Final Fixes Reborn

The Hill Giant issue mentioned above may be bigger. Started a game with the deathPeople, and nobody could cast a spell. Assumed it was because I didn't know how to play the civ. Started a new game, got the desertBoys, and this is happening:

upload_2017-8-28_2-1-28.png


Note that the Lightbringer is at the very start of a turn, but cannot cast Scorch. So it looks like something has disabled spellcasting across 3 separate games?
 
Thanks, will check when feasible.

Is there a method to the madness, as hinted by the text about Alcinus? If he gets killed, how can I get him back reliably? Side question, is there a cure to the crazed 'promotion'?

The Roc model is still very big in commit 300.

I have a major gripe with how (not) distant civs are, even on mega huge maps. Does it depends of the particular map script I use, or is it embedded elsewhere? With flavor placement on, it is bad. Without, it is WORSE, can't you believe that.
 
Thanks, will check when feasible.

Is there a method to the madness, as hinted by the text about Alcinus? If he gets killed, how can I get him back reliably? Side question, is there a cure to the crazed 'promotion'?
kill him with an emperor's dagger ( uu for assassin), they have a skill to locate him, and if they kill him he gets back to you.
The Roc model is still very big in commit 300.
yeah, haven't had time to look at that, not sure if i can do it from the code or if i need to invtervene on the model
I have a major gripe with how (not) distant civs are, even on mega huge maps. Does it depends of the particular map script I use, or is it embedded elsewhere? With flavor placement on, it is bad. Without, it is WORSE, can't you believe that.
all of that should be mapscript related. i've noticed a tendancy of worldoferebus and erebuscontinent to spawn large central desert area. and no one settles in those areas ^^
 
yes, about the desert thing, definitively.

the roc fix is very simple in ArtDefines
<Type>ART_DEF_UNIT_ROC</Type>
<Button>Art/Civs/Frozen/Fiacra.dds</Button>
<fScale>2.0</fScale>

should be no more than 0.75 imho

thanks for the tip on Alcinus!

When Emperor's Mark is added to a city I captured from the barbarians? It is now linked by road to the capital, but nothing? Should I fire the world editor?

When can you create a new Fort Commander, I have lost one, but several turns after, I still don't have the option to hire a new one.

Workers building a fort on a mana node, this should be a no-no
 
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the roc fix is very simple in ArtDefines
<Type>ART_DEF_UNIT_ROC</Type>
<Button>Art/Civs/Frozen/Fiacra.dds</Button>
<fScale>2.0</fScale>

should be no more than 0.75 imho
done for next commit.
When Emperor's Mark is added to a city I captured from the barbarians? It is now linked by road to the capital, but nothing? Should I fire the world editor?
at the moment, it's only on built cities.

When can you create a new Fort Commander, I have lost one, but several turns after, I still don't have the option to hire a new one.
at the moment, it's only the first time you take the fort, you need to lose it and take it back. i'm thinking of adding a similar spell but with a timer, to avoid spamming fort commanders as they die.
Workers building a fort on a mana node, this should be a no-no
yeah, i need to tweak that though they tend to avoid doing it already, i need to make it a bit harsher than it is ^^
 
Out of curiosity, do the Mechanos still have access to Arcane Barges in the SVN version?
 
at the moment, it's only the first time you take the fort, you need to lose it and take it back. i'm thinking of adding a similar spell but with a timer, to avoid spamming fort commanders as they die.

Is Fort Commander spamming really an issue, though? If you still hold the fort after the enemy's turn, getting to appoint a new commander isn't way out there, and an unpromoted Fort Commander isn't overly powerful. Although if you don't want unconditional appointing, I suggest keeping the same action but disabling it when there are adjacent enemies, to give it a feeling of siege and disrupted supply lines. This would also prevent you from stealing a fortress right next to an enemy city and use it as a free siege weapon against the latter.

Workers building a fort on a mana node, this should be a no-no

yeah, i need to tweak that though they tend to avoid doing it already, i need to make it a bit harsher than it is ^^

Tearing down mana nodes is an AI behaviour I'd gladly get rid of. Just make sure they don't stop building Forts on un-noded non-raw mana, since that's a legit way of getting the mana without the required tech once they grow into Citadels...

Can anyone enlighten me as to the movement restrictions on SeveredSouls? I cannot discern the pattern of what tiles they can and cannot enter.

Severed Souls have Flying and should be able to enter any terrain, although they have bNoRevealMap, so they shouldn't be able to enter unexplored parts of the map, I think...

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Would it be possible to get a debug build of the DLL with all the asserts turned off? I want to debug some CtDs at startup, but don't have the patience to sit through multiple failed asserts several times over to track down a crash bug which only happens in a minority of cases.
 
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Side question, is there a cure to the crazed 'promotion'?
I'll answer to that but take it with a grain of salt : IIRC, in at least one modmod (but maybe not AoE), spirit III (or mind III?) could cure crazy. And If it's not the case in AoE, maybe it should become possible due to the low-interest of being able to cast "peace" by sacrifying a rare tierIII caster ; having a day-to-day use for such caster might be nice.


Can anyone enlighten me as to the movement restrictions on SeveredSouls? I cannot discern the pattern of what tiles they can and cannot enter.
for severed souls I would have said : anywhere... but not "never-explorer tiles"; that's why having a Hawk with divided souls units is powerful :D
 
Gameplay remarks:
100% defensive retreat for Pegasus is very very frustrating. (In particular because they will all end up having the Awakened promotion, so we are talking of a +160% strength bonus rapidly, blitz, move 4 and flying). 75% should be sufficient to keep them at major pain in the rear, no?

Another frustration is some of the world spells. While he might be fun if you are the one casting Stasis, it is a pain to go through as a player. I understand the concept, I do, but this is a game, imposing on players not-fun-at-all features is generally not good. At the very least, it should be reduced to 10 turns. And even 10 turns make it much more powerful than many others world spells. ps: I know you are not responsible with it, just taking over. Time for some spring cleaning perhaps?
 
Pegasus in my opinion was a unit with strangely disproportionate ability. The only motivation to hunt them(unless you're Austrin) was to get them the airlift building which also double as a somewhat powerful economic booster. But the problem is you need 2 pokemon hunters to catch them due to both having 5str(Even if you wish to strictly kill, only hunter can reliably do it) and 100% retreat. And just like Vorpal+5 saying, that 5str will getting much worse when a Pegasus suddenly be able to attack instead of only harmlessly defend.

In truth i kinda like pegasus gimmick but the absurd str for a mundane animal must go, just scale them back to 3str is enough for a fix. Oh and unlock the ability to ride Pegasus for all Civ would be nice. Maybe restrict them to only high level units or heroes only is fine too. Maybe this could pave way to a new mount system. ^_^
 
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