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 [Ironfist ver 1.2] Last Stand - Splitting Elementals

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Unknown_Hero
Vampire
Vampire
Unknown_Hero

Messages : 459
Quality Points : 58
Registration Date : 2015-09-06

PostSubject: [Ironfist ver 1.2] Last Stand - Splitting Elementals   2016-08-22, 02:40

I don't understand how the Elementals are generated, it seems there is no rule.

If a troop attacks them on the front hex (and all the others hexes are free) and does only damage, sometimes they split, sometimes they don't split.

If a troop attacks them on the front hex (and all the others hexes are free) and decimates one or more than one of them, sometimes they split, sometimes they don't split.

If they take damage from retaliation (and all the others hexes are free) or if one or some of them are decimated from retaliation, sometimes they split, sometimes they don't split.

You cannot make an attack strategy, and it's not fun, the player need to know how it works just like for the others creatures, so he can adapt his strategy to the situation.

The only noticeable rule is that they don't split when they are attacked from a distance by a ranged unit (but they can split from hand to hand attack and retaliation by ranged units).

Is this buggy?
What is the rule?
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Kertwaii
Peasant
Peasant
Kertwaii

Messages : 2
Quality Points : 0
Registration Date : 2016-08-23

PostSubject: Re: [Ironfist ver 1.2] Last Stand - Splitting Elementals   2016-08-23, 14:21

~it's a mystery~

Well, the script first checks if leftup/leftup (or rightup, rightdown I don't remember. I believe it depends on the elemental hex row) hexes are occupied. If the hex is not occupied then a clone is summoned on this place.
It doesn't matter which elemental is attacked, all can potentially trigger the summoning
Yes, it doesn't work for ranged attacks currently
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Unknown_Hero
Vampire
Vampire
Unknown_Hero

Messages : 459
Quality Points : 58
Registration Date : 2015-09-06

PostSubject: Re: [Ironfist ver 1.2] Last Stand - Splitting Elementals   2016-08-24, 05:59

Kertwaii wrote:
Well, the script first checks if leftup/leftup (or rightup, rightdown I don't remember. I believe it depends on the elemental hex row) hexes are occupied. If the hex is not occupied then a clone is summoned on this place.

So, it means that every time a group of Elementals is attacked by an initiated attack, or by retaliation (and this not means necessarily a kill), and an "up hexagon" or a "down hexagon" relative to the position of the group of Elementals is free (so 4 hexagons, 2 above and 2 below the row where is located the group of Elementals), a group of one Elemental must be summoned (in fact, two groups of one Elemental must be summoned if both the "up hexagon" the "down hexagon" are free, is this correct?).

This is not the case currently; sometimes, all the conditions are fulfilled, but the group of one Elemental is not summoned.

Kertwaii wrote:
It doesn't matter which elemental is attacked, all can potentially trigger the summoning

Sometimes, the group of one Elemental is summoned in an hex adjacent to another group of Elementals (near any group of Elementals), not necessarily in an hex adjacent to the group of Elementals who is attacked. So, this behavior works as intended?

Kertwaii wrote:
Yes, it doesn't work for ranged attacks currently

I think it's fine this way. Smile


Look at this:

Load: "0 0 v12 te 9996 9994 before elementals.GX1".

Ambrose attacks the Mystery Hero.

From start of combat, skip for all your troops until the end of combat, and take this opportunity to look at the Elemental summoning behavior.

Once the combat is over, the Battlefield Casualties window displays wrong numbers for the Elementals decimated, three in the initial group, this is ok, but only 2 groups of one summoned Elemental, there have been 4 groups of one summoned Elemental decimated during combat.

Another bug, after the Battlefield Casualties window closed, right click on the Mystery Hero, you can see there is now one group of Archers and one group of Peasants in her army.

Ruby attacks the Mystery Hero.

You can see the groups of Archers an Peasants are there, and each group has zero (0) creature.

Play the combat automatically by clicking on the AUTO button.

At a point, the AUTO combat is cycling your troops doing nothing, take back the play by clicking on the AUTO button, and kill "manually" the last troop (group of 0 Archer).

Now, look at the Battlefield Casualties window; the initial group of 22 Elementals and 13 groups of one summoned Elemental have been killed, but only 4 groups of one summoned Elemental is displayed, and the hero gets only 700 experience points (500 points for the hero and 4 times 50 points for the four groups of one Elemental).

So, something is definitively broken.
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