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  #1591  
Old March 7th, 2008, 03:24 PM
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Default Re: Description trivialities

Fixed locmask issues updated to the shortlist.
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  #1592  
Old March 7th, 2008, 05:00 PM

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Default 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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  #1593  
Old March 7th, 2008, 05:25 PM
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Default 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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  #1594  
Old March 8th, 2008, 04:52 AM
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Default Re: fortress

Or just put one of those sites in a map and test from that.
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  #1595  
Old March 8th, 2008, 05:20 AM
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Default 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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  #1596  
Old March 9th, 2008, 07:55 AM

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Default 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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  #1597  
Old March 9th, 2008, 10:22 AM
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Default 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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  #1598  
Old March 9th, 2008, 07:35 PM
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Default 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.
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  #1599  
Old March 9th, 2008, 08:56 PM
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Default 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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  #1600  
Old March 9th, 2008, 09:33 PM
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Default 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.
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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