the saves are named after their position on the save screen. save1.gam is the first game, save2.game the second one and so on.
moreover, this mod saves every turn you play as a backup, they are named after the turn starting from save1001.gam, and auto-overwritten in case of a new game.
The first slot is save1.gam, the second is 2 the last is 8.
The autosave for the last turn played is 9.
The autosave for any specific turn is save1xxx.gam where xxx is the number of turn, for example turn 53 is save1053.gam.
Could you please test the same battle in EXP9L and check if the bug still exists? If yes, please upload the file and I'll investigate it.
Not exactly bugs, but some text issues I've noticed:
The description of Flame Blade says it's cumulative 'with Eldritch Weapon' which no longer exists.
The description of Aura of Majesty says 'reounded'.
It bothers me a little that sometimes 'Lionheart' is 'Lion Heart'. I don't really have any preference for whether it should be one or two words, but I would like it to be consistent.
Lastly and of least importance, most spell descriptions start in the same place, but a few are indented one space. I went through the list in the custom creation screen and these are the ones I found that are indented among common, uncommon, and rare:
True Sight
Unicorns
Inspirations
Mass Healing
Summon Zombie
Reaper Slash
Warp Wood
Call Centaurs
Fairy Dust
Spell Lock
Storm Giant
(August 1st, 2017, 04:13)Seravy Wrote: The first slot is save1.gam, the second is 2 the last is 8.
The autosave for the last turn played is 9.
The autosave for any specific turn is save1xxx.gam where xxx is the number of turn, for example turn 53 is save1053.gam.
Could you please test the same battle in EXP9L and check if the bug still exists? If yes, please upload the file and I'll investigate it.
Thanks to you and Domon for helping me understand the save files.
Tested on EXP9 with same result. Uploading slot 2 save file (Should open with a bunch of great lizards about to storm a castle, if I did this right).
...yes, it's the hit chance. Vertigo + Nature Ward together reduces the unit's hit chance to below zero which then triggers a crash somewhere, probably when calculating how strong the potential targets are for the next attack. While effective hit chance when rolled can't go below 10%, the stat on the unit itself can, so I think the easiest way to fix this is to make sure "To Hit" never goes below "-2 to Hit".
That being said, thanks for hitting this so quickly, Seravy. Your response time to bugs and updates puts most for-money, professional developers to shame.
As this is the first time I've ever actually seen it, when it says 'Spearmen deserted to make room for new units' does that mean the map is full of units?
(And if so, WHAT? it's only 1407, and I don't even have a single full stack of bezerkers, and my army strength is about 50% higher than the next person. How are we out of units?)
Edit: Never mind, the city has 9 units in it, there's only one adjacent land tile, and it has an enemy unit in it. There is nowhere for the spearmen to be produced. All good!
(August 3rd, 2017, 20:17)Nelphine Wrote: Edit: Never mind, the city has 9 units in it, there's only one adjacent land tile, and it has an enemy unit in it. There is nowhere for the spearmen to be produced. All good!
Yes, it's that.
The 2000 unit limit pops up a red window with a "too many units, production failed" or similar message, like the one you see when an outpost grows into a city.