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Caster of Magic Release thread : latest version 6.06!

Kyrub changed a lot of the hotkeys in insecticide which Caster of Magic inherited. I've reverted a lot of those but some, including those that made sense, remain.
In particular the scrollbars on "cities" and "armies" use the up and down arrow keys, I believe that's what you refer to by . and ,?
The Ok buttons are in the most inconsistent state, in generate they use either space if it's confirmation or esc if it is for leaving a subscreen. If you find one that doesn't make sense and should be changed or reverted, let me know in the https://www.realmsbeyond.net/forums/show...p?tid=9472 thread.
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(November 29th, 2019, 15:52)simone Wrote: Thanks!

I also noticed that some keyboard shortcuts do not function properly, e.g. "," or "." to move from one city to previous/next one, or some others like "O" for ok or others. Is it a common problem?

Presume it is about the x and z to scroll through cities in the city screen?
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(December 2nd, 2019, 17:31)teelaurila Wrote:
(November 29th, 2019, 15:52)simone Wrote: Thanks!

I also noticed that some keyboard shortcuts do not function properly, e.g. "," or "." to move from one city to previous/next one, or some others like "O" for ok or others. Is it a common problem?

Presume it is about the x and z to scroll through cities in the city screen?

No, that actually works. It's others, such as "o" in "OK" in the city screen, or "w" for wait in the battle screen.
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Thank you for your updating.
Im not english speaker. Im a asian. My english is very bad. Im sorry for that. I know some bug of caster of magic. 
1. Only Troll shamans regeneration is two. All  other trolls is just one.
2. Many races settlers name is shown 'barbarian settler'

And i think +1  to defend bonus is too powerful.
Holy armour + prayer make too much.
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1. Intentional
2. Bug, will try to fix

Yes, +1 to defend is powerful. Unfortunately 1 is the lowest possible integer number so I can't make it less without changing the entire system which is not planned at this time.
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hello everybody

it seems that there is a problem with confusion spell:

let's say that you are in combat with several monsters.

one of them you put under confusion spell

you eliminate all the others

combat is still active ?! for some reason in this mod you should eliminate confused unit too

in the particular turn, you control all the units on the battlefield, and the combat is still active

you turn on auto

your healers automatically heals the controlled unit, and afterwards you need to destroy even stronger enemy
!?!?!!

this should be returned to original state

thanks
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The confused unit is still an enemy and returns to being one the next turn so the combat ending was a bug. This is the correct behavior.
I'm aware the bug was often advantageous for the player, letting them end the combat when they weren't supposed to, but I don't keep bugs for that reason.
More importantly, as far as I remember this behavior was causing by a different, more serious bug : confusion's control change effect not ending after the turn, making the unit permanently switch sides. As a consequence or the permanent changing of sides, combat ended - the game failed to recognize the unit was supposed to be under temporal control.

Turning on auto is a convenience feature, it will never fight as well as you do. Whether healing a confused unit is a good or bad move is questionable (sometimes it might be worth doing) but I agree it's usually bad so the AI 9and consequently auto) should avoid doing it. I'll add this to my list of things to implement in the future.
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(December 3rd, 2019, 12:25)Seravy Wrote: The confused unit is still an enemy and returns to being one the next turn so the combat ending was a bug. This is the correct behavior.
I'm aware the bug was often advantageous for the player, letting them end the combat when they weren't supposed to, but I don't keep bugs for that reason.
More importantly, as far as I remember this behavior was causing by a different, more serious bug : confusion's control change effect not ending after the turn, making the unit permanently switch sides. As a consequence or the permanent changing of sides, combat ended - the game failed to recognize the unit was supposed to be under temporal control.

Turning on auto is a convenience feature, it will never fight as well as you do. Whether healing a confused unit is a good or bad move is questionable (sometimes it might be worth doing) but I agree it's usually bad so the AI 9and consequently auto) should avoid doing it. I'll add this to my list of things to implement in the future.

thank you for your fast reply.

since i think that there is no reason why "confused" unit just do not walk-away, if there is no units that are willing to fight against you, is there anything that i could do to re-configure this by myself - to return this confusion thing to the original.

i am sorry if i ask too much.

: )
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Using a hex editor to change $884BB, and $884ED to $EB should make the "end of combat" function check for a winner as though the confusion control change wasn't temporal so that should implement the functionality you want. Use this at your own risk, it's untested.
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Quote:2. Many races settlers name is shown 'barbarian settler'
Couldn't reproduce this, my settler shows "Settler" without race name as intended on the unit view window.
Where exactly did it display "Barbarian"?
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