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Mmm.... Make lairs have enchanted roads?
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I've noticed several transports one tile away from captured enemy cities that never seem to move again in the game. I'm not sure whether they just have nothing to do or if its bug possibly with the new ship code.
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I can check it if you upload the file.
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I don't have the saves anymore. However, there was something a bit similar in save2.zip above where an enemy transport looks like it has just unloaded an army to my main continent whereas later that army moves back into the transport while that transport never moves again (as I recall it).
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That sounds very much like it has nowhere else to go yes. I assume the wizard is not hostile to anyone at the time this happens?
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The wizard is not at war.
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Engineers auto building a road between two cities ended up building roads also in other places and also all engineers somehow ended up drowning. One I saw teleported in the middle of the sea. Fireball spell (the one doing ~15 damage per figure) is listed twice in the spell book for magicians.
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Fixed the engineer problem for ship.zip. There were no checks to make sure the instant disembark feature doesn't trigger on engineers - both use the "road building destination Y" variable as it's unused on sea (you can't build roads there). The fix is untested, report if there are still problems. Fireball listed twice can't be helped. The magicians have their own copy of the spell, plus the one they get from you knowing it.
April 23rd, 2019, 20:48
(This post was last modified: April 23rd, 2019, 20:49 by Seravy.)
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Finally, the new version is ready for download!
Quote:5.57
-Fixed bug : When Gate of Hades damages a unit, it does 1 more damage than it should.
-Fixed bug : When all remaining lairs are Life realm, no rampaging monsters are generated.
-The AI can now disembark from ships onto tiles that have enemy units and initiate combat, if their stack is significantly more powerful.
-The AI will now pick the nearest unoccupied shore tile when sending a transport to a continent.
-The AI will now pick a shore tile to move towards where there are adjacent valid land tiles for disembarking – it won't try to go to a place where the land tiles are already filled by its own (or allied) units.
-When an AI transport reaches the shore, if it was sent there with the intention to disembark, the units will disembark immediately and not wait for the next turn.
-The AI will prioritize unloading transports directly into nearby enemy cities where applicable.
-Fixed bug : Angel monster value in wizards.exe was wrong. (used for EXP, doomstack building and rampaging monster generation)
-Thrown and Breath attacks gain +1 strength from the Veteran level only, Regular and Ultra Elite no longer increases them.
-Flame Blade no longer adds +2 to Thrown attacks.
-Blazing March no longer adds +3 to Thrown attacks.
-Lion Heart no longer adds +3 to Thrown attacks.
-Ghouls lose their +1 to Hit bonus and instead gain 1 more melee and ranged attack. (this should make the common buffs less powerful on them.)
-Fixed bug : 5.55 feature didn't work if the AI's overall military power in battle was stronger than the human's : “The AI will now use the Benny Hill strategy on ranged units that run out of ammo and have 4 or lower melee attack strength, regardless of combat situation and their ability to actually outrun or evade the enemies, in hopes of being able to save them through spells or by other, more melee oriented units present in the battle. This should prevent tricking the AI into using their sprites or magicians to melee enemies while they have strong forces left in the battle.”
-Fixed bug : Units couldn't leave a stack containing Air Ships on sea as it wasn't recognized to have Wind Walking to carry the remaining stack.
This update received more testing than usual but the new ship features are extremely complex. Please report any problems you notice with them, like the AI making stupid attacks from a ship or similar!
This was fairly exhausting to implement (especially to my patience) so I'll take a few weeks of break now, unless a bug is reported.
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(April 23rd, 2019, 20:48)Seravy Wrote: This was fairly exhausting to implement (especially to my patience) so I'll take a few weeks of break now, unless a bug is reported.
Thank you as usual for your continuing efforts on the project, Seravy! It makes for a nice legacy, one that will be enjoyed by many people to come.
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