100% defense?
Moderator: Forum Moderators
Forum rules
Before reporting issues in this section, you must read the following topic:
Before reporting issues in this section, you must read the following topic:
-
- Posts: 368
- Joined: April 15th, 2010, 3:03 pm
100% defense?
See the screenshot - at that particular location (bridge over deep water) elves have 100% defense. Other races do not.
The map is Into the Underworld scenario by Bob_The_Mighty.
The map is Into the Underworld scenario by Bob_The_Mighty.
You are a Dark Adept: You immerse yourself in the dark arts... potentially with great rewards...
Re: 100% defense?
It's supposed to be 40% and that's what I get there (see attachment).shadowblack wrote:at that particular location (bridge over deep water) elves have 100% defense
When I load a game you were in I get the error that an unknown unit type "Elf Lord" was used (see attachment), because you folks used the Ageless Era.
Last edited by norbert on May 9th, 2010, 4:22 pm, edited 1 time in total.
-
- Posts: 368
- Joined: April 15th, 2010, 3:03 pm
Re: 100% defense?
Blue player is an elf lord (or at least he looks like one).
And we use Bob's RPG Era, by the way.
And we use Bob's RPG Era, by the way.
You are a Dark Adept: You immerse yourself in the dark arts... potentially with great rewards...
Re: 100% defense?
Okay.shadowblack wrote:And we use Bob's RPG Era, by the way.
But my point is that you used an era that changes the characters...
...maybe that has something to do with it.
-
- Posts: 368
- Joined: April 15th, 2010, 3:03 pm
Re: 100% defense?
Maybe, because Elf Lord is available in at least two Mainline campaigns (both elven), so it shouldn't be causing errors.
You are a Dark Adept: You immerse yourself in the dark arts... potentially with great rewards...
Re: 100% defense?
There is a BOB_MODIFY_DEFENCE in misc_macros.cfg:shadowblack wrote:Maybe, [...]
Spoiler:
Did you maybe 'remove dodge' or something?
Re: 100% defense?
There's no "Elf Lord" anywhere in mainline.shadowblack wrote:Maybe, because Elf Lord is available in at least two Mainline campaigns (both elven), so it shouldn't be causing errors.
-
- Posts: 368
- Joined: April 15th, 2010, 3:03 pm
Re: 100% defense?
My upgrades were Heal (3 times) and Run Stance. I switched to run stance (which decreases dodge by 10%) and then back to normal (which restores dodge back to normal). I think other players did the same.norbert wrote:From your screenshot I can tell you assigned 10 points.shadowblack wrote:Maybe, [...]
Did you maybe 'remove dodge' or something?
I was thinking of Elvish Lord (or whatever the correct name is for the sort of unit of Erlornas (from An Orcish Incursion) and Kalenz in the final scenarios of Legend of Wesmere).zookeeper wrote:There's no "Elf Lord" anywhere in mainline.shadowblack wrote:Maybe, because Elf Lord is available in at least two Mainline campaigns (both elven), so it shouldn't be causing errors.
You are a Dark Adept: You immerse yourself in the dark arts... potentially with great rewards...
Re: 100% defense?
Well, the stance changes explain it, I think. BOB_REMOVE_STANCE_MODIFIERS calls BOB_MODIFY_DEFENCE (the code I pasted above). If I'm not mistaken, there is no deep_water in WML, but instead swamp_water. If it exists and they are synonyms, they are used twice. You should probably take this issue to this thread, since it has to do with Bob's RPG Era.shadowblack wrote:My upgrades were Heal (3 times) and Run Stance. I switched to run stance (which decreases dodge by 10%) and then back to normal (which restores dodge back to normal).
-
- Posts: 368
- Joined: April 15th, 2010, 3:03 pm
Re: 100% defense?
Thanks, I will do that after some more testing to see if I can narrow down the problem a bit.
You are a Dark Adept: You immerse yourself in the dark arts... potentially with great rewards...
Re: 100% defense?
It's obvious what happened here: whatever era you used gives this unit 100% denfence on deep water. This is usually unnoticable as this unit isn't allowed to move onto deep water, but a bridge has best movement of flat and whatever tile is under it, while giving best denence of the two.
This is why mainline gives units 20% defence on impassable terrain.
This is why mainline gives units 20% defence on impassable terrain.
Re: 100% defense?
No it's not "obvious", and insofar it is, it's because I pasted the relevant code and explained what's causing it. You didn't even look at the code and just say that "whatever era" someone is using is causing it.AI wrote:It's obvious what happened here
Re: 100% defense?
There is a deep_water in WML and it's not a synonym for swamp_water.norbert wrote:If I'm not mistaken, there is no deep_water in WML, but instead swamp_water.
Code: Select all
# data/core/units.cfg
[movetype]
name=woodlandfloat
flies=true
[movement_costs]
deep_water=2
[...]
# data/core/terrains.cfg
[terrain_type]
symbol_image=water/ocean
id=deep_water
name= _ "Deep Water"
string=Wo
[...]
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Re: 100% defense?
If you grep around in the ageless era, you'll find several [movetype]s where in [defense], the deep_water key is commented out, which can cause *exactly* what I described.
- Bob_The_Mighty
- Posts: 870
- Joined: July 13th, 2006, 1:15 pm
Re: 100% defense?
Thanks for looking into this. I'll give all the characters 20% on impassable in the next version of the era.
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves