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Eep
Many of us don't *like* SC's. So theres a game balance question between SC's and nonSC's.
One of the ways to defeat an SC is just have so much chaff that he CANT kill it all in 50 turns. Leave as is. |
Re: Bug thread
I've made a new thread where we can discuss our ideas about this without cluttering the bug reporting thread:
http://www.shrapnelcommunity.com/thr...;Number=600558 |
Oni First & Second Shapes
Perhaps I'm not understanding things:
According to the ONI uni descriptions (e.g.,Kuro-Oni) "Oni are almost immortal. If their body is slain, their spirit will survive.....if the spirit is not slain or banished as well, it will reform a new body over time." Now, according to the unit db, kuro oni - and others use the 1rstshape / 2ndshape commands. Whats the big deal? Well, according to manual, changing upon death should be handled by the secondtmpshape command. The issue as I see it - is that the Oni currently change upon any significant damage, rather than upon death. So, not only does this vary with the unit as described it has game implications, nameley: 1. Oni units may change from a missile troop to a non missile troop. 2. Effective strength decreases. Instead of being able to absorb one hit, damage irrelevent and then revert to a second shape, the unit reverts somewhere around 50%. This means a 4-12 effective hit point difference. Or am I completely misunderstanding something? |
Re: Bug thread
Chris, regarding the priest issue that you reported, it was covered earlier, but to recap and clarify:
Quote:
A priest has very few options in this regard. Sermon of courage is one, holy avenger another, but a Lv 1 priest can't do that or anything else useful, so when out of range he skips cast orders until he hits retreat and then does that because it is actionable. If you want the priest to stay on the field for the full five turns regardless of actionable orders or not, the proper script would be <blessing><hold or cast><hold or cast><hold or cast><hold or cast><retreat>. So everything is working exactly as it should. As long as a caster can cast something that actually does something useful, they will, and only then will skip to next order. If retreat orders are involved and absolutely must not be executed before specified, <hold or cast> is your only option. The reason why turn files should be sent with unusual bugs is that they can be analyzed if necessary. Often things can be puzzled out without them, such as now, but I simply do not have the resources to immediately jump on everything. It is also important to take into account how things work in Dominions, because the mechanics can sometimes cause behavior that looks like a bug if you are not familiar with it. The manual does a good job of describing most mechanics and observation of the game in action should provide a lot of additional information if one pays attention. This was one such example. |
Re: Bug thread
Quote:
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Modding Bug
#magicskill 8 1
#custommagic 13312 100 will work #custommagic 46080 100 won't and will make a unit old? Whats up? AKA., Random priest seems not to work. |
Re: Modding Bug
> Whats up? AKA., Random priest seems not to work.
It is not possible in the code I recently discovered, so I would would be surprised if it was possible in modding. THere are however instances where I can do less in the code then you can in modding so I'm not sure here. |
Re: Modding Bug
Well, the manual says you can... #custommagic
Woohoo Bug! Do I win a donut? |
Bug / Wishlist
Modding spells is much less than ideal in many circumstances. The AI has no knowledge of the spell and therefore will not weight nor cast it.
Similiarly, it is a frustrating feature that carefully scripted orders go awry as the AI makes its own weighting. It would be interesting if there were a modding method, and an ingame option table, where one could creating weighting tables. For the ingame option - it would perhaps only allow you to create a table of maybe 5 entries. And you could add up to 100 weighting for up to 5 spells. Or deprecate 5 spells by a like amount. This weighting would be added to the AI determined weighting value. Since the same table would be used in all random events, battles, assassinations etc it still prevents micromanaging while allowing players to hopefully have some better control, especially on really important battles. |
Stolen Prophet
I managed to Enslave Mind my opponent's prophet. Now I've got it as a normal unit, but ... it's still a Prophet!
It's a unit, not a commander. Its title is "Prophet". But it's blessed (outside combat), with my bless, and has the Prophet icon. I'll GOR it in a couple months and see if it's still an H3 priest. I wonder if my opponent will be able to make a new prophet in 6 months, or if he'll have to wait until 6 months after the one I stole dies. |
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