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December 6th, 2008, 11:20 AM
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Sergeant
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Join Date: Nov 2004
Location: Montpellier, France
Posts: 208
Thanks: 3
Thanked 2 Times in 2 Posts
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Re: Bug Thread: Discussion
Ouch. I thought they had...
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December 6th, 2008, 04:06 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Thanked 479 Times in 326 Posts
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Re: Bug Thread: Discussion
Then wouldnt it be a bug to even be able to choose "fire"?
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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December 6th, 2008, 04:12 PM
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General
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Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
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Re: Bug Thread: Discussion
I suppose, but every one gets the "fire" command.
So it's more of a design decision than a bug.
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December 6th, 2008, 04:58 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
Be hard to restrict the fire command. You can mix archers and infantry and archers can lose their arms, in which case they lose their bows. If the availability of the fire command was dependent on the presence of missile weapons, it would lead to all kinds of micromanagement problems. It could also have all kinds of other related bugs attached if that were the case. So my vote is that it was a design decision as well and in my opinion a good one.
After all, a unit that has received mistaken fire orders but can't execute them will default to attack anyway, so no harm done on that score. And if the whole strategy depended on the non-missile units being missile units, well, that's the general's fault, isn't it?
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The Following User Says Thank You to Edi For This Useful Post:
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December 8th, 2008, 03:01 AM
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Corporal
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Join Date: Nov 2008
Posts: 148
Thanks: 0
Thanked 27 Times in 9 Posts
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Re: Bug Thread: Discussion
I've just suffered a very strange and somewhat disruptive bug...
As MA R'lyeh I've received the Visitor hero, and have sent him out conquering with an army in tow. However, this turn I got two messages:
Suddenly the Visitor disappeared in a puff of smoke.
Suddenly the Visitor appeared at the gates of your Dark Citadel and wanted to fight for your cause.
The problem is that all the aquatic troops are stranded in the province he disappeared from and all the amphibious troops are in squads under his command, but are not being counted (the army setup screen claims he is commanding "0 units in 4 squads")
Now, it's an MP game on the llamaserver, so I can probably just roll the turn back, unload the troops and then spend a couple of turns moving the Visitor back to them ('cause of the mapmove 10), but it would be a crippling bug for most nations to have a national hero suddenly snap back to the capital with a bugged army.
EDIT:
It appears that the troops under his command are actually still in the province he disappeared from (though they appear on his list in the capital). They can be selected individually and removed from the squad, at which point they appear in the province he disappeared from.
Last edited by Lokean; December 8th, 2008 at 03:05 AM..
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December 8th, 2008, 09:57 AM
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Second Lieutenant
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Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
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Re: Bug Thread: Discussion
Quote:
Originally Posted by Lokean
I've just suffered a very strange and somewhat disruptive bug...
As MA R'lyeh I've received the Visitor hero, and have sent him out conquering with an army in tow...
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And that's why mother warned you about tagging about with extradimensional entities! I mean, really, they don't even have decent bathrooms in Limbo...
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December 8th, 2008, 10:39 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
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Re: Bug Thread: Discussion
I don't know if this a bug or some sort of strange mishap, but I tried a EA Abysia nation, and somehow the misbreds acted like undead. They can only be placed under commanders with undead leading capacity. But they are not listed as undead beings.
But they are not listed as magical beings. At first I thought this was a mod issue. But after I removed the mods, it still happened.
Sadly, this makes them fairly useless. There are only two leaders who can lead undead. And only small amounts. Is this a bug? Or intentional?
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December 8th, 2008, 11:34 AM
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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
Misbreds are intentional and that's hardcoded.
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December 8th, 2008, 02:23 PM
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Lieutenant Colonel
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Join Date: Jun 2008
Location: Florence, Italy
Posts: 1,424
Thanks: 740
Thanked 112 Times in 63 Posts
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Re: Bug Thread: Discussion
Aren't them demons?
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December 8th, 2008, 02:37 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
No, which is why they are such a surprise to many people. They would make EA Abysia nearly unstoppable if they were normal units, because massing them is trivial. It's finding leadership that is difficult.
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