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December 17th, 2007, 02:15 PM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
Thanks: 7
Thanked 7 Times in 6 Posts
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Re: Bug thread
Quote:
Torin said:
I would like the script to have priority over everything else (unless impossible to cast).
On an other issue, my Air queen casting aim on pikeneers?
maybe i missed it but ive found no mention on the shortlist.
Ver 3.10
It was pikeneers from PD and i wanted her to cast on the PD archers instead.
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Well the problem was discussed very often. Your armies will be attacked with scouts or random teleported mages and all your scripted mana intensive spells will be wasted for nothing. And believe it or not this is worse than the other side.
However i can agree that things needs some more tuning.
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December 17th, 2007, 02:23 PM
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First Lieutenant
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Join Date: Nov 2007
Location: Wizard\'s Tower
Posts: 603
Thanks: 26
Thanked 11 Times in 11 Posts
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Re: Bug thread
Yes, i think that the gem saving feature is optimal and more often than not the AI was right. But self buffing instead of Master enslave is not gem saving at all since it was cast after.
In previous versions a call of the winds could make your mages spend your gems unnecesarily. Now that´s fixed (at least for my experience).
You may need several castings of call of the winds to make the trick work now(many, many, many).
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December 17th, 2007, 03:42 PM
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Corporal
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Join Date: Dec 2004
Posts: 138
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Bug thread
Not a critical bug or anything, but the AI will cast Aim or Eagle Eyes even if Wind Guide was cast earlier. Aim & Eagle Eyes do not stack with Wind Guide so if Wind Guide has been casted I think the AI could choose something besides Aim or Eagle Eyes, even if they were scripted.
[img]/threads/images/Graemlins/PointUp.gif[/img]Edit: Also mounted troops can use the barrier (artifact), which is a tower shield and contradicts the description.
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December 17th, 2007, 04:31 PM
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Second Lieutenant
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Join Date: Jan 2004
Location: Denmark
Posts: 471
Thanks: 23
Thanked 28 Times in 16 Posts
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Re: Bug thread
A minor mod bug:
#mapbackground is broken. It should change the background (the wooden stuff behind the map), but it doesn't.
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December 20th, 2007, 05:10 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: Bug thread
SP game, I'm looking at an enemy monolith.
With a *LIMP*.
Does someone mind explaining how a monolith can limp???
I also wonder why it has an attack and defense skill?
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December 20th, 2007, 05:16 PM
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First Lieutenant
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Join Date: Nov 2007
Location: Wizard\'s Tower
Posts: 603
Thanks: 26
Thanked 11 Times in 11 Posts
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Re: Bug thread
That monolit has gone a splinter and does not roll evenly.
It´s like the oracle fountain pretender having a protection value for its head.
(maybe the point where water flows)
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December 20th, 2007, 05:49 PM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
Thanked 8 Times in 2 Posts
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Re: Bug thread
Ummm, I'm not really sure where to report typos so I'll just post it here.
In the Immortal trait description (the one you get when you click the Immortal icon on an immortal unit ) it says "capitial" instead of "capital".
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
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December 20th, 2007, 07:54 PM
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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: Bug thread
There's the in-game typos thread. Those typos I can't do anything about since they are not in the description files.
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December 21st, 2007, 12:37 AM
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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: Bug thread
Quote:
Torin said:
That monolit has gone a splinter and does not roll evenly.
It´s like the oracle fountain pretender having a protection value for its head.
(maybe the point where water flows)
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Roll?? The #$^@!$%^ thing is immobile!
(I'm swearing at it because it's been a pain. I keep killing it, next turn it's called back. At first it had 9,9,7 magic, now it's lost them all. It can't harm my troops at all but it's as likely to win the battle as I am--autoroute before I manage to kill it. I can't reliably hold his capital because of this.)
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December 25th, 2007, 10:34 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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Re: Bug thread
Commanders carrying underwater breathing items who flee an underwater battle battle can be killed instead of retreating, if the only friendly neighboring provinces are underwater.
__________________
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http://z7.invisionfree.com/Dom3mods/index.php?
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