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Forge Beta: 08-03-2012 ver 1.2.11

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Re: Forge Beta: 08-03-2012 ver 1.2.11

Postby gos » 04 Sep 2012, 20:54

The AI casts Crumble on my Vedalken Shackles when its ability is on the stack (targeting his Cold-Eyed Selkie). The Shackles Crumble, but their ability resolves and I gain control of the Selkie permanently.
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Crash Report: illegal component position 1 should be less th

Postby Emfatic » 04 Sep 2012, 21:39

I just got a crash report when starting a duel within a quest.

"illegal component position 1 should be less then 1"

The box showing the result of the coin toss was blank. When I used the X to close the empty box, I got the crash report. I cannot reproduce it however the duel continued without a problem.

By the way, the correct grammar for the error message should read: ... less than 1 :wink:
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2012-09-04-00.txt
(1.93 KiB) Downloaded 215 times
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Re: Forge Beta: 08-03-2012 ver 1.2.11

Postby sagephoenix » 04 Sep 2012, 22:39

This is another issue of not sure if I'm doing it wrong, or the program is wrong. But I played Arrest on a morphed creature. But it still flipped over to Thelonite Hermit. Is the morph cost not an activated ability?
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Re: Forge Beta: 08-03-2012 ver 1.2.11

Postby friarsol » 04 Sep 2012, 23:09

sagephoenix wrote:This is another issue of not sure if I'm doing it wrong, or the program is wrong. But I played Arrest on a morphed creature. But it still flipped over to Thelonite Hermit. Is the morph cost not an activated ability?
Nope it is not.

702.35d If you have priority, you may turn a face-down permanent you control face up. This is a special action; it doesn‘t use the stack (see rule 115). To do this, show all players what the permanent‘s morph cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn‘t have a morph cost if it were face up, it can‘t be turned face up this way.) The morph effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don‘t trigger when it‘s turned face up and don‘t have any effect, because the permanent has already entered the battlefield.
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No filter in deck editor

Postby Emfatic » 05 Sep 2012, 00:49

I haven't used this program very long, but I could have sworn I had a filter tab in my deck editor. There isn't one now. I believe this has been the case since I removed my preferred editor layout file to correct a previous problem.

How can I get my deck editor to have that filter function back? I really need it.
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Re: Forge Beta: 08-03-2012 ver 1.2.11

Postby moomarc » 05 Sep 2012, 06:19

ryanthng wrote:I'm running on OS X Mountain Lion and I get a dialog saying 'This file is damaged and cannot be opened.'

I'm not too sure if this is a problem with other Mac users as well.

Keep up the great work! :) <3 I love this program!
Check the very first post. Chris mentioned this in the release notes and posted a link with what to do.
-Marc
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Re: Forge Beta: 08-03-2012 ver 1.2.11

Postby schnautzr » 05 Sep 2012, 06:50

|Simic Sky Swallower| isn't immune to Mighty Emergence, Propaganda or Ghostly Prison. Shouldn't it be, or are enchantments exempt?
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Re: Forge Beta: 08-03-2012 ver 1.2.11

Postby Diogenes » 05 Sep 2012, 07:18

schnautzr wrote:|Simic Sky Swallower| isn't immune to Mighty Emergence, Propaganda or Ghostly Prison. Shouldn't it be, or are enchantments exempt?
Since those abilities aren't targeted, Simic Sky Swallower is still affected by them.
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Re: No filter in deck editor

Postby Nordos » 05 Sep 2012, 09:56

Emfatic wrote:I haven't used this program very long, but I could have sworn I had a filter tab in my deck editor. There isn't one now. I believe this has been the case since I removed my preferred editor layout file to correct a previous problem.

How can I get my deck editor to have that filter function back? I really need it.
The filter tab is still there. Normally it is placed at the left bottom side. If you have moved it, got do res/layouts/ and delete 'editor_preferred.xml'. Then the editor should be default again, and the filter tab is once again at the bottom left side.
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Re: Forge Beta: 08-03-2012 ver 1.2.11

Postby Sloth » 05 Sep 2012, 11:06

sagephoenix wrote:It was for the regular ability where they needed to pay 2.

I don't know if this would affect it or not, but I had Training Grounds out as well.
Fixed! Thanks sagephoenix. [It was indeed Training Grounds fault]

sagephoenix wrote:Correct me if I am wrong about this, but I had Prison Term enchanting Myojin of Night's Reach. Myojin of Night's Reach still removed it's divinity counter and made me discard my hand. Is that not an activated ability? (Actually, it seems like the problem was that whenever a creature is enchanted by prison term, it continues to say that it is in the text box, even after you've moved it.
Fixed! Thanks sagephoenix.

gos wrote:The AI casts Crumble on my Vedalken Shackles when its ability is on the stack (targeting his Cold-Eyed Selkie). The Shackles Crumble, but their ability resolves and I gain control of the Selkie permanently.
Fixed! Thanks gos.
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Re: No filter in deck editor

Postby Chris H. » 05 Sep 2012, 11:17

Emfatic wrote:I haven't used this program very long, but I could have sworn I had a filter tab in my deck editor. There isn't one now. I believe this has been the case since I removed my preferred editor layout file to correct a previous problem.

How can I get my deck editor to have that filter function back? I really need it.
 
Not sure if if my suggestion will solve your problem or not.

If a panel is not wide enough to display all of the selectable tabs the you will see only some of the tabs and there will be an additional tab at the right side with a plus sign and a number showing how many additional hidden tabs are available.

Click on this tab to the right and you will see a list containing the names of the hidden tabs. Click on the Filters tab and it will display and the Card Picture tab will then become one of the hidden tabs.
 
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Re: No filter in deck editor

Postby Emfatic » 05 Sep 2012, 12:58

Chris H. wrote:If a panel is not wide enough to display all of the selectable tabs the you will see only some of the tabs and there will be an additional tab at the right side with a plus sign and a number showing how many additional hidden tabs are available.
Thanks Chris, but this was not my problem. I was already aware of the tabs hiding by way of a plus sign. On my computer screen, with the default editor layout, no tabs are hidden. The filter tab just wasn't there anymore. I deleted the editor_preferred.xml file and the filter tab now displays correctly.

I'm uploading both of my bad editor layout files. The one named bad is the first one that completely crashed on me, so I had to remove it. Before it crashed, I noticed that there was no button to remove a card from my deck. Notice the editor does not even open. The second one is the one I've been talking about in this entry. You'll see that not only is it missing the filter tab, it is also missing the deck creation tab.

I've been using the deck editor solely through the quest functions, ie the spell shop and creating and editing my quest deck. I will continue to use it solely for questing and see if I can reproduce any of these issues.
Attachments
editor_preferred.xml.bad.txt
This is the first layout file that crashed on me.
(575 Bytes) Downloaded 225 times
editor_preferred.xml.txt
These files have been renamed in order to upload them here.
(481 Bytes) Downloaded 237 times
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Re: Forge Beta: 08-03-2012 ver 1.2.11

Postby cc-drake » 05 Sep 2012, 21:05

 Veteran's Armaments have only
Whenever a Soldier creature enters the battlefield, you may attach Veteran's Armaments to it.

Equip 2: (Attach to target creature you control. Equip only as a sorcery.)
in their text description.
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Re: Forge Beta: 08-03-2012 ver 1.2.11

Postby againsth3grain » 06 Sep 2012, 02:41

As Skullmulcher comes into play, I am only allowed to sacrifice one creature.

Is this a problem for all creatures with the devour function?

If it helps, Soul of the Harvest 's ability was being triggered as in entered the battlefield.
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Re: Forge Beta: 08-03-2012 ver 1.2.11

Postby schnautzr » 06 Sep 2012, 03:49

This is more of an AI bug; the computer cast Pact of Negation when it only had 4 mana available, which, of course, resulted in its loss. The spell it was countering wasn't threatening enough to merit the risk-- the computer had a huge upper hand!
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