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Current Known Bugs list

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Re: Current Known Bugs list

Postby Chris H. » 14 Aug 2010, 13:07

SilencerPL wrote:Paying mana is the biggest time devourer. I have 4RG mana and want to cast something for 4rg and i must click so much. Or I cast cruel ultimatum with a filter land and a signet after 4 turns of trying because it always uses the wrong mana to pay for signet or filter land. Additionally, all snow lands provide super mana that spent for colorless cost don't leave the mana pool and for example i can cast 6 Relics of Progenitus with a single snow forest on turn 1 and all spells with X in its cost are infinite- demonfire on turn 2 = gg.
`
Sol recently changed the mana pool code. I spent some time play testing the new code and it appears to be a major improvement. I am sure that the user base will enjoy the next beta release.

There may be a few people using this new system via Snacko's scripts. :wink:
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Re: Current Known Bugs list

Postby Chris H. » 14 Aug 2010, 13:14

SilencerPL wrote:Lords are not everything, computer kills my white 1/1 changeling with his crib swap
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I recently improved the AI code for Crib Swap. The AI will now only target a creature with a power >= to 3. The AI will also now only target a creature named "Shapeshifter" if the creature named "Shapeshifter" has an aura or counters buffing the "Shapeshifter"s power to 3 or greater.

This AI improvement should be part of the code in Forge 07-31. The project is moving forward and each release comes with a number of improvements. Now that you have found the forum you should make an attempt to update to a recent version of forge. :D
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Re: Current Known Bugs list

Postby Chris H. » 14 Aug 2010, 13:34

SilencerPL wrote:What I would change in computers' decklists is that they have very expensive cards like moxes and I would just replace them with some decent rogue decks or some simple aggros. Now it's sometimes unplayable when get a good starting hand and even more humiliating playing against some of the cards you've chosen for them... Their decks sometimes have no clue, even though they are usually very stable, but most of creatures are silly and a bit illogical to run :D
Yeah, I realize that you must have discussed this topic very well, but in my opinion it could be better. I think that there is a place for a good threshold decks for example- it's easy to command and fun to play against.
`
The AI code is fairly simple. Sigh. We are attempting to slowly improve the AI but it requires a lot of time and work for small improvements. And our efforts at times are counter productive. As they say, the road to hell is paved with good intentions.

The easy and medium AI quest opponent decks do not use Mox. Only the hard quest opponent decks receive Mox. This helps to make the "hard AI" decks harder to beat, the mana acceleration gives the AI a slight edge.

BUT, a computer AI will never approach the level of intelligence of a human. Anyone looking to play against an intelligent opponent needs to look elsewhere, as forge will never provide such an experience. Yet many of us still have some fun with forge, we just have to accept the limitations that come with a limited "computer AI".
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Re: Current Known Bugs list

Postby Rob Cashwalker » 14 Aug 2010, 14:07

I have a lot of fun playing against the AI. Quest mode forces you to at least TRY to play sub-standard decks, which makes you play a better game.
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Re: Current Known Bugs list

Postby Almost_Clever » 14 Aug 2010, 14:50

Rob Cashwalker wrote:I have a lot of fun playing against the AI. Quest mode forces you to at least TRY to play sub-standard decks, which makes you play a better game.
The other fun thing I get out of the quest mode is that I'm forced to play with cards I would have never looked at otherwise. I then discover all kind of cool interactions that I would have never seen if I hadn't played with those cards.
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Re: Current Known Bugs list

Postby SilencerPL » 15 Aug 2010, 16:54

New quest, new bugs:
-Repulse doesn't reveal the targeted morph card, but I could see every next morph's cardname;
-I can target myself with Ravenous Rats;
-I would like to use Anowon, the Ruin Sage's ability before paying echo cost;
-Elvish Piper chooses a creature before paying G;
-Pet Wolf targeted by Oust goes to library and you can draw it;
-Ancestral Vision doesn't work;
-Computer casts Psionic Blast with 2 life;
-It attacks with Kami of the Hunt before casting proper spells;
-Baru, Fist of Krosa gives +1/+1 permanently;
-Shizo, Death's Storehouse can target nonlegendary creatures;
-Add Bad Moon to your main phase list;
-Computer casts removal in Sakura-Tribe Scout with no special reason;
-Adventuring Gear gave once +1/+1 (attached to Sun Ce, Young Conquerer), but in the next turn it gave him +3/+3. But before I equipped it to the creature, I missclicked on Birds of Paradise which gave me additional mana;

Edit: Actually, I think, I messed up something in the last bug report ^^ But there was a BoP and I took unnecessary mana probably when gear's ability was on stack.
Last edited by SilencerPL on 15 Aug 2010, 17:49, edited 1 time in total.
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Re: Current Known Bugs list

Postby Almost_Clever » 15 Aug 2010, 17:30

I get the proper reduction in activated costs with Training Grounds for some creature abilities, but not others. For example, Pewter Golem still needs 1B to regenerate and Faerie Conclave still costs 1U to animate when it already animated (okay, I can't think of a good reason to re-animate it, but I tried and it didn't work as it should).

Duress is allowed to select the artifact lands (Ancient Den, Darksteel Citadel, Great Furnace, Seat of the Synod, Tree of Tales, and Vault of Whispers).
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Re: Current Known Bugs list

Postby Chris H. » 15 Aug 2010, 18:07

Almost_Clever wrote:
Chris H. wrote:So, our list looks like this:

Lord of Atlantis
Relentless Rats

and this is a good start. Would someone, anyone, like to add the other lord like creatures? :wink:
Here are the spells I found that typically you would want to cast pre-Combat.

Lord-like creatures, instants, sorceries, artifacts, enchantments:

Creatures that are powered up by other creatures

Allies:
`
I was able to add the SVar to the Allies, Slivers and to the Lord-like creatures, artifacts, enchantments. The "Creatures that are powered up by other creatures" will be more difficult.

I think that a new "abBuffedBy" keyword could be created for the cards listed in "Creatures that are powered up by other creatures."

The SpellAbility[] getMain1() in ComputerAI_General.java could check to see if any of the cards it had in play contains the "abBuffedBy" keyword. If there is one or more then the card that the computer is considering casting during main phase 1 could be tested to see if it matched the criteria the would be part of the "abBuffedBy" keyword. :roll:

At least I think that this is the way to handle the cards in the "Creatures that are powered up by other creatures" list. :mrgreen:
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Re: Current Known Bugs list

Postby Rob Cashwalker » 16 Aug 2010, 02:54

Wall of Reverence -

Barney Rubble keeps gaining 0 life because his three walls are targeting his Wall of Omens ....
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Re: Current Known Bugs list

Postby ajcgr » 16 Aug 2010, 03:23

Hi, i have a suggestion: :idea:

It is possible sepparate the type of game that one wants to play? for example: I want play with the IA in Standard mode, or Extended mode or Vintage or Constructed, etc...; of course, the IA and me, only we can select cards or decks in the selected mode.

What you think about this?... :mrgreen:

Thanks. :wink:

P.D.: I didn't find the suitable post for this suggestion... 8-[
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Re: Current Known Bugs list

Postby Hellfish » 16 Aug 2010, 08:15

Hmm, I think Shriekmaw should probably be exempt from the AI's considered targets for bouncing :lol:

Also, problem: AI is able to indefinitely flashback Elephant Ambush.
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Re: Current Known Bugs list

Postby Rob Cashwalker » 16 Aug 2010, 14:02

Wow.. turn after turn the AI wastes 8 mana for a 3/3 elephant???? I wouldn't pay it even once!
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Re: Current Known Bugs list

Postby Professor » 16 Aug 2010, 16:04

No, the AI only pays the original 4 mana every time.
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Re: Current Known Bugs list

Postby Chris H. » 16 Aug 2010, 19:22

Rob Cashwalker wrote:Wall of Reverence -

Barney Rubble keeps gaining 0 life because his three walls are targeting his Wall of Omens ....
`
Fixed the Wall of Reverence bug. It appears that the AI was targeting the first creature to come into play:

Code: Select all
CardListUtil.sortAttack(validTargets);
Card c = creats.get(0);
`
rather than the creature with the highest power:

Code: Select all
Card c = validTargets.get(0);
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Re: Current Known Bugs list

Postby Rob Cashwalker » 16 Aug 2010, 20:08

That bug was the only thing that allowed me to beat him in under an hour... he should've had a couple hundred life before I was able turn the table in my favor (I was at 78, from the plant wall and two Essence Warden).
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