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March 5th, 2009, 08:02 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Bug Thread: Discussion
Just remember to position him far from your other mages. The plague only spreads in battles, but the cloud can do real damage if you forget to move him away from the default.
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March 5th, 2009, 07:26 PM
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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
AI "bug": It seems to me that the AI only seduces with units that have the seduction effect of a succubus (fx number 210), and never with units that have the seduction effect of a Nagini (fx number 298). I suppose that the relevant code for assassinations/seductions hasn't been updated when the new seduction type was introduced. Thus the only units that the AI uses for seduction attempts are Succubus (811) and Lilot (2071).
Units affected: - Nagini (1325)
- Oreiad (1650)
- Manushya Rakshasi (1740)
- Satyr (1881)
- Cloud Vila (1941)
- Mountain Vila (1942)
- Sirin (1945)
- Rusalka (1954)
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March 7th, 2009, 05:14 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
Added to shortlist. Thanks, lch.
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March 7th, 2009, 05:40 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
I'm also going to clean the shortlist up after the next official patch comes out, because for various reasons I didn't have time to do that when 3.21 came out.
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March 7th, 2009, 01:34 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
The seduction bug has been fixed. The Jotun Skratti problem has been fixed despite not showing on the progress page, so the shortlist has been updated. No more upkeep free Jotun werewolves or wolves.
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March 8th, 2009, 03:07 PM
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Corporal
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Join Date: Feb 2007
Location: Hannover, Germany
Posts: 198
Thanks: 87
Thanked 7 Times in 7 Posts
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Re: Bug Thread: Discussion
Hmmm...Has this one been reported?
If you give a commander with default Siege Bonus a siege booster, the Siege Bonus will not be accumulated. At least will not be displayed correctly in the status window. My case was the Siege Engineer of Ulm with Wall Shaker, not sure about other situation.
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March 8th, 2009, 04:20 PM
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Major
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Join Date: Mar 2008
Posts: 1,099
Thanks: 56
Thanked 122 Times in 48 Posts
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Re: Bug Thread: Discussion
Confirmed, siege bonuses don't appear to stack. Might be intentional though.
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March 8th, 2009, 10:37 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
Odd. I've got Siege Engineers with Gate Cleavers and the bonus is displayed there.
That's a CBM game, but I wouldn't expect that to make a difference.
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March 9th, 2009, 06:45 PM
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Major
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Join Date: Mar 2008
Posts: 1,099
Thanks: 56
Thanked 122 Times in 48 Posts
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Re: Bug Thread: Discussion
Siege Engineers with Gate Cleavers will see an improvement, yet that is because the bonus from the cleaver is 50. My tests show me that the bonus is 50 no matter who you put that cleaver on.
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March 9th, 2009, 08:49 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
Oh, duh. Yeah, that's bad.
Hopefully it's only a display bug? I haven't checked to see how long it actually takes to knock down a castle.
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