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  #51  
Old July 16th, 2004, 07:21 PM

spoon spoon is offline
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Default Re: Fantasy Empires Mod Discussion

Thanks madkillercat. The most recent patch (1.01) is located on the PBW server (click here) in the mods library.

Like Alneyan pointed out, some of the bugs you mention are already fixed, but thanks for the input. I'll definitely mark and fix the new ones you found in the next Version. I also plan on posting all known bugs as soon as I get the chance.

Quote:
Play balance:
Early game "trade kings" with "Marketplace cities" are decidely more advantageous than those waiting on long leadtime Miners/Farmers/Mana Guild researchers. The Marketplace with 1500 total resource generation rivals the long leadtime Capitol City Resources.
Good point, I'll either reduce or remove the resource generation for marketplaces.

Quote:
Undead seem...not-so-dead:
Things don't seem riht unless, "Undead" are actually necromatic humans. The undead have no cheap "Medical Bay."
The undead have a unique Necromancer class that all their creatures can equip, that give them 1 repair each. Since I gave regeneration to Trolls (high level Orc character), I didn't want to do the same globally for the undead. I kind of picture them as D&D undead, which tend to not have any innate regeneration either.

Thanks again for your interest in the mod -- all comments and criticisms are welcome!

[ July 16, 2004, 18:22: Message edited by: spoon ]
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  #52  
Old July 16th, 2004, 11:59 PM

madkillercat madkillercat is offline
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Default Re: Fantasy Empires Mod Discussion

Quote:
Originally posted by spoon:
Like Alneyan pointed out, some of the bugs you mention are already fixed, but thanks for the input. I'll definitely mark and fix the new ones you found in the next Version. I also plan on posting all known bugs as soon as I get the chance.

quote:
Undead seem...not-so-dead:
Things don't seem riht unless, "Undead" are actually necromatic humans. The undead have no cheap "Medical Bay."
The undead have a unique Necromancer class that all their creatures can equip, that give them 1 repair each. Since I gave regeneration to Trolls (high level Orc character), I didn't want to do the same globally for the undead. I kind of picture them as D&D undead, which tend to not have any innate regeneration either.

Neat, I expected most of those problems to be fixed. I just didn't know where and how much. I'll check the PBW site later, thanks.

About the undead, I meant it seems strange for (a D&D) undead to get plagues. I assumed the undead are truly "dead" and not humans raising the dead. A special undead-only facility replacing a current facility might work. It would have a different picture and also w/plague preventation, etc.

By the way, walking dead only have room for Toughness or Undead Tenacity, but Undead Tenacity uses minerals/ore and radioactives/mana. I would expect UT not T in the undead, and UT is slightly better since it's not leaky, but the necromancer is organics-only.
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  #53  
Old July 17th, 2004, 12:37 AM

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Default Re: Fantasy Empires Mod Discussion

Quote:
Originally posted by madkillercat:
About the undead, I meant it seems strange for (a D&D) undead to get plagues. I assumed the undead are truly "dead" and not humans raising the dead. A special undead-only facility replacing a current facility might work. It would have a different picture and also w/plague preventation, etc.

By the way, walking dead only have room for Toughness or Undead Tenacity, but Undead Tenacity uses minerals/ore and radioactives/mana. I would expect UT not T in the undead, and UT is slightly better since it's not leaky, but the necromancer is organics-only.
Good points, I'll address them in the next Version...
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  #54  
Old July 17th, 2004, 12:40 AM

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Default Re: Fantasy Empires Mod Discussion

Bugs/to do list

- Saboteur misspelled
- Water mastery has wrong description
- Glyph of Holy Bolt has wrong description
- Scroll of Holy Bolt has wrong description
- Metamagical Theory has wrong description
- Some intel attacks describe being able to destroy base supplies
- Colony Modules have no cost, which prevents retrofitting
- [%ShieldPointsGenerated] tag listed on hulls and facilities, which does not work
- Make different family numbers for:
= Base Commanders
= Base Towers
= Cavalry Stables
= Golems
= Glyphstones
= Mana Vault
= Resistance

