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March 7th, 2008, 03:24 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: Description trivialities
Fixed locmask issues updated to the shortlist.
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March 7th, 2008, 05:00 PM
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Corporal
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Join Date: Feb 2008
Posts: 150
Thanks: 0
Thanked 10 Times in 9 Posts
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fortress
A while ago (3.10, I think) it happened that I built a fortress the same time I discovered a magic site that gives a fortress (I think Kelp fortress). That was as EA Oceania, sea province.
This resulted in no fortress and until the usual time was spent to construct it. I'm not sure of what the intended behaviour should be. It seems strange that a site you discover loses its effect.
I haven't had registered then to post it immediately. Since this is a pretty rare coincidence, I'm not sure if this is a known issue.
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March 7th, 2008, 05:25 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: fortress
It's not a known issue, thanks for reporting it.
I suppose one way to test this kind of mechanics would be to cast a spell like Three Red Seconds or Wizard's Tower on a province where a commander is building a fort. It's not exactly the same thing, but it's similar.
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March 8th, 2008, 04:52 AM
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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: fortress
Or just put one of those sites in a map and test from that.
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
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March 8th, 2008, 05:20 AM
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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: fortress
Why didn't I think of that? That's what I get for posting at 1 am after tinkering with the DB all day, not thinking straight anymore...
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March 9th, 2008, 07:55 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: fortress
Spells/Behaviour: Legions of Steel the spell is still being cast on units with no armour. In fact it seems to happen more often now than before, with no armour casters basically casting it on themselves rather than nearby troops.
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March 9th, 2008, 10:22 AM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: fortress
Strange. Might be a negative number or something. IIRC I made it less likely to be cast on casters. A negative would increase the chance instead.
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March 9th, 2008, 07:35 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: Failure to move
Sometimes armies refuse to move when they are given orders to do so. No events or battles or rituals affected the province when the bug occurred.
Here is a thread where this bug is being discussed:
http://www.shrapnelcommunity.com/thr...?Number=586100
Other threads have also mentioned this problem.
I have sent my .trn and .2h files to the developers.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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March 9th, 2008, 08:56 PM
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Lieutenant Colonel
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Join Date: May 2007
Posts: 1,462
Thanks: 34
Thanked 59 Times in 37 Posts
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Re: Failure to move
Found a nice bug recently.
If you order a mage to forge something and then give him a slave collar, he will still do his task. I understand this can be explained with "he forged that item before becoming feebleminded" but feeblemind is instantaneous and forging is not.
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March 9th, 2008, 09:33 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: Failure to move
Quote:
ano said:
Found a nice bug recently.
If you order a mage to forge something and then give him a slave collar, he will still do his task. I understand this can be explained with "he forged that item before becoming feebleminded" but feeblemind is instantaneous and forging is not.
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The game carries out orders given in the previous turn regardless of what happened, as long as that unit is still alive in the next turn. Removing an item from a unit usually resets their orders, especially if it has to do with casting or forging. Other orders (like research) might not reset that fast. But giving an item to a unit doesn't change the orders given at all.
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