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Forge Beta: 10-26-2012 ver 1.3.0

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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby pikachufan2164 » 29 Oct 2012, 02:34

Game didn't fully "reset" after playing duel in Quest mode. Crash log is attached.

(For some odd reason, I keep getting a message that says my post "looks too spammy for a new user" when I try to put the crash log directly in the post)
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2012-10-28-00.txt
(1.74 KiB) Downloaded 354 times
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby moomarc » 29 Oct 2012, 05:56

The RtR images are up for download at last. So start up your downloaders.

Note that the token images aren't up yet though (and won't be downloadable until the next beta besides because Forge needs an updated download list for tokens).
-Marc
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby RumbleBBU » 29 Oct 2012, 07:48

serrasmurf wrote:personally i love the possibility to create my personal "standard" looking for fun cross-set synergy and having a higher chance of getting the cards you need (i think i was one of the people suggesting this 2 years ago :D )
Thank you! Nice to hear someone appreciates the new 'limited' quest mode. Maybe I can give you some explanations on how it came to be and it works...

My history with Forge is a bit shorter than 2 years - in fact, 3 months ago I hadn't even heard of Forge. Then I accidentally stumbled upon this site, and discovered Forge.

Although I was initially interested in Forge mainly because of its Sealed Deck mode, I was impressed with the Quest mode. It seemed like a microcosmos emulation of what MtG is all about: collect cards, build a deck, then match your deck against opponent decks, then collect some more cards, and so on.

However, one glaring issue immediately struck me. You would be collecting cards from the full Forge cardpool all the time. For me personally, this was not ideal. For one thing, your card selection (especially in the early stages) would lack focus, both thematically and technically. But it also meant that I would be playing with lots of cards I didn't even know or care about.

So I thought: why not make a 'sub-game' where you can start a quest in a given time/environment and try to collect cards that were available then? That's what the quest mode changes try to emulate: you can, for example, start a quest in the Urza's Saga Standard environment and gradually collect the key cards from that era, slowly building your killer Academy deck...or whatever. And when you're done with Urza's era, you can unlock more expansions and move on (or backwards in time), if you wish.

And of course, all of this is fully optional. Uncheck the 'Enforce' box, and quest mode works just like before.

As observed, there are currently two inconsistencies:

1) The theme decks available in the spell store. The bottom line was that I had to either disable them completely in the limited quest mode or try to build tons more for all different eras (when available) and then add code to check which would be valid for the current format. Or just leave them as is, which I chose to do. If a theme deck is not 'in-format' for you, you can just ignore it in the spell store.

2) The opponent decks. Yes, your opponents are not currently restricted in any way in their deck construction, and here's why: if their deck building was being restricted by an arbitrary user-defined format, it might turn out that 99% or even 100% of the current quest decks are not valid for the format you defined. Meaning, you would have zero opponents to play in your quest!
There is a better solution: just move the current quest decks to different directory and build some new ones that are appropriate for your custom format. That is what I'm doing in the "godbook" quest I'm currently playing (i.e., a format that includes all formats from Unlimited to Alliances). There's a lot of literature and web pages with deck lists and descriptions that you can use as basis for building in-format decks for any given format.
Here's an example of how to do it - for example, let's say you want to play a "Shandalar" quest. You would define a custom quest that includes Unlimited, Arabian Nights, Antiquities, Revised, Legends, The Dark and Fourth Edition. Then you would temporarily rename your /res/quest/challenges and /res/quest/duels directories to something else and replace them with Shandalar duel decks and challenges - and in this particular example, you would be in luck, since I've already built ready-for-use Shandalar decks and challenges, complete with icons: viewtopic.php?f=48&t=8365

Maybe in a future version, there could be several base directories for different quest environments (or quest "worlds") and you could, when you start your quest, decide which one you wish to use in this quest. For example, the default would be the current quest decks and challenges. But you could pick "Shandalar" quest world, which would - maybe automatically set your format to Unlimited/Arabian Nights/Antiquities/Revised/Legends/The Dark/4th Ed - and use a different directory with the Shandalar quest decks and challenges instead of the regular ones in this quest. (I'm using the Shandalar example simply because Shandalar decks & challenges are already available.) And you could build as many custom quest worlds as you like, each with different opponent decks and challenges as you like, and hopefully post and share them.
There could even be an in-game feature that allows you to "travel" from one quest world to another to play different opponents and challenges.

