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August 29th, 2009, 11:13 AM
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First Lieutenant
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Join Date: Nov 2007
Posts: 749
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Thanked 28 Times in 18 Posts
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Re: Bug Thread: Discussion
(Also, the blood slaves thing is much less mechanically significant. An Atlantian longdead warrior has poisonous Atlantian equipment, which is quite different from what a human longdead warrior has. Once in a great while, that could make the difference between a supercombatant pretender god's survival, and its death! Blood slaves, on the other hand, don't really attack and have no armor, so making them lizardmen or birdmen or whatever wouldn't make much difference.)
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August 29th, 2009, 01:25 PM
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Major
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Join Date: Dec 2006
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Re: Bug Thread: Discussion
Lizard blood slaves with some natural prot and better HP would be a pretty awesome upgrade, actually. And I can't imagine longdead coral still being poisonous...I would think that the poison would decompose or become inert fairly quickly if it wasn't maintained.
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August 29th, 2009, 06:32 PM
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General
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Join Date: Mar 2007
Location: Japan
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Re: Bug Thread: Discussion
Nitpick: it's soulless Atlantian warriors who have poison armor, not longdead.
And humans are everywhere, just like cockroaches. That's why they win in the end. They are in the Abysian deserts, living off of tumbleweeds and sand. They are in the swamps of C'tis, getting sick and dying, but still managing to breed prodigiously. They are in snow caves in the Niefel hinterlands, sucking on icicles and eating boiled tree bark.
In fact, there are so many damn humans that if you raise dead in the water, you mostly get a bunch of human zombies that fell off a boat or something.
Seriously, poptypes do not make much sense, like thejeff says. I don't even think you can even call it a design flaw, because rather than design some complicated population simulator (can the same land support an equivalent number of giants as humans, and why don't Ancient Ones have sex more often, and if you have one peasant and an iron mine how can you hire ten horsemen) they chose to make population mostly generic. "Raise Dead" says it raises soulless, and it does, so it's working as designed. IMO.
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August 29th, 2009, 06:47 PM
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First Lieutenant
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Join Date: Nov 2007
Posts: 749
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Re: Bug Thread: Discussion
I maintain that majority-human undead in the water is a bug, whether in the design or in the implementation, and agree with you about everything else.
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August 29th, 2009, 11:10 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
Perhaps the human in Raise (Human) dead is merely understood =)
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August 29th, 2009, 11:57 PM
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First Lieutenant
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Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
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Re: Bug Thread: Discussion
It's perfectly fine. You don't find many dead fish on the ozean floor, they all float to the top.
(Although I really agree, it would be nice to have the right dead for the right pop, I would just base it on starting indies, but there's more important things)
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August 31st, 2009, 05:43 PM
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Major General
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Join Date: Jun 2009
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Re: Bug Thread: Discussion
Ok, so i think this goes here since its a typo in the unit name rather than a description.
Pretender Son of Fenrir misspelled as Son of Fenrer in unit name. (Description gets it right). Sadly, I don't have the unit ID and the game is not currently in front of me (noticed this last night).
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September 1st, 2009, 03:38 PM
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Private
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Join Date: Aug 2009
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Re: Bug Thread: Discussion
Quote:
Originally Posted by Edi
Limits are in the FAQ. Unlimited is not possible, so just don't include the freespawn nations (LA Ermor and R'lyeh).
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where i can see that faq?
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September 2nd, 2009, 02:10 AM
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First Lieutenant
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Join Date: Jul 2008
Location: Russia, GMT +3
Posts: 623
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Re: Bug Thread: Discussion
I've been playing with MA Ermor lately and noticed undead units having "Never Heals" icon do not regain hitpoints in the province with a lab, while they should according to the icon description.
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September 2nd, 2009, 02:17 AM
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Major
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Join Date: Dec 2006
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Re: Bug Thread: Discussion
I don't think any of Ermor's non-healing undead are magic, are they?
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