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2010




[2/23/2011] DOTP Custom DLC MOD 2 - Patch 3 RELEASED!!!
Moderator: CCGHQ Admins
Re: [1/14/2011] DOTP Custom DLC MOD 2 - Update 1 Released!
by kevlahnota » 18 Jan 2011, 04:17
[1/18/2011]
Custom DLC MOD 2 Update # 2 Video Preview on First page...
- Fixed Chalice of the Void, Steel Hellkite affecting Tarmogoyf
- Fixed Lake of the Dead, Kjeldoran Outpost
- Added some cards...
- Fixed Children of Korlis, Marsh Flats works now.
- Fixed crash when using Sundering Titan
This are incomplete changes...
Will add more cards, etc.
If you found card/s bug please report so it will be added on the list of fixes on the next patch.
Custom DLC MOD 2 Update # 2 Video Preview on First page...
- Fixed Chalice of the Void, Steel Hellkite affecting Tarmogoyf
- Fixed Lake of the Dead, Kjeldoran Outpost
- Added some cards...
- Fixed Children of Korlis, Marsh Flats works now.
- Fixed crash when using Sundering Titan
This are incomplete changes...
Will add more cards, etc.
If you found card/s bug please report so it will be added on the list of fixes on the next patch.

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Re: [1/18/2011] DOTP Custom DLC MOD 2 - Update 2 Preview!
by anubis » 18 Jan 2011, 14:57
Hi,Kev,Thanks for your reply.I have a question that I don't understand~
When my field have Chalice of the Void which with 1 counter on it,and one Lodestone Golem,
When opponent play Path to Exile etc. which is original 1 mana cost cards,
they're already be changed to 2 mana cost, but they will also be counter by Chalice of the Void with 1 counter.
Is this all right or a bug?
Thanks for your help,I expect the next update~

When my field have Chalice of the Void which with 1 counter on it,and one Lodestone Golem,

When opponent play Path to Exile etc. which is original 1 mana cost cards,
they're already be changed to 2 mana cost, but they will also be counter by Chalice of the Void with 1 counter.

Is this all right or a bug?
Thanks for your help,I expect the next update~
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Re: [1/18/2011] DOTP Custom DLC MOD 2 - Update 2 Preview!
by kevlahnota » 18 Jan 2011, 15:27
well, Lodestone Golem makes nonartifact spell cost
more to play, it doesn’t change its Converted Mana Cost. It just adds
more to cast or to play the spell. That’s my understanding.


