Forge 06/12/2011 (unofficial BETA) version
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
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Re: Forge 06/12/2011 (unofficial BETA) version
by goonjamin » 15 Jun 2011, 01:25
Thanks Chris, putting the images in the icons folder works. Now I can see a picture of the ones I have bought.
Still just a blank box for the ones I haven't bought which seems a little odd to me (I would think a better system would be to show a picture of the level of pet you are going to get if you click buy) but that is a minor feature request
Still just a blank box for the ones I haven't bought which seems a little odd to me (I would think a better system would be to show a picture of the level of pet you are going to get if you click buy) but that is a minor feature request

Re: Forge 06/12/2011 (unofficial BETA) version
by Angelbane » 22 Jun 2011, 05:19
IT saddens me to hear this ... I have been playing quest mode and really enjoy it ... but to be honest without the ablity to limit the pool of cards it really gets to be no fun ... I wanted to use the import to get a few cards that I wanted.Chris H. wrote:`jhamma66 wrote:Great work! Quick question... I have been trying to follow along, but it seems you can no longer create a deck in the main editor to use in Quest mode. Am I right and is there a way to do it?
Sorry, but this is no longer an option. Importing a deck into quest mode was more of an un-intended accident rather than a planned feature.
Ideally, people who start a quest would be given some options when they start a quest. But importing a strong, killer-type, tournament winning deck would defeat the purpose of quest mode.
But then again, people do want to play strong constructed mode decks against decks that the AI can use to good effect. They want an opponent that will challenge them. But this type of game should take place outside of quest mode?
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Re: Forge 06/12/2011 (unofficial BETA) version
by Hamletchickencrisis » 22 Jun 2011, 11:10
Stormtide Leviathan REALLY bogs the game down. This seems to be an on-going problem with all cards that have such a wide reaching global effect. The Leviathan is really bad though, so bad that trying to tap for mana literally takes 15-30 seconds to actualize. I think you guys managed to alleviate the wonder problem somewhat but it seems to be rearing its ugly head here and with certain other cards(i.e. I don't play against the straight Sliver deck anymore because it bogs down so bad).
Anyway, just thought I would let you know in case it is a particular problem with the CARD and not an over-all problem with the program or something on my end.
Anyway, just thought I would let you know in case it is a particular problem with the CARD and not an over-all problem with the program or something on my end.
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Re: Forge 06/12/2011 (unofficial BETA) version
by Chris H. » 22 Jun 2011, 12:43
`Angelbane wrote:IT saddens me to hear this ... I have been playing quest mode and really enjoy it ... but to be honest without the ablity to limit the pool of cards it really gets to be no fun ... I wanted to use the import to get a few cards that I wanted.
Forge only had about 1500 cards when the quest mode was implemented. During a long term quest we could eventually see some of the cards that we really wanted for our deck.
Unfortunately, with only 1500 cards there were not a lot of options for creating interesting and yet recognizably different AI decks for the computer to play against us.
We now have over 8000 cards. Sloth, Corwin and myself have created new AI quest opponent decks. We have also replaced many of the older weak AI decks that did not have a recognizable theme. The AI is now a stronger opponent and gives us more of a challenge.
Granted, with over 8000 cards it now becomes that much harder for us to come across the specific cards that we want for our deck. The devs have a few ideas that they are considering. But the devs also want to consider play balancing issues.
Presently, if a person wants to play a strong precon deck against a strong AI deck they will need to move a copy of the AI opponent decks into the forge/res/decks/ folder.
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Re: Forge 06/12/2011 (unofficial BETA) version
by Hamletchickencrisis » 22 Jun 2011, 13:14
Leyline of Singularity crashes the program when dropped in opening hand. I'll try and get the error report when I can dupe it again.
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Re: Forge 06/12/2011 (unofficial BETA) version
by Sloth » 22 Jun 2011, 13:45
Don't bother. It's fixed already.Hamletchickencrisis wrote:Leyline of Singularity crashes the program when dropped in opening hand. I'll try and get the error report when I can dupe it again.
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Re: Forge 06/12/2011 (unofficial BETA) version
by Hamletchickencrisis » 22 Jun 2011, 20:54
OK. Thanks for the heads up.Sloth wrote:Don't bother. It's fixed already.Hamletchickencrisis wrote:Leyline of Singularity crashes the program when dropped in opening hand. I'll try and get the error report when I can dupe it again.
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Re: Forge 06/12/2011 (unofficial BETA) version
by Hamletchickencrisis » 23 Jun 2011, 12:39
Allies are still not pumping themselves.
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Re: Forge 06/12/2011 (unofficial BETA) version
by Sloth » 23 Jun 2011, 12:55
Also fixed on the SVN, Hamletchickencrisis.Hamletchickencrisis wrote:Allies are still not pumping themselves.
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Re: Forge 06/12/2011 (unofficial BETA) version
by Chris H. » 23 Jun 2011, 13:12
We have a number of bug fixes on the SVN and the improved sealed deck mode.
I will try to get out a new beta this weekend.
I will try to get out a new beta this weekend.
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