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  #1381  
Old December 11th, 2007, 04:26 AM

Panpiper Panpiper is offline
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Default 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
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  #1382  
Old December 11th, 2007, 09:48 AM
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lch lch is offline
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Default 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
  • Nation 71
  • Nation 72
  • Nation 73
  • Nation 74
  • Nation 75
  • Nation 76

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.
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  #1383  
Old December 11th, 2007, 04:38 PM

Loren Loren is offline
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Default Re: No space on bg bug -- it\'s back!!!

Quote:
Edi said:
Uhh, Loren, what blowup? Crash to desktop? I'm unable to keep 100% track of old issues that have been fixed without specifics, especially since IIRC that bug was not even reported in the shortlist, IW caught it from the forum discussions and fixed it before it even got listed.
The old bug was when you stormed a fortress with too many troops on the battlefield. You got a message during processing "No space on bg", it dropped you to the desktop. IIRC it was fixed in 3.08.

Play the turn on the attachment, you'll see it.
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  #1384  
Old December 12th, 2007, 02:40 AM
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Default Re: Bug thread

Quote:
NTJedi said:
[img]/threads/images/Graemlins/Bug.gif[/img]
I have an undead mummy which is level_1 air and level_1 priest. Even being only level_1 I'm able to reanimate ghouls(LvL1), soulless(LvL2) or longdead warriors(LvL3)... in Dominions_2 the level_1 status meant only reanimate ghouls.
Seems like a bug.
I don't see this listed in the bug thread... last I checked the bug still existed. Level_1 shouldn't have three levels of reanimation.
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  #1385  
Old December 12th, 2007, 04:14 AM
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Default 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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  #1386  
Old December 12th, 2007, 05:56 AM

calmon calmon is offline
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Default Re: Bug thread

Quote:
NTJedi said:
Quote:
NTJedi said:
[img]/threads/images/Graemlins/Bug.gif[/img]
I have an undead mummy which is level_1 air and level_1 priest. Even being only level_1 I'm able to reanimate ghouls(LvL1), soulless(LvL2) or longdead warriors(LvL3)... in Dominions_2 the level_1 status meant only reanimate ghouls.
Seems like a bug.
I don't see this listed in the bug thread... last I checked the bug still existed. Level_1 shouldn't have three levels of reanimation.
I do not think this is a bug.

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.
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  #1387  
Old December 12th, 2007, 06:03 AM
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Default 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.
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  #1388  
Old December 13th, 2007, 02:20 PM
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Default No Underwater Regen for Ice Elementals

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?
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File Type: jpg 570516-ice elemental.JPG (158.8 KB, 139 views)
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  #1389  
Old December 13th, 2007, 03:08 PM
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Default 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.
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  #1390  
Old December 13th, 2007, 03:45 PM
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Default Re: No Underwater Regen for Ice Elementals

Quote:
Edi said:
Ice elementals are more like earth elementals than water elementals.

Please correct me if I'm wrong, but don't earth elementals have regeneration?

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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File Type: jpg 570526-Earth Elemental.JPG (97.1 KB, 130 views)
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