Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
MoM bugs reports (to do list)

I have checked my savegames and what I could manage on the fly were these two situations:

Heroes vs. Airships

.gam   SAVE2.GAM (Size: 120.41 KB / Downloads: 2)

Elvenlords vs. 1 centaur (yes, it is just a single one scared ):

.gam   elvenlordsVScentaurs.GAM (Size: 120.41 KB / Downloads: 3)

I do not know if file names matter. Both were SAVE2.GAM

Is there a way to tease a part of the garrison out of its city?
Reply

Hey, thank you! 1 Centaur unit is certainly much better than the 0 centaur I had.

(March 7th, 2015, 20:39)slafochmed Wrote: Is there a way to tease a part of the garrison out of its city?

If you wait long enough, they will pop out of the city once the garrison reaches 8 or 9 units. Combat in city is fine as long as it does not have a wall. Or you can send me the savegame as it is, since I can "destroy" the wall with a powerful Hexedit spell.
Reply

Both savegames are the same session. The heroes stack is next to the Draconian cities on Myrror. Going west, there is a wizard's tower and to the Northwest there are two yellow cities that are not connected by roads. These contain more Centaurs. I tried to wait for them to leave, but they weren't and then I found the single one on Arcanus.
I am happy if I can help a little. smile

Alright, just as you said, I waited a little more and there they popped out:
1 bowman and 2 centaurs. smile

.gam   SAVE2.GAM (Size: 120.41 KB / Downloads: 2)
Reply

(March 7th, 2015, 16:29)kyrub Wrote: Can anybody give me a hand?
I need a savegame, a turn before an overland battle where AI side has got a few ranged non-magical units. Not in a walled city.
Even preferable is a game where one AI unit is long-ranged, others notmal ranged.
(Thanks!)
How about using MoMTweaker to change the types of the units in the city? You'll have to figure out which units in the global unit list they are, but not that difficult.
Reply

Bug report:
Hamlet size city is called outpost when right clicked.
Insecticide and PLIGHT are installed in that order.
I have attached the savegame.
The city is called Reading and is to the north.


Attached Files
.gam   SAVE9.GAM (Size: 120.41 KB / Downloads: 1)
Reply

(March 1st, 2015, 10:46)slafochmed Wrote: I have a savegame for the Spell Ward Bug: Sorcery Spells in combat are possible although Spell Ward is present.
It's NOT a bug. rolleye

Just like Suppress Magic or Nature's Wrath it only works on overland spells, it doesn't prevent spells in combat.
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
Reply

(March 8th, 2015, 19:09)Rakir Wrote: Bug report:
Hamlet size city is called outpost when right clicked.
Insecticide and PLIGHT are installed in that order.
I have attached the savegame.
The city is called Reading and is to the north.
I don't believe that's specific to Insecticide. I think that neutral cities do not change name when they grow, so if it started out as an outpost and later grew to a hamlet or town it will still appear as an outpost.
Reply

- AI retreats when all enemies are confused and aligned with it.

- The animation of Doom Bolt is wrong (moved a lot of tiles from the target); it worked in vanilla or first Insecticide patches
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
Reply

Maybe already reported, but I cannot find it. shakehead

When casting Spell Lock overland, it works fine: when a dispel works, it is removed first and protects the other spells.
When you try to protect the spells on a unit within a combat, a successful dispell can dispell all the spells.
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
Reply

(October 24th, 2010, 14:01)kyrub Wrote: - more stack movement points [robinh3213] - Demon Lords + quick walking results in slow movement [b0rsuk]

Thanks...

If I remember correctly, it is Shadow daemons, not Demon lords:
Shadow daemons (incorporeal, fly speed 1)
magic spirits (incorporeal, walk, speed 1)

Incorporeal make magic spirits walk in speed 2 for any square, while flying incorporeal unit won't get this bonus.
But, when they are stacked: I believe the program logic is as follows:

1. If no wind walker, and some unit in the stack can not fly => the whole stack is consider walking
2. If every units in the stack is incorporeal, the speed of the stack is set to 2x of the slowest speed (number) unit.

Thus Shadow daemons + magic spirits travels at effective speed of 2 for any squares.
Reply



Forum Jump: