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  #1  
Old April 25th, 2005, 01:08 AM

Huzurdaddi Huzurdaddi is offline
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Default Re: List of known issues

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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  #2  
Old April 25th, 2005, 07:52 AM
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Default Re: List of known issues

Quote:
Huzurdaddi said:
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.

I was just kidding .

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 .
So more variety now also in the lategame .

And 100 clams with wish are 2-3 times more powerful then 100 clams without wish
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Old April 25th, 2005, 10:33 AM

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Default Re: List of known issues

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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Old April 25th, 2005, 04:56 PM

Ironhawk Ironhawk is offline
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Default Re: List of known issues

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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Old April 25th, 2005, 05:43 PM

quantum_mechani quantum_mechani is offline
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Default Re: List of known issues

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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Old April 26th, 2005, 04:10 AM
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Default Re: List of known issues

Quote:
Ironhawk said:
... movement orders ...? 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...
Not surprising at all:
"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.
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Old April 26th, 2005, 05:12 AM
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Default 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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Old April 26th, 2005, 06:19 PM
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Default Re: List of known issues

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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Old April 26th, 2005, 08:16 PM

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Default Re: List of known issues

Quote:
Chazar said:
But battles caused by magic are resolved before any ordinary movement, at least according to the written manual.
Correct, chazar. I specifically used cloud trapezee to have the battle occur before friendly movement. Consider what happens if you cloud trapezee onto the army province? You will attack that army. But if you cloud trapezee into the middle province, the army will somehow end up on the other side of the VQ.

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:

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?
I believe that all surviving commanders carry out thier orders, taking along whatever troops they have (left) under thier command.
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