anubis wrote:Hi,Kev,Thanks for your reply.I have a question that I don't understand~![]()
When my field have Chalice of the Void which with 1 counter on it,and one Lodestone Golem,![]()
When opponent play Path to Exile etc. which is original 1 mana cost cards,
they're already be changed to 2 mana cost, but they will also be counter by Chalice of the Void with 1 counter.![]()
Is this all right or a bug?
Thanks for your help,I expect the next update~
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Re: [1/18/2011] DOTP Custom DLC MOD 2 - Update 2 Preview!
by anubis » 18 Jan 2011, 15:56
Oh,I see,Thanks for your help~
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Re: [1/18/2011] DOTP Custom DLC MOD 2 - Update 2 Preview!
by andrew77jw » 18 Jan 2011, 18:21
I've mentioned this once before (not a bug with your mod, but you seemed to be very knowledgeable on the mechanics of this game). I am still unable to create over 50 tokens. I'm not sure what needs to be done to fix this.
I made a separate post here: viewtopic.php?f=62&t=3828
But basically, Here's what I have.
Steam purchased DotP and all 3 official expansions.
DotP Custom Mod (currently up to date with patch 1)
I'm unable to create over 50 token cards (when I get close, the game pops up 'tool tip' type menu letting me know about the 50 token limit.) If a card/ability i have would create tokens (creatures / mana etc), and those tokens created would make me over the 50 limit, then the card/ability basically does nothing, and no new tokens are created. It's very frustrating in the elf or academy decks, and especially when my wife and I play co-op.
Any ideas or help is much appreciated. Let me know if there's more info you could use from me.
I made a separate post here: viewtopic.php?f=62&t=3828
But basically, Here's what I have.
Steam purchased DotP and all 3 official expansions.
DotP Custom Mod (currently up to date with patch 1)
I'm unable to create over 50 token cards (when I get close, the game pops up 'tool tip' type menu letting me know about the 50 token limit.) If a card/ability i have would create tokens (creatures / mana etc), and those tokens created would make me over the 50 limit, then the card/ability basically does nothing, and no new tokens are created. It's very frustrating in the elf or academy decks, and especially when my wife and I play co-op.
Any ideas or help is much appreciated. Let me know if there's more info you could use from me.
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Re: [1/18/2011] DOTP Custom DLC MOD 2 - Update 2 Preview!
by IceManOnline » 18 Jan 2011, 18:24
Nice, you added the "Megrim Jar" deck.
That was my favourite deck, back in time, when it was still legal (like for 2 weeks ^^).
That was my favourite deck, back in time, when it was still legal (like for 2 weeks ^^).
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Re: [1/18/2011] DOTP Custom DLC MOD 2 - Update 2 Preview!
by kevlahnota » 19 Jan 2011, 03:14
hmmm, I can’t reproduce your problem. What deck are you using?
Did you try using it 1 vs 1 with the AI?
Did you try using it 1 vs 1 with the AI?
andrew77jw wrote:I've mentioned this once before (not a bug with your mod, but you seemed to be very knowledgeable on the mechanics of this game). I am still unable to create over 50 tokens. I'm not sure what needs to be done to fix this.
I made a separate post here: viewtopic.php?f=62&t=3828
But basically, Here's what I have.
Steam purchased DotP and all 3 official expansions.
DotP Custom Mod (currently up to date with patch 1)
I'm unable to create over 50 token cards (when I get close, the game pops up 'tool tip' type menu letting me know about the 50 token limit.) If a card/ability i have would create tokens (creatures / mana etc), and those tokens created would make me over the 50 limit, then the card/ability basically does nothing, and no new tokens are created. It's very frustrating in the elf or academy decks, and especially when my wife and I play co-op.
Any ideas or help is much appreciated. Let me know if there's more info you could use from me.
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Re: [1/18/2011] DOTP Custom DLC MOD 2 - Update 2 Preview!
by kevlahnota » 19 Jan 2011, 03:18
Yup a short lived deck.
Anyway I've made a Worldgorger Dragon deck but still looking for other combo key that is easy to use in DOTP. Video Demo on first page.
Anyway I've made a Worldgorger Dragon deck but still looking for other combo key that is easy to use in DOTP. Video Demo on first page.
IceManOnline wrote:Nice, you added the "Megrim Jar" deck.
That was my favourite deck, back in time, when it was still legal (like for 2 weeks ^^).
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Re: [1/18/2011] DOTP Custom DLC MOD 2 - Update 2 Video Previ
by ND3G » 20 Jan 2011, 18:42
I seem to be having the same problem as a few others.
The IA for the original decks will play one or two lands and then stop playing lands on their turn even when they have more in their hand.
Does anyone know what the problem is? I don't recall ever having this problem with the core game.
Also, I was dueling Ihsan's Shade with the White Knight deck and three rounds in the row, after my attack phase the IA cast Dark Ritual then proceeded to do nothing with the mana, losing it.
I also noticed that attacking knights such as Silver Knight do not seem to take into account that I have creatures with protection from White in the field (Order of the Ebon Hand) so they pretty much commit suicide.
Lastly, in a duel against the Reanimator the IA cast Vampiric Tutor with only one life left, killing themselves.
The IA for the original decks will play one or two lands and then stop playing lands on their turn even when they have more in their hand.
Does anyone know what the problem is? I don't recall ever having this problem with the core game.
Also, I was dueling Ihsan's Shade with the White Knight deck and three rounds in the row, after my attack phase the IA cast Dark Ritual then proceeded to do nothing with the mana, losing it.
I also noticed that attacking knights such as Silver Knight do not seem to take into account that I have creatures with protection from White in the field (Order of the Ebon Hand) so they pretty much commit suicide.
Lastly, in a duel against the Reanimator the IA cast Vampiric Tutor with only one life left, killing themselves.
Re: [1/18/2011] DOTP Custom DLC MOD 2 - Update 2 Video Previ
by kevlahnota » 21 Jan 2011, 04:15
Hi and welcome to the forums
Anyway, The AI has changed after the Expansion 1 or DLC 1.
The AI will be more stronger if you have played the game numerous times.
Try to finish all the campaign and see if the AI improved.
It may be possible to modify AI difficulty via xml but I'm still studying how the weighting works.
EDIT: after comparing the AI difficulty setting in the XML. I found that the bonus weighting for land drops down from 2000 to 200. Maybe they missed the "0". I'll try to modify some values.

