orzie
Official
Posts: 365
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Post by orzie on Jan 14, 2013 9:04:10 GMT -6
Also, if possible, you can load autosave, lastsave or whatever and type "go far" cheat code to try to seek for that particular lord and observe the situation by your own eyes, from considerable distance though. That can provide an undeniable proof. In addition, "see all" cheat code can be used too, to raise your Lord's sight range to 100. Try to find a lord and don't forget to disable Center Move option in this case.
By the way I also think your Lords may have died in 11 lvl dungeons, because AI to AI combat is autocalculated.
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Post by boedel on Jan 14, 2013 10:32:05 GMT -6
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orzie
Official
Posts: 365
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Post by orzie on Jan 14, 2013 10:42:00 GMT -6
These screenshots are very interesting. I think Boaster's got something to do with that. No problem at all
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Post by Boaster on Jan 14, 2013 11:23:42 GMT -6
Ok. It was upside down.
It was providing Marauders a 100% chance to kill Lords and Leaders if able.
Now, it will provide a 1% chance in the next update.
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orzie
Official
Posts: 365
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Post by orzie on Jan 14, 2013 11:24:16 GMT -6
Cool to hear!
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Post by Boaster on Jan 14, 2013 11:47:34 GMT -6
Hey Boaster, the Marauders are overpowered. I'm in round 170 and all the other faiths except for death got killed by marauder partys. Can you fix that marauder can never kill a lord? Thanks! Also, it's not that Maruaders are overpowered, they are capable of combining armies now in some situations.
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orzie
Official
Posts: 365
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Post by orzie on Jan 14, 2013 11:58:17 GMT -6
They are likely to do that. When we played via gameranger the last time, all their parties started to "merge" at turn 20 for sure, being separate before. That happened when they tried to capture the Capital structures for many times and got knocked out of them every time I re-entered the capital.
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Post by Boaster on Jan 14, 2013 13:10:34 GMT -6
Ok. It was upside down. It was providing Marauders a 100% chance to kill Lords and Leaders if able. Now, it will provide a 1% chance in the next update. Okay. After looking at the code again, it shouldn't be killing the AI at all as Marauders attack, ever. The Leader should always escape.
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Post by boedel on Jan 22, 2013 9:46:51 GMT -6
I don't know if this is really a fault, but when I cast "Reincarnation" to a dead Lvl 5 Mercenary the Upkeep of the raised unit is reduced to -1
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orzie
Official
Posts: 365
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Post by orzie on Jan 22, 2013 10:05:47 GMT -6
Did it become -4 or -1? Also, you may try to exit game and reload the save. In addition, you can check that particular unit window in the barracks you bought your mercs from, and after these actions check out the upkeep of your merc again.
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Post by boedel on Jan 23, 2013 0:48:37 GMT -6
-1. I think the spell is raising a new unit group without checking if the fallen unit is a mercenary or not. It is a very powerful spell, because you get a new unit group for every fallen unit!
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orzie
Official
Posts: 365
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Post by orzie on Jan 23, 2013 0:52:13 GMT -6
-1. I think the spell is raising a new unit group without checking if the fallen unit is a mercenary or not. It is a very powerful spell, because you get a new unit group for every fallen unit! Really? That is not supposed to happen, as it does not happen with newly-raised Skeletons and Zombies.
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Post by boedel on Jan 23, 2013 1:10:12 GMT -6
Thats right! But there is a specific "Raise Skeleton" and "Raise Zombie" Spell. The "Reincarnation" Spell raises a unit of the same class regardless of its faith. I.E. Reviving a Stick Thrower then becoming a Dark Javelin. The next Stick Thrower could become a Centaur Archer.
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orzie
Official
Posts: 365
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Post by orzie on Jan 23, 2013 10:29:00 GMT -6
I think, some kind of resurrection limitations might be invented in future. For example, making it only available for Champions and single Creatures, including Legendary ones. Otherwise this spell can provide a lot of units from nowhere after several encounters.
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Post by Boaster on Jan 23, 2013 12:37:01 GMT -6
I think, some kind of resurrection limitations might be invented in future. For example, making it only available for Champions and single Creatures, including Legendary ones. Otherwise this spell can provide a lot of units from nowhere after several encounters. That's just how the spell works. You can reincarnate any unit, but it may take awhile to recover full health of each set of units. The only tweak I may need to make is mercenary flags carrying over.
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orzie
Official
Posts: 365
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Post by orzie on Feb 5, 2013 6:19:20 GMT -6
Recent changes to city guard affected the quests critically. earth quest screenshotThe faction does not have a leader at start, but exists nonetheless. Also, as we can see, LOU text does not appear at start as well, but this is tied to the changes as well, I believe. FYI text (Special Notes For This Scenario) is present. General game is not affected with any of these symptomes.
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Post by Boaster on Feb 5, 2013 8:20:56 GMT -6
Issue is fixed.
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orzie
Official
Posts: 365
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Post by orzie on Feb 5, 2013 8:33:37 GMT -6
Works fine now. Oneila's forces now possess usual 5 lvl Knights instead of 3 lvl on Easy difficulty and city guard does not exist anymore as it should be. Zefnar's forces now possess the Death Shade on the Hard difficulty as well, as it also should be (was missing it, not crucial for victory, but nevertheless).
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Post by Boaster on Feb 18, 2013 15:33:30 GMT -6
Right now, I'm working on script to provide relative army power in meet dialogs.
I will do it one of two ways...
1. Only Thieves can measure enemy party relative power to within +/- 10%.
2. Any army can estimate enemy party relative power to within +/- 40%, but Thieves can estimate relative power to within +/- 10%.
So in meet dialogs, it will display a party's total barter within a certain amount.
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orzie
Official
Posts: 365
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Post by orzie on Feb 20, 2013 20:50:09 GMT -6
Oh yeah. Now Ladik's editor works fine with gs.mpq too and I don't have to download WinMPQ. Nice stuff!
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