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Updates on the way.

MicroProse's Shandalar Campaign Game, now with new cards & a new look!

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Re: Updates on the way.

Postby Korath » 06 Apr 2015, 08:03

Cards added and tested (at least minimally) | Open
Akoum Refuge
Ambush Party
Ancestor's Chosen
Angel of Mercy
Arashin Cleric
Arcane Sanctum
Arctic Flats
Azorius Guildgate
Blade-Tribe Berserkers
Bloodfell Caves
Blossoming Sands
Blur Sliver
Boreal Shelf
Boros Guildgate
Brimstone Dragon
Cathedral Sanctifier
Charcoal Diamond
Cloudpost
Coastal Tower
Crumbling Necropolis
Cunning Sparkmage
Devout Monk
Dimir Guildgate
Dismal Backwater
Elfhame Palace
Fire Diamond
Flameborn Hellion
Frontier Bivouac
Frost Marsh
Glimmerpost
Goblin Chariot
Goblin Chieftain
Goldnight Redeemer
Golgari Guildgate
Graypelt Refuge
Gruul Guildgate
Gurmag Swiftwing
Highland Weald
Impetuous Sunchaser
Izzet Guildgate
Jedit's Dragoons
Jungle Hollow
Jungle Shrine
Jwar Isle Refuge
Kabira Crossroads
Kazandu Refuge
Kemba's Skyguard
Lava Hounds
Lightning Elemental
Lone Missionary
Marble Diamond
Minotaur Aggressor
Moss Diamond
Mountain Bandit
Mystic Monastery
New Benalia
Nomad Outpost
Nylea's Disciple
Opulent Palace
Orzhov Guildgate
Oxidda Daredevil
Peace Strider
Radiant Fountain
Radiant's Dragoons
Raging Goblin
Rakdos Guildgate
Reckless Brute
Rugged Highlands
Salt Marsh
Sandsteppe Citadel
Savage Lands
Scoured Barrens
Seaside Citadel
Sejiri Refuge
Selesnya Guildgate
Shivan Oasis
Shu Grain Caravan
Simic Guildgate
Sky Diamond
Spiritual Guardian
Staunch Defenders
Swiftwater Cliffs
Talruum Minotaur
Temple Acolyte
Temple of Abandon
Temple of Deceit
Temple of Enlightenment
Temple of Epiphany
Temple of Malady
Temple of Malice
Temple of Mystery
Temple of Plenty
Temple of Silence
Temple of Triumph
Tenement Crasher
Teroh's Faithful
Thornwood Falls
Thundering Giant
Tireless Missionaries
Tranquil Cove
Tresserhorn Sinks
Uncanny Speed
Urborg Volcano
Valley Dasher
Venerable Monk
Volcanic Dragon
Vulshok Berserker
Vulshok Sorcerer
Wind-Scarred Crag

Cards added, not yet seen to test | Open
Abyssal Specter
Asphodel Wanderer
Barbed Shocker
Carnassid
Carrion Wall
Cliffrunner Behemoth
Coldsteel Heart
Crimson Muckwader
Crypt Ripper
Cryptic Annelid
Cyclops of Eternal Fury
Deathbellow Raider
Death's Shadow
Ferocious Charge
Fervor
Gorilla Chieftain
Hedge Troll
Hymn to Tourach
Kjeldoran Dead
Levitation
Lim-Dul's High Guard
Living Airship
Malach of the Dawn
Manor Skeleton
Mass Hysteria
Mind Rot
Minotaur Skullcleaver
Odylic Wraith
Pyre Charger
Sanguine Guard
Selesnya Sentry
Serra's Blessing
Shocker
Shrieking Mogg
Spectral Lynx
Spined Fluke
Tangle Hulk
Thundermare
Wolfir Avenger
Worn Powerstone
Some of the things that don't work are surprising. I'm seeing plenty of things that I remember fixing at the engine level in Manalink (and don't relish doing so again), but the things that I never even knew I'd been spoiled by are on occasion astounding. I already knew, for example, what had to be done to get colored artifacts to work properly; I hadn't known that the machinery for their previous work-around (making the card dynamically set its own mana cost) wasn't part of the original game, nor how much would have to be done to put even that in. So don't expect things like Force of Will anytime soon, unless my longer-term plan of running duels in a separate Manalink process works out.

