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List of known issues
The purpose of this thread is to list all known problems with Dominions, where "problem" refers to something not obvious and having potential effects on the game. So, a typo in a description would not qualify, while a typo in a site name will, as it could be a problem for a mapmaker. The list may be useful as a reference for players, allowing them to avoid those problems. Some of those are not actually bugs: for example, the routing rules are features, but they are not described anywhere in the manual, to the best of my knowledge.
The list should be considered a work-in-progress: I have only added the problems I am aware of, so please do add to the list if you know more bugs/typos. Strategic part of the game: - A unit with 2+ strat moves and "Terrain Survival" cannot move at the full movement rate when commanding fliers. For example, a commander with Swamp Survival cannot move 2 spaces in swamp with Black Hawks under his command, since they lack Swamp Survival - even though they can fly. Try it; it feels very wierd. I would bet that it works the other way, too (giving a flying commander land troops with terrain survival reduces the movement to 1) though I have not tried it. Thanks to Saber Cherry for reporting this one. Link to post - The spells Iron Walls and Arcane Masonry do not appear to work (they have been tested under several circumstances). - It is possible to recruit Hydra Hatchlings from Pythium's starting site, even if you are not Pythium. - Independents never storm castles, and they never protect their castles either. So, if you are besieged by independents, you won't be stormed, while a single scout will be able to take a castle province held by independents. - When you try to purchase a unit that will take more than 2 turns to complete due to resources, the negative resource number never goes down (i.e if it says -26 the turn you order the unit, it still says that 4 turns later when it will be done next turn). Thanks to Quantum Mechani for reporting this one. - There is a limit of fifty units recruited in the same province in a single turn. - Unrest is limited to 500 points, or 1 point per 10 inhabitants in the province, whichever is lowest. A depopulated province will have very little unrest, even with 200% taxes (allowing Ermor to fully tax those gold sites without any unrest). Resources also require a bit of population to be fully used: 10 inhabitants will allow the use of 1% of the total resources, so 1000 inhabitants is required to use all the resources in the province. - Immobile Pretenders can only use the Teleport spell to move around. The exception to this rule is the Sphinx, unable to use the Teleport spell. Modded units behave like most immobiles, as they can use the Teleport spell. - "Sometimes, it looks like you "move through" a recently captured enemy province. For example, I had an army with 2 strategic move. I created a situation where they were moving through provinces in this order A->B->C. Where B was the only friendly province between A and C. I set that move order from A->C and then cloud trapezeed an enemy VQ onto province B to capture it. So to my surprise, on the next turn, province B was enemy, cutting off the travel route of the army... but the army had arrived in province C anyway..." Thanks to Ironhawk for reporting this one. - Commanders with a leadership of 0 perform oddly when given items increasing leaderships or creating units. Thanks to Arralen and PDF for reporting this one. Link to post - Scales can "disappear" from turn 2 onwards. It seems to be linked to specific Pretender designs, or perhaps to specific "hulls". - There appear to be a limit on the maximum number of units/commanders in the game, for all nations (including the independents). The limit seems to be around the 30,000 mark; the usual suspect would be of 32768, take or remove one. Boron reported having been able to go slightly above this limit however, so the limit might only include the units, and not the commanders. - Sites giving supplies do not appear to have any actual effect. Battles: - An army composed of only commanders will rout after the first loss; likewise, an army made up entirely of bodyguards units (Guard Commander) will rout after the first loss. Units unable to rout should go on fighting. So beware! If the battle is not over after 50 rounds, the attacking side will automatically rout; if they have not retreated after the 100th round, the attacking forces are automatically killed. - The spell Light of the Northern Star (and the Banner of the Northern Star) appears to give a +1 bonus to all astral mages on the battlefield, and not only your own mages. - It appears that Magic Duel uses *base* astral level: spells and items do not seem to affect the spell at all, or they might be limited in power: an Astral 8 mage (with +1 coming from a spell) lived through more than 500 Magic Duels, while an Astral 8 mage, with +2 coming from spells, was killed after the 10th Magic Duel or so. An Astral 3 mage, fully loaded with items (reaching Astral 8), was killed after the third Magic Duel. Thanks to JK for the information. - "I've noticed that Black Sorcerers and other such creatures whose shapechange is involuntary have a good chance of healing afflictions when they shape change back and forth. It's not just the eye criticals, disease, limp, cripple and