Would anyone (except me :) ) be interested in seeing this?

serrasmurf wrote:personally i love the possibility to create my personal "standard" looking for fun cross-set synergy and having a higher chance of getting the cards you need (i think i was one of the people suggesting this 2 years ago :D )
After some games however it's time for news sets to unlock and explore. Hence i'm curious how the sets unlock works as it hasn't happened to me yet..
Currently, it is a special 'reward' you can get by winning 50 duels. After every 50 won duels, you get the chance to 'unlock' a new set and add it to your format. You can select one out of a handful, and the sets are likely to be historically close to the ones that are currently in your format.
All sets have price tags attached to them, and you should better start saving up if you ever want to unlock Alpha or Beta...those two will cost more than a brand new house.
If you decline the chance to unlock more sets or simply don't have the cash, don't worry. You will get a new chance...after 50 more wins. 8)
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby krishkrush » 29 Oct 2012, 09:55

Yeah I will support that.
But regarding your problems with limiting the AI: I agree this could be troublesome with customized formats, but what about the official ones (Standard, Modern, Legacy...)? I think a limited feature would be better than a non-existant feature. Sure I could do all the directory editing and deck copying myself as anyone else could, but of course it would be more user-friendly if there where a button or two for this ;)
Yes i'm lazy, I admit it. But it's only a suggestion, I don't push anyone to do what I want (online / LAN included) :D I'm waiting faithfully for all the goodies that might come, may it be the ones I myself hope for or totally different ones.
Anyway, i'm really amazed how forge is getting bigger and bigger each update and all that for free! Thank you all very much!
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby Andy9973 » 29 Oct 2012, 11:13

Whenever I play one of the Vivid lands (Vivid Meadow, Vivid Creek, Vivid Marsh, Vivid Crag, Vivid Grove) a dialog with the following two options opens.

CARDNAME enters the battlefield with 2 charge counters on it.
CARDNAME enters the battlefield tapped.
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby serrasmurf » 29 Oct 2012, 13:02

RumbleBBU wrote:Currently, it is a special 'reward' you can get by winning 50 duels. After every 50 won duels, you get the chance to 'unlock' a new set and add it to your format. You can select one out of a handful, and the sets are likely to be historically close to the ones that are currently in your format.
All sets have price tags attached to them, and you should better start saving up if you ever want to unlock Alpha or Beta...those two will cost more than a brand new house.
If you decline the chance to unlock more sets or simply don't have the cash, don't worry. You will get a new chance...after 50 more wins. 8)
Hi Rumble,
Thanks for your elaborate response!
I like the way your heading with this. A quest needs these kind of things to remain interesting and feel as a quest. The next step is align everything. Unlocking a set after 50 matches for example is a bit late i think:
- you already have very tough opponents, i'd rather unlock some sets before. Unlocking the sets is a means to keep up with the opponents
- when i start with 4 sets unlocked it takes me about 10-15 matches to get a few copies of the cards i wanted out of these sets. I'm not interested in acquiring 4 copies of the key cards (and that also doesn't feel like a quest anymore)
Here some earlier ideas I posted:
- minimum deck size is something that could be (optionally) enforced: easy: minimum 40 cards, medium: minimum 45, etc.
- the side quests challenges could function as "end boss": besides giving cool cards it could be the trigger to set unlock (and the end boss' deck would of course be the top notch deck from that set/block)
- i'd love the option to play best of 5 (or best of 7). Maybe an item for the bazaar?
- another point of entry for the quest could be a draft tournament. Your draft deck is your starting quest deck (if you win the draft.. :D ..including the boosters you won...)
- a quest should impose additional deck restrictions along the quest to keep collecting cards interesting. The current deck restriction is: increasing power level opponents (both your main deck has to keep up as some pre-sideboard cards you want to have before some matches). Shandalar had some interesting challenging where suddenly artifacts or blue cards were not allowed. Forge could have that to. A quest-challenge match could require you to have only a certain subset of cards. Or you could join a mulitplayer commander match!! (when forge is able to do that what would be very very cool)
KR,
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby friarsol » 29 Oct 2012, 13:35

