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				April 24th, 2005, 10:52 AM
			
			
			
		  
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				Brigadier General 
				
				
				
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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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				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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				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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				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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				Re: List of known issues
			 
             
			
		
		
		
		
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				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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				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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				Re: List of known issues
			 
             
			
		
		
		
		
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				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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				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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				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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				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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