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April 24th, 2005, 10:52 AM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
Thanks: 12
Thanked 165 Times in 22 Posts
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Re: List of known issues
Alneyan, the fixed I wrote means fixed for future versions (2.17+).
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April 24th, 2005, 10:56 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
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Re: List of known issues
I see. I think I will add a bold "fixed" mention next to those items, and switch them to their own section once a new patch is out. Any opinion on the fate fixed "problems" should get?
And while I am speaking of opinions, I believe the linked posts are usually not a good idea, unless the quoted post is really lenghty. I will probably remove a few of the external links, and put a quote instead.
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April 24th, 2005, 11:52 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: List of known issues
This is a great list! Thanks, Alneyan [img]/threads/images/Graemlins/icon44.gif[/img], for making and updating it, and thanks Johan [img]/threads/images/Graemlins/icon44.gif[/img] and Kristoffer [img]/threads/images/Graemlins/icon44.gif[/img] for taking a note on this!

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April 24th, 2005, 06:26 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
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Re: List of known issues
Quote:
Johan K said:
- It is still possible to get killed in Magic Duels, even with a difference of more than 6 levels between the two mages.
* The thing with magic duel is that it uses your raw magic level. Items and enchantments have no effect. So the spell is probably working fine.
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To me this looks like a serious issue : why should we have a (quite killer) spell that just not works like all other and ignore buffs ? 
I understand it's maybe done to avoid total Pythium domination, but it still looks illogical. If you want to even chances just give a +1 for 2 levels difference, but allows buffs so that player can *think* about their MD stategies and not get stuck with their base unit stats ...
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April 24th, 2005, 07:42 PM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
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Re: List of known issues
Quote:
PDF said:
To me this looks like a serious issue : why should we have a (quite killer) spell that just not works like all other and ignore buffs ? 
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At least it makes clams not entirely worthless with Zens mods  .
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April 25th, 2005, 01:08 AM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
Posts: 771
Thanks: 0
Thanked 3 Times in 2 Posts
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Re: List of known issues
Clams in Zen's mod are just as fantastic/useless as they are without Zen's mod. That is to say that Astral gems are just as good as normal.
As to clams use/irrelevance it really depends upon type of game being played. In an FFA with a good number of players they are *the* strategy. In a game with 2 or 3 players on a tight map they are suicide.
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April 25th, 2005, 07:52 AM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
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Re: List of known issues
Quote:
Huzurdaddi said:
Clams in Zen's mod are just as fantastic/useless as they are without Zen's mod. That is to say that Astral gems are just as good as normal.
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I was just kidding  .
But without Wish in Zens Spell mod clams are really less useful .
Taking out Wish was imho a really good idea this way not every nation looks the same in the lategame , with ermor it should now e.g. be almost impossible to transform into a bloodnation in lategame  .
So more variety now also in the lategame .
And 100 clams with wish are 2-3 times more powerful then 100 clams without wish 
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April 25th, 2005, 10:33 AM
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Second Lieutenant
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Join Date: Feb 2004
Posts: 529
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Re: List of known issues
Another outstanding issue not fixed: some global spells are missing text or have no descriptions at all. Please, for the love of the game, fix this!
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April 25th, 2005, 04:56 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: List of known issues
One thing I noted a while back and forgot to mention on the boards was that it seems that movement orders are pre-computed by the client, not the server? Which sometimes results in behavior where it looks like you "move through" a recently captured enemy province.
For example, I had an army with 2 strategic move. I created a situation where they were moving through provinces in this order A->B->C. Where B was the only friendly province between A and C. I set that move order from A->C and then cloud trapezeed an enemy VQ onto province B to capture it. So to my surprise, on the next turn, province B was enemy, cutting off the travel route of the army... but the army had arrived in province C anyway...
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April 25th, 2005, 05:43 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: List of known issues
Another semi-bug: When your army wins a battle and part of it routes, if there is no nearby province for the routed units to go, they die instead of ending up in the same province.
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