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Post by Boaster on Dec 6, 2012 13:48:47 GMT -6
Hello, first I want to congratulate the excellent mod. One thing I noticed is that these latest updates, when changing shift, more or less by turning 60 at the end of the game freezes for several seconds and ends only after turning the day. I also wonder if it is possible to cause the death of the AI to build more large armies. Hugs. You using the latest build? Also, can you provide a save game file?
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pardo
Member LVL 1
Posts: 10
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Post by pardo on Dec 6, 2012 14:29:07 GMT -6
Hello, first I want to congratulate the excellent mod. One thing I noticed is that these latest updates, when changing shift, more or less by turning 60 at the end of the game freezes for several seconds and ends only after turning the day. I also wonder if it is possible to cause the death of the AI to build more large armies. Hugs. You using the latest build? Also, can you provide a save game file? Yes, I use 04/12/12 version my save game file: www.mediafire.com/?gy3m1j1hk7i817v
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Post by Boaster on Dec 6, 2012 16:00:26 GMT -6
That's not the latest version then. You'll want to update. Look to the second post of this thread for a link to the new build.
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pardo
Member LVL 1
Posts: 10
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Post by pardo on Dec 6, 2012 16:30:59 GMT -6
That's not the latest version then. You'll want to update. Look to the second post of this thread for a link to the new build. i use the build 3102, the latest. this is my last game I started yesterday with the last update. www.mediafire.com/?82x5rkvw4frzdcf
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Post by Boaster on Dec 6, 2012 17:03:51 GMT -6
Okay. Can you better describe the problem you're experiencing?
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pardo
Member LVL 1
Posts: 10
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Post by pardo on Dec 6, 2012 17:07:10 GMT -6
Okay. Can you better describe the problem you're experiencing? ok after round 60, during the turn of the marauders, the game freezes for several seconds, after he returns to work normally.
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Post by Boaster on Dec 6, 2012 17:21:47 GMT -6
Well, I did find something with the long freeze, but still some other errors are being generated.
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pardo
Member LVL 1
Posts: 10
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Post by pardo on Dec 6, 2012 17:40:51 GMT -6
Well, I did find something with the long freeze, but still some other errors are being generated. good luck with the bugs. Your job in this game is really spectacular.
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Post by Boaster on Dec 6, 2012 18:18:05 GMT -6
Updated with fix.
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pardo
Member LVL 1
Posts: 10
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Post by pardo on Dec 6, 2012 19:06:47 GMT -6
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orzie
Official
Posts: 365
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Post by orzie on Dec 10, 2012 9:08:49 GMT -6
I just have found something. When I go to Party Roster and double-click anybody, his stats window opens too low (because it has become taller with extended characteristics list in the mod) and I can not close it by mouse clicking since OK button is lower than the screen allows to click. The only way to avoid that for now is using Esc button or clicking at "Go to party location" button, both actions just close the Party Roster screen.
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Post by Boaster on Dec 10, 2012 13:33:04 GMT -6
I just have found something. When I go to Party Roster and double-click anybody, his stats window opens too low (because it has become taller with extended characteristics list in the mod) and I can not close it by mouse clicking since OK button is lower than the screen allows to click. The only way to avoid that for now is using Esc button or clicking at "Go to party location" button, both actions just close the Party Roster screen. I'll take a look. This is kind of low priority though. I never find myself using the Roster window to look at stats and the like. Should be a relatively easy fix though, I would think.
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orzie
Official
Posts: 365
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Post by orzie on Dec 10, 2012 23:36:02 GMT -6
Sure.
I also have never used it, until I wondered where does my money go in the Order quest... I noticed that in Arthur's quest Lancelot and Tristram payments after some time are set to -5 gold -5 food per turn instead of -2 food for each. Maybe the mod's changes affected the quest as well. But nevertheless, I guess it is just making the quest more challenging, so I think payment change is for good.
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Post by Boaster on Dec 11, 2012 14:17:45 GMT -6
Sure. I also have never used it, until I wondered where does my money go in the Order quest... I noticed that in Arthur's quest Lancelot and Tristram payments after some time are set to -5 gold -5 food per turn instead of -2 food for each. Maybe the mod's changes affected the quest as well. But nevertheless, I guess it is just making the quest more challenging, so I think payment change is for good. That may happen after reloading the game. Can you confirm this?
