(March 21st, 2015, 07:36)Lucean Wrote: Another thing that might be causing the city deaths:
Getting too much population growth. My village of Timberland has Gaia's Blessing and Population Boom, yet loses population.
This is related. Could you give me the save?
(For getting space for the queue slots, I had to move decapops values in the city data structure. So growth related problems are in fact... queue problems.)
(March 21st, 2015, 07:36)Lucean Wrote: Another thing that might be causing the city deaths:
Getting too much population growth. My village of Timberland has Gaia's Blessing and Population Boom, yet loses population.
This is related. Could you give me the save?
(For getting space for the queue slots, I had to move decapops values in the city data structure. So growth related problems are in fact... queue problems.)
Here:
Did add wildgame to the cities and ashenwood will lose pop next turn.
OK, I found another major bug and this time it is THE source of the Dark elves swordsmen thing. It was the remarks about problems with Cities losing pop that gave me the idea, so big thanks to the testing team! - I ran a quick test myself and it seems to work. I believe we are probably set!
(March 20th, 2015, 16:13)kyrub Wrote: Patience, guys. We are getting there.
Another major (stupid) bug corrected, related to building of buildings and messages.
It should be 100x more stable, let's see how much 100x represents.
Ok, I'm sending to the Trash Bin the (now) old big reports, download the new patch (o4) and start again.
I'm sorry I couldn't check it early, but I'm happy Lucean and Kyrub are doing a great job.
A couple of things.
1. Can we make the new AI for archers a bit more complex?
a. Most archers have 8 shots, some 6, so if a lonely archer faces a very slow foot unit (1 mov.) can barely shoot the projectile, before being reached by the enemy, so the archer should stop shooting only if the enemy is running away, so if the distance between the archer and the enemy is higher than the remaining projectiles or, even better, the turns needed by the enemy (it could be faster than 1 mov.) to reach the archers must be higher than the remaining projectiles to prevent archer from firing.
b. My Pegasus in auto combat stopped firing and moved to 2 squares from the enemies and shooted. However the enemies couldn't retaliate (spearmen and swordmen), so the pegasus could be at 1 square away being more effective. Can we let it move closer?
c. an archer in a walled city couldn't move. Can we let it shoot 1/2 (or other number) of its projectile before stop the shooting?
2. There could be a change in the treasure generation (see here), can you check?
Addendum:
Asfex has found a fix to volcanoes not generating (rarely) a vein of special material when depleting, as you can see here.
Can you check with him?
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it.
Had two games running each with at least 50 to maybe 100 or more turns (didn't check the timeline, though) and didn't encounter any bugs.
Just as a note, though. I think notification of city growth stops at about size 10.
And other wizards keep attacking my cities (unsuccessfully at least), without being at war with me. In fact their relation to me is Relaxed, I think. Since I often abandoned my earlier games to test the patch I'm not sure whether that feature is due to changes in AI or always has been that way. Memory gets a bit fuzzy sometimes
Great, Lucean, we all needed that. Thanks to your work I can proceed to the correction of the official version. Tester work is special and not forgotten.
@FrancoK
Quote:1. Can we make the new AI for archers a bit more complex?
Oh, we will, be sure about it. "A bit" is important part of the phrase, as this is assembler programming. That said, I find your suggested algorithm unsuitable for MoM (try to think twice about it). Not ready to argue about that, though, since more changes are coming.
Quote:Asfex has found a fix to volcanoes not generating (rarely) a vein of special material when depleting, as you can see here.
Good idea. If Asfex pops up with a diff file, I am ready (and happy) to include it in Insecticide.
(Of course, I have to check the change, if it works according to OSG.)
Magic items.. see appropriate thread in General section.
Quote:1. Can we make the new AI for archers a bit more complex?
Oh, we will, be sure about it. "A bit" is important part of the phrase, as this is assembler programming. That said, I find your suggested algorithm unsuitable for MoM (try to think twice about it).
Sure there are other option, like having melee troops protecting the archers or having a missile immune/Guardian Wind moving forward, while other unit move backward, but it is too complex, AFAIK.
Quote: Not ready to argue about that, though, since more changes are coming.
Ok, let me know when we can talk about it.
In the "more changes" it is included units hunting for invisible enemies?
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it.
New to the forum just for this patch. Just a small thing, but I have installed 140n, 140o and 140dennee4 and my game still says 140n on the loading page. Should I be worried? I have the GOG version.