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Caster of Magic Release thread : latest version 6.06!

High Men are supposed to be weak against flying with Magicians as the only effective measure for that.
Not going to make giant spiders type normal units anyway, would take away the role of spiders.
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Erm, high men have both magicians and bowmen and priests. They are anything but weak against flying.
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idk, I usually have problems with that. These units are fragile and actually not that great against faster or also ranged flying enemies coming in larger numbers. Also, the main forces with the race tend to be melee - paladins, pikemen and now crusaders/knights.

Crusader will most likely stay, I found it a very useful and valuable unit.
Knights I haven't had a chance to try using yet so idk if they are needed or not.
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right. except high men magicians are still the single best ranged city unit (possibly best ranged unit period.)
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Found a funny bug. You can actually set your power distribution up in a way that one of the sliders is on a negative percentage through rounding. With 45 power base I have 23 MP, 23 SP and -1 RP production. (well effective RP is 0 but with a University I'm making 5 instead of 6. Which is what made me notice it, as I thought "hey I haven't raised University production to 6 yet, let's fix...wait, I did?")
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Hi there!
This is first post from me - and I must say this mod is very interesting, congrats about the good job Seravy!
Now I played a couple of games and noticed that if I find(in a ruin) a spell that I already know, the progress of my currently researched spell is lost. This seems like a bug to me, what do you think?
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I don't understand, you can't find a spell you already know. If you mean you find one you are currently researching then progress towards that spell is lost - you finished the research by finding the spell.
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(December 19th, 2017, 13:12)Seravy Wrote: ...you can't find a spell you already know.

I seems it is indeed possible, it was possible also in the 1.31-vanilla. And when that happens(rarely, but it's possible), then the current research is reset to 0 and you begin researching from scratch(very annoying when you have researched a rare spell for a long time smile ). You don't get a message that you found a spell you already know though, there is just no spell in the ruin treasure, only the other treasure items.
Unfortunately I don't have a reliable way to reproduce this problem. But since it happens so rarely it is no big issue for me smile.
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I've never seen this happen before and can't even image how it's possible. The procedure that picks which spell you find is completely rewritten, it cannot possibly have the same bug as the vanilla game. So if it does exist, the only way is if the spell you found got overwritten by another after it was picked but before you received it. Which spell was it?
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(December 19th, 2017, 15:37)Seravy Wrote: Which spell was it?

Sorry, but I don't remember and it happened very rarely. But if it happens again I will be sure to note it.

Also I have 2 other questions:
1. when starting a new game - taking 9 or 10 spellbooks in a particular realm gives 2 uncommon and no rare/very rare spell picks, while taking 8 gives 1 rare pick - is this intended?
2. when I cast "holy weapon" on a unit with magic ranged attack - in the unit's view top-right is displayed "+1 to melee" - does that mean that the spell gives +1 to hit only to melee attacks?

Cheers! smile
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