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January 13th, 2008, 09:54 AM
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Lieutenant Colonel
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Join Date: May 2007
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Re: Bug Thread
Two items that seem to be bugs
First one is that if you have added many units into queue (so that they are left for future turns due to lack of resources) and next turn your castle appears under siege, you can't add new units to queue (expected behavior), but those previously added units will still be recruited. I can't see logic in this so I think it's a bug.
Second one may not be a bug but who knows. This is it.
http://www.shrapnelcommunity.com/thr...=&sb=5&o=&vc=1
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January 13th, 2008, 05:16 PM
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General
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Re: Bug Thread
ano:
And if enemy conquers that castle he will be able to recruit units in the queue. And I don't think that units can be recruited under siege, because with that it wouldn't leave commander to recruit for the one that conquers it.
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January 13th, 2008, 08:53 PM
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Lieutenant Colonel
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Re: Bug Thread
Quote:
Zeldor said:
ano:
And if enemy conquers that castle he will be able to recruit units in the queue.
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Didn't get it. What did you mean?
When enemy conquers the castle he may recruit his national units and some indies - it is a normal issue. I said about the castle under siege.
Quote:
And I don't think that units can be recruited under siege, because with that it wouldn't leave commander to recruit for the one that conquers it.
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Didn't understand again. You don't believe that units who were in a recruitment queue will be recruited when a castle appears under the siege? Then you may run a small simple test. I did it and kept recruiting vans in the castle sieged by enemy PoD. One thing to mention is that castle had a half of normal resources (as far as I understand the logic, another half were left in the province outside the walls), but vans were still being recruited.
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January 14th, 2008, 08:18 AM
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National Security Advisor
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Re: Bug Thread
Known issues. Units added to the queue before siege are produced normally within the limits of resources in the province. If there are any units left in the queue when the enemy storms the castle, he gets to produce those already bought and paid for units as soon as the resources allow it. He cannot add any more enemy nation units to the queue himself.
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January 14th, 2008, 09:20 AM
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Lieutenant Colonel
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Re: Bug Thread
I didn't dig so deep
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January 14th, 2008, 10:04 AM
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National Security Advisor
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Re: Bug Thread
Generally the shortlist thread is your friend. Some of the newer things aren't there yet, but most are.
Slogging through the whole of this thread is a bit much. I did it when it was only 32 pages long (64 for most people here, since I use a different posts per page value than the default) and it was hard enough then. It's grown by 50% since that time.
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January 15th, 2008, 03:37 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Bug Thread
Archaeolept thought there might be a problem with the weapon "Banefire Strike" ID# 348, so I tested it out. I found that the weapon worked fine, but the secondary effect listed as "Decay" ID# 349 (which the database lists as having the same effect as the spell decay) actually seems to have the spell effect plague, just like "Plague" ID# 98.
So I think the spell effect of "Decay" ID# 349 is wrong.
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January 15th, 2008, 06:37 AM
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National Security Advisor
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Re: Bug Thread
Possibly. There is more than one weapon named "Decay" in the weapons list and I had to put something in. It's more or less a guess as to which Decay it is, but it is possible that it is assigned by name in the code, in which case it would use the first one that matches. That would explain things.
It can be either a DB problem due to my assumptions or a game problem depending on how the code is written.
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January 16th, 2008, 10:54 AM
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Private
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Re: Bug
Hi!
Is the bug that "soldiers" turn into "commanders" a known bug? or is it some kind of spell i dont know about
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January 16th, 2008, 10:58 AM
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General
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Re: Bug
I guess it is a bug in that MP game. I am sending my trn files to illwinter.
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