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#41 Lauri

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Posted 09 March 2007 - 12:07 PM

I guess you have the M_SPELL_RECHARGE_TIME_TIER_3 in water.ini too?

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#42 Nazgûl

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Posted 09 March 2007 - 01:19 PM

*Looks at the top of the page and notices that I suggested u check the generateterror earlier* :wub:
That freezing rain thing is weird because I have been checking the files about 5 minutes and to me everything seems to be right :S



That's tru Mak! I was just to dumb to look at the original files then, I was too stuck with "it worked before like this"... ;) But u defenitely deserve creds for that too... :xcahik_:

Ang unfortionately yes Lauri... that I have too... (I would have loved if I didn't cause that might have solved the problem... ehe
#define M_SPELL_RECHARGE_TIME_TIER_3				1080000

God damn FrezzingRain piece of shi... hrm, Maybe I should just use Darkness instead? But it's lame, since the darn AI can use it? Why can't I? ;) ;) ;)

Edited by Nazgûl, 09 March 2007 - 01:20 PM.

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#43 Bart

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Posted 09 March 2007 - 11:17 PM

I would have loved if I didn't cause that might have solved the problem.

if you wouldn't have had it the game would have crashes upon launch ;)

anyway, the fact that the AI can use it makes me wonder, maybe it has something to do with a commandbutton?
does anything else happen, like a sound effect or something?
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#44 Nazgûl

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Posted 09 March 2007 - 11:26 PM

My thoughts too... and yes, the AI can use it and yes upon pressing the button the timer starts ticking and the sound plays. It's only the rain itself that does not appear? :( And thus I don't know if the "invisible rain" gives any effect on the enemy either?

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#45 saumya

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Posted 14 March 2007 - 07:14 AM

Dwaren Bersekers are invisisble
Rivendell Campaign mission Gives an error-the game crashes

#46 Nazgûl

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Posted 14 March 2007 - 01:44 PM

1 - I know, it's already listed here in Bug Reports and it's fixed in v1.1 that is out now! :)
2 - That I did not know... This mod is however a skirmish mod, and is in no way tested on Campaigns, but I will try it my self and look into it. It's probably something related to altered heroes that does not suit the campaign, but I'm not sure. Thanks for the tip

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#47 Sûlherokhh

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Posted 21 April 2007 - 01:01 PM

'Bump', as this truly is the place to put in the bugs, not anywhere else.

And to make this post not devoid of anything useful, here is a 'bug' if we can call it that. I had my first sea battles with the ai and found: MordorCatapult ship destroys 'armoured' elvenbattleships with one hit!! The other way around, the ElvenCatapult needs about 4 to 5 solid hits to kill any big modor ship. ;)
Needs resetting i guess. :p

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#48 Nazgûl

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Posted 21 April 2007 - 01:22 PM

AAARRRGH, I spend forever trying to set the ships up? Are you for real - ONE hit? DAMN - then I need to check them again.... I'll get on it right away! *lol* Need some modifiers there I think...

It's hard since you want them to do a certain dedicated damage to:
- Units
- Machines
- Structures
- Other ships

And both sides uses different wepon damage (magic vs fire) which makes is hard. That's why I set the both war ships to fire damage, it was almost impossible to set the elven ship up good with magic damage towards other ships. Well, Im on it...

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#49 Nazgûl

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Posted 22 April 2007 - 02:21 AM

Hmmmm.... gone through the codes once again, and Ive done everything correctly... BUT, may I ask, did you use the Pirate Flag? You must have in this case! :crazed: I kind of forgot that one when balancing ships this final turn, cause the flag gives evil ships +200% damage as a modifier and with a powerful weapon like that, I guess the best way would be to simply decrease that flag to 5, maybe 10% extra damage tops, instead of 200, LOL

I'll fix that pronto and playtest to be sure. But without the flag, it should take a few hits to sink an armoured battle ship! =) The (intended) cool thing is that the minimum range makes it somewhat tricky for the bombard ship, since it can't be too close when attacking. My idea is that the bombard ship would generally need an escort by one or two battle ships so the BS can stop and take aim to fire it's powerful weapon ;)

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#50 Sûlherokhh

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Posted 22 April 2007 - 10:18 AM

For the ai that is true, but you can use the bombard function to circumvent that limitation. Maybe we need to recheck the data for range/sight and autoaquisition. Otherwise it works perfectly. And YES, i had a flag! :crazed:
The sensible differences between the builttimes of the PirateFlag-Upgrade and the StrengthenedHull-Upgrade are also well done.

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#51 Nazgûl

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Posted 22 April 2007 - 02:34 PM

Fixed it now. I gave Pirate Flag 110% damage (that is 10% extra) instead of 200 which is double (for other readers)... hehe

I also adjusted the filters in the weapons slightly...

I tested it and it takes about 3 hits for the evil bombard to sink a Elven battleship now, not one, so you have a chanche to outmanuvre (spelling?) them after first hit, or counter attack ^_^

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#52 kalecx

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Posted 23 April 2007 - 03:16 AM

I played the mod for a total of 10hours yesterday and today

The AI build will come to my base at a certain time and build near my base but instead get pwned by my long range fortress. poor AI Builder i feel your pain :xcahik_:

its not really a bug, but just a AI technical issue that always persist here and there

Edited by kalecx, 23 April 2007 - 03:17 AM.

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#53 Nazgûl

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Posted 23 April 2007 - 03:38 AM

Yeah I thought about that too... We might reduce the range from witch they leave their turf to build :xcahik_: But that's no bug, it's just AI coding...

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#54 Guest_Christopher_*

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Posted 27 April 2007 - 12:46 AM

Help me lots of bugs the ini file does not work :thumbsupsmiley: :thumbsupsmiley: :thumbsupsmiley:

#55 Guest_Christopher_*

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Posted 27 April 2007 - 12:51 AM

tell me what to do iam nooooo moddeeer :dry: :dry: i love your mod but can not wrk :thumbsupsmiley: :xcahik_: :xcahik_: :p :p ;) please help me Nazgul post a reply im looking at sites every day i willl see it please :thumbsupsmiley: :thumbsupsmiley: :thumbsupsmiley:

#56 Nazgûl

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Posted 27 April 2007 - 01:00 AM

I can't understand a word your saying??? And no need to double post when none of them really say anything in the first place? Specify the problem in 1 post - that is: explain EXACTLY what the problem is. How could we else help you?

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#57 clonecommand

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Posted 27 April 2007 - 11:42 AM

I find it funny that a bunch of people love your mod, and yet have never played it.

#58 Nazgûl

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Posted 27 April 2007 - 02:51 PM

Aint that the truth... lol

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#59 clonecommand

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Posted 27 April 2007 - 03:48 PM

By the way, could you put the selecting a unit bug high on your list (you have to click their toes, or they won't select)

And the Haradrim kinda don't move when they shoot. The arrows kind of come out a little late. I think that would take a modeler though.

#60 Khamul91

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Posted 27 April 2007 - 05:55 PM

It isn't a bug, bit i think this is the best zone to ask about this...when i have the cursor on pikemen orcs, there's only a very small area for each orc that allows me to select him...if you could adjust this it would be better...

Edited by Khamul91, 27 April 2007 - 05:56 PM.





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