Updates on the way.
MicroProse's Shandalar Campaign Game, now with new cards & a new look!
Moderators: BAgate, drool66, Aswan jaguar, gmzombie, stassy, CCGHQ Admins
Re: Updates on the way.
by stassy » 22 Apr 2016, 19:16
Well, there is still a workaround for that in the Shandalar.ini during duel :TheKillerNacho wrote:
I'm talking about the AI in the duel, not AIs on the world map. When you reach 50 life or so, I've noticed enemies tend to become passive and don't attack with their creatures.
This is still an untested feature, with no upper limit, I set mine to 14 for some settings but didn't see any significant weird behavior yet (still didn't use life abusing deck yet though);If greater than 0, makes the AI less likely to attack with each of its
;creatures; if less than 0, makes it more likely to. The numbers are somewhat
;fluid: +12 is enough to keep a vanilla 1/1 creature from attacking, while it
;takes about -96 to get it to attack into certain death against a 1/1
;first-striking blocker.
;
;Defaults AiReluctantAttack = 0
AiReluctantAttack = 1
;If greater than 0, makes the AI less likely to block with each of its
;creatures; if less than 0, makes it more likely to. Uses the same scale as
;AiReluctantAttack.
;
;Defaults AiReluctantBlock = 0
AiReluctantBlock = 1
;If greater than 0, maybe makes the AI think the player is less likely to
;attack with each of his creatures; if less than 0, makes it think the player
;is more likely to. Uses the same scale as AiReluctantAttack.
;
;While the AI computes this value for the human player's cards, it's unclear
;whether and how it's actually used. Experiment and let me know, eh?
;
;Defaults PlayerReluctantAttack = 0
PlayerReluctantAttack = 1
;If greater than 0, maybe makes the AI think the player is less likely to block
;with each of his creatures; if less than 0, makes it think the player is more
;likely to. Uses the same scale as AiReluctantAttack.
;
;While the AI computes this value for the human player's cards, it's unclear
;whether and how it's actually used. Experiment and let me know, eh?
;
;Defaults PlayerReluctantBlock = 0
PlayerReluctantBlock = 1
;If set to 1, makes the AI consider playing all creature cards before combat in
;addition to the phases the individual cards are set to in ct_all.csv. A
;stopgap measure until haste-granting cards like Concordant Crossroads have
;some mechanism to influence the AI while they're in play.
;
;Defaults CreaturesBeforeCombat = 0
CreaturesBeforeCombat = 1
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Re: Updates on the way.
by Korath » 22 Apr 2016, 20:47
Or put in a correction for inflation. The more gold you have, the lower a percentage you get offered.
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Re: Updates on the way.
by Rawky » 22 Apr 2016, 22:10
That seems parallel to imposing a maximum amount of gold a player can carry. Either one would limit the benefit of the random spawned buy-any-card-for-gold (I forget the name; Nomad's Bazaar?), which is incredibly easy to abuse when you're walking around with thousands of gold. This is one reason why I like having the classic dual lands in the NoChoose; I've been enjoying my games much more since doing that. Winning one is much more of a reward now.
Is it possible to maybe limit the number of purchases at the gold-dealer, such as being limited to 3 buys before it auto-closes? If you mix this with a max gold limit or diminishing returns on sold cards, then it becomes harder to buy your way to unbeatable decks. I enjoy having and playing with the unbeatable decks, but I play Shandalar for the drawn out experience of the pursuit of the power deck. Once I get it, the joy dies quickly for me. Maybe others are different.
Similarly, perhaps a limited number of buys at the gem vendor. Being able to dump gold into that is pretty amazing.
Is it possible to maybe limit the number of purchases at the gold-dealer, such as being limited to 3 buys before it auto-closes? If you mix this with a max gold limit or diminishing returns on sold cards, then it becomes harder to buy your way to unbeatable decks. I enjoy having and playing with the unbeatable decks, but I play Shandalar for the drawn out experience of the pursuit of the power deck. Once I get it, the joy dies quickly for me. Maybe others are different.
