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October 29th, 2003, 09:14 AM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: Bug thread
Quote:
Originally posted by LordArioch:
Ok, I just found something else that's probably a bug...
Commanders with retreat orders will retreat from assassination attempts and die. This just happened to my pretender. If it's meant to be like dominions 1 my pretender should have ignored the retreat order if i understand right.
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Bug! Thanks!
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October 29th, 2003, 01:09 PM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
Posts: 1,329
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Re: Bug thread
Quote:
Originally posted by Kristoffer O:
quote: Originally posted by Pocus:
ok, attention to detail, I like that.
got a minor case of AI override (yes). My two sauromancers which are scripted to cast 4 animate deads in a row, always start to cast protection on my tomb wyrms (giving them the tremendous boost of 10->11 prot).
It seems there was no problem with corpses, as the 3 animates they each cast after were at full complement.
I remember a previous discussion where you said that AI override would only occurs on gems consuming spells. So whats give? If the AI start to think too much for us...
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Was it the animate dead that creates one solless? It might be that there were no unburied corpses in the province the first two turns of the battle. Then someone died and the casting worked as you scripted it.
Animate skeleton is preferable as it always works (regardless of corpses present). yes, soulless. So it explains. Thanks.
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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October 30th, 2003, 05:43 AM
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Sergeant
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Join Date: Sep 2003
Location: Austin, TX
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Re: Bug thread
I dont know that this is a bug as such, but why does machaka start with a eye of the lord and not an ear of the lord? They have a stealthy spy unit but don't start with it, but instead a priest meant for patrolling. It just seems like a strange break in convention to me.
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October 30th, 2003, 08:15 AM
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Second Lieutenant
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Join Date: Oct 2003
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Re: Bug thread
#1 While fighting an indy that had crossbow, the enemy crossbow fired over 40 times (full length of battle) even though they are only supposed to have 12 ammo.
#2 The spell Paralyze states Damage: 60+ (paralyze, armor negating). However there is no damage. It seems to work differently that Dom I. The new paralyze simply tags the target with a "paralyzed" icon and does not damage nor fatigue. Looks like you guys forgot to change the description.
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October 30th, 2003, 08:21 AM
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Sergeant
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Join Date: Sep 2003
Location: Austin, TX
Posts: 262
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Re: Bug thread
The battle Lasted 80 turns? And I think the paralyze "damage" might be some sort of duration..but its not clear.
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October 30th, 2003, 08:34 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Bug thread
Quote:
Originally posted by apoger:
#2 The spell Paralyze states Damage: 60+ (paralyze, armor negating). However there is no damage. It seems to work differently that Dom I. The new paralyze simply tags the target with a "paralyzed" icon and does not damage nor fatigue. Looks like you guys forgot to change the description.
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Maybe "Paralyze" rating is a new hidden stat, like poison level. If so, I imagine a unit recovers... say, his AP worth of paralyze points per turn, until he can move again. I think excess paralyze points are converted to damage, like excess fatigue.
But, it also could just be an old description.
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October 30th, 2003, 10:12 AM
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Second Lieutenant
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Join Date: Sep 2003
Posts: 483
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Re: Bug thread
Pardon me if this is supposed to be this way, but...
I was playing Jotunheim with a bog mummy pretender. Although it doesn't have an icon for it, he desription says that it should be immortal. Well, it isn't, once slain it didn't return to the capitol. Also, the mummy changed shape into dracolich once wounded. I don't think this is mentioned anywhere.
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