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

Create an account  

 
Caster of Magic Release thread : latest version 6.06!

Might want to if it causes unrest. Seems bad to do so. I'd probably put in 'must have either cathedral or parthenon', although there are various cases where even with shrine it's worthwhile. But I would never cast it on a city with a shrine if a different city was available.


Also.. I hit the city cap. Literally the last city that could fit on Arcanus, and I can't build it! I'm so sad. At least, now that I know there IS a city cap, it makes me MUCH less annoyed that the AI is so bad at building cities - if they were good at it, there would have been 10+ spots that couldn't be built due to the city cap.
Reply

My opponent is casting Sanctify (via detect magic, seen on the magic screen).

However, when I try to trade him, I ask for war bears; and on the list of possible spells to give him, is Sanctify.
Reply

That's bad. Did I set the spell ID wrong? 8A and... 8A, that looks correct.
Is there a Divine Order in play? But even then this "halve priority" should be safe on zero. Can I have the save? Just to make sure he does have the spell or not.
Reply

Nevermind. Disenchant Area had Sanctify's ID on it so the AI used that instead.
Uploading the fix in 5 minutes.
Reply

Uploaded.
Quote:5.41d
-Fixed bug : AI casts Sanctify instead of Disenchant Area.
Reply

Found a few more issues. one small, one strange.

small one: in the hero level up notification, the "defense" line needs a space between the number and the word "Defense" (is this just because " Defense" is too long to fit in the allotted string space?)

weird one: found an unconquered node that had a road laid across it.  I'm not sure when this happened, so I attached both the current turn and the first turn save if you need them to debug this.


Attached Files Thumbnail(s)
       

.gam   SAVE1.GAM (Size: 151.96 KB / Downloads: 2)
.gam   SAVE6.GAM (Size: 151.96 KB / Downloads: 0)
Reply

Roads that are created from game creation, due to neutral cities that are connected by roads, can go across nodes - I believe it's something like the roads are determined before the node is? Or the road creation from neutrals doesn't look to see if there are nodes in the way?
Reply

Problem 1 : There was no room to add a space there as far as I remember.
Problem 2 : Not a bug, roads connecting neutral cities on the map when the game starts were never built by an engineer so nothing prevented it from going though a node. The game only checks for the straight line between the two cities being entirely on land. It's probably possible to add a check for lairs/nodes, but it isn't really worth the amount of work it takes.
Reply

The game sometimes makes the road even in the sea. Here is ench.road flag 0x10 without road flag 0x08. This time the generator stopped, but once I saw the entire road across the bay between two cities. But move costs are correct as if there was no road, game doesn't draw road on screen, so it's negligible.


Attached Files Thumbnail(s)
   
Reply

I'm getting irritated by the messages of 'you have armies next to our cities, I'm breaking the wizard's pact' when all I have is a single low-level unit sitting at a node (as it would otherwise be taken).

Can the AI be taught not to be threatened by a tiny force like a couple of spearmen?

Reply



Forum Jump: