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Post by lordjackal on Feb 18, 2009 16:52:59 GMT -6
I've noticed a new behavior with the latest mod - I'm not sure if it's intended. It seems that combat bolt spells that affect an area now damage your parties units if they are in the area of effect. Likewise, healing spells cast in battle will heal enemies who are in the area of effect.
I hadn't seen this in previous mods. Is this intentional?
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Post by Boaster on Feb 18, 2009 16:59:07 GMT -6
It will be fixed in this next update. There was a problem when I changed coding with the "ismyside?" shorthand code.
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Post by lordjackal on Feb 24, 2009 16:11:27 GMT -6
The "summon element" spells now seem to take much longer to learn. They are at 1280 days now (I think they are supposed to be 128?) I've been able to check with Earth and Chaos and both are 1280. My poor level 4 shaman needs 11 months and 12 days to learn the spell. [Laugh out Loud]
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Post by zed on Feb 24, 2009 16:22:05 GMT -6
Hi,
I'm testing GS5R2 updated 2/5/2009, when I try to equip a Wicked Staff that item just disappear from my inventory. I don't have a shaman to try that artifact with, so I tried to equip an order wizard with that. I don't know if this is a bug or not, it is strange to me.
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Post by Boaster on Feb 24, 2009 16:58:02 GMT -6
The "summon element" spells now seem to take much longer to learn. They are at 1280 days now (I think they are supposed to be 128?) I've been able to check with Earth and Chaos and both are 1280. My poor level 4 shaman needs 11 months and 12 days to learn the spell. [Laugh out Loud] Noted and fixed for the next update. Hi, I'm testing GS5R2 updated 2/5/2009, when I try to equip a Wicked Staff that item just disappear from my inventory. I don't have a shaman to try that artifact with, so I tried to equip an order wizard with that. I don't know if this is a bug or not, it is strange to me. This is intended. Formerly, when the Witch Staff was equipped by any Champion that wasn't the Witch, it would disappear and transform that caster into a Witch. Now the staff just has a 10% chance to transform the wielding mage into a Witch.
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Post by Boaster on Feb 24, 2009 17:10:48 GMT -6
I'm testing GS5R2 updated 2/5/2009... Also, a thing to note in the future: when reporting bugs, make sure you're using the latest update of the mod. That one is sorely out dated.
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Post by swiftfoxmark2 on Feb 24, 2009 21:49:59 GMT -6
Two bugs:
-When using Balkoth's Scythe that I acquired from the Lord Editor, it does not give +crystals per turn at all. -When a Necromancer or Lich wields the Staff of the Unholy, his attack and defense continually go up. My Lich literally has 170+ attack and defense right now. Really cool bug actually.
This is the latest version.
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Post by Boaster on Feb 24, 2009 22:16:49 GMT -6
Two bugs: -When using Balkoth's Scythe that I acquired from the Lord Editor, it does not give +crystals per turn at all. -When a Necromancer or Lich wields the Staff of the Unholy, his attack and defense continually go up. My Lich literally has 170+ attack and defense right now. Really cool bug actually. This is the latest version. Noted. Unholy Staff is fixed for next update. Balkoth's Scythe... can't figure out why it's not giving anything. Okay. So I figured it out. The artifact isn't giving any resources because units that are set as "Volunteers" can never have + or - resources per turn. I'm going to try to fix that. There, changed to now allow "negative" upkeeps, which means positive resources per turn.
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Post by zed on Feb 25, 2009 6:11:29 GMT -6
Hi, I'm testing GS5R2 updated 2/5/2009, when I try to equip a Wicked Staff that item just disappear from my inventory. I don't have a shaman to try that artifact with, so I tried to equip an order wizard with that. I don't know if this is a bug or not, it is strange to me. This is intended. Formerly, when the Witch Staff was equipped by any Champion that wasn't the Witch, it would disappear and transform that caster into a Witch. Now the staff just has a 10% chance to transform the wielding mage into a Witch. Thanks of your exhaustive explanations! about the release outdated that I'm testing... I change that each time I start a new game, so, the matter is, Me too slow in playing LOMSE or You too productive in your frequent release? [By the way] I'll check the change log looking for new features added and some bug fixing.
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Post by Boaster on Feb 25, 2009 9:53:21 GMT -6
One thing you'll want to watch in the change log, on page 1, is whether or not releases are incompatible or more have problems between updates. Of course, these things only apply to already saved games.
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Post by swiftfoxmark2 on Feb 25, 2009 17:22:38 GMT -6
Another bug:
When summoning the Lich, it requires 3 followers but never 'sacrifices' them when you summon it.
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Post by Boaster on Feb 25, 2009 17:29:52 GMT -6
Another bug: When summoning the Lich, it requires 3 followers but never 'sacrifices' them when you summon it. Yeah, I know about that. I haven't figured it out. It also doesn't spend any of the resources that it should. One of these days I'll figure it out.
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Post by swiftfoxmark2 on Feb 28, 2009 15:34:32 GMT -6
GS5R2.mpq file is "broken" in the latest release. I can't seem to extract it.
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Post by Boaster on Feb 28, 2009 16:10:02 GMT -6
GS5R2.mpq file is "broken" in the latest release. I can't seem to extract it. Okay. I did two things. First, I re-added the GS5R2.mpq to the achive. Second, I rebuilt the archive with the repair function. Should be okay now.
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Post by swiftfoxmark2 on Feb 28, 2009 22:17:49 GMT -6
Thanks, it extracted fine this time around.
