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Old 05-17-2012, 08:02 AM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 553
Question Having trouble repeating the problem...

Quote:
Originally Posted by Fatt_Shade View Post
Hello Mat
After some time i returned to finish my mage game with your latest patch, but i run in some problems in undead lands.y time enemy necromancer is on turn, or enemy undead hero try to cast spell i drop from game I`m guessing it`s something to do with necromancy spell cast on hex 2 corpses are. I noticed that there are no problems when corpses are any unit higher then 2lvl, only prob is when cast spell on skeleton/skeleton archer.
Can you provide me a save where you are fighting a Necromancer stack with level 1 Undead units? I'll try to look into this problem more specifically...

Quote:
Originally Posted by Fatt_Shade View Post
This got impossible to deal with in karador battle and his triple spell cast with lots of corpses around. When he cast doom/plague/evil book there are no problems, only when some corpse is in arena.
Is the problem with Karador the same as the Necromancers (i.e. only level 1 Undead units)?

Quote:
Originally Posted by Fatt_Shade View Post
Also i`m not sure why but every time dark crystal is acting and there are no corpses on ground hourglass pointer appear and it lasts forever, it just stand there until reload battle.
So if you don't do anything on the first turn (i.e. just defend) and have no one die, then the Dark Crystal will get stuck on its turn? What is supposed to happen if there are no corpses is that the Dark Crystal will summon a new Undead unit in front of its hex. If that hex is occupied then it will summon a new Undead unit around one of your units and then around one of its own units if all the hexes around your units are occupied.

Quote:
Originally Posted by Fatt_Shade View Post
And i cant finish battle before this problem happen, because either karador gets bugged and drop game with some spell, or dark crystal bug indefinitely wait time
Here`s save file if you manage to figure out what is problem.
I loaded your save game and on the first turn, the Dark Crystal summoned an Undead unit. On successive turns, there was always a corpse, but I couldn't get it to crash when using Animate Dead on any of the units on the battlefield. I may not have been able to get Karador to use his Necro Call spell so I'll try to look into this some more.

I then reloaded your save game and tried another approach where I tried to not kill any units (i.e. make corpses) and I think I went 3 or 4 turns before someone died, but each turn, the Dark Crystal summoned a new unit. Once someone died, the Dark Crystal was able to use its Animate Dead ability to resurrect corpses. I couldn't get Karador to use his Necro Call on a Level 1 unit, so I'm not sure if there is no problem there.

Hmmm... I'll see if I can continue to debug this, but so far it seems to be working on my version - I'm using V1.7 (build 35.234) and the Gamer's Gate version just in case that makes any difference. I can't remember if there is any difference between any of the file sets in specific versions, but just in case, here is the information for my (un-modded) ses.kfs file:

Date: 07/08/2010 10:01 PM (this might be my install date so the date may not matter)
Size: 6,365,376 bytes

I'm about ready to go through the Cemetary with my new Mage game, I'll keep an eye out for what is going on there. Also even though you said that you have the latest version, it might make sense to re-download the latest version and re-extract it again to be sure something didn't get corrupted somehow.

I know that when I was working on this portion of the code, that I was getting a crash to desktop when the Necromancer tried to use its Animate Dead ability as well as heroes using Necro Call.

It seems like you're having problems that are reminiscent with an older version so just double check.

Also, I had that error with the Unicorns where if it was cast on them it would crash to the desktop. I fixed all these problems (at least I think I did) and haven't had any problems since, but need to play through with my current game just to make sure.

Here are the dates and sizes of the KFS files that I'm using to double check:

mod_homm3_babies.kfs - 04/08/2012 12:27 AM / 428,928 bytes
mod_homm3_babies_eng_lng.kfs - 01/13/2012 2:23 AM / 146,700 bytes (you're probably not using this, but en_)
mod_homm3_babies_en_lng.kfs - 01/13/2012 2:25 AM / 146,646 bytes (you're probably using this one)
mod_homm3_portraits.kfs - 01/12/2012 11:22 PM / 1,662,384 bytes
mod_tougher_eheroes.kfs - 12/27/2011 11:41 PMP / 67,822 bytes

These comprise the V2012-04-08 beta.

If you can post a save game with steps on how to make it crash, I can follow those steps and check it on my end and then I'll be able to debug it.

If I can't get Karador to cast Necro Call, I'll just modify his hero file so he only casts Necro Call and try that out.

Hopefully we can get this figured out!



/C\/C\
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