September 23rd, 2011, 01:26
Posts: 145
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Joined: Sep 2011
Magician fireball spell cant be boosted, and magicians in auto combat always use the spell even though their normal attack does more damage.
Maybe add in an option to disable hero/unit auto casting in combat?
September 23rd, 2011, 08:18
(This post was last modified: September 23rd, 2011, 09:04 by Question.)
Posts: 145
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Joined: Sep 2011
Casting heroism in combat on a hero will adjust their stats, but not their abilities like blademaster.
I also noticed that if you dispel unit spells out of combat, using disenchant area, they are not actually dispelled.
Check this save game out. I dispelled Ssra's heroism, but his priests are still elite if you attack the stack near my main stack. If you enter combat and right click his priests, they have no buffs but are still elite with 72 exp.
Also for some reason "Exp" is spelled as "ep" for units...
http://www.mediafire.com/?39xcaj8hvcp1sps
AI wizards always spam all their mana in combat, leaving them no mana for the spell of return.
There is no notification message when spell lock gets dispelled.
September 23rd, 2011, 09:18
Posts: 104
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Joined: Oct 2010
Question Wrote:Also for some reason "Exp" is spelled as "ep" for units... Man you are full of questions Answer to this is simple: ep is abbreviation of experience points
September 23rd, 2011, 09:55
(This post was last modified: September 23rd, 2011, 10:20 by Question.)
Posts: 145
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Joined: Sep 2011
I guess im just really used to exp being used instead...ep just looks weird to me.
http://www.mediafire.com/?swrvi14ia73bc1h
After i took Ssra's fort, im now experiencing massive framerate loss(moving the mouse becomes extremely choppy) whenever i enter the city screen. Im not sure why, but ive tried reloading, etc and it doesnt work. Would like to know if anyone else experiences this with my save. The frame rate loss stops immediately when i go to the building screen though.
If you set warlocks to auto combat, the animation they use for casting doombolt is very strange...the bolt hits the ground way at the end of the battlefield with no units, sometimes theres no animation at all.
September 23rd, 2011, 10:52
Posts: 121
Threads: 2
Joined: Dec 2010
Question Wrote:AI wizards always spam all their mana in combat, leaving them no mana for the spell of return.
If you play at Impossible level the wizards can have something like 10,000 mana. So they can easily afford the Spell of Return. But if you play at Hard or below, the wizards don't accumulate so much mana, so they may burn their last mana in the fortress battle, leading to defeat instead of banishment.
I don't consider the AI decision to use up all their casting power to be a bug, just a deliberate programming decision. When MOM was released in 1994 the AI field was not very advanced, and there was probably no easy way to code an AI that balanced spending mana to win the battle versus saving mana for the Spell of Return.
Humans are way better at selecting spells and moving units. In order to compensate, we give the AI production bonuses so that they have more/better units and plenty of mana during the fight. It seems to be an adequate compromise for 4X type games (MOM, MOO, CIV etc).
September 23rd, 2011, 12:01
Posts: 121
Threads: 2
Joined: Dec 2010
See attached savegame. Switch to Torin, attack the slinger/shaman stack next to him. When the battle begins, Torin is missing from the map. The enemy units begin moving, and MOM crashes shortly after. I'm running DOSBox 0.74 under Win XP. I have no idea what is going on. I keep getting this problem upon restarting MOM. However, the Paladins in the city next to Torin can attack the slinger/shaman stack just fine.
Could it be linked to the fact that Torin is both Missile Immune and Magic Immune, and thus the AI has no idea what to do for both the shamans and the slingers?
September 23rd, 2011, 12:38
Posts: 121
Threads: 2
Joined: Dec 2010
Question Wrote:http://www.mediafire.com/?swrvi14ia73bc1h
After i took Ssra's fort, im now experiencing massive framerate loss(moving the mouse becomes extremely choppy) whenever i enter the city screen. Im not sure why, but ive tried reloading, etc and it doesnt work. Would like to know if anyone else experiences this with my save. The frame rate loss stops immediately when i go to the building screen though.
If you set warlocks to auto combat, the animation they use for casting doombolt is very strange...the bolt hits the ground way at the end of the battlefield with no units, sometimes theres no animation at all.
Loading your savegame, I don't have the framerate problem, but the warlock doom bolt problem is there. Very weird. The sound plays but there is no doom bolt visible. I have never used auto combat with warlocks, so this is the first time I have seen it. With auto combat off, the doom bolt functions normally.
September 23rd, 2011, 13:05
Posts: 145
Threads: 27
Joined: Sep 2011
After taking some more cities, i noticed that the framerate loss only occured for my first few cities. The rest are perfectly fine. Weird...
September 24th, 2011, 06:32
Posts: 121
Threads: 2
Joined: Dec 2010
This is a weird bug. See attached savegame. It is persistent through a restart of MOM so the savegame should hold clues.
Mystic X, Shuri and 2 Paladins are on board a warship. When all the 4 passenger units are selected, the stack has swimming and pathfinding, even though the paladins are normal paladins.
Mystic X carries a shield granting Wraithform, and a wand giving Water Walking. Shuri carries a shield granting Wraithform, and is enchanted with Water Walking.
When only the 2 Paladins and Mystic X are selected, the stack has a walking movement of 2, which is correct. When only the 2 Paladins and Shuri are selected, the stack walks at 2 and has pathfinding, also correct.
But when the 2 paladins and both heroes are selected, the stack has a movement of 2, swims and has pathfinding. In other words the Paladins appear to have "caught" Wraithform from the 2 heroes. This new stack IS able to move 4 squares on the ocean, even though the 2 Paladins should restrict the entire stack to walking.
When I turn off Shuri's Water Walking spell the bug disappears, and the 4-unit stack is correctly shown as walking at 2, with pathfinding. When I cast Water Walking again on Shuri, the bug comes back. So it seems that combining 2 units that both have Wraithform and Water Walking creates a wraithform contagion.
September 24th, 2011, 16:23
Posts: 476
Threads: 22
Joined: Apr 2011
Animist's Guild does not work as advertised. Whenever farmers produce enough food for a sack of flour to appear, it screws up its bonus.
This can result in very strabge behavior. Some farmer switch causes 3 food increase, then some only 2, and then some even only 1.
This is also a bug in the 1.31 version.
Cant upload save because the forum fails at that.
To repro, start an orc city and ruch for animists guild. Once its built, check your food with different number of farmers. Leftclick on bread to check what screws up the calculations, and its animists guild.
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