|
|
|
|
|
February 25th, 2009, 02:08 PM
|
|
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Bug Thread: Discussion
That's the army movement bug, where you move an army to attack but it doesn't. But since you're in a province where you siege, instead of the defend province command, the commanders defalut to maintain siege.
Send the files if you want, but I don't know if it will help at all. It's not been reliably repeatable before, which is required for it to be solved unless it is discovered while fixing something else. See recent spate of fixed immortality bugs, they all have different times of addition to the list, but seem to have been linked and were taken care of at once.
|
February 25th, 2009, 05:54 PM
|
BANNED USER
|
|
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
|
|
Re: Bug Thread: Discussion
Hey cool! A bunch of the immortality bugs I sent in were fixed.
YAY! Thanks EDI, Johan, KO!
|
February 26th, 2009, 03:41 AM
|
|
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Bug Thread: Discussion
LA Patala Nagarajas (1320) don't revert correctly into their second shape. When they fight in Gandharva shape and are almost dead, they turn into a Naga shape at 1 hp.
The other Naga mages (Nagarishi and Nagini) suffer the same fate when their Yaksha and Human shapes are near death. When I tested this, the nagas ALWAYS got hit for 1 point less than their total hp. E.g. Nagini in human shape has 12 hp, is hit for 11 hp of damage, and is now at 1 hp but naga-shaped. And then she dies.
They should have the full hps in their both shapes, just like other shape-changers.
Conceptual Balance was on during the most comprehensive test, but I noticed this without it.
|
February 26th, 2009, 12:07 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Bug Thread: Discussion
In a mp game on the llamaserver I have a battle replay that crashes partway in when I try to watch it. It goes probably 15+ turns before crashing, and I don't even get a crash error report.
|
February 26th, 2009, 12:26 PM
|
|
General
|
|
Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
|
|
Re: Bug Thread: Discussion
rdonj, check Illwinter's changelog. There have been a couple of bugfixes for problems that sound exactly like what you're having, and they will be fixed in the next patch.
|
February 26th, 2009, 01:32 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Bug Thread: Discussion
Quote:
* Crash during turn generation bug fixed.
* Global enchantments could incorrectly stay up if its immortal caster was permanently banished, fixed.
* Immortals could die permanently from disease, fixed.
* You could get permanently unable to appoint a new prophet in some circustances, fixed.
|
This is the only set of changes I see that talks about a crash, and I don't see anything about issues with battle replays. Am I missing something?
|
February 26th, 2009, 03:01 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Bug Thread: Discussion
Huh, another bug? I was just playing around with the Destroyer of Worlds as an SC chassis and I gave it a black steel hat, but the protection from it isn't showing up. He keeps the same (3) head prot he normally has.
|
February 26th, 2009, 09:06 PM
|
|
General
|
|
Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
|
|
Re: Bug Thread: Discussion
rdonj, I believe that the first fix addresses the battle replay problem. I may be wrong about it, but I have been inspecting turn files from the llamaserver from somebody, I think it was FungalReason, and confirmed that they led to crashes. The turn files were then sent to Illwinter, so I assumed that they are what the first fix is about. We'll see.
Regarding the head prot, it does change for me when I try to reproduce your problem. The protection values are only approximate numbers, though, as the protection mechanics are more nuanced than just head and body prot. JK or KO explained a little how they work, somewhere. Basically, every limb has it's own protection value, AFAIK.
|
February 27th, 2009, 12:58 AM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Bug Thread: Discussion
That would be very nice, thanks.
I was checking the specific number for the head. He had 14 or so body prot with the plate armor I gave him, but only 3 on the head with a 23 prot helmet. Maybe it has something to do with his afflictions? He has 3, lost a limb, never healing wound and reduced strength. I'll take a screenshot later when my computer is out of danger.
|
February 27th, 2009, 01:32 AM
|
Major
|
|
Join Date: Dec 2006
Posts: 1,226
Thanks: 12
Thanked 86 Times in 48 Posts
|
|
Re: Bug Thread: Discussion
missing limbs mess up helmets, that one has been around for a while.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|