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Re: Bug / Wishlist
I'm not sure what kind of wrestling you're watching, but a body slam definitely requires two arms to effect.
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Re: Bug / Wishlist
I believe Agrajag meant running into someone with your body, not picking someone up and slamming them down.
This may not be effective using a human, but we're talking about something with no legs or head,... an earth elemental maybe? Wouldn't really come up too often. |
Re: Bug / Wishlist
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Re: Bug / Wishlist
Just noticed... Seems like a bug.
Sun priests of Late Mictlan have names not specific to the nation (e.g. Xocotl, Amimitl etc) but the standard commander names (Ptago, Onbec etc.) Seems a bit strange when looking at commander screen)) |
Re: Bug / Wishlist
Thanks! They have wrong nametype, I'll bring that up on the beta forum so it might get fixed without needing to wait for the next patch.
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Re: Bug / Wishlist
Units with forest survival can go through mountain provinces without hindrance as long as there is a forest also in the province.
Looks like it just assumes mixed mountain/forest provinces are forest provinces for movement as well as for castle building. |
Modding Comments - Odditities
Perhaps this is well known; or perhaps I'm doing something wrong however:
if you make 30, 10% chances of getting any magic path you consistently get *3* magic pics. The paths are random - but it looks like all 30 10% paths just get compiled. I was trying an extreme example I wanted to get some instances where you'd get 3 magic or 2 or 5. Comments? Also, all priests have to be holy. Doesn't seem to be any reason for it, and thematically I wanted to create people that knew the word of god, and preached the word of god - but weren't holy. |
Re: Modding Comments - Odditities
Reay: That is consistent with observed behavior and does not seem to be a bug. The fort built in a province is always the type for the terrain with the lowest terrain mask (forest, mountain, waste, farm, swamp, in that order IIRC). The movement behavior was unknown to me, but it is a logical continuation of checking movement against terrain and matching the first one. This would mean that mountain survival would allow passing a mountain/swamp terrain mix unhindered.
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Re: Modding Comments - Odditities
Why there is nothing about Old Age affecting Undead on the short list?
Undead unit can suffer from Decay spell, gain many years for free and a lot of diseases. Old undead also gets bigger spellcasting encumbrance, lowered attack, strength etc. And you can get really huge amount of afflictions on tartarian when you get hit with decay, even around 6-10 in one battle. |
Re: Modding Comments - Odditities
Perhaps because if it was reported, it was done somewhere around page 10 or otherwise early in the bug thread or it was not reported at all or I may have missed it in other threads? I'm not infallible and sometimes I miss things.
I've got my hands full with that thing and I also have a life outside these forums even if it sometimes looks like I'm on here all the time. |
Re: Modding Comments - Odditities
chris:
The magic display is WAD. It just counts the total number of 100% increments, so 30x 10% = 3x 100% and that gets displayed. The priests required to be sacred things is probably so that holy magic is restricted or there may be some legacy things in the mechanics that just require things to be so. It's not going to change, I think. |
Re: Modding Comments - Odditities
And why shouldn't undead suffer from Old Age?
With time, even the dead suffer. It takes centuries, but the flesh rots away and even the bones decay. |
Re: Modding Comments - Odditities
Not if you rub those o'l bones with anti-age skin cream extra moist deluxe. The undead are big consumers of health creams you know.
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Re: Modding Comments - Odditities
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Re: Modding Comments - Odditities
Because it says so in their description http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Modding Comments - Odditities
Hey Edi..
I appreciate you taking the time to answer all my questions. Thanks for the answer. But I really don't think its Working As Described... the manual says its a percentage chance, to get the path, use multiples if you want multiple chances. Two 50% chances to get death or nature - is not the same as 1 100% chance. |
Re: Modding Comments - Odditities
It displays the 30x 10% as 3 picks, but when you right click on it, it'll still be the 30 10% chances. You get 3 on average but it does have to roll each 10% chance separately.
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Caves
Something's bugged but it's probably only a message.
This was my first encounter with a cave fort. I was sieging Agartha's capital. A probe showed it would be a nasty battle in there, especially as my army was based around elephants and I didn't have any high level mages. I fired something like a dozen seeker arrows into the province, each time I got the message saying it had locked onto an appropriate target. I sent another probe into the cave--no damage. In the meantime I had gotten some better mages and I fired a Flames from the Sky--for zero kills. Ok, I can believe you can't shoot into a cave fortress but if so I shouldn't get the message that the seeker arrow locked onto an appropriate target. I finally took him out with a dominion kill. |
Re: Caves
Loren,
The seeker arrows were likely only hitting high HP units, meaning no kills. Same for flames. It would have been effective against normal humans, but Argarthans have like 30 hp! |
Re: Caves
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Or should you simply never fire flames at Agartha? |
Re: Caves
Cave castle may have some sort mechanic which protects against those spells.
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Re: Caves
Castle disappears with random event.
The event that causes bogarus and the other heroes to take your province will cause your castle to disappear if it happens to land on it. Strangly, the temple still remains even though it's owned by an independent nation. I hope they aren't spreading dominion! http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Caves
Found a serious bug recently.
If you wish for a magic lamp and some nation has a summoned Djinn, it stays in play and when you cast "Summon Djinn" there will be two Djinns in play. So you may have as many Djinns as want using this technique. |
Re: Caves
Artefact vanishes after a battle :
During a battle I had a commander killed who owned a starshine skullcap. After the battle, the message panel displays a message : "XXX has found a starshine skullcap", but this commander does not have the artefact in his slots, nor has any other commander in this province. |
Re: Caves
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Re: Caves
Of course yes/not : the commander is a Hannya, she still has her head firmly fixed on her elbows and the slot is free.
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Re: Caves
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Re: Caves
Unique Summon Prophet Bug
If you summon, say, an Earth King, make it a prophet, have it die, resummon it, it's still a prophet. You can then make another units a prophet. I don't believe there was a "you can now create a new prophet" message at any time. |
Re: Caves
Wow, that's way cool. I will have to use it.
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Re: Caves
Moreover, if you wish for a prophet Earth king and charm him, he'll be a prophet. I think that any charmed prophet will retain his priestly powers.
However, I'm not sure it is a bug. |
Blue Dragon
Alternate shape is listed as Frost father - yet does not have frost father's chill, nor cold power. (does have his cold resistance).
Bug? |
Re: Blue Dragon
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Re: Blue Dragon
Edi, could you please put the bug with summoning multiple Djinns into the shortlist. Actually, if I didn't test it, it would cost me much in my current game.
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Re: Blue Dragon
I'll add that. I've got a lot of stuff going on, so the shortlist may not always be immediately updated. That one is going to have to wait for the next patch anyway.
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Re: Blue Dragon
Another bug. With the global Sea of Ice up, troops can still move from one water province to another through land one (meaning they need to go out of the water and then in again)
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Re: Blue Dragon
Read the whole damn thing prior to asking Edi.
A simple no would have been faster on your part. Look, the fact of the matter is.. is there are HUNDREDS of bugs. It is not fast, nor easy to determine what is a bug, and what isn't. Because you have an encyclopedic knowledge of issues, you may not assume everyone does. You may reasonably assume a reasonable effort. Which I made. Toleration of idiocy (newbs) attempting to be helpful *is* one of the reqs of the job. And even though ya bit my head off - thanks for doing the job. |
Re: Blue Dragon
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Re: Blue Dragon
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That said, sorry about the harshness. Have had a lot to deal with lately, though that is not exactly an acceptable reason. You were right to rebuke me. |
possible bug with Mandaha and Bone Armor
Monster number 1748, Armor number 51
Neither fatigue aura nor Soul Vortex effect seem to be working when I have the Mandaha equipped with Bone Armor. |
Re: possible bug with Mandaha and Bone Armor
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Re: Bug Thread: Discussion
Added Bone Armor soul vortex and a couple of otehr item bugs. Found below spells in the shortlist.
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Re: Chalice
The chalice does not seem to be attracting questing knights to attack the holder.
Discussion thread: Chalice not attracting questing knights |
Modding command.
Has anyone tested the #ap command in 3.15? I have tried to cut a move to 0 with no success. Similarly one.
Also tried negative numbers - no dif. |
Re: possible bug with Mandaha and Bone Armor
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At any rate, something in the combo of items my Mandaha wore cancelled out both the Bone Armor's Soul Vortex effect as well as the Mandaha's fatigue aura. |
Re: possible bug with Mandaha and Bone Armor
Yaii! Could you post a full listing of what that particular guy was wearing?
Not enough that you had to have bone armor and spirit helmet, but on a unit that autocasts a battlefield enchantment and has a fatigue aura to boot... *head explodes* http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: possible bug with Mandaha and Bone Armor
Frost brand; vine shield; pendant of luck; ring of regeneration; chi shoes; spirit helmet; bone armor.
He's since died, or I'd do the control-I thing to get the item numbers. |
Re: possible bug with Mandaha and Bone Armor
No problem on that. They're not such a big issue since the number of items is limited and the only ones that have duplicate names are Sword of Sharpness and Staff of the Elements.
Though it might be useful for the future to know that you can also get the item numbers by selecting the items in the forging screen and hitting shift-i. The biggest problem is when people leave unit numbers or weapon numbers out since there are e.g. 6 units named heavy infantry, 4 or 5 named light infantry, 3x Anathemant Salamander, 3x Anathemant Dragon etc. |
Re: Bug thread
Figured I'd put this in the right place:
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Re: Bug thread
Thanks. Sorry I forgot about that.
But what did I say about the monster numbers in just the above post? This one is waiting until I get that before going into the shortlist. It will probably also have to wait for the past after the currently imminent one. I expect we'll have a new crop of statfixes for the new units to add anyway, though we managed to weed most of those out in the beta. |
Re: Bug thread
Just fixed this one, so leave the tuatha, or make it green. Ri had the same problem.
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