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				October 10th, 2006, 08:41 PM
			
			
			
		  
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				Re: Bug thread
			 
             
			
		
		
		
		Major Bug: The AI can commit suicide if it chooses a sleeping pretender, as it has no idea how to avoid an almost immediate dominion defeat. 
 
I have seen this particularly with Mictlan. With no or low dom spread the AI will implode very early (turn 5 in one game). It needs priests, and temples, and a prophet to be developed if their god is asleep to have any hope of surviving beyond turn 15 or so.  
 
Also creating negative dominion effects and low dominion strength during setup should be looked at if the AI decides to have a sleeping pretender. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 10th, 2006, 08:55 PM
			
			
			
		  
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				Re: Bug thread
			 
             
			
		
		
		
		Pheasant, this bug exist but is rare. After having it in my first game, I've tried many times to reproduce it, and it looks like this bug is far to be automatic when you mix melee and ranged troops, it happens sometimes but in about 1/20 fights with a mixed squad ordered to fire closest. I think only when melee units are the first in the squad. 
 
This bug has also been listed in this thread 3 or 4 days ago. 
 
Here a save with the bug. 
		
	
		
		
			
		
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 10th, 2006, 09:26 PM
			
			
			
		  
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				Major General 
				
				
				
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				Re: Bug thread
			 
             
			
		
		
		
		
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				Twan said: 
Here a save with the bug.  
			
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 Please include the 'monsterpretender.dm' mod file you started the game with ... .  
		
	
		
		
		
		
		
		
			
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				As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot. 
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
			 
		
		
		
		
		
		
	
		
		
	
	
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				October 10th, 2006, 09:31 PM
			
			
			
		  
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				Re: Bug thread
			 
             
			
		
		
		
		^^^monsterpretender.dm (sorry I should have made a save without it, as my game was just a test to recreate the bug) 
 
The bug is easy to reproduce with Man (ME) : at game start take your archers, mix them with the melee squad, order the squad to fire closest and they will attack closest (tested 3 times). But if you create other mixed squads later, the bug won't happen everytime you do that. 
		
	
		
		
			
		
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 10th, 2006, 10:27 PM
			
			
			
		  
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				Re: Bug thread
			 
             
			
		
		
		
		This is not a bug - at least, not in the conventional way. 
Why do you order melee troops to fire at closest? They can't fire anything and therefore advance to go into melee. 
One may argue that the archers should stay put ... but the game cannot split up squads on its own and give those units individual orders, at least in general. 
And here's where the bug  might be: Missile troops run out of ammo, and otherwise devoid of missiles, are supposed to resort to their secondardy (melee) weapon and advance into melee. Now, your longbowman  did have launchers and ammo, but the game failed to recognize this. Or maybe randomly fails to recognize this at times - maybe it does not check all units in the squad... .
 
However, what you saw is more a limitation of the game engine than a 'real' bug. A very realistic one, I must say - image some mediaval soldiers, half of them infantrymen, the other half longbowmen, all of a sudden squeezed into one squad .. I guess they would have been pretty confused   
In short: If you want missile troops to fire at enemies, set up a missile squad and order it to fire.
 
That sometimes those Mavernian Slingers forget about their slings and charge even when on their own and set to fire, is another issue ... .
  
		
	
		
		
		
		
		
		
			
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				As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot. 
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
			 
		
		
		
		
		
		
	
		
		
	
	
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				October 10th, 2006, 10:38 PM
			
			
			
		  
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				Re: Bug thread
			 
             
			
		
		
		
		 [img]/threads/images/Graemlins/Bug.gif[/img]  Independant temples? 
 
An independant water temple defended by water trolls had a temple built. What dominion will it spread? anyone conquering that province will destroy it, i guess. 
Demo game in glory of the gods. 
		
	
		
		
		
		
		
		
			
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				October 10th, 2006, 10:48 PM
			
			
			
		  
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				Re: Bug thread
			 
             
			
		
		
		
		 Monthly site searching is erratic if there's more than one mage searching for the same type of site. Sometimes it realizes that a province is already being set to search and doesn't double up, but sometimes it doesn't. After the first 20 or so turns it doesn't seem to ever do it right. 
 
Also, site searching rituals set on automatic will target capitals. 
 
I'm assuming that capitals still don't have random sites, right? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 10th, 2006, 11:52 PM
			
			
			
		  
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				Re: Bug thread
			 
             
			
		
		
		
		
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				Manuk said: 
 [img]/threads/images/Graemlins/Bug.gif[/img]  Independant temples? 
 
An independant water temple defended by water trolls had a temple built. What dominion will it spread? anyone conquering that province will destroy it, i guess. 
Demo game in glory of the gods.  
			
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 Thats not bug. Random events affect indie provinces. One of those events gives temple. Indie temples don't spread any dominion to my knowledge.  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 10th, 2006, 11:58 PM
			
			
			
		  
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				Re: Bug thread
			 
             
			
		
		
		
		
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				Tichy said: 
 
I'm assuming that capitals still don't have random sites, right?  
			
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 Correct  
		
	
		
		
		
		
		
		
			
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				October 10th, 2006, 11:59 PM
			
			
			
		  
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				Re: Bug thread
			 
             
			
		
		
		
		 Bandar Log (ME) needs a description.  
 
There's not even the standard description of priest-types, magic, etc.  Very problematic.     
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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