(December 19th, 2020, 13:22)Intaka Wrote: I'm just not sure why an eccentric plot device is needed. ...It is not necessary. Basically, this game can be played similar to chess. But take a look at the diplomatic statements made by these ladies and gentlemen. Some can be portrayed as quite eccentric. Google says eccentrics are more common among social elites. What else are wizards who rule an empire?
Caster of Magic II Bug Reports!
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Ok, so I read all 85 pages of this thread again and looked for 3 hours on the googles. I am at a loss. I know this isn't the right thread, but indulge me please.
You got me digging around in the file structure to fix the combat grid (which I did and posted the file here but no one commented on yet), and that inevitably lead me to looking at various other files. This let me see that the wizards.ini file (default wizards) is easily editable. Huzzah. While I realize for testing purposes I need the default files, for custom game setups after release this will be very helpful. (all chaos wizards, etc). Very exciting for long term replayability. All about customization, you know. Units.ini and Items.ini however seem to do nothing. In the main directory Units.dat and Items.dat are neither archives (cannot be unzipped) nor csv files (can't be opened in a spreadsheet). 1) How are these things (the units.ini and dats, for example) related? 2) Will those files be editable at some point, in the same way as the default wizards are now? Obviously in default MoM there was itemmake.exe for that purpose for items.dat, but ini file(s) or csv file(s) which are directly editable seem like less hassle for both you as a programmer and end user editors. 3) What is your vision for mod support once the game is released? It seems like a completely different graphics set can be created and substituted directly into the game as it stands now. Also very exciting stuff, but secondary to being able to play with different balance aspects down the line, for me personally. I probably spent 1000 hours modding skyrim balance over all installations. Such a great game. Kind of broken yet fixable. Really that's my Achilles heel. Something I can fix.
units.dat and items.dat contain the same information as the ini files but already loaded and saved as it is in the variable after loading. They're generated automatically to make loading faster.
Deleting the files causes the game to load from the ini and create new dat files. I'm planning to keep the files as they are now so it will be easy to mod.
Abandoning my current test game due to some bugs and because it's already obvious I'm winning anyway.
After going through the reported bugs, there will be an update. (December 20th, 2020, 09:27)Intaka Wrote: ... You got me digging around in the file structure to fix the combat grid (which I did and posted the file here but no one commented on yet), ...I've tried it out. But I was already used to the golden one. Everyone will be happy with the graphics of this game, because it’s BYO! Notes during a test game with the current Alpha version: (Normal/13/Large/Large/Alchemy/Warlord/Myrran/2N/2S/4L)
Quote:Usually numbers are not my topic, but while I’m at it: It’s Sorcery Conjunction and the Skill bar shows 453 SP. Skill: 33, +6.7 Skill/Turn … it should be 6.8. The turn before that was 447SP +8.4/Turn (instead of 8.5 or 8.59). However, the Skill only increased from 26 to 33 = 7. Whatever ... Wherever wood is chopped, splinters must fall. Checked and the calculation is based on your current "cost" to gain 1 skill point. So numbers above 1 full skill point won't be perfectly accurate as it doesn't include the extra cost for already having gained 1 skill point. This does need fixing. Quote:The unitlevel help text does not tell you how much EP is needed for Ultra Elite and Champion. Ultra Elite seems to need EP180 just like Elite, but the units EP continues to grow. The first Slingers now have EP758. Those levels are not obtainable by experience, you need Warlord or Crusade. Units can gain more experience after the max level but it does nothing for them at the moment. Maybe it's worth capping the experience like in CoM I. Edit : it's a bug. The cap already exists but looks at the hero max level for all units. Quote:Dark Elf units are out of ammo and can no longer attack flying units, but the Flee button does not turn green. Did you satisfy all other conditions? For example did the opposing wizard stop casting spells 3 turns ago? Quote:City was “hit by a Meteor leaving widespread destruction.” Only there was nothing. The event seems to do the call to the destruction effect, maybe it was just luck. Corruption chance is 50% per tile so it's not impossible to have no corrupted tiles, just very unlikely. Quote:Does a found book always have the correct number of spells, or it can be fewer due to duplicates of spells obtained by trading or finding? It always has the correct number of spells, unless it's impossible because you already have all the spells from that tier. Quote:Road construction is very efficient with a Windwalking Engineer in a stack of 5.That's definitely a feature
Update :
Quote:2020-12-21 Next thing to do : I'll start running some AI player only test games for the elimination mechanic to see if we can remove it, or need to keep/replace it.
Test results on the Elimination mechanic will be posted here : https://www.realmsbeyond.net/forums/show...?tid=10276
Minimal map size was quick but larger maps will likely take an hour or two each to run. |