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Caster of Magic II Bug Reports!

(October 2nd, 2021, 18:44)Seravy Wrote: It's because that's how gold bonus from those tiles work. It get 10% from being near any shore, and 20% from being on a river. Multiple shores don't add 10% each, only one.

Ok... how does the "+30%" bonus from a river mouth, then? Because that's not showing up either, and you obviously can't build on a river mouth.
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(October 2nd, 2021, 18:57)enna Wrote:
(October 2nd, 2021, 18:44)Seravy Wrote: It's because that's how gold bonus from those tiles work. It get 10% from being near any shore, and 20% from being on a river. Multiple shores don't add 10% each, only one.

Ok... how does the "+30%" bonus from a river mouth, then? Because that's not showing up either, and you obviously can't build on a river mouth.

To clarify, you don't get the 30% even if you are adjacent to the river mouth.
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CoM II for Windows, v 1.02.00

Casting "Nature's eye". I end the turn, and when I click the capital to set where Nature's eye is cast, I cast it, then the game crashes.

https://mega.nz/file/eoNQwJyD#W1sAnxb95V...3ORUlhJPGk
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It seems to be the autosave crash recently reported by other users.
Turn off the "Backup Saves" option, it should help.
It's an issue with memory allocation, basically if there is enough memory but not a large enough continuous one to store the save data, it results in an "out of memory" crash despite having enough memory.
I'll send version 1.2.1 to Slitherine tomorrow which should fix this problem by allocating on startup instead of when saving.
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B63. If engineers stand on road, the building option on the same tile should show 0 turns. Currently shows 2 turns.

“B58. Works as intended. I see nothing here that isn't intuitive.”
So what is the rule? When do my units complete purify? When does the AI complete it? Immediately at the end of the players’ own turn?

“B59. This is a feature request, not a bug report. I believe there are enough combat tiles that cost 2 to move on and adding more would be bad for game balance. Swamps and Forests are already mostly made from tiles that cost 2.”
I speak for consistency and intuitive game design. Tundra costs 2 on overland map. If it would cost 2 on battle map too that would be consistent and clear. Swimmers like Lizardmen and Nagas would benefit. I think this would help balance. Maybe you mean streamline to make the battles shorter. If that’s what you mean, maybe lower forest, swamp, etc. tiles to about 70% even on those battle maps.

“B61. Maybe the tile already had a partially built road - did you interrupt building on a previous turn? Work already done that way counts but isn't shown in the total turns displayed.
Fixed the last tile not becoming built for the next update.”
I did not interrupt. This was the first time anyone worked on that tile. So unless the game was generated to have many partly built roads already…
I also see that Forest, Grassland, Desert tiles all complete road in 1 turn even though the UI displays 2 turns.

“S69. Selected stack display order is not stored anywhere. To begin with, a "stack of units" is only a concept the player sees, on the side of code, they are 9 completely unrelated units with the same P,X,Y coordinates. This is very time consuming to implement. It also requires a save data format change since the order has to be stored somewhere. Also, not clear what you mean by "selects a single unit". The selection click is used to pick which units are being given orders, not where they appear in the combat. Having double functionality is extremely confusing and even more so if it shuffles the display order of units around while I'm in the process of selecting them.
Being able to select combat starting position would be nice but it's unrealistic and adds an absurd amount of micromanagement to the game (stacks are split up and units killed/replaced all the time).”
OK. Then how about reading (and user writing) the battle deployment order from a text file? But locked in once a game started. Can’t change it once the game started. This would only list unit names without spells, HP, levels. So it would be like Troll Halberdiers, Paladin, Troll Magicians, Illusionist, Nomad Magicians, etc. And if multiple units of the same kind are present, then place the higher level ones on the front. This seems to be easy to implement.

“S71. I'm not going to calculate fractional production bonus.”
Exactly. That’s why I proposed to get rid of the odd numbers and replace them with even numbers. I propose to get rid of the rounding error by simply changing the base values.

“S72. Applying pathfinding is a feature that helps your engineers go around unexpected obstacles, such as an enemy unit or rampaging monster. This is a feature that reduces the need to micromanage.”
Going around rampaging monsters by a multi turn road building order is useless. Those monsters move by the time it becomes relevant. Anyway, for a casual player it may work, but for optimal game play the pathfinder rarely offers the roads needed.
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Purify progresses at the end of unit's owner's turn.
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I replaced my magical spirit melded node with a guardian spirit and I only got +1 mana rather than +3 as in the description from the GS.
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Checked, the code does add 3.
Sounds like there was a conjunction that halves power from the type of node or the node was already warped.
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(October 7th, 2021, 09:14)Seravy Wrote: Checked, the code does add 3.
Sounds like there was a conjunction that halves power from the type of node or the node was already warped.

Ah yes I think there was a nature conjunction at the time. I though the power came from the Guardian spirit itself and not the node, so wouldn't get halved.

