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Re: Bug thread
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However i can agree that things needs some more tuning. |
Re: Bug thread
Yes, i think that the gem saving feature is optimal and more often than not the AI was right. But self buffing instead of Master enslave is not gem saving at all since it was cast after.
In previous versions a call of the winds could make your mages spend your gems unnecesarily. Now thatīs fixed (at least for my experience). You may need several castings of call of the winds to make the trick work now(many, many, many). |
Re: Bug thread
Not a critical bug or anything, but the AI will cast Aim or Eagle Eyes even if Wind Guide was cast earlier. Aim & Eagle Eyes do not stack with Wind Guide so if Wind Guide has been casted I think the AI could choose something besides Aim or Eagle Eyes, even if they were scripted.
[img]/threads/images/Graemlins/PointUp.gif[/img]Edit: Also mounted troops can use the barrier (artifact), which is a tower shield and contradicts the description. |
Re: Bug thread
A minor mod bug:
#mapbackground is broken. It should change the background (the wooden stuff behind the map), but it doesn't. |
Re: Bug thread
SP game, I'm looking at an enemy monolith.
With a *LIMP*. Does someone mind explaining how a monolith can limp??? I also wonder why it has an attack and defense skill? |
Re: Bug thread
That monolit has gone a splinter and does not roll evenly.
Itīs like the oracle fountain pretender having a protection value for its head. (maybe the point where water flows) |
Re: Bug thread
Ummm, I'm not really sure where to report typos so I'll just post it here.
In the Immortal trait description (the one you get when you click the Immortal icon on an immortal unit http://forum.shrapnelgames.com/image...ies/tongue.gif) it says "capitial" instead of "capital". |
Re: Bug thread
There's the in-game typos thread. Those typos I can't do anything about since they are not in the description files.
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Re: Bug thread
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(I'm swearing at it because it's been a pain. I keep killing it, next turn it's called back. At first it had 9,9,7 magic, now it's lost them all. It can't harm my troops at all but it's as likely to win the battle as I am--autoroute before I manage to kill it. I can't reliably hold his capital because of this.) |
Re: Bug thread
Commanders carrying underwater breathing items who flee an underwater battle battle can be killed instead of retreating, if the only friendly neighboring provinces are underwater.
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Re: Bug thread
Mictlan MA and LA start with an army of Warriors (U#721) and Warriors (U#722). U#722 is the mapmove-1 Warrior from EA, with Mictlan Armor. But in MA/LA, Mictlan can't even recruit unit 722, instead they can recruit mapmove-2 Warriors (U#1545) with a Scale Mail Cuirass.
Shouldn't the MA/LA Mictlan starting army be a mix of #721 and #1545? |
Re: Bug thread
Probably. Hadn't paid that much attention to it.
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Re: Bug thread
Spell Growing fury is in the shortlist as not working, but ive seen it working casted by the AI. Random units will go berserk each combat round.
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Re: Bug thread
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Either the spell is bugged or the description needs fixing. |
Re: Bug thread
the description says "provocation" not damage. I think itīs probably working as intended.
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Re: Bug thread
If the mage casting sabbath master has more than 1 blood slave, 2 blood slaves will be sacrificed. The spell will still be cast if he only has 1 blood slave available, with the single blood slave being sacrificed.
It's easily reproducible. I've done it with a pretender (B4), a priest (B2) (EA Mictlan), and a Vampire Count (B2) (LA Ulm). |
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Re: Bug thread
http://forum.shrapnelgames.com/image...es/redface.gif I didn't think it worked that way with blood, thanks for the clarification.
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Re: Bug thread
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OBVIOUSLY either the description is wrong or the spell is bugged. |
Re: Bug thread
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Re: Bug thread
You sure? I've never seen more than one gem used strictly for fatigue reduction, and also KO said "He will not use more gems then one to reduce fatigue":
http://www.shrapnelcommunity.com/thr...ev=#Post542605 |
Re: Bug thread
Yes, I am, and I double checked just now to be sure. KO is full of lies. Or at least unintentional falsehoods. =)
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Re: Bug thread
One gem can be used to increase the caster's level so that he can cast a higher-level spell, and other gems may be used to further increase his level for fatigue-reduction purposes only.
The manual explains it quite well at page 89. |
Re: Bug thread
further update on Vale of the Silent
3 neighbouring provinces, each w/ the same scales and 0 unrest, except for vale of the silent also having growth 3 instead of 0 pop 5220 income 55 pop 4200 income 45 Vale of the silent (+40 gold) pop 5090 income 23 should expect it to be around 60 base... looks like vale is deducting gold rather than adding. |
A bad hit point calculation
Once again I'm being attacked by a monolith that I've killed dozens of times. (I own his capital, he keeps calling it back every turn.)
Basic hit points: 200 Dominion Penalty: -160 Never Healing Wound: -40 Current Hit Points: 34 (This is at the battle start before anyone has done anything.) Also, it seems to me something more should happen to that monolith due to it's dozens of deaths. It's magic is long gone and afflictions come and go every turn--it's continual deaths have no real effect anymore. I'm thinking it should lose a point of something each time. |
Edi\'s birthday
Happy birthday.
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Re: Edi\'s birthday
Happy birthday Edi!
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Bug Thread
This is a bug thread, not a birthday thread.
Sending a PM will work just as good, hence this page has 3 off_topic posts. http://forum.shrapnelgames.com/images/smilies/frown.gif [img]/threads/images/Graemlins/Bug.gif[/img] Sieging units which require a lab to heal will be healed if the defender of the fort has a lab. This is similar to the other bug where the temple is used by priests sieging a fort to perform blood sacrifices. |
Re: Bug Thread
I have to report a bug with the forum software. There's a cake being displayed right next to Edi's name. I hope this bug is fixed until tomorrow.
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Re: Bug Thread
Thanks guys. I expect the cake icon bug will be gone in around 35 minutes (more depending on your time zone).
NT Jedi, noted. Seems like siege situations grant certain ownership benefits to both parties due to the way they are set up. |
Re: Bug Thread
Two items that seem to be bugs
First one is that if you have added many units into queue (so that they are left for future turns due to lack of resources) and next turn your castle appears under siege, you can't add new units to queue (expected behavior), but those previously added units will still be recruited. I can't see logic in this so I think it's a bug. Second one may not be a bug but who knows. This is it. http://www.shrapnelcommunity.com/thr...mp;o=&vc=1 |
Re: Bug Thread
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And if enemy conquers that castle he will be able to recruit units in the queue. And I don't think that units can be recruited under siege, because with that it wouldn't leave commander to recruit for the one that conquers it. |
Re: Bug Thread
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When enemy conquers the castle he may recruit his national units and some indies - it is a normal issue. I said about the castle under siege. Quote:
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Re: Bug Thread
Known issues. Units added to the queue before siege are produced normally within the limits of resources in the province. If there are any units left in the queue when the enemy storms the castle, he gets to produce those already bought and paid for units as soon as the resources allow it. He cannot add any more enemy nation units to the queue himself.
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Re: Bug Thread
I didn't dig so deep:)
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Re: Bug Thread
Generally the shortlist thread is your friend. Some of the newer things aren't there yet, but most are.
Slogging through the whole of this thread is a bit much. I did it when it was only 32 pages long (64 for most people here, since I use a different posts per page value than the default) and it was hard enough then. It's grown by 50% since that time. |
Re: Bug Thread
Archaeolept thought there might be a problem with the weapon "Banefire Strike" ID# 348, so I tested it out. I found that the weapon worked fine, but the secondary effect listed as "Decay" ID# 349 (which the database lists as having the same effect as the spell decay) actually seems to have the spell effect plague, just like "Plague" ID# 98.
So I think the spell effect of "Decay" ID# 349 is wrong. |
Re: Bug Thread
Possibly. There is more than one weapon named "Decay" in the weapons list and I had to put something in. It's more or less a guess as to which Decay it is, but it is possible that it is assigned by name in the code, in which case it would use the first one that matches. That would explain things.
It can be either a DB problem due to my assumptions or a game problem depending on how the code is written. |
Re: Bug
Hi!
Is the bug that "soldiers" turn into "commanders" a known bug? or is it some kind of spell i dont know about http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: Bug
I guess it is a bug in that MP game. I am sending my trn files to illwinter.
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Re: Bug
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Re: Bug
i think it has to do with redoing the turn. But KO would know. No Gift of reason here.
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Re: Bug
Did it happen to you too?
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Re: Bug
My game continually freezes when ending a turn on a network MP game. It works after a forced exit/restart and has sent the turn. Also it only happens if you move a unit, not if you check score graphs for example
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Re: Bug
I am in EpikBattel too, you had problems.
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Re: Bug
Yeah and they lasted about 4 turns. I am curios if anyone else had strange things too.
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Re: Bug
Found a nice bug (maybe a known one, but still).
When I right-click on the magic resistance row of S9 blessed unit stats, it says "Blessed +4", but in fact MR is only +3 as it should be. I may attach the turn file if needed, but I think it's a common problem |
Re: Bug
Astral blessing will never raise the MR of a unit above 18, it isn't a bug. Just poorly documented.
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Re: Bug
I know that.
But a unit I'm speaking of had a base MR of 12 and with bless it was raised to 15, but in pop-up hint it was stated "Blessed +4". That is an interface bug, I think |
Re: Bug
Oh, sorry.
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