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Post by lAncien on Apr 18, 2005 19:46:53 GMT -6
My brother reports that the Siegfried artifacts no longer show random effects, but now just say no information available.
The text description of the Orb of Wind includes "may can" separated by a line break. That may have been an editing error, or may have been in the original.
Lightning Charge spell doesn't seem to work. It subtracts three attack from my Lord's stats, and does not cause lightning bolts when he's attacked.
Kapelke's ring doesn't cast Heal correctly. The heal spell does not increase hitpoints.
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Post by Boaster on Apr 18, 2005 20:01:52 GMT -6
The Heal spell was recently fixed. Should work fine with the latest GS5B.
Checked and corrected.
Those are dummy artifacts created by the game when its bugged. I do not know the specifics of the Seifried quest bringing up those artifacts. I have recently played that quest and beat it, and the dummy artifacts that happen to spawn have no effect. They just waste space. I'm trying to locate this problem and fix it.
Sounds like a goofy mistake I made. Corrected.
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Post by lAncien on Apr 21, 2005 13:05:23 GMT -6
When I purchase the Pacify spell in the Lord editor, I don't have it when the game starts.
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Post by Boaster on Apr 21, 2005 15:16:18 GMT -6
I know. Any spell beyond the natural built in Fire faith spells are not likely to be purchasable.
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Post by l'Ancien on May 17, 2005 20:36:17 GMT -6
I'm having trouble with the download (the one that takes out the vengeful marauders. I also had trouble getting the one with Balkoth/Lich/Assassin/Necromancer/Warrior). The Zip won't open.
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Post by Boaster on May 17, 2005 21:14:49 GMT -6
I re-uploaded it. Should work now.
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Post by l'Ancien on May 20, 2005 18:45:00 GMT -6
New bug with summoning Lich.
It seems to check that you have sufficient resources for the change, but it fails to deduct it from the treasury.
Also, there was some confusion about the new stats.
Details: I marched my whole army (including a necromancer in Champion slot 3) into the Great Temple, and clicked summon Legendary Creature. It told me that I needed three followers. So I unassigned the followers in my capital, and went back.
My necromancer was replaced by a Lich, but the cost was not deducted from my treasury. So I purchased a vampire with the same money (it was deducted this time) and went back to the capital and reassigned my followers to work.
Statistic confusion on the Lich: My necromancer was level 10. The Lich is level 8 (because of the experience requirements difference for levels). But when I first looked at the Lich, new mana max was 30. When I equipped some artifacts his mana points dropped to 28 (even though one of the artifacts was supposed to increase mana). When I removed the artifact, it went even lower, so it seems that the first stats displayed were simply not correct. Any idea what happened to them? Was it showing level 10 stats for some reason?
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Post by Boaster on May 20, 2005 19:01:10 GMT -6
I will have to look into the Lich's cost. Try to remove artifacts from the necromancer before making him a Lich. Otherwise, when you take an item off of the Lich it will lose the stats that he gained as a Necromancer.
The Lich is created as is, it does not factor in the artifacts that the Necromancer was wielding.
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Post by l'Ancien on May 22, 2005 12:53:42 GMT -6
I will have to look into the Lich's cost. Try to remove artifacts from the necromancer before making him a Lich. Otherwise, when you take an item off of the Lich it will lose the stats that he gained as a Necromancer. The Lich is created as is, it does not factor in the artifacts that the Necromancer was wielding. That's the thing, he wasn't wielding any artifacts. I took them all off and gave them to the thief before the change. When I gave them back to him after the change and he equipped them, his mana level went down, even though they are supposed to add mana. The attack and defense may have changed too, but I wasn't looking at those. I still have the saved file from shortly before the change, so I can test this again.
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Post by Boaster on May 22, 2005 12:56:58 GMT -6
Here is what I suggest. Transform your Necromancer again, and [important] add and then remove artifacts so it will cycle the new stats for that Unit. Then, copy down on a piece of paper what the Lich's stats are without those artifacts.
After you do this, go into the Lord Editor, scroll down to the lich, and then raise it to the level you had him. If the stats match, then he was just put back to his normal stats.
I don't know the exact nature of the changes, but I am guessing it was using the Necromancer's current stats with the Lich's individual Level up mods and combining them.
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Post by l'Ancien on Jun 8, 2005 22:23:54 GMT -6
I discovered a new problem when I started a fresh game. When you move to attack the temple, the game freezes, when playing on Hard, except for Air which brings up the approaching your temple message as usual. (Incidentally, it looks like you didn't finish the sentance in the air temple message. It says "… lofty heights your call home." You could add the word "people" after "your" or remove the r to make "you".)
I was testing with a map where the temples were placed as level 3. I was testing mostly with mages, although a fire thief experienced the same problems. All of the faiths except Air just kept marching, marching, marching and not moving. When I tested with a Fire mage on Medium, the approaching your temple message came up as normal.
Also, you seem to have deleted the bottom of the text box on your gs5 mod description page, because all the formatting is now code inside the text box.
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Post by Boaster on Jun 9, 2005 8:52:34 GMT -6
I see nothing wrong on my website. Perhaps if you explained more thoroughly on what you mean I would know how to fix the problem.
I don't know of any problems with marching to the temples as of yet. I will investigate this immediately.
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Post by Boaster on Jun 9, 2005 9:05:03 GMT -6
As soon as you see this, I want you to see if the problem you're encountering with Temples is with one particular map, or if it is with all maps. Also, I went ahead and uploaded a new version, with just one text change for the Air message on hard mode.
