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CoM version 1.5.0, looking for a few testers

Hi, one remark for testers and one bug:

Remark for the other beta testers: when taking last version, the Data\Music and Data\Sound folders will be missing, take them from previous version.
Bug: Oracle in the City Newland in the attached save file doesn't extend line of sight of the city to 4 squares.

https://drive.google.com/file/d/129GMcg5...sp=sharing

Thanks!
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(June 12th, 2023, 07:48)GMBarak Wrote: Bug: Oracle ... doesn't extend line of sight of the city to 4 squares.

Strange. It works for me. Also, Scoutingrange modding in buildings.ini works now.
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(June 12th, 2023, 12:11)Slingers Wrote:
(June 12th, 2023, 07:48)GMBarak Wrote: Bug: Oracle ... doesn't extend line of sight of the city to 4 squares.

Strange. It works for me. Also, Scoutingrange modding in buildings.ini works now.

verified again, this bug also occurred in previous version, also the city walls don't increase LOS from 2 to 3, can anyone else verify this?
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(June 11th, 2023, 16:16)Seravy Wrote:
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.

Hm. You might be right about a script problem or that I forgot something, but I have no idea what it could be. The effect was indepent from the number of opponents. Also everything else seems to be fine. 
Maybe somebody else knows what to do?
 
The slender line below used in UnitCalc.CAS was all I could do :

Code:
:
INPUT - U, the unit being calculated.
OUTPUT - None, set unit current stats using the SetStat command.
:

:Detect cityID :
C=(CITYONTILE(U));

: new Fighters Guild :
IF (ISBUILT(C,BFighterGuild)) THEN {
    IF ISHERO(U) THEN { GAINEXP (U,0); } ELSE { GAINEXP (U,1); }
}

EDIT: It looks like I found the answer during a pleasant evening stroll... re-reading a brainstorming post. So it should be OverlandEndTurn.CAS then...
The below seems to work nicely. It adds +2EXP/turn for Amount=1 ... Fine by me!

Code:
:
INPUT - W, the player whose turn just ended.
    This script is called before any other end-of turn effects (such as drowning or clearing dead units) is processed.
:

FOR U=1 TO MAXUNIT();

:Detect cityID :
C=(CITYONTILE(U));

: new Fighters Guild :
IF (ISBUILT(C,BFighterGuild)) THEN {
      GAINEXP (U,1);
}

NEXT;

HALT;
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(June 12th, 2023, 12:54)GMBarak Wrote:
(June 12th, 2023, 12:11)Slingers Wrote:
(June 12th, 2023, 07:48)GMBarak Wrote: Bug: Oracle ... doesn't extend line of sight of the city to 4 squares.

Strange. It works for me. Also, Scoutingrange modding in buildings.ini works now.

verified again, this bug also occurred in previous version, also the city walls don't increase LOS from 2 to 3, can anyone else verify this?

Correction: the bugs occurs every time I reload the save, once I move between some units with "wait" and some screen it's is fixed.
Edit: Ok, I found how to "fix" it, if I remove the "fog of war" option, (which is selected by default) and bring it back, the bug disappears.
Edit: now the "fog of war" brought back the bug and I can't "fix" it. so I don't know how to reproduce it or fix it, right now it's just there...
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SETTERRAIN works just as well overland. I wonder if there are certain rules that you should rather follow to avoid crashes. Obviously, groundunits in the city below have a risk to drown ...

EDIT: Link to Modding discussion


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Quote:SETTERRAIN works just as well overland. I wonder if there are certain rules that you should rather follow to avoid crashes.
It doesn't change the continent ID of the tile so changing land to sea or back is not recommended. Doing so will result in land tiles that have "ocean" as their continent ID or sea tiles that have a continent ID for land.
Additionally as a special case of this, creating land at the area where the map loops might lead to crashes, as those tiles are assumed to have wide enough see that no city ever sees the "looping" area.
Everything else should be safe.
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The land bridge over the area where the map loops was solid and nice to use for walking units. However, only very carefully! Attempting to split the stack while on the artificial land results in the message: “Units left behind to drown”.
Turning river tiles into ocean sometimes causes graphical glitches.
Some other things I've observed about the influence of the continent ID of the tile:
-         Units cannot board a ship that is located on an ocean tile with continent ID for land
-         Settlers cannot settle on a tile with continent ID for sea. The Surveyor darkens the tiles.

Ironically, Waterworld was defeated by Bug units. ;p  Defeat text and animation worked!

Edit: I vaguely remember a post from a long time ago about not including this spell for certain reasons, maybe these. However, if nothing worse can happen, e.g. crashes, it's worth finding a way to use it in a MOD.


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The moat prototype seems to be working fine. So far no more crashes, except homemade ones ...


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(June 16th, 2023, 05:02)Slingers Wrote: The moat prototype seems to be working fine. So far no more crashes, except homemade ones ...

How you make it?
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