everything else is affected too. Kaljamaha and I discovered this when we played a co-op where he was using Machaka and had a Black Sorcerer with a random water pick as a thug mopping up enemy provinces. That one must have had dozens of afflictions during the course of his career, and none of them lasted more than five turns before shapechanging got rid of them." Thanks to Edi for giving details about this process. - Involuntary shapeshifters cannot change forms when under the effect of Phoenix Pyre, unless they had already changed their form before casting the spell. Voluntary shapeshifters should be able to shape changes with Phoenix Pyre active. - The Reinvigoration spell did not work under 2.15 (maybe it does work under 2.16?). Thanks to Saber Cherry for reporting this one. - The Relief spell appears to make battle replays crash, if too many units are involved in the battle. - The Ironskin spell overwrites effects (and icon) from bless effects given by the "Shroud of The Battle Saint". Thanks to Arralen for reporting this one. - "Enslaved units who die can trigger the "all friendly units are dead, so commanders retreat" rule." Thanks to Taqwus for reporting this one. - Mirror image renders the unit immune to area effect spells (at the very least to spells with an area of effect of 1). Thanks to Huzurdaddi and Ironhawk for reporting this one. - The Flight spell has an odd targetting: Zooko had a S&A Celestial Master cast the spell three times on himself (instead of casting it on a nearby commander), while other players have been unable to get their mages to cast the spell on themselves. Other spells seem to have problems with their targetting: Aim and Berserk have been reported to perform that way in particular (with Berserk being cast on friendly mages, who have little to do with fighting in the melee). Modding: - It is actually possible to alter magic items by their item number, but this number is not the same as their weapon/armor value. Values of items sharing the same name are as follow: * Sword of Sharpness: 5 for the one-handed version, 6 for the two-handed sword. * Bane Blade: 28 for the one-handed version, 29 for the two-handed sword. * Staff of Elemental Mastery: 67 for the Fire/Water version, 71 for the Earth/Air version. - "A few magic sites of the base and special theme share same names. As an example, Caelum base and Caelum RoR have sites of the same name, but it is not possible to choose the RoR sites as starting sites." Thanks to Endoperez for reporting this one. - "It is impossible to edit the recruitable units for Rl'yeh costal forts. Well, you can edit the units (which also edits the units for underwater forts), but you cannot have more or less units than the original number." Thanks to Quantum Mechani for reporting this one. - A note on the spelling of magic items: they are spelled Sceptre (and not Scepter) and "-or" (and not "-our"): Sceptre of Dark Regency, and Armor of Virtue. Possessive pronouns following a noun ending by S give "-s's": Picus's Axe of Rulership for example (and not Picus' Axe of Rulership). - An item is spelled "Lychantropos' Amulet", while Lycanthropos' Amulet would have been the expected spelling. - A site name is misspelled: "Underwater magic site, Air 3, Imprizoned Zephyr should be Imprisoned Zephyr." Thanks to Edi for reporting this one => Will be fixed with the 2.17 patch Cosmetic problems: - "The messages you get when enemy mages cast global enchantments are cut off too early. " Thanks to Molog for reporting this one. - Some Pretenders can get too many titles, and all their titles would then not appear. Thanks to Quantum Mechani for reporting this one. - Cthgul the Stargazer comes with a foot slot, unlike his kin. Thanks to Tawqus for reporting this one. - "The sites that attack undead and/or demons do not advertise this fact. That list is as follows; Holy fire (vs undead and demons, 10 an attack): Pool of Sanctity, The Ward, Sacred Glen Holy power (vs undead only, 10 an attack): Gateward Valley, The Rainbow Shroud There are also some other unadvertised little facts, like The Hall of Flayed Skins giving out curses to units..." Thanks to Edi for reporting this one. - The Arcane Nexus enchantment states that "XXX gems have been absorbed", but you will get fewer astral pearls than that: gems absorbed are alchemised into astral pearls by the enchantment. Will be fixed with the 2.17 patch The AI: "- The AI does not understand supply system at all, and its troops are starving constantly. It also loves the Death scale, hence making its troops more likely to starve. - The AI does not build castles at all, and ends up recruiting light and medium infantery armies all over the map. - The AI does not build even basic thugs (not to speak of SCs)." Arralen. - The AI appears to have trouble with assessing the strength of enemy troops, and loves sending a mundane army to attack a lone SC (making it much easier to destroy AI armies by luring them to attack). - "AI should probably hold back on completing a Call God if the capital is currently held by an enemy and the AI cannot possibly move enough supporting forces in to assure survival. Rather pointless to call in a lone pretender who'll get killed immediately." Taqwus - Either the AI is reluctant to use Dispel, or it does not put enough gems to effectively dispel enchantments. Thanks to Taqwus for reporting this one. |
Re: List of known issues
Aha, thanks!
