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July 27th, 2007, 01:43 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Re: Heroes
The Djinn is not unique, but the last summoned djunn replaces him wiht himself. Thus he can get heroics. Might be considered a bug, but doesn't matter too much.
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July 27th, 2007, 04:57 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
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Re: Caves get inappropriate random events
Quote:
Lazy_Perfectionist said:
My pretender has on occasion gotten into the hall of fame. It WAD, unless Al Khazim got a heroic.
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Correct... Al Khazim receives heroic abilities.
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July 29th, 2007, 02:48 PM
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Corporal
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Join Date: Feb 2007
Posts: 167
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Re: Caves get inappropriate random events
MA Tien Chi's red guards dont lose hp during winter when they are diseased.
As in, if they get diseased when they have 12 hp, they lose the normal 1 hp but not the seasonal (power of the spring)
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July 29th, 2007, 02:51 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Re: Caves get inappropriate random events
How nice of them
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July 29th, 2007, 03:09 PM
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Corporal
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Join Date: Feb 2007
Posts: 167
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Re: Caves get inappropriate random events
not really, I've been spamming rain of toads to make them sick. But instead of being weakened by it, they get stronger
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July 29th, 2007, 07:20 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: Caves get inappropriate random events
Quote:
Methel said:
MA Tien Chi's red guards dont lose hp during winter when they are diseased.
As in, if they get diseased when they have 12 hp, they lose the normal 1 hp but not the seasonal (power of the spring)
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The same can be said about the other things that would otherwise recheck HP numbers. Like pretender gods. Pump them up in high friendly dominion with lots of HP, get them diseased, continue having those HPs in enemy dominion...
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July 30th, 2007, 11:48 AM
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Private
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Join Date: Jan 2006
Posts: 25
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Re: Caves get inappropriate random events
Unit #1536 Anointed of Rhuax's random magic pick doesn't seem to work.
Well either that, or I am truly unlucky, since I have played EA Abysia in three consecutive SP games and recruited 200+ of this unit without getting a single random magic of any kind.
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August 1st, 2007, 12:10 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
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Re: Caves get inappropriate random events
Quote:
NTJedi said:
Quote:
Edi said:
Bug thread roundup of recent shortlisted issues, in o particular order:
- MAPEDITOR Shortcut 'm' is used to assign both mountains and many sites terrain.
- BHV Siege Blood Sacrifice When sieging a fort, the sieging commander (happened with dryad if that matters) gets the option to perform a blood sacrifice in command list (though the temple naturally belongs to besieged).
- FT Construction Commanders killed by Mind Hunt or other remote spells when constructing castle prevents continuing fort construction even if province does not change hands.
- EVT Cave Provinces Cave provinces can get inappropriate random events, for example, "A hailstorm has devastated the countryside killing cattle and shepherds."
- BHV Army Movement: Move & Patrol When a commander is selected to move into a province with a castle and the move order changed to move and patrol, adding units to his squads will change the move order even if the units do not have sufficient map move. Thus units with strategic move of 0 can be moved from province to province and units with strategic move of 1 can be made to move farther than they should.
- BHV Automatic Site Search Targeting Automatic monthly casting of site searching spells skips all provinces that have two or more visible sites. It also skips provinces which have been searched with a lower level of skill. Capitals with only one site are targeted. Is this bug or WAD?
- BHV Eyeloss Units with lots of eyes will only get affliction "Lost a couple of eyes" even if they get repeated afflictions. They never go blind from eyeloss.
- BHV MERC Gems: It is possible to steal blood slaves from a mercenary by selecting him and using the Z shortcut. This should not work.
- BHV MERC Rozuls Red Raptors: No discount for EA Caelum. A discount would make thematic sense.
- Multiple slots of one type If a unit has three or more item slots of same type, e.g. hand or misc, multiple identical items will stack if they are separated by a different item in between.
- Item Slots Changing due to afflictions. Basically a different instance of the above case, an immortal unit healing from the "Lost an arm" affliction and getting its hand item slot back can cause unit to drop items. If an artifact is lost in this way, it will not be available for reforging unless the game is reloaded. In short, afflictions and item slots may result in very strange behavior. In the example case, a regrowing arm caused helmet, armor and boots to be dropped.
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What about the reanimate bug I posted?
[img]/threads/images/Graemlins/Bug.gif[/img]
I have an undead mummy which is level_1 air and level_1 priest. Even being only level_1 I'm able to reanimate ghouls(LvL1), soulless(LvL2) or longdead warriors(LvL3)... in Dominions_2 the level_1 status meant only reanimate ghouls.
Seems like a bug.
[img]/threads/images/Graemlins/Bug.gif[/img]
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This bug hasn't been updated yet... let me know if you need me to upload the game files.
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August 1st, 2007, 01:42 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Re: Caves get inappropriate random events
I haven't updated the list yet. Too much effort to be able to do it at work since I need to go back over posts, pick things up and then edit them in at the right places. It's stuff that requires JK to fix it, so I'd rather concentrate on ironing out the typos so that they will be gone in the next patch. My time IS limited, even though casual forum browsing and a few short posts from work may make it seem otherwise.
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August 1st, 2007, 10:06 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Seducing again
Am I the only one who uses seducing that much? I just encountered a [img]/threads/images/Graemlins/Bug.gif[/img][img]/threads/images/Graemlins/Bug.gif[/img][img]/threads/images/Graemlins/Bug.gif[/img] major bug [img]/threads/images/Graemlins/Bug.gif[/img][img]/threads/images/Graemlins/Bug.gif[/img][img]/threads/images/Graemlins/Bug.gif[/img] : rather than using the same code that's being used to check where units retreat to when fleeing from a battle, units from a successful seduction happily go to any random adjacent province. Even if it's underwater and none (seducer and seduced) can survive there or even go there normally. So basically what you get is a successful seduction and two drowned units. Yee-Haw.
I guess that aquatic units would flee to land provinces, too.
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