Anyway, The AI has changed after the Expansion 1 or DLC 1.
The AI will be more stronger if you have played the game numerous times.
Try to finish all the campaign and see if the AI improved.
It may be possible to modify AI difficulty via xml but I'm still studying how the weighting works.
EDIT: after comparing the AI difficulty setting in the XML. I found that the bonus weighting for land drops down from 2000 to 200. Maybe they missed the "0". I'll try to modify some values.

ND3G wrote:I seem to be having the same problem as a few others.
The IA for the original decks will play one or two lands and then stop playing lands on their turn even when they have more in their hand.
Does anyone know what the problem is? I don't recall ever having this problem with the core game.
Also, I was dueling Ihsan's Shade with the White Knight deck and three rounds in the row, after my attack phase the IA cast Dark Ritual then proceeded to do nothing with the mana, losing it.
I also noticed that attacking knights such as Silver Knight do not seem to take into account that I have creatures with protection from White in the field (Order of the Ebon Hand) so they pretty much commit suicide.
Lastly, in a duel against the Reanimator the IA cast Vampiric Tutor with only one life left, killing themselves.
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Re: [1/18/2011] DOTP Custom DLC MOD 2 - Update 2 Video Previ
by ND3G » 21 Jan 2011, 12:39
Thanks for looking into it.
Fantastic work by the way, this mod is greatly appreciated.
Fantastic work by the way, this mod is greatly appreciated.

Re: [1/18/2011] DOTP Custom DLC MOD 2 - Update 2 Video Previ
by Lantainu » 25 Jan 2011, 15:00
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Re: [1/18/2011] DOTP Custom DLC MOD 2 - Update 2 Video Previ
by kevlahnota » 25 Jan 2011, 15:24
I use fraps to record the gameplay.
Anyway I've tried it and it works fine. Also in the video I've posted is the replenish deck.
Can you post the size of your DATA_DLC_1111.wad and Data_Core.wad.
It must be these sizes (Custom DLC MOD 2 w/ patch 1):
Data_Core.wad - 176 mb
DATA_DLC_1111.wad - 174 mb
Anyway I've tried it and it works fine. Also in the video I've posted is the replenish deck.
Can you post the size of your DATA_DLC_1111.wad and Data_Core.wad.
It must be these sizes (Custom DLC MOD 2 w/ patch 1):
Data_Core.wad - 176 mb
DATA_DLC_1111.wad - 174 mb
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kevlahnota - Programmer
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Re: [1/18/2011] DOTP Custom DLC MOD 2 - Update 2 Video Previ
by ND3G » 25 Jan 2011, 16:22
If I wanted to create my own decks (using the cards already available, not adding any) will this extra data break the mod than? Should I stick to changing the cards in preexisting decks?kevlahnota wrote:Can you post the size of your DATA_DLC_1111.wad and Data_Core.wad.
It must be these sizes (Custom DLC MOD 2 w/ patch 1):
Data_Core.wad - 176 mb
DATA_DLC_1111.wad - 174 mb
Re: [1/18/2011] DOTP Custom DLC MOD 2 - Update 2 Video Previ
by kevlahnota » 25 Jan 2011, 16:50
Well if you like to edit some decks, you can extract DATA_DLC_1111.wad and keep a backup copy of DATA_DLC_1111.wad. Then edit whatever decks you like to edit. just a note, there are still some few cards that needs updating/changed when used with other decks.
ND3G wrote:If I wanted to create my own decks (using the cards already available, not adding any) will this extra data break the mod than? Should I stick to changing the cards in preexisting decks?kevlahnota wrote:Can you post the size of your DATA_DLC_1111.wad and Data_Core.wad.
It must be these sizes (Custom DLC MOD 2 w/ patch 1):
Data_Core.wad - 176 mb
DATA_DLC_1111.wad - 174 mb
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