- In hull descriptions, add amount of free space that would be available after the class weapon is added.
- Sorcerer General combat values don't match description.
- Imp combat values don't match description
- Minotaur combat values don't match description
- Berserker III Multiplex Tracking value wrong
- Tactics IV Multiplex Tracking value wrong
- Holy Aura VI and Holy Talisman cannot be researched, as they require Holy Aura VI and VII (only goes up to lvl V)
- Cyclops weapon description says their weapons can be enchanted, even though they cannot.
- Orcish Toughness should not apply to Mercenary Wizards
- List important changes to settings.txt in FAQ (-5% to hit per square, 500 mines per sector).
- List mine limit in wasp Hull description
- Allow Power Ritual mounts to work on Circle of Law, Circle of Banishment, and Unsummon
- Tech Area: Alchemy should only go to level 3
- WeaponCraft description should indicate that most undead characters cannot use it
- Undead Ferocity doesn't do anything (delete or add mounts)
- Mobility needs One Per Vehicle restriction
- Dire Vampires should require Vampire Recruitment 2
- Ghost tonnage should be 2900 (not zero -- sorry ghosts! Foul and Dire Ghost tonnage is correct, though)
- Pictures needed for: Chaos spawn, base generals
- reduce size of Resistance, raise hitpoint ratio
- Caravan II and III - fix tonnage and structure
- lower (remove?) resource generation of Marketplace
- increase effectiveness of toughness?
- Change Undead Tenacity into a mount, or change cost to be Organics only
- Add plague prevention facility for undead (?)
- tech level req for Unicorn Rider (elite) should be 2
- Tech level req for Cyclops (elite) should be 2
- Imp (elite) description does not match other imps (should use agility, not small size)
- Imp (regular) combat ability does not match description
- Ogre Spiked Club descriptions do not all match
- Doppleganger components generating Minerals instead of Intel Points (oops!)

edit: more bugs added 7/19

[ July 19, 2004, 18:06: Message edited by: spoon ]
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  #55  
Old July 19th, 2004, 01:01 AM

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Default Re: Fantasy Empires Mod Discussion

Req = 2 not 1
Name := Unicorn Rider (Elite)
Tech Level Req 1 := 2
Name := Cyclops (Elite)
Tech Level Req 1 := 2


Change dsc to "Agility" to match "weaker" Imps.
Imp (Elite)
Ability 1 Descr := Agility makes Imp 25% harder to hit in combat.
Ability 1 Descr := Small size makes Imp 25% harder to hit in combat.


Change dsc from "Preferred weapon of the Ogre" to match Superior and Masterwork
Name := Ogre Spiked Club (Superior)
Description := Preferred weapon of Ogres.


"Family" needs divorce so showing latest doesn't replace the other.

Resistance & Toughness
Family := 36


Doppleganger components don't generate intel. No minerals unless this ability behaves like remote mining.
Ability 2 Type := Generate Points Minerals
Ability 2 Descr := Gathers 50 points of intelligence each turn.


Strangely, "Outer Wall" is put into glyphs/weapon platforms by AI.


Sorry, if the above is already done. I messed up registering at PBW and haven't looked at the patch yet.
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  #56  
Old July 19th, 2004, 10:53 AM
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Default Re: Fantasy Empires Mod Discussion

As far as I know, the AI is rather... hmm... carefree with component restrictions, and so will unlikely abide by the same rules as we do (for example, I seem to recall the AI doesn't really like "one per vehicle" restrictions, and will say so by putting four bridges per ship).

The Generate points minerals shows nowhere, but it does work. It will not be displayed either on the creature or in the Empire status screen though (it should show in your score however). The same goes for the Generate points Intelligence ability, although this one may show in the Intelligence screen (at any rate, it will show in your score).
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  #57  
Old July 19th, 2004, 03:50 PM
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Default Re: Fantasy Empires Mod Discussion

actually every point generation abilities (mineral, organic, radioactive, research, intel) will work on components but will not show up.
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  #58  
Old July 19th, 2004, 07:12 PM

spoon spoon is offline
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Default Re: Fantasy Empires Mod Discussion

Quote:
Originally posted by madkillercat:
Sorry, if the above is already done. I messed up registering at PBW and haven't looked at the patch yet.
Nope, all those bugs were still there, so thanks! I edited the buglist below to include them.

With the Dopplegangers, I think I was testing to see if Mineral Generation worked at all (for a different component), but forgot to change it back to intel! Doh!

For using Point Generation in mods, I find that Research and Intel generation are fine, since your actual totals do show up in the Research and Intel screens. The Resource ones (mins, rad, orgs) do function, but the actual totals are not displayed anywhere... so you would have no way of telling how much you are generating (other than keep track manually... yech )
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  #59  
Old July 21st, 2004, 02:48 AM

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Default Re: Fantasy Empires Mod Discussion

Quote:
Originally posted by Alneyan:
As far as I know, the AI is rather... hmm... carefree with component restrictions, and so will unlikely abide by the same rules as we do (for example, I seem to recall the AI doesn't really like "one per vehicle" restrictions, and will say so by putting four bridges per ship).
I've noticed that before. I just don't remember seeing the AI put Base (only) components into a Weapon Platform...
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  #60  
Old July 25th, 2004, 12:52 AM
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Default Re: Fantasy Empires Mod Discussion

Wouldn't it make more sense if all atmosphere's where oxygen?
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