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

Create an account  

 
New experimental version

Based on hex editor, I see the message 'your mana reserves have been drained by a wizard' being partially deleted into 'es have been drained by a wizard' due to 16 spaces being used for a new difficulty. Will the correct message display in game?

Reply

It should, it gets the text from somewhere else now. The text was directly located after the difficulty table so to add a new level, I had to move it, but haven;t bothered to delete the unused characters left there.

Quote:later exp versione this happened to me 3 times yesterday: i attacked a city with torin, and after the first turns opponent troops froze and stopped acting on their turn, likely something went wrong with switching tactics?

Can I have the save file for one of these battles? It might be related to fixing that wall problem. If not, your hero might just be too powerful, either making the units pick the "stay away" tactic (unlikely, as they need to be faster than the hero to do that), or the hero having so much armor the units estimate they have zero chance to damage it and fail to pick it as a target. (doubt if they are meant to do that, I think it should merely result in the hero having a lower priority than other units, so it still gets picked if alone.)
Reply

Here is a report from my current game with the newest Version. I am playing on advanced, took nomads, alchemy, tactician, 4L3D3C, everything fair except power (max).
I started on a small island, took a neutral highelves city with a spirit and a fire elemental and built a second nomad city there. The remaining place for a 4th city was in the swamp and had not that much pop, so i decided to not build a city there.
Southwest was another small island with a klackon neutral and space for 2 other citys. 4 horsebowmen and settler made it mine. In the south was an island with sorcery node and beasts and space for 3/4 cities. I send 4 horsebowmen and a settler there.
For the island northwest (again suited for 3/4 cities) i used a full stack of horsebowmen (there was a big neutral gnoll city with wolfriders and my second node, i found mysticx as a prisoner). Again i send a settler there.
In the meantime i found a large continent in the east with a tower dividing it in two landmasses. On the bigger part there was Sharee. She colonized it with her highmen - lots of small cities. I decided to invade her when my second nomad city was able to spam horsebowmen. She was succesfully conquering the invaders cities from the east (lopan - nomad, started on a small island next to the big cotinent), so that i could rush her easily from the west.
My first astral gate failed (a sorcerynode is on the other side) and i started making an item (sharee was so nice to give that spell in exchange for skeletons in a firebreak), so i had to wait before i could explore and expand to myrran.
Right in time i finished the item and researched firestorm in order to defeat sharee. I found Tauron (again nomads started on a small island on the east of the smaller part of the big continent on arcanus). he and Lopan are fighting each other on the smaller part of the continent. they built some cities there. I will send mysticx to lopans fortress for a sneak attack. he should be able to defat him with some paladins and magicians.
My second attempt to get to myrran was successful. i found oberic (dwarf). 2 stacks of horsebowmen are looting there atm. Pegasai are exploring that plane (conquered a small beasstmen city). a settler is send to myrran (high elves, i will make a outpost there and put stream of life on it). in a few turns i research efreets. the city / outpost will be my summoning place for the efreet stack i want to use for defeating oberic. he has a bit more power and i saw a stack full of sprites and gargoyles.
When i finished that game i will complete the report. till yet the game was not very challenging. None of my cities were attacked. i did not even lose a single fight (except some magic spirits who were exploring). Could it be that the AI has problems with slow races and getting away from a small island?
Reply

Update!
Quote:EXP10B
-Added “Fire Storm” to the AI's “Spell Blast needed” list.
-”Minor army needed” tactic now adds +25% to curse priority instead of +20. “Major army needed” adds +50% instead of +60. This should prevent the AI from spamming curses that don't really help in the war unless their personality makes it so (such as Spell Blast, Drain Power, Blizzard or Corruption)
-Klackons can now build Marketplaces and Farmer's Markets, but not Banks and Merchant's Guilds.
-Colosseum now requires Smithy instead of Fighter's Guild.
-Further reduced the difficulty modifier in generic war declaration to 3/level, and reduced the +10 threshold the formula checks against to +4.
-In the optional portrait files, the War Monk hero's unit sprites have been redrawn to match the character name and portrait.
Reply

Quote:EXP10C
-Fixed EXP9 bug : AI casts Spell Lock without knowing the spell.
Reply

Exp 11 is up for download!
-Cheaper artifacts
-some adjustments to AI disjunction and global enchantment priorities