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Re: List of known issues
Here is an issue Ironhawk and I discovered:
When you try to purchase a unit that will take more than 2 turns to complete due to resources, the negative resource number never goes down (i.e if it says -26 the turn you order the unit, it still says that 4 turns later when it will be done next turn). |
Re: List of known issues
Aye, I had forgotten about that one. I will add it to the list, with perhaps odd things like "no more than fifty units recruited in a single turn" or "resources are directly linked to population, like unrest", though those are features rather.
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Could some mod sticky the thread ?
I'm sure Alneyan will volunteer to maintain/update it (with very visible tags for fixed bugs in new patches http://forum.shrapnelgames.com/images/smilies/wink.gif ) |
Re: List of known issues
A few additions and changes to the list: maximum unrest and resources are now part of the list, along with the limitation of "moving" spells on immobile Pretenders. Entries regarding the items sharing a same name have been replaced with an entry giving the items numbers for those items (Sword of Sharpness, Bane Blade, Staff of Elemental Mastery).
An annoying typo has also been corrected: "some spells have unadvertised features" should have been "some sites have unadvertised features"; not quite the same thing. |
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Addition of the "army with only commanders/bodyguard units rout" matter; I am not sure everyone is aware of this problem with bodyguard units.
On yet another note, I recall reading something about identical domes stacking (so, 4 air domes giving an amazing chance of preventing a spell from breaking through, but all four domes would be destroyed if a spell made it through). Has it been confirmed? What are the specifics of "dome-stacking"? |
Re: List of known issues
To shorten the list a bit:
- The Arcane Nexus enchantment states that "XXX gems have been absorbed", but you will get fewer astral pearls than that: gems absorbed are alchemised into astral pearls by the enchantment. * Message fixed - Immobile Pretenders can only use the Teleport spell to move around. The exception to this rule is the Sphinx, unable to use the Teleport spell. Modded units behave like most immobiles, as they can use the Teleport spell. * Nothing wrong with this behaviour - It is still possible to get killed in Magic Duels, even with a difference of more than 6 levels between the two mages. * The thing with magic duel is that it uses your raw magic level. Items and enchantments have no effect. So the spell is probably working fine. - A site name is misspelled: "Underwater magic site, Air 3, Imprizoned Zephyr should be Imprisoned Zephyr." Thanks to Edi for reporting this one. * Fixed. |
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The list includes "features" (by opposition to "bugs") if they are not documented. To the best of my knowledge, there is no mention of the Sphinx being unable to use the Teleport spell, or of the other immobiles not being able to use Cloud Trapeze (and similar spells). So, I feel this entry should stay in the list (if it is indeed undocumented), but it is indeed not a bug.
Thanks for the information about Magic Duel. About the two "fixed" entries: have they been fixed under 2.16 (or a previous patch for this matter), or will they be fixed by the next patch? I will probably put them at the bottom of the list, in a special "fixed items" list... or remove them altogether (that would depend on whether there is any need of knowing what has been fixed). |
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In my current game i had 4 domes of air + 1 astral dome . 1 of the 5 enemy flames got through , after that i had 3 domes of air left . So they seemed to work as intended at least in this game . I casted all 4 Airdomes with my VQ , maybe they would have stacked if they were casted by different casters . |
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Alneyan, the fixed I wrote means fixed for future versions (2.17+).
