It has to be the EXE, simply because when e.g. the recruit icon appears in the school queue it is correctly colored, but once it's in production it turns red (but the graphic is obviously the same).
Uh, yeah. I didn't think of that.
So: Maybe when it calls the function to load a graphic it passes a parameter telling it whether or not to do the colour changes. That sounds way too hard to fix without the source code.
Another quite weird bug I noticed is that Rogues use different attack sound effect when they're attacking buildings than when they're attacking units. I wonder if this could be fixed from the units.dat file.
Not really a problem IMO. If you can fix it in units.dat then that would be great, but I don't think it's really a big issue.
I never noticed this bug.
TSK Mission 9 Tested:
It was pretty good. From what I've heard people say I thought the auto build enemy would be really stupid. He wasn't too bad. I attacked him first, so I never really saw how good he was.
- The auto build enemy appear to have too few serfs. (lots of stuff was waiting) This might be because he was too busy training recruits, and the village layout was inefficient. Does it work out how many serfs automatically, or do you set it?
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SERIOUS: The top left enemy had a huge hungry problem. All of the villagers were trying to get to the inn, but it was never full. The problem was the serfs couldn't fill it up fast enough. (they had food in the storehouse, and the serfs were continuously delivering it) I would recommend giving them another inn, because their economy must have really been suffering from this. (A lot of villagers weren't working)
- The top left enemy has a spare (idle) blacksmith. He was standing outside the inn so I guess there is just one too many in the script.
- At some point I got a message saying that a huge attack was making it's way towards me. The wording in the message made it seem like it would be very soon, so I set up my troops and waited. After ~5 minutes nothing had happened, so I assumed they weren't coming. (I guessed that was because I had attacked them so much) They did come, but it was a good 10-15 minutes after the message. Way too long for an attack "making it's way towards thee".
- Their is a pike/lancemen defence position for the top right team just bellow the auto build enemy's base. However, when the group is full half of the men would be standing on the iron hill. (so they were just standing randomly around the place) I think you should move it out a bit.
- The auto build enemy had built 2 watchtowers, but they were on the wrong side of his base. (they were against the edge of the map, not towards my base) The were quite close to each other so it looked like he was expecting an attack from that direction. Are tower positions calculated based on the AI start location? Does he put them somewhere else if you move the start location towards the human base?
- The top right enemy has a spare (idle) farmer, same as the top left blacksmith.
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SERIOUS: The top right enemy didn't appear to be making troops! He had some recruits in his barracks but even though I was attacking him slowly he didn't seem to be making new groups. Normally when I attack a base the enemy will be training troops all the time, but over 5 minutes or so (I waited to see) he didn't. Could just be a weird once off bug though.
So that's the most bugs found by me so far in one mission. I am now playing mission 12.
Lewin.