Is it a scaling issue that causes those arrows to point to all kinds of directions? Also, there are no invisible units on that screen when the fight begins.
Third slot on the enemy's team has an invisible unit. You don't see it?
fabulaparvaMay 22, 2016
Anyway, if I hit 'cancel' when asked to not show the tutorial, before the fight begins I get this image:
Is it a scaling issue that causes those arrows to point to all kinds of directions? Also, there are no invisible units on that screen when the fight begins.
Third slot on the enemy's team has an invisible unit. You don't see it?
That's it!!! I'm going back to my optometrist!! She lied to me!! ...wait a minute... you're using psionic skills for that, aren't you?
FrankaMay 24, 2016
I got caught up in Final Fantasy X again, now that it's out on PC, but I'll try to at least do the rewrite of the card texts soon(ish), even if I don't get much testing done right at the moment.
jack1974May 24, 2016
Thanks I will probably release H&G at end of month and keep this one in beta for the first week of June (I think).
FrankaMay 25, 2016
Strange things still happen with Time Bomb.
It did work a few times, then this happened when I ended the turn without doing anything else.
[code]
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/F2P.rpy", line 179, in script call
File "game/script.rpy", line 78, in script call
File "game/script.rpy", line 160, in script
File "game/script.rpy", line 160, in <module>
ValueError: list.remove(x): x not in list
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/F2P.rpy", line 179, in script call
File "game/script.rpy", line 78, in script call
File "game/script.rpy", line 160, in script
File "F:\Temp\PSCD-1.1.0-all\renpy\ast.py", line 806, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "F:\Temp\PSCD-1.1.0-all\renpy\python.py", line 1577, in py_exec_bytecode
exec bytecode in globals, locals
File "game/script.rpy", line 160, in <module>
File "new_card_framework/Board.py", line 225, in end_turn
File "new_card_framework/Card.py", line 240, in died
File "new_card_framework/Card.py", line 255, in remove_me
File "new_card_framework/Board.py", line 311, in remove_card
ValueError: list.remove(x): x not in list
For the Time Bomb, it's better to change it I think, since it's too messy. For death mark, actually ALL the abilities that were boosting health didn't work even before (the health boost remained unchanged!! )
jack1974May 26, 2016
OK I think the health boost issues should be fixed. For the Time Bomb instead I think it's too bugged, I had that crash too and I can't figure it out why happens
edit: maybe now works, had to tell the ability to check the target card is alive (otherwise would try to kill / remove twice a card that was already killed!)
FrankaMay 29, 2016
I made a small experiment. First screenshot is how long it took for the AI to play all its 20 cards with AI resources set to minimum (1/1). Second screenshot is how long it took for the AI to play all its 20 cards with AI resources set to maximum (5/5). Same AI deck (Robobrains).
Also, is there any reason why we always play as Diana in Quick Play, or was that just convenient?
jack1974May 29, 2016
Ugh yes, that doesn't look OK I need to find out what's going on with the summon...
As for Diana I guess is the default character, so yeah it was just convenient
jack1974May 29, 2016
OK well the summon is simple: the AI will always summon 1 card so if has high resource can summon/play a more expensive card, but otherwise, it will still play just one.
I am going to leave as it is for two reasons:
1) after messing up a bit, I have no clue how to change this, so I should ask Anima and I think he's currently busy
2) even if I successfully change this, all the campaign battles would change (be MUCH harder). And doing this now would be suicide since they are all tested and well balanced already
FrankaMay 29, 2016
You should probably just remove the resource sliders then, and just decide on a standard. For what it's worth, the AI doesn't even seem to play the "strongest" cards until late in the game, regardless of how I set the resources. As you can see in the two pictures, the AI saved some of the rarer units for last in both examples (even though it's drawn its entire deck before turn 20).
Also, I'm not quite sure I understand why the AI plays much more aggressively in the last missions of the story campaign, clearly SOMEthing does work SOMEwhere in the code.
jack1974May 29, 2016
I'll keep the sliders, since they should still change the matches. +5 each turn = the AI could play a 5 resource value the next turn. I said that they always seem to play just one card, not the SAME card
The AI is definitely the weakest point of the engine, but it's coded in a way that I don't even understand what's going on, and without coder's help I can't do anything
jack1974May 29, 2016
Haha nevermind!!!
The reason is that my hack to change the resources wasn't actually working. It was always using the default set in the mission! that's why you were getting the same results. I need to check how to make that work, I manually changed the values and the AI summoned 4 units the first round!!!
jack1974May 29, 2016
OK fixed it. I had to make the "Ultimate Challenge" easier, otherwise was basically impossible