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May 11th, 2009, 10:58 PM
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Private
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Join Date: Aug 2007
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Re: Bug Thread: Discussion
I found one.
When casting Voice of Tiamet spell, It's not showing as being searched. Not sure if this is a problem with searching in general, or specifically with this spell.
(Not sure if it matters) but most of these underwater provinces were previously from other races as I made a late sea venture in a SP game.
Also, Voice of Tiamet text shows that you can cast it on any underwater province, but in practice, it is limited to friendly provinces.
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May 11th, 2009, 11:37 PM
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Private
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Re: Bug Thread: Discussion
Also, Voice of Tiamet is not auto acquiring new targets on Monthly (it's casting them on the same province over and over), despite the provinces not being searched yet.
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May 12th, 2009, 02:12 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Bug Thread: Discussion
The Tiamat issues are known. The description error is because some spells used to be castable at enemy provinces, but would be too cheap dome-breakers, so that might have been the reason for Tiamat being limited to friendly provinces only.
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May 12th, 2009, 04:17 PM
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Corporal
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Join Date: Nov 2007
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Re: Bug Thread: Discussion
What's up with the patrolling with immobiles thing? I don't see it on the bug lists, and it's been around for quite awhile. Is it going to be fixed, or reclassified as a feature? (i mean, alot of the immobiles rather need the help anyways, and it helps address a number of serious functional failures that immobiles have that they should not have to deal with, due to client limitations)
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May 13th, 2009, 05:09 AM
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Major General
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Join Date: Sep 2007
Location: Scotland
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Re: Bug Thread: Discussion
Immobiles patrolling? - I think that's WAD. Watchers would be a bit pointless otherwise.
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May 15th, 2009, 03:39 PM
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Corporal
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Join Date: Nov 2007
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Re: Bug Thread: Discussion
watchers are a good point. qm and i are debating it, and it's rather important for balance whether or not it's a bug (especially for pretenders like sphinx and monolith).
(another related issue, is that a monolith or oracle with teleport should relaly be able to defend outside a castle, i mean they can cast teleport. but if you don't allow them to patrol, they can't defend outside a castle; another reason i favor allowing immobiles to patrol)
So can we get an official ruling from the powers that be?
Zlefin
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May 22nd, 2009, 10:58 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Re: Bug Thread: Discussion
I am completely mistified by a battle result.
I sent 400+ free spawn vs. marignons 30 or so royal guards and 100 crossbow.
I cast darkness and rain - the precision of the marignon crossbowmen was *4*. Range was 20+.
I am used to seeing wide amounts of scatter. In this case you see essentially *no* scatter. In the first 5 volleys virtually every single crossbow hit. None are long. None are short.
Only *1* shot in 500 shots inflict damage on the marignon royal guard, despite the fact that many are slimed or paralyzed and fatigued.
Can anyone explain this?
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May 22nd, 2009, 11:35 PM
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BANNED USER
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Re: Bug Thread: Discussion
Also, I've looked at the debug log. But it seems that debug logs do not include crossbow resolution, the result just appear to load in from an army trs file. (which I have no access to)
According to the deviation formula EVEERY missile shot should deviate (range is > 4/2 -2), and the deviation (at minimum) should be.. 24*1.25/4 = 8 squares.. or more usually 10 squares.
But it never happens. at the *thickest point* my troops were 8 ranks deep. If the computer aimed smack in the middle... he could splatter and hit 4 in either direction. But not 8, and not 10.
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May 23rd, 2009, 01:14 AM
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Major
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Join Date: Mar 2008
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Re: Bug Thread: Discussion
The computer doesn't always aim for the middle of squads, as proven by illithid mind blasts. Remember, spell casters and archers pick targets differently. Secondly, unless your squads were very far apart from each other, unlikely with that many troops, it is possible that many of the shots went wide enough to hit nearby squads. Lastly, crossbows have an accuracy of 2, which I assume moves the total precision to 6, not 4. Pardon me if you already accounted for this by the way.
One thing I like about well equipped units is that weapon bonuses apply as normal in darkness. Soldiers with shields and broadswords will still rock a lot of socks if the opponent isn't undead, a demon, or have darkvision. You might even be giving the opponent an edge if your not careful.
Last edited by AreaOfEffect; May 23rd, 2009 at 01:24 AM..
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May 23rd, 2009, 01:43 AM
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BANNED USER
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Join Date: May 2004
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Re: Bug Thread: Discussion
many of R. units have dark vision 50% or higher.
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