Similarly, perhaps a limited number of buys at the gem vendor. Being able to dump gold into that is pretty amazing.
Re: Updates on the way.
by TheKillerNacho » 24 Apr 2016, 00:32
The other option may be to increase the cost of food? Gives you a required sink for the gold you seem to accumulate.
With much cheese,
TheKillerNacho
TheKillerNacho
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Re: Updates on the way.
by lujo » 27 Apr 2016, 13:57
Wanted to say thank you for the Dragon Lair update. I got really swamped by RL stuff, but I'm so glad to see that Agent of Shauku. I hope I'll be back to doing things in a reasonable time.
---
My Shandalar deck pack folder is avaliable here:Dropbox
Leave feedback on particular decks here: Google doc
Ask for instructions, give feedback and complaints here: Thread
My Shandalar deck pack folder is avaliable here:Dropbox
Leave feedback on particular decks here: Google doc
Ask for instructions, give feedback and complaints here: Thread
Re: Updates on the way.
by Milosz006 » 01 May 2016, 21:09
I'm trying to run Abandonded Shrine 3 and I get the error message "the procedure entry point Cardartlib_initialize_for_shandalar could not be located in the dynamic link library Cardartlib.dll.", plz halp
EDIT: ok, I reinstalled it and it works now except there isn't any text
EDIT: ok, I reinstalled it and it works now except there isn't any text
Re: Updates on the way.
by Rawky » 02 May 2016, 02:56
Try logging out of windows.Milosz006 wrote:there isn't any text
Re: Updates on the way.
by Milosz006 » 07 May 2016, 06:38
That worked, thanks. Enjoying Shandalar so far, but how do I turn off the buggy cards in Shandalar.ini?Rawky wrote:Try logging out of windows.Milosz006 wrote:there isn't any text
Also how do I play online?
Re: Updates on the way.
by Rawky » 07 May 2016, 07:34
Which cards? What bugs?Milosz006 wrote:how do I turn off the buggy cards
Generally speaking, there is the Bug Tracker
Re: Updates on the way.
by stassy » 07 May 2016, 17:04
To disable a specific card in Shandalar, input its name after the line [Disable] and before the line [DungeonTreasure] in the Shandalar.ini file :
You can't play online in Shandalar, only with Manalink 2.0 under Hamachi mode
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Re: Updates on the way.
by Milosz006 » 07 May 2016, 19:37
all the links I could find to Manalink 2.0 on this site are dead, do you know where I can find the files I'd need to play online with the biggest card pool possible?stassy wrote:To disable a specific card in Shandalar, input its name after the line [Disable] and before the line [DungeonTreasure] in the Shandalar.ini file :You can't play online in Shandalar, only with Manalink 2.0 under Hamachi mode
http://www.slightlymagic.net/wiki/Installation
http://www.slightlymagic.net/wiki/Multiplayer_Dueling
viewtopic.php?t=898
Re: Updates on the way.
by Korath » 03 Jul 2016, 01:35
Milosz006, I doubt you're still reading this, but you're in the wrong place anyway. Playing online hasn't a thing to do with rewritten Shandalar, and almost as little to do with the original. I'm told xmage is the best interface to do that with these days.
---
I've wrapped up my months-long overriding Magic-programming-related distraction (see here) and my recent real-life timesinks are winding down, so I'm starting work on this project again. Somewhere in the middle of that, Gargaroz began work on the next Manalink version, so I tied the next Shandalar release to that; more recently, he seems to have vanished again, so the next full Shandalar release will be in limbo either until he returns or until I get tired of waiting for him and do it myself. If it turns out to be the latter, I've got at least enough patience left to delay until August.
I've mostly been doing random easy cards until I get back into the swing of things. Notable exceptions are double-faced cards and about two thirds of Shadows over Innistrad:
I'll probably be able to blast through a similar proportion of Eldritch Moon in very short order once it's up on Gatherer. The cards spoiled so far aren't especially problematic, though it's sad that we don't have even a poor approximation for Mindslaver yet and so the marquee card Emrakul, the Promised End is a non-starter.
