I think this is resolved now. The issue was that raider cities did not initialize the "producing unit" field correctly, so when you conquered a raider city, the city would immediately produce a unit with an uninitialized value, which showed up as a blank tile and immediately crashed the game if you interacted with it. The fix is to always initialize the "producing unit" field for every city.
kazzmir
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Can you say more about how you got into this situation? I was unable to replicate. So far I tried these situations:
* have a stack of units that are all in patrol mode, next turn select 2 units to activate, move them to a nearby square. works fine
* have a stack of units that are all in patrol mode. have another stack nearby that is active walk a path through the patrol stack. the non-patrol units walk through the patrol units just fine and have the expected number of movement points
I added a feature wherein if you click on the food UI element in the main hud while it is negative the game will ask if you want to rebalance food production, which will convert some workers to farmers in your cities. See https://github.com/kazzmir/master-of-magic/pull/649 for details
Ok I'll check on this. BTW you can join the discord channel too: https://discord.gg/xCpHBKrU9c
Ok I'll see if I can fix it, although I have been toying with the idea that a stack of units can have more than 9 in it. Combat already supports nearly unlimited units per side. The only real constraints on the stack units in the rest of the game are various ui issues, but I can just make the unit sprites overlap/shrink if there are more than 9
I believe dos mom does this too. When one new citizen is created, that citizen starts out as a worker unless there are not enough farmers to support the food needs of that specific city where the population growth occurred. If there is a deficit in the required farmers to support the new population then the new citizen automatically becomes a farmer.
None of this takes the food needs of the army as a whole into account. You have to manually rebalance the farmers across your empire to sustain the army's food needs. But the game will warn you when your army food needs becomes negative.
The bug about a gift being applied to an AI but being shown to the user is fixed. I'm still investigating what is supposed to happen for events to AI cities. It could be that the human should see event notifications if the human knows about the city, or maybe the human just never sees notifications about those cities at all.
As long as there is some tile that is unexplored the engine will assume it can traverse that tile, so if a sailing unit tries to reach some destination but keeps running into the coast it can recalculate a new path until it discovers the entire coast. Theres a chance the unit might get into a suboptimal situation where it keeps re-exploring the same path a few times though. I can play with it.
I fixed a few issues regarding sailing units (including the warship). A flying warship can move around anywhere on the map and enter combat on land, as well as still transporting units. Also I tested in DOS MoM and new ship units do start in the city they are built in, not in the nearest ocean tile.
I added a "Quick Start" button to the main menu that drops you into a game with a random number of opponents on a randomly sized land size, and with a random wizard for your player.
Regarding "Does not otherwise check intermediate tiles, only the destination tile.", I guess you are saying that units sometimes run into obstacles on their way to the destination and need your help to move around them. This is partly be design, in that the original DOS version simply didn't let you move armies onto unexplored tiles that would have been illegal for that unit. Meaning, if you were to try to direct a unit onto an unexplored ocean tile, the game would simply not calculate a path at all. I think this is a bit unfair in that if the area is unexplored you shouldn't be able to know if there is an ocean tile there or not. For now, the units in my engine always try to go towards the destination tile, and just stop moving if they can't continue on their path.
I have thought about making units auto-recalculate a new path to the destination tile (if one exists), so that you don't have to manually manage the unit yourself. Do you think that would be preferable?
I use escape a lot for local development to exit the game, its convenient for me. But maybe I can disable it in the browser.
Discord: https://discord.gg/xCpHBKrU9c




