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Caster of Magic II Bug Reports!

It seems that an excessive amount of vials is generated when the "Treasure Impact" is on. I've played several games and cleared most of the lairs/towers and in some games received absolutely no items at all, in others very few. Books, retorts, mana and money seem to be generated fine: just all the items seem to be replaced by vials. Playing on advanced/expert difficulty, fair size and about 7-9 opponents. Any ideas/suggestions to what might cause and how to fix it?
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Hi, I am getting a really unusual crash here.

It is not triggered by any of the scripts I modded, but occurs directly at the end of "Start turn process ENDED ". Below is the last line before the crash.

City Walls priority =2
Cannae started producing Shrine
Naples progresses production by 36
Capua progresses production by 22
Capua produced Stables
Settler wanted input :0
Settler wanted output :0
Building chosen!
Barracks priority =9
Fighter's Guild priority =9
Ship Yard priority =0
Magic Market priority =30
Sage's Guild priority =0
Alchemist's Guild priority =43
Shrine priority =7
Marketplace priority =20
Forester's Guild priority =4
Builder's Hall priority =10
Miner's Guild priority =7
Monument priority =-5
City Walls priority =9
Capua started producing Alchemist's Guild
Processing city spell effects
Refilling unit movement
Checking AI retire
Rolling for a Mercenary offer
Rolling for a Hero offer
Rolling for a Merchant offer
Start turn process ENDED

   

The Crash to Desktop occurs immediately when the Trumpet sounds for the event goes off, so I think that its because the Sorcery Conjunction Event deactivates. Just a theory though.

Since its a modded file, I attached the Data file and the save file below.
Data File
https://drive.google.com/file/d/1TYpsaCk...drive_link
Save File
https://drive.google.com/file/d/1DzODhwg...drive_link

Okie, I found out what is the error, turns out, you cannot allow the hero to level up via the gainexp function in OverlandTurn.CAS. 

I got a working theory: Gaining exp is fine, but if your heroes earn enough exp to hit the next level, the trumpet and probably the level up User Screen is trying to play, but your turn has already passed. So it is trying to display that screen with that trumpet sound as the indicator on the enemies turn, which is obviously incorrect. 

You can easily see this happening by commenting out gainexp functions in OverlandTurn.CAS, then the crash completely disappears.

: Unit is in the city :
IF (C>0) THEN
{
CityPop = POPUNITS©;

: Unit below Max Level :
IF (State=0) THEN
{
: GAINEXP(U,CityPop); : ====> Line 3542 comment this out

IF (HOMERACE(W)=8) %AND (CITYRACE©<>8) THEN
{
: GAINEXP(U,2*CityPop); : ====> Line 3546 comment this out

HMGoldTax = HMGoldTax + %I(2*CityPop/5);
}
}
: Unit at Max Level :
ELSE
{
HMGoldTax = HMGoldTax + %I(CityPop/5);
}
}

Good to know, better now then never. This is one of those VERY niche cases whereby, unless it happens even once, I would never have known. Still going to have to rework how experience gain works, (Can't let it happen at the end of an overlandturn, in case it triggers the levelup process)
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The linked save crashes 100% repeatably.

Load the save. Attack the keep with the selected hero. Once you win the battle, the game crashes.

The forums are refusing to allow me to upload the save. So I linked it instead: https://www.thuejk.dk/keep_crash.sav

I made a trivial mod to increase the max number of books allowed to 50. I suspect that the crash might be related to me reaching 50 books. https://www.thuejk.dk/keepcrash_MODDING.INI
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(April 8th, 2024, 13:30)Thue Wrote: The linked save crashes 100% repeatably.

Load the save. Attack the keep with the selected hero. Once you win the battle, the game crashes.

The forums are refusing to allow me to upload the save. So I linked it instead: https://www.thuejk.dk/keep_crash.sav

I made a trivial mod to increase the max number of books allowed to 50. I suspect that the crash might be related to me reaching 50 books. https://www.thuejk.dk/keepcrash_MODDING.INI

Didn't crash when I tested it in 1.5.4 yesterday. But without your mod I guess I wouldn't have have gotten a book (and a resulting crash) anyway. (Also, game crashed at startup when switching to the alternate ini file.)
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A hero equipped with a stoning weapon cannot attack flying units, is that a bug?
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(April 9th, 2024, 14:43)TGMBarak Wrote: A hero equipped with a stoning weapon cannot attack flying units, is that a bug?

This is not bug, stoning touch and all other touch ability do not grant ability to attack air, only thrown, breathe, and gaze would.
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When I do a goto into a tile in the fog of war, and there is an unseen rival unit on the target tile, my units will attack them. If I have a treaty I will get a warning, but if I don't have a treaty and isn't at war, I don't get a warning.

It would be much better if the game remember that the goto was not meant to target a unit. So the goto was merely cancelled in that case, instead of unintentionally starting a combat. Which will often result in the other wizard declaring war on me.
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(April 9th, 2024, 06:10)belated Wrote:
(April 8th, 2024, 13:30)Thue Wrote: The linked save crashes 100% repeatably.

Load the save. Attack the keep with the selected hero. Once you win the battle, the game crashes.

The forums are refusing to allow me to upload the save. So I linked it instead: https://www.thuejk.dk/keep_crash.sav

I made a trivial mod to increase the max number of books allowed to 50. I suspect that the crash might be related to me reaching 50 books. https://www.thuejk.dk/keepcrash_MODDING.INI

Didn't crash when I tested it in 1.5.4 yesterday. But without your mod I guess I wouldn't have have gotten a book (and a resulting crash) anyway. (Also, game crashed at startup when switching to the alternate ini file.)

Ah, it doesn't crash for me either... after I upgraded to version 1.5.3. I had expected GOG's launcher to automatically upgrade me to the latest version, but it didn't.

I see that there is some stuff about this being an unofficial version in some way? I am not following the scene that closely.
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I cleared an undead tower (only one remaining, near the wind mage), the next turn monster related to that tower appeared even though no one casted call the wild, is that a bug?
attached related files.
https://drive.google.com/drive/folders/1...sp=sharing

Edit: this tower continues to generate monsters in the next 1-2 turns, although it's cleared and call the wild was not cast.
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The safe flee does not trigger when both a flying and an outspeeding unit are present in a lair, even though the live monster count is lower than 4, more than 12 turns have passed, and they have no chance of catching up to them.

[Image: BKcDqev.png]
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