Multicolor casting costs are the same story - they don't exist at all in shandalar.exe, and were instead put into magic.exe at some point - but even harder; even though I've previously moved some of it into C for Manalink, the remainder is all hand-coded assembly that would be harder to reverse-engineer than to just rewrite from scratch. It'd be plenty hard to rewrite from scratch, though, so there's basically no chance I'm going to do so in the short term.

I figured out how I'd broken save game names and fixed it; but I still can't get wizard animations working, even now that I actually have the movies. It's not just a question of missing files; the same directory works in a newly-installed XP virtual machine, but not on any of the other (actual) machines I've tried it on (another XP, a Vista, and two Win7s). They play normally outside of the game, so that's not it either.
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Re: Updates on the way.

Postby gmzombie » 07 Apr 2015, 18:08

Well from the original game to the first or second beta from mok he added multi colored cards into the game I believe Because they(microprose) abandoned this game before ever adding in multicolored items Or finishing things like the ability to sideboard in the real game. It's weird as they do have sideboarding if you play a sealed event And even in shandalar you can have up to 3 decks per cards you have.

Also only on a side note and just brainstorming outlin loud could the dll files that you guys currently program to be loaded up via shandalar Or is that what your already talking about with the long-term porting the duel to manalink process? I'm no coder so I don't know the ins and outs but just little snippets of things.
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Re: Updates on the way.

Postby Korath » 08 Apr 2015, 10:35

There's some small chance that I might eventually try to compile ManalinkEh.dll against shandalar.exe, but I can't simply link to it. Every function and variable it references in magic.exe is at a different address in shandalar.exe. Plus, again, the things like check_multi_mana() that just aren't in shandalar.exe at all.

The most likely long term plan is to, whenever Shandalar calls its "start a duel" function, spawn a separate magic.exe process, give it data for each player's decks, starting life, free extra cards, etc., wait for it to complete, and get back a winner and ante result from that.
---
It turned out to be easier to correctly put the legend rule directly into the engine than to use the sort of workaround Manalink does (which is to have every legendary card check the legend rule itself when it comes into play), and it's much more robust that way, too. There's no chance of the legend rule being missed if duplicate legends sneak onto the battlefield by some circuitous, unforeseen route (such as if one stops copying something else), and this way legends can just use the same function a similar card does.
Some more low-hanging fruit | Open
Akroma's Memorial
Akroma, Angel of Wrath
Ascendant Evincar
Battering Sliver
Battle Sliver
Beacon of Immortality
Blade Sliver
Blood-Toll Harpy
Bonesplitter Sliver
Concentrate
Counsel of the Soratami
Cruel Bargain
Day of Destiny
Diabolic Edict
Divination
Dread Reaper
Elesh Norn, Grand Cenobite
Eron the Relentless
Eviscerator
Flame Rift
Foul Imp
Gaea's Cradle
Galerider Sliver
Gray Merchant of Asphodel
Groundshaker Sliver
Hall of Triumph
Harmonize
Horned Sliver
Howling Banshee
Ihsan's Shade
Infernal Contract
Inspiration
Isamaru, Hound of Konda
Jace's Ingenuity
Jeska, Warrior Adept
Kami of the Crescent Moon
Kaysa
Kongming, "Sleeping Dragon"
Lovisa Coldeyes
Maggot Carrier
Malakir Bloodwitch
Megantic Sliver
Meng Huo, Barbarian King
Might Sliver
Mirri, Cat Warrior
Mirror Gallery
Mox Opal
Muscle Sliver
Necrogen Scudder
Night of Souls' Betrayal
Opportunity
Paladin en-Vec
Phyrexian Gargantua
Phyrexian Rager
Plated Sliver
Predatory Sliver
Radiant, Archangel
Reef Pirates
Rorix Bladewing
Sentinel Sliver
Serpent Warrior
Serra's Sanctum
Serum Visions
Silvos, Rogue Elemental
Sima Yi, Wei Field Marshal
Sinew Sliver
Spinneret Sliver
Spirit of the Night
Spitting Sliver
Steelform Sliver
Striking Sliver
Synchronous Sliver
Talon Sliver
Tidings
Tolarian Academy
Urabrask the Hidden
Vampiric Spirit
Watcher Sliver
Weave Fate
Winged Sliver
Zhang Liao, Hero of Hefei
Zo-Zu the Punisher
Zuberi, Golden Feather
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Re: Updates on the way.

