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Re: No space on bg bug -- it\'s back!!!
I've created a ritual 'holy' spell that is reasonably thematic for the chaos mod I am working on. It creates a 'crossbreed' 'mutant' unit. It works as designed, as a ritual spell creating as many crossbreeds as the holy level of the caster. However if I use the <shift> <M> feature to set it as a monthly casting, I get a CTD as soon as I process the turn, with the warning message:
kv: bad mt0 The spell copy is as follows: #newspell #name "Chaos Blessed" #descr "The blessings of Chaos are a mixed bag. Some find themselves truly blessed with useful or even great ability. Others are twisted into a cruel joke by the caprice of chaos." #restricted 75 #school 7 #researchlevel 0 #path 0 8 #pathlevel 0 1 #fatiguecost 0 #effect 10035 #nreff 1000 #end |
More mod nation game things
When connecting to a server which has mod nations for the very first time (no game files exist on the client side), a player is greeted to select between
and so on. Re-used nation numbers from existing nations show up as that existing nation. Only after providing the right password and continuing to the server status screen one can see the right flags and nation names for the game. I do understand that this has to do with the order in which mods are loaded (which probably is stored in the game files which have to be transferred first, I'd think), but it would be very, VERY helpful for the players if the server would provide the right nation names instead of just some nation number which has to be interpreted by the clients then. |
Re: No space on bg bug -- it\'s back!!!
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Play the turn on the attachment, you'll see it. |
Re: Bug thread
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Re: Bug thread
Sorry. That one got lost in the shuffle earlier. Not on purpose, though. I'll test that and add it.
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Re: Bug thread
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Level 1 reanimated undeads are ghouls and soulless, the longdeads are for level 2 and the horsemen are for Level 3 (this is even in the manual). So a normal non-undead Lv 1 priest can reanimate ghouls + soulless but no longdeads. In addition undead priests get holy +1 for all reanmitations. So the Lv 1 mummy truly can reanimate ghouls, soulless and longdeads. |
Re: Bug thread
Well, that would explain that little thing neatly. Thank you, calmon.
Animating horsemen is not even available for most nations, it is restricted, as KO said in the shortlist thread. |
No Underwater Regen for Ice Elementals
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Ice elementals do not regenerate underwater, as their water elemental counterparts do (see attached screenshot).
Also, though a bit more minor, they lack cold power...seems they should have it, as fire elementals have fire power. Thematic errors or WAD? |
Re: No Underwater Regen for Ice Elementals
They never did have regen. Ice elementals are more like earth elementals than water elementals.
The lack of cold power has been noted in the shortlist in the section that raises a question about thematic cold/fire/storm/dark power or lack thereof. |
Re: No Underwater Regen for Ice Elementals
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EDIT: Confirmed. See attached screenshot. It would then seem appropriate for ice elementals to have underwater regen, no? Beyond being thematic, it would improve EA Rlyeh's & EA Atlantis's chances of countering an EA Oceania early bless rush. An active thread is discussing counters to blessed Knights of the Deeps, and the consensus is that there's little that can be done until the mid-game. High prot, high HP, trampling, regenerating thugs might help rebalance the issue. |
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