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April 23rd, 2005, 11:41 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
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Re: List of known issues
A few additions and changes to the list: maximum unrest and resources are now part of the list, along with the limitation of "moving" spells on immobile Pretenders. Entries regarding the items sharing a same name have been replaced with an entry giving the items numbers for those items (Sword of Sharpness, Bane Blade, Staff of Elemental Mastery).
An annoying typo has also been corrected: "some spells have unadvertised features" should have been "some sites have unadvertised features"; not quite the same thing.
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April 23rd, 2005, 12:42 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: List of known issues
Addition of the "army with only commanders/bodyguard units rout" matter; I am not sure everyone is aware of this problem with bodyguard units.
On yet another note, I recall reading something about identical domes stacking (so, 4 air domes giving an amazing chance of preventing a spell from breaking through, but all four domes would be destroyed if a spell made it through). Has it been confirmed? What are the specifics of "dome-stacking"?
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April 24th, 2005, 07:15 AM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
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Re: List of known issues
To shorten the list a bit:
- The Arcane Nexus enchantment states that "XXX gems have been absorbed", but you will get fewer astral pearls than that: gems absorbed are alchemised into astral pearls by the enchantment.
* Message fixed
- Immobile Pretenders can only use the Teleport spell to move around. The exception to this rule is the Sphinx, unable to use the Teleport spell. Modded units behave like most immobiles, as they can use the Teleport spell.
* Nothing wrong with this behaviour
- It is still possible to get killed in Magic Duels, even with a difference of more than 6 levels between the two mages.
* The thing with magic duel is that it uses your raw magic level. Items and enchantments have no effect. So the spell is probably working fine.
- A site name is misspelled: "Underwater magic site, Air 3, Imprizoned Zephyr should be Imprisoned Zephyr." Thanks to Edi for reporting this one.
* Fixed.
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April 24th, 2005, 08:18 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
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Thanked 22 Times in 22 Posts
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Re: List of known issues
The list includes "features" (by opposition to "bugs") if they are not documented. To the best of my knowledge, there is no mention of the Sphinx being unable to use the Teleport spell, or of the other immobiles not being able to use Cloud Trapeze (and similar spells). So, I feel this entry should stay in the list (if it is indeed undocumented), but it is indeed not a bug.
Thanks for the information about Magic Duel. About the two "fixed" entries: have they been fixed under 2.16 (or a previous patch for this matter), or will they be fixed by the next patch? I will probably put them at the bottom of the list, in a special "fixed items" list... or remove them altogether (that would depend on whether there is any need of knowing what has been fixed).
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April 24th, 2005, 06:26 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: List of known issues
Quote:
Johan K said:
- It is still possible to get killed in Magic Duels, even with a difference of more than 6 levels between the two mages.
* The thing with magic duel is that it uses your raw magic level. Items and enchantments have no effect. So the spell is probably working fine.
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To me this looks like a serious issue : why should we have a (quite killer) spell that just not works like all other and ignore buffs ? 
I understand it's maybe done to avoid total Pythium domination, but it still looks illogical. If you want to even chances just give a +1 for 2 levels difference, but allows buffs so that player can *think* about their MD stategies and not get stuck with their base unit stats ...
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April 24th, 2005, 07:42 PM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
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Re: List of known issues
Quote:
PDF said:
To me this looks like a serious issue : why should we have a (quite killer) spell that just not works like all other and ignore buffs ? 
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At least it makes clams not entirely worthless with Zens mods  .
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April 25th, 2005, 01:08 AM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
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Re: List of known issues
Clams in Zen's mod are just as fantastic/useless as they are without Zen's mod. That is to say that Astral gems are just as good as normal.
As to clams use/irrelevance it really depends upon type of game being played. In an FFA with a good number of players they are *the* strategy. In a game with 2 or 3 players on a tight map they are suicide.
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April 25th, 2005, 07:52 AM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
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Re: List of known issues
Quote:
Huzurdaddi said:
Clams in Zen's mod are just as fantastic/useless as they are without Zen's mod. That is to say that Astral gems are just as good as normal.
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I was just kidding  .
But without Wish in Zens Spell mod clams are really less useful .
Taking out Wish was imho a really good idea this way not every nation looks the same in the lategame , with ermor it should now e.g. be almost impossible to transform into a bloodnation in lategame  .
So more variety now also in the lategame .
And 100 clams with wish are 2-3 times more powerful then 100 clams without wish 
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December 31st, 2005, 10:32 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: List of known issues
Alneyan listed this as an issue, which could be a bug or just an undocumented feature.
Quote:
- It appears that Magic Duel uses *base* astral level: spells and items do not seem to affect the spell at all, or they might be limited in power: an Astral 8 mage (with +1 coming from a spell) lived through more than 500 Magic Duels, while an Astral 8 mage, with +2 coming from spells, was killed after the 10th Magic Duel or so. An Astral 3 mage, fully loaded with items (reaching Astral 8), was killed after the third Magic Duel. Thanks to JK for the information.
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Johan K. gave this answer:
Quote:
* The thing with magic duel is that it uses your raw magic level. Items and enchantments have no effect. So the spell is probably working fine.
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I remembered every booster wasn't included, but when I found the source, I was quite shocked.
I really think the spell description should be changed to reflect this.
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January 4th, 2006, 07:28 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
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Re: List of known issues
There are still trouble with retreats from assassinations:
Since the last patch or so, commanders which are set to "retreat" are supposed to ignore this order in case of a fight that origins in an assassination attempt, right?
However, they still retreat from assassination by "indy assassines", which can occure as random event.
It's highly annoying to loose a HoF commander that way, especially if it's heroic Jotun who would have squashed a knife-wielding human assassine flat...
Or is it the game engines way to punish players who use commanders to "feign attacks" to get clear picture of enemy forces ? 
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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