Something else I noticed, another wizard killed my units on the node and left their units on there. When I later attacked with my army to take it back, the node still had the guardian spirit melded and listed as mine, but I didn't get the military bonus from the guardian spirit.
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B87. (corrected number from B62). Outpost growth formula does not match the Web site:
Growth per turn: ((Max Pop+10)*2*(100+RaceModifier)/100)).
Chance to shrink: (12-Max Pop) %
Amount of shrinking each time: -240

First, you have an extra ).
Second, see Growth1.sav, …, Growth7.sav
I used Orc. So RaceModifier=90. Max Pop=6. Growth per turn=60.8
Third, my Outpost pop was displayed as 3, 3, 1, 1, 2, 2, 2 in 7 consecutive turns.
2, 2, 2 is impossible, since they either grow by >=120 in 2 turns, or they shrink by 240 at least once. That should have a display jump up or down from 2.

B88. (corrected number from B63). AI plays by different rules: it summoned a multiturn unit: Shadow Demons. It had no place to spawn, so it disbanded a Magicians unit on the spot to make space. This keeps happening. BeforeAISpawn.sav, AfterAISpawn.sav. AI should play by the same rules on this. AI has only 1 city and cast only 5 Fire Bolts in battles. So its skill should not be much higher than 50.

B64. Add text prefix to Pikemen: Nomad Pikemen, High Men Pikemen. Their resistance is different. Need different names.

B65. Shadow Demons can’t use plane shift into empty tile from city. PlaneShiftTown.sav
Another example: ShadowDemonCantPlaneShift.sav. Grab a single Shadow Demon. It does not Plane Shift even from non city tile to empty tile.

B66. Wind Walking hero should fly in battle. Not intuitive that it fights on foot. But if must fight on foot along with its army, then add it to the Wind Walking text. It is unclear how it fights on water if otherwise fights on foot.

B67. I reported this earlier as S34. I consider this a bug now, not just a suggestion.
My earlier post:
“Press Shift+C. Map coordinates do not match on Arcanus and Myrror. Arcanus has 48 rows and columns. Myrror has 44 rows and columns. How is this even possible?
It was also strange that the coordinates of towers did not match in the 2 planes. And their graphical display shifted as I changed between the Planes. They were not under each other in the UI. They used to be on the same place. Shifting planes should not change the view where the tower is. Coordinates.sav”
Your earlier response: “Planes are not equal in size as they are adapted to wizard distribution and settings. This is a feature.”
My new post: Exploiting the not equal size planes my Shadow Demons sometimes teleport sideways on the overland map. This does not make sense, breaks the game logic, and calls for a ridiculous strategy how to play better by exploiting this feature at certain locations on the map, to move units without costing any movement point. See ShadowDemonsTeleport.sav : Grab the Shadow Demons directly under the Trireme. Plane Shift twice. It does not get back to its original tile. It moved sideways on the overland map without using any movement point.
If you insist that the planes must be unequal size, at least make their width the same, so this does not happen. Make their height different and disallow Plane Shift on the Arcanus top and bottom rows that do not have a pair on Myrror. This may be the cause of my slipping mouse too on tiny Myrror. It may read a coordinate wrong or something.

B68. Scouting 2 is not displayed on Wyvern Riders during production. Add it.

B69. Halfling Fighter’s Guild displays that it allows Fantastic Stable. But when built it does not allow it. They can’t even build Stables. Tree of Knowledge was already cast. HalflingFantasticStable.sav

B70. If Immolation gives Cold Immunity then why does the Efreet not have it? Add it.

B71. Summon Demon 3 skill of Demon Lord cannot be right clicked. Nothing happens. Add text. SummonDemon.sav

B72. I can’t cast Resist Elements on my Ninja. Maybe because it is invisible. But it can be equipped by an item that has Resist Elements. ResistElementsNinja.sav

S74. Trade Goods is rarely useful to make with workers. Even if there is nothing else to do in a city or if I need gold, I still rather turn my workers to farmers. They usually produce more gold that way. To remedy this, add create mana option too. But only available once you have Smithy and Magic Market. This would turn 2 hammers to 1 mana. That would be more useful, since mana is “never” enough and hard to make otherwise. The current way of turning 4 hammers into 1 mana should be upgraded to turn 2 hammers to 1 mana.

S75. Add to Immolation text that it gives Cold Immunity.

S76. After I connected my 2 cities with road, the Trade Bonus increased. But the surveyor should also display the new increased Gold Bonus % on the city tiles. RoadBonusSurveyBefore.sav, RoadBonusSurveyAfter.sav

S77. Outpost should offer Raze option. I had Outpost that did not grow into hamlet nor died out for 67 turns. Dying out should also be possible. I would consider destroying such outpost to build another or let the AI build there instead who is usually able to grow it into hamlet in about 5 turns due to its handicap.

S78. When the green Flee button is used in battle that should not count as a loss. That is an orderly retreat. That should not earn loss of fame. For example, I killed a Tower defender Great Wyrm with 2 Shadow Demons, who had nothing to do for the rest of the battle. I fled for convenience. Current rules force me to wait out the end of the battle not to earn a loss of fame.

S79. Buy button should be always active, except if fully built. I had situation that I was not allowed to buy a building then AI cast Corruption on my city so the project was not finished even it was predicted. I expected this. I wanted to buy the building before, but was not allowed.

S80. On sorcery node, the Nagas are displayed and not the Phantom Beasts when explored. In rampaging monsters, the Phantom Beasts are displayed over the Nagas. Which is considered stronger? Display the stronger unit in both places. Stay consistent.

S81. Add to Settler's Create Outpost text that also can’t build cities on Nodes and Towers.


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