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Caster of Magic II Bug Reports!

in case it's a memory leak, the way to clean the memory is to save the game, restart the COM application process, and reload the game. after a number of turns if un-freed memory continue to accumulate, just save, restart the app and reload the game.

If restarting and reloading the game doesn't fix the issue it means that it's not a memory leak and probably it's just a heavy load because of so many units.
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1. HM+1 racial unrest is displayed for High Men. But they actually rebel +2 under their own leadership. Fix the display or lower their unrest to match it.

2. When after I successfully cast Dispel Magic on my unit that has Black Sleep it could not move in the same turn. Surprising, unintuitive, and not written anywhere. Intended feature? They benefit from other dispels immediately, such as dispelling Weakness, etc. I recommend making Dispel consistent and document if the effects are not immediate.

3. Is it impossible to dispel my own Black Sleep spell on an enemy unit? Intended feature? I tried 6 times and always failed.

4. Does City Wall bonus apply to the unit when attacking? This should be written on City Wall icons both on unit and building.
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(March 20th, 2024, 11:41)JustOneMoreTurn Wrote: 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.

Heroism targeting checks experience required to level 4. However EXP requirements are only read up to the highest allowed hero level which means there was an inherent assumption here that max hero level>=max unit level. I should fix reading the exp table to use the larger of the two numbers (and hope this assumption doesn't appear elsewhere in the code)

Quote:It seems that an excessive amount of vials is generated when the "Treasure Impact" is on.  Any ideas/suggestions to what might cause and how to fix it?

It's affected by VialsY in modding.INI. The amount of vials should be increased by the same amount as books and then scaled by this value.
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Quote: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.

Your heroes can gain experience from combat during enemy turns when they attack you, and the hero level window should appear after those battles as far as I remember, so this theory should be wrong.

Any possibility the exp was given to an invalid unit? Or your hero or hero related modding data has some sort of problem that makes displaying the level up window impossible?

Considering heroes can also level up from gaining exp at the end of turn from other sources, and the game progresses through the end of turn process fine, it also seems unlikely the exp given is the problem, more likely the contents of the level up window being displayed itself.
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Quote:A hero equipped with a stoning weapon cannot attack flying units, is that a bug?

No, that's normal. The weapon grants Stoning Touch, not Stoning Gaze.

Quote: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.

I got no crash when I loaded the save without the mod. However even if I changed the INI to 50 books, I still didn't get a crash.
Meanwhile, your modding.INI contains
"TreasureRareSpell=0", instead of TreaSepll.cas, are you absolutely sure you have a 0.CAS script file to rename it like that? Looks like you edited the wrong line by accident to me.

Quote:It would be much better if the game remember that the goto was not meant to target a unit.
It has no way of knowing that. If you click on a city, you probably intended to attack, even if you didn't see units. In case of a node, probably yes, but maybe not. If the units were invisible, that's another similar case.
This is one of the possible cases enemy wizards refer to as a "wizard pact prevents accidental conflict". Explore more carefully or make pacts to be safe. (saving and reloading also works if absolutely necessary)

Quote:I see that there is some stuff about this being an unofficial version in some way? I am not following the scene that closely.
The publisher told me to post them on the forums as the game is pretty much complete (this is what I told them beforehand as it's the truth), and it's probably not worth having their staff work on creating official patches for minor bugs that only affect a very few modders. They put a lot more work into creating patches than simply uploading the files, afterall.
On my side, I do consider the game complete and nowdays only check the forums a few times a year and fix bugs only.
But other than where the patches get posted, it's still "official" in the sense they patches are still coming from me.

tl;dr version The game reached the point where it wouldn't normally get updates anymore but as it's a hobby project, I put in a bit of extra work every once in a while anyway.
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There is no tooltip when right click "City" botton. it showing tooltip for "Info" instead.
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(May 13th, 2024, 09:23)GMBarak Wrote: 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.

Confirmed, looks like the "don't generate when less than 4 lairs are left" condition is only checked after turn 120 to avoid it triggering when the player plays on a very small map that had very few in the first place. So it still attempts to generate when zero are left.
However, monsters being generated from the last few spots over and over again is probably wrong either way, regardless of turn counts it's unfair towards the player whose area has the last one or two of these.
I'll get rid of the turn count on this.

Quote: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.

Each condition is checked on an army wide basis, mixing the two types of safe fleeing (flying or speed) has no effect. This would require redefining the rules.

Quote:Holy Weapon only buffs the To Hit of Thrown and Breath attacks when cast out of combat, not within, making it considerably worse as a combat spell. This doesn't seem intentional.

I don't see what could be causing that, the code checks for the generic enchantment flag correctly, not the overload one.
Also I only see a buff for thrown, not breath attacks, which seems intended. (breath attacks don't use a weapon)

Quote:There is no tooltip when right click "City" botton. it showing tooltip for "Info" instead.
Will be fixed in the next update.
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Quote:It looks like Zypher found a rare bug in COM4Win: If an AI wizard gets banished while casting “Summon Champion”, the hero may end up among the player's units causing some weird game behavior and a small risk for crashing to desktop.

That does sounds pretty rare yes, as it would require a banished wizard to get a turn and successfully cast a spell other than the Spell of Return somehow.
I can confirm the hero offer for hire code immediately exits for banished wizards, so that can't be the origin of the problem, however wizards immediately have their "currently cast" spell to Spell of Return as well.

If the spell already cast but not resolved for the current wizard would be the culprit, that would mean the wizard somehow manages to get banished during their own turn which is also impossible.
It also shouldn't be possible to fail casting the Spell of Return unless the mod somehow affects spellcasting (not sure if that's even possible to do though did I ever implement effects to counter spells?).

I'm going to need to test this, please post a download link to the correct mod version and save file (the turn when the summoning spell is being cast), also to save time, please confirm the banished wizard really is casting a summon champion spell (by using Detect Magic).

Quote:Another thing I noticed is that mercenaries from races added by a MOD can be from the other plane before the towers break. Personally I don't mind it, but it's certainly unintended.

Confirmed, the mercenaries still looked at the original hardcoded race planes instead of the proper race data from the modding file. This will be fixed in the next update.
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Quote:Version 1.5.4, I try to use GETCITYDATA to record farmer pop number or food number from ecofood.cas to use in ecogold.cas. For some reason, the function is not working properly. Number transfer from one script to another is not correct, and it also not update too. It keeps report number 2 except when I set it with integer or command, it could not report proper value set as factor reference.

I think there must be something wrong with SetCityData and GetCityData function, it could not retrieve accurate value. I have tried it several times and pattern of error seem like random for me, or it recalls wrong city ID.

I don't remember the exact order of dependencies but Unrest, Minimal Farmers, Farmers, Food and Gold do depend on each other as the game rules require it and the functions that calculate them call each other, some of them even more than once. So you might be reading and storing data through these scripts in an order different from intended.
I don't see any specific problem with the script functions themselves. Try logging the data you read/write and you might find where it goes wrong and which calculating function calls which other(s).

Quote:1. HM+1 racial unrest is displayed for High Men. But they actually rebel +2 under their own leadership. Fix the display or lower their unrest to match it.

Races.INI says it's +1 though.
[8]
Unrest8=1

Quote: When after I successfully cast Dispel Magic on my unit that has Black Sleep it could not move in the same turn. Surprising, unintuitive, and not written anywhere. Intended feature?

Immobilization effects are not movement speed debuffs. They make the unit skip their turn(s) entirely. Dispelling can't retroactively recover a turn that was already skipped, it can only prevent the debuff from making the unit lose any further turns.

Quote:3. Is it impossible to dispel my own Black Sleep spell on an enemy unit? Intended feature? I tried 6 times and always failed.

Yes, it's impossible and it's intended. In general you can't use Dispel Magic and similar spells against your own spells. You can only cancel them directly by clicking the enchantment however that feature was never requested or implemented for combat spells as they are temporary anyway.

Quote:Does City Wall bonus apply to the unit when attacking?

If all other conditions are met, the walls should apply defense against counterattacks performed by enemy units when you attack them, as counterattacks are still a type of attack.
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“Races.INI says it's +1 though.
[8]
Unrest8=1”
Do you mean that it is a bug you don’t understand why it happens?

“Yes, it's impossible and it's intended. In general you can't use Dispel Magic and similar spells against your own spells. You can only cancel them directly by clicking the enchantment however that feature was never requested or implemented for combat spells as they are temporary anyway.”
Hereby I request an option to turn it off. I had a situation I wanted that to happen so I can raise it as undead.

“If all other conditions are met, the walls should apply defense against counterattacks performed by enemy units when you attack them, as counterattacks are still a type of attack.”
Then please add the text to both the building and the unit’s icon to make it clear to players.
Thanks.
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