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

Create an account  

 
Caster of Magic Release thread : latest version 6.06!

Uh I have no idea how that has anything to do with when food income is calculated. But I'll take your word for it.
Reply

(October 17th, 2016, 20:45)Nelphine Wrote: Uh I have no idea how that has anything to do with when food income is calculated. But I'll take your word for it.

In short, each city stores how much food and other stuff they produce every time you change anything on them during your turn. After you hit "next turn" this amount won't be updated until your next turn started. This keeps you safe from Famine. The bug was, it got updated on your cities when the AI changed his farmers.
When you get income or pay upkeep, these numbers are added together on all your cities that are yours. So if the city is not yours there is nothing to add and that food will be missing anyway.
Reply

OH

That still strikes me as super strange decision, but at least I understand. And at least it prepares me for loss of nodes after 10 attacks that cost me 1400 mana each. Stupid small attacks.

I'll have to see if I can isolate what unit will desert (or spell will vanish) so I can plan for it better.
Reply

(October 17th, 2016, 22:37)Nelphine Wrote: I'll have to see if I can isolate what unit will desert (or spell will vanish) so I can plan for it better.

Spells randomly select one of the 4 categories : creature, unit enchant, city enchant, global enchant.
Gold and Food disbands the newest unit(s) first, same for summoned creatures.
Global enchantments seem to cancel all of them at once.
City enchants go from oldest city first.
Unit enchants go from oldest unit first.
Reply

Hurray for knowledge! Thanks Seravy. Won't be perfect but at least I know. Annoying that disbanding old units is important because they won't desert first. (Obviously only to the point that the oldest unit is the same as the newest one. At that point the oldest one has the most experience and potential to have enchants.) Also annoying that if you lose both a unit enchantment and a unit in the same turn, you might lose an enchantment on one and a different unit, instead of just losing the one unit. (Depending whether mana cost or food is checked first. If food is first it should be fine.)

Thank you for this!
Reply

Surprise bug - newly created galley, nothing special about it - accidentally ended up on a land tile when I misclicked on the stack (the settler + the mammoths) instead of the tile under it!




Attached Files
.zip   landgalley.zip (Size: 33.92 KB / Downloads: 1)
Reply

I've had several land ships, although mine are from turning ships validly on land (flight cast on them, or stacked with a wind walker) into undead.
Reply

(October 24th, 2016, 05:09)GermanJoey Wrote: Surprise bug - newly created galley, nothing special about it - accidentally ended up on a land tile when I misclicked on the stack (the settler + the mammoths) instead of the tile under it!



Figured it out. This is pretty much what the game does :

If destination=sea and transport capacity at destination>=transport needed at destination if the moving stack was also there then this tile=valid to enter.
Where "this tile" is any tile containing own units, even if they are not sea tiles.

In other words the tile being set and the tile being checked for transport capacity do not match.
Reply

Thanks for the debugging!
Reply

Update!

This one brings two new spells for the Death realm. With these the realm should no longer be weaker than other realms, and should also be a sufficient threat when played by the AI.

2.93
-Wraiths now have 10 melee attack and a movement of 5.
-Death Knights now have a melee attack of 10 and a movement of 5.
-Demon Lords now cost 1313 mana crystals.
-Knowing Famine or Evil Presence now adds +60 to AI city curse type priority instead of +40.
-Removed spell : Black Wind.
-New spell : Wave of Despair in Death. Rare, combat spell, cost 55. Hits all enemy units with a strength 240 attack divided by (2+number of units affected) minus that unit's resistance. Ignores Bless, Resist Magic, Defense, and effects that grant defense vs spells. Deals irrecoverable cold damage. Units immune to cold or magic are unaffected.
-AI wizards will prioritize researching Giant Spiders, Lycanthropy and Gargoyles before turn 60.
-AI wizards will prioritize researching Enlightenment, Famine and Pestilence.
-Fixed bug : AI wizards lose all their mana crystals every turn while banished due to doing alchemy wrong.
-When AI decides to cast a spell with a unit, it now considers available total mana, and melee attack strength in addition to ranged strength.
-Diplomatic penalty for casting Famine, Evil Presence or Chaos Rift raised from 6 to 9, as these spells are way more powerful now.
-Diplomatic penalty for Pestilence raised from 10 to 12.
-Units revived by Raise Dead cannot be healed or raised again until the end of combat. They also count as a fantastic creature, but do not belong to any specific realm.
-Healing can now target Death creatures. (it still does not work on undead, zombies and skeletons)
-Healing charge can no longer target Undead.
-AI can now cast Warp Creature on the same unit multiple times (but not if it already has “halved attack”)
-AI can now target fantastic units with Warp Creature
-Removed spell : Berserk.
-New spell : Blood Lust, Death Uncommon, cost 50, overland only unit enchantment. Enchated unit becomes undead and has doubled melee attack power against normal units.
-Reduced AI ranged advantage treshold for leaving city walls from 30 to 25.
-Fixed : New trigger for town recalculation added in 2.92 does not work.
-AI wizards will prefer to target lower defense and higher figure count units with Fire Storm
-AI wizards will prefer to target lower resistance, higher cost, or hero units with Stasis.
-AI wizards will not target a stack with Stasis if it is in a city, or contains a unit already affected by Stasis.
-Fixed : AI incorrectly checks if a hero is standing on water or not when deciding to equip a water walking/flight/wraithform item.
-Fixed bug : Ships can move on land tiles containing own units as though it was ocean for both AI and human players.
Reply



Forum Jump: