Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
MoM bugs reports (to do list)

kyrub Wrote:Maybe I messed up the fortress mana "unable to cast due to half discount" correction?

Where's this "unable to cast due to half discount" feature?

Anyway, perhaps you can fix it to work as it is supposed to?

Jtm Wrote:For insecticide: bug confirmed.
For vanilla: unknown. Problem is the stupid vanilla AI does NOT cast spells at all during my attack against Tlaloc's fortress. Don't understand why... Yet another proof that AI is stupider in vanilla... lol. In any case, I'll try to manufacture a suitable savegame to test this.

Thanks for the confirmation! thumbsup



I've delved a little deeper and I've been able to confirm that the problem occurs when:

Conditions
1. you fight an enemy wizard at his fortress (50% discount),
2. the enemy wizard has more than 16384 mana,
3. the enemy chooses to cast a chargeable spell,
4. the bug is also present in vanilla, although it does not manifest, since AI decides not to cast at all.

Symptoms
Enemy casts a chargeable spell at his fortress that is way overcharged, but that seems to do nothing.
His mana increases (until it overflows), and his remaining casting skill also increases.

Quickfixes
- Manually reduce enemy's mana to 15000 before you attack him at his fortress.
- Reduce mana cap from 30000 to 15000 (set both wizards.exe:95a14 and 95a25 to 15000).
- ...

Tech speak[SIZE="1"] (only for people that are into byte hacking wink)[/SIZE]
Cause
The problem is that there is an overflow, causing the computer to make the wrong decision how to pump.
Computer is willing to spend all enemy's mana, instead of only the maximum allowed for the spell.

Location
ovr112:0451 (or wizards.exe:835d1) that contains "3B D0", where the computer does "cmp dx, ax" while dx (2 times enemy's mana) is greater than 32768.

Furthermore, ovr112:0453 (or wizards.exe:835d3) contains 7Dh, which means "jge" (signed comparison).
I tried to change it to 73h, which is "jae" (unsigned comparison).
This appears to help, but the problems are not over yet.
--I like ILSe
Reply

Is the AI supposed to attack my cities without declaring war, or even showing strongly negative reactions? Fine if it is, but if not it's a bug.
Reply

Anthony Wrote:Is the AI supposed to attack my cities without declaring war, or even showing strongly negative reactions? Fine if it is, but if not it's a bug.
AFAIK AI attacks without declaring war if:
1. If an engineer is building a road and "enters" in you city by mistake (happens no more with Insecticide, only when it attacks troops outside cities, AFAICS)
2. The enemy wizard sent the troop to a location and you build a city on that location (save and reload before the attack to avoid it)
3. You conquered a city, but the enemy wizard already targeted the city for attack (save and reload before the attack to avoid it)
4. The enemy wizard has chaotic personality rolleye
5. You attacked one of the wizard city first

The negative reaction depend on many factor, shortly, when you destroy troops (either attacking or being atttacked), build cities, meld a node, learn a spell, keep troops 2 squares away enemy cities the relation with other wizard get worse.
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
Reply

On Impossible, the AI routinely sets out to attack your cities and fortress quite early, such as 1404, sometimes with very powerful stacks. This is a nice feature and not a bug, since the human player is liable to do the same to the AI.

If same thing occurs on other difficulty levels, not as nice a feature then.
Reply


  1. if i cast guardian wind to the djeen this cause enemy veteran slingers with ammo goes to the djeen and attack it melee,whereas enemy cavalry remain standing.(about problem:foot units attack flyers)(djeen is only my unit,no other spells at all)
  2. the dispel can remove true sight. But,if this was the only one unit capable to see invisible, the army still can see invisible,(but cannot target ranged)
  3. immolation still in effect after dispelling it
I'll edit this post before 1.40o.
Reply

Asfex Wrote:
  1. if i cast guardian wind to the djeen this cause enemy veteran slingers with ammo goes to the djeen and attack it melee,whereas enemy cavalry remain standing.(about problem:foot units attack flyers)(djeen is only my unit,no other spells at all)

It's by design. smile

If you have a flying unit, the foot troops can attack it in melee if they have a "thrown" weapon (like axe, breath, gaze or, in your case, sling).
Since guardian wind prevents ranged attack, the slingers close in and attack in "melee".
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
Reply

The problem is: slingers have not any thrown,or other gaze attack, becouse it have slings already! It can not able to attack flyers by melee even.
Reply

Asfex Wrote:The problem is: slingers have not any thrown,or other gaze attack, becouse it have slings already! It can not able to attack flyers by melee even.
Well slingers throw rocks. smile

As for MoM definition "thrown weapon" include breath, gaze, axe, sling, bow, etc. with different application (when they hit, distance and more).
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
Reply

I'm repostring a bug in 1.40n with spell Guardian Wind: if a computer player casts it on his unit and i dispell it (with any kind of dispell magic), his unit looses the spell but it keeps the effects of the spell so i can't shoot that unit with ranged units (I've tryed with halfling slingers)

also I have question about getting perks for my wizard: in vanilla it wasn't uncommon to get a spell book or a perk it I've defeated pretty hard lair like with sky drakes or wyrm, but now it's so rare and it is not uncommon that i get nothing for destroying lair with something like gorgons with hellhounds and such
Reply

gesaugen Wrote:I'm repostring a bug in 1.40n with spell Guardian Wind: if a computer player casts it on his unit and i dispell it (with any kind of dispell magic), his unit looses the spell but it keeps the effects of the spell so i can't shoot that unit with ranged units (I've tryed with halfling slingers)
It's not a bug from 1.40n, it also happens in vanilla.
Same thing for Magic Immunity (it's dispelled and still works).


Quote:also I have question about getting perks for my wizard: in vanilla it wasn't uncommon to get a spell book or a perk it I've defeated pretty hard lair like with sky drakes or wyrm, but now it's so rare and it is not uncommon that i get nothing for destroying lair with something like gorgons with hellhounds and such
The rewards depends on how powerful the magic is in the initial game setting. I did not noticed a diminution on books/retorts, however if you have 13 books and 6 skills, you're getting no more of them.
There is a thread I've opened about that where you can find more infos, or you use my mod (FQM) that rise to 15 books and 15 skills the maximum you can achieve. wink
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
Reply



Forum Jump: