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Caster of Magic II Bug Reports!

Quote:  Bug but might be useful to keep it that way? 30 max pop grows faster than 25 max pop even though the max is 25 in both cases. Or display as "25+5"?

Hm. 25+X or put numbers bigger than 25 in parentheses. Or leave it as it is. It does not matter, except people will ask sometimes. One day somebody will mod your game for bigger City sizes anyway. However, the Surveyor should show the same before and after settling. Otherwise, players will wonder if they chose the wrong Race or the wrong Retorts.
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Just one more bug:

-         Lairs on tiny maps can be on top of each other, like a Dungeon and a Ruin. One lair stays unknown after scouting with a unit. "Range check error" after turn 9 pressing > Next <


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.zip   20200716_double_lairs.zip (Size: 39.93 KB / Downloads: 0)
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Yes, the precalculation update broke the map generation, I've already fixed it so it'll work in the next update.
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Updated :

Quote:2020-07-16
-Fixed : Game crashes when Warp Creature is available for casting for the AI because the spell isn't set to select a target as a unit curse.
-Fixed bug : "Done" hotkey for units didn't work on the overland map
-Fixed bug : Numpad 4 had the effect of the "Done" button
-Reduced the size of the clickarea for buildings to prevent overlap
-Fixed bug : cities don't reset the "solf building" variable at end of turn.
-Cities being razed now set the "sold building" flag so additional buildings cannot be sold beyond the ones sold by razing.
-Fixed bug : "Enemy moves" setting also disables the animation of your own moves.
-Fixed bug : When overland movement animation isn't displayed, the tile to retreat to isn't set correctly.
-Fixed bug : Unit ability list scroll buttons have no effect because they are overlapped by unit ability clickareas.
-Fixed bug : Unit abilities cannot be scrolled on Mercenary hire windows
-Added missing feature : right clicking an item displays the item stats in the unit view mode.
-The game will now display a "file does not exist" message when loading from an empty slot.
-Updated builddesc.ini to show the correct amount of food production.
-Surveyor now displays excess maximal population in the form of "25+x" to indicate only 25 will be used but the rest still contributes to growth rates.
-Fixed bug : the precalculation of objects on the map isn't done during new game generation so objects end up placed on each other.
-Fixed bug : Scores are often not stored in the Hall of Fame
-fixed bug : When a new score is stored, all scores below are overwritten
-Added the "lose game" animation
-Added surrender diplomacy messages from all remaning AIs when the "Win" button is clicked. (untested)
-Added new Spell of Mastery animation.
-Chaos books now contribute 2 to a wizard being Aggressive and 1 to be Maniacal instead of the other way around.
-Chaos and Life books now contribute 1 to a wizard being a Theurgist instead of 2.
-Death books now contribute 1 more to being a Militarist and zero to being a Theurgist.
-Added new AI objective : Narcissist. A Narcissist wizard prioritizes his/her own casting skill highest.
Narcissist base chance is 2*Chaos+2*Death+1*Nature+1*Sorcery books.
-Cult Leader now contributes 5 to being a Theurgist instead of 10, but contributes 10 to being a Narcissist.
-Conjurer, Chaneller conributes +10 to being a Narcissist.
-Astrologer, Sage Master reduces Narcissist chance by 5
-Specialist increases Narcissist change by 5
-Narcissist wizards have a +4 priority to build both combat and overland Skill buildings. (contrast to Theurgist who has +4 for overland but -4 for combat to lose less MP on battles.)
-Narcissist wizards have a +1 priority to build Power buildings.
-Narcissist wizards have a -4 priority to build Colosseums.
-Narcissist wizards have a -2 priority to build Experience contributing buildings.
-Perfectionist only reduces unit production priority by 3 instead of 4.
-Narcissist wizards have a +3 priority to build an intercontinental unit over a landlocked one.
-Narcissist adds +3 priority to producing SP during power distribution.
-Perfectionist no longer adds +3 priority to SP production.
-Narcissist wizards have a halved priority to cast hero and item spells.
-Narcissist wizards have a below average tolerance of city curses before resorting to Disenchant Area.
-Narcissist wizards have a +50% higher chance to cast overland curses.
-Expansionist has a 50% lower chance to cast overland curses instead of 50% higher.
-Narcissist wizards have a higher quality threshold for deciding which hero to hire or reject.
-Narcissist wizards will refuse purchasing all but the highest quality items from the merchant.
-Theurgist wizards are less willing to spend MP on unimportant battles. (cx-16)
-Narcissist wizards are more willing to spend MP on unimportant battles. (cx+16)
-A similar effect as above also applies in automatic combat.
-The AI will always spend zero mana in automatic combat when the enemy is at least 3 times as powerful, they aren't the attacker, and it's not a fortress battle, assuming it's unwinnable.
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In the next turn: "Range check error."


Attached Files
.zip   4.zip (Size: 104.39 KB / Downloads: 1)
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Current bugs and findings (Save/Load not used):
-         Towers are not exactly on top of each other when using the >Plane< button. They are also not arranged exactly the same.
-         Surveyor does not update City Resources after Corruption on city´s land tiles.
-         Surveyor and overland map show no minerals (Gold, Orihalcon) hidden under lairs.
-         Wayfinding often does not find the shortest way possible. A 2-move-flying-unit on water did not move 2 tiles at once, but diagonally downwards to complete the journey next turn. Such a stormy weather …
-         Building screen text for Draconian University contains “Allows Mechanician Guild”
-         Draconian Saints can cast healing spell in battle !  The button says “Ability: healing”. This does not work after the Wizard-spellcasting has been used up.
-         Draconian Saints did not show Range Ammo in right-click stats for a while during the game. 
-         Walking Monsters attack a flying unit. After 9 times >Done< … they are gone.
-         AI-Jafar stacks Floating islands. Not scary !
-         +2 Attack from an Item does not appear in the Hero stats.
-         The brand-new Ninja still can disappear from the overland map. One has to use the Army screen to find him again. After this, trying to move him (without stack) causes “Range check error”.


Attached Files
.zip   20200717_monsters_gone_and_ninja_crash.zip (Size: 43.15 KB / Downloads: 1)
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Quote:Towers are not exactly on top of each other when using the >Plane< button. They are also not arranged exactly the same.

Not bug. Planes have a different size so the coordinates have to be converted.

Quote:Surveyor and overland map show no minerals (Gold, Orihalcon) hidden under lairs.
Minerals and lairs are shown in the same text area as far as I remember.
Maybe minerals shouldn't be allowed under lairs like in the original?

Quote:Wayfinding often does not find the shortest way possible. A 2-move-flying-unit on water did not move 2 tiles at once, but diagonally downwards to complete the journey next turn. Such a stormy weather …

Diagonally downwards still only costs 1 for flying units so that does not explain it. The unit probably already used up one of its movement points that turn.
Nondiagonal paths should have been preferred though even if the costs were equal, assuming you did try to move on a tile that's reachable without any diagonal movement..

Quote:Walking Monsters attack a flying unit. After 9 times >Done< … they are gone.

Not a bug. Neutral armies stuck being unable to attack disappear after a certain amount of turns, like in the original. This is to prevent having to pass 25 turns on every overland turn when your city is defended by a flying unit. If you have a better idea how to solve that, I'll change it.
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Quote:Not bug. Planes have a different size so the coordinates have to be converted.
How to target Plane shift like this ?

Quote:Maybe minerals shouldn't be allowed under lairs like in the original?
If it stays like this, it increases the luck factor. But Cities can be razed and rearranged now.

Quote:Diagonally downwards still only costs 1 for flying units so that does not explain it. The unit probably already used up one of its movement points that turn.
Nondiagonal paths should have been preferred though even if the costs were equal, assuming you did try to move on a tile that's reachable without any diagonal movement..

2 steps diagonally down and 2 up again. But I can´t prove it either. Maybe I didn´t hit the tile properly and the distance was 3?

Quote:Not a bug. Neutral armies stuck being unable to attack disappear after a certain amount of turns, like in the original. This is to prevent having to pass 25 turns on every overland turn when your city is defended by a flying unit. If you have a better idea how to solve that, I'll change it.

Oh. I thought they always retreat to an adjecant tile, if it was a draw.
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Quote:How to target Plane shift like this ?

You target your own unit. The destination will be calculated and the spell cannot fail - if the destination isn't free then the unit appears on the nearest free tile.

Also, when you click the Plane button, it will switch to the matching area on the other plane. (I don't remember if it's the center tile or the top right corner which is the exact location of overlap but probably the center tile.)

Quote:2 steps diagonally down and 2 up again. But I can´t prove it either. Maybe I didn´t hit the tile properly and the distance was 3?

I tried to reproduce but it worked correctly. Maybe the movement crossed the X edge of the map, that isn't special cased to keep the pathfinder as simple as possible (it used to be the main bottleneck for AI turn speed and now that maps are even larger...). Even then though I would expect it to move diagonally only 2 tiles not all 4. Maybe there were enemy units outside your scouting range blocking the horizontal path.

Quote:Oh. I thought they always retreat to an adjecant tile, if it was a draw.

Normally yes, but if they find no valid moves during combat then they disappear. Maybe the "no valid moves" doesn't work the same way as it used to, idk.
I'd prefer to get rid of this feature anyway if we can find a better solution.
...what if the monsters settled down and created a new monster lair on the tile they came from?
...no that makes no sense for raiders, only monsters so it's not a generic solution to the problem.
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(July 17th, 2020, 12:51)Seravy Wrote:
Quote:Normally yes, but if they find no valid moves during combat then they disappear. Maybe the "no valid moves" doesn't work the same way as it used to, idk.
I'd prefer to get rid of this feature anyway if we can find a better solution.
...what if the monsters settled down and created a new monster lair on the tile they came from?
...no that makes no sense for raiders, only monsters so it's not a generic solution to the problem.
They could choose another target within reach, walk around or just hang out ...
Quote: I tried to reproduce but it worked correctly. Maybe the movement crossed the X edge of the map, that isn't special cased to keep the pathfinder as simple as possible (it used to be the main bottleneck for AI turn speed and now that maps are even larger...). Even then though I would expect it to move diagonally only 2 tiles not all 4. Maybe there were enemy units outside your scouting range blocking the horizontal path.

Wayfinding on land sometimes did not use Grasslands if a walking unit would have been faster, but there it is a terrain. This was on the open sea. If you send the unit to the tile under the tower, like shown in the pic, you will see it.


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.zip   20200717_4_movepoints_instead_of_3.zip (Size: 39.43 KB / Downloads: 1)
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