As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
CoM version 1.5.0, looking for a few testers

Updated Steam, and found the new version unplayable. 

I started a Draconian game, played a few turns, but if I opened my city and moused over the build settler option, the game immediately crashed.
Started a new game, moused over the build settler option, now it didn't crash and I could order to produce a settler, but after leaving the city interface, one of my settlers became black. Right-clicking on the black settler made the game crash.


Attached Files Thumbnail(s)
   
Reply

I can't reproduce this on the Steam version. try deleting the units.dat file for a refresh, or if that does not work, a reinstall.
Reply

(July 18th, 2023, 19:33)Seravy Wrote: I can't reproduce this on the Steam version. try deleting the units.dat file for a refresh, or if that does not work, a reinstall.

I did a complete de-installation in Steam, removed any and all residual files on disk (not just renamed them). I found and deleted a Master of Magic directory in documents/my games. That only contained launchersettings.config. I also found a Master of Magic directory in my other steam directory, but it only contained steam_autocloud.vdf . I deleted it anyway. I shut down Steam and restarted it. Installed the game fresh.

The first thing that's odd is that after re-installation, my favorite game settings (like Expert difficulty) are still intact. It is mysterious to me how Steam remembers. Perhaps some files in the Cloud? No idea how to get there.

I start a game with my usual settings. I start a Draconians game, the same game build as I described in my "Draconian Magicians rush" thread.

I go into my capital, ordered some settlers to build, then exit the city. And the game becomes corrupted, and one of my starting settlers becomes black as in my previous post. Ordering the Draconian settlers is an essential part of recreating the bug.

EDIT: found another Master of Magic directory in Documents/my games/shared . I deleted that one, too.
Reply

Had a crash related to settler as well in the early game when playing as Jafar Klackons. Hovering my mouse over settler to build one crashed the game. Reproducible bug on fresh GOG 1.5 install.  Here are the save files.

EDIT: I got a different bug as Sss'ra Dwarves, but it's still related to settler. Seems like a consistent bug.


Attached Files Thumbnail(s)
   

.zip   CoM Settler Bug.zip (Size: 45.66 KB / Downloads: 1)
Reply

Downloaded the save, didn't get any crashes playing with it.
Reply

However, Settler flags are still black when viewed from the building options menu:


Attached Files Thumbnail(s)
   
Reply

Confirmed. Settler previews cause the game to crash except on turn one.
Fortunately it's only the preview, the unit itself works fine.
I have no idea how this didn't crash the game before, or was the flag color fix a last minute addition?

I'll send the fixed exe file to Slitherine immediately.
Reply

Settler.cas does not apply to settler preview in version 1.5.0 which I think it is a bug.

Also, I found that sometimes perspective shift at the start of new turn, in early game sometimes pane at black unexplored area (which revealed to be other wizard's fortress after I using map reveal cheat). Is it intentional for perspective to shift to opponent wizard's city or is it a bug?
Reply

(June 21st, 2023, 13:50)Seravy Wrote: the NonHero flag is already included.
Picking the "normal unit buff" and "normal unit curse" spell groups should work for "Nonsummon".

Apologies for responding to such an old post, but what about excluding those spells from working on regular units? Like if I want to make a stronger version of Exorcise or Banish?
Reply

(July 24th, 2023, 08:31)Anskiy Wrote:
(June 21st, 2023, 13:50)Seravy Wrote: the NonHero flag is already included.
Picking the "normal unit buff" and "normal unit curse" spell groups should work for "Nonsummon".

Apologies for responding to such an old post, but what about excluding those spells from working on regular units? Like if I want to make a stronger version of Exorcise or Banish?

It's too late for that, 1.5.0 was already released.
I don't plan on adding new features in the near future.

If I decide to add it later, it should be part of a larger update that eliminates the "normal unit buff" and curse group IDs and adds "NonNormal" and "NonSummon" flags that are general purpose. That also requires updating all spell group IDs that used those groups and reading through all AI code to be sure those group IDs are not used for targeting or priority calculation.
Reply



Forum Jump: