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  #151  
Old October 10th, 2006, 03:18 AM
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Corwin Corwin is offline
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Default Re: Bug thread

Quote:
Nerfix said:
Yeah, that must be it. They essentially do 0 damage.
It is still a bug I think. They should do 0+2d6 vs 0+2d6, meaning almost 50% of hits that landed should do some damage.
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  #152  
Old October 10th, 2006, 03:24 AM
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Default Re: Bug thread

Quote:
Bladess said:


3) I have been building temples in all my secure provences. After about 40 turns, I noticed that 2 provences near my capital no longer have temples. Thinking they may have been destroyed by enemy action somehow, I move a priest in and for 3 turns I spend money and buuld temples and it never appears the next turn.


I've seen temple vanished from my capital. I thought it was strange, since I never saw random event that would destroy temple in that game. Perhaps it is the same bug as yours.
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  #153  
Old October 10th, 2006, 03:45 AM
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Default Re: Bug thread

Ok, first bug of my own:

The Sea Father's (indep water mage) description needs to be updated for Dom3.

It said: "Sea Father can bring more people with him underwater than ordinary Water mage". Since water mages can not bring people underwater now, the description is outdated.
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  #154  
Old October 10th, 2006, 04:34 PM

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Default Re: Bug thread

Deathmatch can give a mindless commander experience.
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  #155  
Old October 10th, 2006, 05:24 PM
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Default Re: Bug thread

[img]/threads/images/Graemlins/Bug.gif[/img]Alphabetical Mercenaries

After playing several games I notice that the mercenaries always turn up in alphabetical order - I always seem to get Edward Blackfist early and then the remainder of mercenaries turn up in alphabetical order - I think the selection should be randomised so it is possible that any mercenary turns up.

Edit: Only seems to hppen when you first install game 5 had random selection.

GM12
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  #156  
Old October 10th, 2006, 06:03 PM
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Default Re: Bug thread

Sea King's Court spell description says Sea Troll King can lead ordinary people underwater.

More about philosophers: now that you mention, yes, there are some hints that philosophers work better in slothful dominion, but NOT in unit description. I think unit description should be updated to avoid further confusion.
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  #157  
Old October 10th, 2006, 06:34 PM
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Default Re: Bug thread

Quote:
B0rsuk said:
Sea King's Court spell description says Sea Troll King can lead ordinary people underwater.


Sure he can. Now if they will survive the trip or not, is entirely different matter...
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  #158  
Old October 10th, 2006, 07:20 PM
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Default Re: Bug thread

Bug: Several times when I was using gem searching spell on some province in messages I got report "magic site has been found", but when I looked in the province in question there were no new sites there.

I am playing Glory of Gods SP map, the spell I was using was Earth Lore.
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  #159  
Old October 10th, 2006, 08:16 PM

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Default Re: Bug thread

Not sure if qualifies as a bug, but it gave me a laugh.

Watching a battle, I saw a "-15" damage floating over one of my Machakan Spider Knights. The rider was hit when he had 2 hp left, then the resulting spider had 17.

Makes sense, but -15 damage doesn't really seem like the right way to show that.
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  #160  
Old October 10th, 2006, 08:30 PM

PheasantPlucker PheasantPlucker is offline
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Default Re: Bug thread

Major Bug: When any single member of a missile squad is - or becomes - unable to shoot, the entire squad will stop shooting and immediately charge in to close combat.

This is having major repercussions. It arrives most commonly through injury in battle (eg. lost an arm), but can also come about because of disease, spell effects, or unit capabilities such as spirit form for the Yomi. It also prevents Marvarni Horn Blowers and the like being attached to missile squads.

Not only does the missile fire stop, but also as most missile troops are hopeless hand-to-hand they usually get slaughtered.

While I'm currently seeing this in solo play, I can also imagine that it could be an horrendous exploit in multiplay.
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