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  #171  
Old October 11th, 2006, 12:23 AM
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Default Re: Bug thread

Kind of a bug, putting it here anyway because the developers check this thread!

PATCH IMPROVEMENT REQUEST/BUG/S

Better starting AI at game start, turn 1 or 0 if u prefer (as that's where the problem lies), AI's r dieing of dominion death turns 1 - 10 or stagnating in there home province due to taking bad scales, becoming easy kills, lvls normal to difficult.

Overall the AI Is very good when it gets going, just a starting problem with a few who seem to get the game setup wrong.
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  #172  
Old October 11th, 2006, 01:08 AM
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Default Re: Bug thread

Quote:
thekossack said:
[img]/threads/images/Graemlins/Bug.gif[/img]
1. R'lyeh: During battles in the Void Gate, starspawn scripted to cast Returning never do, instead attempt to fight. The manual advises them to cast the spell to escape (pg. 130).

Yeah, this seems quirky, but a mistake on the manual's part from what I can tell. The Returning spell description specifically states that it will NOT work if the caster is already in his home province. This gives the somewhat counter-intuitive result of the Void Gate actually working BETTER for non-R'lyeh nations in some respects as their Astral mages CAN cast Returning to their home province and then Teleport on back to the Void Gate and keep on with the Summoning. ;-)
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  #173  
Old October 11th, 2006, 01:09 AM
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Default Re: Bug Thread

Quote:
Tyrant said:
[img]/threads/images/Graemlins/Bug.gif[/img] Helhirding listed twice on Helheim recruit screen
Also, Helheim (EA) does not list Death among the Nation's Magic types, even though the school is clearly pivotal in both the nation's theme description and unit abilities.
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  #174  
Old October 11th, 2006, 04:06 AM
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Default Re: Bug Thread

[img]/threads/images/Graemlins/Bug.gif[/img]
Victory Point Provinces with 2 or 3 Crowns only shows one crown on the map within randomly generated games. Not sure if the same is true for premade maps.

The crown icon will sometimes appear on the province border making it difficult to determine the actual province which owns the crown... unless it's manually conquered. I recommend adding the crown icon to the province information next to the scales.
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  #175  
Old October 11th, 2006, 04:09 AM
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Default Re: Bug thread

Quote:
Arralen said:
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.

In short: If you want missile troops to fire at enemies, set up a missile squad and order it to fire.

Anything that acts in an unintended manner, even if only erratically, is a bug. This must be a bug, because this behavior has not happened to me yet. When I set my chariot archers with charioteers and tell them to hold and attack, the archers fire for two turns and then they rush forwards together. If I set them to no orders, then they split up and do different things. I will check to see what setting them to "fire at X" will do, but if they can handle all those other complicated situations fine, I don't see why they can't consistently just stay put and fire, too.

Even if this turns out to be non-buggy and completely consistent, then I will say that it would be nice for it to be altered in a patch, because the ability to place standard bearers and high morale units into archer squads is useful.

[Update]: I just tested it quickly, and it does look like consistent behavior. I guess archers are just supposed to be units that rout easily, unless a nation has a particular archer type that comes with high morale. I'm glad this doesn't affect my chariot use, because I never set them to just fire anyway. I can think of a way to exploit this behavior. Put archers and melee units in a squad with no orders. The melee units will charge forward and attack, but since a large portion of their squad is safely in the back and not taking casualties, the chance they'll rout is GREATLY reduced. An example would be something like War elephants which tend to rout easily when left on their own. Also, I can imagine if you have more melee units in a squad than archers, then opposing players who set orders to "fire archers" or "attack archers" will ignore those archer squads and possible go for another decoy archer squad that you set up.

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  #176  
Old October 11th, 2006, 08:33 AM

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Default Re: Bug thread

"Y" key buggy when Breaking out siege

When you order an army to break a siege and send another (or more) to help, y key "army setup on destination" is buggy : you can see all troops in the list but the castle defenders/breakers don't appear in the troop setup window (the one you place the squads on the battlefield) and can't be placed.
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  #177  
Old October 11th, 2006, 09:15 AM
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Default Re: Bug thread

It's the same for all troops staying in the target province. The y key only show the position of troops moving to it.
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  #178  
Old October 11th, 2006, 10:19 AM

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Default Re: Bug thread

Quote:
Twan said:
It's the same for all troops staying in the target province. The y key only show the position of troops moving to it.
Kind'a unpractical in all cases (you can want to prepare defense...) but even more so when breaking siege (as you're the attacker).

So it's not a bug fix but an improvement that we need
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  #179  
Old October 11th, 2006, 10:20 AM
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Default Re: Bug thread

[img]/threads/images/Graemlins/Bug.gif[/img] In Scale Magic 3 Golden Era´s Philosopher has research 4

It was posted earlier but someone said it´s not a bug. I think it is because their base research is 5 and It was my magic scale.
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  #180  
Old October 11th, 2006, 10:30 AM

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Default Re: Bug thread

alt tabing to windows and then alt tabing back messes up the graphics. to fix this you have to go to video setting and pick another resoultion. this wasnt a problem in dom 2.
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