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MoM bugs reports (to do list)

I know that kyrub tried to fix this already, per my request smile I agree it's an important exploit to close, can totally shut down big armies.
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version 1.40e Wrote:- AI units stopped action by attack bug fixed
Somebody could have told me, really. Thanks coldsteel.
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I'm sorry, I'm the world's worst tester troll
(couldn't find the smiley I really wanted and this one looked cool)
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Got the nasty bug impeding AI movement after any type of attack.
(credit to ILSe and his tool)
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Speaking of AI bugs.
Since I'm playing the tournament I'm keeping my eye out for critters in Insecticide.
Did you already know the one where you invade a wizard's fortress and that he's too scared to attack you when you're within his city walls?

Savegame (1.40h): OpposingWizardDoesNotAttackWhenInvaded.GAM

When I attack with 8 Javelineers and a Shaman, I walk to his fortress, and I shoot and fight my way in. None of his War Bears attack me?!
--I like ILSe
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Global army stack movement point is not correct.
e.g.:
magic spirit + hell hounds moving on grass land.
Separate move: 2 squares.
Combined together and move: 1 square.
=> The algorithm is doing this (I guess):
1. Not all units can flight => The stack is considered a walking stack
2. Not all units are non-corporated => No bous on non-corported.
3. No path finding unit => No bonus on path finding.
4. The least movement point is on magic spirit, which is 1, thus the total movement point of this stack is 1.

Results: the whole stack moves at speed of 1.

e.g.: (Is this a bug??)
magic spirit + Shadow Demons: This stack should move at speed of 1, but in current algorithm it moves at speed of 2.
=> The algorithm is doing this (I guess):
1. Not all units can flight => The stack is considered a walking stack
2. All units are non-corporated => bous on non-corported!
3. No path finding unit => No bonus on path finding.
4. The least movement point is on magic spirit or Shadow Demons, which is 1, thus the total movement point of this stack is 1, but with non-corporated bonus, it now moves at speed of 2.

Results: the whole stack moves at speed of 2.

e.g.:
Everyone is moving at speed of 2 in a stack, with exception that one unit can move at speed of 3, which also has Wind-Walking. However, another unit has path-finding. The whole stack should globally moves at speed of 4 (because of the path-finding). However, currently, it moves at speed of 3 (Wind-walking).

There are so many combinations of the units in a stack. How to fix the algorithm may be a challenge.
For example, in the last example, the algorithm needs to also deal with the corner cases, where the stack moves from a land (path-finding) to a sea (wind-walking).

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Another kind of moving problem is about flying warship:
1. Flying warship carries other units in half speed, even on water.
(Is this a bug?)

2. Flying warship always carry other units (Clicking on Flying warship(s) only and moving it/them, you also moves your other units in the stack) There is no way to move ONLY the flying warships.

3. Windwalking hero with very large movemnt can not carry flying warship. Instead, flying warship carries the hero. (Is this a bug? or say, the warship is too heavy for a wind-walking hero?)
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Thanks for structured analysis of the problems. I received some info in the past, but it was always so confusing I felt unable to solve it. It seems rather complicated, interesting test for putting right order in conditions. A challenge!

Re:warships - so you cannot disembark flying warships??
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I think it's quite unintuitive that spirits use 1/2 MP per square. 1 MP per square and giving it 2 MP sounds more clear. And 1 extra movement point in battle would be a difference from vanilla, but a minor one. The discrepancy between combat and overland speed is not a quirk worth keeping. Even if someone tried to make it a gameplay effect (for example slow but tireless things like golems, undead having lots of overland speed but low combat speed) it's not flexible enough.
Maybe it was a dirty workaround for things like floaters benefiting from roads.
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Few questions:

What is the desirable behavior of the game for an invisible unit that is adjacent to an enemy one? Enemy units cannot shoot it from distance, right? Can the enemy hero spellcasters target spells at it? Can enemy wizard target it?

(This info should obviously derive from the way human player is allowed to act.)


EDIT:
@robinh3123
How should Magic Spirit and Shadow Demons move at speed 1? They are both non-corporeal, so they travel at speed 2 anywhere, no? At least this was what I tried to correct in the last version...
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kyrub Wrote:Few questions:
What is the desirable behavior of the game for an invisible unit that is adjacent to an enemy one? Enemy units cannot shoot it from distance, right? Can the enemy hero spellcasters target spells at it? Can enemy wizard target it?

* only adjacent units can attack it. (I don't remember if shooting units can shoot adjacent invisible unit, or not. I mean, with no invisible units involved Javelineers shoot an adjacent unit instead of attacking it in melee.

* only heroes adjacent to an invisible unit can cast spells on it. To be specific, a wizard may never cast a targeted spell on an invisible unit.

Quote:How should Magic Spirit and Shadow Demons move at speed 1? They are both non-corporeal, so they travel at speed 2 anywhere, no? At least this was what I tried to correct in the last version...

Magic spirits are non-corporeal and floating. Shadow Demons are non-corporeal and flying. Wraiths are non-corporeal and flying. (ForgetReally, no one can be certain what non-corporeal was supposed to mean. The spell Wraithform suggests that non-corporeal units should move as if everything was a road. Flying/non-corporeal is ambiguous. Note that magic spirit is floating but has no weapon immunity.
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