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Post by thesideburns on Feb 22, 2008 11:29:00 GMT -5
monster -
I understand the concept of a dummy cepter; that's what I've been doing for a week or so now. What I don't understand is how to create a "Virtual Cepter" using a custom AI, and whether or not it's really worth the extra hassle.
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Deunnero
Baron
Culdcept Saga killed my 360 RROD #2: 2008-03-14
Posts: 66
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Post by Deunnero on Feb 22, 2008 13:54:27 GMT -5
My brain hurts every time I read this and try and understand it. I think this needs to be re-written, clearly.
I just win cards the old fashion way, by playing against past Cepters in story mode. I manage to do Santana in 20 minutes ... and usually get 2 new cards ... by this method, I only need to play another 150 or so matches.
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Post by monster on Feb 23, 2008 0:58:32 GMT -5
Sorry thesideburns, I misunderstood your post.
I think the only reason for the virtual cepters/allies is so that you can win a match faster. It was necessary in the Japanese version since they can only set down to 5000, but not so much in the NA version.
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Post by lumbeecheraw75 on Feb 26, 2008 5:51:31 GMT -5
I think the only reason for the virtual cepters/allies is so that you can win a match faster. It was necessary in the Japanese version since they can only set down to 5000, but not so much in the NA version. With the 2 Virtual Cepters on your 3vs1 team, you start with 900 gold of the 1000 required to win the Match. Its even better to place one of the Virtual Cepters as the opposing player, and place the "Dummy Cepter" on your Team. That way, when you win, the Dummy Cepter keeps the 12/13/14/etc based on map, which you end up saving, instead of the 2nd place amount of cards... builds up that cepters card count faster, thus enabling more cards to trade to you and a better chance of getting cards that you dont have.
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Post by thesideburns on Feb 26, 2008 8:48:46 GMT -5
Deunnero: I rewrote my exact process for a friend, so I'll post it here, in case it helps... Warning: it's not short, but it is precise =)
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If you're loving Culdcept, and wishing you could get cards at a rate faster than 9-12 cards per 45 minutes of play, there's an easy solution that can net you upwards of 16 cards per 3-5 minutes of play, including a way to "duplicate" any rare cards you already have a single copy of. Here's how it works: (requires 2 controllers)
SETUP 1) Load your game, and go to Maintenance, Rule Edit, and create a New Rule with the following modifications:
Capture Cards: 4-4 Total Magic: 1000-99000g Match Duration: 10-10R Land Element: de-select everything but the "All (Purple)" box. This way every match will be all purple lands.
Leave the rule edit screen, "Reflect" changes, and Save.
2) Create a 30-card "Dupe" book for getting to 1000g as fast as possible. 10-15 cards should be spells that gain you money or get you back to the castle as quickly as possible. The rest should be cheap creatures of a single color. My deck is 4 Find, 4 Manna, 2 Refuge, and a bunch of cheap yellow creatures: Blitz Ravens, Powder Eaters, Slyphs, Cloud Gizmos, etc - all 30g or less. Save and exit.
3) Create a "dummy cepter" by starting a new game with some random profile on your xbox (You can save and exit without having to play a match as this character).
GETTING LOTS OF CARDS 1) Start a Versus match between you and the dummy cepter, hitting Y to load your rules. 2) Pick a map with a high card reward where you can get back to the castle pretty easily. Altar of Light/Evil are great maps for this purpose. 3) Load yourself and the dummy cepter (using the second controller), and hit Y to "close the match to new entires"
4) If you have specific rare cards you would like to "duplicate"... a) Go to Card Exchange. Add any 4 cards you'd like copies of, and "trade" them to the dummy cepter. You can only give him something he doesn't have any of. b) When completing the trade, DO NOT save your data, (hit "No" and then "proceed without saving"), and then SAVE THE DUMMY'S DATA. c) Repeat steps a) and b) until the dummy has all the cards you're interested in duplicating d) Exit to the menu without saving your data. The dummy now has duplicate copies of your rare cards. now repeat steps 1-3 and proceed to step 5.
5) Select your "Dupe" book and Ready. 6) Edit the dummy's book down to include any of the cards you traded to him for duping purposes. You can have a 30-card deck to increase your odds of winning back a certain card. Save his data, Select his deck, and ready. 7) Start the match! Have your character cast money spells, put down creatures at every chance (which will automatically chain due to the purple lands and your single-color deck), and lap as quickly as possible. You may find that on a bigger map, you can lay down a few creatures and get back to the castle with 1000g, without having to hit all the forts. Have the dummy cepter simply roll, move, and end turn. Depending on the map, you could win in about 4-6 turns, but the worst case is 10 rounds. 8) After the match, revel in your card reward, and save your data. If the dummy cepter has won any cards you've never seen before, save his data - otherwise don't. The next screen will show which 4 cards you have "captured" from the dummy's deck (hopefully the rare cards that you recently duped for him). If you saved his data, he will have lost these cards, so you may want to dupe-trade them back to him, but if you didn't save his data, they'll still be in his book for you to capture right away. 9) Now that you're already loaded in the game, you can repeat steps 5-8 over and over again until you're drowning in cards. You will have to back out to the menu if the dummy's book drops below 30 cards, or if you do any new trade-duping.
Whee! You can earn over 200 cards in a single hour doing this, 1/5 of which should be duplicates of your rare cards, and many of which will be new cards you've never seen. The game even guarantees you at least one *new* card for every 3 consecutive wins, so as your collection starts to fill out, and the rate of new cards slows down, this mechanism protects you from having to "randomly" get something with 400:1 odds.
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Deunnero
Baron
Culdcept Saga killed my 360 RROD #2: 2008-03-14
Posts: 66
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Post by Deunnero on Feb 26, 2008 17:39:47 GMT -5
An excellent detailed explanation ;D
Thanks bro.
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Post by OWell on Feb 27, 2008 11:50:40 GMT -5
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Post by Lizardman on Feb 27, 2008 16:51:32 GMT -5
I used that list to decide where to go to get the Neutral creatures I was missing. Alcyon seemed like the best choice for this.
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Post by ckazz on Mar 18, 2008 13:31:04 GMT -5
huh babel fish didn't do a good enough job for me to get anything out of this any translated/english equivalent anywhere?
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Post by Old Willow on May 10, 2008 13:44:32 GMT -5
lol theyre all pretty much question marks to me...and that sucks cause thats what ive been looking for lol
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Post by Fluff on May 28, 2008 15:25:09 GMT -5
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Post by Fluff on Jun 29, 2008 14:46:05 GMT -5
Recently I've started using a similar strategy on 'Stairway to the Gods': 3 on 1, 30 card decks, all purple lands, 1000G limit. The neat thing is that the alliance starts with enough G to win. Right now I'm running:
Holy Word 0 x4 Reincarnation x4 Gift x4 Word of Recall x4 Lots of Filler x14
My filler includes Manna and some small yellow creatures, but 99% of the time you'll never use them. Your alliance starts with 1050 TG, so the first player can't win with a Word of Recall. If the first player does not have a Holy Word 0, cast Gift on the next ally or any magic-granting spell and roll. If you roll 5 or more, you can hit the N tower for 180G. If you roll a 10, you can come straight back to the castle and win. Any successive ally should Reincarnate to a Holy Word 0 or a Word of Recall. If not, cast another magic-granting spell and roll. It's important to target the next ally coming up with Gift, since that puts an extra card in their hand for possible Reincarnation.
Using this board and this deck, I've never failed to win before the first round is complete. Sure, you can't do it until the end of the game, but I've found it very handy for filling out the rest of my card list since you can win any kind of card on this board.
Edit: I did a real crude numerical analysis, figuring that each player on the alliance has 4x Holy Word 0, 4x Word of Recall, and 22 other cards. The first alliance member has a 54% chance to win from a Holy Word 0 and a 10% chance to win from the roll. Each successive alliance member has an 81% chance to win from either a Holy Word 0 or a Word of Recall, and still a 10% chance to win from the roll. Note that those percentages do not take into account any Gifts or Reincarnations. Just off of those percentages alone, you have a 99.7% chance to win during the first round.
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