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CoM version 1.5.0, looking for a few testers

Hi, I killed the two sprites in a tower with two sprites and 4 gorgons, in the next round, I attacked the tower again, the sprites came back to life.
I should mention that when I killed the two sprites it was from Myror, and when I attacked on the next turn it was from Aracnus.
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Quote:Can we have smaller file without music folder for download?
Yes, of course.

Quote:The "Spell Countered" music in node battles still seems a bit too long, I think it should subside as soon as the player clicks away from the dialogue box.
This will be fixed in the next upload.

Quote:Bug: Charmed units can be affected by Stasis cast on the overworld.

Stasis affects units for a minimum of one turn without a resistance roll. Unless the unit stays affected for a second turn, it's not a bug.

Quote:Bug: Even when the player has no cities remaining, they don't lose.
I thought I've already fixed this in a previous upload.
Please post the save file for the turn before losing your last city so I can reproduce it.

Quote:Hi, I killed the two sprites in a tower with two sprites and 4 gorgons, in the next round, I attacked the tower again, the sprites came back to life.
I should mention that when I killed the two sprites it was from Myror, and when I attacked on the next turn it was from Aracnus.
That's not a bug then, the two sides have identical, but separate garrisons. It's a weird design choice but it was like that in the original and has a fairly large advantage - weakening the tower from one side can't allow the enemy on the other side you cannot see to steal your tower.
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I would be willing to test the new version if you still take new applicants.
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Long test-game basically finished: (no modding, revealed map, no sound, reloads, no other cheat codes used)

I continued the playthrough with the latest upload and tested quite a bit. No more crashes occurred and not much was found. Turn times are fast. Since its birth, this game required a ridiculous amount of repetitive clicking. 
Thanks to the great UI, those days are over!

Observations:

- The gem of a wizard not met before retirement isn't broken and he's not making it into the charts. That makes sense in a way...
- There is no animation or text after banishing a wizard.
- Heroes do not have individual names.
- Towerbreak-turn should be 200 (1516) but the AI started opening them at the end of 1505. Could it be the Boss score modifier or the revealed map? Most towers stayed open since then but until late game only 4 of the 13 AI´s managed to settle despite the overcrowded home plane.


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.zip   1.zip (Size: 341.14 KB / Downloads: 1)
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wow, that's a nice retorts/books collection you got there...
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Are supernatural units (gorgons) immune to confusion now? Is it intentional?
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I didn't see confusion immunity, I used confusion successfully on Gorgons a number of times in last version, maybe you just had bad luck? maybe reload just to test that hypothesis?
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Modding tests done:
- HeroNoRangePenalty removed in MODDING.INI – first try looked like it worked
- ScoutingRange parameter in buildings.ini has no effect
-Buildings declared as IsWall=1 in buildings.ini display the city wall preview image.
- SETBUILDINGSTATE & SHPBuff worked
- TreeOfKnowledgeTurn, SpellBindingMaxUses and Cooldown changes in MODDING.INI worked
- Spell target variables in OLSpell.CAS & CoSpell.CAS :
SpellTargetX & SpellTargetY worked nicely when implementing a combat terrain changing spell!
Spell type group 5 has no modding support. Therefore, “Create Rocks” must to be cast as a unit enchantment, which is immediately removed in UnitCalc.CAS.  Somebody has to place the equipment I guess …


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Quote:- The gem of a wizard not met before retirement isn't broken and he's not making it into the charts. That makes sense in a way...

Yes, I think that can stay as is.

Quote: Could it be the Boss score modifier or the revealed map?
It's the score modifier.

Quote:- There is no animation or text after banishing a wizard.
Does anyone has a save file for this (and defeated player not being removed)?
I'll eventually run into it myself but to be honest I haven't started playing test games yet myself.

Quote:- Heroes do not have individual names.
Indeed, and what's worse, some heroes have no name at all it seems.
...okay so it seems the heroes are named correctly which only leaves one possibility and that is, the UI showing the wrong name.
Yep, that was it, this will be fixed in the next upload.
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Quote:- ScoutingRange parameter in buildings.ini has no effect
Confirmed, this will be fixed in the next upload.

Quote:-Buildings declared as IsWall=1 in buildings.ini display the city wall preview image.
Yes, that's what it is supposed to do. Custom preview images for each different wall type are not available yet and letting it display the entire building would not fit into the box.

Quote:Spell type group 5 has no modding support.
Yes, that was the last thing I have been planning for spell modding but unfortunately it's too much work. There are way too many different possibilities on targeting types.
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