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CoM version 1.5.0, looking for a few testers

I agree with no graph of defeated wizard you have no contact with but I think gem should be shattered anyaya due to player still get ai wizard defeat by someone animation so it means that player should known someone he or she does not acquiemt with defeat after all

Exception should be when number of opponents is random so there should be no hint about how big mater wizard circle is
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Some question about 1.5, could ai recognize if some location for city favor one race over another? If I do something like +0.25 max pop for nomad for each desert tile or for lizardman for each swamp tile, would ai able to recognize this when they pick locatiob for settler to settle? Could ai able to recognize effect in ecomaxpop.cas?
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(June 10th, 2023, 17:43)Seravy Wrote:
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.

Aha. With the attached save file, it is easy to banish Ariel. Capturing her last city with the same stack next turn should result in her defeat, but she still casts the Spell of Return. That's pretty stubborn!

@ Spell group 5 modding support is too much work

I had thought the same. Also, "Create Rocks" is a smidge less unfair to the AI as is ;p


Attached Files
.zip   1.zip (Size: 340.66 KB / Downloads: 2)
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(June 11th, 2023, 03:49)Slingers Wrote:
(June 10th, 2023, 17:43)Seravy Wrote:
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.

Aha. With the attached save file, it is easy to banish Ariel. Capturing her last city with the same stack next turn should result in her defeat, but she still casts the Spell of Return. That's pretty stubborn!

@ Spell group 5 modding support is too much work

I had thought the same. Also, "Create Rocks" is a smidge less unfair to the AI as is ;p

What "create rock" is for?
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(June 11th, 2023, 07:35)Suppanut Wrote: What "create rock" is for?

#Spell CREATE ROCKS
*CMount5.png
 Create Rocks
Nature Uncommon - Instant Combat
Target: combat tile under a friendly unit
Casting Cost: 10 mana
With aim assist from a friendly unit, huge walls of rock rise up directly below them, creating a natural barrier to Melee Attacks. No corporeal unit can ever re-enter the tile.
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I tested “GAINEXP U,AMOUNT” a bit on a building in UnitCalc.CAS

Scripts.TXT says:
“Unit U gains AMOUNT Experience.”

In fact - it works!

, but the smallest possible AMOUNT=1 gave something between 13 to 17 or 18 EXP/turn for units in the city. That’s quite excessive - comparable to a high-level Armsmaster, and hero units may need to be excluded from such an effect.

For AMOUNT=2 it was a consistent 27EXP/turn.
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(June 11th, 2023, 00:52)Suppanut Wrote: Some question about 1.5, could ai recognize if some location for city favor one race over another? If I do something like +0.25 max pop for nomad for each desert tile or for lizardman for each swamp tile, would ai able to recognize this when they pick locatiob for settler to settle? Could ai able to recognize effect in ecomaxpop.cas?

No, this is unfortunately not possible. Ecomaxpop is only for cities and there is no city on the tile yet.
The AI will see the number shown to the player in Surveyor.
I did consider adding a script for it but it might slow down turn times too much so I didn't.

Quote:, but the smallest possible AMOUNT=1 gave something between 13 to 17 or 18 EXP/turn for units in the city. That’s quite excessive - comparable to a high-level Armsmaster, and hero units may need to be excluded from such an effect.

For AMOUNT=2 it was a consistent 27EXP/turn.

Sounds like you have a script problem, 13 is too specific to be a coincidence, maybe it's a game with 13 wizards and the unit gains exp in every player's turn instead of the owners.
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(June 11th, 2023, 03:49)Slingers Wrote: Aha. With the attached save file, it is easy to banish Ariel. Capturing her last city with the same stack next turn should result in her defeat, but she still casts the Spell of Return. That's pretty stubborn!

Fixed and uploaded!
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Web now works correctly, respecting or ignoring Magic Immunity based on the Anti Magic flag being set.
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Bug: Undead units aren't getting the "No Healing" flag set on them upon their creation, allowing them to heal normally afterwards. Load the save, pass the turn, and look at the HP of the undead Naga stack.


Attached Files
.zip   Undead healing.zip (Size: 93.73 KB / Downloads: 2)
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