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Suggestion to put into MOM 1.2 patch (not bugfix)

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David Pugh

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Oct 25, 1994, 3:43:11 AM10/25/94
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In article <38hnd4$c...@crl7.crl.com>, Alexander Peck <alex...@crl.com> wrote:
>In article <38ag5t$f...@quartz.ucs.ualberta.ca>,
>Cynical <vic...@gpu.srv.ualberta.ca> wrote:
>> Please let flying stacks combine with ocean ones!
>Please, and while you're at it, how about heroes with water-walking magic
>items? It's especially frustrating when they move slower than the ships
>you want them to follow!

Even better, change the interface so that you explicitly load/unload units
into transports and a unit remembers who it is transporting so you don't get
the "hero moves of, leaving 8 magicians stranded in the ocean" bug. Unloading
would be easy ... wake the unit up and move it off. Loading is a little
trickier since you can't simply use the meld/build button to indicate loading
(since a player might cast water walking on an engineer, etc.).

The best bet is probably to use the special function button anyhow and,
if there is a choice, call up a second menu to pick between load/meld/build.
Picking load would then let you pick a unit (same or adjacent square) using
the select unit for unit enchantment dialog. Loaded units would automatically
be placed on patrol and would lose their loaded status if they were ever
moved out of the transport.

Trying to do the loading implicitly was a mistake. It worked in civ because
there was no stacking. Here ... it doesn't work.
--
.. He was determined to discover the David Pugh
underlying logic behind the universe. ...!seismo!cmucs!dep
Which was going to be hard, because
there wasn't one. _Mort_, Terry Pratchett

Alexander Peck

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Oct 24, 1994, 9:35:32 PM10/24/94
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In article <38ag5t$f...@quartz.ucs.ualberta.ca>,
Cynical <vic...@gpu.srv.ualberta.ca> wrote:
>
> Please let flying stacks combine with ocean ones!

Please, and while you're at it, how about heroes with water-walking magic
items? It's especially frustrating when they move slower than the ships
you want them to follow!

>I hate trying to take out isolated nodes in the middle of the ocean without
>being able to bring in nightmares (although warlocks pack a wallop). :)

Don't they, though? My award for best race has to go the Dark Elves,
then High Men. Haven't actually gotten my hands on High Elves, yet.

/bin/true

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Oct 25, 1994, 5:38:58 AM10/25/94
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Here is a compilation of some suggestions from other players, in assorted
messages. Hopefully Simtex will see this...8)

1. A player has researched to his last spell, but when he found more
spellbooks (of the same type he had), he didn't get to research more spells.

2. Some players mentioned the invincibility bug, where a single,
normal unit can manage to wipe out 8 (!!!) golems without taking any damage.

3. Some mentioned increasing crashes at the finishing part
(researching spell of mastery) of the game.

4. A guy mentioned that heroes are too powerful...a stack of
superheroes can win anything. So how abt a spell of repulse hero, which
sends a hero involuntarily back to HIS city. Maybe make this a difficult
spell, or increase the mana requirements for this, so that the heroes are
not rendered totally useless.

5. How abt letting us hoard our food??? It is stupid that one turn
I have excess food, and the next turn my units can starve.

6. Some players mentioned seeing less races in the game than was
available...say player choose lizardman, and seemed like most computer
players are also playing lizardman, and other races are seldom seen.

7. Faster movement for all units? Most normal units are so slow,
they take ages to reach a city.

That's all the complaints I gathered so far...

Bryce Baker

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Oct 25, 1994, 7:24:27 PM10/25/94
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Just some thoughts

1. Bugs: (V1.1) The mouse locks in combat occasionally. Also, the
game occasionally locks while loading the combat screen. It also locks
occasionally during the computer's turn.

Most annoying: almost EVERY time I try to start an Impossible level
game with a custom wizard, the graphics go wacky and the game locks
when I try to select a portrait.

2. Impossible level... This game promised to be really, really hard..BUT..
Sss'ra had Myrror all to himself and was _punishing_ the rest of
us. He had doom mastery, armageddon, meteor shower, and great
wasting going at the same time. It was viscious. Had to kill him,
there just weren't two ways about it. And, wow, he had 30,000 mana --
this wasn't going to be easy, he had around two-dozen maxed-out cities.
As it turns out, they were guarded by two priests. I mean two priests
_on the whole continent_ He was apparently turning ALL of his gold
to mana. Dumb Dumb Dumb.

As much as we complain about the AI... I, for one, would have a lot
more sympathy if somebody would explain how the computer thinks --
why it does the dumb things it does... that is, I'd like to know
without having to pay Mr. Allan Emrich (sp?) fifteen bucks.

3. Maybe they could give computer cities free fantastic units based on
their size, the difficulty level, and the spell school of the
wizard... Like city improvements unable to leave, but there to
provide defense. It would require no AI patches.

4. The computer, once, actually did something _almost_ clever. It
cast time stop then proceeded to nuke my capital down to one population
with successive call the void spells as I watched helplessly... and then
failed to move so much as a spearman to capture it. After I left to
eat, came back an hour later, and the computer still had a time stop
going without winning I gave up.

5. The Grand Visier would be much cooler if, when you turned him on, a
menu of all the possible building chioces came up, and you could
simply select the structures you wished him to build and then allowed
the computer to build them however it wanted to.

