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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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April 25th, 2005, 10:33 AM
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Second Lieutenant
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Join Date: Feb 2004
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Re: List of known issues
Another outstanding issue not fixed: some global spells are missing text or have no descriptions at all. Please, for the love of the game, fix this!
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April 25th, 2005, 04:56 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: List of known issues
One thing I noted a while back and forgot to mention on the boards was that it seems that movement orders are pre-computed by the client, not the server? Which sometimes results in behavior where it looks like you "move through" a recently captured enemy province.
For example, I had an army with 2 strategic move. I created a situation where they were moving through provinces in this order A->B->C. Where B was the only friendly province between A and C. I set that move order from A->C and then cloud trapezeed an enemy VQ onto province B to capture it. So to my surprise, on the next turn, province B was enemy, cutting off the travel route of the army... but the army had arrived in province C anyway...
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April 25th, 2005, 05:43 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Re: List of known issues
Another semi-bug: When your army wins a battle and part of it routes, if there is no nearby province for the routed units to go, they die instead of ending up in the same province.
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April 26th, 2005, 04:10 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
Quote:
Ironhawk said:
... movement orders ...? Which sometimes results in behavior where it looks like you "move through" a recently captured enemy province.
For example, I had an army with 2 strategic move. I created a situation where they were moving through provinces in this order A->B->C. Where B was the only friendly province between A and C. I set that move order from A->C and then cloud trapezeed an enemy VQ onto province B to capture it. So to my surprise, on the next turn, province B was enemy, cutting off the travel route of the army... but the army had arrived in province C anyway...
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Not surprising at all:
"Friendly" movement happens before movement into enemy provinces before battles ensueing from these movements. Therefore you army moved A->C, and not until the next step of turn resolution the VQ dropped in there and caused a battle.
__________________
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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December 31st, 2005, 10:32 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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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
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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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