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CoM version 1.5.0, looking for a few testers

is the moat a new game feature?!! Its just normal water tile? How unit suppose to cross it in combat? Is it like a mud? Or they not expected, it could be lava or endless pit as well. Would AI know how to deal with that enchantment?
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(June 16th, 2023, 15:19)Lagi Wrote: is the moat a new game feature?!! Its just normal water tile? How unit suppose to cross it in combat? Is it like a mud? Or they not expected, it could be lava or endless pit as well. Would AI know how to deal with that enchantment?

I think it would be more fair if it is just feature that make ai losing their movement turn like case of earth to mud rather than outright ocean.
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(June 12th, 2023, 01:08)Anskiy Wrote: 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.

Confirmed, this will be fixed in the next upload.

Quote:Bug: Oracle in the City Newland in the attached save file doesn't extend line of sight of the city to 4 squares.
After moving a unit, the sight range is correctly updated.
Either this save file was created during the previous version, or scouting range recalculation didn't happen when the building was produced but I double checked and it does run the "RecalculateVisibility" function during the beginning of turn function for the human player so that shouldn't be possible.
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Quote:Turning river tiles into ocean sometimes causes graphical glitches.

True, I forgot but Rivers also shouldn't be changed to/from because the tile stores a "riverdirection" data that tells the game which way the river continues to flow from the tile.

I've updated the script command to set the continent ID to 0 when changing a tile to Ocean, Shore or River Mouth, and call the "SetLandmassID" function otherwise to update the continent ID. This is the same function used by map creation and should calculate the correct continent ID as well as update the continent ID of all land tiles that get connected by the new tile.
I've also updated the function to reset the main action continent if it was an ID that gets "merged" into the new larger continent (as a nonexisting continent being selected would lead to crashes), and forced the AI to reevaulate target availability on the "merged" continent ID that still exists.
There might still be lurking AI issues and potential crashes though and continents exist in the first place because the AI can't handle it well when too much land is connected so it's still not recommended to turn sea to land.
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Uploaded.

Also a list of what's new :
Quote:-Changed combat grid graphic to a dotted line
-Updated the cities screen background (thanks, Lagi!)
-Added new unit graphics for Apprentice
-Added new unit graphics for Gladiator
-Added new unit graphics for Spellzerker
-Added new unit graphics for Jackal Riders

Old versions of the units will stay available in the OptionalArt folder.
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I get an error trying to start the game with the new updated version. Do you need some specific files?

Feedback so far (CoM version from 10.06.23):

-I Chaos channeled Stag Beetles but never got the +4 Breath attack (I wanted to test the new change "+4 to current fire breath")

-On the unit counters on the overmap it is hard to differentiate between magical and mithril weapons. Perhaps the mithril weapons could be more yellow/orange.

-I like the new sound for clicking but it is a little bit to low compared to the music.

-edit: error fixed. I forgot to include the music files.
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(June 18th, 2023, 09:03)Gary Oak Wrote: I get an error trying to start the game with the new updated version. Do you need some specific files?

when taking last version, the Data\Music and Data\Sound folders will be missing, take them from previous version.
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with this recent water manipulation in 1.50

is it possible to add water dungeons?

sea tiles feels a bit empty, this would spice things a bit.
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hmm... unzip, and add music and sounds from working commercial com2win

what am i missing with sounds? is there special sound folder?

[Image: 635tGBF.png]
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I think you need to take them from the last beta release that had them, not from the commercial version
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