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MoM bugs reports (to do list)

That one is a big fish, ILSe.
Apparently, dispel was able to remove only combat casted spells. Lousy work, really, and a mistake of this extension is not easy to repair. Grrr.
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I would like to report 3 more (possible) bugs from v1.40h:
See attached save game 1 and save game 3, and 1 Word file.
1. I think this is a known bug, but here is a save for it for debugging. Save 1 is correct, save 3 is not. There are 3 paladins on the tower of wizardry, but only 1 shows up in the army list. Also when I got attacked only one defended. If I lost the battle then the other 2 were on the same square on the tower as the enemy. Recommendation: make travel through tower take a full turn for any unit and store unit presence separately.
2. See attached word file with 2 screenshots from same game. Move the scouting hero close to Lo Pan to reproduce view. On the first screenshot it appears that there are many more than 2 units on a trireme. Maybe enemy hero has artifact, but I can’t check. Also that stack was there for many turns (AI bug, low priority to fix now).
3. This is a major AI bug and it is not a priority to fix now, but here it is: second screen shot many hell hounds and swordsmen standing around enemy’s city and they don’t leave island.
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Worst of the two worlds

A minor movement bug. When I have a stack of 3 Demon Lords (flying 2) and 1 hero (walking 8), the entire stack moves at 1 square/turn in rough terrain. Each of the units is capable of traversing even 2 mountain squares on its own.

I classify this as a minor bug because it can be avoided with careful manual movement.

Demon Summoning ability allows to control 10 or more units in combat.

The ability of Demon Lord not only doesn't care about nodes and presumably Counter Magic. It also doesn't check for "9 units" limit.

-----------

The savegame for both bugs:
http://www.sendspace.com/file/3wr998
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Ickus Wrote:Any chance these can be included? This will make the settings screen consistent and makes sure players starting the game for the first time (ie. from magic.exe) have the correct options set in magic.set if it doesn't exist.

MAGIC.EXE
0x26EE7 53 74 72 61 74 65 67
[COLOR="Red"]0x301FA 00
0x30224 00
0x30230 00[/COLOR]

HELP.LBX
0xB80F1 53 54 52 41 54 45 47 (STRATEGIC COMBAT)

WIZARDS.EXE
0x2F657 43

So what are the intended options if you're not going to include this? Magic.exe and Wizards.exe generate different default settings.

Magic.exe (this is what new players have set when they first start the game):
Sound Effects ON
Background Music ON
Event Music ON
City Spell Events ON
Overland Spell Events ON
Summoning Events ON
End of Turn Summary ON
Raze City ON
Random Events ON
[SIZE="3"]Strateg[/SIZE]ic [SIZE="3"]C[/SIZE]ombat ON (default for End of Turn Wait)
Revolting Raiders OFF
Monsters Gone Wild ON (default for Auto Unit Information)
Movement Animations ON
Enemy Moves ON
Enemy Spells ON
Spell Book Ordering ON
Spell Animations ON
Show Node Owners ON
Expanding Help ON


Wizards.exe (only set when the user has a previous game but magic.set doesn't exist, which won't occur unless the user deletes it manually before running wizards.exe)
Sound Effects ON
Background Music ON
Event Music ON
City Spell Events ON
Overland Spell Events OFF
Summoning Events ON
End of Turn Summary ON
Raze City ON
Random Events ON
[SIZE="3"]Strateg[/SIZE]ic [SIZE="3"]C[/SIZE]ombat OFF
Revolting Raiders OFF
Monsters Gone Wild OFF
Movement Animations ON
Enemy Moves ON
Enemy Spells ON
Spell Book Ordering ON
Spell Animations ON
Show Node Owners ON
Expanding Help ON
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b0rsuk Wrote:Demon Summoning ability allows to control 10 or more units in combat.

The ability of Demon Lord not only doesn't care about nodes and presumably Counter Magic. It also doesn't check for "9 units" limit.

Just like you said, it is an ability and not a spell. Counter magic applies to spells with mana cost. It should not apply to abilities with 0 mana. The demon lord snaps his fingers and a demon joins his master in need through the gates of hell wherever that may be. However, I agree that the 9 units limit should apply to this and there should be no exceptions from the 9 units limit rule. Well, maybe possession, confusion are OK.
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b0rsuk Wrote:Worst of the two worlds

A minor movement bug. When I have a stack of 3 Demon Lords (flying 2) and 1 hero (walking 8), the entire stack moves at 1 square/turn in rough terrain. Each of the units is capable of traversing even 2 mountain squares on its own.


Ok, it's worse than I thought. It's related to the "flying pathfinder" bug. if A flying unit is in a stack with a walker, the flying unit benefits from roads and pathfinding. (I suspect pathfinding and roads uses the same code).

In this savegame you can observe the behaviour when you move the stack with the single Demon Lord and some created undead. I have no pathfinder, but there's a road.
http://www.sendspace.com/file/4god8y
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cast summon circle on a town with pop 1, and buy settler for that town. The town is distroyed (abandoned) and a settler forms. But the summoning circle remains there. You may now summon monsters from the abandoned town.
Correct implementation should be to move the summon circle back to the fortress.
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b0rsuk Wrote:robinh3123:

I think you've misunderstood how I wanted "floating" units to work. 2 movement points, but 1 point used per square. It would still be 2 squares/turn, it would just be displayed differently. Considering floaters don't benefit from roads or pathfinding, it would change nothing except for battles. You mention spamming Phantom Warrior in combat - magic spirits moving a bit faster in battle only wouldn't change the outcome of battles, right ? For Phantom Warriors you need lots of casting skill, some mana and discounts if possible.

Yes, it changes the outcome. When a magic spirit explored a city of 8 swordmen (or pikemen), I will summon 1 or 2 more spirits (to make total 2 or 3 spirits), and go in to conqure the city by phantom worriors, in two or 3 waves of spirits (Because first or even 2nd wave of spirit will be killed). Now I need only one magic spirit. I kill 3 to 4 units by phatom warrior, and walk around for 50 turns safe retreat (since magic spirits now can move at speed of two). I can send it in for the next turn, and conqure the city.
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robinh3123 Wrote:Yes, it changes the outcome. When a magic spirit explored a city of 8 swordmen (or pikemen), I will summon 1 or 2 more spirits (to make total 2 or 3 spirits), and go in to conqure the city by phantom worriors, in two or 3 waves of spirits (Because first or even 2nd wave of spirit will be killed). Now I need only one magic spirit. I kill 3 to 4 units by phatom warrior, and walk around for 50 turns safe retreat (since magic spirits now can move at speed of two). I can send it in for the next turn, and conqure the city.

I see. I never thought of using this, I consider a tactic like this an exploit. Anyway, would you be able to do the same without the Phantom Warriors spell ? I doubt it, and certainly not with the same research cost. Conclusion: this sounds more like a Phantom Warrior problem, not Magic Spirit problem. Phantom Warriors deal 5 damage on average for 10 mana. Doom Bolt deals 10 for 40. I increased the mana cost of Phantom Warriors from 10 to 15 in my mod.

Don't you have issues with bowmen ? Hmm wait I don't think neutral cities produce bowmen.
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robinh3123 Wrote:cast summon circle on a town with pop 1, and buy settler for that town. The town is distroyed (abandoned) and a settler forms. But the summoning circle remains there. You may now summon monsters from the abandoned town.
Correct implementation should move the summon circle back to the fortress.

This is fun!
I didn't know this.

So you can conquer an empty hamlet on Myrror and quickly build a summoning circle there (before your hamlet is destroyed)?
And then you have an open channel to Myrror!
This is marvelous!!!

Please don't fix it.
--I like ILSe
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