EXP11
-Fixed bug : Units raised from dead or affected by Mystic surge receive a Spell Ward stat penalty if the city is enchanted by Nature's Eye.
-Fixed the AI Spell Lock bug again, previous fix was incorrect.
-Fixed AI bug : dispelling Survival Instinct during war has a priority of 0 instead of 30.
-Fixed EXP10 bug : Scoring screen is broken since the addition of the new difficulty level.
-Regeneration now costs 32/160.
-Behemoth now costs 480, and has 42 health instead of 45.
-The AI now defaults to using 1125 strength Disjunctions. This should make it less likely to get instant cast and slip through a Spell Blast. Note that if 100% success can be achieved for less, the AI will still pick a lower cost.
-When the AI picks “Disjunction” to cast, there is a 1/(2*number of AI wizards still in the game) chance to proceed only, otherwise it will roll again for picking a spell. This should make spells last roughly the same in play regardless of the number of wizards, and should simulate a “meh I'll let the others deal with it” mindset. However, Nature's Wrath and Meteor Storm skip this check - no wizard can afford waiting for others while their buildings and units are directly threatened. It also means dispelling is half as frequent than before to make up for 50% higher dispelling power on each attempt. This is also skipped for Spell Binding - it only applies to Disjunction.
-Reduced AI priority of casting Nature's Wrath from 100 to 66.
-Reduced AI priority of casting AEther Binding from 100 to 60.
-Reduced AI priority of casting Aura of Majesty from 60 to 40.
-Reduced AI priority of casting Detect Magic from 50 to 35.
-The AI now considers casting global enchantments a top priority until turn 100 instead of 50 - this should make sure AEther Binding and Aura of Majesty get cast early despite their low “recast” priority. The intention of the above changes is to make dispelling those spells a more viable tactic.
-Builder's Hall now has a maintenance cost of 0. (finally found how to do this, yay! )
-Unlocked units are always shown on the production screen, even if they require one more building to actually unlock.
-Create Artifact now costs 2000 to research, and cannot be found in treasure.
-Item costs were reduced :
(see casterofmagic.ODT file for details)

-Minimal treasure points to consider an item is now 160 instead of 300
-Each treasure point spent on item treasure is now worth 1.2 item value instead of 1.5
-Minor changes to some predefined items.

Please report if you feel the AI is still using disjunction too much, or the opposite, not often enough!
Reply

Quote:EXP11B
-Entangle now subtracts 2 from the unit's “max movement per turn” stat instead of the “remaining movement for the turn” stat. This should allow units affected by it to always attack twice and should allow the AI to recognize the penalty when deciding on how to move their units.
-Completely rewritten the combat movement calculation procedure to be able to do the above. Please report if any effect fails to grant the correct amount of movement bonus.
-Changed the number of books required for several Item Powers :
Lionheart 3
Invisibility 4
Divine Protection 4
Invulnerability 4
Wraith Form 2
Regeneration 5
Merging 4
Elemental Armor 3
Teleportation 5
Phantasmal 5
Haste 4
Resist Magic 3
Flight 3
Planar Travel 3
Exorcise 2
Shadow 4
-Fixed bug : Famous grants the +25% power income bonus of Spellweaver.
Reply

Caster exp11B is not able to advance to the next turn without crashing in the attached file Nov 1408, using dosbox on my computer.  If you load and start, then flee one battle and wait thru 2 earthquakes then when yellow begins their turn the game freezes.  trying to say "divide error... etc" looks like.  let me know if replicable or if i should tweak something over here.  thanks!


Attached Files
.gam   SAVE3.GAM (Size: 151.94 KB / Downloads: 1)
Reply

It seems the game is trying to start a battle with negative casting skill for a wizard for some reason. I'll have to investigate what causes that.

Edit : nope, the battle starts with the wizard having "1" as their combat casting skill, and that causes a division overflow (it's too small, below 5 is not safe there) but no idea how the AI can have 1 casting skill.

Oh boy...
ok, this is what happens.
At the start of the (strategic) combat, the game calculates the casting skill available for the wizards.
Then it loads the armies and fills the "defender" and "attacker" variables.

The problem? Since the players in the battle are unknown at the start, the incorrect players have their casting skill set. These two should be in the opposite order.

The implications...well, up till now AI players randomly failed to reset their combat casting skill variable and use mana in AI vs AI combat. So...AI battles might not have went the way they should have, and the AI might not have spent as much mana crystals on it as they were supposed to. In particular, it was probably only set correctly if the same wizard participated in the second and later battle in a row.
Reply

Fixed version is up!
Quote:EXP11C
-”AI will not shift plane with Shadow Demons - these units are more effective to be kept in the main armies and garrisons than to send out to a new plane.” applied again, as it got accidentally undone.
-Fixed major bug : Casting skill during strategic combat is not set correctly : potentially causing crashes, and limiting the AI to using less casting power than they should.

...I wonder, did the AI not getting their combat casting skill reset reduce AI performance (by making it weaker vs neutrals and lairs) or increased it (by wasting less resources in AI vs AI wars...), fixing this might have a higher impact than it sounds like.
Reply



Forum Jump: