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October 24th, 2007, 05:29 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: Discussion
> Why in the world should that apply to fliers, though?? They aren't in the water to be slowed down!
Quite few birds cross oceans. They need to land and eat. Imagine a turkey crossing the Atlantic
In earlier iterations of dominions seas were generally larger as well. So it is also a survival from these primal oceans that makes them uncrossable and restricts movement. With the deep seas added some movement restrictions should perhaps be removed, particulary regarding sailing.
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October 24th, 2007, 06:33 AM
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Private
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Join Date: Sep 2007
Posts: 27
Thanks: 0
Thanked 24 Times in 3 Posts
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Re: Bug Thread: Discussion
Hide Shield (armor 105) has an armor type of 5 (body), when it should be 4 (shield).
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October 24th, 2007, 06:45 AM
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Private
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Join Date: Sep 2007
Posts: 27
Thanks: 0
Thanked 24 Times in 3 Posts
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Re: Bug Thread: Discussion
From the manual (pg 124) EA Oceania should have providence defence at 20+ of Turtle Warriors and Mermen. It doesn't get the Mermen.
This is because the nation UW providence defence lists Mermen twice in the data files. One of this double listing should be renamed to land providence defence.
Edit: Corrected manual page number.
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October 24th, 2007, 02:20 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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Re: Bug Thread: Discussion
You could make a reasonable case for fliers not being able to cross water because of that. When Thestis' Blessing is up, though, that's not an issue. It should remove the movement restriction on flying across water.
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October 24th, 2007, 02:22 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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Missing messages
3.10 still, SP game. The messages of spells cast and items forged are quite deficient. I'm not even getting half of them, turn after turn.
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October 25th, 2007, 12:01 AM
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Private
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Join Date: Oct 2007
Posts: 6
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Bug Thread: Discussion
I don't know if it is a game bug or something on my pc, but the fact is that I can't use any mods. I enable it, start the game and all, but as soon as i hit "end turn" for the 1st time, the game freezes on the middle of the next turn calculations ("research", "resolving battle", etc) or craches with the message "ConvArmyNbr: error!".
At first I thought it was an error on my mods, but then I tested other mods that should work, and the same happens.
Any ideas?
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October 25th, 2007, 03:19 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Bug Thread: Discussion
Yes. Did you make sure you entered the CD-key that came with your manual correctly?
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October 25th, 2007, 05:35 AM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
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Post-siege recruitment bug -- previous queue
Twice now in a 3.10 game, after sieging and capturing an undefended enemy fort, the enemy's recruitment queue (which had been unable to make progress because I'd driven the unrest high with Imperial Consorts) remained. This was particularly glaring because these were national troops (Ulmish) that I couldn't recruit normally...
Once the unrest is driven down below 100, recruitment of those Ulmish troops has continued, even though I'm T'ien Ch'i.
I have not yet seen this in the case of captured forts that involved a siege battle, or pre-3.10, or with forts that had unrest below 100 (although the latter may not be strictly necessary as I've been spamming spies, and undefended forts have been extremely rare).
(Edit -- attached save file. See Dershid, prov. 116.
SP game, w/ Ulm Reborn (irrelevant as an LA nation), Blinking Monkey (only disables some spells), and Streamers/Standards mod. MS Windows XP.)
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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October 25th, 2007, 06:21 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Post-siege recruitment bug -- previous queue
Known issue and already in the shortlist as item BHV Recruitment Queue 2. This has appeared as early as 3.04 or 3.06, I don't remember exactly.
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October 26th, 2007, 05:39 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Post-siege recruitment bug -- previous queue
Shortlist roundup:
- U 87 Demonbred Maxage should be increased to 500, since removing demon attribute makes them old and they no longer get maxage increase from blood magic
- U 121 Demonbred Maxage should be increased to 500, since removing demon attribute makes them old and they no longer get maxage increase from blood magic. This unit needs the demon tag removed.
- U 1537 Demonbred (EA, assassin) Maxage should be increased to 500, for the sake of consistency.
- A 105 Hide Shield Should be type 4, shield, but it is type 5, body armor instead as far as the game engine is concerned.
- SPELL Sea of Ice does not affect AI at all. In fact, AI seems to be somewhat immune to movement restrictions that completely prohibit movement. Discussion thread
- SPELL Dance of the Morrigans does not work. Broken in several ways. Discussion thread
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