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Current Known Bugs list

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Re: Current Known Bugs list

Postby LutherBlissett » 21 Jan 2010, 23:33

I'm not sure if this is a rule or a bug - but I'm sure I remember playing it this way:
Captive Flame - Enchantment with "M: Target Creature gets +1/+0 until end of turn"
If you pay more than one mountain shouldn't it iterate the bonus, so 2 mountains = +2, 3 = +3 etc...
I remember that was how we used to play it but it didn't work that way in game just then. I tapped 3 mountains and got only +1 - no mana burn though!
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Re: Current Known Bugs list

Postby DennisBergkamp » 21 Jan 2010, 23:40

Try this instead:

Click on Captive Flame, pay R, then target the creature, click on Captive Flame again, pay R, then target the creature, etc. etc. rinse and repeat.

What you did is tap the three red mana, but only put one towards the ability of Captive Flame.
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Re: Current Known Bugs list

Postby LutherBlissett » 21 Jan 2010, 23:52

ahhh Gotcha!

Thanks Dennis.
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Re: Current Known Bugs list

Postby Rob Cashwalker » 22 Jan 2010, 04:10

DennisBergkamp wrote:I could make the sacrifice happen in a setBeforePayMana(). However, this still wouldn't fix the issue that it shouldn't be using the stack at all.
True, but it would prevent playing any shenanigans with the Lotus before the ability was stacked.

Unless you've got some ideas to bypass the stack.... (I think I might, but I'd have to dig a bit)
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Re: Current Known Bugs list

Postby DennisBergkamp » 22 Jan 2010, 05:19

Alright, it's done.
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Re: Current Known Bugs list

Postby LutherBlissett » 22 Jan 2010, 12:31

Ok this might be something to do with how I was trying to use it but:

I tried using Essence Scatter to stop Chilling Apparition making me discard a card and couldn't find a way to trigger the instant.

It wouldn't let me select it during the First Strike or Regular Combat Damage stack after I failed to block it.
How is it supposed to be used? Do I have to trigger it BEFORE the fight?

*EDIT* Nevermind - I just checked the rules and guess it is used to counter summoning, not the effects of creatures.
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Re: Current Known Bugs list

Postby DennisBergkamp » 22 Jan 2010, 18:05

Rob Cashwalker wrote:
DennisBergkamp wrote:I could make the sacrifice happen in a setBeforePayMana(). However, this still wouldn't fix the issue that it shouldn't be using the stack at all.
True, but it would prevent playing any shenanigans with the Lotus before the ability was stacked.

Unless you've got some ideas to bypass the stack.... (I think I might, but I'd have to dig a bit)
Actually there's two ways of doing it:

Code: Select all
Input sac = new Input()
{
         public void showMessage()
          {
             AllZone.GameAction.sacrifice(card);
             stopSetNext(new Input_NoCost_TapAbility(ability));
          }
 };//Input
Which uses the stack.

Or:
Code: Select all
Input sac2 = new Input()
{
         public void showMessage()
          {
             AllZone.GameAction.sacrifice(card);
             ability.resolve();
             stop();
          }
};//Input
Which is more hacky, but it won't use the stack.
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Re: Current Known Bugs list

Postby indicatie » 22 Jan 2010, 20:08

LutherBlissett wrote:I tapped 3 mountains and got only +1 - no mana burn though!
Are you aware of the fact that since M10, mana burn no longer excists?
Don't mistake lack of talent for genius.
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Re: Current Known Bugs list

Postby Rob Cashwalker » 22 Jan 2010, 20:28

indicatie wrote:
LutherBlissett wrote:I tapped 3 mountains and got only +1 - no mana burn though!
Are you aware of the fact that since M10, mana burn no longer excists?
Which was real funny, because by the time we actually added the mana pool, mana burn was only actually in the code for about a week before we took it out because of the rule change....
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Re: Current Known Bugs list

Postby Mr.Chaos » 22 Jan 2010, 20:33

Nothing good comes from computers that try to think.
Yes, another of the famous "computer is thinking" bugs!
I play my "notmyvault" deck, compy has "Thoptercontrol" (and he lost control. :lol: )
Compy to play, his 2nd main phase, he tried to make a thopter token and ended up thinking...
Oh, besides the Thopter Foundry, compy has no other artifacts in play. He already sacrificed those earlier.

