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July 11th, 2008, 04:31 PM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
Thanks: 7
Thanked 7 Times in 6 Posts
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Re: Bug thread
I didn't notice this text but there is definitly no bonus so i think its just wrong and the manual is correct.
Even with item nature magic doesn't boost regeneration.
The spell Personal Regeneration give you 10%+(nature level *100/maxHP). Thats in the spell description so nothing special here.
However i like the idea boosting regeneration through nature spelllevels .
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July 11th, 2008, 04:44 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
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Re: Bug thread
Quote:
JimMorrison said:
No. During pretender creation, it specifically reads:
"A mage of this path can feed 10 troops per level of Nature magic, and any regenerative powers of the mage will be boosted."
Currently, it only gives the caster a bonus to regen if it is from a spell/item, not if it is pre-existing.
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Not a bug, WAD. See Post #545984 by KO. The in-game message should be fixed, though.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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July 12th, 2008, 01:42 AM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: Bug thread
Well further testing, it doesn't even give the bonus to items, only to spells. That really severely limits the usefulness of the bonus. I know this isn't the relative balance thread though.
I guess it's just a text discrepancy. Should state that it provides a bonus to regeneration spells only.
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July 12th, 2008, 05:27 AM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
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Province defense event during sieges?
As the besieger of a castle (a vanilla 3.17 SP game), I've just benefited from the "Many commoners are volunteering to serve in the militia" event. They showed up during an attempt to break the siege.
Intentional? Province was strongly under my dominion, if that provides an excuse for the locals to prefer me.
__________________
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July 14th, 2008, 03:04 PM
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Second Lieutenant
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Join Date: Feb 2007
Location: Chambéry (France)
Posts: 511
Thanks: 47
Thanked 19 Times in 14 Posts
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Re: Province defense event during sieges?
A minor bug report about the display in the battle screen.
Dom 3.17, Windows Vista, no mods except Worthy Heroes.
I'm playing Abysia EA.
The sacred have a fire shield and the units have a heat aura.
Both display OK on the battlescreen except when my prophet is sneaking/hiding in the same province (present, but invisible on the battlefield). In such a case, the aura and the shield do not display well, and there are some other portions of the battlescreen (mainly the sky) flickering in an unaesthetic manner...
I saved a copy of the last turn showing the bug, if necessary.
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July 14th, 2008, 03:06 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Province defense event during sieges?
Quote:
Herode said:
A minor bug report about the display in the battle screen.
Dom 3.17, Windows Vista, no mods except Worthy Heroes.
I'm playing Abysia EA.
The sacred have a fire shield and the units have a heat aura.
Both display OK on the battlescreen except when my prophet is sneaking/hiding in the same province (present, but invisible on the battlefield). In such a case, the aura and the shield do not display well, and there are some other portions of the battlescreen (mainly the sky) flickering in an unaesthetic manner...
I saved a copy of the last turn showing the bug, if necessary.
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Known issue. It happens every time there is a slanting battlefield that goes down from left to right. There's usually also a transparency effect on the battlefield background in some instances.
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July 14th, 2008, 06:39 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Bug Thread: Discussion
Added three wrong nametype entries to statfix list:
1608 Bakemono Shaman
1712 Celestial Master
1963 Bakemono Scout (also added the leadership issue for this one).
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July 15th, 2008, 04:41 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
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Sirrushes?
Should Sirrushes be cold-blooded? They're currently warm-blooded quasi-reptiles.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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July 15th, 2008, 05:27 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Sirrushes?
They're dragons and dragons are not cold-blooded.
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July 15th, 2008, 05:37 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
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Re: Bug Thread: Discussion
Quote:
Edi said:
Added three wrong nametype entries to statfix list:
1608 Bakemono Shaman
1712 Celestial Master
1963 Bakemono Scout (also added the leadership issue for this one).
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Can we add the tidal wave bug which can target any province when casted by an AI opponent?
This includes a second typo bug where the description reads 40% population loss, yet the bad event reads 30% population loss.
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