serrasmurf wrote:- minimum deck size is something that could be (optionally) enforced: easy: minimum 40 cards, medium: minimum 45, etc.
Actually, deck minimums have already been added in some different formats. Quest, Draft, and Sealed all have a Deck Minimum of 40.
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby Andy9973 » 29 Oct 2012, 13:57

When I cast Ovinomancer I am asked to return three basic lands to my hand. But even if I don't it doesn't get sacrificed.
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby serrasmurf » 29 Oct 2012, 13:57

friarsol wrote:
serrasmurf wrote:- minimum deck size is something that could be (optionally) enforced: easy: minimum 40 cards, medium: minimum 45, etc.
Actually, deck minimums have already been added in some different formats. Quest, Draft, and Sealed all have a Deck Minimum of 40.
and in the quest spirit this minimum deck size could be gradually lifted to 60 cards....
just a possibility
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby Sloth » 29 Oct 2012, 18:35

gwurb wrote: Thrumming Stone isn't allowing me to reveal cards from my library when I cast a spell, so that spell isn't getting ripple and the effect just goes on the stone.
Fixed! Thanks gwurb.

gos wrote:I got an error when the AI played Tablet of the Guilds. I didn't save the error, but I think it has to do with choosing the the two colors.
gos wrote:The flashback granted by Past in Flames remains past the end of the turn.
Both fixes! Thanks gos.

Andy9973 wrote:When I cast Ovinomancer I am asked to return three basic lands to my hand. But even if I don't it doesn't get sacrificed.
Fixed! Thanks Andy9973.
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby Spatzi » 29 Oct 2012, 19:25

I can't build a quest deck. Keeps crashing:

This is a Crash Report. An error has occurred. Please save this message to a file.
Please follow the instructions at this address to submit this Crash Report, plus what you were doing at the time:
http://tinyurl.com/3zzrnyb
Reporting bugs in Forge is very important. We thank you for your time.

null


Version:
Forge version 1.3.0-r17721

OS: Windows 7 Version: 6.1 Architecture: x86

Java Version: 1.6.0_37 Vendor: Sun Microsystems Inc.

Detailed error trace:
java.lang.NullPointerException
at forge.gui.deckeditor.controllers.CEditorQuest.countDecksForEachCard(CEditorQuest.java:123)
at forge.gui.deckeditor.controllers.CEditorQuest.init(CEditorQuest.java:204)
at forge.gui.deckeditor.CDeckEditorUI.updateController(CDeckEditorUI.java:121)
at forge.gui.deckeditor.CDeckEditorUI.setCurrentEditorController(CDeckEditorUI.java:85)
at forge.gui.home.quest.CSubmenuQuestDecks$3.execute(CSubmenuQuestDecks.java:49)
at forge.gui.toolbox.FLabel$4.mouseClicked(FLabel.java:258)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$400(Unknown Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby cc-drake » 29 Oct 2012, 20:42

- I control 2 planeswalkers and AI deals damage to me with Fallen Ferromancer. A popup appears, asking me to which planeswalker I want to redirect the damage.
- When my Chronozoa dies in combat, I get two Chronozoa tokens :-)
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby gwurb » 29 Oct 2012, 22:03

hmm, with the new naming system and random(?) icons, sometimes male names get female icons and vice versa :)
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby pikachufan2164 » 30 Oct 2012, 06:25

Game crashes every single time I try to start a Quest mode duel.

Crash log is attached (since I'm still getting "post seems too spammy for a new user" error messages on these forums when I try to copy the text of the crash log over).
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2012-10-29-00.txt
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby Xitax » 30 Oct 2012, 06:34

I hope this wasn't previously reported, but I can activate the AI's Sphinx of Jwar Isle.
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