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Caster of Magic II Bug Reports!

Yes it only protects against magic, mithril and adamantium weapons on regular units, and yes, it's quite weak for its tier, though a cool global.
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(January 29th, 2025, 21:41)Anskiy Wrote: Yes it only protects against magic, mithril and adamantium weapons on regular units, and yes, it's quite weak for its tier, though a cool global.

Cool global effect but should definitely be reworked or moved down in rarity - Working against regular units at that phase in the game is meaningless since the opposition employs mostly fantastic units and ranged spell casters.
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(January 20th, 2025, 01:46)Anskiy Wrote: The river tiles in vanilla CoM's tileset are buggy. When moving left to right, they suddenly vanish!

[Image: CXsduKF.png] [Image: JveOHE8.png]

This was supposed to be fixed in 1.5.8, is it still broken?

Quote:I have been into Modding map tile recently as I try to port map tiles from Civizard (PSX) to CoM2 by replacing Legacy tile set as I could not replacing original Seravy tileset that inside exe. I end up found that some river mouth have weird blue sea patch overlay over the map tile that I could not find where it is actually coming from. It is in place where river mouth is actually is and seem it could only be noticable when tone of the sea color change from vanilla to something else. Is there any way to remove or fix this? And is there anyway to mod coastal animation to occur on all coast instead of just corner tile?

I remember that being a procedurally generated workaround for River Mouths not matching the edge of the land perfectly and getting cut off midway or something. I no longer remember if that workaround was necessary for the CoM or the MoM tileset though but considering it appears there, probably the latter. Either way you won't find that anywhere because it is procedurally generated one pixel a time.

Edit : yes, it's a workaround for the original MoM tileset's bugs. Not every possible combination of shores and incoming rivers had a proper tile graphic so for those which don't, the river mouth has to be drawn on top of the normal shore tile manually.
As far as I can tell the problem exist on that tileset too, the river would not be connected to the ocean on that tile.

Quote:Custom animation from anim.cas now crash again in version 1.5.8. Saravy, If you want test build, I will make one for you.
Yes, please.
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(February 8th, 2025, 10:51)Seravy Wrote:
Quote:Custom animation from anim.cas now crash again in version 1.5.8. Saravy, If you want test build, I will make one for you.
Yes, please.

Here you are.

https://www.mediafire.com/file/lhrbjumpp...st.7z/file

Spell that using custom animation are...
Ice Comet (Nature Rare)
Corrosive Blast (Chaos Uncommon)
Incinderate (Chaos Rare)

Slinger seem to insist that his latest build Waterball (Sorcery Uncommon) which has the same animation as my Ice Comet is working fine on his side but when I test his mod, it crashs upon end of animation as well. and picture below is result of my test on his mod.

   

Instead of custom spell animation, Slingers seem to insist that on his side it is custom ammo/range attack animation that crash the game for him. I could not replicate his bug as I have already used custom missile animation without problem.
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o_O

Hadriex as a wizard, I like that.
omg so many spells.
...maybe I should start playing these mods myself.

Okay so I tested it and the game did not crash after casting Ice Comet on a Guardian Spirit.

However the game did crash if I enabled 30 FPS mode. Do you have that turned on?

btw it's probably also worth mention the frame data in anim.ini assumes 30fps so it's "30=1 second" not "60=1 second".
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(February 9th, 2025, 17:21)Seravy Wrote: o_O

Hadriex as a wizard, I like that.
omg so many spells.
...maybe I should start playing these mods myself.

Okay so I tested it and the game did not crash after casting Ice Comet on a Guardian Spirit.

However the game did crash if I enabled 30 FPS mode. Do you have that turned on?

btw it's probably also worth mention the frame data in anim.ini assumes 30fps so it's "30=1 second" not "60=1 second".

Yes. I did turn on 30 FPS. Thank you for identify the problem. I set it into 30 fps due to my port of Civizard tile has animation that is too quick if FPS is high but look like I would have to accept 60 FPS for that.
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Edited: sorry, I did not realize that by comment at the end of line in units.ini lead to disable the whole line.
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Hi Seravy & Everyone,
suddenly my CoMfW playthrough started to crash - up til now it was working perfectly fine and I'm already several hours into it (May 1512), only two wizards remained from the original 6. When I press Next turn the game either crashes immediately or in another savegame it crashes once I try to select a new spell to be researched (no matter which one), always with the same error message, 'An unhandled exception occured, contact the administrators etc'. If I load an earlier save, that seem to crash as well, it doesn't seem that eg. something would happen in an exact turn that causes it, earlier save = earlier crash.

I tried to delete the files Seravy mentioned in an older Steam forum (Com.Set, Window.INI, Savename.ini, HOF.set, items.dat, spells.dat, and units.dat), same result. It was perfectly fine yesterday and I finished 2 playthroughs already without any issues. I do not use any mods and am using the Steam version "1.05.02 (2023.08.26.)". I tried to have Steam reinstall it, issue still persists. Could you please help? I uploaded my save (7.zip), but please let me know if any other info / file is needed. Too bad as I'd finally be able to play a few hours this weekend. frown

Update: I did some research on the error message and in one of the posts a player claimed not letting an AI wizard capture one of his towns helped - I tried this and indeed the issue did not occur. Nevertheless I'm leaving the save game and the post here, maybe this helps the devs to fix and other players to apply a workaround.
Update #2: the above 'AI wizard captured a town and that caused crashing' scenario another player had seems to share another similarity - both in that player's and in my case it was Horus who conquered a city and that caused a crash. It may be a pure coincidence or something useful. https://www.reddit.com/r/masterofmagic/c...hes_a_lot/


Attached Files
.zip   7.zip (Size: 103.95 KB / Downloads: 1)
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(March 8th, 2025, 14:39)nemserult Wrote: Hi Seravy & Everyone,
suddenly my CoMfW playthrough started to crash ....
This is likely fixed in 1.5.3

Your map has settler on tower next to water.

I'm on 1.5.4 and your replay doesn't crash for me.
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(March 9th, 2025, 14:18)mshih Wrote:
(March 8th, 2025, 14:39)nemserult Wrote: Hi Seravy & Everyone,
suddenly my CoMfW playthrough started to crash ....
This is likely fixed in 1.5.3

Your map has settler on tower next to water.

I'm on 1.5.4 and your replay doesn't crash for me.
Hm I wasn't aware that there are newer versions over the Steam one - thank you for letting me know! I thought the game crashed when I didn't play the battle properly where Horus attacked the city with the 4-5 Stag Beetle defenders and let him counquer it and continued normally when I fended off the attackers - but as you point out it might have been the settler issue instead. No crashes since fortunately.
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