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Caster of Magic Release thread : latest version 6.06!

(July 25th, 2016, 13:59)Rannous Wrote: 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

Wind walking is implemented by forcing everything on the same tile to always have movement left instead of carrying the units like ships do. That is the side effect. There is no way to fix that since it's not a bug but an incorrect definition of what the ability does.
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The loading save screen from the main menu is showing 2.52, but the loading save screen from within the game is showing 2.53. DId I fuck another thing up? wink
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(July 27th, 2016, 15:46)grazzy Wrote: The loading save screen from the main menu is showing 2.52, but the loading save screen from within the game is showing 2.53. DId I fuck another thing up? wink

No, I did. Forgot to make the conversion from the anime portrait exe into the normal one so only the anime version's magic.exe was 2.53.
Redownload please, it should work now.
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Quote:2.54
-Land Linking now works on Chaos Chanelled units.
-Chaos Chanelled units now properly count as fantastic units on the overland map and are affected by Great Unsummoning instead of Death Wish
-Floating Island resistance has been reduced by 1
-Great Unsummoning now costs 3000 to research, 700 to cast.
-Air Elementals now have armor piercing and +2 Defense.
-Bow and Sling attack power can no longer be used to break out of Web.
-Blizzard now costs 120 and does a strength 14 attack.

looking for feedback on Air Elemental and Great Unsummoning changes, please post that in the Sorcery thread.
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Bug in 2.54: I build a network of streets on Myrran with my Beastmen Engeineer. He was ready for a new task and I give him the command to go to an other city. He go... but he go on a sea-field between two landfields. Interesting, I can't move other normal units on this field too. He drown with the end of the round...
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(July 29th, 2016, 15:00)vicwaberub Wrote: Bug in 2.54: I build a network of streets on Myrran with my Beastmen Engeineer. He was ready for a new task and I give him the command to go to an other city. He go... but he go on a sea-field between two landfields. Interesting, I can't move other normal units on this field too. He drown with the end of the round...

Can I have the save file for that turn? And clear instructions which engineer to move to which city?
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(July 29th, 2016, 15:52)Seravy Wrote:
(July 29th, 2016, 15:00)vicwaberub Wrote: Bug in 2.54: I build a network of streets on Myrran with my Beastmen Engeineer. He was ready for a new task and I give him the command to go to an other city. He go... but he go on a sea-field between two landfields. Interesting, I can't move other normal units on this field too. He drown with the end of the round...

Can I have the save file for that turn? And clear instructions which engineer to move to which city?

Sure. I have 175 Save-Game-Files. Please tell me how I can find out the correct one: Can I copy it to a folder to load and find the correct one? Or must I rename it?
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(July 29th, 2016, 16:20)vicwaberub Wrote:
(July 29th, 2016, 15:52)Seravy Wrote:
(July 29th, 2016, 15:00)vicwaberub Wrote: Bug in 2.54: I build a network of streets on Myrran with my Beastmen Engeineer. He was ready for a new task and I give him the command to go to an other city. He go... but he go on a sea-field between two landfields. Interesting, I can't move other normal units on this field too. He drown with the end of the round...

Can I have the save file for that turn? And clear instructions which engineer to move to which city?

Sure. I have 175 Save-Game-Files. Please tell me how I can find out the correct one: Can I copy it to a folder to load and find the correct one? Or must I rename it?

The name equals the turn plus 1000. Turn is 12*Year+month in your historian. Assuming you remember which turn it was, you can calculate which file it is.

You need to rename the file to saveX.gam to load where 1-8 are the first 8 save game slots (they won't be named in game but you can load from the "empty" slot anyway) and 9 is the continue save.
One important thing, if you hit next turn it'll save again and this can overwrite your saves so don't (or backup them first).
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All right, I don't normally do beta releases but this time there are pretty big changes that can use testing and ofc feedback.

If you feel like it, make a copy of your CoM game folder, download the "test.zip", extract the wizards.exe in it, and check it out.

Aside from less important other stuff, the major changes are these, so please focus on testing combat :
-summoning on invalid tiles is no longer possible for AI and human player alike
-AI will target their summoning spells in a smart way now (next to enemies usually but far away for catapults or zombies summoned for invisibility detection. Also with a preference to go next to invisible units since summoning actually reveals where invisible units are for the human player so it also should to the AI.)
-AI will move their units forward or back before using a ranged attack or casting ability, depending on which is more favorable. This is only active on Hard or above difficulty. (ranged units should try to shot from a distance of exactly 7 unless they have long range in which case they go as far as possible) I'd say this is the biggest change and I can't even imagine how much it'll alter gameplay.

This is not a complete release, please use it for testing only. If no bugs are found, these features will be in the next real update!
I'm planning quite a few more AI upgrades aside from these but they aren't done yet.
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(July 29th, 2016, 16:32)Seravy Wrote:
(July 29th, 2016, 16:20)vicwaberub Wrote:
(July 29th, 2016, 15:52)Seravy Wrote:
(July 29th, 2016, 15:00)vicwaberub Wrote: Bug in 2.54: I build a network of streets on Myrran with my Beastmen Engeineer. He was ready for a new task and I give him the command to go to an other city. He go... but he go on a sea-field between two landfields. Interesting, I can't move other normal units on this field too. He drown with the end of the round...

Can I have the save file for that turn? And clear instructions which engineer to move to which city?

Sure. I have 175 Save-Game-Files. Please tell me how I can find out the correct one: Can I copy it to a folder to load and find the correct one? Or must I rename it?

The name equals the turn plus 1000. Turn is 12*Year+month in your historian. Assuming you remember which turn it was, you can calculate which file it is.

You need to rename the file to saveX.gam to load where 1-8 are the first 8 save game slots (they won't be named in game but you can load from the "empty" slot anyway) and 9 is the continue save.
One important thing, if you hit next turn it'll save again and this can overwrite your saves so don't (or backup them first).

Ah, the slot is empty - this was my issue wink

Ok, here is my save game. I have only one continent and you can find the engineer easily in the north.
Do the following:
Two stacks are active, type "Done". The Beastmen Engineer will do his automove in the sea then.
In the next turn he is deleted and a message tells you about his destiny.

Edit: Please take a look on the diplomatic system. Lo Pan is neutral and kills my units turn by turn? I would call it... WAR! :D


Attached Files
.gam   SAVE6.GAM (Size: 151.94 KB / Downloads: 1)
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