As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
CoM version 1.5.0, looking for a few testers

Where is the OptionalArt folder? I don't find it in the current beta.
Reply

There were no changes to sound and music since 2020 december so the files from there should work.

...oh, I see the problem, you didn't put them into the data folder, they're outside.

Quote:Where is the OptionalArt folder? I don't find it in the current beta.

It's not included in the beta because there is nothing to test on image files that were already used in the previous versions without problems. I might as well include it in the next upload.
Reply

they inside DATA now, still crashing.
It loaded images till 90% (all ok), then windows size,,, then crash.

[Image: 7di12g0.png]
Reply

(June 17th, 2023, 09:23)Suppanut Wrote:
(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.

Aha. How about a small bridge? You can "draw" a moat and many other things very easily with the new modding option SETTERRAIN. 

@Terraforming the overland map (spell targets friendly unit, spell effect in OLSpell.CAS)
 
Today I used the latest upload to set sail for the forbidden crash-lands. And I got plenty of crashes. After disallowing the spell to create land near the polar area and the looping area, everything worked fine:
-         Cities could get access to the sea and start building ships.
-         Artificial land could be settled and terraformed.
-         Ships could be loaded and unloaded while on artificial ocean.
-         Stacks didn't have movement restrictions on artificial land.
-         Ships and ground units could enter ocean cities and ground units inside an ocean city no longer drowned!

BUT after starting new games, crashes happen only some turns into the game.
Is it possible, that some variables weren't cleared? What else could it be?
Reply

what will happen to ships if you change underneath them water to land? would they walk on land? or become destroyed?
Reply

(June 19th, 2023, 17:13)Slingers Wrote:
(June 17th, 2023, 09:23)Suppanut Wrote:
(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.

Aha. How about a small bridge? You can "draw" a moat and many other things very easily with the new modding option SETTERRAIN. 

@Terraforming the overland map (spell targets friendly unit, spell effect in OLSpell.CAS)
 
Today I used the latest upload to set sail for the forbidden crash-lands. And I got plenty of crashes. After disallowing the spell to create land near the polar area and the looping area, everything worked fine:
-         Cities could get access to the sea and start building ships.
-         Artificial land could be settled and terraformed.
-         Ships could be loaded and unloaded while on artificial ocean.
-         Stacks didn't have movement restrictions on artificial land.
-         Ships and ground units could enter ocean cities and ground units inside an ocean city no longer drowned!

BUT after starting new games, crashes happen only some turns into the game.
Is it possible, that some variables weren't cleared? What else could it be?

Agree. To make it not too unfair for ai, I think it should left tile in front of the gate accessable. So that it would not shut ai window of opportunity completely. But what should it be? Building (2nd tier wall) or city enchantment?
Reply

(June 17th, 2023, 19:45)Seravy Wrote:
Quote:... There might still be lurking AI issues and potential crashes though ...

Well, it's a pity, but that's probably how it is. I tried 2 more variants - land to water and not vice versa, and land tiles to swamp. In any case, the program became buggy. E.g. crash after war declaration, or also without apparent reasons. At best I was just incompetent, in any case I had to give up overland terraforming for the time being. The global combat variant of the "Flood" spell looks very promising though...
Reply

(June 19th, 2023, 19:40)Suppanut Wrote: [quote pid="830974" dateline="1687212801"]
... But what should it be? Building (2nd tier wall) or city enchantment?

[/quote]

Both are probably possible. For testing, it was a feature of the Lizardmen City Walls, so basically a building. Attached is the combat grid with X, Y numbers that can be used with GETTERRAIN/ SETTERRAIN.


Attached Files Thumbnail(s)
   
Reply

I used aether sparks on water elementals and it did not reduce their ammo in half, did it two times first round when they had 4 ammo and when they had 2 ammo left.
Caster.exe version is from 12 in June 2023 12:57AM
Reply

A little bug:

No race is displayed for Settler mercenaries. What could it be if they have Water Walking? ... They were Barbarians!

It may be possible to add all the different settlers via modding UNITS.INI and disabling the generic settler?

Edit: 

One more bug:

A Magic Vortex becomes invisible 1 turn after it was cast.


Attached Files Thumbnail(s)
   
Reply



Forum Jump: