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  #1311  
Old November 14th, 2007, 12:57 AM

Loren Loren is offline
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Default Unique Summons aren\'t

Supposedly the unique (and semi-unique, like Arch Devils) summons call back the same critter you had if he dies and you summon him again.

Oops--I empowered one. He died, I summoned him again. The empowerment was gone. Obviously I didn't get back the same critter I had previously.

I think this is more a matter of the description than anything else.
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  #1312  
Old November 14th, 2007, 03:00 AM
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Default Re: Unique Summons aren\'t

It's the same creature, but the unique ones are actually reset when they die unless you call them back via Ritual of Rebirth. This is WAD.

The score graphs have an upper limit that is much too low for big games, so that you could have triple or more what the ceiling shows, so if the AI is just approaching the ceiling, the score graphs lie. Known issue, shortlisted.
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  #1313  
Old November 14th, 2007, 02:06 PM

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Default Re: Unique Summons aren\'t

Quote:
Edi said:
The score graphs have an upper limit that is much too low for big games, so that you could have triple or more what the ceiling shows, so if the AI is just approaching the ceiling, the score graphs lie. Known issue, shortlisted.
This explains why my income line is flat but it says nothing about why his is increasing. Why should his income shoot up when I take half his empire???
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  #1314  
Old November 14th, 2007, 03:40 PM
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Default Re: Unique Summons aren\'t

Maybe you killed off enough of his units that upkeep is no longer an issue? Especially if you were playing with the Better Independents gold mod, he might have had enslaved 9k (600 upkeep) units. If they went poof, his income would go up even with the province losses to you.
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  #1315  
Old November 14th, 2007, 04:32 PM
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Default Re: Unique Summons aren\'t

I think the income graph is not tied to covering expenses like upkeep but just the gross total of income from all provinces.
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  #1316  
Old November 14th, 2007, 06:35 PM
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Default Re: Unique Summons aren\'t

Could be. I'm not completely certain about that. *shrug*
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  #1317  
Old November 15th, 2007, 07:28 AM

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Default triple magic site of same type

I came across this in a multiplayer game in a swamp province.



It looks like a bug to me - bile marshes allow recruitment of hydra hatchlings. In the army recruitment screen it has 3 duplicate hydra hatchling icons.

My main concern is that the duplicate marshes add to the global magic site count, thus there will be less useful magic sites in the game.
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  #1318  
Old November 15th, 2007, 08:25 AM
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Default Re: triple magic site of same type

If those were randomly determined, then it's WAD, though very rare. It sucks to get 3 less useful sites of the same kind, but nothing you can do. Note that this is a swamp province, where this is more common, since there are not that many swamp only sites, so this can happen.

If it's something in the map file, then it's a map problem, not a game bug. So I'd chalk this up as a statistical fluke. I've seen 3x Arena in the same province myself.
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  #1319  
Old November 15th, 2007, 10:39 AM
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Default In-game message corruption with \'%\' character

The '%' character in in-game messages gets used as a print token (with a possible crash if you have %s I think), for example I sent an in-game message:

" - I up my taxes to 120%-140% on turn 1, and patrol"

The message received was:

" - I up my taxes to 120%-14027771505110n turn 1, and patrol"

The "% o" was interpreted as "%o" and printed a stack value as an octal number.
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  #1320  
Old November 21st, 2007, 01:24 AM

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Default The other guy\'s recruits

I've had this happen twice in a row now. I take a province and I get whatever he was building there.
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