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CoM version 1.5.0, looking for a few testers

hurray!
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Is the save file backwards compatible?
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Thanks. But then how would update process for future version (1.5.1?) would do if player still have mod loaded? Would it cause problem if mod still loaded while main game is updating? I think it would be problem if you don't have automate mod unloading script upon game update then it might cause problem.
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About dispel strength calculation, is there anyway to make dispel strength or resistance work differently between different type of spell/dispel?
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I know I'm late here but something definitely wrong. For reference I set earlytresholduncommon=8 and earlytresholdrare=11 (actually I don't think I understand how these parameter is using and operate at all). But if I set like this means there should not be early rare but guerentee rare, right?

[Image: image.png]
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What wrong with this script? I try to put it in COSpell.cas for every cast of warp creature to trigger 3 effect instead of 1 and it fail to trigger.

Code:
TU=SpellTargetUnit;

IF (SP=SWarpCreature) %AND HASGLOBAL(MAINCASTER,GEBlazingEyes) THEN {
SETCOMBATENCHANTMENTFLAG(TU,EncWarpAttack,0,1);
SETCOMBATENCHANTMENTFLAG(TU,EncWarpDefense,0,1);
SETCOMBATENCHANTMENTFLAG(TU,EncWarpResist,0,1);
}
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I know I late here but I found some bug about unit with 0 range that suppose to have 0 melee and range attack. In upcoming Warlord mod version, Holy mother suppose to have 0 melee and range attack in units.ini and Idris is mono-chaos wizard.

[Image: image.png]

As you could see here, she displayed here that she has 2 range attack. Idris is chaos wizard and he does not have focus magic nor reinforce magic. But her actual stat is as code show here, she does not have range attack nor ammo.

Code:
Name=Holy Mother
Attack=0
Ranged=0
RangedType=35
Ammo=0
Hit=30
Defense=4
Resistance=15
Moves=6
Cost=330
Upkeep=8
Race=24
Building1=40
Building2=25
HP=10
Scouting=3
Transport=0
Figures=1
Roadbuilding=0
AIProduction=20
AIgarrsion=15
Sound=151
Spellability=125
Spellcharges=4
Resistance To All=3
MagicImmunity=Yes
MissileImmunity=Yes
Windwalking=Yes
Supernatural=Yes
Lucky=Yes
Healer=Yes
Purify=Yes
Exorcise=-1
FirstStrike=Yes
Flying=Yes
Foodupkeep=2
Ignorepact=1
Custom12=1
Custom16=1

and in actual combat she has none of them. 

[Image: image.png]
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(July 1st, 2023, 03:37)GMBarak Wrote: Hi, I used apocalypses chaos spell on two Behemoth at a node, and one of them got zero resistance from warp creature, I then used confusion on it and a few turns later tried to use exorcise on it (when it had zero resistance) and the exorcise didn't destroy it.

This happened again, confused hydra ignored each of the spells: petrify and exorcise.
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(July 16th, 2023, 16:25)GMBarak Wrote:
(July 1st, 2023, 03:37)GMBarak Wrote: Hi, I used apocalypses chaos spell on two Behemoth at a node, and one of them got zero resistance from warp creature, I then used confusion on it and a few turns later tried to use exorcise on it (when it had zero resistance) and the exorcise didn't destroy it.

This happened again, confused hydra ignored each of the spells: petrify and exorcise.

Is there a save file I can use to reproduce this?
Does the bug happen without mods?
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Now CoM for windows version 1.5 have already released as update on Steam. I hope everyone enjoy it.
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