Capn Darwin

Capn Darwin

Joined Last seen Member # 640718
0 Posts 10 Replies 5,373 Reputation

Solution: The Beta is the problem. 1.19 phones home (hence the need for the internet connection and the cause of some folks not getting the game to load the data file along with the whole username password issue) and loads a data.zip for the game from the SD side of things. The game does not use the one in the data folder and is probably loading AFTER mods load which probably caused my redundant mana cost issue. Now I figured out a way to get the game to work with the local d

3 Replies 7,316 Views

Stuie, It appears to be totally broken in 1.19. I can't appear to mod any core xml in the data directory. Even recompiling the data.zip does nothing. Here is another good one. Decided to change the cost of teleportation. I copied the Strat mobility to the mods folder and changed the cost. Fired up a game and was greeted with two mana cost lines in the spell, but the spell worked and cost me the combined cost. Next I gutted my mod file just to leave the mana cost elemen

8 Replies 39,297 Views

Count me in as seeing the same slow down as you describe. I'll assume along with folks getting video glitches that SD broke something in the graphics processing and it is causing these issues. Hopefully it can be isolated and fixed for the next release/patch.

36 Replies 13,115 Views

I have the same problem as your #1. Notables missing on cloth map. I was missing a ton of stuff because I was zoomed out directing units.

4 Replies 2,982 Views

That has the look of a corrupted graphics memory from too many textures trying to load. I use to hit that problem back in the day with Red Baron. Game would be fine and then it tried to load a new texture for something and objects get suddenly corrupted. I hope they trace that quickly. Are you guys running a number of graphics heavy mods?

7 Replies 2,366 Views

Not from mods folder. Not in /english/data overwritting the defaults. Not used in a rebuilt data.zip (worked in 1.11). Ideas. Other mods appear to load (expanded factions and others) Thanks. Edit: I'm also getting odd replication of data from mods. Double starting equipment in Sov Build screen. Copies a spell file to mods folder, did edits to mana cost and now the spell shows both costs and subtracts both from my pool. Kinda sucks. Before, any spell mod

0 Replies 1,448 Views

Only difference I see between your spell and Heavenfall's test is that you have assigned an InternalName to your GameModifier section and he did not. Of course, not sure why that would matter.

6 Replies 6,213 Views

Heavenfall, Does the unit using this have an AP of 3 to start with? Since 1.1 casting spell has used all remaining AP to cast. With my Sov I tend to make one attack and then cast in order to do more then one action. Like you, I see nothing in the code there that controls AP used. In some of the spells in the data folder are showing a Tag called CastTime. Perhaps that is what dictates AP use. Now looking at that more I know casting fireball has burned more then one AP. So maybe

10 Replies 4,877 Views

It still looks like the bows have an issue. I found a tier 1 crude bow with the spiff bleeding hit power. The power works at a decent range but the bow only engages normally at 1 square. The rest of the mod is awesome as always.

51 Replies 37,000 Views

I wish SD would do one of two things with these missing/broken/unused material elements (and there are 4-6 of them that always show up in debugs) and the unable to generate 3d text for city names. As stated by Harpo these have been around since the begining. 1. Fix them. Place/fix the missing/broken files. 2. If not used then remove the comment generation from the debug file. Its a ton of useless clutter that makes hunting real problems that much more of a pain. As for

6 Replies 4,526 Views

Depends on the units INT score and the spell to cast. Most NPC have a low INT score. It takes some doing to get them bumped up enough to use any good spells.

6 Replies 6,332 Views

Frogboy, Instead of "cheating", could you base the AI decisions based on the currrent state of the Player and then have the AI work to lag or lead these parameters based on the AI setting. In other words, If the players status is divided into trackable parameters like Level of Sov, Sov Attack, Sov Def, Mana, Shards Controlled, Number of cities, Best hand to hand unit (with AT/DF/MV), best ranged (same), ave number of each unit type per city, number of NPC, average level of NPC, a

90 Replies 179,621 Views

I'm glad to hear you found and killed the save game bug. I'm loving this mod and Heavenfalls stuff too. I hope at some point SD gets the coding portion of the modding opened up so we can see how far this game engine can get pushed.

263 Replies 573,948 Views

You can also just change the current .exe to .bak and then copy in the new 1.1c exe.If you want to switch back, just delete the 1.1c exe and rename your .bak back to.exe and you are back in business.

153 Replies 285,539 Views

Brad, 1. Also getting the 0 hp units, but getting another odd bug too. When I ckick on an empty square to move my units I have hit invisible NPCs and then can buy them. They do not show on map, but do show in the left side pic list. If you click on them the cursor jumps to the lower left part of the map (outside of the medium map I'm playing too). 2. I have a 1.1 game which has an odd save corruption. When I load the game the map is blank and there is no data in any screen. It w

153 Replies 285,539 Views