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November 21st, 2007, 04:31 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: The other guy\'s recruits
Quote:
Loren said:
I've had this happen twice in a row now. I take a province and I get whatever he was building there.
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Could be bug, could be WAD, depending on how you read the turn resolution sequence, since buildings happen only after movement and battles. Generally the money is lost and nothing is built if the commander building things is killed, but I do not know what happens if the commander with build orders routs and escapes. It could be that since he didn't die, the game determines that "X had orders to build <building> in province Z, X is alive, therefore complete building", when it should do
- X has build orders in Z for this turn
- Check if X is alive
- If yes, check if X is in Z after battles
- If yes, execute build
But that's just an educated guess on the basis of how mercenary hiring happens (if you hire them in a province you lose that turn, they will serve your enemy).
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November 21st, 2007, 05:37 AM
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General
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Join Date: Mar 2007
Location: Japan
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Re: The other guy\'s recruits
I think mercenary handling has been changed.
Now when you hire a merc in a province which is lost on the current turn, the merc stays unhired. Repeated testing on the battle simulator map of hiring a merc in a province, which is invaded on same the turn and lost, leaves the merc in the unhired state. The money bid on the merc is returned to the Treasury.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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November 21st, 2007, 06:46 AM
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General
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Join Date: Feb 2007
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Re: The other guy\'s recruits
Quote:
vfb said:
Now when you hire a merc in a province which is lost on the current turn, the merc stays unhired. Repeated testing on the battle simulator map of hiring a merc in a province, which is invaded on same the turn and lost, leaves the merc in the unhired state. The money bid on the merc is returned to the Treasury.
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That has always been the case in the exact same way. Movement/battles before mercs.
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November 21st, 2007, 08:12 AM
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National Security Advisor
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Join Date: Oct 2003
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Re: The other guy\'s recruits
Quote:
lch said:
Quote:
vfb said:
Now when you hire a merc in a province which is lost on the current turn, the merc stays unhired. Repeated testing on the battle simulator map of hiring a merc in a province, which is invaded on same the turn and lost, leaves the merc in the unhired state. The money bid on the merc is returned to the Treasury.
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That has always been the case in the exact same way. Movement/battles before mercs.
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Yes, but it used to be that if you hired a merc in some province and your enemy captured it, the mercenaries appeared under the enemy's command, bought and paid for with your gold, which is what vfb is referring to as being changed. I need to scratch that bug off the list then.
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November 21st, 2007, 10:26 AM
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National Security Advisor
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Re: The other guy\'s recruits
Added Legions of Steel to the spell bug list. Greenified a number of entries based on progress page and discussions in the mods/maps forum.
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November 21st, 2007, 11:52 AM
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General
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Join Date: Mar 2007
Location: Japan
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Re: The other guy\'s recruits
Quote:
Edi said:
Added Legions of Steel to the spell bug list.
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Thank you! Thanks from my overworked Yomi Sorcerers too, who have spent the last 10 battles trying and retrying to turn Aka-Oni skin into steel, and failing miserably, even though they were scripted to do something completely different.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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November 21st, 2007, 12:23 PM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
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Re: The other guy\'s recruits
Quote:
* ITEM 101 Twin Spear (death) Does not reanimate killed target as it should (related to Weapon 296, which this item gives?)
* ITEM 282 Gatestone Discussion thread here Also somewhat related to traveling spell issues above in this thread. Astral Travel cannot be cast from Gatestone unless Thaumaturgy lv 9 is researched first (or appropirate level if using mods that alter Astral Travel research level)
* ITEM 293 Soulstone of the Wolves See discussion link for Gatestone. Call of the Wild cannot be cast from Soulstone unless Conjuration 3 is researched first (or appropriate level if game is using mods)
* ITEM 296 Gift of Kurgi Discussion thread here Looks much like the the Gatestone/Soulstone problem, unable to cast Send Lesser Horror. Not tested extensively, but symptoms are the same.
Gatestone etc works fine for me /JK
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Does it works now or didn't Johan notice the problem with researching the spell first to make the item workable? Maybe Edi you can write him something or edit his comment.
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November 21st, 2007, 12:40 PM
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General
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Join Date: Apr 2005
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Re: The other guy\'s recruits
Quote:
Edi said:
Quote:
Loren said:
I've had this happen twice in a row now. I take a province and I get whatever he was building there.
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Could be bug, could be WAD, depending on how you read the turn resolution sequence, since buildings happen only after movement and battles. Generally the money is lost and nothing is built if the commander building things is killed, but I do not know what happens if the commander with build orders routs and escapes.
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Given the title of the post: The other guy's recruits
I think he was talking about troops not buildings. This may be the same as "BHV Recruitment Queue 2", but if it's happening in non-castle provinces that's a new data point.
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November 21st, 2007, 01:22 PM
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National Security Advisor
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Re: The other guy\'s recruits
calmon, I'm going to test that one myself first, then talk to JK. Ideally, I should test everything I put into the shortlist, but realistically, if it's not a statfix, I probably won't be able to, unless it can be easily reproduced without games that have progressed very far. I have test setup that can address that particular set easily.
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November 21st, 2007, 01:26 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: The other guy\'s recruits
Quote:
thejeff said:
Quote:
Edi said:
Quote:
Loren said:
I've had this happen twice in a row now. I take a province and I get whatever he was building there.
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Could be bug, could be WAD, depending on how you read the turn resolution sequence, since buildings happen only after movement and battles. Generally the money is lost and nothing is built if the commander building things is killed, but I do not know what happens if the commander with build orders routs and escapes.
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Given the title of the post: The other guy's recruits
I think he was talking about troops not buildings. This may be the same as "BHV Recruitment Queue 2", but if it's happening in non-castle provinces that's a new data point.
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Ah, recruitment. Then it's easy. WAD, because if the AI builds troops that require more resources than available, the production will be spread over several turns and popping in like that will just transfer ownership of the province to you, thus also any units that were being built there.
Building queues should probably reset to nothing if a province is conquered, that wouldsolve that problem.
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