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Re: Bug Thread: Discussion
> Why in the world should that apply to fliers, though?? They aren't in the water to be slowed down!
Quite few birds cross oceans. They need to land and eat. Imagine a turkey crossing the Atlantic http://forum.shrapnelgames.com/images/smilies/happy.gif In earlier iterations of dominions seas were generally larger as well. So it is also a survival from these primal oceans that makes them uncrossable and restricts movement. With the deep seas added some movement restrictions should perhaps be removed, particulary regarding sailing. |
Re: Bug Thread: Discussion
Hide Shield (armor 105) has an armor type of 5 (body), when it should be 4 (shield).
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Re: Bug Thread: Discussion
From the manual (pg 124) EA Oceania should have providence defence at 20+ of Turtle Warriors and Mermen. It doesn't get the Mermen.
This is because the nation UW providence defence lists Mermen twice in the data files. One of this double listing should be renamed to land providence defence. Edit: Corrected manual page number. |
Re: Bug Thread: Discussion
You could make a reasonable case for fliers not being able to cross water because of that. When Thestis' Blessing is up, though, that's not an issue. It should remove the movement restriction on flying across water.
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Missing messages
3.10 still, SP game. The messages of spells cast and items forged are quite deficient. I'm not even getting half of them, turn after turn.
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Re: Bug Thread: Discussion
I don't know if it is a game bug or something on my pc, but the fact is that I can't use any mods. I enable it, start the game and all, but as soon as i hit "end turn" for the 1st time, the game freezes on the middle of the next turn calculations ("research", "resolving battle", etc) or craches with the message "ConvArmyNbr: error!".
At first I thought it was an error on my mods, but then I tested other mods that should work, and the same happens. Any ideas? |
Re: Bug Thread: Discussion
Yes. Did you make sure you entered the CD-key that came with your manual correctly?
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Post-siege recruitment bug -- previous queue
1 Attachment(s)
Twice now in a 3.10 game, after sieging and capturing an undefended enemy fort, the enemy's recruitment queue (which had been unable to make progress because I'd driven the unrest high with Imperial Consorts) remained. This was particularly glaring because these were national troops (Ulmish) that I couldn't recruit normally...
Once the unrest is driven down below 100, recruitment of those Ulmish troops has continued, even though I'm T'ien Ch'i. I have not yet seen this in the case of captured forts that involved a siege battle, or pre-3.10, or with forts that had unrest below 100 (although the latter may not be strictly necessary as I've been spamming spies, and undefended forts have been extremely rare). (Edit -- attached save file. See Dershid, prov. 116. SP game, w/ Ulm Reborn (irrelevant as an LA nation), Blinking Monkey (only disables some spells), and Streamers/Standards mod. MS Windows XP.) |
Re: Post-siege recruitment bug -- previous queue
Known issue and already in the shortlist as item BHV Recruitment Queue 2. This has appeared as early as 3.04 or 3.06, I don't remember exactly.
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Re: Post-siege recruitment bug -- previous queue
Shortlist roundup:
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