I recently reinstalled Fallen Enchantress legendary heros and noticed a bug where wilding shaman's summon wilding spell consistently does nothing. Doing a search at this message board I found out that it was a known issue and some people even had mods that fixed it. But those are very old locked posts and links to those mods no longer works .
Would anyone still have one of the mods that fix this issue available and be willing to share.
Far as I understand:
1) All tactical summons which use AI for targeting are affected. This includes your own summons if you click on Autocombat button and let the AI handle your troops.
2) This cant be fixed with mods.
3) There is a small (maybe 10%?) chance that an attempted summon will work.
See discussion at the end of this thread for more details:
https://www.gog.com/forum/fallen_enchantress/lh_20_xtradeconstruct_legacy_of_magic_mod
Thank you for response Zrevnur. I did not had a lot of hope that anyone would actually notice this thread.
I thought this specific issue what was described in this old thread: https://forums.elementalgame.com/450960/page/1/#3440852
But it sounds like there is another larger bug going on.
BTW. I have made a few experiments and I guess these observations may help to finally solve the bug.
In short: this bug is 99% dependent on "SpellTargetType" and the way how location of the summoned unit is calculated for AI.
What is important, that different combinations of: 1) SpellTargetType 2) SpellTargetTileOccupied and 3) Radius affects the result and produce the variety of outcomes.
Major outcomes for AI are:
Outcome 1. Spell is cast, but the unit is not summoned at all, and then battle flow continues normally. This is what is happening with "Summon Darkling" for example.
Outcome 2. Spell is cast, but the unit is summoned SOMEWHERE IN ANOTHER DIMENSION (joke). You can see unit card in the actions list but not the unit on the battlefield. This outcome will break the normal flow of battle, summoner will be waiting forever for something. The only way to get out the battle now is autoresolve.
Outcome 3. Spell is cast, and produce SOME results (described below). This will may or may not break the flow of battle, which makes me think that there are at least TWO parts in this bug, and something else is responsible for the freeze of tactical battle.
Now, what you can do: if you apply radius (e.g. the same way as in "SummonIgnys_Tactical" or whatever spell with area effect) and remove ApplyToSpellRadiusCenterOnly tag, the spell WILL work for AI, however now of course it will summon up to 8 units instead of 1. I guess that ONE unit still may be randomly "summoned in some bad location" as in Outcome 2, and therefore freeze, however it's only a hypothesis.
And finally very unexpected Outcome 4.
Spell is cast SUCCESSFULLY, and battle flow will likely to continue (at least I did not observe the freeze in my test).
However, the location of the summon will be ... wierd, and this outcome is a result of a parameters WHICH ARE NOT SUPPOSED TO WORK. So while it may solve the problem, I would not recommend anyone to modify the XML in such a way.
The trick is that if you will change SpellTargetType value from "EmptyTile" or "FriendlyUnit" or whatever valid for tactical combat to "AnyKnownTerritory" which SHOULD only be valid for strategic map, then AI will call the summon on top on one of your units, but everything else will happen OK.
That means that TECHNICALLY you can solve this by the changes in XML, but as i said this NOT something you should do. I only hope this information will help SD to find where the AI fails in calculations.
P.S. As for the freeze you can reproduce it for the player as well Just set SpellTargetType to "Self" and even with enabled radius you will get Outcome 2.
All in all it seems that AI somehow wants to makes a summon as close to your units as possible (ideally - directly on top ) but when it fails to do so, summon will either not happen at all or happen in some really, really bad location.
That means that TECHNICALLY you can solve this by the changes in XML, but as i said this NOT something you should do. I only hope this information will help SD to find where the AI fails in calculations.<snip>
Unfortunately Stardock developers do not appear to read their own forum or those who do do not communicate with those who do such things as bug fixes. See: https://steamcommunity.com/app/228260/discussions/0/3040481180145778162/#c3040481812836489640
Even though this bug has been reported plenty of times in at least 3 forums - including this thread here - 'Draginol' apparently was unaware of it even existing.
Unfortunately (or potentially fortunately if they ever do release it) they have fixed the bug. See: https://steamcommunity.com/app/228260/discussions/0/3040481180145778162/?ctp=2#c4943253385005895038
This was more than 3 months ago but unfortunately they cant be bothered to release it.
Unfortunately this appears to be the sorry state of current FELH/development/support.
Unfortunately this kind of thing also makes modding for modders much less appealing so no wonder mods arent supported anymore - see your other post https://forums.elementalgame.com/509116/page/1/# here. Edit: See comment by Primal_Savage (XtraDeconstruct modder) https://www.gog.com/forum/fallen_enchantress/lh_20_xtradeconstruct_legacy_of_magic_mod/post53
Well I'm aware of that Steam discussion.
My considerations are: SD does not have ANY resources to spare at the moment for whatever reason. Thus at least this test might save them some time when the aforementioned resources will be available (if they will be available at all; but miracles tend to happen, especially on Christmas, AND IMO the release of 3.0 honestly was a miracle too). If they already nailed and fixed the bug - fine, no problem, let's wait for the release and hope it will take a finite amount of time
All in all my expectation are as low as possible, I just do what I can and then let the things go their own way
And as I said there's a tricky way to handle a bug with XML (might be applied for personal use if you for example play with collection of custom mods as I do, for my summons are all overwritten).
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