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  #1321  
Old November 21st, 2007, 04:31 AM
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Default Re: The other guy\'s recruits

Quote:
Loren said:
I've had this happen twice in a row now. I take a province and I get whatever he was building there.
Could be bug, could be WAD, depending on how you read the turn resolution sequence, since buildings happen only after movement and battles. Generally the money is lost and nothing is built if the commander building things is killed, but I do not know what happens if the commander with build orders routs and escapes. It could be that since he didn't die, the game determines that "X had orders to build <building> in province Z, X is alive, therefore complete building", when it should do

- X has build orders in Z for this turn
- Check if X is alive
- If yes, check if X is in Z after battles
- If yes, execute build

But that's just an educated guess on the basis of how mercenary hiring happens (if you hire them in a province you lose that turn, they will serve your enemy).
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  #1322  
Old November 21st, 2007, 05:37 AM
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Default Re: The other guy\'s recruits

I think mercenary handling has been changed.

Now when you hire a merc in a province which is lost on the current turn, the merc stays unhired. Repeated testing on the battle simulator map of hiring a merc in a province, which is invaded on same the turn and lost, leaves the merc in the unhired state. The money bid on the merc is returned to the Treasury.
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  #1323  
Old November 21st, 2007, 06:46 AM
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Default Re: The other guy\'s recruits

Quote:
vfb said:
Now when you hire a merc in a province which is lost on the current turn, the merc stays unhired. Repeated testing on the battle simulator map of hiring a merc in a province, which is invaded on same the turn and lost, leaves the merc in the unhired state. The money bid on the merc is returned to the Treasury.
That has always been the case in the exact same way. Movement/battles before mercs.
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  #1324  
Old November 21st, 2007, 08:12 AM
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Default Re: The other guy\'s recruits

Quote:
lch said:
Quote:
vfb said:
Now when you hire a merc in a province which is lost on the current turn, the merc stays unhired. Repeated testing on the battle simulator map of hiring a merc in a province, which is invaded on same the turn and lost, leaves the merc in the unhired state. The money bid on the merc is returned to the Treasury.
That has always been the case in the exact same way. Movement/battles before mercs.
Yes, but it used to be that if you hired a merc in some province and your enemy captured it, the mercenaries appeared under the enemy's command, bought and paid for with your gold, which is what vfb is referring to as being changed. I need to scratch that bug off the list then.
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  #1325  
Old November 21st, 2007, 10:26 AM
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Default Re: The other guy\'s recruits

Added Legions of Steel to the spell bug list. Greenified a number of entries based on progress page and discussions in the mods/maps forum.
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  #1326  
Old November 21st, 2007, 11:52 AM
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Default Re: The other guy\'s recruits

Quote:
Edi said:
Added Legions of Steel to the spell bug list.
Thank you! Thanks from my overworked Yomi Sorcerers too, who have spent the last 10 battles trying and retrying to turn Aka-Oni skin into steel, and failing miserably, even though they were scripted to do something completely different.
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http://z7.invisionfree.com/Dom3mods/index.php?
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  #1327  
Old November 21st, 2007, 12:23 PM

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Default Re: The other guy\'s recruits

Quote:

* ITEM 101 Twin Spear (death) Does not reanimate killed target as it should (related to Weapon 296, which this item gives?)
* ITEM 282 Gatestone Discussion thread here Also somewhat related to traveling spell issues above in this thread. Astral Travel cannot be cast from Gatestone unless Thaumaturgy lv 9 is researched first (or appropirate level if using mods that alter Astral Travel research level)
* ITEM 293 Soulstone of the Wolves See discussion link for Gatestone. Call of the Wild cannot be cast from Soulstone unless Conjuration 3 is researched first (or appropriate level if game is using mods)
* ITEM 296 Gift of Kurgi Discussion thread here Looks much like the the Gatestone/Soulstone problem, unable to cast Send Lesser Horror. Not tested extensively, but symptoms are the same.


Gatestone etc works fine for me /JK
Does it works now or didn't Johan notice the problem with researching the spell first to make the item workable? Maybe Edi you can write him something or edit his comment.
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  #1328  
Old November 21st, 2007, 12:40 PM

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Default Re: The other guy\'s recruits

Quote:
Edi said:
Quote:
Loren said:
I've had this happen twice in a row now. I take a province and I get whatever he was building there.
Could be bug, could be WAD, depending on how you read the turn resolution sequence, since buildings happen only after movement and battles. Generally the money is lost and nothing is built if the commander building things is killed, but I do not know what happens if the commander with build orders routs and escapes.
Given the title of the post: The other guy's recruits
I think he was talking about troops not buildings. This may be the same as "BHV Recruitment Queue 2", but if it's happening in non-castle provinces that's a new data point.
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  #1329  
Old November 21st, 2007, 01:22 PM
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Default Re: The other guy\'s recruits

calmon, I'm going to test that one myself first, then talk to JK. Ideally, I should test everything I put into the shortlist, but realistically, if it's not a statfix, I probably won't be able to, unless it can be easily reproduced without games that have progressed very far. I have test setup that can address that particular set easily.
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  #1330  
Old November 21st, 2007, 01:26 PM
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Default Re: The other guy\'s recruits

Quote:
thejeff said:
Quote:
Edi said:
Quote:
Loren said:
I've had this happen twice in a row now. I take a province and I get whatever he was building there.
Could be bug, could be WAD, depending on how you read the turn resolution sequence, since buildings happen only after movement and battles. Generally the money is lost and nothing is built if the commander building things is killed, but I do not know what happens if the commander with build orders routs and escapes.
Given the title of the post: The other guy's recruits
I think he was talking about troops not buildings. This may be the same as "BHV Recruitment Queue 2", but if it's happening in non-castle provinces that's a new data point.
Ah, recruitment. Then it's easy. WAD, because if the AI builds troops that require more resources than available, the production will be spread over several turns and popping in like that will just transfer ownership of the province to you, thus also any units that were being built there.

Building queues should probably reset to nothing if a province is conquered, that wouldsolve that problem.
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