-----
An error has occured. You can copy/paste this message or save it to a file.
Please report this, plus what you tried to do, to:
viewforum.php?f=26
If you don't want to register an account, you can mail it directly to
mtgerror@yahoo.com


null


Version:
Forge -- official beta: 10/01/01, SVN revision: 275

Detailed error trace:
java.lang.NullPointerException
at forge.SpellAbility.setTargetCard(SpellAbility.java:148)
at forge.CardFactory$343.chooseTargetAI(CardFactory.java:16796)
at forge.ComputerUtil.playCards(ComputerUtil.java:39)
at forge.ComputerAI_General.playCards(ComputerAI_General.java:60)
at forge.ComputerAI_General.main2(ComputerAI_General.java:54)
at forge.ComputerAI_Input.think(ComputerAI_Input.java:55)
at forge.ComputerAI_Input.showMessage(ComputerAI_Input.java:23)
at forge.GuiInput.setInput(GuiInput.java:24)
at forge.GuiInput.update(GuiInput.java:18)
at java.util.Observable.notifyObservers(Unknown Source)
at java.util.Observable.notifyObservers(Unknown Source)
at forge.MyObservable.updateObservers(MyObservable.java:10)
at forge.InputControl.resetInput(InputControl.java:24)
at forge.Input_StackNotEmpty.selectButtonOK(Input_StackNotEmpty.java:61)
at forge.GuiInput.selectButtonOK(GuiInput.java:32)
at forge.GuiDisplay3.okButtonActionPerformed(GuiDisplay3.java:1280)
at forge.GuiDisplay3.access$3(GuiDisplay3.java:1279)
at forge.GuiDisplay3$27.actionPerformed(GuiDisplay3.java:1012)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
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.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)
-----
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: Current Known Bugs list

Postby Rob Cashwalker » 22 Jan 2010, 20:40

DennisBergkamp wrote:Actually there's two ways of doing it:

Code: Select all
Input sac = new Input()
{
         public void showMessage()
          {
             AllZone.GameAction.sacrifice(card);
             stopSetNext(new Input_NoCost_TapAbility(ability));
          }
 };//Input
Which uses the stack.

Or:
Code: Select all
Input sac2 = new Input()
{
         public void showMessage()
          {
             AllZone.GameAction.sacrifice(card);
             ability.resolve();
             stop();
          }
};//Input
Which is more hacky, but it won't use the stack.
The trick of this is that we'd need both variants anyway. Interpreting sacrifice as a cost is important not just to fix Black Lotus, but for other spells and abilities.

The first major difference we need to establish, is that a mana ability doesn't use the stack. All other abilities do. This type of ability construct needs to be done first.

The second distinction - we currently have: Ability_Tap, Ability_Mana, Ability_Activated and Ability_Hand. All abilities can accept a mana cost. Do we just make Ability_SacTap, Ability_SacMana, Ability_SacActivated and Ability_SacHand? Would that mean we also need Ability_DiscardHand and such?

No, that doesn't make sense.

There are only two types of abilities, Mana abilities and non-mana abilities. So then all we really need are two ability classes that can handle any type of cost. Or for that matter, one good ability class that also knows if it's a mana ability or not.

Looking at the source for the different ability classes, there's not a heck of a lot of difference.
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Re: Current Known Bugs list

Postby LutherBlissett » 22 Jan 2010, 22:58

indicatie wrote:
LutherBlissett wrote:I tapped 3 mountains and got only +1 - no mana burn though!
Are you aware of the fact that since M10, mana burn no longer excists?
Well now I know. I've been away for a while ;)
That's a good thing!
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Re: Current Known Bugs list

Postby Chris H. » 23 Jan 2010, 01:35

Mr.Chaos wrote:Nothing good comes from computers that try to think.
Yes, another of the famous "computer is thinking" bugs!
I play my "notmyvault" deck, compy has "Thoptercontrol" (and he lost control. :lol: )
`
Darn it. :D

I gave the computer your deck and tried it ... you are right ... the computer gave me the computer is thinking message. I had changed this message to something more useful for the last release.

Turns out there is a second place in the code that can print this message. :oops: Thank you for the Detailed error trace. Turns out ComputerAI_Input.java is responsible for the thinking message.
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Re: Current Known Bugs list

Postby Mr.Chaos » 23 Jan 2010, 07:14

Thanks Chris. At least you figured out where the problem lies.
I just thought compy was chickening out again. It was the 3rd game. I lost the first because of the worst draw series I've ever had with the "notmyvault" deck, 6 turns and only 1 land to show for it! Anyway, it looked like I was on my way to victory on game 3 when... BOOM! Compy starts to think.
As Gando used to say, the AI hates losing. :lol:
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: Current Known Bugs list

Postby DennisBergkamp » 23 Jan 2010, 07:46

Well actually it's a separate issue... this was in the Thopter Foundry code. I *think* I've fixed it...
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