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Caster of Magic Release thread : latest version 6.06!

Quote: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.

Looks like this is how Raise dead originally worked : it restores half of the figures, or, if there is only one figure then half of the hit points.
I'll change it to restore half of the total hit points regardless of the total figure count.
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Bug: Sprites and Priests together moved to Hills. Sprites used up 2 movement points.

Does Dispel Magic work on Web? Possession also not valid target, it states. What other spells are not valid targets in battle?

Exorcise spell has -1 to resist. Exorcise ability of Angel has -3. Is this intended to have same name but different values?

Walking unit standing inside city can initiate melee attack across City Wall on all sides. Is this intended? Is this new to CoM?

Master level AI moved out Unicorns and Angel of city due to being full and/or kept producing more outside of city. But left the city defended by 7 halberdiers with no spells on them and only 2 Angels. This was going on for many turns. This gave me opportunity to easily take their city.
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Quote:Bug: Sprites and Priests together moved to Hills. Sprites used up 2 movement points.

Not a bug.
A stack of those two units have Walking movement. Walking movement uses 3 movement points on Hills.

Quote:Does Dispel Magic work on Web? Possession also not valid target, it states. What other spells are not valid targets in battle?

It works one Web.
It doesn't work on Possession, Creature Binding, Chaos Channels, Mystic Surge.

Quote:Exorcise spell has -1 to resist. Exorcise ability of Angel has -3. Is this intended to have same name but different values?
Yes.

Quote:Walking unit standing inside city can initiate melee attack across City Wall on all sides. Is this intended? Is this new to CoM?
Yes. No, it's the same in the original.

Quote:Master level AI moved out Unicorns and Angel of city due to being full and/or kept producing more outside of city. But left the city defended by 7 halberdiers with no spells on them and only 2 Angels. This was going on for many turns. This gave me opportunity to easily take their city.

That can't be helped. If there are enough units on the continent to build a new stack, the AI will do so. The AI isn't aware of enemies being nearby when deciding to do that.
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Does Illusions Immunity make a unit immune to Banish?

I attacked and defeated 2 Galleys that carried 6 ground units. 3 of those ground units survived by retreating to the neighbor shore tile without fleeing. How does this work?

Engineers who are building road should not come up to give them new order when other unit is in the same tile. Pressing wait on the other unit is desired. But they stack together and pressing wait on both cancels the building project.

I renamed Save2.gam to Save2a.gam in the folder COM was saving to. This created an empty save slot in the game. Then I saved into the second slot that saved Save2.gam, but I did not verify in Windows. Then I quit and turned off computer. Next time I turned it on, the Save2.gam file and even the Save9.gam file were missing. In addition the old problem I reported before that Autosave is not saving every turn is still ongoing. So I lost my last 4 turns of progress. I will play on a different computer to see if this is OS or computer related, but I suspect something CoM or Steam related. To make this worse this is probabilistic as far as I was able to observe and maybe there are other factors at play too. I was not able to nail down the exact conditions. Did something like this happen to anyone who reads this? And did anyone play many long games and got 100% of turns properly autosaved every time?
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This last game wasn't particularly long, but I have contiguous SAVE1001.GAM through SAVE1112.GAM. I'm on Linux, though, if that matters at all.
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Quote:Does Illusions Immunity make a unit immune to Banish?
No.

Quote:I attacked and defeated 2 Galleys that carried 6 ground units. 3 of those ground units survived by retreating to the neighbor shore tile without fleeing. How does this work?
Units that didn't participate in the battle count as fleeing units. This is a side effect from fixing the bug where fleeing from a sea battle always killed all the nonship units at 100% chance because they were not considered fleeing units. I prefer to keep it as a feature, it's more realistic that units from a sunken ship try to swim to shore.

