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Re: Bug thread
It's the one marked BHV Recruitment Queue 2. No harm done, no need to apologize. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Bug thread
I have searched on the forums a bit and looked at the shortlist, but it seems that this wasn't reported before:
Playing Mictlan, an earth slide destroyed a temple in one of my provinces. But the priest in that province who was already commanded to do a blood sacrifice kept that order. Because I was curious if it would really work without the temple I didn't change the order, and indeed, he raised my dominion there on the next turn (which was bad, since he got some bad scale effects in there that I didn't want there, but anyway...). Is there some other random which destroys a lab or something? Then I guess all commands that require a lab should be checked if they correctly get reset after it is gone, aswell. |
Re: Bug thread
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-Max |
Re: Bug thread
Here is a behavior bug I found while modding.
If you give a custom unit 0 map movement, it works as expected when player controlled. Trying to move the unit brings up the dialog screen to remove the units that cannot move to the selected province. So when the units are player controlled, they are not able to leave the province they started in through normal movement. The bug happens when the AI controls the units. The AI ignores 0 map movement and moves the units where it wishes, disregarding the 0 map movement. |
Re: Bug thread
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Re: Bug thread
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-Max |
Re: Bug thread
Regarding 45 temples with starting dominion of 1... Sorry if something's changed, or this has already been addressed, or something, I don't have time to hunt. In Dominions 2, at least, this was how it always worked. Your starting dominion determined the effectiveness of your temple checks (including blood sacrifices) for all time. Lots of temples would raise your maximum dominion, but not your temple check power. Made points spent on dominion more worthwhile...
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