I have had no such problems when approaching any temples on any difficulty with any faith.
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Post by l'Ancien on Jun 9, 2005 19:02:28 GMT -6
As soon as you see this, I want you to see if the problem you're encountering with Temples is with one particular map, or if it is with all maps. Also, I went ahead and uploaded a new version, with just one text change for the Air message on hard mode. I have had no such problems when approaching any temples on any difficulty with any faith. I only tested it with a map I had made based on Urak.scn. I didn't move the temples from the original, until I saw this problem, then I placed the Fire temple somewhere else, then moved it back, and it still gave me the same error. I didn't think to check with any other maps, because I sidetracked myself and started editing the map with some of your new doodads. However, each time I went out of the map editor, I couldn't get to the temples on hard. I was just using the default start, not any custom. The temples were placed as level three, according to the tooltip in the map editor. The click-through link to the downloads is back to normal, so whatever problem I saw may have just been temporary (perhaps while you were removing the old changes from the text box?)
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Post by Boaster on Jun 9, 2005 19:39:16 GMT -6
I think the problem you may be experiencing could be from a running virus scan? Sometimes that may happen. Anyhow, what I suggest doing is look at Urak.scn, or whatever map you're looking at and highlight the temple. If you set pre-set an encounter, perhaps "Fire Cave" and placed it's level then decided to put down a Fire Temple, it could give you this problem.
Also, if you place down the leader party with some data placed in the Dungeon type, it will cause problems.
So anything that is in the "Special" category must be placed without an encounter labeled.
Try a blank map with everything bunched up and without randomized encounters.
*edit* I've never had this problem when playing the game.
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Post by l'Ancien on Jun 10, 2005 11:06:59 GMT -6
I think the problem you may be experiencing could be from a running virus scan? Sometimes that may happen. Anyhow, what I suggest doing is look at Urak.scn, or whatever map you're looking at and highlight the temple. If you set pre-set an encounter, perhaps "Fire Cave" and placed it's level then decided to put down a Fire Temple, it could give you this problem. Also, if you place down the leader party with some data placed in the Dungeon type, it will cause problems. So anything that is in the "Special" category must be placed without an encounter labeled. Try a blank map with everything bunched up and without randomized encounters. *edit* I've never had this problem when playing the game. I retested, and it seems like all of the maps that come with the game originally work. The only edited maps are the ones I did myself, and they represent cumulative edits of the standard Urak map, but it didn't seem like any of them worked. I hadn't moved or replaced the special encounters (the starting location or the temples) previously, and hadn't edited the map in between when it worked and when it stopped working, but the problem seems to be limited to my map. There wasn't a virus scan or anything running in the background. The only thing I can think of was whether in your edits you did anything that would change any encounters from the Death Legend? I added two of those encounters (the Legendary Lich Castle and the Death King's Castle) to enable a Necromancer Lord to change himself into a Lich, if he chose. I don't know how having those in the map would affect the temples, but that's all I can think of that was non-standard in that map, that wasn't based on your edits. I wonder if I should just start over and redo my map from scratch (or from the standard map, anyway), to see if that helps.
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Post by Boaster on Jun 10, 2005 12:09:53 GMT -6
The best I can advise is to replace all temples with -none- encounters, and set to the level of your desire. Also, replace capitals without encounters, as well as leaders and villages. Then, the last thing to do would be some controlled testing on the Lich Castle and King's Tower. Put them in on one map, and then take them out on another and test that way.
I have no map that has given me such a problem, standard or custom (post mod).
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Post by l'Ancien on Jun 10, 2005 17:55:54 GMT -6
The best I can advise is to replace all temples with -none- encounters, and set to the level of your desire. Also, replace capitals without encounters, as well as leaders and villages. Then, the last thing to do would be some controlled testing on the Lich Castle and King's Tower. Put them in on one map, and then take them out on another and test that way. I have no map that has given me such a problem, standard or custom (post mod). I went back in and checked, and I had been placing temples with -None-, because when I was moving the temple around to see if that helped, I was always doing it without making any other edits, unless I went and placed some more trees in the life area *After* moving the temple. Oh, and come to think of it, the trees were empty, just for appearance. I'm starting to suspect it had something to do with those special encounters, because that's the biggest difference, and it's probably not something you were trying to control for. However, if I can isolate it to one of those encounters, do you think you could figure out what changed in your mod to interact with them and mess up the temples? I kind of like those two encounters, just because they give the option for a Necromancer Lord to be a Lich, and because the legendary Lich Castle has three floor levels instead of just one or two.
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Post by Boaster on Jun 10, 2005 18:19:56 GMT -6
Just do whatever. If you can find the problem and you're 100% sure, pass it on to me.
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Post by l'Ancien on Jun 13, 2005 9:32:09 GMT -6
Just do whatever. If you can find the problem and you're 100% sure, pass it on to me. It's not those special encounters I was wondering about. I opened a blank map (with the temples cities and Lords autoplaced) and added just those two encounters, and didn't have any problems. It seems to be that particular map (all versions) and all gs.mpq(5) mods after a certain point. The 5/4/05 version of your gs(5) mod works fine. The 5/17/05 version doesn't work with that map, and those following it do not work with that map. I have no more ideas. I was able to determine the first point at which the problem arose, but I have no way to get more specific information. I think the most useful way now would be to compare the changes between version 5/4/05 and 5/17/05 that have not been changed in the most recent version. Do you want me to zip and e-mail you a copy of the map that conflicts with the mod? I have no knowledge of mpq editing or hex editing, so I'm not going to be able to get any closer than this.
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