September 17th, 2023, 18:17
Posts: 67
Threads: 5
Joined: Jan 2017
(September 17th, 2023, 17:56)Seravy Wrote: You also have to disable music form the settings before deleting the files otherwise the game will crash as soon as it finishes loading and tries to play the music.
This was the problem as I had not copied in my own settings file yet so it was defaulting to having music on. Thanks!
September 18th, 2023, 00:34
Posts: 289
Threads: 20
Joined: Jan 2022
(September 17th, 2023, 17:57)Seravy Wrote: (September 17th, 2023, 04:08)GMBarak Wrote: Hi I see wizard pact violation icon on my dwarf engineer, is that a bug?
Probably. I checked Units.INI and all Engineers have the Ignorepact=1 ability so it might be some other problem. Do you have a save file?
here, near the city of Doomcastle, image also attached:
https://drive.google.com/drive/folders/1...sp=sharing
September 19th, 2023, 20:54
Posts: 67
Threads: 5
Joined: Jan 2017
I'm playing a new game on Fair difficulty. Turn is August 1507. The treasures from my lair hunting are surprising... not likely a bug but pretty unusual.
September 20th, 2023, 02:17
Posts: 289
Threads: 20
Joined: Jan 2022
(September 19th, 2023, 20:54)Fringe Wrote: I'm playing a new game on Fair difficulty. Turn is August 1507. The treasures from my lair hunting are surprising... not likely a bug but pretty unusual.
![[Image: 6XLmhoD.png]](https://i.imgur.com/6XLmhoD.png)
I don't think it's that unusual more like 1 in 32 chance if there are many retorts. IMO if you continue playing and getting only the vials yes, it might be unusual.
September 23rd, 2023, 11:04
Posts: 289
Threads: 20
Joined: Jan 2022
(September 18th, 2023, 00:34)GMBarak Wrote: (September 17th, 2023, 17:57)Seravy Wrote: (September 17th, 2023, 04:08)GMBarak Wrote: Hi I see wizard pact violation icon on my dwarf engineer, is that a bug?
Probably. I checked Units.INI and all Engineers have the Ignorepact=1 ability so it might be some other problem. Do you have a save file?
here, near the city of Doomcastle, image also attached:
https://drive.google.com/drive/folders/1...sp=sharing
actually I saw a wizard pact violation on an Orc engineer as well, and got a warning from the annoyed wizard.
September 26th, 2023, 11:12
Posts: 6
Threads: 0
Joined: Mar 2019
Hey, in my current game in version 1.5.2 I've noticed a lot of tiles in the far north with high max base population numbers (16+) and some very high at around 20, inculding tundra tiles, with one tundra tile even having 22.
Is that a feature or a bug?
My world settings in that game are Maximal land and everything else fair.
September 27th, 2023, 09:34
Posts: 10,497
Threads: 395
Joined: Aug 2015
It's unlikely to be a bug but I need more information.
Are there tiles in range that produce high maximal population (like Wild Game or Grasslands or Nature/Sorcery Node)?
September 27th, 2023, 12:41
Posts: 6
Threads: 0
Joined: Mar 2019
Yes, there are a LOT of river tiles, 2 sorcery nodes and a nature node.
I still found it weird because that area is right across the north pole, but I guess it makes sense then.
Posts: 5
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Joined: Oct 2023
Hey, running Master of Magic Caster of Magic for Windows 1.05.02, with mod Warlord 1.5.1.1.
When my ~3000 mana artifact was summoned I didn't get the Item screen, and now my Item screen doesn't open, even if I create a new artifact.
Save file:
https://drive.google.com/file/d/1fMoq8ix...sp=sharing
Posts: 1,063
Threads: 14
Joined: Nov 2020
(October 6th, 2023, 00:56)Leobuilt Wrote: Hey, running Master of Magic Caster of Magic for Windows 1.05.02, with mod Warlord 1.5.1.1.
When my ~3000 mana artifact was summoned I didn't get the Item screen, and now my Item screen doesn't open, even if I create a new artifact.
Save file:
https://drive.google.com/file/d/1fMoq8ix...sp=sharing
I have already try create artifacts with cost over 3000 on your save but I could not recreate the bug, likely that bug is fixed in updated version of warlord mod (1.5.2.0). which you could found it here.
https://www.realmsbeyond.net/forums/show...#pid836982
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