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Re: Patala and Blood
Okay, didn't look and thought you meant Bowl of Blood.
However, Gift of Reason does not show you types of units, it shows you every non-commander unit in the province. The one you pick is done by unit ID. There can be multiple units of the same type and they'll be in the GoR list in the same order as they're in the army list, when not assigned to a commander. Otherwise it wouldn't be possible to select specific units without afflictions, for example. You just can't sensibly cast GoR monthly, it is not possible. |
Re: Patala and Blood
You can just avoid recruiting any ordinary units and you will be able to monthly cast gift of reason.
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Re: Patala and Blood
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Behemoth bug
[img]/threads/images/Graemlins/Bug.gif[/img]: Behemoth
The Enchantment summon Behemoth seems to be working improperly, or has an improper description. The description implies that you lose the casting mage (he's supposedly riding on top of it & can't cast spells), however, this isn't the case. I've tested in 2 different games, both times the mage is still there, and can cast both ritual and battlefield spells. WAD with misleading description, or[img]/threads/images/Graemlins/Bug.gif[/img]? |
Re: Behemoth bug
WAD with misleading description.
Conceptually, you actually summon a Behemoth and a mage to control it, but the controlling mage can't cast. |
Re: Behemoth bug
Don't think there is any pbm with mammoth, apart from an unclear description.
I've got a pbm once in a SP game : one of my fortress wasn't producing anything ( the order queue was preserved each turn). I stupidly erased the game, so I won't be able to prove my statement. |
Re: Minor Bug
Fair enough. Pretty powerful summon, then.
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Re: Minor Bug
Humakty: the fortress not producing anything was probably over 100% unrest.
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Something strange with the income graph
Situation: SP game. From a practical standpoint it's won, I'm just letting it run because I'm trying to see how effective The Looming Hells is.
One AI is left. Not too many turns ago I crushed half his empire. The score graph shows his income shooting *UP* at this point, it's now approaching mine. I've got 2/3 of the world + Gift of Nature's Bounty--he shouldn't be making anything like mine, nor should his have started skyrocketing when I took half his empire. I also think it's got some sort of income cap in there as my income has been flat for some time now even when I took half his empire. |
Unique Summons aren\'t
Supposedly the unique (and semi-unique, like Arch Devils) summons call back the same critter you had if he dies and you summon him again.
Oops--I empowered one. He died, I summoned him again. The empowerment was gone. Obviously I didn't get back the same critter I had previously. I think this is more a matter of the description than anything else. |
Re: Unique Summons aren\'t
It's the same creature, but the unique ones are actually reset when they die unless you call them back via Ritual of Rebirth. This is WAD.
The score graphs have an upper limit that is much too low for big games, so that you could have triple or more what the ceiling shows, so if the AI is just approaching the ceiling, the score graphs lie. Known issue, shortlisted. |
Re: Unique Summons aren\'t
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Re: Unique Summons aren\'t
Maybe you killed off enough of his units that upkeep is no longer an issue? Especially if you were playing with the Better Independents gold mod, he might have had enslaved 9k (600 upkeep) units. If they went poof, his income would go up even with the province losses to you.
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Re: Unique Summons aren\'t
I think the income graph is not tied to covering expenses like upkeep but just the gross total of income from all provinces.
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Re: Unique Summons aren\'t
Could be. I'm not completely certain about that. *shrug*
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triple magic site of same type
I came across this in a multiplayer game in a swamp province.
http://users.on.net/~dfidge/forums/sitesbug.jpg It looks like a bug to me - bile marshes allow recruitment of hydra hatchlings. In the army recruitment screen it has 3 duplicate hydra hatchling icons. My main concern is that the duplicate marshes add to the global magic site count, thus there will be less useful magic sites in the game. |
Re: triple magic site of same type
If those were randomly determined, then it's WAD, though very rare. It sucks to get 3 less useful sites of the same kind, but nothing you can do. Note that this is a swamp province, where this is more common, since there are not that many swamp only sites, so this can happen.
If it's something in the map file, then it's a map problem, not a game bug. So I'd chalk this up as a statistical fluke. I've seen 3x Arena in the same province myself. |
In-game message corruption with \'%\' character
The '%' character in in-game messages gets used as a print token (with a possible crash if you have %s I think), for example I sent an in-game message:
" - I up my taxes to 120%-140% on turn 1, and patrol" The message received was: " - I up my taxes to 120%-14027771505110n turn 1, and patrol" The "% o" was interpreted as "%o" and printed a stack value as an octal number. |
The other guy\'s recruits
I've had this happen twice in a row now. I take a province and I get whatever he was building there.
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Re: The other guy\'s recruits
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- X has build orders in Z for this turn - Check if X is alive - If yes, check if X is in Z after battles - If yes, execute build But that's just an educated guess on the basis of how mercenary hiring happens (if you hire them in a province you lose that turn, they will serve your enemy). |
Re: The other guy\'s recruits
I think mercenary handling has been changed.
Now when you hire a merc in a province which is lost on the current turn, the merc stays unhired. Repeated testing on the battle simulator map of hiring a merc in a province, which is invaded on same the turn and lost, leaves the merc in the unhired state. The money bid on the merc is returned to the Treasury. |
Re: The other guy\'s recruits
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Re: The other guy\'s recruits
Added Legions of Steel to the spell bug list. Greenified a number of entries based on progress page and discussions in the mods/maps forum.