Postby gmzombie » 08 Apr 2015, 16:09

Well now I understand more now. :) I am very pleased with what you have been able to accomplish. As one of the few original beta testers I was always a bit sad that this game didn't get the overhaul too. I'll be happy to see maze of ith in there personally :) if you need anything decompiled I can do nu best to get you. That info.
can I maze of ith your snowstorm?

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Re: Updates on the way.

Postby Bog Wraith » 08 Apr 2015, 18:12

Topic is now a a sticky! 8)
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Re: Updates on the way.

Postby Korath » 10 Apr 2015, 14:34

I've ported in a couple of Manalink's conveniences that I decided I just couldn't live without - autotapping artifacts and creatures for mana, and autochoosing color choice for Black Lotus (but not yet Birds of Paradise). City of Brass and the original dual lands already pick their color automatically when appropriate, and I don't particularly care about Celestial Prism; are there any other multicolored mana sources in the original game that I'm forgetting?

Dual lands are an embarassment of riches. Will probably have to bump the original duals up to mythic rare, so you don't just buy them at your first Nomad's Bazaar/Diamond Mine and ignore all the others. Though, again, that'll actually make them harder to find than the restricted cards in the dungeons.

I've always considered it a bug that the "mind control" power that Mind Stealers and (Priestesses?) have exactly duplicates the player's opening hand, only shuffling the rest of copied library; not least because if the AI mulligans, you see its hand from before your deck is copied. Looking at the assembly, though, it's obviously intentional. So while I've fixed it, I'm including an option to preserve the old behavior.

I've attempted to fix the obviously-broken AI for Giant Growth (and hence Brute Force), and the less-obviously broken AI for Stone Rain (and hence Craterize (they actually printed that?!), Ice Storm, Rain of Tears, Sinkhole, and Winter's Grasp), but haven't tested extensively yet.

I really, really need to stop getting distracted by easy cards and get around to finishing up the dungeon ones so they don't crash immediately when found (still have Flash, Memory Jar, Mind's Desire (likely to be replaced; Strip Mine is the frontrunner), Necropotence, Tinker, Yawgmoth's Bargain, and Yawgmoth's Will to go). And then stop getting distracted by cards period and just invoke Manalink's duel.

On the plus side, doing things this way means that - for the moment, at least - there doesn't need to be any kind of configuration to disable buggy cards at runtime; their impact on Shandalar is higher than in Manalink, since in the latter you can just choose not to play decks with them. That's assuming there's less bugs in my cards than in the Manalink ones, of course, but that's more reasonable and less arrogant than it looks on its face - I'm deliberately avoiding the difficult cards (grant and especially loss of abilities; animation/changing type/copying; modal spells and anything else that requires a choice dialog; planeswalkers; graveyard interactions; and activation while off the battlefield), and moving a lot of complexity that's typically in individual card functions in Manalink (notably Sleight of Mind and Magical Hack considerations) into the engine instead.