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orzie
Official
Posts: 365
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Post by orzie on Dec 11, 2012 20:26:56 GMT -6
Sure. I also have never used it, until I wondered where does my money go in the Order quest... I noticed that in Arthur's quest Lancelot and Tristram payments after some time are set to -5 gold -5 food per turn instead of -2 food for each. Maybe the mod's changes affected the quest as well. But nevertheless, I guess it is just making the quest more challenging, so I think payment change is for good. That may happen after reloading the game. Can you confirm this? Yeah. To change the Legendary Knights' payments, you need to quit game, restart it and load the savegame. Loading without quitting does not affect the payments. >UPD: But when you open the Great Temple window and look on the costs of Lancelot Of The Lake (30 food 20 ale 1 init 1 ale per turn), the payments are restored to normal -1 ale pt for all the quest now on, even when you don't save after looking to temple and just reload the previous savegame. >UPD: Looking at the Great Temple in the quest and thus setting Lancelot cost to 1 food pt does also affect the main game while loading the savegame (until you look to the Sacred Knight cost in the Great Temple as well, where the cost is set to default). >UPD: It comes to me that this bug does not belong to the mod especially, but to the whole original game, because the script for lowering Lancelot's cost is written in the Leodegrance encounter and Lancelot's default cost is written directly in the specific unit .gs file. And the mod just changed the default cost.
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orzie
Official
Posts: 365
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Post by orzie on Dec 15, 2012 13:01:31 GMT -6
Is it normal when I use Life Legendary Bow with 6 charges of Life Bolt and it casts the spell only thrice? Other 3 charges can be fired only in the next battle. Charges regain as all six for a week. If it is supposed by the mod, then okay
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Post by Boaster on Dec 15, 2012 13:19:35 GMT -6
Is it normal when I use Life Legendary Bow with 6 charges of Life Bolt and it casts the spell only thrice? Other 3 charges can be fired only in the next battle. Charges regain as all six for a week. If it is supposed by the mod, then okay It should have a limit of 3 casts per turn, so a player doesn't use up all his charges on the artifact. You can verify this in the artifact window by highlighting the spell icon. It will display the cast limit.
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Post by jonnygr04 on Dec 19, 2012 7:35:31 GMT -6
Hello Boaster! Thanks again for making and updating this awesome mod.
I was trying to get the PIC5R3 download from megaupload, but I got that it was seized by the government. Is there an alternative link location for that download?? I was able to get GS5R3 no problem.
Thanks!
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orzie
Official
Posts: 365
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Post by orzie on Dec 19, 2012 10:13:57 GMT -6
Hello Boaster! Thanks again for making and updating this awesome mod. I was trying to get the PIC5R3 download from megaupload, but I got that it was seized by the government. Is there an alternative link location for that download?? I was able to get GS5R3 no problem. Thanks! Try out mantera.xorgate.com. Don't forget to disable popup message blocking for this site. Push Enter Domain button, then GS Mods, then GS5 and then Download the GS5 Mod. The links to PIC5R3.mpq and the most updated GS5R3.mpq are there. The downloading goes via direct link, for PIC5R3 it will take some time.
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Post by Boaster on Dec 30, 2012 1:43:25 GMT -6
GS5R3 Updates: [Download the latest update (12/29/2012)] - Unless other download location specified. 12/29/2012 - Build 3108 - Shimmering Veil will now target any unit in radius of effect when cast. Units surrounding the initial target will receive half the normal bonuses. The newly added spell buff display icon in unit stat window will/should now only display on a unit who has any active spell buffs. Adjustment made to map editor. Map Editor Elevation +/- button will now only adjust elevation of currently selected terrain type. New buttons added to the map editor. Additionally, players can now create, edit, and browse combat files with file extension *.smp. You can now also circulate through different swatches and change the current tileset view. Big, huge, changes to the map editor! HUGE! The next update to the mod will further refine these changes too. Making only the available terrain viewable on different tilesets.
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