Slivers! Possible?

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Slivers! Possible?

Postby poofacetherisen » Sun Dec 14, 2008 12:44 am

Is it possible to incorporate slivers into WTH without altering the source? :idea:
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Re: Slivers! Possible?

Postby wololo » Sun Dec 14, 2008 1:22 am

Not now, but the slivers abilities seem generic enough, so it should be possible to improve the "lord" functionality so that it works for slivers... I'll give it a try one day
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Re: Slivers! Possible?

Postby leungclj » Sun Dec 14, 2008 12:27 pm

well, slivers' abilities r all about improving all other slivers, if that is completed, the Onslaught set should also be able to benefit since Onslaught is all about improving creature type (e.g. Solider Elf Goblin that gives improvment to their same creature type)
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Re: Slivers! Possible?

Postby wololo » Sun Dec 14, 2008 12:35 pm

I improved the lord ability today so that it works with more generic targets.
I'll try to improve it so it has more generic effects as well...
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Re: Slivers! Possible?

Postby Esteem » Wed Dec 17, 2008 4:57 pm

Yes in fact they are 0.3.1!!! I've got the tempest ones working with the exception of a few:

Armor Sliver
Barbed Sliver
The "lord" ability doesn't seem to work with the standard cost:n/m scripting. I can obviously get it's own ability to work with auto={2}:1/0 However auto=lord(Sliver) {2}:1/0 simply gives all the other slivers +1/0 automatically without making it a pumpable ability.

Mnemonic Sliver
Mindwhip Sliver
These 2 I havn't looked into yet, as I'm not sure sacrificing a creature to activate an ability is even possible right now, although even if it is, I'm sure that it would still have the same problems as the Armor and Barbed slivers...

The other ones work great and are almost too powerful for the current AI decks... I've been playing with just the slivers added and only in rare occasions ever lost... 3 muscle slivers a winged sliver and a talon sliver is quite impressive haha.

I've been out of the scene for a while and I'm not sure if there's been a Tempest release. If not, I should have one either tonight or tomorrow night... the _cards.dat file takes a while to input 300+ cards. XD

If anyone has a _cards.dat file set up, or partially set up, it would be appreciated and would probably speed up the process... Stronghold is my other project right now, but those slivers might not be possible yet. Cant wait for the Queen and Tokens :D
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Re: Slivers! Possible?

Postby fr0stie » Sat Dec 20, 2008 11:19 pm

Hey Esteem would you mind uploading your current .dat file for Tempest. I'd like to use it as a template/guide for creating the Stronghold .dat.
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Re: Slivers! Possible?

Postby Esteem » Tue Dec 30, 2008 9:34 pm

Sorry about the delay man... Seattle got hit hard by a snow storm last couple weeks and I've been busy with the holidays. Here's the .dat for the slivers and the jpegs/thumbs so people can test em out if they want. Like I said above, they don't all work as intended but it gets the job done. As for the rest of the tempest set, it's taking me longer to input and script whats working. I've got about a 1/3 done and have about 45+ working right now. I'm testing what I have and may make a partial release just to see how it does.

http://rapidshare.com/files/178267620/TEM.rar
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Re: Slivers! Possible?

Postby poofacetherisen » Thu Jan 01, 2009 3:10 am

You guys are quite talented.
That's cool wololo! Once it is improved. It may be possible to test my Sliver deck in this game.
I actually think, that the abilities from the newer sets (Absorb, or sacrifice:2 black mana, double strike, ect) will not implement so well though...
"Lord" ability (i got an idea but) what is that?
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Re: Slivers! Possible?

Postby Shishio » Thu Jan 01, 2009 3:27 am

Lord is what cards like Lord of Atlantis, Zombie Master, and Goblin King use to "enchant" a subtype like merfolk, zombies, or goblins. The way it's coded it can be fudged to work with auto= to make things like Bad Moon and Crusade work correctly.
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