SVN Bug Reports
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Re: SVN Bug Reports
by Sloth » 16 Apr 2011, 18:49
Fixed!Jaedayr wrote:r8088
The Landfall ability of Stone-Seeder Hierophant is showing up on the stack while it is still in my library.
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Re: SVN Bug Reports
by Jaedayr » 16 Apr 2011, 19:34
This has happened to me twice today (r8094). Both times it was the first card in my hand. I don't remember the first card but the second time it was Clone.UnderFlow wrote:I don't know if this is related, but I also had problems with cards that could not be played (i.e. nothing happens when you click on them). It has happens two or three times so far and I was not able to reproduce it. The only similarity appears to be that the first card in hand was affected. Specific cards affected that I remember were Elspeth, Knight-Errant (some time ago) and Recycle (in an more recent revision).
Re: SVN Bug Reports
by Chris H. » 16 Apr 2011, 20:02
`Jaedayr wrote:This has happened to me twice today (r8094). Both times it was the first card in my hand. I don't remember the first card but the second time it was Clone.UnderFlow wrote:I don't know if this is related, but I also had problems with cards that could not be played (i.e. nothing happens when you click on them). It has happens two or three times so far and I was not able to reproduce it. The only similarity appears to be that the first card in hand was affected. Specific cards affected that I remember were Elspeth, Knight-Errant (some time ago) and Recycle (in an more recent revision).
I have noticed the same thing several times over the last week or two. It is always a different card each time but the unplayable card is always the first card on the left.
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Re: SVN Bug Reports
by friarsol » 17 Apr 2011, 14:16
The AI shouldn't be using this card. It doesn't "activate" mana abilities in the same way the player does.
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Re: SVN Bug Reports
by Chris H. » 17 Apr 2011, 16:56
`
If I understand correctly, all cards with an AF_Mana ability that contain a SubAbility should have a "SVar:RemAIDeck:True"?
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Re: SVN Bug Reports
by Jaedayr » 17 Apr 2011, 18:30
Error - the LQ picture for ODY/AEther Burst.full.jpg could not be found on the server. [http://cardforge.org/fpics/OD/QUV0aGVyIEJ1cnN0LmZ1bGwuanBn] - http://cardforge.org/fpics/OD/QUV0aGVyI ... Z1bGwuanBn
Re: SVN Bug Reports
by Jaedayr » 17 Apr 2011, 20:01
This may be more of a question than an issue but it looks kind of strange. I had a Roil Elemental in play and then played a land. The ability triggered but the AI had no creatures in play at that time. I had no option to cancel the ability so I selected the Roil and it has now enchanted itself with the card text
*edit
When I target my creature played on a previous turn, it gets summoning sickness.
*edit 2
When my own controlled creature was exiled, the card text remained on the Roil. The same thing happened when another of my own controlled creatures was put into the graveyard.
- Code: Select all
+Controlling: Roil Elemental(34)+
*edit
When I target my creature played on a previous turn, it gets summoning sickness.
*edit 2
When my own controlled creature was exiled, the card text remained on the Roil. The same thing happened when another of my own controlled creatures was put into the graveyard.
Re: SVN Bug Reports
by friarsol » 17 Apr 2011, 20:14
Yea that's probably a good starting point. If someone gets ambitious, they can attempt giving the AI a mana pool and rework the whole AI Cost Payment section.Chris H. wrote:`
If I understand correctly, all cards with an AF_Mana ability that contain a SubAbility should have a "SVar:RemAIDeck:True"?
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Re: SVN Bug Reports
by Chris H. » 17 Apr 2011, 21:37
`friarsol wrote:Yea that's probably a good starting point. If someone gets ambitious, they can attempt giving the AI a mana pool and rework the whole AI Cost Payment section.
Understood. I will add the SVars as my next project.
Sounds like the AI Cost Payment section is tricky and is beyond my own skill level. At least I was able to add in the AI column to the deck editor.
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Re: SVN Bug Reports
by friarsol » 17 Apr 2011, 21:41
I think the main problem with the AI Costing is more a matter of not minding having your whole code base broken for a while until all the kinks are worked out. Hopefully I'll have some time in the near future to work on to work on some of the things I was planning on doing, but just been too busy with things to dive into it.
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Re: SVN Bug Reports
by Corwin72 » 18 Apr 2011, 15:59
Is there any way to update the AI on Signal Pest? From what I can see the AI should attack with it as long as it can not be blocked? Should this also be the same with the 0/1 tokens that can be sacked for mana? Or is it possible to code Beastmaster Ascension so that all creatures with 0 power will attack if possible?
I like the card as an AI clock but it is frustrating when the AI has 10+ creatures and will not attack because they have 0 power.
I have no understanding of AI programing so ignore me if my comments are not helpful.
I like the card as an AI clock but it is frustrating when the AI has 10+ creatures and will not attack because they have 0 power.
I have no understanding of AI programing so ignore me if my comments are not helpful.
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Re: SVN Bug Reports
by cc-drake » 18 Apr 2011, 20:11
I'm not sure if this behavier would be better - usually AI doesn't see things like manlands (Mishra's Factory etc) or similar "tricks", so attacking with Eldrazi Spawns for no reason would be bad in most situations.Corwin72 wrote:Is there any way to update the AI on Signal Pest? From what I can see the AI should attack with it as long as it can not be blocked? Should this also be the same with the 0/1 tokens that can be sacked for mana?
Re: SVN Bug Reports
by Corwin72 » 18 Apr 2011, 20:42
Good call.
Any thoughts about putting in hidden code for Beastmaster Ascension? In most sittuations the AI should be ok with losing 0/1s in combat if Beastmaster Ascension is in play.
Any thoughts about putting in hidden code for Beastmaster Ascension? In most sittuations the AI should be ok with losing 0/1s in combat if Beastmaster Ascension is in play.
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Re: SVN Bug Reports
by Sloth » 18 Apr 2011, 21:24
We try not to add so much hardcoded card related stuff anymore, but anticipating battlecry should be something the AI should be capable of. Maybe I will find the time to code it up.Corwin72 wrote:Is there any way to update the AI on Signal Pest? From what I can see the AI should attack with it as long as it can not be blocked? Should this also be the same with the 0/1 tokens that can be sacked for mana? Or is it possible to code Beastmaster Ascension so that all creatures with 0 power will attack if possible?
I like the card as an AI clock but it is frustrating when the AI has 10+ creatures and will not attack because they have 0 power.
I have no understanding of AI programing so ignore me if my comments are not helpful.
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