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  #2141  
Old October 2nd, 2008, 08:09 PM

Terrement Terrement is offline
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Confused Re: Bug Thread: Discussion

Hi,
New to the game, and this page. Searched, but didn't find the answers to two different ?s that I have in playing - bug or operator error. I'm using the latest patch.

1. The manual suggests a tactic for "Man" on pg 139 of the manual about researching Wind Guide to increase the accuracy of missile fire. It reads in the manual as a one time cast / affects entire battlefield spell. I research it, have a spellcaster who is capable of casting, equip her with the gems to cast, order "cast a specific spell" in army set up, and designate Wind Guide as the first spell.

She never casts it, but does cast other spells.

2. Different game, using a Moloch as a super-combatant pretender. Research some significant equipment to arm and protect him, then send him into battle with the orders to attack rearmost enemy.

He attacks, but usually somewhere in the middle, not the rearmost. I'm trying to get him (it?) to take out the enemy spell casters & leaders and then be waiting for retreating enemy troops.

He gets sidetracked.

Are either of these things y'all have seen? Bugs or operator error?

Thanks,

JJ
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  #2142  
Old October 2nd, 2008, 08:42 PM
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AreaOfEffect AreaOfEffect is offline
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Default Re: Bug Thread: Discussion

Both are WAD. (Working As Designed)

1) Is most likely the result of the enemy not producing sufficient threat. Mages won't use gems unless the opposing army is large enough. It isn't perfect, but it helps keep your mages from wasting spells on a casting of Call of Winds.

2) Attacking rear has some mechanic which I'm not entirely familiar with. Think of it as attack flank rather then attack rear.
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Last edited by AreaOfEffect; October 2nd, 2008 at 08:45 PM..
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  #2143  
Old October 2nd, 2008, 09:09 PM
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Default Re: Bug Thread: Discussion

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Originally Posted by AreaOfEffect View Post
2) Attacking rear has some mechanic which I'm not entirely familiar with. Think of it as attack flank rather then attack rear.

The way that it was explained to me as far as flying units go - they select their target, and move invisibly towards it (to "simulate" their flight). If their path is blocked, they stop and attack whatever is in their way (rather than fly over it, and maybe get..... poked with a spear or something).
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  #2144  
Old October 2nd, 2008, 10:43 PM
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Default Re: Bug Thread: Discussion

New bug in movement resolution (resulting from patch)?

A flying commander refused to complete a 2 province move, to a province that was friendly when orders were issued, then was captured during magic phase. He was flying though, so COULD attack an enemy province 2 territories away, but instead he did not move at all.

I don't even know how to classify this, and the turn file is of no use since all you can see on the current turn is him sitting there on "Defend".
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  #2145  
Old October 3rd, 2008, 07:45 AM

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Default Re: Bug Thread: Discussion

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Originally Posted by JimMorrison View Post
Quote:
Originally Posted by AreaOfEffect View Post
2) Attacking rear has some mechanic which I'm not entirely familiar with. Think of it as attack flank rather then attack rear.

The way that it was explained to me as far as flying units go - they select their target, and move invisibly towards it (to "simulate" their flight). If their path is blocked, they stop and attack whatever is in their way (rather than fly over it, and maybe get..... poked with a spear or something).
It's not quite that deterministic. It's more like the behavior of anyone set on attack rear. You'll see your cavalry move down the side, then suddenly veer in to attack a group in the middle. But sometimes they'll pass everyone and reach the rear. Fliers do the same thing, you just can't see it. I think there's some kind of check (morale based?) for each squad they pass.
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  #2146  
Old October 3rd, 2008, 11:21 AM
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Default Re: Bug Thread: Discussion

thejeff, yes, there is a morale check for each squad the attackers pass. If the fail, they attack that one. If they succeed, they continue toward the rear.

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Originally Posted by JimMorrison View Post
New bug in movement resolution (resulting from patch)?

A flying commander refused to complete a 2 province move, to a province that was friendly when orders were issued, then was captured during magic phase. He was flying though, so COULD attack an enemy province 2 territories away, but instead he did not move at all.

I don't even know how to classify this, and the turn file is of no use since all you can see on the current turn is him sitting there on "Defend".
Probably due to the move order validation thing. Can't move into an enemy province during move phase from 2 provinces away, unless a flyer. Validation was tightened, and I suspect that a "if stackmove = flying, ignore this" exception is missing somewhere for the specific cases of a province changing hands during the magic phase.
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  #2147  
Old October 3rd, 2008, 11:43 AM

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Default Re: Bug Thread: Discussion

Speaking of flying movement, I found an annoyance that I would be inclined to call a bug:

Commander: Capable of reaching the target by flight but not by walking.

Troops: Capable of reaching the target by walking, not capable of flight.

Result: The army has to take two turns to reach the target.

My commander can't hop along flying while the troops walk? He has to babysit them every minute of the way???
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  #2148  
Old October 3rd, 2008, 05:46 PM
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AreaOfEffect AreaOfEffect is offline
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Default Re: Bug Thread: Discussion

Let me see if I'm understanding the situation correctly. You want a commander to lead an army 2 (possibly 3) provinces away. However the commanders movement is more limited then the troops he would be leading... who walk and can't fly. So either the commander has a normal move of 1 (possibly 2) or he lacks some survival ability that all of the troops have. So you've decided to equip winged shoes (possibly flying carpet) and the army still can't move the 2 or 3 provinces needed?

-Are you sure the army can make the distance on their own with a move 2 commander with similar survival abilities?

-Are you sure the commander, with the additional flying ability, can still make the distance? The global spell "Perpetual Storm" limits the movement of fliers.
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  #2149  
Old October 3rd, 2008, 09:02 PM

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Default Re: Bug Thread: Discussion

Quote:
Originally Posted by AreaOfEffect View Post
Let me see if I'm understanding the situation correctly. You want a commander to lead an army 2 (possibly 3) provinces away. However the commanders movement is more limited then the troops he would be leading... who walk and can't fly. So either the commander has a normal move of 1 (possibly 2) or he lacks some survival ability that all of the troops have. So you've decided to equip winged shoes (possibly flying carpet) and the army still can't move the 2 or 3 provinces needed?

-Are you sure the army can make the distance on their own with a move 2 commander with similar survival abilities?

-Are you sure the commander, with the additional flying ability, can still make the distance? The global spell "Perpetual Storm" limits the movement of fliers.
The commander's movement far exceeded the troops--it was a seraph. The problem was it was leading elephants through forest. Apparently the game negated it's flying since it had non-flying troops--but this meant it was limited to speed 1 through forest as it doesn't have forest survival.

If the army is required to maintain close contact for the entire march the behavior makes sense. It's just I don't really think the troops need that kind of babysitting. The seraph can't walk through the trees with the elephants fast enough but it can fly just above them and make it to the destination in time.
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  #2150  
Old October 3rd, 2008, 09:53 PM
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AreaOfEffect AreaOfEffect is offline
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Default Re: Bug Thread: Discussion

I'll believe you're right, but only if admit to having monkey PD.
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