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  #2421  
Old January 7th, 2009, 06:44 PM

chrispedersen chrispedersen is offline
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Default Re: Bug Thread: Discussion

It also happens in other instances.

If you have a oreid with stealthy units, and she seduces the a commander, she leaves her troops behind and they fight. Which makes sense.

But even if she loses, and it goes to a fight, stealthy units in her command will trigger a province fight.

A Vampire with a black heart's auto summon has often triggered a fight. I think, when the vampire tries the assassination, his troops are removed from his slot.

Even if he succeeds, the troops then trigger a fight against the province.. which they always lose due to no commander.
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  #2422  
Old January 8th, 2009, 05:16 PM
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AreaOfEffect AreaOfEffect is offline
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Default Re: Bug Thread: Discussion

You can travel with units on your commander. Summoned units only go to the first of the five squads controlled by your commander.

1) Remove all units.
2) Add a dummy squad.
3) Add your other squads.
4) Remove dummy squad.

This should send the free-spawn to the province, not the commander.
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  #2423  
Old January 10th, 2009, 11:12 PM

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Situation: I ran out of money while I still had a bunch of stuff queued. (I suddenly lost several territories to a just-declared war.)

I canceled the queued items and next turn I got the message "Inexplicable increase in wealth".

(SP game, Dominions 3000 mod)

Last edited by lch; January 11th, 2009 at 07:20 AM.. Reason: moving to bug thread
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  #2424  
Old January 12th, 2009, 10:01 PM

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Default Re: Bug Thread: Discussion

in a recent blitz, my warlock was attacked by the Lord of the hunt global that qm's pangaea had put up. He was in a forest province, but according to the description, that guy only goes after priests in forests, and my warlock was not prophetized or with a shroud or anything, so there's no reason he could get classified as a priest. It was the only time in that game that that oddity occurred, though it was near the end of the game.

Just reporting the bug.
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  #2425  
Old January 12th, 2009, 10:44 PM

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Default Re: Bug Thread: Discussion

Don't know if this is on the shortlist. After a siege is lifted from a castle, the castle needs to be repaired to its full defense value by the troops inside it. But the damage to the walls is not shown after the siege is lifted, even when damage still exists. This can be misleading.
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  #2426  
Old January 13th, 2009, 02:57 PM
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Default Re: Bug Thread: Discussion

WAD. The forts defenses are back to full strength as soon as there was one successful siege break in between. If the defender managed to do that, then you have to start getting the defenses down to zero again before you can storm the fort.
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  #2427  
Old January 13th, 2009, 05:14 PM

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Default Re: Bug Thread: Discussion

Quote:
Originally Posted by lch View Post
WAD. The forts defenses are back to full strength as soon as there was one successful siege break in between. If the defender managed to do that, then you have to start getting the defenses down to zero again before you can storm the fort.
I am fairly sure thats not actually true. I *believe* I have seen where subsequent sieges have continued from the value remaining siege value.

Aka Siege a gets for to 242/1200
Sieger A gets attack by sieger B
Fort repairs a little, depending on garrison.. say 300/1200
Siege B starts at 300...
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  #2428  
Old January 13th, 2009, 05:51 PM

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Default Re: Bug Thread: Discussion

Forts are not immediately repaired when the siege is lifted. It is just shown like that, but actually the damage still exists.

The easiest way to try - siege an empty fortress. Then move away next turn. Then return on the third turn. The damage on the third turn will be the sum of damages on the first and third turn. But during the second turn it is shown as if there is no damage. The display during the second turn while the siege is lifted is misleading.
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  #2429  
Old January 13th, 2009, 05:53 PM

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Default Re: Bug Thread: Discussion

"Sieger A gets attack by sieger B" is a different situation.
The defenders never had a turn to rebuild.
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  #2430  
Old January 13th, 2009, 07:16 PM
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Default Re: Bug Thread: Discussion

Quote:
Originally Posted by chrispedersen View Post
Quote:
Originally Posted by lch View Post
WAD. The forts defenses are back to full strength as soon as there was one successful siege break in between. If the defender managed to do that, then you have to start getting the defenses down to zero again before you can storm the fort.
I am fairly sure thats not actually true. I *believe* I have seen where subsequent sieges have continued from the value remaining siege value.
Like has been said already, that's unrelated. For all practical purposes, the fort was under siege the whole time. If the sieging force was diminished in strength during some time, then the defenses may have been rebuilt. But once a successful siege break attempt happens, the fort's defenses are immediately back at full.

Quote:
Originally Posted by Psycho View Post
Forts are not immediately repaired when the siege is lifted. It is just shown like that, but actually the damage still exists.

The easiest way to try - siege an empty fortress. Then move away next turn. Then return on the third turn. The damage on the third turn will be the sum of damages on the first and third turn. But during the second turn it is shown as if there is no damage. The display during the second turn while the siege is lifted is misleading.
That's never been the case for me, and I don't think that this is true. Maybe there was some unit left that has been sieging the fort on its own - maybe without a commander.
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