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cybah
Member LVL 2
Posts: 22
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Post by cybah on Apr 24, 2009 12:27:50 GMT -6
dunno if this is known, but I cannot see balkoth's bat: home.arcor.de/cyberaser/balkothbug.JPG[EDIT by ADMIN] Full size image changed to link. Full size images should not be posted in this thread, but rather thumbnails which link to the full size images.
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Post by Boaster on Apr 24, 2009 13:25:57 GMT -6
You loaded Balkoth from a custom game. Save game, (exit LOMSE) and reload.
This is NOT a GS5 related issue. This happens with any version of LOMSE.
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cybah
Member LVL 2
Posts: 22
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Post by cybah on Apr 24, 2009 14:20:51 GMT -6
yes, okay will give it a try. thanks.
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Post by Boaster on Apr 29, 2009 5:58:40 GMT -6
One thing I would suggest for anyone is that they look at the 3rd post on the first page of this thread to check for PRE-EXISTING bugs/problems with the game.
These are problems that came with the game and I haven't been able to fix.
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Post by Boaster on May 13, 2009 12:14:26 GMT -6
Recent updates to the mod in regards to revamping of the Barter Value and Experience system, the latest build 2017 will prove to be the best of the most recent changes. Why the changes were made: [1] Lords can no longer cruise around conquering a majority of encounters, alone. [2] Leaps and bounds in Barter Values were wildly out of control, which lead some Lords or Special Champions to be able to auto-calculate many encounters as high as level 7 alone. [3] Infantry were the least appreciated by the previous Barter Value system. Infantry are no comparable to Cavalry in terms of Barter Value at equal levels. [4] Armor ruled all, while (Ranged) Attack values were subject to being divided by Attack Recovery. Armor was now subject to being divided by Hit Recovery. [5] Health was the least valued. While this is still true, by the numbers, Health values can be significantly improved based on the unit's Physical Resistance. Value of Health can be also be significantly be reduced based on the unit's Physical Resistance as well, with overall negative Physical Resistance. [6] Missile Units benefited greatly from values for both Attack and Ranged Attack. This was mostly due to the fact it was using Missile Range as a whole as a multiplier. Now, the game uses Missile Range as a fraction as a multiplier. [7] The prime stats (Strength, Dexterity and Wisdom) played absolutely no role. They do now, in part with Attack, Ranged Attack and Armor, but not nearly at the same level. In fact, two units where the only difference is Wisdom will value more highly the unit with higher wisdom. [8] The Barter Values of Mages (otherwise known as Wizards), were based on three different, hard to understand and very arbitrary factors. In fact, Wizards of certain faiths received significantly better barter values based on some of these arbitrary factors. Wizards now use a less arbitrary method of determining barter value, based on their wisdom. Wizards use Wisdom as a primary stat, and will therefore pull a better "wisdom_value" than other classes. Half the "wisdom_value" is added to Attack+Strength, Armor+Dexterity and Ranged Attack+Dexterity values. Aside from this, wisdom / 1000 +1 is used as a multiplier (in the same manner Flying units use a multiplier). Long story short, Wizards have less arbitrary changes in Barter Value based on their stats. Auto-calculation, randomly generated armies, Barter Values and Experience values were all changed to encompass this general overhaul of the previous system. Auto-calculation now factors in much more than army size and barter values. Previously, the Barter Value of a champion as a one person army was reduced against armies of greater size, but only for Human controlled players. It was that one unit, divided by the number of units it was facing. This number was used as a "solo_champion_factor". Therefore if it was 1 Champion facing a full army of 12, 1/12 would be multiplied by the Solo Champion's Barter Value to determine that Champion's collective strength against that one army. That was just about the only equalizer in the previous system. The new auto-calculation system doesn't use a multiplier for merely just a solo champion, compares an array of variables. The highest Attack Value or Ranged Attack value, which ever is highest, will be compared against the highest Armor value of the other army. If Army A's highest (Ranged) Attack is greater than Army B's highest Armor value, than the quotient of the two will be subtracted from 1 and added to Team A's Team points. Team Points can be gained through all of the following ways: 1. Highest Solo (Ranged) Attack > Highest Solo Armor. 2. Highest Solo Armor > Highest Solo (Ranged) Attack. 3. Highest Solo Level > Highest Solo Level. 4. Average Army (Ranged) Attack > Average Army Armor. 5. Average Army Armor > Average Army (Ranged) Attack. 6. Average Army Level > Average Army Level. 7. Number of Missile Class > Number of Infantry Class. 8. Number of Cavalry Class > Number of Missile Class. The Final Factor is: If number of units in Army A is < number of units in Army B, the quotient is multiplied into Army A's Team Points. 1 - (Quotient) = the Point to be gained. If Army A's Highest Level is 15 and Army B's Highest Level is 10: 1 - ([10] Highest Level B / [15] Highest Level A) = 0.333~ Team Points is now +0.333~ points.
The same formula is used to calculate all team points, so the points gained are always relative to the two armies engaged to combat.
The Team Points (then multiplied by the quotient of the two army sizes, but only if the other army is larger), plus 1, is multiplied into the Barter Value of the entire army. The team with the Highest Barter Value wins. Units with the lower Barter Values are typically the casualties of the fight.
Before, simply the army with the highest Barter Value one, without consideration the total power of units, the better army as a whole, and if your had better countering units (MIS vs CAV, MIS vs INF).
Hopefully this explains a lot of the changes.
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