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Caster of Magic II Bug Reports!

In 1.05.01, I'm getting a script error that crashes the game whenever I hit the INFO button in combat. Everything works fine as long as I don't hit that button. I'd attach a save file, but this forum says that file type isn't allowed. It similarly gives me errors whenever I try to attach a screenshot.
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(August 25th, 2023, 11:18)Incanur Wrote: In 1.05.01, I'm getting a script error that crashes the game whenever I hit the INFO button in combat.

Aha. It might be fixed for the next update. Check out the post from 2. august in this thread.

(August 25th, 2023, 11:18)Incanur Wrote: Everything works fine as long as I don't hit that button. I'd attach a save file, but this forum says that file type isn't allowed. It similarly gives me errors whenever I try to attach a screenshot.

Save files can be attached in zip format, screenshots can be compressed to small enough file size by saving as jpeg.
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(July 6th, 2023, 12:45)Seravy Wrote: Barbarians being race 0 and having no name also makes it possible that it was not a created city but some error in the city data turning an empty slot into a city.
Look through the turn save files and find when the city got created, then we'll see if it was a settler or was the result of another city not being correctly destroyed.

I no longer had a working save file. Later posts have been about raceless mercenary settlers to build Barbarian outposts that would crash the game if they developed into a city. I suspect that the AI can hire such mercenaries and I've seen that. I also read that the problem will be fixed with the next update. I thought that because of this, there might happen unexpected crashes in the current version.
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Hi, getting an unknown Crash to Desktop again. Every time I load the game, and send a unit (Dwarf hero) into any lair and hit auto combat, the AI completes the turn and the CTD occurs.

I included the Mod and the File in question. I used god mode to test.
https://drive.google.com/file/d/1NBsDzWw...sp=sharing

I might have missed out on some files when putting it into the Mod while putting it together. Its just the help.txt file. Nevertheless, the crash comes at the end of my units 1st turn. So I assume it has to do with some End of Turn triggers, but I am not getting any Syntax or typecasting errors, and the Debug Log isn't showing why. I included those below.
https://drive.google.com/file/d/1-JBbdQO...sp=sharing

Edit, scratch that, I found out why. I went back to an earlier version, (Thank god I remembered to make backup saves.) and found out I incorrectly ended a Loop, causing an infinite loop issue occurrence. That was probably what caused the issue. Well, interesting to know. Lesson learned. So a Crash To Desktop is also possible if an infinite loop can occur.
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Great Wyrms cannot appear without a secondary monster that can hit a flying unit.

The attachment uploading system is refusing to work so have an imgur link:
https://i.imgur.com/R6pbMKX.jpg
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(August 31st, 2023, 22:00)Juffos Wrote: Great Wyrms cannot appear without a secondary monster that can hit a flying unit.

The attachment uploading system is refusing to work so have an imgur link:
https://i.imgur.com/R6pbMKX.jpg

I checked the code and that feature is now controlled by AIflags.INI.
War Bears, Boars and Earth Elementals are definitely flagged correctly, and Lizards were never forbidden from appearing together with Wyrms it seems, even in the original implementation. Probably intended due to their regeneration, it's very difficult to use Sprites if you have to kill all Lizards in one go.
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(August 31st, 2023, 22:00)Juffos Wrote: Great Wyrms cannot appear without a secondary monster that can hit a flying unit.

The Basilisk could attack flying units with its Stoning Gaze. Also it is more interesting with Water Walking. But thats about MODs. The lair with Great Lizards and Wyrms is easy to whittle down with flying ranged units and e.g. Confusion. I just managed to turn off the save or die effect of Confusion for the winning side without using MODDING.INI, apparently with no negative side effects. That should make this type of harvest more difficult. I was also able to add a new Score modifier that gives Regeneration 0 to lair monsters, which also appear as combat summons.
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Wizard who attack me is mono death specialist with no other realm in possession. But display of her specialist is sorcery instead of death.

It is from Warlord mod but I did not change this part of DisInfo.cas
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Confirmed, it's a bug in the PrimaryRealm() script command. This will be fixed in the update after the next (I've already sent the next update in)
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From latest version of Warlord mod. I try to move +4/5/6 Health to below +1/2/3 Health but I'm not successful although they already in the same grouping (8) in itempow.ini. Not sure if it is bug or I just simply do something wrong.


.zip   itempow.zip (Size: 4.47 KB / Downloads: 0)
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