May 19th, 2021, 16:16
(This post was last modified: May 19th, 2021, 16:16 by drake178.)
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(May 19th, 2021, 00:45)Slingers Wrote: (May 18th, 2021, 23:01)drake178 Wrote: I think it's the figures that are the issue here not the numbers. The little icons you use to set farmers/workers? They may be condensed / overlapped to a degree ...
If you look at the fantasy image in the previous post, you will find no overlaps. The same 25 figures and the numbers 2, 3 and 4 from the new unit counter setting would be required to display up to pop 100000.
I'm sorry, I honestly didn't see the numbers. Even after your second post, it took me a few minutes of staring to find them. Maybe a more outstanding color would be better? I also think that overlaps would be preferable over having to click the same figure multiple times to be able to set an exact amount of farmers. As for the resources, I can think of two easy solutions right off the bat: either use icons + numbers, or create 100s icons for the resources that would need them (e.g. a cow or roast turkey for food, a furnace or cogwheels for production, a bar or sack for gold - but you'll probably have better ideas for this than me; I don't know if power or research could reach levels that can't be displayed with the current system).
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(May 19th, 2021, 15:00)Mqz Wrote: 87)
New game, few turns in, crash on next turn. Can replicate crash every time.
Both Merlin and I have quite a few spell books in common and we startede the game with trading 4 spells.
If you cast detect magic you can see Merlin cast 3 summons and then the game crash.
(I am not trying to build a city or do anything this turn)
https://www.dropbox.com/s/1ptx0otmqtaigg...h.png?dl=0
Savegame - crash next turn
https://www.dropbox.com/s/fg3ml7ht8ftfd2...h.sav?dl=0
Can also reproduce if you just click 12-15 turns into the game from the turn 1 savegame, without doing anything.
Edit: Looks like it is every time his settler is trying to build a city close to the pole. Looks like it is a revisit of an old problem again? (Number 11, city too close to the poles).
https://www.dropbox.com/s/t0ahcyu4cpdch2...r.png?dl=0
Savegame - turn 1
https://www.dropbox.com/s/creodrpf550jqz...e.sav?dl=0
Correct, it was the location. There was no coordinate validity check when storing which tiles are blocked by the city on the map. Will be fixed in 1.0.6.
May 24th, 2021, 10:24
(This post was last modified: May 24th, 2021, 10:25 by nanohum.)
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When moving a wind walked stack (by casting 'wind walk') one step at a time with low movement units, the stack deselects before the movement is consumed. It is still possible to select the stack and move them again, but it will again deselect after each movement point. Maybe the game is treating the group movement as being complete when it has travelled the distance of the lowest speed unit in the stack?
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(May 24th, 2021, 10:24)nanohum Wrote: When moving a wind walked stack (by casting 'wind walk') one step at a time with low movement units, the stack deselects before the movement is consumed. It is still possible to select the stack and move them again, but it will again deselect after each movement point. Maybe the game is treating the group movement as being complete when it has travelled the distance of the lowest speed unit in the stack?
This seems to be the effect of the "Move Together" option which literally has the effect of deselecting your stack when the slowest unit is out of movement. I'll make Windwalking override that option for the next update.
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The battle mouse cursor is problematic for me and I can't seem to get used to it.
When attacking: you often have a red 'X' as your mouse cursor, once you hover over an opponent to attack melee and the cursor changes to the 2 swords, the cursor jumps about half a cell in one direction, maybe as an attempt to center the 2 swords image. I don't recall this happening prior to this windows version. Maybe it is just me struggling through this, but it sure frustrates me.
Less annoying, but still bothers me: when selecting a unit, you have a cross hairs cursor, but there's a much bolder and distinct arrow pointing towards the cursor. Depending on obstructions to my view (maybe I should remove 'unit shadows'), it can get some getting used to. This is another cursor feature I don't remember before the windows version.
Also less annoying but can bother me: There is a downward arrow for units partially obscured by woods, or invisible units. The arrow is really far from the unit, roughly a full cell above it. It should be within the cell. Otherwise, selecting via 'arrow' can be a guessing game by clicking far below it.
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I've noticed that the “Abundance” spell doesn´t affect the population growth rate if the maximum population was already 25 before it was cast. Shouldn't the growth rate rise anyway?
May 25th, 2021, 15:42
(This post was last modified: May 25th, 2021, 15:44 by Seravy.)
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Yes, it should.
...Bug, growth is calling the wrong function, "maxpop" instead of "maxpopuncapped".
Fixed for 1.0.6.
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I have a magic spirit and an engineer patrolling a mountain for a turn. Then I move them to an adjacent node and both movements are spent. The spirit should have one movement left.
May 26th, 2021, 10:26
(This post was last modified: May 26th, 2021, 10:34 by Seravy.)
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What type of node? Does it cost more than 1 movement to enter?
Units in a stack don't move individually. They move using the collective movement type of the entire stack which in this case is walking and all costs that movement type is associated with. Tiles that cost 2 to enter while walking will use up the 2 movement the spirit has.
Sometimes, when units have different types of movement, it can be faster or slower to move them individually than in a group.
See: https://masterofmagic.fandom.com/wiki/Mo...ment_Types , however this is for the original game so there are some differences.
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(May 26th, 2021, 10:26)Seravy Wrote: What type of node? Does it cost more than 1 movement to enter?
Units in a stack don't move individually. They move using the collective movement type of the entire stack which in this case is walking and all costs that movement type is associated with. Tiles that cost 2 to enter while walking will use up the 2 movement the spirit has.
Sometimes, when units have different types of movement, it can be faster or slower to move them individually than in a group.
See: https://masterofmagic.fandom.com/wiki/Mo...ment_Types , however this is for the original game so there are some differences.
Magic Spirit has a movement cost of 0.5 for every tile since it is non-corporeal. So if it is in a stack with normal units, it walks like it has corporeal movement? For me this looks like unintended behavior.
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