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Re: The other guy\'s recruits
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I think he was talking about troops not buildings. This may be the same as "BHV Recruitment Queue 2", but if it's happening in non-castle provinces that's a new data point. |
Re: The other guy\'s recruits
calmon, I'm going to test that one myself first, then talk to JK. Ideally, I should test everything I put into the shortlist, but realistically, if it's not a statfix, I probably won't be able to, unless it can be easily reproduced without games that have progressed very far. I have test setup that can address that particular set easily.
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Re: The other guy\'s recruits
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Building queues should probably reset to nothing if a province is conquered, that wouldsolve that problem. |
Re: The other guy\'s recruits
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Building queues should probably reset to nothing if a province is conquered, that would solve that problem. |
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No castles, these are water provinces and we are both land nations. I've got a SC smashing the main forces and a weaker follow-up unit keeping him from being flanked and building temples. |
Re: The other guy\'s recruits
The items have been tested and they are still buggy.
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Re: The other guy\'s recruits
Apologies if this has already been submitted: When LA Pythium's serpent cataphract rider is killed, the remaining serpent has silver armour, whereas it had gold armour before it's rider was killed.
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Re: The other guy\'s recruits
Vale of the Silver Cattle magic site says +200 supply, which it doesn't give but is no surprise, but also says +40 gold, which it also doesn't give...
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Re: The other guy\'s recruits
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Re: The other guy\'s recruits
yah... that's not the case. income is almost identical to the neighbouring province w/ very similar pop and scales, whereas the +40 should almost double the relative value of that province.
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Re: Bug Thread: Discussion
Blood Lord: Unit #1389
Is equipped with (among other stuff) Full chain mail (armor #18) and Leather Hauberk (armor #10) Instead, it should be Full chain and: Iron Cap (#20) |
Re: Bug Thread: Discussion
Unit# 553 Jotun Skratti has old age at 200 in Skratti form, but this changes to 400 in U#1653 Jotun Wolf and U#1652 Jotun Werewolf forms. (U#1653 and U#1652 are already in the shortlist because of age issues with mods, but the change shape issue is not listed).
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Re: Bug Thread: Discussion
1 Attachment(s)
Weapon number 336 (the Deadliest Poison), which acts as a secondaryeffect for the artifact "The Sharpest Tooth", is bugged. It does not affect poison immune creatures, like hinted in the description of the artifact "The Sharpest Tooth" (weapon number 337, Item Number 112 ).
I tested this by making a quick mod whic gave some C'tis troops the Sharpest Tooth as a weapon and the bidding them against modded 100hp sitting duck units, some which had posionres 100 and others didn't. The poisonres 100 units did not take any poison damage from units using the Deadliest Poison or The Sharpest Tooth as weapons (I tested both possibilites). The mod I used is attached to this post. |
Re: Bug Thread: Discussion
Edit: Not a bug! http://forum.shrapnelgames.com/image...es/redface.gif http://forum.shrapnelgames.com/image...es/redface.gif http://forum.shrapnelgames.com/image...es/redface.gif If I had bothered to scroll down a little more, or paid attention to the icon more closely, I would have seen that the Kokythiad was leading 5 non-flying units. Duh. Sorry!
Unit #1477 Kokythiad is amphibious and stealthy. I gave a Kokythiad in a coastal (land) castle a pair of winged shoes. The Kokythiad's possible movement did not change at all. The "Flight" icon appears on the Kokythiad view unit screen, but the Kokythiad does not get any overland flight. The castle the Kokythiad is located in is friendly and not sieged. Specifically, the Kokythiad is unable to fly over any enemy land territory. The Kokythiad is even unable to fly over 2 consecutive friendly land provinces into a 3rd friendly land province. If I give the winged boots to a Commander (Unit#34) instead, he can fly to any land province within 3 moves. |
Re: Bug Thread: Discussion
To know for mapmaking :
[img]/threads/images/Graemlins/Fish.gif[/img] Only aquatic magic sites seem to appear on Sea + (most land terrains) - so underwater mountains may be used for a sea with more ressources. BUT [img]/threads/images/Graemlins/Bug.gif[/img] Deep Sea + (a land terrain) may make land sites appear (at least seen with deep sea + cave and deep sea + mountain) |
Re: Bug Thread: Discussion
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Re: Bug Thread: Discussion
Info on two bugs:
If you start a new game after playing dom3, without exiting the application, then provinces can have "Ghost" neighbors. This causes dominion problems and counts towards the "more than 6 neighbors" bug. If your province has more than 6 neighbors, and you do not have positive dominion in the 7th neighbor (in map file order), your beneficial scales will decrease in your province. If you also do not have positive dominion in the 1st neighbor, then the beneficial scales will evaporate in your province. Please see: http://www.shrapnelcommunity.com/thr...;Number=567585 |
Re: Bug Thread: Discussion
MOD :
Game (may) crash at game creation stage if a mod using nametype 148 or 149 is enabled. edit : It seems a really strange bug as other modders didn't have a crash using 148 (but if I only change a #selectnametype 143 by 148 I have a crash with Greyhawk mod). |
Re: Bug Thread: Discussion
Seige bonuses from items on commanders don't stack. In other words a cleaver (+50) and a wall shaker (+25) = 50.
I am not sure if this is a bug or intended. It seems both items use the same effect and that is why they do't stack. |
Re: Bug Thread: Discussion
In one of my current MP games i had it twice that a whole army didn't move (different turns). The commanders + units just stand still, ignore the move order and do nothing. I never had this before in all my other games.
The only special is that i used a mixed of stealth & non-stealth commanders but all got the "move" command (approved). At least in one case i'm sure that no other army tried to intercept me. I never got a battle on the province. Mysterious for me. http://forum.shrapnelgames.com/image...s/confused.gif |
Re: Bug Thread: Discussion
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