Lord Yanaek
Emperor
- Joined
- Aug 15, 2003
- Messages
- 1,635
Hi, making this a separate thread, hope it's OK.
I was playing with v2 hotfix i (last one) as i started before v3 release today. I've been trying to test the destroyer victory for some time, but couldn't build the temples in most attempts. I posted in the Bugs thread but you were busy with v3 so maybe you missed it.
How it went
The bugs
Here is a Lua log (long) from most of this game.
I was playing with v2 hotfix i (last one) as i started before v3 release today. I've been trying to test the destroyer victory for some time, but couldn't build the temples in most attempts. I posted in the Bugs thread but you were busy with v3 so maybe you missed it.
So i finally had a game where i could go really bad and try to destroy the world.Another test. Someone made Prophecy of Va during the 3-4 turns between me discovering Maleficium and getting second Theism SP so my priest was generated as a Fallen Priest directly rather than normal priest becoming fallen. I founded Anjra and could then immediately build temple to Zariz.
Maybe something goes wrong with GP conversion and a priest that falls after it was "born" is not correctly identifies as a fallen priest for the action script.
How it went
- I've been able to play till year 220 and would have won pretty quickly if not for bugs as i have destroyed 87% of total mana. This was mostly the effect of the first 4 temples. I had a couple of priests in the game but they mostly built the temples and summoned a few demons to protect my territory. Had 2 sorcerers, second turned to a Lich, cast a couple blight from tower with no apparent effect then tried to move to annoying Segoim to blight their land but couldn't reach it yet. I doubt it would be possible to build any temple after 5th one, mana would be zeroed before that.
- Anjra really kills population growth which makes sense (crazed people trying to destroy the world probably won't have lots of children) but i think the 25% growth penalty is in fact a 25% penalty on
produced : much more severe.
- Temple give some pretty crazy research. Probably OK as cities will stay so tiny.
- The health drop with mana depletion is pretty severe. My cities were all size 1 at the end, except for cap and couldn't grow (well, they could but would drop back to 1 within a few turns).
- Anjra spread like a disease into neighboring cities.
- Animate dead is pretty useless. 2 turns to cast a spell is too much to cast in the middle of a fight, 50% chance for undead to disappear or turn hostile makes it useless to cast from a tower while you are at war, skellies won't reach the front.
- Same goes for turn undead. 2 turns to cast so undead can still pillage or attack or move away, and apparently they can also leave you (i had one turn hostile with a rather strange effect, see bugs)
- Funny insectoïd demons
The bugs
- You still have work to do on the undead spawning script if you want to avoid strange situations.
Spoiler : - There are still issues with undead turning hostile while on city plots, maybe they can't capture them but, what you see is the result of a "turned" undead going hostile while on my cap. City is both there and razed
Spoiler : - Eidolons couldn't build temples (my priests could) nor take leadership of a temple built by deceased GP.
- Turn to lich was still available for my lich. Casting this one multiple times could give really crazy level i guess.
Here is a Lua log (long) from most of this game.