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  #1081  
Old July 12th, 2005, 06:27 PM
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Default Re: Poison Resistance

In the Linux version, if you try to connect to a server that's down using the command line, the screen goes black save for the mouse cursor and the only way to get out of the game is to switch to another virtual terminal and "kill -9" the process.
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  #1082  
Old July 21st, 2005, 05:39 PM
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Default Re: Poison Resistance

All right, that last one isn't all that reproducible, but here's one that is: set someone to research or something and then order him to forge something but hit cancel on the forge screen; his order will be reset to defend, not research or whatever he was doing before.
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  #1083  
Old July 21st, 2005, 09:20 PM

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Default Inmobile Patrol Bug

Immobile creatures could be set to patrol if you set the orders in group where you select a non-inmobile commander.
Not sure about storm castle and break siege.
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  #1084  
Old July 24th, 2005, 09:45 PM
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Default Re:

If you try to log in to a multiplayer game in which your empire is dead, the login screen kinda goes haywire...
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  #1085  
Old July 25th, 2005, 01:00 PM
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Default Re:

Quote:
Molog said:
Playing in a game as carrion woods. The mercenary might Pak-Ur costs me 50 gold to hire ont he hiring screen and it says underneath that he costs 80 gold for other nations. All other mercenearies cost more for pangea.

Can provide turn if wanted.

Don't know if this is bug or feature.
All mercenaries have some preferred nation over another. Pangaea gets favorable prices for Pak-Ur and the crossbreed mercenary companies. Marignon gets favorable treatment from the pikeman companies led by inquisitors and T'ien Chi from the Green Horde, for example. No bug.

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  #1086  
Old July 25th, 2005, 06:05 PM
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Default Better Map Editor

Moving this to the "WISHLIST" topic. With an improved and more user friendly map editor the game will have more maps made available. My suggestions below:

1) Ability to create a map, the provinces and basic settings within the map editor itself... instead of using GIMP or another tool.

2) Ability to create events which occur during specific turns or when a specific province gets occupied or when a specific graph measurement is reached.
This would allow for more interesting and creative maps.

3) Ability to disable specific spells, items, or units. Thus players could remove stuff they feel are unbalanced or weaknesses for the computer AI.
example... during a recent game I noticed the computer AI with high research summon at least 20 cave drakes during late game. Would be nice to sometimes disable a spell like this since I very rarely use the spell and it only wastes gems by the computer AI.

4) Ability to add or improve the computer AI via scripts. This was done within Neverwinter Nights with great success!

5) Ability to place a limit for the number of each building type(forts, labs, temples). Map makers can then provide maps where gamers would need to place these buildings in more strategic locations.

6) Ability to easily change the units which can be recruited within a province. Many of these weak units such as militia are purchased in mass numbers by the computer AI. Allowing map makers to easily provide more useful units within a province can make the AI more challenging.

7) Lots of other great ideas exist within other turn-based strategy games. The two best map editors I know would be AgeofWonders:ShadowMagic and HeroesofMight&Magic_3. I definitely believe examining these map editors would provide some ideas for Dominions_3.
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  #1087  
Old August 2nd, 2005, 09:34 AM

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Default Dying immortals?

I just had an immortal pretender lose a battle and not return. The province had +1 dominion both before and after the battle, and he had a dominion bonus to hit points during the battle, so it really should have been friendly dominion. Early in the game with no bordering enemy candles, so I don't see why dominion would have dropped anyway.

I've seen a few references to similar things as a bug, but not recently. Is this still known to be a problem? Is it related to the reincarnation bug? Should I expect someone else in the game to have an uberpowerful light infantry or something?
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  #1088  
Old August 5th, 2005, 07:54 PM

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Default Re: Dying immortals?

Yes, Endoperez. This was in a situation in which the resources listed would allow me to recruit the unit on the individual turn. You can try it with priests.

I recruit a priest in one turn with plenty of resources for him. (The little 2-holy guy I use mainly against undead.) The following turn, still a resource surplus, he is still in the queue, and I can get the 50 gold back if I want by removing him from the queue.

May have something to do with my system which is a laptop and with frequently interrupting the game. It only happens when I leave the game, let it exit, then come back.
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  #1089  
Old August 5th, 2005, 08:53 PM
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Default Re: Dying immortals?

Well, the only other non-bug reason I can think of is high unrest, but that would probably be quite easy to notice... And I rarely have over 100 unrest in my provinces! I would have to work for it!
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  #1090  
Old August 6th, 2005, 03:42 AM
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Default Re:

How come there is a page 73 that i can't see?
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