The latest distractions | Open
Afterlife
Allied Strategies
Ambassador Oak
Ambition's Cost
Ancient Craving
Attended Knight
Balance of Power
Basal Thrull
Bathe in Dragonfire
Battlewise Valor
Beacon of Creation
Beacon of Destruction
Beacon of Tomorrows
Beast Within
Bee Sting
Beetleback Chief
Bestial Menace
Black Lotus
Blackcleave Cliffs
Blade Splicer
Bloodstone Cameo
Bolt of Keranos
Bring Low
Captain of the Watch
Captain's Call
Carven Caryatid
Catalog
Chandra's Outrage
Clifftop Retreat
Cloud Dragon
Cloud Elemental
Cloud Pirates
Cloud Sprite
Copperline Gorge
Darkslick Shores
Defiant Strike
Douse in Gloom
Dragon Fodder
Dragonskull Summit
Drake-Skull Cameo
Drowned Catacomb
Druid of the Anima
Elvish Promenade
Elvish Visionary
Essence Drain
Evangel of Heliod
Explosive Impact
Fated Conflagration
Feudkiller's Verdict
Fire Imp
Fists of the Anvil
Flame Slash
Flametongue Kavu
Flight of Fancy
Forge Devil
Fyndhorn Elder
Galvanic Blast
Gather the Townsfolk
Gavony Ironwright
Giant's Ire
Gilded Lotus
Glacial Fortress
Gloomwidow
Goblin Rally
Goblin Scouts
Greenweaver Druid
Gryff Vanguard
Halimar Depths
Harrowing Journey
Hellion Eruption
Hinterland Harbor
Hive Stirrings
Hordeling Outburst
Hornet Sting
Howl of the Night Pack
Hunted Dragon
Hunted Horror
Hunted Troll
Icatian Town
Illness in the Ranks
Intangible Virtue
Isolated Chapel
Join the Ranks
Khalni Garden
Kirtar's Wrath
Krenko's Command
Lava Axe
Lightning Blast
Lotus Petal
Manalith
Master Splicer
Master's Call
Maul Splicer
Merchant of Secrets
Merfolk Traders
Meteorite
Midnight Haunting
Might of Alara
Might of Oaks
Might of Old Krosa
Might of the Masses
Mind Sludge
Mirran Mettle
Monstrous Growth
Nantuko Elder
Nekrataal
Night's Whisper
Obelisk of Bant
Obelisk of Esper
Obelisk of Grixis
Obelisk of Jund
Obelisk of Naya
Opaline Unicorn
Orcish Cannonade
Owl Familiar
Palladium Myr
Persecute
Phantom General
Pharika's Cure
Phytoburst
Piranha Marsh
Predator's Howl
Primal Bellow
Pulse of the Fields
Pulse of the Forge
Pulse of the Grid
Pulse of the Tangle
Puncture Bolt
Raise the Alarm
Rapid Hybridization
Razorverge Thicket
Regal Force
Reliquary Tower
Rishadan Airship
Rite of the Serpent
Rootbound Crag
Rupture Spire
Savage Surge
Scrapskin Drake
Seachrome Coast
Seashell Cameo
Seller of Songbirds
Sensor Splicer
Shaman of Spring
Shock
Show of Valor
Shredding Winds
Sign in Blood
Sip of Hemlock
Sky-Eel School
Skywinder Drake
Sorin's Thirst
Sorin's Vengeance
Spark Jolt
Spellbook
Spontaneous Generation
Spore Burst
Stand Firm
Starfall
Strafe
Striped Bears
Sulfur Falls
Sunlance
Sunpetal Grove
Survey the Wreckage
Take Up Arms
Talrand's Invocation
Tarfire
Taste of Blood
Teetering Peaks
Thran Dynamo
Tigereye Cameo
Time Warp
Timely Reinforcements
Titan's Strength
Titanic Growth
Tome Scour
Transguild Promenade
Tribal Flames
Troll-Horn Cameo
Turntimber Grove
Unyaro Bee Sting
Urbis Protector
Urborg Elf
Vaporkin
Vicious Hunger
Vine Trellis
Voice of the Provinces
Voices from the Void
Waiting in the Weeds
Wakedancer
Wall of Blossoms
Wall of Omens
Welkin Tern
Windfall
Wing Splicer
Woodland Cemetery
By my count I'm now at 902 cards added, which is almost half again Shandalar's original 650ish (the oft-quoted limit of 722 includes 7ish tokens, 50ish effect cards, and 16 slots for dynamically-created types). Including all those vanilla creatures seems like cheating, though. This should be enough to start building decks for those inclined, in any case.
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Re: Updates on the way.

