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Caster of Magic Release thread : latest version 6.06!

(July 22nd, 2020, 14:52)WhiteMage Wrote: I turned off Heroism on my hero. It did not change anything for the hero, except no more mana upkeep. It updated the mana income in the bottom right, but did not update it in Magic => Mana with 100% allocation to Mana. Seems like a bug.

The magic screen shows your MP income before maintenance although that should have been obvious otherwise you'd see 151 at both places.
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"The magic screen shows your MP income before maintenance although that should have been obvious otherwise you'd see 151 at both places."
See save attached. Turn off Heroism on Golden One. Its Melee, Range, Armor, Resist, HP does not change. That can’t be right.


Attached Files
.gam   SAVE1.GAM (Size: 151.96 KB / Downloads: 1)
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Oh, that. Pass the turn or fight a battle and it works.
Unit levels are recalculated only at the time any unit gains experience, so the hero stays level 4 until then.
Unfixable.
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Earth to Mud should not be allowed on water battle. It does not display anything on Ocean tiles.
Fire Bolt should not be allowed on units with Fire Resistance.

When Web is no longer displayed on a unit it may or may not move next turn. Is there a way to predict it if it will move? If no way, then can you code it that this becomes predictable so it always moves or never moves?

I casted Web on Cockatrices on Ocean. They never moved after that. Is this AI stupidity? Or is there a rule for this? It seems to have survived after battle so it did not drown.

How does Missiles Immunity work? I was able to cause 1 HP damage with arrow shot.

I dispelled Water Walking from a normal walking AI unit on Ocean tile. It did not drown in the battle. How does it work?

Is AI playing by different rule on the northmost row on overland map? It moves units there, but I can’t. Is this intentional to help the AI?
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Quote:Earth to Mud should not be allowed on water battle. It does not display anything on Ocean tiles.
Fire Bolt should not be allowed on units with Fire Resistance.

The original game has inconsistent behavior on spell targeting. Some spells are allowed to target units that are immune to them, but have no effect, others are unable to target immune enemies.
CoM II will solve this problem by adding an optional setting that either makes all spells allow targeting, or none, as this is clearly player preference.

Quote:When Web is no longer displayed on a unit it may or may not move next turn. Is there a way to predict it if it will move? If no way, then can you code it that this becomes predictable so it always moves or never moves?
As far as I remember, it will not move the turn the web disappears, as movement was already set to zero for that turn. It'll move the next turn.

Quote:I casted Web on Cockatrices on Ocean. They never moved after that. Is this AI stupidity? Or is there a rule for this? It seems to have survived after battle so it did not drown.

That's how it works. Walking units cannot move on Ocean tiles. Drowning doesn't exist during combat, only afterwards, but web disappears by then and the unit is flying again.
If water walking was dispelled, the unit will drown after combat (not sure if instantly or only later during the turn).

Quote:How does Missiles Immunity work? I was able to cause 1 HP damage with arrow shot.

It adds +100 defense (or was it 80?), so it's extremely unlikely to deal any damage unless you have very high missile attack and armor piercing.

Quote:Is AI playing by different rule on the northmost row on overland map? It moves units there, but I can’t. Is this intentional to help the AI?
No, that's because those tiles are not safe to move on. They are internally treated as land without a continent ID so it's basically land and ocean at the same time. However the AI sees that as ocean so there was no need to worry about it trying to move land units there or disembark from a ship. It's not going there intentionally anyway, it's just a side effect from the shortest path going through those tiles.
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“As far as I remember, it will not move the turn the web disappears, as movement was already set to zero for that turn. It'll move the next turn.”
Not exactly. I attacked 3 Water Elementals. I casted Web on each in turn 1. Web disappeared in Turn 2. Water Elementals all moved in Turn 3. So Web disappeared and then once I saw it they moved immediately. But in other cases they don’t move. Not sure what makes it predicatable.

“It's not going there intentionally anyway” My AIs go there often, since I try to block them, but I can’t.

Bug: When I captured city from AI it showed 4K died. But pop only went from 24 to 23. 

When my only unit in battle is confused and works for enemy then my wizard does not get a turn to cast spell. Intended feature?

Raise Dead raised 1 out of 3 mammoths, but 7 out of 13 HP for a hero. It would be better to stay consistent in rounding up 0.5HP. So it should be 1.5 mammoths. 

