(September 6th, 2020, 15:58)Trattpingvin Wrote: Noticed some weird and I assume unintended behaviour with alliances. I tried to talk to both my allies, and they would just reply that they liked that I attacked our enemy and that they reward me with gold. No matter how many times I talk to them I cannot get to the diplomacy menu. After hitting Next Turn they say it to me again and after that it works again.
Expected behaviour is that I should be able to talk to my allies whenever I want.
VOD of it happening here: https://www.twitch.tv/videos/733183880?t=02h17m52s
I'm also not sure if I ever actually got any gold.
Yep, saw that but twitch doesn't have a comment section under the recorded version, commenting is for the live part only.
Anyway, basically the system works like this, if the AI already has a message that is queued to be displayed at end of turn, but you talk to them first, they show you that message ahead of the time.
It was probably made that way to avoid the case where you do something bad to the AI then talk to them as if nothing happened, then the bad effect kicks in at the end of the turn. This is bad in all sorts of ways and could even lead to something like attacking the AI, then talking to them, offering a bunch of tributes, forming an alliance, and then the AI declares war after the turn ends because of your attack so the war overrides the alliance.
So basically, you can't talk to people after you did something that triggered them to talk to you, otherwise the queued discussion will become inconsistent with the existing status of the game. The system also can't remove the message from the queue after showing it because the message itself also triggers various end of turn effects (such as a warning elevating to a war declaration, or a positive message turning into an alliance offer.)
The gold reward is special because it didn't work in the original game - the text existed for it but wasn't used - and the way it works is, as it triggers on you doing battle, and there is no guarantee you'll actually see the message later on (might be replaced by a trade offer etc) so the gold cannot be "queued" along the message and there isn't even a variable to store it, instead you get the gold after the battle that triggered the message - even though you normally only see the message after the turn ends. So basically you got the gold before they told you about it.
Also, noticed Necromancy, the problem was that sleeping units can't raise as undead. Likewise, possessed units are no longer yours so Necromancy has no effect on them. So it didn't work because the units died with effects that prevented creating undead. (the sleep part is an uninteded interaction, as it's a feature to prevent stealing enemy units with sleep+ghouls permanently for 15 MP each but as Necromancy also raises undead, it is affected. Sadly this means noncoporeal units also prevent Necromancy because they too cannot be raised, and of course those who die to irrecoverable forms of damage also don't get raised.)
I see, thanks for a great explanation!
I noticed that you are working on a new version where you can have more control over modifications to the game, looking forward to the results of that
Playing 6.01 and Holy Arms is useless if you already have Doom Mastery, shouldn't it work since you can cast Holy Weapon on a unit with Chaos Channels?
Sounds like it should work, yes.
I wish I remembered if this is intentional or not but there is a good chance it's not.
If anyone can find any older discussions about this, let me know.
AI attacked me with 8 strong units. I was defending with 1 spearmen. I Confused its level 3 Knight hero with artifacts and spells. I was controlling the AI hero. I fleed. I lost 3 fame apparently counting the AI hero against my fame like if I lost it. Logically wrong.
Does Necromancy work on all units that are not undead and not hero?
Fireball spell showed up twice for Spellserkers In Spellbook after my Wizard learned it.
Fireball spell displays 12 damage. Fire Ball spell of Fire Giant displays 10. Are these true values? Also, Fire Giant’s Fire Ball spell displays that “amount of damage depends on amount of power pumped into the spell”.
Phantom Beast displays 40 mana cost, but allowed for 35.
Pathfinding ground unit can’t move on enchanted road with 0.5MP on overland map. It uses 1MP. Pathfinding can’t find the path on a road and must use slower path?
Quote:AI attacked me with 8 strong units. I was defending with 1 spearmen. I Confused its level 3 Knight hero with artifacts and spells. I was controlling the AI hero. I fleed. I lost 3 fame apparently counting the AI hero against my fame like if I lost it. Logically wrong.
