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  #2231  
Old November 12th, 2008, 11:31 AM
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Default Re: Bug Thread: Discussion

I had a province go from 44 resources to 0 resources with no apparent explanation between turns in an MP game. No events, no change in population, no unrest. Just my resources vanished. And it was a province i had built a lab/temple to recruit indies. Can't do that anymore...
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  #2232  
Old November 12th, 2008, 11:49 AM
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Default Re: Bug Thread: Discussion

Quote:
Originally Posted by DonCorazon View Post
I had a province go from 44 resources to 0 resources with no apparent explanation between turns in an MP game. No events, no change in population, no unrest. Just my resources vanished. And it was a province i had built a lab/temple to recruit indies. Can't do that anymore...
Did you build another castle adjacent to the province?



Also:

The new Jomonese spells Jigami and Mori-no-kami, both appear to be available to all nations. This seems unintended.
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  #2233  
Old November 12th, 2008, 12:04 PM
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Default Re: Bug Thread: Discussion

That's a new bug then.
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  #2234  
Old November 12th, 2008, 12:20 PM
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Default Re: Bug Thread: Discussion

Doh...yes-didn't realize there was a movement vector. False alarm. Been having other wierd things happen like random pearls appearing in another game and ability to summon jomonese uniques so I have been overly alert.
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  #2235  
Old November 12th, 2008, 12:27 PM
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Default Re: Bug Thread: Discussion

No biggie. Was referring to the unrestricted Jomon summons, not the castle thing, DC. I figured it was probably a new fort causing things. I know I've messed up enough times that way.

"No more enchantresses for you, Awakened Lord. The governor of province X built a fortress and is now taxing all the rest of our meager resources..."

"What?! Off with his head!"

*demolish badly placed fortified city*
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  #2236  
Old November 12th, 2008, 12:38 PM
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Default Re: Bug Thread: Discussion

Hehe, exactly. I need to enforce a self-ban on posting before I drink the morning coffee to avoid idiotic posts.

Anyway, that game has been one endless string of bad luck and blunders. As for the fort, we'll just use the philosophy of Kramer(from Seinfeld) and of every US bank and just "take a write off".
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  #2237  
Old November 12th, 2008, 05:19 PM

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Default Re: Bug Thread: Discussion

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Originally Posted by AreaOfEffect View Post
In regards to the assassination issue I'm sure it is working as designed. When you siege a castle you technically own the province. This means that all random events go to the sieging nation. The sieging nation gets to control the tax rate and they also have the ability to declare prophets. All of these are abilities that only work when the province is yours.

Assassination is designed to only work when in a province controlled by the enemy. I'm sure the ownership of the province is the flag that decides if the ability is active. It would logically be a pain to program assassination for the sieging faction as this is a very special case.
While I agree that this is what's going on that doesn't mean it's right. Checking for a siege situation wouldn't be hard.
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  #2238  
Old November 12th, 2008, 05:43 PM
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Default Re: Bug Thread: Discussion

Siege situations are actually more complex than that. There are three types of conditions on provinces with regard to this:

1) Full ownership. Your province, no other factors
2) No ownership. Fully independent or full ownership by another nation. Stealth units may be present.
3) Partial ownership. Under siege.

Assassination can apparently only happen when you have no ownership. Some events may only happen when you have full ownership. Some may happen even when ownership is not full. E.g. PD events go to sieger, indie attack events happen against the besieged and thus take place only when the siegers have left or are victorious and the ownership is no longer contested. This last one looks like a bug, but is consistent with event mechanics and conditions. It is classified as a bug and probably needs some adjustment of event trigger conditions, because it used to work just fine in Dom2.

As far as tax rate etc, KO posted once that the besieging army gets tax rate minus castle admin value of the tax money and the besieged side gets castle admin value in money. The besieging side controls the tax rate, though. This also explains why even when your last castle is sieged and you have no other provinces, your income is not 0, as I have personally seen in a vanilla MP game.
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  #2239  
Old November 15th, 2008, 07:33 AM
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Default Re: Bug Thread: Discussion

I just had a barbarian chief fight a siren in the arena. The siren cast Freezing Touch on the barbarian chief, for 9HP of damage, and the barbarian chief did not berserk.
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  #2240  
Old November 15th, 2008, 08:09 AM

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Default Re: Bug Thread: Discussion

Damage doesn't always cause berserk.

Edi: Assassins from an under siege castle can target siegers.
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