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  #1  
Old May 2nd, 2010, 03:02 PM
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Default Re: Is revelation broken?

I have.

The comments in that section of the Mytheology file talk about the problem being not with rituals in themselves, but with auto-casting them. I don't know how true that is generally, and I don't know about other holy magic rituals, but I do use Revelation extensively without the slightest hitch. (Though I've learned to be very careful not to accidentally Shift-M monthly cast it!)

The only change I've made to the entry is to change "#pathlevel 0 2" to #pathlevel 0 1", though I can't even remember why I did it (I never had problems with crashing, though, except with the aforementioned monthly casting). I don't know if it makes any difference, but I thought I'd note that.
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Old May 2nd, 2010, 03:29 PM
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Default Re: Is revelation broken?

Quote:
Originally Posted by Globu View Post
I have.

The comments in that section of the Mytheology file talk about the problem being not with rituals in themselves, but with auto-casting them. I don't know how true that is generally, and I don't know about other holy magic rituals, but I do use Revelation extensively without the slightest hitch. (Though I've learned to be very careful not to accidentally Shift-M monthly cast it!)

The only change I've made to the entry is to change "#pathlevel 0 2" to #pathlevel 0 1", though I can't even remember why I did it (I never had problems with crashing, though, except with the aforementioned monthly casting). I don't know if it makes any difference, but I thought I'd note that.
Wierd, It crashes a lot on my end. Have you ever found something with it?

Is this also the version you are using?

-- Special nods to Jack_Trowell in the Schrapnel Forums for suggesting this one.
#newspell
#copyspell 425
#name "Revelation"
#descr "Through deep prayer and meditation, the presence of holy sites in a province become revealed to the priest or prophet. (DO NOT auto-cast 'M' this ritual!)."
--school 5
#researchlevel 0
#path 0 8
#pathlevel 0 2
#damage 8
#fatiguecost 90
--spec 276824064
-- 13156352 -- blessing spec
#spec 289980416
#end

Last edited by Soyweiser; May 2nd, 2010 at 03:30 PM.. Reason: added spell.
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  #3  
Old May 2nd, 2010, 04:17 PM
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Default Re: Is revelation broken?

I think the problem is that you cleaned up the code, when one or more of those #'s shouldn't be removed (I don't think the --'s ahead of the #'s make any difference?). Here's what I have.

Code:
-- Special nods to Jack_Trowell in the Schrapnel Forums for suggesting this one.
#newspell
#copyspell 425
#name "Revelation"
#descr "Through divination, the presence of holy sites in a province become revealed to the priest or prophet.  (DO NOT auto-cast 'M' this ritual!)."
--#school 5
#researchlevel 0
#path 0 8
#pathlevel 0 1
#damage 8
#fatiguecost 90
--#spec 276824064
-- 13156352 -- blessing spec
#spec 289980416
#end
Works like a charm.
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Old May 2nd, 2010, 04:57 PM
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Default Re: Is revelation broken?

I'll test.

Edit:
Keeps crashing here.

Using CBM 1.6 btw.

Last edited by Soyweiser; May 2nd, 2010 at 05:02 PM.. Reason: crashing
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Old May 2nd, 2010, 05:06 PM
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Default Re: Is revelation broken?

Strange. Are you perhaps trying the fixed version of the spell with a savegame in which you have already cast the Revelation spell as you had it in your .dm file? Because fixing the spell won't repair the damage (which pretty much, as I recall, manifests itself as a corrupted savegame that crashes the game when loaded) if it's already done.

Are you going back to a savegame from before when you try it? If so, I'd test by not casting it for a turn, then casting it the next turn. Also, for that matter, I'd be curious if it does it in a totally new test game.

For the record, I'm using UWGIM National + CBM 1.6. I took the revelation code and pasted it into my UWGIM/CBM mod.

I'm also curious -- were you [C]asting it, or [M]onthly casting it before?


Quote:
Originally Posted by Edi View Post
That spell is not in the vanilla game that I can recall. It's probably been added by some mod and I have no idea what it's even supposed to do.
Oh, Edi, it is a glorious spell added in the Mytheology mod that site-searches for holy sites. I could play without it, but I'd mourn its loss.
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Old May 2nd, 2010, 05:51 PM
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Default Re: Is revelation broken?

Quote:
Originally Posted by Globu View Post
Strange. Are you perhaps trying the fixed version of the spell with a savegame in which you have already cast the Revelation spell as you had it in your .dm file? Because fixing the spell won't repair the damage (which pretty much, as I recall, manifests itself as a corrupted savegame that crashes the game when loaded) if it's already done.

Are you going back to a savegame from before when you try it? If so, I'd test by not casting it for a turn, then casting it the next turn.
First I tried the second approach here. Crash crash crash.

Quote:
Originally Posted by Globu View Post
Also, for that matter, I'd be curious if it does it in a totally new test game.
Then I tried this one. I did use the get additional starting provinces command. But that shouldn't matter.
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Old May 2nd, 2010, 05:59 PM
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Default Re: Is revelation broken?

I'm not sure I quite understand. Additional starting provinces?
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