According to game rule logic it's perfectly fine. It was your unit at the time it died, so you lose fame for it and the enemy gains experience.
It does contradict common sense but common sense isn't logic in the first place, it's just an expectation, and in this case it's wrong.
In particular, from the perspective of actual in-game people who consider you more or less famous, they only see that the hero decided to aid your side and...died while under your command. They won't know if that happened because of magic or if that magic was temporal for a combat turn, all they know is a hero offered to work for you and you let that hero die while they were loyal to you that particular day.
(though if rumors start about your magic driving people insane, that isn't particularly good for your reputation either)
From a programming perspective, making Confusion return control of the unit at the end of battle before killing the unit is possible but difficult to do and not worth it. Also, it introduces inconsistency because if you take control of heroes with other spells, you will still lose fame and reverting control makes even less sense because those spells are not temporal during battle. (Creature Binding on chaos channelled heroes works. Don't remember if animate Dead works on them but probably.)
Quote:Does Necromancy work on all units that are not undead and not hero?
Pretty much yes but not on units that are immune to being raised as undead, so noncorporeal or sleeping units don't come back. (would be nice if they did but hard to justify the exception and even harder to implement it.)
Quote:Fireball spell showed up twice for Spellserkers In Spellbook after my Wizard learned it.
Unfixable or more like, not worth the many hours of work since it does no harm.
Quote:Fireball spell displays 12 damage. Fire Ball spell of Fire Giant displays 10. Are these true values? Also, Fire Giant’s Fire Ball spell displays that “amount of damage depends on amount of power pumped into the spell”.
It's 12. The spellability text is outdated. I'll fix it for the next update, same for the Phantom Beast.
Quote:Pathfinding ground unit can’t move on enchanted road with 0.5MP on overland map. It uses 1MP. Pathfinding can’t find the path on a road and must use slower path?
I assume the unit was also waterwalking. As the game internally treats "Noncorporeal = Waterwalking + Pathfinding", this is unfixable because non-corporeal cannot use roads and there is no way to tell them apart, it's the exact same set of movement type flags.
I have a game that crashes when it is ennemy's turn during combat. I can only move the mouse.
It is not related to spells as i have removed red's spells.
It is not linked to which units i attack on the map or wheter i am attacked during AI's turn.
It crashes in both 6.0.4 and 6.0.5 version of the game.
Much appreciated if you can push it to your bug list.
Also please let us know of the release date of caster of magic 2 and if larger maps will be available.
(September 12th, 2020, 15:44)Dopon Wrote: Good evening,
I have a game that crashes when it is ennemy's turn during combat. I can only move the mouse.
It is not related to spells as i have removed red's spells.
It is not linked to which units i attack on the map or wheter i am attacked during AI's turn.
It crashes in both 6.0.4 and 6.0.5 version of the game.
Much appreciated if you can push it to your bug list.
Also please let us know of the release date of caster of magic 2 and if larger maps will be available.
There is no release date set at the moment.
Yes, larger maps will be available.
Haven't had a crash like that in CoM I in ages, that's worrying. I'll investigate what's causing it ASAP.
Edit : I suspected a spell causing it but apparently it happens regardless of which AI I attack.
...wait. That hero. She has both the normal and super version of every single hero ability in the game, how did that happen?
...wizard data seems to be corrupted as well, you have way more than the maximal possible retorts.
Okay, here is the problem.
You edited this save file. One of the edits makes the game crash.
In particular, it's the spells : Your wizard has every spell in the game. That's not possible during normal gameplay and most likely there is an array or other variable somewhere that isn't allocated enough space for storing them all.
This was a known problem with AI wizards - give them all spells and combat will freeze. That probably was fixed but it looks like there is a similar thing for the human player. If I remove 3 combat spells from your spellbooks, the game is not freezing anymore.
I'm sorry but as this isn't a bug that can happen without using save game editors, I'll not investigate it further. Avoid having all spells and you'll be fine. Without cheating, it's not possible to own the 20 spellbooks necessary to have access to every combat spell in the game.