Saving sounds like an OS issue. Maybe you have disk write caching and turned the computer off before the file was written on the disk. Maybe the disk is full. Maybe you don't have permission to save files into that folder if you aren't running the game as an adminstrator. Maybe Steam is messing with your files. Maybe you're saving to a path that is inconsistent so the files sometimes go to a different folder than normal.
Either way, I never had a problem with saving.
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“Units that didn't participate in the battle count as fleeing units. This is a side effect from fixing the bug where fleeing from a sea battle always killed all the nonship units at 100% chance because they were not considered fleeing units. I prefer to keep it as a feature, it's more realistic that units from a sunken ship try to swim to shore.”
Good feature. Keep it. Maybe extend it that they can also swim to a friendly ship standing next.

If all 7 tiles around the battle are occupied by someone who is not the fleeing player then the fleeing attempt fails? And the 8th tile where the attack came from is not eligible to flee to, right?

When AI had Galley and Floating Island in battle, Galley started in the middle of the Island. Probably it could not move.

Does AEther Binding also make the wizard’s spells harder to dispel? 

Bug: AI casted Dispelling Wave in its defensive battle over a node it had Guardian Spirit. It dispelled Heavenly Light generated by its own Guardian Spirit.

I accidentally attacked AI Doom Bat on the overland map due to being invisible. AI attacked me next turn leading to war. Intended feature that AI considers attack on its invisible unit hostile?
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Quote:If all 7 tiles around the battle are occupied by someone who is not the fleeing player then the fleeing attempt fails? And the 8th tile where the attack came from is not eligible to flee to, right?

Tiles occupied by another player are not allowed, correct.
If the defender is the fleeing player, then they can flee to the tile the attack came from, or any other tile that's free.
If the attacker is the fleeing player, they always flee to the tile they came from.

Quote:Does AEther Binding also make the wizard’s spells harder to dispel?
No.

Quote:When AI had Galley and Floating Island in battle, Galley started in the middle of the Island. Probably it could not move.
Unfortunately that's how it works and I can't prevent the AI from accidentally having these units on the same tile.

Quote:Bug: AI casted Dispelling Wave in its defensive battle over a node it had Guardian Spirit. It dispelled Heavenly Light generated by its own Guardian Spirit.
City enchantments dispelled in combat do not carry over to the overland map.
Guardian spirit enables the Heavenly Light city enchantment.
So this works as it is supposed to, although it does look weird.

Quote:I accidentally attacked AI1 Doom Bat on the overland map due to being invisible. AI attacked me next turn leading to war. Intended feature that AI considers attack on its invisible unit hostile?
You should have ended the battle without killing their unit(s) and offered a tribute the same turn to reroll hostility. (of course that will only guarantee they'll not attack if they are lawful and peaceful, otherwise you have the normal chances of being attacked or not.)
Unfortunately the diplomacy isn't that detailed to recongnize the unit was invisible, but this is exactly what they mean when they say "Please agree to a Wizard's Pact to prevent accidental conflict.", if you had one, you could have cancelled that move.
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“Guardian spirit enables the Heavenly Light city enchantment.
So this works as it is supposed to, although it does look weird.”
Wizard casts spells that dispels its own beneficial enchantment is supposed to be? That’s more than weird. More like a logical error in my book.

Does Resist Magic protect against Stoning from Cockatrices?

Bug: Huntress knew Web spell and had artifact that can do Iron Skin. It did not allow casting Iron Skin until Web spell was used up.
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Quote:Wizard casts spells that dispels its own beneficial enchantment is supposed to be? That’s more than weird. More like a logical error in my book.

Oh you mean the defender dispelled it. Well, that's weird. I would assume city enchantments during combat are considered to belong to the defender but I guess it's not that simple. I'll add it to my list of things to try to solve.

Quote:Does Resist Magic protect against Stoning from Cockatrices?
Yes.

Quote:Bug: Huntress knew Web spell and had artifact that can do Iron Skin. It did not allow casting Iron Skin until Web spell was used up.

There simply isn't an UI for that sort of thing because it originally never existed. I already removed the Web Spell from the Huntress in CoM II when I realized that can happen but I'm not sure what solution we prefer for CoM I.
In CoM II, I gave the hero +5% chance to hit to replace the web but that's not possible in CoM I, it's either +10% which we tried before and was too much, or something entirely different. Any suggestions?
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