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New experimental version

Possible bug: attacking with the hero and ghouls the neutral klackon city ends with the usual message stating how many undead were generated, but then none are. The city is surrounded by water in 8 directions, but even moving the floating island close helps.

On a different note, the nomad city in the middle was attacked by more than one AI stack, and they all failed. Nothing super strong, but I expected them to win, bears and halberdiers... That seems a bit strange, should I look for saves? It might be the effect of city walls too if that is considered in the combat but not by the strategic combat assessment. With these early troops that seems likely as the walls have a big effect.


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.gam   SAVE6.GAM (Size: 151.94 KB / Downloads: 1)
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Well, yeah, if generated units have no place left on map, they get disbanded. This is no different from trying to produce or summon in a surrounded city.

Yes, city walls do matter and aren't considered by the AI so it sounds likely. Also, nomads are all ranged while bears and halberdiers are all melee - while the AI does count ranged defending troops more powerful, it probably isn't enough to fully compensate for that.
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1. There is space: it's the 1 space the attack is coming from. Does that matter? If so, is that the same as retreats?
I would imagine that retreating can't happen towards the direction of attack, although I don't have any proof. But undead formation seems anyhow unfit for the retreat procedure. Is the problem that the tile is still occupied by the attacking stack? But then couldn't the message "9 undead were raised" be avoided? Also, if a ship is close shouldn't troops be formed on the ship? And a floating island?

2. Cool then - I don't have to look for that save smile
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1. I tried moving one unit away from that location which allowed one undead to be created there. No doubt, the attackers still count as being in the source tile - their position only changes after the combat ends.
The original game couldn't raise anything at all if the tile of the combat had no room. The current feature is a very messy workaround and I'm not willing to touch it ever again unless it's causing a very gamebreaking bug.
The units are indeed raised - they just die because there is no space for them. I can't retroactively check that and subtract from the displayed number unfortunately.
If a ship or floating island is close, the units should be able to get pushed onto it but it seems they cannot in this case for some reason. That's unfortunate but I'm not messing with this feature just for that. (and it also probably means if you flee from a combat, you can't do so onto a ship...)
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Ha ha fair enough :D
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...something seems wrong with the new intercontinental attack system. I just saw the AI move their entire army out of their capital frown
...it doesn't seem to be the intercontinental attack itself. Even if I replace a sprite with a bear, the bear still leaves. The AI fails to mark the tile as being a fortress for some reason.
...removing the part that creates the intercontinental target matrix eliminates the bug so it's somewhere there. This is making me worried, I really hope that "free" space really was free...
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...oh, I'm adding only half the size of the map to the offset instead of the correct size so the matrixes overlap. No wonder...
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Quote:EXP14C
-Fixed : already defeated wizards count into the total for “win game” - while their army and power production are zero, their spell power is not so this matters.
-When the AI picks a target for Firestorm, units that have Magic Immunity, Fire Immunity, Regeneration, Elemental Armor, Invulnerability, Bless, Resist Elements do not count into the priority of targeting that stack.
-When the AI picks a target for Blizzard, units that have Magic Immunity, Cold Immunity, Regeneration, Elemental Armor, Invulnerability do not count into the priority of targeting that stack.
-Fixed : Focus Magic does not work on Water Elementals.
-Fixed new intercontinental attack target matrix overwriting continental matrix, causing the AI to miss continental targets or fail to defend nodes, cities or capitals.
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Does herb mastery count for the firestorm/blizzard change?
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No, it does not cause the units to be immune to those spells as far as I remember, or am I wrong?
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