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Caster of Magic II Bug Reports!

Wave of Despair is poorly balanced imo, it mostly exists to force you to attack Death wizards with either Cold Immune or large stacks. I personally think its damage could be lowered a tad, or it could be turned into an overworld damage spell that either rolled a resistance check with a hefty penalty, or did irrecoverable damage.
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I agree that Wave of Despair is poorly written in English (confusing), it does not do what it says (bug), and is overpowered. I made numerous tests and was never able to understand why it performed the way it did.
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Using SOLY for modding doesn't seem to work.
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There seems to be a hard limit for the number of Unit Icons you can post (UxXXX.png) The max is ux500. Any beyond that crashes the game on loading. I will have to go back and actively reduce the number. Have to be more creative in how I assign the Unit Icons... ... .

If there will be a new patch in the future, please increase that limit. (Preferably unlimited, but that is asking for the sky.) Its a pity though, I have yet to go through the Spell list and put in a few more Spells I have in mind... ... .
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Question: does Ruler of the Underworld affect more than just the casting wizard? The description doesn't say so.
Ruler of the Underworld: All of the wizard's units have Wraith Form during battle. Magical, Mithril or Adamantium weapons of enemy units do not bypass weapon immunity while this spell is in effect.

See attached screenshots. I'm the blue wizard attacking the yellow wizard, and the battle info says Ruler of the Underworld is in effect. But neither I nor the yellow wizard has Ruler of the Underworld active. However, the purple wizard (not involved in the battle) does.

Link to the save game: https://we.tl/t-ZXAerbHsBV


Attached Files Thumbnail(s)
       
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It's just how the game treats globals. They are in effect everywhere, regardless of whether the caster's armies are involved or not. Some with more specific effects get relegated to being displayed under their wizard, but most others just show up in all battles, even when they have no actual effect.
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I had the following bug:
I have finished cast create artifact and in the next turn when I was supposed to get that artifact, I did not get the the artifact window and whenever I clicked on the items button, the items screen would not open. when I saved and reload the game, everything worked fine, but without the artifact that I have created,
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When using custom animation from anim.ini on combat spell. Game crash at the end of animation. This occur on both -1 (iceball animation made by Seravy as demonstration) and -2 (my newly created one). At first I think I did something wrong but as it also occur to one that Seravy made as demonstration, so I think it is a bug.

This occur in both version 1.5.2 and 1.5.3
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(December 17th, 2023, 22:25)mewcatus Wrote: I believe this is a bug.

From the Scripts.txt

SETCITYDATA C,V,N

Sets a custom city variable on city C, in the Vth slot, to the value N.
Valid variable slots are 1-100 and the variables can only contain integer values.

For the above function, only variables 1-8 works. Beyond that it crashes. 

E.G. 

CSOLX = 1;
CSOLY = 2;
CSOLPlane = 3;
CKCityEnforcer = 4;
CKCityRefiner = 5;
CKCityCaretaker = 6;
CKCityProducer = 7;
COCTiles = 8;
COCitySmuggler = 9;
COTaskmaster = 10;
COOppressor = 11;

Any variable I created beyond CoCTiles and try to interact with it crashes the game.

I checked the source code and the custom data array is declared correctly to be 100 integers. Maybe there is a different problem in the script?

Quote:The only active unit in this save file, a longbowmen, isn't healing from turn to turn. I'm not sure why.

Hmm, it won't let me attach the file as .sav or .zip. Here's a link to the file on onedrive.
https://1drv.ms/u/s!AgQLiwzEwwTox-84TKis...g?e=fZbpqg

Edit: Weird. Several turns later (Sept 1513), the longbowmen recovered a HP (a figure).

This happens when a unit has a buff for maxhp, loses that buff, but had more damage than the new, lower hp allows. While the unit stays alive with 1 hp remaining, the excess damage doesn't disappear and heals before the visible hp.

Quote:Happened to me again just now, and moving the saves and COM.set fixes it.
Sounds like either the save files or the COM.set file are from an older version of the game, as far as I remember, only saves from 1.2, maybe 1.2 and above are compatible with the current version.

Quote:Naga magic ammo does NOT get lowered per Aether Sparks' description.
Confirmed, it's a bug.

Quote: I have try save game before this happens but I could not replicate the bug (he said problem occur during copy/move process outside the game).
Sounds like random data corruption. Cosmic rays and cpu errors sometimes do that but it's extremely rare. Or maybe his SSD is getting old.

Quote:You can build a number of road tiles with a couple of engineers and a cavalry with cloud walking,
As far as I remember that's an intended feature.

Quote:Question: does Ruler of the Underworld affect more than just the casting wizard? The description doesn't say so.
Yes. Only the caster receives Wraith Form but units for everyone else (possibly excluding allies, I don't remember) receive the second part of the effect (loss of magic weapons).

Quote:I had the following bug:
I have finished cast create artifact and in the next turn when I was supposed to get that artifact, I did not get the the artifact window and whenever I clicked on the items button, the items screen would not open. when I saved and reload the game, everything worked fine, but without the artifact that I have created,

This sounds like an UI priority and display order issue, what other UI elements were activated at the beginning of the turn that could have suppressed or delayed the display of the "received item" window?

Quote:When using custom animation from anim.ini on combat spell. Game crash at the end of animation.
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When I set Maxherolevel below 4, Heroism can no longer be cast on regular units (even recruits), giving the error message "unit already has that property". Just a guess that Maxherolevel is being used instead of Maxunitlevel somewhere in the program.

As for why I set it lower, I was thinking about the recent thread about whether the game would be better without heroes. Limiting their max level seemed like something to try instead.
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