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Re: List of known issues
I see. I think I will add a bold "fixed" mention next to those items, and switch them to their own section once a new patch is out. Any opinion on the fate fixed "problems" should get?
And while I am speaking of opinions, I believe the linked posts are usually not a good idea, unless the quoted post is really lenghty. I will probably remove a few of the external links, and put a quote instead. |
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This is a great list! Thanks, Alneyan [img]/threads/images/Graemlins/icon44.gif[/img], for making and updating it, and thanks Johan [img]/threads/images/Graemlins/icon44.gif[/img] and Kristoffer [img]/threads/images/Graemlins/icon44.gif[/img] for taking a note on this!
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I understand it's maybe done to avoid total Pythium domination, but it still looks illogical. If you want to even chances just give a +1 for 2 levels difference, but allows buffs so that player can *think* about their MD stategies and not get stuck with their base unit stats ... |
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Clams in Zen's mod are just as fantastic/useless as they are without Zen's mod. That is to say that Astral gems are just as good as normal.
As to clams use/irrelevance it really depends upon type of game being played. In an FFA with a good number of players they are *the* strategy. In a game with 2 or 3 players on a tight map they are suicide. |
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But without Wish in Zens Spell mod clams are really less useful . Taking out Wish was imho a really good idea this way not every nation looks the same in the lategame , with ermor it should now e.g. be almost impossible to transform into a bloodnation in lategame http://forum.shrapnelgames.com/images/smilies/happy.gif . So more variety now also in the lategame . And 100 clams with wish are 2-3 times more powerful then 100 clams without wish http://forum.shrapnelgames.com/images/smilies/happy.gif |
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Another outstanding issue not fixed: some global spells are missing text or have no descriptions at all. Please, for the love of the game, fix this!
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One thing I noted a while back and forgot to mention on the boards was that it seems that movement orders are pre-computed by the client, not the server? Which sometimes results in behavior where it looks like you "move through" a recently captured enemy province.
For example, I had an army with 2 strategic move. I created a situation where they were moving through provinces in this order A->B->C. Where B was the only friendly province between A and C. I set that move order from A->C and then cloud trapezeed an enemy VQ onto province B to capture it. So to my surprise, on the next turn, province B was enemy, cutting off the travel route of the army... but the army had arrived in province C anyway... |
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Another semi-bug: When your army wins a battle and part of it routes, if there is no nearby province for the routed units to go, they die instead of ending up in the same province.
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"Friendly" movement happens before movement into enemy provinces before battles ensueing from these movements. Therefore you army moved A->C, and not until the next step of turn resolution the VQ dropped in there and caused a battle. |
Re: List of known issues
But battles caused by magic are resolved before any ordinary movement, at least according to the written manual. Since the VQ cloud trapezed, her battle of capturing province B occurred directly after the magic phase of the turn, hence before any ordinary movement, including friendly movement! (Fires from afar also hit moving armies in their starting location.)
So whether it's a feature or bug is still quesitonable in my view, but from the manual I would expect to be able to interrupt normally moving armies by teleporters. Of course this is somewhat messy in the case of alternative routes...! What happens if teleporters teleport onto the starting location of a moving army and fail? Will the army still move after defeating the teleporters? Will it even conduct an ordinary attack as ordered? Or will they stand idle? It is not clear form the manual, is it? |
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Thematically, it's a little weird for an enslaved prophet to retain his original owner's blessing. I could see him still being a prophet (it's got to be a heck of a propaganda coup *g*), but is the original owner unable to revoke his blessing?
(mumbles: And if you give a Shroud of the Battle Saint, will he get both blessings? Will it have no effect, since he's already blessed? Will it overwrite the old blessing? Hm. Interesting experiment.) Not sure why some Tartarians are poor-amphib and others are land-only. Didn't notice any particular pattern. I'm idly wondering whether Mechanical Men should lose the body slot, or alternately keep it but have high prot granted by equipment instead of innately. A GoR'd Mechanical Man can use a Shroud or ethereal cloak and still keep the very nice prot, *and* all the innate elemental immunities. Very nice, other than the low hp. AI should probably hold back on completing a Call God if the capital is currently held by an enemy and the AI cannot possibly move enough supporting forces in to assure survival. Rather pointless to call in a lone pretender who'll get killed immediately. Enslaved units who die can trigger the "all friendly units are dead, so commanders retreat" rule. Slightly odd in the case of a solo SC with Nethgul, for instance; obvious workaround is not to use Nethgul except with large friendly armies, but it's still very odd for a Tartarian to quit the field based on this. |
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This leads me to believe that movement orders are calculated and enforced by the dom2 client, not the dom2 server. So the client checks if there is a friendly path A->B->C, sees that there is one and assigns a "move to province C" command to that army. Then, as long as the army isnt dead by the time friendly movement comes around, the server just automatically executes the "move to province C" order. I'm not sure how it would be achieved, but I can see that this is an exploit waiting to happen. All you need to do is somehow convince your dom2 client that your army can move from province A to province Z. Quote:
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Battle:
Mirror image renders the unit immune to area effect spells. |
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Is it immune or just that the area spell is (incorrectly) checking to see if it hit the unit or the an image? This thread seems to have turned into a combination of the bug/wishlist thread... |
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A few entries have been added, most notably the matter of movement resolution. I am waiting for confirmation about area spells and mirror images, and I am not too sure about what to do with some of Taqwus' entries (namely prophets and Mechanical Men).
A section about the AI has been added on Arralen's suggestion. I think the items about the independents will also be switched to this section. And about the thread itself: the important part of the thread will be the list, and not all the other posts, so posts on the thread should be fine (so long as the list does stay updated, or otherwise this thread will become the Buglist reloaded). Hmm, I should add a "last modified on..." entry to the name of the thread. |
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I can't comment on what effects it would have on bigger AOE spells like Falling Fires/Frost. |
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Interface Issue:
Undead Commanders do not accept troops It is possible to give a scout (Scout, Spy, Black Servant etc. - something which does not have leadership at all ) "undead leadership 50" by handing him a "Rod of the Leper King". On the troops screen, you run into trouble, though: (tested with Black Servant only, for obvious reasons) - it is only possible to 'drop' troops on the commander by directly clicking on him, the big background square of the pic will not do. - squad slots are not colour-marked for being able to receive troops, even if only one single undead troop is selected. Slots from "normal" commanders with undead leadership are marked, though. => therefore dropping troops in a squad slot which already contains some does not work, one has to drop them on the pic (not square) of the commander. Pooling of squads is not possible therefor, unless one puts everything into the province slot and transferes everything back at once. EDIT: Haven't tested with "Crown of Leadership" (normal and magical troops) and "Sceptre of Authority" (normal troops), but it might be the same effect with the first and magic troops, if not generally with both... - |
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After more sleep, I conclude I was probably wrong about the prophet's blessing issue -- likely confused due to playing when I should have been sleeping. An enslaved prophet does lose his priestly magic, 'tho, if he wasn't a priest (because magic is re-rolled based on the unit type, including holy/unholy) but the prophet flag still remains (even when a unit pre-GoR), and hp/etc vary based on owner's dominion. I don't have the saved game with me at the moment, but I think it also retained a 'sacred' flag, which might have interesting (ab)uses in a multiplayer game. And the unit was a Black Lord, not something normally sacred, IIRC.
Haven't checked to see whether one can grab an 'unholy' flag as well. If so, hm, could one get both Unholy and Holy on the same unit (enslave an unholy prophet, make him your own holy prophet?). Athematic if possible. Other bits do seem real, 'tho (e.g. why are Tartarian Spirits amphib but Titans not? Are Titans considered to be fleshy bane/wight-types or Soulless?) Regarding scouts, IIRC units with 0 leadership get special treatment. I once had a 0-leadership assassin-type get a Heroic General-type ability he wasn't allowed to use, but it's been a lot of patches ago and I don't know if this is still possible. Another bit that strikes me as odd: the AI seems to rarely, if ever, attempt to cast Dispel -- unless it's simply not reporting it when the Dispel fails and it's consistently undershooting. I'm a bit tempted to think that the Soulstone of the Wolves is too good for the price, because the sheer number and placement of wolves gives a huge number of very distracting targets, even during a castle storming battle; and if the user casts army buffs after a few turns (Wolves with Antimagic, Marble Warriors and Battle Fortune? Or Haunted Forest?) or if the flanks are unprotected they can be far more than a distraction. Needs to be considered in the context of whether Nature magic and Cons-8 are reasonable overall, however. |
Re: List of known issues
I don't know about the prophet issues, but I do know that mind-enslaved sacred units remain sacred for their new owner. That is rather anti-thematic, but it may be too deeply ingrained in how units are represented for them to be able to do much about it.
The specific example is from an MP game. I (as Pythium) enslaved a bunch of Black Hunters. The hunters kept their sacred attribute. They showed no signs that they kept the regen part of their previous blessing (N9 - the regen symbol appears when they get the nature blessing and it did not appear when they were blessed by Pythian priests). Instead, they did clearly get the increased prot from the Pythium E10 blessing. More buggy (though I have not tried to reproduce the effect) was that the regular Pythium sacred units seemed to acquire the berserker part of the N9 blessing, even when there were no former Machaka units in the battle. After having enslaved the hunters, I regularly had Theurgs go berserk (I suppose there could be some other explanation for that, but if so, I am not aware of it). |
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Nature mages have the annoying habbit of casting berserk on archers or fellow mages.
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Nothing like watching your old and dignified colleague run amok and make an *** of himself. It will also make those long hours in the lab bearable with all the grumpy old guys gone.
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Under 2.15 and 2.16, a R'lyeh player has run into the infamous scales disappearing after turn 1 (in the capital). Two slightly different Pretenders have been used, to the same effect. Does anyone know how to avoid this problem? I think I have only heard of scales skipping town with oceanic nations, but that could be just coincidence.
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BTW, is Cthgul the Stargazer supposed to have feet slots? Unless he's a rebellious, trend-setting illithid... the fact that he does just seems to break the trend of footwear-averse Starspawn, that's all.
Idle note: If you start construction of a fortification, and during construction you discover a magical site which provides a fortification, you don't seem to get the magical site castle; in some cases it'd be advantageous to abandon construction and switch. I haven't checked to see whether you can get it if you finish construction and then tear it down, however. 'Flight' still seems to be bugged. I Earth Attacked an enemy air mage, who promptly cast Flight... on the Earth Elemental, because apparently you still can't cast flight on yourself and there was nobody else to cast it on. Arguably an Air Mage should also not cast Air Shield when there are no missile troops on either side? Nethgul spell targeting is also a bit odd, although perhaps that's deliberate; e.g. sometimes it tries to Mind Hunt or Horror Mark its owner, I think. Maybe it doesn't like being a brain in a (Mi-Go?) jar. *shrug* (...muses about Nethgul being given control of a Golem body...) Another correction re: enslaved prophet. No Sacred flag, but Blessed flag is still there. So no simul sacred/unholy here. |
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One really minor thing I just found: I created a pretender with so many long titles that part of the last one got cut off. http://forum.shrapnelgames.com/image...es/biggrin.gif
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The messages you get when enemy mages cast global enchantments are cut of too early.
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Re: List of known issues
An overdue update of the list. I am not done yet though (I will be looking up Flight and other spells in the Buglist).
A subsection for "cosmetic matters" has been added to the list; it will include typos that do not affect the course of play (the global enchantments for example), and minor problems, like that squid with feet. Balance matters (the Soulstone) have not been included in the list however. |
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Note that it was a Spring and Autumn Celestial Master, which means that he already had flying even before the first time he cast it on himself...
Curse his name. |
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A minor update to the list.
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Alneyan listed this as an issue, which could be a bug or just an undocumented feature.
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I really think the spell description should be changed to reflect this. |
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There are still trouble with retreats from assassinations:
Since the last patch or so, commanders which are set to "retreat" are supposed to ignore this order in case of a fight that origins in an assassination attempt, right? However, they still retreat from assassination by "indy assassines", which can occure as random event. It's highly annoying to loose a HoF commander that way, especially if it's heroic Jotun who would have squashed a knife-wielding human assassine flat... Or is it the game engines way to punish players who use commanders to "feign attacks" to get clear picture of enemy forces ? http://forum.shrapnelgames.com/images/smilies/wink.gif |
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