Postby Aswan jaguar » 10 Apr 2015, 21:32

Korath wrote: are there any other multicolored mana sources in the original game that I'm forgetting?
The only one is Fellwar Stone.
---
Trying to squash some bugs and playtesting.
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Re: Updates on the way.

Postby RanDomino » 11 Apr 2015, 01:20

Aswan jaguar wrote:
Korath wrote: are there any other multicolored mana sources in the original game that I'm forgetting?
The only one is Fellwar Stone.
Does Gem Bazaar count?
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Re: Updates on the way.

Postby Korath » 11 Apr 2015, 02:36

No, it can only produce one color of mana at any time.
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Re: Updates on the way.

Postby Korath » 13 Apr 2015, 19:18

I've gotten multicolor cards and colored artifacts working, the latter more cleanly than in Manalink (since I've reverse-engineered check_mana_multi() and added support for them directly, instead of the bletcherous hack I put in Manalink). Multicolor cards still don't show up in towns. I don't think colored non-creature artifacts will be selectable anywhere in the cardpicker; colored artifact creatures show up under Creature for Blue etc., but not with artifact creatures. Maybe add them to the category I currently have set aside for planeswalkers.

I've moved targeting into C as well (again, nothing new compared to Manalink); an immediate benefit is support for Shroud (and Hexproof just as soon as I decide where I want to store it).
Heap o' cards | Open
AEther Adept
Abyssal Horror
Accumulated Knowledge
Aftershock
Ancient Spider
Apocalypse
Armored Wolf-Rider
Assassinate
Assault Zeppelid
Augury Owl
Barktooth Warbeard
Careful Study
Cavern Harpy
Centaur Archer
Centaur Healer
Childhood Horror
Choking Sands
Collective Blessing
Control of the Court
Covert Operative
Cruel Edict
Crystalline Sliver
Dakmor Plague
Day of Judgment
Deadly Insect
Death Pit Offering
Deft Duelist
Denizen of the Deep
Desecrated Earth
Devout Lightcaster
Dictate of Heliod
Dimir Cutpurse
Dinrova Horror
Drakewing Krasis
Dream Stalker
Dry Spell
Ebon Dragon
Emancipation Angel
Esper Cormorants
Famine
Filigree Angel
Final Judgment
Flame Wave
Fleetfoot Panther
Flowstone Surge
Font of Mythos
Fusion Elemental
Gaea's Anthem
Gaea's Skyfolk
Galina's Knight
Glorious Anthem
Goblin Deathraiders
Goblin Lore
Goblin Outlander
Grizzled Leotau
Hail Storm
Hawkeater Moth
Hazerider Drake
Highspire Mantis
Hold the Gates
Horned Kavu
Humble Budoka
Hunted Phantasm
Hussar Patrol
Icequake
Indomitable Archangel
Inkwell Leviathan
Isleback Spawn
Jasmine Boreal
Jedit Ojanen
Jerrard of the Closed Fist
Jhessian Infiltrator
Jokulhaups
Kalonian Behemoth
Keymaster Rogue
Kindle
Kodama of the North Tree
Kor Skyfisher
Lady Orca
Landbind Ritual
Laquatus's Creativity
Latch Seeker
Leatherback Baloth
Lightning Helix
Llanowar Knight
Magma Giant
Man-o'-War
Marsh Goblins
Metathran Soldier
Mind Burst
Mist Raven
Nacatl Outlander
Nature's Claim
Needle Storm
Nimble Mongoose
Ogre Arsonist
Phantom Warrior
Pillage
Pincher Beetles
Plasma Elemental
Pyroclasm
Ramirez DePietro
Ravenous Rats
Razorfin Hunter
Rhox Brute
Rhox War Monk
Rip-Clan Crasher
Risen Sanctuary
Ruination Wurm
Scalebane's Elite
Scarwood Goblins
Selesnya Sagittars
Sever Soul
Shivan Wurm
Shivan Zombie
Sift
Silver Drake
Simic Sky Swallower
Sir Shandlar of Eberyn
Sivitri Scarzam
Skyknight Legionnaire
Smash
Smash to Smithereens
Sphinx of the Steel Wind
Spidersilk Armor
Spike Jester
Steam Blast
Stern Proctor
Streetbreaker Wurm
Stupor
Sunder
Talas Warrior
Tempest Drake
The Lady of the Mountain
Theft of Dreams
Thermokarst
Thunder Dragon
Tidal Kraken
Tidehollow Strix
Tivadar of Thorn
Tobias Andrion
Torsten Von Ursus
Tower Gargoyle
Tremor
Upheaval
Valeron Outlander
Vedalken Outlander
Vendetta
Vengeance
Vindicate
Vodalian Zombie
Voidwielder
Wall of Denial
Watchwolf
Wave of Reckoning
Whitemane Lion
Windreaper Falcon
Winged Coatl
Woodlot Crawler
Woolly Thoctar
Yavimaya Barbarian
Yawgmoth's Bargain (with draw step properly skipped entirely)
Zephid
Zhur-Taa Ancient
Zombie Outlander

Five must-have dungeon cards left before I'm comfortable releasing an alpha.

It I put together a modified rarity.dat so that you can make the Manalink deckbuilder only display cards currently supported in Shandalar, would anyone actually build AI decks?
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Re: Updates on the way.

Postby Huggybaby » 13 Apr 2015, 19:39

Sure, there are some guys here who just love to build decks!

Good thing too, because I prefer to select a precon deck rather than build my own 99.9% of the time. :)
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Re: Updates on the way.

Postby gmzombie » 13 Apr 2015, 21:01

=D> =D> for real though awesome job so far. I can't wait to see this awesomeness.

Question do u still want the AI decks to just be better versions of themselves or all out new?
Last edited by gmzombie on 13 Apr 2015, 21:09, edited 1 time in total.
can I maze of ith your snowstorm?

http://home.comcast.net/~gmzombie/index.html old stuff in here. don't use this stuff right now till I get time to get back into it and readjust.
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Re: Updates on the way.

Postby Korath » 13 Apr 2015, 21:05

It should be safe to just overwrite your normal Manalink Rarity.dat with this if you don't care about the Block pseudo-expansion, but no guarantees. Probably wiser to keep the old file around, just in case.
shandalar-filter.jpg
The deckbuilder in Shandalar itself is considerably uglier.
(It occurs to me that this may have some false positives; the format of rarity.dat is much more complex than it needs to be. I'm double-checking it manually.) Enh, all the cards starting with A through I are right; it's probably fine.

Edit: I've removed the download that was attached to here; use the Rarity.dat file distributed with each update.
Last edited by Korath on 21 May 2015, 16:43, edited 1 time in total.
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Re: Updates on the way.

Postby Korath » 13 Apr 2015, 22:11

gmzombie wrote:Question do u still want the AI decks to just be better versions of themselves or all out new?
I'd say they should be thematically the same, where there's a theme. Elvish Magi, for example, should stay elf-themed, and Merfolk Shaman merfolk; and the colors should stay the same, with at most minor splashes (like how Paladin runs just enough blue mana to throw in four Sleight of Mind; he's still a white creature, and can't walk on island terrain).

The actual strategies of the original decks, though, are irrelevant IMO. There's no reason to keep Kiska Ra using the hopeless overenchanted weenie plan, not when there's so much better WGU decks to be built. I'd much rather play against decks that A) are challenging, and B) the AI plays reasonably well.
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Re: Updates on the way.

Postby Bog Wraith » 14 Apr 2015, 14:49

After backing up my original Rarity file, I replaced it with yours. No joy. This is the error message I received.

I tried it in both a Shandalar install & a ManaLink install as I wasn't sure which one this file was for. Neither of them worked. I tried running the program & separately, tried to start the deck builder as well. I always got this same error message.
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