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Caster of Magic II Bug Reports!

What's in your AI production script? (AIProd.CAS)
You can force the AI to build a building and doing so will ignore restrictions if you don't check for the race in the script.
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Oh, so I have to modify the AIProduction script to block them from making unwanted buildings for specific races? Understood.
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The exclusion of nodes for Wizard Pacts option doesn't work correctly. I got a Wizard's Pact with someone who had a town close to my node. He warned me of having soldiers near him, but I didn't see any pact icon on any of the armies I had. Finally he broke the pact, and I noticed the units on the node and realized what was happening.
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(November 30th, 2021, 00:31)Anskiy Wrote: The exclusion of nodes for Wizard Pacts option doesn't work correctly. I got a Wizard's Pact with someone who had a town close to my node. He warned me of having soldiers near him, but I didn't see any pact icon on any of the armies I had. Finally he broke the pact, and I noticed the units on the node and realized what was happening.


I can second this. Didn't know it was supposed to be a feature? But definitely a quality of life improvement if it worked correctly, because I've lost multiple nodes this way, wanting to keep the peace rather than continue garrisoning the node and thus breaching the Wizard's Pact.
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Added to my bug list.
Unfortunately version 1.3.1 was already sent in last week, so this has to wait.
I plan to start working on the next update around the second half of January unless there is a high priority bug.
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I edited Modding.INI in ver 1.30 for Blazing March to give 3 to Fire Breathing, but there's some interesting stuff going on there. It multiplies, permanently apparently. Not that Doom Drakes with Fire Breathing of 194 on the world map aren't amusing.

Other things in my modded game which I haven't checked in the clean version: Clairvoyance Earthquakes are usable until you get tired of clicking (or find your inner moral compass and hit cancel).
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I did not edit anything about Clairvoyance that I can recall (or exists in my modding changelog).
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(December 3rd, 2021, 09:55)Intaka Wrote: I edited Modding.INI in ver 1.30 for Blazing March to give 3 to Fire Breathing, but there's some interesting stuff going on there. It multiplies, permanently apparently. Not that Doom Drakes with Fire Breathing of 194 on the world map aren't amusing.

Other things in my modded game which I haven't checked in the clean version: Clairvoyance Earthquakes are usable until you get tired of clicking (or find your inner moral compass and hit cancel).

Did you change the cost of Earthquake to be high enough to trigger the Seismic Mastery? (I think that's not Clairvoyance's effect)

Added Blazing March to my bug list.
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I did! Earthquake mystery solved! I guess. ? Perhaps it shouldn’t trigger itself.
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Halfling, 10 Nature/Specialist/Conjurer, Fair 5 Opponents

I'm missing Seismic Mastery, Call Lightning, Colossus and Fairy Ring in my Very Rare Spell Research List. All spells researched except for Spell of Mastery. 

10 books in any school guarantees eventual research of all associated spells for that school, right?
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