Manalink Update June 2 2009 - The race to 2000
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Re: Manalink Update June 2 2009 - The race to 2000
by 0rion79 » 16 Jun 2009, 14:36
Which ones? I can think only to "Recall", then I can't remember of any missing restricted card from the old school...
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Re: Manalink Update June 2 2009 - The race to 2000
by Juzam Djinn » 16 Jun 2009, 14:59
I just checked the DCI Banned / Restricted list and the following cards are missing:0rion79 wrote:Which ones? I can think only to "Recall", then I can't remember of any missing restricted card from the old school...
Fact or Fiction
Gifts ungiven
Mind's Desire
This is the same result which Jatill has.
Recall is unrestricted since April 1, 2003 (Announcement Date: March 1, 2003), see this link: http://www.wizards.com/dci/main.asp?x=B ... _List_0303
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Re: Manalink Update June 2 2009 - The race to 2000
by 0rion79 » 16 Jun 2009, 15:32
Well, I bet that there are good combos for those cards.
Anyway, having Recall would be nice, since it is already ready in the CSV. It is part of those cards that would still be nice to activate.
Anyway, having Recall would be nice, since it is already ready in the CSV. It is part of those cards that would still be nice to activate.
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Re: Manalink Update June 2 2009 - The race to 2000
by Juzam Djinn » 16 Jun 2009, 17:24
Same for me, I already posted in the Top 10-Thread that Recall would be a nice addition. For me this card belongs to the oldschool T1 cards, restricted or not
.
EDIT: I've tested Memory Jar with Megrim (good old Megrim Jar) and found a bug. I had activated the Memory Jar three times in my turn. At the end of this turn the AI got 2 damage for discarding the first 7 cards instead of 14 damage. The AI discards the cards once at all, not card by card. For the second and third Memory Jar Effect the AI got 0 damage.
One more information: If I activate the Jar at the end of the AIs turn, Megrim works correctly and the AI discards his hand card by card and receives 2 damage for each discarded card.
@ Jatill: Do you want that we post the bugs in this thread or in the bug-thread? Just to keep it organized here...

EDIT: I've tested Memory Jar with Megrim (good old Megrim Jar) and found a bug. I had activated the Memory Jar three times in my turn. At the end of this turn the AI got 2 damage for discarding the first 7 cards instead of 14 damage. The AI discards the cards once at all, not card by card. For the second and third Memory Jar Effect the AI got 0 damage.
One more information: If I activate the Jar at the end of the AIs turn, Megrim works correctly and the AI discards his hand card by card and receives 2 damage for each discarded card.
@ Jatill: Do you want that we post the bugs in this thread or in the bug-thread? Just to keep it organized here...
"Expect my visit when the darkness comes. The night I think is best for hiding all." - Ouallada
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Re: Manalink Update June 2 2009 - The race to 2000
by 0rion79 » 17 Jun 2009, 18:35
Hello, I've just read Jatill's latest post.
For the next modder, if any will come, I would like to tell this:
- now that we don't have manaburn anymore, we have to set some strategy for Power Surge because any player may tap lands without getting any damage except for those very rare lands that do not provide any mana.
- If we are really in short of space, I would like to remove some cloned cards as the second Armageddon (how can we take advantage of 8 of them?) or my 5 warded angels (Voice of...).
The fact is that I did code them because I didn't know that there was already Voice of All, that is much stronger. Still those angels have some advantages, because they are uncommon and cost 1 colored mana less (which are both important advantages in Sealed Deck) but they can be hacked with sleight of mind (both good and bad) and there is no risk that the AI will use them in a stupid way, as it happens with Voice of All that always has protection from White.
For the next modder, if any will come, I would like to tell this:
- now that we don't have manaburn anymore, we have to set some strategy for Power Surge because any player may tap lands without getting any damage except for those very rare lands that do not provide any mana.
- If we are really in short of space, I would like to remove some cloned cards as the second Armageddon (how can we take advantage of 8 of them?) or my 5 warded angels (Voice of...).
The fact is that I did code them because I didn't know that there was already Voice of All, that is much stronger. Still those angels have some advantages, because they are uncommon and cost 1 colored mana less (which are both important advantages in Sealed Deck) but they can be hacked with sleight of mind (both good and bad) and there is no risk that the AI will use them in a stupid way, as it happens with Voice of All that always has protection from White.
