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MoM bugs reports (to do list)

I like Serena Wrote:Do you or anyone else have save games that (easily) reproduce THE Call Lightning bug?

I started a new game with 1.40j in which I gave myself Call Lightning.
I've completed more than 30 battles with Call Lightning and no crash!
Are you sure you didn't already fix it? nono
--I like ILSe
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Dear all,

not sure if this is a bug or just a feature (as I remeber this from the vanilla games also):

The Gaia's Blessing spell will convert volcanos - even if they are Chaos nodes.
Afterwards, there will be a green hill which still works as a Chaos node.


Savegame(s) are available for download here

See:
[Image: momchaosnodevolcanoconv.jpg]
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I like Serena Wrote:I've completed more than 30 battles with Call Lightning and no crash!
Are you sure you didn't already fix it?
Interesting. I actually made 2 fixes that could have had something in common with Call lightning. First, I fixed a bad check fot target (there was a preventive check if the unit has Wraithform instead of Magic_immune ability) - this was a potential game breaker due to other parts of the process. Second, I stumped upon a data instability in the Counter Magic execution, with unknown consequences. This could have an effect as well, although very minor.


Still, IIRC, I had later reports from LordLydon, who is a very reliable tester, that a repeatedly applied CL causes game crashes. LLydon said an AI wizard disappeared from the history graph frequently as the effect and later, crashes occured. Sadly, these reports are gone with dragonswords.com... They could have had other bug source, on the other hand.

If there's no more CL bug, I'd be really happy. I simply cannot find any other bug in the routine and its branches. I also spend/t a lot of time on CL - if you say you don't witness anything, I am stopping my efforts immediately.
Thanks, big relief - at least for now! thumbsup
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Dear all,

I like Serena Wrote:I started a new game with 1.40j in which I gave myself Call Lightning.

Additionally, here is a save game for further intense testing (which I am currently... and having fun btw. ;-) )

It's also a new started game with 1.40j and player wizard having
"naturally" gained "Call Lightning" , so to exclude any problems that may happen with editing...

...will post my results later here...

Best regards,
Zytac the Mage
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Zytac_the_Mage Wrote:Additionally, here is a save game for further intense testing (which I am currently... and having fun btw. ;-) )

It's also a new started game with 1.40j and player wizard having
"naturally" gained "Call Lightning" , so to exclude any problems that may happen with editing...

...will post my results later here...

How are you faring?
Any luck (or lack of luck wink) reproducing THE Call Lightning bug?
--I like ILSe
Reply

Dear ILSe,

I like Serena Wrote:Any luck (or lack of luck wink) reproducing THE Call Lightning bug?

Fortunately - no major problem so far, e.g. no "ghost galleys" or crashes, even while AI and I are using "Call lightning" a lot. ;-)

BTW: Some minor behavior is new to me: Magic items with enchantements give the same spell to my heroes, resulting in additional mana costs - and AI trying to disenchant them in battle.

If someone likes to do some further/additional experimenting with "Call lightning" or the magic item behavior described above:
An updated savegame is available here.

Best regards,
Zytac
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Zytac_the_Mage Wrote:BTW: Some minor behavior is new to me: Magic items with enchantements give the same spell to my heroes, resulting in additional mana costs - and AI trying to disenchant them in battle.

Could you explain that?
What kind of enchantment are you talking about?
Is the hero enchanted with the same enchantment? Or can he cast it?
Additional mana costs - you mean upkeep? Or what?

It doesn't sound good. Do you have a save game with that?
--I like ILSe
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1. Change wording from “strategic combat” to “automatic combat” during gameplay setting (Not a Plight issue)
2. In the loading screen it still shows 1.40h before intro animation
3. Screen refresh problem? See save game 1. Attack city Gore several times and capture with black sleep and hero. After successful capture the overall mana prediction should be updated from 9 to 12, but it only happened after I clicked Magic.
4. I propose adding resistance display on opponent units. When I click them now, it is not shown.
5. Would it be possible to get half power per turn income in a city from mithril ore if there is another city within the range of the mithril? For example getting mana in alternating turns in each city. Or even better, determine one of the 2 cities in range of mithril to be the dominant city. Dominant city gets round up value, other city gets round down value. I propose city with higher total production/summoning value of city defenders to be the dominant city. Break ties with higher city population. Break those ties with total sale value of buildings in cities, then break those ties with Euclidean distance from mithril ore.
6. P(SSS’ra playing) should be decreased

I have more of these, shall I post them here?
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I like Serena Wrote:Could you explain that?
What kind of enchantment are you talking about?
Is the hero enchanted with the same enchantment? Or can he cast it?
Additional mana costs - you mean upkeep? Or what?

It doesn't sound good. Do you have a save game with that?

I have the same issue too. Warrax got a staff that gave him Magic Immunity and Planar Travel, then the computer kept trying to dispel them via Disenchant, Dispel etc. When it succeeded, the next turn Warrax got back his Magic Immunity PLUS he also got an enchantment of Magic Immunity. After the battle Warrax was carrying the enchantment of Magic Immunity and its mana upkeep costs. Ditto with Planar Travel.

In this game I do not have either spell (Magic Immunity / Planar Travel) so neither I nor Warrax could have cast them by mistake.

I don't have attachment posting privileges but can send a savegame by email if needed. This problem has happened many times in 1.40i and now 1.40j. Not just that staff either, also happens with Shuri carrying a bow with Resist Magic on it.

I suspect the problem is in the code that resolves the dispelling of item effects. Item effects should be dispel-proof, but apparently the code allows dispelling. I think that at the start of each combat round the code checks for item effects, and if absent it adds the effect back, but it ends up as an enchantment (which can be dispelled and costs mana). The fix should of course be that item effects cannot be dispelled in the first place. 1.31 didn't have this problem, so I guess there was new code in 1.40 that introduced this bug.
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Yes, that seems to be the dispel issue, I had some info from DakaSha. Thanks for reports, momfan and Zytac. While trying to correct the non-existent part of dispel, I ran into several bugs. Should be fixed in 1.40k.

I can't really blame myself for these, though. Whoever wrote this piece of code, should be professionally ashamed of himself. I have made 5 fixes in dispel so far and the bugs keep coming. angry


Whitemage Wrote:6. P(SSS’ra playing should be decreased)
Excellent observation. I did not realize it, but it's fully true.
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