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December 7th, 2012, 07:41 AM
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Major
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Join Date: Feb 2009
Location: Me a viking
Posts: 1,012
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Thanked 122 Times in 73 Posts
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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.
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Voice of ***** and her spicy crew!
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December 7th, 2012, 09:40 AM
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Major
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Join Date: Sep 2003
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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)
Quote:
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.
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A common example is the High Priest event. Free leadership 40 leader, leading a random number (sometimes 41+) of militia.
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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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Join Date: Nov 2008
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Re: Irrevocable Actions?
Quote:
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.
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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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Join Date: Aug 2010
Posts: 546
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Re: Irrevocable Actions?
Quote:
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.
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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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Join Date: Aug 2010
Posts: 546
Thanks: 100
Thanked 10 Times in 8 Posts
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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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