November 1st, 2010, 17:57
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Catwalk Wrote:Hmm, I never discovered that one. What causes it? It has to be exactly 3 units?
Don't know what causes it... Does not have to be exactly 3 units, but units moved out must cause 2 unrest (if one would have looked at city screen after moving out the units and before clicking next turn... which would make the bug not happen! schroedinger's cat must be involved). At population 8 and higher, one must move out sufficient units before clicking "next turn" which would cause at least 3 unrest if one looked.
November 2nd, 2010, 06:06
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coldsteel Wrote:(if one would have looked at city screen after moving out the units and before clicking next turn... which would make the bug not happen! schroedinger's cat must be involved). Exactly. Great point - a resource update will solve it.
Oh, and: schroedinger note.
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Could anybody help with testing, please?
Issue: Menu dropdown bug.
- use 1.40h please -
- When there are 7 or more dead units and you decide to Animate dead => crash. (Fact.)
- When there are 7 or more dead units and you decide to Raise dead => crash? (question)
- When there are 7 or more YOUR dead heroes and you decide to Ressurect => crash? (question)
(and a save would be much appreciated... will help to locate the bug)
November 2nd, 2010, 14:42
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Awesome! Now, if you can fix that ancient bug wherein AI stacks are frozen, if one attacks them immediately before hitting 'next turn'... but i would guess that feature is more permanent!
November 2nd, 2010, 14:48
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That should be fixed with 1.40h - is it not? (I am afraid I forgot to test this one)
November 3rd, 2010, 00:03
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Missing things are the hardest to notice. Have you ever seen a werewolf unit in a fallen temple or a keep ?
kyrub - bonus points if you can fix it without hardcoding. I have no idea how monster selection works - is the range specified explicitely or does it pick some monsters based on color, mana cost, rarity etc ?
I say this because I'll most likely switch gargoyles with werewolves in my mod. Werewolves, like many other Death summons, don't fit the definition of a death creature specified in the manual.
November 3rd, 2010, 02:13
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b0rsuk Wrote:Missing things are the hardest to notice. Have you ever seen a werewolf unit in a fallen temple or a keep ? Genius, b0rsuk, truly genius. Major problem, in my book, with an easy solution.
If you know the way the game chooses an inhabitant of a lair, node etc., you may regulate the number of such lairs on the map (it is in the OSG). The game gives a big cost to the lair, then it divides by a number. NOW: it looks up in the creature table for a creature with the highest cost that fits the bill.
Which means: A creature who have their cost just under the cost of another one in the same colour appear very rarely. Night Stalker (250) is not much seen since there are Shadow Demons (325) that usually trump him.
Now, Werevolwes - they have the same 250 value as Night Stalker, so they appear never. If you change their cost (or their colour to green) in Joel's editor (or maybe there is an extra hex for lair cost, not in the editor!) they will start to be seen in the lairs.
Quote:kyrub - bonus points if you can fix it without hardcoding.
Bonus points? You should have said a bottle of good Whiskey.
EDIT: Same problem with Demon, by the way. He has a cost of 80, equal to Ghouls.
November 3rd, 2010, 03:12
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I believe the unit cost for monsters in Joel's editor is in fact lair cost and doesn't affect summoning cost.
November 3rd, 2010, 04:07
(This post was last modified: November 3rd, 2010, 04:52 by b0rsuk.)
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kyrub Wrote:Which means: A creature who have their cost just under the cost of another one in the same colour appear very rarely. Night Stalker (250) is not much seen since there are Shadow Demons (325) that usually trump him.
Now that you mention it - yes, Shadow Demons are unusually common in keeps and ruins.
Quote:Now, Werevolwes - they have the same 250 value as Night Stalker, so they appear never. If you change their cost (or their colour to green) in Joel's editor (or maybe there is an extra hex for lair cost, not in the editor!) they will start to be seen in the lairs.
1. I think you're mistaken. One of the first bugs I noticed in my mod are "Death gargoyles" (modded) appearing in a chaos node, among hell hounds.
2. They could be green, but I think low-mid Nature summons are sufficiently varied. Yes, I like sprites (especially modded) and Giant Spiders. But I could exchange Werewolves for Cockatrices (Cockatrices are not as stupid as death creatures)
3. A death creature (werewolves) with Forestry is still an interesting twist, very Dominions-like. It doesn't have to be green. Dominions is known for huge number of summons, no creature upkeep costs. Creatures you summon sometimes have spell casting skills beyond your ability so you can call them to diversify your magic.
Quote:Bonus points? You should have said a bottle of good Whiskey.
I barely drink any alcohol, but I recommend vodka instead. There's a research paper saying whisky causes worse hangover.
Quote:EDIT: Same problem with Demon, by the way. He has a cost of 80, equal to Ghouls.
Hmm. Yes, there are few (or none at all) demons in ruins. Sometimes I see one with 7 units of zombies and skeletons. But never ruins full of them. They are still appear in groups of rampaging monsters.
November 3rd, 2010, 05:26
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b0rsuk Wrote:Hmm. Yes, there are few (or none at all) demons in ruins. Sometimes I see one with 7 units... But never ruins full of them. They are still appear in groups of rampaging monsters.
Very interesting.
Quote:vodka instead
Hehe, I am not into this part of russian culture.
Quote:worse hangover
No hangovers. Good whiskey is for good friends' meeting.
November 3rd, 2010, 11:10
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coldsteel Wrote:Awesome! Now, if you can fix that ancient bug wherein AI stacks are frozen, if one attacks them immediately before hitting 'next turn'... but i would guess that feature is more permanent!
I'm sorry, I meant to say: save game, attack AI stacks, click next turn. The AI stacks that were attacked will not move. Thus one can freeze AI stacks forever using cities that produce one spearmen per turn. This bug is listed in the later FAQs. 1.40h still has this feature.
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