How does Dispel Magic work if unit has multiple spells? They each roll independently?

AI had unit with 6 figures and 3HP each. Total 18HP I casted spell and brought it down to 4 figures and 2 on the front unit. Total 11HP. AI casted Lionheart, which added 1 HP to each existing figure, which is 4x3+3=15. This is +4HP. Text says +8HP. Text says 4 figures would get +2HP each, but they got +1.

What happens if I have 6 heroes and find a prisoner? It rolls something else? Or lose the hero?

Bug: number of turns predicted is way off to complete a building. This happens when the city has negative pop growth soon after capturing. If I click other city and come back it changes the predicted turns.

Surveyor should add +100% to city production if there is Inspirations there

Does Bless add 5 vs Shadow Demon Ranged attack? Vs its Melee attack? 

Is Magic Immunity effective vs gaze attacks? It used to be in MoM.
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Quote:But in other cases they don’t move. Not sure what makes it predicatable.
What are the "other cases"?

Quote:When my only unit in battle is confused and works for enemy then my wizard does not get a turn to cast spell. Intended feature?
I think this happens when the unit rolled "move randomly".
Probably can't be fixed because the unit is capable of moving, so it shouldn't trigger "all units immobilized". Problem is, when it does move, your turn ends because you have no other units, but you have no control over when it moves. No idea what could be done to change that since everything is working according to the rules, but the outcome is clearly not ideal.

Quote:Raise Dead raised 1 out of 3 mammoths, but 7 out of 13 HP for a hero. It would be better to stay consistent in rounding up 0.5HP. So it should be 1.5 mammoths.

It should be 50% hp which is 2 mammoths (one at full health and one at 50%). Is there a save file for this? Might be a bug.

Quote:How does Dispel Magic work if unit has multiple spells? They each roll independently?
Yes.

Quote:AI had unit with 6 figures and 3HP each. Total 18HP I casted spell and brought it down to 4 figures and 2 on the front unit. Total 11HP. AI casted Lionheart, which added 1 HP to each existing figure, which is 4x3+3=15. This is +4HP. Text says +8HP. Text says 4 figures would get +2HP each, but they got +1.

The spell increases maximal hp, not current. Dead figures are included (as they do have the extra hp when you heal them and they come back to life), so 8/6 = 1.
This is different from Exaltation that heals damage and adds only the excess as extra HP. Lionheart always only adds as extra HP, it does not heal.

Quote:What happens if I have 6 heroes and find a prisoner? It rolls something else? Or lose the hero?
You get gold instead. I think 400?

Quote:Bug: number of turns predicted is way off to complete a building. This happens when the city has negative pop growth soon after capturing. If I click other city and come back it changes the predicted turns.
Save file?

Quote:Does Bless add 5 vs Shadow Demon Ranged attack? Vs its Melee attack?
Neither. (but it added to both in the original MoM)

Quote:Is Magic Immunity effective vs gaze attacks? It used to be in MoM.
Yes.
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Save file for incorrect predicted turns. Go to city Keltok. Click the farmers. It changes from 9 turns to 159 turns. But sometimes it displays wrong number of turns even without clicking.


Attached Files
.gam   SAVE2.GAM (Size: 151.96 KB / Downloads: 1)
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Save file for Mammoth raise dead creating only 1 out of 3 figures. Attack a large army and kill Mammoths and hope that Ssss’ra will cast Raise Dead.

“What are the "other cases"?”
For example in my previous game I casted web on Troll Magicians. After the Web disappeared, I assumed that they will not move in the next turn and this was the case most of the time. Maybe related to who is attacking, but I need to test more to collect data.

This same save file may work. Cast Web on Troll Magicians for example.


Attached Files
.gam   SAVE2a.GAM (Size: 151.96 KB / Downloads: 1)
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Quote:Save file for incorrect predicted turns. Go to city Keltok. Click the farmers. It changes from 9 turns to 159 turns. But sometimes it displays wrong number of turns even without clicking.

That's strange, considering there are no people to change to/from farmers in the city.
Oh I see the problem. When you click on the required "minimalfarmers", the game sets the required "minimalfarmers" as the amount of farmers picked (because you aren't allowed to have less). But that actually sets more farmers than possible if there are too many rebels and less people are available than the minimalfarmers.
The correct would be to set farmers to the lesser of (Minimalfarmers, Population-Unrest) instead.
This looks possible to fix.
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