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Old March 14th, 2004, 07:35 PM
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Truper Truper is offline
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Default Re: Sea of Ice Doesn\'t Work?

Hehe. I'll know when the next turn generates in The Revenge (the game Norfleet referred to below) whether or not Vanheim can still sail. I forget how long the spell has been up, but for a while I simply trusted that it worked, and didn't even try to move into or across seas. For some reason (probably fatigue-induced delirium), the very Last turn I issued sailing orders, and I did get the movement arrow. SInce I'd never seen the spell used before, I thought perhaps next turn I'd get a message saying something like "Sea of Ice prevented Sigvard from sailing to Greenland" or somesuch.
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Old March 14th, 2004, 10:09 PM

Gateway103 Gateway103 is offline
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Default Re: Sea of Ice Doesn\'t Work?

Quote:
Originally posted by Kristoffer O:
Only storm gurards/generals are supposed to fly during storms. Any other observations are possible bugs.
You are absolutely correct, just ran a test game and it worked as it should. Of all the possible national Caelum units and commanders (default theme), only Storm Guards & Generals can fly during a storm.

This was tested by producing 1 of each commander type, and 5 of each troop type. Assign different troop type ins different squads and placed separately on the battlefield. The Pretender wielded a Staff of Storm. All commanders and troops assigned Attack Rear order, send all of them against the nearest Indie provinces, and watch the replay.

Sorry for my mistake.

-Gateway103

[ March 14, 2004, 20:11: Message edited by: Gateway103 ]
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Old March 15th, 2004, 05:13 AM

Norfleet Norfleet is offline
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Default Re: Sea of Ice Doesn\'t Work?

Quote:
Originally posted by Truper:
I forget how long the spell has been up, but for a while I simply trusted that it worked, and didn't even try to move into or across seas.
Well, I first started using the spell in v2.06, and when I cast it, it seemed not to stop me from travelling into the sea. So I just shrugged and figured that maybe it wouldn't stop MY units, just everyone else's. It seemed to be working on the AI, anyway.

However, what first began to arouse my suspicion was when Tujin declared to me he wished to cast it. After I voiced my assent to the matter, he proceeded to do so. On the turn he said it would cast, I had orders given to move into the sea.

I figured that one of two things would happen: The movement would fail, reaffirming that the spell WORKED, because magic phase is supposed to occur before movement, or that I would be able to dash into the sea before it took effect. I was thus somewhat surprised to notice that I could move OUT of the sea again without trouble. On the other hand, all my units were ethereal or travelling by magical means, which MIGHT have enabled them to bypass.

However, if Truper is able to sail, then clearly, it's broken: The spell description explicitly states that it prevents Vanheim from sailing.
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