As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
Caster of Magic Release thread : latest version 6.06!

Quote:Jaer seems to use the animation from the Dwarf and Morgana seems to be using the one from the Dervish.
Tested again, this time using the original portraits and everything works properly still.
I absolutely have no idea how a different animation can appear in combat, there is only one data field for those and I don't think I changed that at all.

My only two ideas :
-You used a game editor that changed the exe file or your save data, overwriting the hero animations.
-You used a game version older than 1.31 where the animation data in the LBX files might be different. (older versions probably had fewer heroes)

Try reinstalling the game and see if the bug persists. If not, your files were altered. If yes, the problem is with the saved data, try getting the same heroes in another game and see if they work then.

One thing seems to be consistent, though.
Dwarf = hero 0, Wind Mage = 15
Barbarian = 1, Ranger = 16
Dervish = 3 , Witch = 18

So whatever it is, the data is shifted by exactly 15 heroes for all of these.
Reply

(January 27th, 2016, 14:25)Seravy Wrote:
(January 27th, 2016, 14:21)vicwaberub Wrote: I play a game as Lizardman and build a Wizards Guild. But I can't build magicans? Is this a bug? (CoM v1.31).

Lizardmen magicians don't exist. I can't enable units that doesn't exist, no graphics for them, and not possible to add new units without removing another anyway. The main point of Wizard's Guild is the +10 power production, getting magicians is a nice extra on races that have them, but races that don't can still build it for power and research. Just like how you can build Cathedral even if you aren't playing High Men to get Paladins.

Thank you for your explanation. I was a little bit confused, I clicked without to read the description of the wizard guild. My mistake.
Reply

I've found a movement path calculation issue(Caster v1.33).

here is a screen http://prntscr.com/9vvw76

The problem is with the path chosen by the Settler. I wanted to move it from the City as seen on the screenshot. It chose to go around the mountains which I found very odd for a 1 movement unit.

So I tried with Ghouls from the city and they went with the proper direct path.

Then I tested with the swordsman from the city and it chose the same path as the settler.

From this I concluded that it's related to the forester ability. It's probably calculating half values to make this decision...

You can repeat it from this save game: https://dl.dropboxusercontent.com/u/19718726/SAVE4.GAM

Hope that info helps smile
Reply

(January 27th, 2016, 16:41)Seravy Wrote: -You used a game version older than 1.31 where the animation data in the LBX files might be different. (older versions probably had fewer heroes)
It's probably this. I did have my original game in D-Fend and used it to try your mod as I wanted multiple profiles. Will try with my GOG version. Not a bug then.

Which reminds me.. Is it possible to print the version number on the home screen? Many mods do this to other games and is very convenient for the user.
Reply

Quote:The problem is with the path chosen by the Settler. I wanted to move it from the City as seen on the screenshot. It chose to go around the mountains which I found very odd for a 1 movement unit.
That is the shortest path, actually, as in the one having the shortest total cost. As long as you have Forester. Otherwise it isn't because it contains 2 Forest squares. Unfortunately I can't make it consider the movement of the stack for two reasons, one it's not passed down to the procedure, and two it might change meanwhile as the movement takes multiple turns, which means it might not be optimal afterall. So it's not a bug, just a not perfectly optimized feature. Let's just say it's extremely hard to change that.
Manual movement is always available and does not have this problem. Automatic features are convenient, but usually less intelligent. Including this, auto combat, and grand vizier.

Quote: Is it possible to print the version number on the home screen? Many mods do this to other games and is very convenient for the user.
You can see the mod's version on the loading screen and the save/load screen.
If you mean the version to install it over, indeed I see to have forgotten to mention that in the doc files. I didn't realize there are people using 1.2 or earlier still, those versions are so buggy and outdated. I'm going to add it as the first line as it is quite important.
Reply

Fixed two bugs :

Quote:1.33a
-Fixed bug : units start combat in towns on the inaccessable central structure position.
-Fixed bug : AI ignores casting modifiers when using slider in combat, resulting in negative mana.
Reply

(January 28th, 2016, 15:16)Seravy Wrote: Let's just say it's extremely hard to change that.

I just provided as much information as I could in case it was solvable in polynomial time wink

(January 28th, 2016, 15:16)Seravy Wrote: You can see the mod's version on the loading screen and the save/load screen.
I don't see it on the main menu screen which I meant by "loading", but load/save screen is good. Thanks!

(January 28th, 2016, 15:16)Seravy Wrote: If you mean the version to install it over.
I'm thinking the main/insecticide version as well as caster version are important. it depends on what you have available. It might not be easy to obtain the main version and it doesn't really matter as long as it's not the insecticide one. As long as you plan on patching your updates in the non-modded patch it makes sense to print that version here too. Of course that's extra work for you, so you decide. The current version display in load/save is good enough for most cases. I'd use it to check for updates. You do have it on top of the docs file too so you have actually covered it pretty well.
Reply

Fixed a bug that seems to crash the game at end of turn in some rare cases from an update two weeks ago, please re-download.
No new version number because that's the only change.
Reply

This mod is fantastic! Really breathes a lot of life into the game. I (and 2 other friends) have been playing tons of games and we've somewhat arrived at the consensus that Hard is a little too easy and Extreme is way too hard, with Impossible just being impossible. Have you thought of adjusting the bonuses on the two highest levels?
Reply

(February 4th, 2016, 23:21)ChongLi Wrote: This mod is fantastic! Really breathes a lot of life into the game. I (and 2 other friends) have been playing tons of games and we've somewhat arrived at the consensus that Hard is a little too easy and Extreme is way too hard, with Impossible just being impossible. Have you thought of adjusting the bonuses on the two highest levels?

Yes, I'm considering it.
Reply



Forum Jump: