.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1941  
Old June 4th, 2008, 11:42 AM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Major modding bug

I think the bug Sombre has bumped into is using #custommagic with HOLY magic... I recall hearing someone else claiming "#custommagic with HOLY magic" doesn't work.


====

Edit Update: Tested and Confirmed Bug [img]/threads/images/Graemlins/Bug.gif[/img]

"#custommagic with HOLY magic" doesn't work.
__________________
There can be only one.
Reply With Quote
  #1942  
Old June 4th, 2008, 11:51 AM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Major modding bug

Probably. Did not consider that instance, as I did not read it that way.
Reply With Quote
  #1943  
Old June 4th, 2008, 01:00 PM

ryo_akashi ryo_akashi is offline
Corporal
 
Join Date: Apr 2007
Posts: 63
Thanks: 0
Thanked 17 Times in 3 Posts
ryo_akashi is on a distinguished road
Default Re: Major modding bug

I can confirm the existance of the bug. Try it with my Debug mod and Worthy Heroes mod.

If the Worthy Heroes mod is first enabled, and then Debug mod, the Debug Sensei summoned will have no magic skills.

If the Debug mod is first enabled and then Worth Heroes mod, the Debug Sensei will have his magic skills. I did not check if the Worthy Heroes got affected.
__________________
Debug Mod
Reply With Quote
  #1944  
Old June 4th, 2008, 01:49 PM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Major modding bug

What's the overlap? Because holy magic cannot be assigned randomly. We have that from KO himself. So that's a known issue, but is it other magics disappearing too, independent of H randoms?
Reply With Quote
  #1945  
Old June 4th, 2008, 01:51 PM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
Default Re: Major modding bug


Holy causes other magic paths to fail.
Also, you can not make 10 20% chances; for example it will just come out as a 200% chance.
Reply With Quote
  #1946  
Old June 4th, 2008, 02:01 PM

ryo_akashi ryo_akashi is offline
Corporal
 
Join Date: Apr 2007
Posts: 63
Thanks: 0
Thanked 17 Times in 3 Posts
ryo_akashi is on a distinguished road
Default Re: Major modding bug

What Sombre said,

"It appears that #custommagic and #magicskill don't work or have been changed somehow by the new patch. No modded magic users or priests have any paths. Holy, blood, 100% FEW random, doesn't matter - none of it shows up any more."

In my case, I used #magicskill and tried to tweak with #magicboost. No magic shows up. Enabling and disabling mod as I mentioned works.

Someone did mention about an absolute numeric limitation on #magicskill.

Magic path limitation
__________________
Debug Mod
Reply With Quote
  #1947  
Old June 4th, 2008, 02:27 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Major modding bug

It may or may not be peculiar to my system, but other people are reporting something which sounds the same. Amhazair for example in a couple of threads on the mod forum, he also mentions Lolomo was seeing the same bug.

http://www.shrapnelcommunity.com/thr...=5&o=&fpart=13

And no, I'm not confused about #custommagic for the holy path. I'm aware that's never worked. I'm saying all of my mod nations have lost all magic paths on all recruitables, both those using the straightforward #magicskill and those using #custommagic. I haven't changed anything about any of them - this has occured purely with the patch being applied.

I just tested it now and things appeared to be working normally,.. at firzt,...

First I tried just Skaven - worked fine.
Then Skaven + Ogres - worked fine.
Skaven + Ogres + Avernum - fine.
Arga + Skaven + Ogres + Avernum - fine.
Arga + Skaven + Ogres + Avernum + CBM - fine.


But when loaded in this order,...

CBM
Skaven
Streamers and standards
arga dis
ogres
avernum


Then vanilla nation mages have magic, but none of the mod nation mages do. It therefore appears to be another overflow bug of some kind.
Reply With Quote
  #1948  
Old June 4th, 2008, 02:47 PM
Amhazair's Avatar

Amhazair Amhazair is offline
Lieutenant Colonel
 
Join Date: Nov 2006
Location: Ghent, Belgium
Posts: 1,333
Thanks: 39
Thanked 59 Times in 43 Posts
Amhazair is on a distinguished road
Default Re: Major modding bug

Well, I never claimed to understand about modding.

After reading this I tried to load the different nations without other mods, and they did indeed work well for me too, so I'm guessing (but it's only guessing) that Sombre appears to be arriving to a plausible conclusion.
__________________
Praeterea censeo, contributoribus magnae auctoritatis e Foro Shrapnelsi frequenter in exsilium eiectis, eos qui verum auxilium petunt melius hoc situ adiuvari posse.
Reply With Quote
  #1949  
Old June 4th, 2008, 03:02 PM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Major modding bug

If there is a hard limit, then what probably triggers this is all the new mages in the patch, because there are quite a few. It may also have something to do with vanilla unit numbers stretching into space that used to be available to modding.

Can you get me a count of #magicskill and #custommagic commands from those mods? Having numbers could help solve this problem faster.
Reply With Quote
  #1950  
Old June 4th, 2008, 03:23 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Major modding bug

I doubt it's anything like a unit ID conflict. Those look completely different and probably wouldn't change depending on what order the mods were loaded in.

I find it hard to believe there's a hard limit on the number of different unit types with magic. It seems more like some other limit is being reached (like the description or sprite limits we often used to run into) and this is somehow causing mage paths to vanish.

I don't have time to make a count right now, someone else is welcome to though.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:28 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.