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Caster of Magic Release thread : latest version 6.06!

(September 30th, 2016, 14:19)namad Wrote: When memory is cheap and cpu time is expensive pathfinding nodes are pre-computed. As in you could pre-compute a large number of paths when the landmass forms and the game starts.
This is not possible because the map literally changes every turn.
Tiles with enemy units on it count as invalid to enter and units move around. Same if moving stack+units in the way>9, new cities are made, existing ones are removed, roads are built etc.
Otherwise that would be the way to go.

Also we are talking about a DOS game so memory is expensive.
If you want to store the best path from every position to every position on a 1000*1000 map you are looking at storing something like 2 MBytes of data for each movement type, which is far too much for a game designed to run on 8 MB of RAM.
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Small update!

Quote:2.91a
-Fixed bug : Halved effectiveness of Dispelling Wave was not correctly applied.
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Oh boy, every time I think there can't be any more severe bugs in the AI left, a new surprise awaits.
So this is why the AI sometimes refuses to use towers...

Quote:2.91b
-Fixed AI bug : AI stacks containing exactly 9 units cannot change planes when they should be able to.

Needless to say once the 9 units are in the tower, it remains blocked by them for the rest of the game unless someone goes out of their way to attack it, which holds up an half a continent's armies that try to go into that tower. Like those 10 stacks of 9 Mammoths I saw in one of the test games...
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Damn. Nice find.
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(October 1st, 2016, 16:10)Nelphine Wrote: Damn. Nice find.

Ironically, the plane shifting is allowed if the stack contains zero or fewer units but only if it contains at least one, however if it contains a unit then it has to be owned by the player who owns it. If it doesn't contain a unit then the check for who owns it is skipped. Did that make any sense? :D
Seriously, that's all in the code, so no wonder I didn't notice something as minor as units<9 instead of <=9 in the middle of that crap.
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Great mod, I love it!

I downloaded the latest Caster 2.91.zip, how can one confirm it is 2.91b and not 2.91a or 2.91 vanilla? The version number on the load game screen just says 2.91.

Also, I was wondering why the zip file is packaged with MAGIC.SET and SAVE?.GAM files? Whenever I update versions, I have to avoid copying those files over to avoid losing my save games.

Thanks again!

Cheers, Wayne
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(October 1st, 2016, 16:57)wwhitney Wrote: Great mod, I love it!

I downloaded the latest Caster 2.91.zip, how can one confirm it is 2.91b and not 2.91a or 2.91 vanilla? The version number on the load game screen just says 2.91.

Also, I was wondering why the zip file is packaged with MAGIC.SET and SAVE?.GAM files? Whenever I update versions, I have to avoid copying those files over to avoid losing my save games.

Thanks again!

Cheers, Wayne
If you downloaded after the post was made then it's the newer. Or you can open the ODT file, and if the last entry of the changelog is 2.91b then it's that one.

Magic.set contains the high scores. The mod uses a new scoring system and stores extra information there (the primary and secondary realm used for each high score).
Save files are there because the format is not compatible with very old versions of the mod nor the original game. Trying to load one of those causes the game to crash immediately, so they're there to clear out incompatible old saves. It's not good if people think the new version is buggy because they try to load an older save file. Also, Magic.Set clears the save file slot names anyway which would be even more confusing if the actual saves are not replaced.
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Thanks for the explanation, makes sense.

Cheers, Wayne
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crashing after hitting next round button, 3 out of 3 tries. version 2.91 (looks like 2.91b, downloaded yesterday, oct 2nd)


Attached Files
.gam   SAVE1.GAM (Size: 151.94 KB / Downloads: 1)
dance!
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(October 3rd, 2016, 08:31)letsdance Wrote: crashing after hitting next round button, 3 out of 3 tries. version 2.91 (looks like 2.91b, downloaded yesterday, oct 2nd)

I tried several times and got no crash. I even tried the 2.91 exe and still nothing. Are you sure this is the correct save file? If yes we might have a computer specific bug again...
(what is the newest version where this save file still works without crashing? If you have any of the older versions...)
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