6. Personlly, I'd tweak necromancers to require no mana upkeep of undead
but 150-200% of upkeep for live units... as it is there is little
reason to keep an army of undead in the midgame until zombie mastery
comes up, and then all you get are zpmbies...boooring.

7. 5 is definitely the best suggestion.

Bryce

/bin/true

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Oct 25, 1994, 8:06:06 PM10/25/94
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Some more suggestions/bugs gathered from several mails...

1. Game hangs when a hero is selected for Resurrection (at least one
other person has seen this).

2. Game hangs when research for Mind Storm is completed.

3. Rampaging monsters/neutral forces do not rampage, they just sit on
a square and do nothing (at least five people have seen this).

4. Weapon immune creatures. I found that the following creatures
were immune to both regular and magic weapons. Only my magic
user or druid could attack them. The doom bat, gargoyles,
cockatrices and sprites.

5. 12 units in a stack.
Went to kill 3 rampaging monsters in a stack. But they
happened to be on a node square that had 9 other creatures.
his violates the 9 unit stacking limit.

6. Trade goods gives negative money. Had a high men city
with 21,000 population. Set up as 5 farmers and 16 workers
gives -79 gold. If I moved it to 6 farmers and 15 workers
money then went positive.

7. Money maxs out at 30,000 gp. This should be unlimited as
later in the game you make more money per turn.


8. Also the opposing wizard can retreat before I finish my combat
turn. This is a real pain, when I am trying to chase down a small group,
all defending units fire then flee. In my opinion the combat rules
should be identical for each side. not only that, but they seem to be
able to flee even with Web cast on them. One suggestion is that fleeing
should not be allowed if a web spell is active. Also, after a unit has
performed an action, the flee option should be turned off for that turn!

9. an extra turn passes when you "Continue" a game. if you continue
with enemy units advancing on one of your cities, they'll be a step
closer after the continue. i suppose this may be a feature, to
prevent lots of Continue Cheats :-) in addition, i've noticed that
some of my cities will end up producing Housing after a conitnue.
i'm beginning to think that cities which complete construction of
something during the "lost" turn are ones that end up switched to
Housing, but haven't really checked yet.

10. Guise doesn't work completely from the City display screen. if you
are next to an enemy wizard's city, and right-click on it for a city
overview screen, the units will still appear in their guise. but, if
you pass the pointer over them, the correct name of the unit will
appear. recently, Jafar's capital city had a Hell Hound unit, a Djinn
unit and a Skeleton unit all of which were Swordsmen under Guise.
but, using this city display cheat, made it pretty clear that Jafar
wasn't just getting lucky with his mercenaries. "gee, why isn't that
Djinn using its fireball attack?" :-)

11. The combat AI should spend more effort dispelling a supped up
hero/unit's combat enhancement spells rather than casting sleep. i.e.
when a unit has invulnerability and is only facing normal units, then the
AI should try to dispell it(or possess) rather than casting spells like
sleep on other units.

12. it almost seems like there is a set of pre-programmed "always cast
this spell" rules that enemy wizards follow. guess it would be hard to
do anything differently, but in a recent game, Jafar and Horus kept
summoning hordes of Phantom Warriors during combat. since my hero
could wipe a whole unit out just by defending, all this served to do
was increase my Fame constantly!

13. Large enemy stacks will ignore close easy targets, like a single
magician. it appears they have a preset destination, and don't rethink
their plot each turn. Suggest enemies should rethink their strategy.

--
_ /|
\,o.O, oOOO--------------------------------------------------------+
=(___)=P Keith Lim |
U | Computer Science / National University of Singapore |
| Internet: limk...@iscs.nus.sg / isc20310.leonis.nus.sg |
+-----------------------------------------------------------+

Craig The White Craig Biggio Richardson

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Oct 26, 1994, 2:47:17 PM10/26/94
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In article <38k6he$k...@nuscc.nus.sg>, /bin/true <limk...@iscs.nus.sg> wrote:
>Some more suggestions/bugs gathered from several mails...
>4. Weapon immune creatures. I found that the following creatures
> were immune to both regular and magic weapons. Only my magic
> user or druid could attack them. The doom bat, gargoyles,
> cockatrices and sprites.

I have successfully attacked cockatrices and sprites - only met the doom
bat once, and he didn't live to get to my front lines...

Just a thought - aren't all the above fliers? The kills on them I've
always made with Fang...

--Craig

--
Craig S. Richardson (cri...@eskimo.com)
GM - Pullman Sleepers (OBFBL) - "This Train Is Bound For Glory"
GM/Manager - Tacoma Black Adders (IBL) - "Don't Tread On Us"
Shortstop - Federal Way Wizards of the National Adult Baseball Assn.

Matt J. Carlson

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Oct 27, 1994, 1:20:27 PM10/27/94
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I finally got the vertical lines bug to happen to me. It occured
VERY late in my last game. Only one other wizard left and he
was banished. I wanted to cast the spell of return, so kept
trying for that instead of a military victory.

I think I got lines lockup after certain of the "spell learning"
animations. After starting over from saved games I was able to
get past them after a try or two. (It didn't happen on my last
research spell (spell of mastery) but the spell or two before
that one.

Matt

--
------------------------------------------------------------
O O Matt J. Carlson m...@wag.caltech.edu
\___/ rm 219 BI (818) 395-2764 HAVE A NICE DAY!!
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