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Old December 19th, 2006, 07:26 AM
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Default Re: LE C\'tis commander recruitable in captured cap

[img]/threads/images/Graemlins/Bug.gif[/img] Site Bugs:
  • #558 The Sea of Dead Memories: Says that death mages may enter site to summon shades, but there is no Enter Site option in the command list for mages of any path. Tested.
  • #544 The Hippocampoi Fields: Underwater site that allows nature mages to enter to summon monster #1162, which is the Early Era Ulm Archer. The summoned unit dies immediately upon arrival and the player gets no announcement of the fact. When site is forced to a land province by map command, the summon works normally
  • #546 The Forest beneath the Waves: Underwater site that allows nature mages to enter to summon monster #1158, which is the Early Era Ulm Warrior Chief. The summoned unit dies immediately upon arrival and the player gets no announcement of the fact. When site is forced to a land province by map command, the summon works normally
  • #1 The Smouldercone (Middle Era): Does not increase heat, as it should. Has gem income and 3 recruitables for a total of 4 features, #5 should be heat increase, as this is not the LE (Blood of Humans) site.
  • #119 The Smouldercone (Early Era): Does not increase heat. The site has all 5 features full (gems + 4 recruitables), but this leaves Early Era Abysia without any heat increase via site in the home province since the Temple of the All-Consuming Flame does not increase heat either.
  • #63 The City of Tombs: Keeper of the Tombs (monster #1095) is recruitable by any nation, not just C'tis as it should be.
  • #443 Kelp Fortress: This underwater site should give fort #12 (Kelp Fortress). Instead, it gives fort #16 (Cave Castle).
  • #437 Academy Underneath: This underwater site should presumably give either fort #12 (Kelp Fortress), #13 (Kelp Citadel) or #19 (Living Castle). Instead, it gives fort #16 (Cave Castle).

Those are the ones I've found so far.

The modding manual also seems to have some rather unclear or outright incorrect stuff in the site modding section. It gives terrain mask 511 as being "any terrain" but that excludes terrain 512, which is coast (there is also terrain 64 that is coast, is there a difference? Sea coast vs deep sea coast?).

Additionally, the mod manual says 479 is terrain mask for sites that are on land but can't be in the sea. The problem with that is that is that 511-32=479 but 256 is Deep Sea terrain, so correct terrain mask for "any land" is either 511-32-256=223 or 1023-256-32=735.

Since the terrain mask information is so completely out of whack and/or unclear, any site modders are advised to calculate terrain masks from the ground up instead of relying on the readymade figures stated in the modding manual. I have no idea how those readymade numbers are derived, but they CAN'T be correct if the table information is right.

Edi
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