Is that character a variant? (I just love getting asked that in channel.) - Charis

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MoM bugs reports (to do list)

Quote:Are you saying they might have cast it in their own battles (not sure how that works)?
No. They cannot "cast" anything concrete in AI-AI battles. If they did not casted in your battles... there must be another data leak. Not very good news for me.

Quote:Also, my High Men Engineers (chaos or not) do not seem to be named "s" anymore, so I'm not sure if the save is worthwhile... unfortunately it must have reverted to being normal at some point...
Ok. Please, next time, conserve the save immediately (copy it somewhere else). Without it, I cannot repair anything.
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I may have bad news, too. No savegame yet, though.

On a few occasions, when AI attacked my Draconian cities, the battle ended with my side winning after only 4 or so turns of battle. Technically, I could've waited for 50 turns but I never do that. Should this kind of thing happen ?

There was also a draconian city which disappeared without a trace. I had high hopes for it, because it was near adamantium. The outpost grew and eventually became a city. I know sometimes outposts are deserted, but it was already population 2, with 2 workers. Then suddenly I realize the city is no longer there - guards are still present, but the city is gone. Unfortunately it was one of my fast games when I tried various opening strategies, I wasn't paying attention and I wasn't expecting any bugs. I have no savegames. But it certainly was early game.

Could this kind of thing happen if I patched incorrectly ? I remember there are 2 lowercase files in the patch archive, which annoyed me. DOS convention was ALL CAPS, and Linux is case-sensitive so I had to rename files so they could overwrite correctly. I could've made a mistake there.
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Here's a glitch that I was able to reproduce (I've encountered this in other games and situations). I included a save file (save2).
Okay, so attack the fortress town that I'm next to (nevermind that I'm outnumbered). The wizard and heroes should cast Heroism and/or Holy Weapon on one of the halfling swordsmen. Now cast "Dispel Magic True" on that unit. Assuming the spell says it worked, check that unit to see if it was really dispelled. Regardless of whether it says that it dispelled one or both spells, they still have both enhancements (still lit up too).

Not sure if this has been reported by anyone else (I only read the bug list at the first post), but this is annoying.
-Edit- Oh and this is on the latest version of the patch, 1.40i.

Also, any plans on restoring fanfare music for completed buildings?
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Nightrnr Wrote:Here's a glitch that I was able to reproduce (I've encountered this in other games and situations). I included a save file (save2).
Thanks a lot, Nightmr, finally some stuff I can work with.

I had another report from DakaSha on RPGcodex that you may sometimes conserve the spell on a unit that was casted in combat for the overland - only if the enemy tried to dispel it from you in combat. Thought players might want to know.

Quote:Also, any plans on restoring fanfare music for completed buildings?
You mean the one that infinitely loops in low volume? Since b0rsuk reported that the problem touches all events music, I will put it back. I have no remedy for the loop. Sadly, IDA cannot decipher music section very well.
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I have one in my current game that's quite cool.

For some reason, a barbarian city on Myrror can build Basilisks. They're listed with a food/gold price but have the usual mana upkeep instead. Still, they seem to count as normal units in a good way: They get the benefit from adamantium and Heroism works on them with full effects.


I believe I have seen this before but I'm not 100% sure.
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Oh that one was on purpose, kyrub was in a modding mood and felt that Barbarians needed a little more spice. I approve, pet basilisks are very appropriate.
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As a bug, it would have been cute... but as a deliberate change I think it's a fantastically bad idea for many reasons. Is there an easy way to remove them again?

I really appreciate the excellent work on fixing the many many bugs... but I'd strongly prefer as much faithfulness to the original as is practical. I'm on the fence even regarding the changed MP for the ships... even though I think the game gains from it (if the player can't abuse flying warships).
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Dymlos Wrote:Also, my High Men Engineers (chaos or not) do not seem to be named "s" anymore, so I'm not sure if the save is worthwhile... unfortunately it must have reverted to being normal at some point... I'll have to toy with it a bit, as I don't have any incremental saves. Maybe I can reproduce it.

What would have happened is a so called access-violation, meaning part of the data in the game was corrupted by a bug.
When you quit the game, the effects of the access-violation would be gone.
Apparently the data in the save game was not corrupted, because you could continue it without trouble.

Hint: if your engineers are called "s" or something. Quit the game, you can continue immediately from the Continue screen. This resets the game and any access-violations that are not in data belonging to your save game.
--I like ILSe
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Catwalk Wrote:Oh that one was on purpose, kyrub was in a modding mood and felt that Barbarians needed a little more spice. I approve, pet basilisks are very appropriate.

I suspect the pet basilisks are part of an access-violation too.
In this case probably in building-requirements data (loaded from BUILDDAT.LBX).

I'm thinking of adding 2 new functions to the Tweaker.
One that monitors all data in the game for unexpected changes.
That might help narrow down where and when an access-violation occurs.
And another function to make a complete memory dump which can be restored.
--I like ILSe
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Catwalk Wrote:Oh that one was on purpose, kyrub was in a modding mood and felt that Barbarians needed a little more spice. I approve, pet basilisks are very appropriate.
Hehe. You caught me on this one, Catwalk.
All this is one data instabiltity issue.

I like Serena Wrote:I'm thinking of adding 2 new functions to the Tweaker.
One that monitors all data in the game for unexpected changes.
That might help narrow down where and when an access-violation occurs.
And another function to make a complete memory dump which can be restored.
Sounds nice. Memory dump that could lead to a "re-entering" of a battle would be great, for isntance.
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