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Combat Windwalking bug |
Posted by: Seravy - November 25th, 2015, 14:00 - Forum: Master of Magic
- Replies (8)
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I noticed today that a unit cannot be attacked by melee. I suspected a bug with fly, or invisibility, but after dispelling all but windwalking from the unit and still being unable to attack, I turned to tweaker to make sure no hidden fly or invisibility status is on the unit, and there was none indeed, but I still couldn't attack it. Then I turned off the windwalking on the unit directly from the tweaker, and I was able to attack the unit! I also found that I'm able to attack it with flying units, only walking units can't.
I thought Wind Walking isn't supposed to grant flying in battle, and it correctly does not do so...yet I can't attack the unit as though it was flying!
Is this a bug? A feature? Do I need to fix this or just improve the help text?
Also not sure if this applied to the natural ability too or only the enchantment.
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Windwalking bug |
Posted by: Seravy - November 22nd, 2015, 12:03 - Forum: Master of Magic
- Replies (2)
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I've found what causes that bug where units reactivate when a windwalker enters or leaves their tile.
To put it bluntly, that's windwalking's main effect. Units stacked with a windwalker always have a minimum of 0.5 movement left and stay active, as long as the windwalker itself is active. Windwalking does not let units ignore the movement costs, they do not get "carried". Instead when they would run out of movement points, if the windwalker still has movement left, they stay at 0.5 points so it looks as though they were moving for free when they weren't. If you have 2 windwalkers in the stack you can easily notice this, as the slower one will run out of movement and be unable to follow.
I don't think this can be fixed, if I remove this "reactivation", units stacked with the windwalker will stop being able to move more than their own movement allowance because they run out of movement points. Although, if they move all the way in one go instead of cell by cell, they can stay together, because the movement is only subtracted at the end of it.
Which do you think is better
-Units getting reactivated by windwalk, the original bug
-Units not being able to move as many as windwalk would allow if not moving in one go without stopping?
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Unusual bug (unpatched game) |
Posted by: CaptainPedant - November 21st, 2015, 14:03 - Forum: Master of Magic
- Replies (3)
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Just got through a game in which I'd focused on mainly Red and picked up a single White and single Green book during the course of play. Towards the end - and by then I had 11 Red books - I suddenly saw Sky Drake (sic) appear as a research spell. I duly researched it and the game continued without crashing until a successful conclusion. I never did get Great Drake offered, though, which was a shame as by then I had 80% discount on Red summons. Still, the one Sky Drake I whistled up, albeit at only 25% off (Conjurer), promptly won the war out of hand so I couldn't really complain.
Just an oddity that didn't materially affect game balance.
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Bug : Hero slot already in use getting reused |
Posted by: Seravy - November 20th, 2015, 16:40 - Forum: Master of Magic
- No Replies
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As the title. I have a Beastmaster hero which is still alive, although I have long since forgotten about her (she is patrolling in a town). However, her hero slot now has a different hero in it, which causes her name to appear as that other hero as well.
I've checked the game and at least this much is certain :
-This happened in the early game. I still had open hero slots, when a new hero has replaced her in the slot. The unit cap shouldn't have been reached either. The save file I have is November 1407.
-I never used Summon Hero or Summon Champion in the game, so the new hero came from either a lair or as a random mercenary.
-I've checked the code for both lair heroes and mercenary heroes and found no bug sources, and no changes were made to these by me either.
-I never looked at the hero screen so I have no idea if the slot was full or empty when the bug happened. However, from the above two, I conclude that the slot was probably marked empty by something.
-At this time I have already defeated a wizard. The wizard had a living hero when this happened. The hero was standing over water and had an item equipped which had wraithform.
I've looked into the procedure that kills units, and at least this much is sure :
-Dead units are marked as "owner=-1" and cleaned at end of turn. Hero slots related to them are set empty when they die. At end of turn it's reduced by one (not set empty, probably a bug) but by that time the slot isn't pointing at the dead unit so this code won't do anything I guess. Items are removed and deleted from the hero when it dies.
-If a unit that's already dead is killed again (not sure if that can happen, but I would think so, unless every source of death checks for already dead units separately), the death procedure runs and most likely sets wizard -1's hero slot to empty, which will corrupt memory somewhere.
-Since the hero died and lost the wraithform item, there is a chance that it died again at end of turn for standing over water, prior to getting cleared permanently from the array and triggered the above problem. Which shouldn't have cleared wizard 0's slots however.
Anyway, what I would like to ask, did anyone experience heroes that were still alive while their hero slot was shown empty? If yes, when did it happen?
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[Spoilers] Plako loses the thread |
Posted by: plako - November 20th, 2015, 03:43 - Forum: EitB PBEM XLVI
- Replies (24)
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Just opening the thread. I'm pretty clueless about Mastery era so basically just gonna be picking something and hopeing that it ends up being the right choice. When most of the tech tree has already been covered there are plenty of cool toys for pretty much every nation+religion so this should be fast and furious game.
