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December 9th, 2007, 08:37 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Communions and priests
Using a Crystal Matrix on a priest with only H path, with at least two communicants, lets him cast four spells per turn. If the priest has other paths, like an H1N1 mage, the priest can cast only one H spell per turn, until one of his communicants is killed, at which point he casts two per turn.
http://www.shrapnelcommunity.com/thr...&Number=569792
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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December 10th, 2007, 03:53 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Communions and priests
Thank you kindly for formulating the shortlist entry for me!
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December 10th, 2007, 04:34 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Communions and priests
Shortlist roundup:
- SPELL Communion 2 Using a Crystal Matrix on a priest with only H path, with at least two communicants, lets him cast four spells per turn. If the priest has other paths, like an H1N1 mage, the priest can cast only one H spell per turn, until one of his communicants is killed, at which point he casts two per turn. Discussion thread
- W 336 The Deadliest Poison does not affect undead or poison immune creatures as it should. Detailed post
- U 1389 Blood Lord armor should be 18 Full Chain Mail and 20 Iron Cap, not 18 Full Chain Mail and 10 Leather Hauberk
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December 10th, 2007, 04:24 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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Re: WAD or Bug? Negative creatures killed
Quote:
RonD said:
That is the way it has always worked. You charmed/enslaved more creatures than you lost.
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Yeah, but the report seems very strange. How do you have negative deaths?
It seems to me that captured creatures should be reported separately.
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December 10th, 2007, 04:28 PM
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Second Lieutenant
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Join Date: Nov 2004
Posts: 449
Thanks: 0
Thanked 3 Times in 2 Posts
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Recent fixes for very old bugs
Maybe this isn't the right place, but it seems appropriate to me...
There a couple of really interesting notes in the latest update:
Dominion sometimes spread in incorrect ways, fixed.
Does this include fixing the disappearing scales bug? If so, thanks, presumably, to the recent work by several forum folks.
And:
* Caster of Stygian Paths took 1 an dmg for each unit under his command instead of units taking 1 an dmg each
* Stygian Paths reported random number of lost on the way
Does this mean that Stygian Paths will finally be useable???? Wow.
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December 10th, 2007, 04:31 PM
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General
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Join Date: Apr 2005
Posts: 3,327
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Re: Recent fixes for very old bugs
Yeah, looks like it. Looks like some nice bug fixes in the next patch.
Touch of Madness and Legion of Steel fixes
Also it's been versioned: V3.12. So it might be soon?
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December 10th, 2007, 05:05 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Recent fixes for very old bugs
Yes, RonD, this is the right place. It isn't named the Bug Discussion Thread for nothing.
The dominion spread entry looks very much like a fix for both Vanishing Scales and the erratically spreading dominion that sometimes appeared all the way across the map because they were essentially caused by the same thing, a corrupt geotable. It is unknown whether it affects some of the other issues related to Dominion spread. Both Johan and Kristoffer have made comments to the effect that the scale bug has been crushed underfoot and it was indeed thanks to the contributions of the people on the forum, notably vfb and calmon.
Stygian Paths, looks like it could get a long awaited fix, but to be honest, I don't know the specifics.
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December 10th, 2007, 10:41 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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No space on bg bug -- it\'s back!!!
Version 3.10. It doesn't matter what orders I give, I get the blowup. The old cause at least was too many troops in a storm castle operation, if that's the cause this time it involves the AI fighting the AI.
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December 11th, 2007, 02:55 AM
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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: No space on bg bug -- it\'s back!!!
Uhh, Loren, what blowup? Crash to desktop? I'm unable to keep 100% track of old issues that have been fixed without specifics, especially since IIRC that bug was not even reported in the shortlist, IW caught it from the forum discussions and fixed it before it even got listed.
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December 11th, 2007, 03:04 AM
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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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Thanked 695 Times in 267 Posts
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Re: No space on bg bug -- it\'s back!!!
Quote:
lch said:
It's probably too late for me to bring this up, but when starting a new game from the command line for a dedicated server there always end up victory points in the map, even if you didn't touch those settings and even if there is no VP victory in the game. Is this supposed to be WAD? Is it possible to turn this off? I'm not that sure if I managed to.
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From the patch excitement thread in map/mod forum. Bloody red flags...
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