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  #1431  
Old January 13th, 2008, 09:54 AM
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Default 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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  #1432  
Old January 13th, 2008, 05:16 PM

Zeldor Zeldor is offline
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Default 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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  #1433  
Old January 13th, 2008, 08:53 PM
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Default Re: Bug Thread

Quote:
Zeldor said:
ano:

And if enemy conquers that castle he will be able to recruit units in the queue.
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.
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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  #1434  
Old January 14th, 2008, 08:18 AM
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Default 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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  #1435  
Old January 14th, 2008, 09:20 AM
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Default Re: Bug Thread

I didn't dig so deep
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  #1436  
Old January 14th, 2008, 10:04 AM
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Default 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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  #1437  
Old January 15th, 2008, 03:37 AM

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Default 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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  #1438  
Old January 15th, 2008, 06:37 AM
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Default 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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  #1439  
Old January 16th, 2008, 10:54 AM

Acenoid Acenoid is offline
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Default 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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  #1440  
Old January 16th, 2008, 10:58 AM

Zeldor Zeldor is offline
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Default Re: Bug

I guess it is a bug in that MP game. I am sending my trn files to illwinter.
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