Bob seems to be higly supporting infernarls/mercurians in the games so I guess he has a plan involving either of them. Maybe I should check their specialitis a bit closer.
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Warhammer 40k: Conquest |
Posted by: Bacchus - November 19th, 2015, 17:50 - Forum: The Gaming Table
- No Replies
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I have been playing this a bit recently with some enjoyment and wondered whether anyone else at the site has come across, given that there is usually quite a bit of interest towards card games here.
Not a particularly high-profile game, released in 2014 (or was it end of 2013?), but an interesting one. A lot of subtle mechanics on one hand, a fairly streamlined gameplay process on the other. In contrast to most card games, rather than beating down each other's faces (capitals, servers, houses), here the players aim to win control over planets, all neutral at start, by winning battles at them. The game proceeds over a maximum of 7 turns, and each turn one planet comes up for a decisive battle — whoever wins the battle, wins the planet. Effectively, one planet is one round, and the race is to win three rounds, but then you have a lot of novelties which make this first-to-three process a bit more dynamic:
1. Capturing a planet yields up to 1 victory points in each of three different victory categories, the win condition is to have 3 VP in the same category. The are 10 planets in total, only 7 come out in each particular game, and there are only three planets which give a VP in each of the three categories, three more planets give a VP in two categories and four planets give a VP in a sole category. In other words, if the first four planets are: (red), (blue), (green), (red, blue, green); then winning the fourth planet is as good, in terms of VP only, as winning all the previous three.
2. Each turn one battle will happen at one planet that is decisive -- with the winner of the battle capturing the planet and getting the appropriate VP, but battles can also happen at other planets in the same turn. These battles won't lead to planet capture, but can be instigated tactically, for example to trigger a confrontation whilst you still have an edge, to destroy troops in advance of the decisive battle.
3. The mechanism for deciding where the battles are fought is neat and tied into other key game aspects in an elegant way. Each player has a warlord, a special unit which starts play on the board and is quite powerful, usually with some colourful ability, like this:
Warlords "live" in a player's headquarters area, and each turn the player must commit the warlord to some available planet. Wherever at least one warlord commits, a battle happens. Where no warlord commits, even if there are troops of opposing sides present, there is no battles. If a battle does happen, it will proceed until troops of only one side are left at the planet. Unusually, this doesn't mean that the losing side's troops will necessarily be destroyed, they can also retreat to headquarters. Any troops that do end up in headquarters, will commit to a planet next turn together with the Warlord. Warlords themselves return to HQ every turn, but troops tend to stick to the planets they are sent to, at least until a battle happens there.
All of the above creates a nice strategic framework for an otherwise fairly straightforward card game -- units deal damage to each other, there are card effects which manipulate the game state in various ways, etc.
Resource generation in the game is also quite neat. There is a basic income of 4 resources (mana) each player gets per turn, and a basic draw of two cards. Additional stuff is yielded by planets, through exerting command over them. Command is exerted by units, but through a separate command rating, which is independent of their combat stats. You get something like an RWS dynamic in that players are driven to deploy command units to planets to gain income, but that motivates the opponent to deploy battle specialists and trigger a battle to kill off the command specialists, which in turn frees up the other player's battle units to concentrate on the decisive battle and capture this turn's planet for VP, and so on.
The game is fairly reasonably priced, and there is an active community on OCTGN, a sandbox card game engine, which has an appropriate module.
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Finding retorts in lairs |
Posted by: Seravy - November 19th, 2015, 14:47 - Forum: Master of Magic
- No Replies
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This has a few bugs, so I thought I'd mention them :
-Infernal Power and Divine Power have checks for not having the opposite realm books. However, this is located in the single-pick branch of the code. As these are double pick retorts starting from 1.31, I assume this code never takes effect.
-Nature, Chaos and Sorcery mastery, as well as any other retorts with books requirements ignore those.
-Famous grants +10 fame when found, but it's also located in the single-pick branch and yes it also has been changed to cost 2 picks in 1.31 so this will most likely not activate either.
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Veterans Pitboss Setup Thread |
Posted by: Commodore - November 19th, 2015, 14:45 - Forum: Pitboss 31
- Replies (227)
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Rules, what few there are:
Quote:Q1: Unit Trades/Gifts
b.) banned - 7
Q2: Map Trading
b.) Banned/Off
Q3: Espionage
b.) Active Missions Banned always
Meta Game Settings:
Q4: Mod
c.) RtR 2.0.7.4, (only significant changes from 2.0.7.1 are super Mercantalism, buffed Pro, and active spy missions disabled, but see the espionage setting below)
Q5: Diplo Rules
b.) AI Diplo ("signaling" allowed; still cannot communicate by renaming units or cities, spelling things out with city names in trades, etc)
Picks:
See Starts Before Picks: Yes
Q6: Civ/Leader Pick Method
d.) Single Draft - (we each get 3 random combos to choose from)
And of course, don't be a tool/double move/etc, etc.
Roster:
Commodtay
TBSGJ
Old Harry
Pindicootator
Mackoti
REM(Gavagai)
OT4E
2metraninja
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