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Re: Ghost Riders bug
I am making heavy use of Ghost Riders in a game of mine and the spell works fine, like it always has. 3.14 and now 3.15.
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Re: Bug thread
I'm going to resurrect the complaint about Astral Shield overriding scripts for powerful Astral mages, mostly because a) it happened to me, and b) I ran debug and got some data.
E3S6D2N2 pretender scripted to start with Summon Earthpower. Casts Astral shield instead. Here's the relevant debug info: com Sigbert cast spell (favspell Summon Earthpower) (mayusegems 1) est. choices 80 <snip> spellscore, Summon Earthpower score 265 (boost 110 scorat 0) Eval: Summon Earthpower score 265 (fat 10) comp_castspell: eval Summon Earthpower result 265 best spell so far Summon Earthpower (score100265) <snip> spellscore, Astral Shield score 95766 (boost 114 scorat 0) Eval: Astral Shield score 102974 (fat 3) comp_castspell: eval Astral Shield result 102974 best spell so far Astral Shield (score102974) So it looks like there's a 100,000 bonus for a spell being scripted, but Astral Shield gets an incredible base score. I'm not sure why the final number is bumped up, by 7000+, from the initial spellscore. (Hmmm, some others are reduced maybe based on fatigue?) Summon Earthpower has a very low base, which I'd disagree with, but Astral shield is ridiculous. Only two other spells even rate above 10,000, much less have a chance at overriding the script. Ironskin: 14283 Invulnerability: 47456 Body Ethereal, which I'd much rather have than the Shield only rates 5227 Personal Luck, which I'd also rather have as a buff, isn't even checked: comp_castspell: No eval Personal Luck, choices 80 I guess I just can't see why Astral Shield is so high. If it's multiplied because he had S6, then the multiplier is just too high. If it is rated higher for being earlier in the battle, hopefully, I can adjust the order so that Earthpower isn't overridden. Other buffs get high enough ratings that with favspell boost, they'll get cast. |
Re: Bug thread
Seems something is not right. Too high a multiplier might be the case.
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Re: Bug thread
From the description of Horse Tribe Cavalry (Monster number 137):
"...They use light lances and and bows..." Should be: "...They use light lances and bows..." |
Re: Bug thread
Here's another weird one with random events and sieges working strangely:
The nation sieging the castle can get a 'Lab burned down' event. This burns down the lab in the castle, much to the surprise of the besieged nation. The besieged nation does not even get a message about the event. The lab just goes missing. |
Re: Bug thread
vfb, that seems like another instance of special siege behavior, which has a slew of similar things. The game isn't too good about handling events in provinces where ownership is not clearcut.
Ano, I'll fix that typo for the next patch. Thanks for catching it since it's the result of my own mistakes. |
Re: Bug thread
Quote:
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Re: Bug thread
But it's too good to pass up. A caster may occasionally miss himself, but if he's going solo or can be positioned away from other troops he won't target others.
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Re: Bug thread
Legions of steel often favor units with little armor over those with much. This is very bad for Ulm.
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Re: Bug thread
I recently installed dom3 on a toshiba satellite laptop running winxp and everything was fine at the beginning. a few days ago dom3 started mixing all the keys on my keyboard (replaces 'a' by 'q', ';' by 'm', etc) and I can't use most hotkeys. Nothing else's wrong with my laptop though, i didnt install anything since then and everything's fine in any other program.
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