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Re: Bug Thread: Discussion
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Re: Bug Thread: Discussion
Bug using gems against PD when mayusegems is initially 0:
I had a battle against PD, where my commander was loaded up with a couple nature gems (I was expecting something more). So, he didn't cast the spells he was scripted for, I checked the debug log, and I see (mayusegems 0). No mystery there. My army proceeds to trash the PD, the infantry runs away, and there's just archers left shooting at me still. My mage lets off some buffs, etc, and then ... Swarm! My army had taken very minimal losses, just engaged the archers, there were no new enemy summons on the field, but I check the debug log and for some reason I see for my casters (mayusegems 1). It toggled on in turn 8 of the battle. Is this a known problem? |
Re: Bug Thread: Discussion
Units with Forest Survival + Gluttony still starve inside of Forests? Is this WAD?
To clarify, I have an army as Lanka, in a Forest. Every unit present has Forest Survival. Yet, it still states "Supply Used 490", I got a Starvation report, and my Palankashas all have the Starving debuff on them. |
Re: Bug Thread: Discussion
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I believe I've seen this problem before as well. Battles where my mages don't use the gems they were scripted to use then use the gems later on, even when I'm in a winning battle. The worse part is that they are always spells I would never bother casting. Also, I'm not sure how the opposition is weighed to determine when to use gems or when not to, but it appears that a lone black servant with almost no gear and scripted to retreat can cause all my mages to use gems. This is rather annoying as the unit presents no threat to my army, even if it were to attack rather then flee. |
Re: Bug Thread: Discussion
I think the gem use starts because the mage's fatigue gets high and he doesn't want to drop unconscious when the battle takes a few turns, even when the opposition is outmatched. Still buggy, but that might be the root of the problem. Just a thought.
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Re: Bug Thread: Discussion
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Re: Bug Thread: Discussion
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Re: Bug Thread: Discussion
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Re: Bug Thread: Discussion
:bug: Hi, didn't saw this one in the bugs shortlist. When scripting cave drakes (conj 2 summon) to fire closest, they don't seem to fire. In fact, I never saw them firing anything - I would expect something like shards or stones... or maybe they do fire and this is a graphical glitch, but I don't think so, they just run into melee. Ranged attack seems broken for these poor creatures...
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Re: Bug Thread: Discussion
Cave drakes do not have a ranged weapon unlike fire and ice drakes.
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