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January 4th, 2012, 11:00 PM
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Sergeant
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Join Date: Jan 2010
Location: Michigan
Posts: 251
Thanks: 14
Thanked 13 Times in 8 Posts
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Re: Conceptual Balance Mod 1.84
This issue, Ember Lords failing to move, has only happed with Ember Lords and only when moving two provinces the same turn. They always succeed when moving 1 province. It has happened several times now including two occasions when the Ember Lords were moving along with other units. In those instances, the other units succeeded to move, only the Ember Lords failed. I have experienced the failure to move issue Llamabeast mentioned in the past. But, when I have, it has always affected all the units in that province making the same move. So, it seems different here to me.
I have also experienced another bit of strangeness, at least to me. A Zmey equipped with a Lycantropos Amulet, Girdle of Might, and Amulet of Antimagic has dropped afflictions during combat. It started the conflict with a chest wound. It then was also blinded. It next dropped the chest wound. Then, blindness changed to lost an eye. Furthermore, it was either regenerating health at much too high a rate or occasionally receiving negative damage. I'm not sure which.
I can provide the log.txt of the Zmey fight along with the trn and 2h files if you are interested.
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January 5th, 2012, 01:31 AM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Conceptual Balance Mod 1.84
Okay, to explain this I should start by saying that zmey have three shapes, and you have to kill all of them in order for the zmey to die. The reason that the afflictions kept changing is because a unit that changes shape has a chance to heal its afflictions by changing to the new form. So this is not unexpected. The way the health was changing on the zmey is also easily explained by this mechanic. When a unit with multiple shapes dies and changes to the new form, its health bar is refilled. The negative damage numbers that you see popping up are just a side effect of the transformation, and also are expected to be there. So while it may look a little funny, that's how it's supposed to work.
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"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
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January 5th, 2012, 11:38 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Conceptual Balance Mod 1.84
It's like rdonj says. Each set of hitpoints is associated with one of the heads. It's something like 70hp to chop the first head off, another 70hp to chop the second head off, and finally 80hp to chop off the final head. Those probably aren't the actual values any more.
As for the Ember Lord, there was a version of CBM where he had lost flying. Maybe there is a client/server mod version mismatch, where your copy of the mod thinks the Ember Lord can fly but the server doesn't. What exact mod filename are you using in the problem game?
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January 5th, 2012, 10:32 PM
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Sergeant
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Join Date: Jan 2010
Location: Michigan
Posts: 251
Thanks: 14
Thanked 13 Times in 8 Posts
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Re: Conceptual Balance Mod 1.84
rdonj, thank you for that explanation. That now makes perfect sense.
llamabeast, I'm not sure if I am answering your question correctly. But, the llamaserver page for our game shows "CBM 1.84" which is itself a link to http://forum.shrapnelgames.com/showpost.php?p=774519
The game in question is
Tiny Crowded World.
The good news is that I have a good workaround for both problems in this game, spend my fire gems on Zmeys instead of Ember Lords
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