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Re: Manalink Update June 2 2009 - The race to 2000
by gmzombie » 17 Jun 2009, 23:01
Im just curious on what happened to everybody that was contributing before. like they all fell off the map...although i would hope not. Snacko have you done anything more on the card array to get past the 2000 count. i know you released the dll file earlier but did anything else come of this? Also is the magic.exe decompiled in the source folder of the recent update jatill? If not can you up it so that i might try my hand at this graphic thing that i found. im not sure how it will work but i want to tinker with it lol.
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: Manalink Update June 2 2009 - The race to 2000
by HarryPitfall » 17 Jun 2009, 23:13
When I code voice of all, I didn't know that the card must handle AI by itself.
So, Is a good card to be recoded, and select the protection based on color count on play+graveyard+hand+library (these last 2 sounds like computer cheating, but hey, computer needs some helping)
The main work of voice of all is:
When comes into play:
Human: Open the color chart to select color, see shifting sky. Store the selection on the appropriate slot on card.
AI: Count the colors of cards in play + graveyard (and hand and graveyard if the AI levei is 3 or more), and store the selected color.
On "set attributes event":
Based on stored information, apply the color protection, and call the procedure to drop auras attached to creature if they becomes invalid.
So, Is a good card to be recoded, and select the protection based on color count on play+graveyard+hand+library (these last 2 sounds like computer cheating, but hey, computer needs some helping)
The main work of voice of all is:
When comes into play:
Human: Open the color chart to select color, see shifting sky. Store the selection on the appropriate slot on card.
AI: Count the colors of cards in play + graveyard (and hand and graveyard if the AI levei is 3 or more), and store the selected color.
On "set attributes event":
Based on stored information, apply the color protection, and call the procedure to drop auras attached to creature if they becomes invalid.
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Re: Manalink Update June 2 2009 - The race to 2000
by gmzombie » 18 Jun 2009, 02:23
Harry what are your thoughts on the 2000 limit. do you have any suggestions or answers.is there any way to make the exe look for another table and or array? Or is this something that only a recode of the magic.exe would fix?
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: Manalink Update June 2 2009 - The race to 2000
by jatill » 22 Jun 2009, 19:57
Orion updated the AI values for us all, so like I said, I'm releasing a new version with some extra draft goodies.
http://www.savefile.com/files/1997761
1) Custom sets. Just make a collection of cards in the drck builder. When you're done, copy the deck file to the DraftSets folder. Also, open the sets.txt file in that folder and add a record for your set. Now when you draft, the set you just created is an option for the draft!
If you are a windows vista user and certain cards crash the game for you, make a custom set of 8th edition (or whatever) and just don't include those cards. Voila!
By default, I included 2 custom sets.
(a) jatill cards - the collection of all the cards I have added to the game
(b) cube - a collection of the 450+ most powerful cards in the game
Both of these sets are meant to be singleton drafted.
I think it would be neat if someone created a custom tribal set, and included all the goblins, merfolk, slivers, etc. If you create any interesting custom sets, please post them.
2) Singleton Draft
Ensures that no 2 copies of a card are in the draft. (i.e. every card is unique). Rarity is ignored. If you decide to singleton draft the same set for all 3 packs, make sure the set is at least 360 cards (or 240 for 2 packs, 120 for 1 pack).
Enjoy.
Also, I addressed a couple bugs:
-Some uncoded cards were still in draft, and race to 2000 cards were not
-Survival doesn't remove card from deck
-Algea Gharial only gets 1 counter when 2 creatures die
http://www.savefile.com/files/1997761
1) Custom sets. Just make a collection of cards in the drck builder. When you're done, copy the deck file to the DraftSets folder. Also, open the sets.txt file in that folder and add a record for your set. Now when you draft, the set you just created is an option for the draft!
If you are a windows vista user and certain cards crash the game for you, make a custom set of 8th edition (or whatever) and just don't include those cards. Voila!
By default, I included 2 custom sets.
(a) jatill cards - the collection of all the cards I have added to the game
(b) cube - a collection of the 450+ most powerful cards in the game
Both of these sets are meant to be singleton drafted.
I think it would be neat if someone created a custom tribal set, and included all the goblins, merfolk, slivers, etc. If you create any interesting custom sets, please post them.
2) Singleton Draft
Ensures that no 2 copies of a card are in the draft. (i.e. every card is unique). Rarity is ignored. If you decide to singleton draft the same set for all 3 packs, make sure the set is at least 360 cards (or 240 for 2 packs, 120 for 1 pack).
Enjoy.
