them?
by GamerXYZ0 » 10 Jul 2011, 22:59
Alright, guess I'll edit that non-working limitation out then.
I suppose you wouldn't know of other cards that are bugged, wouldn't you?
EDIT: Seems it CAN be done, as in its XML file it gives a negative score for being in play, so I assume that if I'd set that negative score alot worse, the AI would want to get rid of it and so would always attack with it. However, I think, and this is something I'm not going to test though, that it would also mean the opponent would try to get rid of it itself by using certain cards (provided the AI wouldn't get a bigger score by using it on you), and it might even mean the opponent wouldn't even want to play it anymore.
I suppose you wouldn't know of other cards that are bugged, wouldn't you?
EDIT: Seems it CAN be done, as in its XML file it gives a negative score for being in play, so I assume that if I'd set that negative score alot worse, the AI would want to get rid of it and so would always attack with it. However, I think, and this is something I'm not going to test though, that it would also mean the opponent would try to get rid of it itself by using certain cards (provided the AI wouldn't get a bigger score by using it on you), and it might even mean the opponent wouldn't even want to play it anymore.
Re: Broken cards, and how to fix them?
by takijeden » 03 Aug 2011, 15:43
Journey to Nowhere is bugged, it has no effect when entering the battlefield. Dunno how to fix.
Re: Broken cards, and how to fix them?
by nabeshin » 16 Aug 2011, 13:04
Compare its code to any Enchantment cards, it is an easy riddle (help: idiotic error)takijeden wrote:Journey to Nowhere is bugged, it has no effect when entering the battlefield. Dunno how to fix.
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