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February 16th, 2009, 08:47 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
Define "not allowed", please.
Did he stay grayed out or could you put him in the queue but he never actually got built?
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February 16th, 2009, 10:04 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Bug Thread: Discussion
by chance was unrest too high?
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February 17th, 2009, 11:13 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
Zentar, if the province had unrest over 100, you can't build units until it's below. If there was less than 100 unrest but not enough resources, it will just take more turns to recruit it. But without definite information, it's no bug as of yet. I've never had problems recruiting Sea Fathers when I've found them.
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February 17th, 2009, 11:23 PM
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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: Discussion
[Item]: The Black Mirror - if an Astral mage who has previously been Feebleminded due to being caught in a Mind Hunt attempt, they can still use the item to cast Mind Hunt, though they lack any magical ability at all (the item specifically states that you must be an Astral mage to unlock the Mind Hunt ability).
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February 18th, 2009, 01:35 AM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Bug Thread: Discussion
I just uploaded a turn to illwinter where scales were not affecting research - and it apparently was an ongoing problem.
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February 18th, 2009, 04:47 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: Bug Thread: Discussion
Quote:
Originally Posted by JimMorrison
[Item]: The Black Mirror - if an Astral mage who has previously been Feebleminded due to being caught in a Mind Hunt attempt, they can still use the item to cast Mind Hunt, though they lack any magical ability at all (the item specifically states that you must be an Astral mage to unlock the Mind Hunt ability).
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WAD. Item spells can be used by non-mages, in battle and for rituals. That's why you give your stone spheres, the Black Mirror, and other stuff to Scouts. The description is misleading, of course, yes.
Quote:
Originally Posted by chrispedersen
I just uploaded a turn to illwinter where scales were not affecting research - and it apparently was an ongoing problem.
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Was it your dominion or enemy dominion? And what nation were you playing?
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February 18th, 2009, 11:31 AM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Bug Thread: Discussion
Well, the turn I sent in was *no* dominion. Just +3 magic scale.
The turn previously, it had been 1 candle, my dominion.
Perhaps I can't complain; I didn't send in the game when it had one candle. The turn I sent in perhaps its (WAD) -but it is an interest codicil to note you don't benefit from positive scales in perfectly neutral domain too.
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February 18th, 2009, 12:11 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
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Re: Bug Thread: Discussion
I am not too sure how the game interprets it, but you don't get the benefits from enemy scales, you only get the bad effects from enemy scales... Could have been the case.
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February 18th, 2009, 04:54 PM
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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: Discussion
From my own observations, you also get no positive effects in Neutral Dominion. If you don't see a white candle, you don't get the RP.
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February 25th, 2009, 08:40 AM
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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: Bug Thread: Discussion
Here is a bug I caught yesterday. Files available if needed.
- my army sieges a castle
- one of my commander receives the order to storm the castle with a small force (just to sse what's inside the fort)
- 2 commanders receive the order to maintain siege
- the other commanders receive the order to move and attack an ennemy force at my south. The goal is to crush the ennemy reinforcements before attacking the garrison.
The result after the hosting is :
- the commander storming the castle does so (and is of course beaten). OK
- all the other commanders maintain siege. Not OK
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