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  #1331  
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 would solve that problem.
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  #1332  
Old November 21st, 2007, 03:04 PM
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Default Re: The other guy\'s recruits

Quote:
Edi said:
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.
I've never seen that, and I used to run into the occasion a number of times. But I started playing with patch 3.04, I think, maybe it was a bug before that.
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  #1333  
Old November 21st, 2007, 04:51 PM

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Default Re: The other guy\'s recruits

Quote:
thejeff said:
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.
Yeah, it's the other guy's recruits. The queue is empty but I get one turn worth of whatever he was building.

No castles, these are water provinces and we are both land nations. I've got a SC smashing the main forces and a weaker follow-up unit keeping him from being flanked and building temples.
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  #1334  
Old November 21st, 2007, 05:03 PM
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Default Re: The other guy\'s recruits

The items have been tested and they are still buggy.
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  #1335  
Old November 21st, 2007, 07:09 PM

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Default Re: The other guy\'s recruits

Quote:
Edi said:
The items have been tested and they are still buggy.
Thanks for the test. Hope JK fix this by time. I would love to have a working gatestone without researching the spell
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  #1336  
Old November 22nd, 2007, 06:21 PM

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Default Re: The other guy\'s recruits

Apologies if this has already been submitted: When LA Pythium's serpent cataphract rider is killed, the remaining serpent has silver armour, whereas it had gold armour before it's rider was killed.
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  #1337  
Old November 23rd, 2007, 04:36 PM
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Default Re: The other guy\'s recruits

Vale of the Silver Cattle magic site says +200 supply, which it doesn't give but is no surprise, but also says +40 gold, which it also doesn't give...
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  #1338  
Old November 23rd, 2007, 05:46 PM
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Default Re: The other guy\'s recruits

Quote:
archaeolept said:
Vale of the Silver Cattle magic site says +200 supply, which it doesn't give but is no surprise, but also says +40 gold, which it also doesn't give...
Sites that produce gold increase the province's income (and thus are affected by taxation and unrest).
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  #1339  
Old November 23rd, 2007, 07:16 PM
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Default Re: The other guy\'s recruits

yah... that's not the case. income is almost identical to the neighbouring province w/ very similar pop and scales, whereas the +40 should almost double the relative value of that province.
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  #1340  
Old November 23rd, 2007, 07:24 PM

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Default Re: Bug Thread: Discussion

Blood Lord: Unit #1389
Is equipped with (among other stuff)
Full chain mail (armor #18)
and
Leather Hauberk (armor #10)

Instead, it should be Full chain and: Iron Cap (#20)
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