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-   -   Bug: Bug Thread: Discussion (http://forum.shrapnelgames.com/showthread.php?t=30593)

thejeff January 14th, 2009 01:10 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Gandalf Parker (Post 666955)
Quote:

Originally Posted by cleveland (Post 666942)
Quote:

Originally Posted by Gandalf Parker (Post 666936)
He was probably planning to do an assassination and got caught.

That was my first thought too. But it was definitely in an independent province...can indys now catch sneakers?

They definitely can in my games. But I purposely boost defense random amounts in indy provinces. Having some of them quite high has flown back in my face a few times because I cant get a scout across an indy province.

Im not sure what the game sets PD at in Indy provinces but Im guessing its at a point of occassionally catching sneakers.


I don't think indies default to having any PD. Their troops are just regular troops and can be whittled down. If they had any PD, the assassin technique wouldn't work. They probably can now get the PD boosting events though.

Regardless, I still suspect this is just the AI being stupid. I've certainly been attacked by lone commanders before.

Gandalf Parker January 14th, 2009 01:11 PM

Re: Bug Thread: Discussion
 
Its been a long time since Ive tried to figure the siege/rebuild thing out but... since there is a formula for how many and what size bodies it takes to tear down a castle, and a like formula applies for too many people inside rebuilding the castle for your siege to work at breaking down the walls....
does a formula along those lines affect the rebuild? Maybe some people see an instantaneus rebuild due to having enough forces after the seige, and others see a lag due to not enough forces/population?

archaeolept January 14th, 2009 01:55 PM

Re: Bug Thread: Discussion
 
yes it does, but as the rebuild happens eventually even w/out troops, according to the information posted above, this means most likely that there is a base automatic value, like 50 def/turn, added.

The bug is that the true numbers for the castles' defense aren't showing during this... or that the castle is fully repaired instantaneously, contrary to the manual, and contrary to what some posters have reported.

Gandalf Parker January 14th, 2009 02:04 PM

Re: Bug Thread: Discussion
 
Id love to see the true numbers reflected. Especially during siege. I wonder if Kristoffer thinks its unrealistic.

archaeolept January 14th, 2009 02:26 PM

Re: Bug Thread: Discussion
 
the true numbers are shown during the siege, to the defender... the bug involves the true numbers seemingly not being shown to the defender outside of siege.

Psycho January 14th, 2009 03:36 PM

Re: Bug Thread: Discussion
 
It seems that after two turns without siege the fort is fully repaired even if it's empty. I didn't bother waiting more than one turn in my earlier tests. In that case the manual is incorrect (from page 82):
"Fortresses which are damaged but not besieged are repaired normally - the repair value is simply added back to the defense each turn until the fort is all fixed up."

Gandalf Parker January 14th, 2009 03:52 PM

Re: Bug Thread: Discussion
 
Wouldnt the type of fort make a difference in how quickly it repairs also then?

AreaOfEffect January 14th, 2009 09:19 PM

Re: Bug Thread: Discussion
 
Its probably a value related to administration. Most anything the involves forts uses that value. It also makes a reasonable amount of sense.

Edit: Which might make swamp forts and LA Ermorian castles interesting test subjects.

Psycho January 14th, 2009 09:59 PM

Re: Bug Thread: Discussion
 
In my test it was a dark citadel raised by "three red seconds". It has an admin value of 20 and repaired all 600 defense after two turns.

chrispedersen January 14th, 2009 10:24 PM

Re: Bug Thread: Discussion
 
this sorta fits my observation... none of them were fixed the next turn, all of them were fixed by turn 5.


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