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				December 5th, 2012, 02:14 PM
			
			
			
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 Second Lieutenant |  | 
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				 Irrevocable Actions? 
 This post of Soy's http://forum.shrapnelgames.com/showp...&postcount=150  (my incorrect assumption that a strategic map shape change, which can be undone, would preserve originally carried items) leads me to wonder how many turn-based actions cause a change which cannot be undone?  You would have to do a reload & restart turn to back out of it.  Are there many things like this --- mostly you can change your mind to your heart's content?  I can think of:
 Example like shape change, perhaps others, where a carried item could be lost and you can't retrieve it.Converting gems between themselves or into money.Giving someone a cursed item.Giving a mercenary some gems/items.Accidentally click on item "throw away" (trivial, but annoying!)
 
Anything else "non-trivial" I ought to know about which could mean turn restarting (SP!)? |  
	
		
	
	
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				December 6th, 2012, 06:10 AM
			
			
			
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 First Lieutenant |  | 
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				 Re: Irrevocable Actions? 
 Yeah, cursed items. Like when I just gave two lycanthropos amulets to the same commander because i was in a hurry, AFTER i had spent 40 minutes setting up a huge battle. Gah! So now I have a very very angry Asynja :-) |  
	
		
	
	
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				December 7th, 2012, 07:41 AM
			
			
			
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				 Re: Irrevocable Actions? 
 Sending messages, items and gems to other players.
 Cancelling recruits remaining from the previous turn resets resources, for example a resource 21 indie commander in a resource 12 province, if you bought him last turn and accidentally cancel him you'll have to restart or wait 2 turns again. I picked the indie commander example because that's the one I can think of having real significance.
 
 Removing troops from a commander that for some reason has had his leadership decreased below the number of troops he commands, the troops cannot be moved back to him once removed. Heroic stupidity and a few afflictions does this, not sure exactly what all the possible situations are.
 
 Shapechange into a form without the shapechange command. A few mods use this, like insectoids where the hive queen cannot be made mobile after changing into her immobile form.
 
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 Not something that falls under this category, but in the same vein perhaps: Prophets cannot be renamed, you must rename your prophet before making him your prophet. Makes sense thematically, but I've been really frustrated by it in RP games.
 
				__________________ Voice of ***** and her spicy crew! |  
	
		
	
	
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				December 7th, 2012, 09:40 AM
			
			
			
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				 Re: Irrevocable Actions? 
 Bogus & Co - "convincing" one/some of them to join your cause and giving them new tactical orders (while failing to copy the old ones)    
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					Originally Posted by Fantomen  Removing troops from a commander that for some reason has had his leadership decreased below the number of troops he commands, the troops cannot be moved back to him once removed. Heroic stupidity and a few afflictions does this, not sure exactly what all the possible situations are. |  A common example is the High Priest event. Free leadership 40 leader, leading a random number (sometimes 41+) of militia.
				__________________God does not play dice, He plays Dominions Albert von Ulm
 
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				December 7th, 2012, 11:15 AM
			
			
			
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 Colonel |  | 
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				 Re: Irrevocable Actions? 
 
	Quote: 
	
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					Originally Posted by Fantomen  Removing troops from a commander that for some reason has had his leadership decreased below the number of troops he commands, the troops cannot be moved back to him once removed. Heroic stupidity and a few afflictions does this, not sure exactly what all the possible situations are. |  This is a bug I think. I have seen item based leadership changes dump troops that where over leadership. But not heroic stupidity. |  
	
		
	
	
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				December 7th, 2012, 05:38 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Irrevocable Actions? 
 
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					Originally Posted by Fantomen  Cancelling recruits remaining from the previous turn resets resources, for example a resource 21 indie commander in a resource 12 province, if you bought him last turn and accidentally cancel him you'll have to restart or wait 2 turns again. I picked the indie commander example because that's the one I can think of having real significance. |  Thanks, didn't know that one. |  
	
		
	
	
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				December 7th, 2012, 05:48 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Irrevocable Actions? 
 In the same vein, from the moment I click (perhaps accidentally) on a mage/leader's "set battle orders" line, and for whatever reason his orders have not been copied, is there anything  I can do to not cancel his orders?   |  
	
		
	
	
	
	
	
	
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