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Alchemy bugfix

My first thread, hope to help.

Bug present in vanilla and 1.40m.

Impact: Game do not crash, can be "solved" by modding races.

Description: The Alchemy retort is not working well with city Mithril and Adamantium resources.
Alchemy retort should allow any unit to be build as if a Alchemist guild is present in the city, but the units built in a city close to Mithril and Adamantium have "only" magic weapons.

Replicate: Start with a wizard and Alchemy retort, edit the map to have Mithril within city area, build a unit. The built unit will have a magical weapon, not a Mithril one.

WorkAround: Mod all the races to let them have Alchemist Guild.
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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Here's an easier fix. wink

Mod the help text to read that the Alchemy retort allows any unit to be build as if a Alchemist guild is present in the city, without any mithril or adamantium bonus.
--I like ILSe
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I like Serena Wrote:Here's an easier fix. wink

Mod the help text to read that the Alchemy retort allows any unit to be build as if a Alchemist guild is present in the city, without any mithril or adamantium bonus.
lol

We also need to fix the basic manual page 123 and page 132 with the same informations.

[Image: whiteout_1.jpg]

I understand it is not easy to find where to patch this one. hammer2:
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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FrancoK Wrote:lol

We also need to fix the basic manual page 123 and page 132 with the same informations.

I understand it is not easy to find where to patch this one. hammer2:

Which edition of the manual is that? My original printed manual does not include it, and in fact does not mention Alchemy giving any bonus to troops at all. I believe the feature was added in a post-release patch. The GoG.com pdf version of the manual does not appear to be any different from my original printed manual, except that many of the pages that include only tables do not have page numbers at all.
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rakenan Wrote:Which edition of the manual is that? My original printed manual does not include it, and in fact does not mention Alchemy giving any bonus to troops at all. I believe the feature was added in a post-release patch. The GoG.com pdf version of the manual does not appear to be any different from my original printed manual, except that many of the pages that include only tables do not have page numbers at all.
Master of Magic Tech supplement AKA the basic manual.

In table E (TERRAIN SPECIALS (MINERALS, BIOTA, NODES AND STRUCTURES)) you will find:
Adamantium/Magic power +2/If city has an alchemist’s guild, all new units get magical adamantium weapons with +2 attack strength and defense bonuses; adamantium is only found in mountains on Myrror

In the notes of table G (Building Types) you will find:
1. Alchemist’s guilds allow troops to be equipped with superior magic weapons (with attack strength bonuses) if city resources include mithril or adamantium.
The note is from page 127 where the manual says "All new troops get + 1 to hit, magic weapons "

In your GOG pdf manual you can find them at pages 123 and 132.

With the patch 1.2 there was a change (if you do not have the physical pages, you can find it in the readme.txt file of the patch):
- The Alchemist special ability allows all of your new normal
units built to be equipped with +1 magical weapons, as if an
alchemist's guild were present in all of the wizard's towns
.



So the fact Alchemy Skill doesn't allow the use of Mithril/Adamantium is clearly a bug, however it is not easy to fix, I suppose. :blob:
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
Reply

I like Serena Wrote:Mod the help text to read that the Alchemy retort allows any unit to be build as if a Alchemist guild is present in the city, without any mithril or adamantium bonus.
Even if i will know how to fix this, i prefer to allow any race build alchemy guild instead.
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Asfex Wrote:Even if i will know how to fix this, i prefer to allow any race build alchemy guild instead.
Agree (in a mod), anyway it will be a boost to Alchemist Wizards, being able to build units with Mithril/Adamantium before they need to build an Alchemist Guild in a city. thumbsup
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
Reply

FrancoK Wrote:In your GOG pdf manual you can find them at pages 123 and 132.

With the patch 1.2 there was a change (if you do not have the physical pages, you can find it in the readme.txt file of the patch):
- The Alchemist special ability allows all of your new normal
units built to be equipped with +1 magical weapons, as if an
alchemist's guild were present in all of the wizard's towns
.



So the fact Alchemy Skill doesn't allow the use of Mithril/Adamantium is clearly a bug, however it is not easy to fix, I suppose. :blob:

Hold on.
First it says "+1 magical weapons" and then it says "as if an alchemist's guild were present in all of the wizard's towns".
But that is a contradiction.
Both parts of that sentence can not be true at the same time. yikes
--I like ILSe
Reply

I like Serena Wrote:Hold on.
First it says "+1 magical weapons" and then it says "as if an alchemist's guild were present in all of the wizard's towns".
But that is a contradiction.
Both parts of that sentence can not be true at the same time. yikes
No, no contradiction. smile

In the manual, page 127, says an alchemist's guild "All new troops get +1 to hit, magic weapons", the same as the Alchemist Skill.

Then there is a note (page 132) that says the Alchemist's guild equips with Mithril and Adamantium if the material is present in the area of the cities.

So the Alchemist Skill should allow the units to be built with +1 magical weapons adding Mithril/Adamantium if present in the city area. thumbsup
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
Reply

FrancoK Wrote:No, no contradiction. smile

In the manual, page 127, says an alchemist's guild "All new troops get +1 to hit, magic weapons", the same as the Alchemist Skill.

Then there is a note (page 132) that says the Alchemist's guild equips with Mithril and Adamantium if the material is present in the area of the cities.

So the Alchemist Skill should allow the units to be built with +1 magical weapons adding Mithril/Adamantium if present in the city area. thumbsup

How many versions of the manual *ARE* there? Not disputing your reference, but in my printed manual the building table page that mentions the Alchemists' Guild is 124, while the mineral deposit table that mentions extra attack and defense strength is on page 120.

Also, a lawyer could easily argue that the patch note only states it gives +1 to hit as if every city had an Alchemists' Guild, and nowhere mentions giving any *OTHER* bonuses as if every city had an Alchemists' Guild. It does not give you an Alchemists' Guild, it gives units you build magical +1 to-hit weapons as if you had an Alchemists' Guild. It no more gives you the ability to use Mithril and Adamantium than it gives you +3 mana in each city.

Luckily, I didn't take enough books of Death Magic to summon a lawyer, so I think we're safe.
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