Probably the next major feature for duel will be cards that can activate from graveyards, so I'd really appreciate any commentary on the display design at bug #581. Mockups welcome.
We're also in desperate need of a new card artwork maintainer. Besides the entirely new cards (and I can provide a list of OGW/SOI cards added to Manalink since its last release), we've now gotten to be many releases behind on promos and other alternate art.
---
I've wrapped up my months-long overriding Magic-programming-related distraction (see here) and my recent real-life timesinks are winding down, so I'm starting work on this project again. Somewhere in the middle of that, Gargaroz began work on the next Manalink version, so I tied the next Shandalar release to that; more recently, he seems to have vanished again, so the next full Shandalar release will be in limbo either until he returns or until I get tired of waiting for him and do it myself. If it turns out to be the latter, I've got at least enough patience left to delay until August.
I've mostly been doing random easy cards until I get back into the swing of things. Notable exceptions are double-faced cards and about two thirds of Shadows over Innistrad:
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I'll probably be able to blast through a similar proportion of Eldritch Moon in very short order once it's up on Gatherer. The cards spoiled so far aren't especially problematic, though it's sad that we don't have even a poor approximation for Mindslaver yet and so the marquee card Emrakul, the Promised End is a non-starter.
Probably the next major feature for duel will be cards that can activate from graveyards, so I'd really appreciate any commentary on the display design at bug #581. Mockups welcome.
We're also in desperate need of a new card artwork maintainer. Besides the entirely new cards (and I can provide a list of OGW/SOI cards added to Manalink since its last release), we've now gotten to be many releases behind on promos and other alternate art.
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Re: Updates on the way.
by TheKillerNacho » 03 Jul 2016, 12:51
I wouldn't mind compiling sets for new card art. Although keeping track of new promos and alternate art isn't something I'm very good at keeping track of.
With much cheese,
TheKillerNacho
TheKillerNacho
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Re: Updates on the way.
by gmzombie » 03 Jul 2016, 15:06
For the bug 581 is it possible to just program the game to upon clicking on the graveyard to bring up a separate window like you was going to use animate dead or whatnot? I could only think that you could use the yellow border on the graveyard as an indication of a reusable card in the graveyard.
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.
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.
by Korath » 20 Jul 2016, 20:51
The meld mechanic from Eldritch Moon got spoiled at an opportune time, shortly after I'd put in normal double-faced cards and while I was most of the way through the imprint cards, so programming it was relatively painless. Almost all of the problems were with rule 712.4c, summarized in the EMN release notes as "If an effect moves a melded permanent to a new zone and then affects 'that card,' it affects both cards." This is going to be much more difficult to deal with in Manalink, since the cards that do that sort of thing were added piecemeal over a period of years, rather than in big batches all at once and fairly recently.
Still, it took me the better part of half a week, and it was only towards the end of that that I realized that none of the meld triplets were currently feasible: Hanweir Battlements has both mana and non-mana activated abilities with non-zero mana costs (see here for why that's difficult in Shandalar); Chittering Host both has and grants menace (see here and here for why that's difficult in both Shandalar and Manalink); and Brisela, Voice of Nightmares prevents cards from being cast.
The latter is programmed in Manalink by increasing affected cards' mana costs to 127 generic mana and 127 of each color of mana. That's a very simple solution, and it works ok in most common situations, but - as all such hacks are wont to do - cause all kinds of complications in other cards. This Manalink bug, for example, is a consequence of a consequence of a consequence of this hack; and while I can't find them with a minimal-effort search, there's been plenty of other reports that stem from its interference with cast-without-paying-mana-cost effects, cards with alternate or additional costs (especially when not cast from a hand), etc.
So I took the trouble to do it right, expanding the already-existing and extremely-robust EVENT_CAN_CAST functionality that's been used in every instant, sorcery, and enchantment since MicroProse's first release of the game. I'd already half-implemented a close cousin to this for Serra Avenger and Hewed Stone Retainers/Illusory Angel/Skyshroud Condor (which differ because they work in the hand, rather than while on the battlefield); those still used the Manalink mana cost hack too, because I hadn't yet rewritten the function that decides whether to draw smallcards' titles in white, yellow, or orange. Now that's out of the way, too.
I'm going to stop most work on new cards (and all on new non-Manalink cards, except perhaps from post-BFZ sets: Commander 2016, Shadows over Innistrad, and Eldritch Moon) to concentrate on bugfixes and non-duel considerations until the next release. The list of new artwork needed should thus stay stable; I'll compile and post a complete list to the Manalink Development forum, probably either today or tomorrow.
Current release goal is the first weekend in August, so we won't have HQ Eldritch Moon scans yet. Gargaroz has indicated to me that he's not going to be able to work on Manalink again until well after that, so I'll be putting together at least an interim Manalink release, too.
Still, it took me the better part of half a week, and it was only towards the end of that that I realized that none of the meld triplets were currently feasible: Hanweir Battlements has both mana and non-mana activated abilities with non-zero mana costs (see here for why that's difficult in Shandalar); Chittering Host both has and grants menace (see here and here for why that's difficult in both Shandalar and Manalink); and Brisela, Voice of Nightmares prevents cards from being cast.
The latter is programmed in Manalink by increasing affected cards' mana costs to 127 generic mana and 127 of each color of mana. That's a very simple solution, and it works ok in most common situations, but - as all such hacks are wont to do - cause all kinds of complications in other cards. This Manalink bug, for example, is a consequence of a consequence of a consequence of this hack; and while I can't find them with a minimal-effort search, there's been plenty of other reports that stem from its interference with cast-without-paying-mana-cost effects, cards with alternate or additional costs (especially when not cast from a hand), etc.
So I took the trouble to do it right, expanding the already-existing and extremely-robust EVENT_CAN_CAST functionality that's been used in every instant, sorcery, and enchantment since MicroProse's first release of the game. I'd already half-implemented a close cousin to this for Serra Avenger and Hewed Stone Retainers/Illusory Angel/Skyshroud Condor (which differ because they work in the hand, rather than while on the battlefield); those still used the Manalink mana cost hack too, because I hadn't yet rewritten the function that decides whether to draw smallcards' titles in white, yellow, or orange. Now that's out of the way, too.
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Ward of Bones
Shards of Alara
Ethersworn Canonist
Tidehollow Sculler
Magic 2010
Silence
Zendikar
Iona, Shield of Emeria
Worldwake
Selective Memory
Rise of the Eldrazi
Raid Bombardment
Magic 2011
Angelic Arbiter
Scars of Mirrodin
Prototype Portal
Semblance Anvil
Strata Scythe
Mirrodin Besieged
Mirrorworks
New Phyrexia
Exclusion Ritual
Phyrexian Ingester
Invader Parasite
Magic: The Gathering-Commander
Trench Gorger
Basandra, Battle Seraph
Avacyn Restored
Druids' Repository
Magic 2013
Slumbering Dragon
Return to Ravnica
Isperia, Supreme Judge
Gatecrash
Aurelia's Fury
Dragon's Maze
Render Silent
Magic 2014
Windreader Sphinx
Theros
Bident of Thassa
Journey into Nyx
Eidolon of Rhetoric
Brain Maggot
Magic 2015
Aggressive Mining
Khans of Tarkir
Ride Down - Minor approximation, as in Manalink: it grants trample to cards that were blocking the destroyed creature when it was destroyed, not ones previously assigned to block it. Looking "back in time" like the card mandates is hella inconvenient, and usually won't make a difference.
