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Caster of Magic Release thread : latest version 6.06!

Just one. Master of Magic 1.51 is the bugfix collection for the vanilla game, Caster of Magic is the mod.
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(October 15th, 2018, 08:37)Bahgtru Wrote: I've mostly built housing  there, except buying the usual initial stuff - library etc, so I really don't see anything out of the ordinary... I don't think I've sold anything after conquering it if memory serves.
No idea... Would you like the previous savefiles?

Yes, please, in particular the last turn when it wasn't yet buggy and the first when it was. (You have one autosave for each turn, and make a backup first in case you accidentally end the turn which overwrites the file)
I don't see anything wrong where the cost is subtracted so I suspect this is the result of the city having had a turn when the production created was negative.
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(October 15th, 2018, 09:36)Seravy Wrote:
(October 15th, 2018, 08:37)Bahgtru Wrote: I've mostly built housing  there, except buying the usual initial stuff - library etc, so I really don't see anything out of the ordinary... I don't think I've sold anything after conquering it if memory serves.
No idea... Would you like the previous savefiles?

Yes, please, in particular the last turn when it wasn't yet buggy and the first when it was. (You have one autosave for each turn, and make a backup first in case you accidentally end the turn which overwrites the file)
I don't see anything wrong where the cost is subtracted so I suspect this is the result of the city having had a turn when the production created was negative.

Found the turns. On the same turn I bought a settler in a pop 1 town making it disappear, so a bug when that happens sounds to me to be the most likely explanation as the amount of negative hammers also sounds like about the same.


Attached Files
.zip   Caster Of Magic.zip (Size: 83.88 KB / Downloads: 1)
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Oh. That sounds quite probable actually. Deleting the town moves another in the array to its place so if after that the cost get subtracted anyway, it is applied to the wrong place. Not sure how to fix, the city disappears as part of the unit creation, then returns to the "production" procedure to continue processing the now nonexisting city. I guess swapping the order so costs are subtracted before the unit is made could work? Will have to check if that's possible.
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Halting the procedure if a city disappears? 

Could you fix the town's hammers in this save? If it's not too much to ask.


Attached Files
.gam   SAVE1.GAM (Size: 151.96 KB / Downloads: 1)
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How about downloading the tweaker and doing it yourself? It's a useful tool to have anyway and it's really trivial to change anything. Just run the game, load your save, click the "connect" button and you can change any number you want in the memory. (it can't load CoM saves though so you need to do it in memory while the game is running.)
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Won't that reveal what the AI has though?
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Well, not much if you are careful but yes I guess it does reveal at least the races of cities on the map.

Here is your changed file :

.gam   save8.gam (Size: 151.96 KB / Downloads: 2)
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Cheers!
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Raven stops the wizards' pact because of proximity but I have moved all the troops away.. (am I so tired that I'm missing them? I've looked several times and looked at the map till my eyes bleed)


Attached Files
.gam   SAVE4.GAM (Size: 151.96 KB / Downloads: 2)
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