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majaczek
Supreme Hero
Work at Magic Dimmension
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posted September 24, 2021 04:47 PM |
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Edited by majaczek at 19:00, 24 Sep 2021.
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Undeadgamer62
Known Hero
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posted September 24, 2021 07:22 PM |
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majaczek said: AI have learned how strong Town Guardians are. They won't berserk into Dragon Peaks. Already fixed in unreleased version (will release soon).
EDIT:
Knightmare Kingdoms 2021-09-24 beta 26
I'll check it out as soon as I have time. I didn't mention the dragon peaks thing before, but I did notice it. I guess the AI didn't realize there were guardians in there.
EDIT 1: I noted this on Discord, but just in case you check here first, there is a persistent error message connected with Town Guardians.erm.59:11. Since I've never seen it before, I imagine it's connected to the changes in the town guardians. It happens upon skirmish creation, in almost every AI player move, and on the loading of a saved game. It's early yet, but so far it causes crashes about once every three turns, though so far, none of them have repeated after loading from a save.
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Undeadgamer62
Known Hero
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posted September 24, 2021 08:57 PM |
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Undeadgamer62 said:
majaczek said: AI have learned how strong Town Guardians are. They won't berserk into Dragon Peaks. Already fixed in unreleased version (will release soon).
EDIT:
Knightmare Kingdoms 2021-09-24 beta 26
I'll check it out as soon as I have time. I didn't mention the dragon peaks thing before, but I did notice it. I guess the AI didn't realize there were guardians in there.
EDIT 1: I noted this on Discord, but just in case you check here first, there is a persistent error message connected with Town Guardians.erm.59:11. Since I've never seen it before, I imagine it's connected to the changes in the town guardians. It happens upon skirmish creation, in almost every AI player move, and on the loading of a saved game. It's early yet, but so far it causes crashes about once every three turns, though so far, none of them have repeated after loading from a save.
EDIT 2: Sadly, my attempted game is dead. I finally hit a crash that I can't work my way around. I cleaned out the Mega folder, so it now contains just the most recent debug folder, the last saved game file, and the initial skirmish file. If you need anything else for me, please let me know.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted September 24, 2021 09:55 PM |
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Undeadgamer62
Known Hero
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posted September 24, 2021 11:13 PM |
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majaczek said: try replacing this
The replacement resolved the town guardian message and associated crashing.
Some of the upper level creature dwellings still don't subtract from the total when creatures are bought. As I said with regard to the last version, the game is still playable with that problem, though over time, it may result in unexpectedly big AI growth (assuming the AI towns have the same issue).
Unfortunately, my current game crashed. I've tried going back a couple of saves, but it keeps crashing at the same point. This time, there's no error message to go by. I'll upload the new debug and save information.
Edit 1: I'm trying another game, and this one has already run longer than the preceding, suggesting perhaps that the cause of the crash is not something that happens often. We will see.
Edit 2: I spoke too soon. I did get a little further before hitting a crash that couldn't be resolved by reverting earlier saves. Just in case the cause is different, I'm going to upload the debug folder to Mega.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted September 25, 2021 01:28 PM |
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Edited by majaczek at 13:49, 25 Sep 2021.
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Undeadgamer62
Known Hero
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posted September 25, 2021 03:18 PM |
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majaczek said: for fixing crashes and recruitment glitch try replacing this
I'm crossing my fingers as I try it out. I have a good feeling about it.
Edit 1: So far, so good. I'm into month three without a crash, and the creature totals are subtracting correctly for hiring creatures, so good on both counts.
One question: did you deliberately make the dragons in a dragon utopia have the same reaction to damage spells as the luggage has (that is, multiplying rather than being killed in response)? I can see that as an exceptional ability for the luggage (which is, after all, made of sapient pearwood), but why would magic-vulnerable dragons have that? And does that mean all the guardians now have it? I thought those situations were already hard enough to begin with. Of course, I guess the unscrupulous with very large armies could exploit it by expanding the number of dragons they can kill for experience.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted September 25, 2021 06:20 PM |
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deliberately, but only one of dragon types from DU.
The upgraded Faerie Dragons. Should I change them?
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Undeadgamer62
Known Hero
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posted September 25, 2021 06:52 PM |
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majaczek said: deliberately, but only one of dragon types from DU.
The upgraded Faerie Dragons. Should I change them?
Well, I managed to win the battle, anyway, so I can't honestly say it makes the battle too hard. No, leave the sylfaen dragons with that ability, and let's see if it continues to work well in actual game conditions. If, as I know think, it won't be a problem, there's no reason to change back.
Oh, one thing does occur to me. You might want to make the script that prevents an overlong AI battle at the dragon peaks apply to the DU as well. Otherwise, I can imagine a situation where an AI attack on DU crashes the game. Or maybe you already did that. It's also possible that the DU, with more strong units than an undeveloped dragon peaks has, might be more likely to defeat the AI before the battle gets too long.
Edit 1: There is a bug, though not a crash producer, that I don't recall seeing in earlier, though realistically, so many of them crashed in the first two months that it might have been present and just unnoticed.
