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  #1521  
Old February 16th, 2008, 04:30 AM
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Default Re: Not-killing a pretender

Shortlist reorganized and updated to reflect changelog. New entries based on this thread not added yet, but coming next week.
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  #1522  
Old February 16th, 2008, 07:24 AM
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Default Re: Not-killing a pretender

If machakan spider rider gets poisoned and dies, remaining poison will still affect spider who is poison immune.
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  #1523  
Old February 16th, 2008, 09:49 AM

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Default Re: Not-killing a pretender

I don't remember seeing this in here, but.

If nation A is being sieged by B in a province with a fort, nation C's scouts (etc) can be set to 'Defend' in said province with either hotkey command or by canceling some previous order. Usually, if you set your sneaking commander to 'Defend', it attacks the province it is in. But if the province is a sieged castle, then it won't.

However, should B storm the fort and win, nation C's defending scouts end up sieging the fort with B's stormers inside. Same happens if sieged gets a barbarian/knight attack in the province, because it would appear indies default to 'Defend', and don't appear until the siege is resolved.

I'd think the logical behaviour would be that the third-party 'Defenders' would attack the sieging force, instead of defaulting to some sort of sneaky defence.
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  #1524  
Old February 16th, 2008, 10:02 AM
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Default Re: Not-killing a pretender

Atul, that seems to be a special case of the how third party units (whether indies or other nations) are handled in sieges and is already listed. There is a whole slew of siege related behavior and movement bugs in the shortlist.
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  #1525  
Old February 16th, 2008, 11:35 AM
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Default Re: Not-killing a pretender

  • U 1856 Hydra Wrong secondshape. Unit should have secondshape 1850 instead of 1856. Form 1856 is one of the intermediate forms of the Pythium SC sacred hydras, but it does not revert back to its base form due to wrong secondshape. All other hydra secondshapes seem to be okay.
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  #1526  
Old February 16th, 2008, 02:50 PM
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Default Assassination battle reports

I've had it a couple of times that I can't see the results of an (Earth Attack) assassination attempt. The casting is successful, there's a battle, but I can't see the battle. Clicking on the crossed swords icon doesn't switch to battle mode. Any ideas why this is? Or is this a bug?
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  #1527  
Old February 16th, 2008, 04:00 PM

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Default Re: Assassination battle reports

Doesn't it need a scout in that province for battle report?
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  #1528  
Old February 16th, 2008, 04:09 PM
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Default Re: Assassination battle reports

I don't think so. And anyway, I can see other assassination reports from the same province, just some I can't see. Or do the assassinations have to be successful without scouts?
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  #1529  
Old February 16th, 2008, 04:24 PM

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Default Re: Assassination battle reports

Slaves are stored as a signed 16-bit integer.

(SP game, Large map, one AI left who actually holds most of the map. I'm up against the commander limit and there's not much to do with the slaves so they have been building up.)
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  #1530  
Old February 16th, 2008, 08:57 PM
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Default Re: Assassination battle reports

Quote:
Loren said:
... AI left who actually holds most of the map. I'm up against the commander limit and there's not much to do ...
Yes I also have games which encountered the commander limit on maps without ERMOR or Ry'leh of only 700 provinces.

Quote:
lch said:
I've had it a couple of times that I can't see the results of an (Earth Attack) assassination attempt. The casting is successful, there's a battle, but I can't see the battle. Clicking on the crossed swords icon doesn't switch to battle mode. Any ideas why this is? Or is this a bug?
The game has a commander limit and empty assassination spells(not working) are one of the many side-effects.
Ideally the best solution would be providing a game setting where the commander limit and unit limit could be increased as desired thus more powerful computers don't have to suffer these limitations. Considering computers are constantly becoming more and more powerful these limitations should be scalable.
* Even a moddable commander limit and unit limit would be nice, allowing the game to be scalable with todays faster computers.
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