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

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Caster of Magic Release thread : latest version 6.06!

ahh, ok, yeah, have a copy of magic.set, everything back to normal.
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(July 21st, 2016, 14:25)Seravy Wrote:
(July 21st, 2016, 14:04)Turin Turambar Wrote: Hi Seravy, I just registered here to say thanks for your effort!

Also, two possible bugs? : the AI declares war against me saying I was entering too much in their territory, but it wasn't true, I barely had discovered them and the closest unit was a ship in the middle of the ocean.
Can you show me which message it was? None of the war declaration messages refer to territory so it must have been something else, probably a warning.
Did you have a scout in 2 tiles range of their cities? Even if your unit has a scouting range of 1 and don't see the city, they might see you.

I will try to do it next time. It was basically saying that they declared me war and I had warnings before reaching that point, which it wasn't rue.
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Dont want to be a pain Seravy, but uploading another video where the fight again seems weirdish?

Are the behemoths stuck in the cant cast thing the angels were in before?

What about the trices? Are they really afraid of the catapults?

Havent played a long mom game in a while, so maybe these are things I should already know. So sorry to be bugging. wink
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(July 21st, 2016, 17:30)grazzy Wrote: Dont want to be a pain Seravy, but uploading another video where the fight again seems weirdish?

Are the behemoths stuck in the cant cast thing the angels were in before?

What about the trices? Are they really afraid of the catapults?

Havent played a long mom game in a while, so maybe these are things I should already know. So sorry to be bugging. wink

Oh that's an exploit. You summoned the catapult outside the valid combat area so units cannot attack it. Don't do that :D
(same thing happens if you summon on top of towers in cities and a few similar cases. And you remember when AI units wander to the edge and you can't target them? Same thing.)
I wish I could disable this...
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I keep running into bugs, too :

Quote:2.52d
-Fixed : AI casts dispel magic and dispelling wave if Possession or Creature Binding is present on their units.
-Fixed : Uranus Blessing blocks attacks from land units as though it was Flying Fortress
-Fixed : Lucky from items is cumulative with lucky from heroes.
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Is it normal to have an peaceful/pragmatist AI saying
[Image: qaGot4p.png]

when I never did anything against them, and this is the closest I've been to their city?
http://i.imgur.com/ZiVXvNY.png
(they are blue, I'm purple)

edit: ok , it's just a generic message. I reloaded and a few turns later they also declared war with another message.
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(July 24th, 2016, 04:34)Turin Turambar Wrote: Is it normal to have an peaceful/pragmatist AI saying
[Image: qaGot4p.png]

when I never did anything against them, and this is the closest I've been to their city?
http://i.imgur.com/ZiVXvNY.png
(they are blue, I'm purple)

edit: ok , it's just a generic message. I reloaded and a few turns later they also declared war with another message.

Yes this is one of the generic war declaration messages used when war happens on positive relation. Maybe I should reword the more misleading ones.
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"Your actions" could mean building up your military or any of the other things that cause the computer players to declare war.
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Another update !

Quote:2.53
-Minor adjustments to AI priorities on casting global enchantments
-When the AI wants to cast a global enchantment but fails to find one to use, it casts a city enchantment instead of nothing
-Great Unsummoning now only affects enemy units.
-When the AI has Chaos Surge, it will decide casting it based on the amount of Chaos units owned vs amount of Chaos units owned by non-ally other players.
-Fixed bug : When the AI is Spell Blasted, it will not cast anything for their upcoming turn.
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Here's a bug/exploit for you - this may go all the way back to original, I don't know.

It's possible to get a stack to move and attack twice in the same turn by having them move and attack as normal, but have a unit with Windwalking standing by right behind them. After the battle, move the windwalker into the square, which gives the stack the windwalker's remaining movement as long as they stay with him, allowing him to drag them into another fight.

Val
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