Spells like chain lightning that are buffed by astromancy seem to be doing more damage than they should like 25,070,310 in this case. Most of the creatures hit were naturally destroyed, but 70 dragon flies turned into 812,769 dragon flies as if they had also acquired the luggage ability to turn damage into negative damage.
I'm sending you through MEGA the save immediately before, so you can see the effect for yourself if you need to. It doesn't make the game unplayable, but it does probably make astromancy undesirable.
Edit 2: A little more info on the previous. Chain Lightning will work if its initial target is something that can't multiply, like the commander or henchman, and it seems also to work on extra creatures that appear at the start of combat for creature specialists.
There is also a new and interesting problem. I got an "map drawing error" message, and after that parts of the map disappear intermittently. Only the ground cover (like grass or whatever), and the roads show when this is occurring. Dwellings, treasures, creatures, heroes, etc. are all invisible. Sometimes, the map distorts in this way while an AI hero is moving, but it also happens sometimes when I move, temporarily removing all the detail around my capital (and the capital itself). Because it comes and goes, it's still possible to play the game, but it is a little slower when I have to navigate blind.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted September 25, 2021 08:14 PM |
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Edited by majaczek at 20:33, 25 Sep 2021.
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well I need to make it protected from overflow.
thanks for catching it.
was it Astromancy Specialist, or chain lighting specialist with astromancy? if the former I couldn't reproduce. 200 Power, level 52, Solmyr still does less than 100 000 damage.
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Undeadgamer62
Known Hero
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posted September 25, 2021 10:47 PM |
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majaczek said: well I need to make it protected from overflow.
thanks for catching it.
was it Astromancy Specialist, or chain lighting specialist with astromancy? if the former I couldn't reproduce. 200 Power, level 52, Solmyr still does less than 100 000 damage.
I reopened the save I sent you to replay the battle, and this time, chain lightning performed perfectly. There is still one odd thing, though. Coronius didn't know chain lightning at that point--no scroll, no book of air magic, no mage guild to have learned it from. He just used monasticism to learn it two months later. So that's odd, but apparently, astromancy doesn't always cause overkill as it did the first time I played the battle.
I'm going to play further and see what I can learn. I did find out earlier that meteor shower is also overpowered. Unfortunately, I'm not sure which save that's close to, so I can't replay it. But I'll try in a future battle and see what happens.
I have noticed that some errors occur, but if a save is reloaded, they don't occur again. Possibly, this is one of those kind of problems that gets triggered only intermittently. I'll let you know what else I can learn.
Edit 1: With regard to the map redrawing error, loading from a saved game seems to have cleared it. (I didn't reload after it first happened until I was trying to replay that earlier battle. When I reloaded the current game, the error was gone.
Edit 2: Well, it was good while it lasted. I finally hit a replicatable crash. I've uploaded the saved game and debug folder (12) to the Mega folder. I also uploaded a screenshot of an anomaly that may or may not have anything to do with the crash but that appeared shortly before it. Notice that blue has no total kingdom army strength, while red (long since defeated) does. I don't know if that's a symptom of a serious problem or just random weirdness, but the game crashed on blue's turn.
It appears you cleared up the earlier problems that caused crashes. It's not clear to me (but hopefully is to you) what caused this one. Earlier on, as you know, the game exhibited some irregularities related to astromancy, map redraws, and heroes with spells they hadn't yet learned appearing in their spell book. At the end we that weird red-blue shift. Beyond that, everything else seemed normal.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted September 25, 2021 11:54 PM |
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Does he have Lords of Air?
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Undeadgamer62
Known Hero
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posted September 26, 2021 03:28 AM |
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majaczek said: Does he have Lords of Air?
Yes, at the point in question, he had four lords of the air. However, I've had quite a few games in which the main hero had lords of the air and astromancy (and back in the days before wisdom heroes got nerfed, crazy-high power levels) without having the same effect on chain lightning.
Oh, I just realized I might have misunderstood you. Do Lords of the Air give their hero chain lightning? If so, then yes, that would solve that mystery.
Now I realize that elemental lords endow a hero with all the spells of that element. Believe it or not, I never realized that before. It opens up important strategic possibilities.
Edit 1: I've just been murdered in an odd battle in which, among other things, my own stacks kept casting cure on a hostile stack of enchanters (which unfortunately was at over 12,000 and never had any negative spell stick to it. The enchanters also seem to have protection from water that I don't think was ever cast on them, though I could be wrong about that second one. The amount of cloning that occurs, even from a witch, also seems excessive. (What I assume is grandmaster clone produced three copies of the stack. I've cast grandmaster clone at a higher power level and only gotten two. Witch bonus?)
Just in case something's wrong, I've uploaded the save right before the battle. Of course, it's always tough when an AI hero gets such a large stack--but even tougher when my own troops help them out!
Edit 2: Amazingly, the battle is still going. Partly, that's because a stack on each side clones at the beginning of each round. I've fought against this kind of town before, but I've never seen that happen.
It's also worth noting that, although the other side's ammo cart was destroyed far before mine, my shooters are all out of ammo, while the enchanters, with a lower capacity still seem to have shots. Not that it will matter. In eleven more rounds, they'll run out. The enemy hero is out of magic, but I still have plenty. their catapult was destroyed early, so my walls and arrow towers are intact. As soon as the enchanters run out of ammo, I can keep chipping away at them until they're all gone. But it's been a bizaree battle. anyway.
Edit 3: Good news! I'm into the third week of the fourth month, and the game hasn't crashed yet. On only one other recent version have I been able to get that far. It's a positive sign.
That said, I'm noticing too other weird things. First, my catapult no longer works. It waits for me to select a target as if I have ballistics (which I don't). When I select the target, it does nothing, and the turn passes to my first combat unit.
Second, sometimes the guardian script doesn't trigger. That is, I attack a town which is a capital, and no guardians appear during combat. I'm uploading a save right before such an event. Attack the pink castle to the north and see if you get the same result.
I haven't had the chance to go back and test, but the crash in the previous game with the current version of the mod occurred shortly after I hired guardians from a rampart town with the grail. I've never done that before. (Either I didn't get a grail, or I didn't notice that it created a new creature dwelling.) Given the guardian weirdness described in the paragraph above, I wonder if something about the guardian script might have caused an issue when I hired some. That's the kind of thing that wouldn't come up very often, so it could easily go unnoticed for a long time.
Edit 4: More good news. I finally got enough towns to confirm that the town portal fix worked perfectly!
Edit 5: The Surcoat of Lloth, which I'm pretty sure was working at some point, is broken again. When the four elemental orbs are combined, they just disappear.
Edit 6: And then everything crashed. After three reloads, I conclude I've hit a brick wall in this particular game. I've uploaded the debug folder and the saved game file. As you'll see when you load the saved game file, a whole bunch of error messages related to the custom towns script fire right before the crash, so at least the cause should be pretty easy to identify.
Edit 7: I started a new game. Early on, my capital was attacked. No guardians appeared. Shortly thereafter, I retaliated against the enemy capital. No guardians appeared. Yet in both cases, right clicking on the castle produced a message that six guardians were available. It is clear that the guardian script is malfunctioning.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted September 27, 2021 06:53 PM |
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Edited by majaczek at 18:54, 27 Sep 2021.
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Undeadgamer62
Known Hero
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posted September 27, 2021 07:55 PM |
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted September 27, 2021 10:04 PM |
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Edited by majaczek at 22:20, 27 Sep 2021.
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Undeadgamer62
Known Hero
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posted September 28, 2021 05:00 PM |
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majaczek said: this should fix some crashes
this disable some not working AI feature
EDIT: please replace before starting new game (or soon after)
It's great that you can figure out what's causing the crashes so rapidly. I'll give this a test drive as soon as I can. Thanks!
Edit 1: I got through an entire game! That's only the second time that's happened with recent versions, so you clearly did an excellent job identifying what needed fixing. Even on the game right before this one, which I aborted to start fresh with the changed file, I hadn't yet hit a crash that couldn't be undone by reloading, but there were a lot of those. This time, there was only one (caused by clicked on a dragon peak when my hero was inside it). Error messages were also fewer, and it was rare for the AI players to take too long on a turn.
One minor thing I noticed: the dracopedia description doesn't match what the item actually does. The description says it gives all units flying, dragon type, fire immunity, and casting inferno after an action. As far as I can tell, it does none of those things. What it does do is summon oa stack of dragons of random type. This was what another artifact did in earlier versions, though I can't remember which one.
Thanks again for continuing to work on this project.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted September 29, 2021 12:02 PM |
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Edited by majaczek at 17:42, 29 Sep 2021.
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Undeadgamer62
Known Hero
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posted September 29, 2021 07:24 PM |
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majaczek said:
Quote: Dracopedia (485) is combined from Vial of Dragon Blood, Dragonheart, Dragon Eye Ring
EDIT: Thanks for the catching of the bug! it appear to happen to another artifacts too.
this should fix the bug
EDIT: new beta Knightmare Kingdoms 2021-09-29 beta 27
Excellent news! I look forward to playing it as soon as I can.
Edit 1: Another irreversible crash (following several that were reversible). Given how well that last playthrough went (Beta 26 with all the fixes except the artifact one), I'm tempted to think the new artifact script may be the problem. Or did you make any other changes before releasing beta 27? In any case, I sent through mega the debug folder and the saved game file.
Edit 2: I did a quick test by substituting the old artifact script for the new one. That produced an irreversible crash on the second turn, so I assume you made some other changes between Beta 26 and Beta 27. I'll swap the script back to the new one and try another game. Maybe the crash on my previous attempt was just a fluke.
Edit 3: Reinstalled Beta 27 completely, crashed on second turn, reloaded, crashing the middle of third turn combat. I uploaded the debug folder and the last save. I don't know what's wrong, especially considering I got well into the third month with beta 27 just yesterday. Very puzzling...
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted September 30, 2021 06:52 PM |
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Edited by majaczek at 18:57, 30 Sep 2021.
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other changes too. with pre-28 beta I can't make it crash.
although I fixed some important bugs .
EDIT: Ooh it crashed once
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