Commander 2014
Intellectual Offering
Fate Reforged
Elite Scaleguard
Wardscale Dragon
Dragons of Tarkir
Dragonlord Dromoka
Magic Origins
Alhammarret, High Arbiter
Kothophed, Soul Hoarder
Battle for Zendikar
Void Winnower
Oath of the Gatewatch
Reflector Mage
Shadows over Innistrad
Sinister Concoction
Eldritch Moon
Bruna, the Fading Light // Gisela, the Broken Blade // Brisela, Voice of Nightmares
Choking Restraints
Courageous Outrider
Dawn Gryff
Desperate Sentry
Drogskol Shieldmate
Extricator of Sin // Extricator of Flesh
Faith Unbroken
Faithbearer Paladin
Fiend Binder
Geist of the Lonely Vigil
Guardian of Pilgrims
Ironclad Slayer
Ironwright's Cleansing
Lone Rider // It That Rides as One
Long Road Home
Providence
Repel the Abominable
Sanctifier of Souls
Selfless Spirit
Sigardian Priest
Spectral Reserves
Steadfast Cathar
Subjugator Angel
Thalia's Lancers
Thalia, Heretic Cathar
Thraben Standard Bearer
Chilling Grasp
Coax from the Blind Eternities
Contingency Plan
Displace
Docent of Perfection // Final Iteration
Drag Under
Enlightened Maniac
Exultant Cultist
Fogwalker
Geist of the Archives
Grizzled Angler // Grisly Anglerfish
Ingenious Skaab
Laboratory Brute
Lunar Force
Mausoleum Wanderer
Nebelgast Herald
Niblis of Frost
Scour the Laboratory
Spontaneous Mutation
Take Inventory
Tattered Haunter
Unsubstantiate
Wharf Infiltrator
Boon of Emrakul
Cemetery Recruitment
Certain Death
Cryptbreaker
Dusk Feaster
Gavony Unhallowed
Liliana's Elite
Markov Crusader
Noosegraf Mob
Olivia's Dragoon
Prying Questions
Skirsdag Supplicant
Strange Augmentation
Stromkirk Condemned
Succumb to Temptation
Tree of Perdition
Vampire Cutthroat
Voldaren Pariah // Abolisher of Bloodlines
Wailing Ghoul
Weirded Vampire
Whispers of Emrakul
Abandon Reason
Alchemist's Greeting
Bedlam Reveler
Blood Mist
Bold Impaler
Brazen Wolves
Conduit of Storms // Conduit of Emrakul
Distemper of the Blood
Falkenrath Reaver
Furyblade Vampire
Galvanic Bombardment
Harmless Offering
Incendiary Flow
Insatiable Gorgers
Make Mischief
Otherworldly Outburst
Smoldering Werewolf // Erupting Dreadwolf
Spreading Flames
Stensia Banquet
Stensia Innkeeper
Thermo-Alchemist
Vildin-Pack Outcast // Dronepack Kindred
Weaver of Lightning
Backwoods Survivalists
Bloodbriar
Clear Shot
Crossroads Consecrator
Emrakul's Evangel
Emrakul's Influence
Gnarlwood Dryad
Grapple with the Past
Ishkanah, Grafwidow
Noose Constrictor
Primal Druid
Shrill Howler // Howling Chorus
Somberwald Stag
Spirit of the Hunt
Splendid Reclamation
Springsage Ritual
Swift Spinner
Ulvenwald Captive // Ulvenwald Abomination
Ulvenwald Observer
Waxing Moon
Wolfkin Bond
Woodcutter's Grit
Woodland Patrol
Bloodhall Priest
Campaign of Vengeance
Grim Flayer
Heron's Grace Champion
Mercurial Geists
Mournwillow
Ulrich of the Krallenhorde // Ulrich, Uncontested Alpha
Cathar's Shield
Cryptolith Fragment // Aurora of Emrakul
Cultist's Staff
Field Creeper
Geist-Fueled Scarecrow
Lupine Prototype
Stitcher's Graft
Thirsting Axe
Nephalia Academy
I'm going to stop most work on new cards (and all on new non-Manalink cards, except perhaps from post-BFZ sets: Commander 2016, Shadows over Innistrad, and Eldritch Moon) to concentrate on bugfixes and non-duel considerations until the next release. The list of new artwork needed should thus stay stable; I'll compile and post a complete list to the Manalink Development forum, probably either today or tomorrow.
Current release goal is the first weekend in August, so we won't have HQ Eldritch Moon scans yet. Gargaroz has indicated to me that he's not going to be able to work on Manalink again until well after that, so I'll be putting together at least an interim Manalink release, too.
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Korath - DEVELOPER
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