Also, I addressed a couple bugs:
-Some uncoded cards were still in draft, and race to 2000 cards were not
-Survival doesn't remove card from deck
-Algea Gharial only gets 1 counter when 2 creatures die
Apps by jatill: http://www.slightlymagic.net/wiki/Other_Apps_by_jatill
Re: Manalink Update June 2 2009 - The race to 2000
by Shulillo » 22 Jun 2009, 20:38
The file has a virus, I have detected with kaspersky.jatill wrote:Orion updated the AI values for us all, so like I said, I'm releasing a new version with some extra draft goodies.
http://www.savefile.com/files/1997761
1) Custom sets. Just make a collection of cards in the drck builder. When you're done, copy the deck file to the DraftSets folder. Also, open the sets.txt file in that folder and add a record for your set. Now when you draft, the set you just created is an option for the draft!
If you are a windows vista user and certain cards crash the game for you, make a custom set of 8th edition (or whatever) and just don't include those cards. Voila!
By default, I included 2 custom sets.
(a) jatill cards - the collection of all the cards I have added to the game
(b) cube - a collection of the 450+ most powerful cards in the game
Both of these sets are meant to be singleton drafted.
I think it would be neat if someone created a custom tribal set, and included all the goblins, merfolk, slivers, etc. If you create any interesting custom sets, please post them.
2) Singleton Draft
Ensures that no 2 copies of a card are in the draft. (i.e. every card is unique). Rarity is ignored. If you decide to singleton draft the same set for all 3 packs, make sure the set is at least 360 cards (or 240 for 2 packs, 120 for 1 pack).
Enjoy.
Also, I addressed a couple bugs:
-Some uncoded cards were still in draft, and race to 2000 cards were not
-Survival doesn't remove card from deck
-Algea Gharial only gets 1 counter when 2 creatures die
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Re: Manalink Update June 2 2009 - The race to 2000
by darko121 » 22 Jun 2009, 22:42
Lies!! AVG says its fineShulillo wrote:The file has a virus, I have detected with kaspersky.
On another note, Jatill: your cube is too big. It won't load if I try to draft it.
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Re: Manalink Update June 2 2009 - The race to 2000
by Shulillo » 23 Jun 2009, 06:18
I am not lying, the virus is the following one:darko121 wrote:Lies!! AVG says its fineShulillo wrote:The file has a virus, I have detected with kaspersky.
On another note, Jatill: your cube is too big. It won't load if I try to draft it.
Magic - T1.exe virus Heur:Troyan.win32.Generic.
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Re: Manalink Update June 2 2009 - The race to 2000
by stassy » 23 Jun 2009, 06:38
Most antivirus will detected unrecognized exe as "heuristic generic viruses".
To make sure it is really one, you need to use a firewall or a software that log every move of this executable (like free soft Comodo firewall and Sysinternal process monitor tools).
If the exe really try to modify the registry or put suspicious files on system32 folder or try to connect to internet, then it's a virus, otherwise it's a false positive and you need to put the exe into the antivirus ignore list.
Edit: I get a weird answer from my soft zip though, it doesn't want to unpack the Filtered folder because of a file named Filtered already in the magic folder (weird, since when a folder can't be named along a file of the same name...). I tricked it by renaming the Filtered file by it still doesn't want to be together if extension is removed
To make sure it is really one, you need to use a firewall or a software that log every move of this executable (like free soft Comodo firewall and Sysinternal process monitor tools).
If the exe really try to modify the registry or put suspicious files on system32 folder or try to connect to internet, then it's a virus, otherwise it's a false positive and you need to put the exe into the antivirus ignore list.
Edit: I get a weird answer from my soft zip though, it doesn't want to unpack the Filtered folder because of a file named Filtered already in the magic folder (weird, since when a folder can't be named along a file of the same name...). I tricked it by renaming the Filtered file by it still doesn't want to be together if extension is removed
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Re: Manalink Update June 2 2009 - The race to 2000
by mathusalem » 23 Jun 2009, 08:36
I have had an antivirus warning as well, and winrar refuses to unzip most of the .exe files.
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Re: Manalink Update June 2 2009 - The race to 2000
by sture » 23 Jun 2009, 11:29
i scanned the file @ virustotal.com: http://www.virustotal.com/de/analisis/5b1e1dd901eb733b7375cfac78a5fea7a0370d941ab88d5d8c672cf1d1e4b80b-1245755695
oh and btw, with 7zip i had no problems to unpack the file..
oh and btw, with 7zip i had no problems to unpack the file..
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