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  #2711  
Old May 26th, 2009, 11:55 AM

Calahan Calahan is offline
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Default Re: Bug Thread: Discussion

Could someone with more knowledge of the debug log please take a look at this turn file from an SP game and explain to me how my God managed to give himself an affliction by hitting himself!?!

Battle is at Bolan Pass (113) directly above the capital.

I see the Indy's routing, my God killing a unit, but losing 1HP and picking up a limp in the same action. All this while under the influence of twist fate as well, which was still intact even after losing the 1 HP which gained the affliction, and so failed in its only purpose of negating the first attack.

You will need CBM 1.5 and the Alexander Map to load the game.

Thank you for your time in reading this, and thanks in advance to anyone who comes up with an answer.
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Last edited by Calahan; May 26th, 2009 at 12:15 PM..
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  #2712  
Old May 26th, 2009, 12:56 PM
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Burnsaber Burnsaber is offline
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Default Re: Bug Thread: Discussion

Repel damage?
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  #2713  
Old May 26th, 2009, 12:58 PM

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Default Re: Bug Thread: Discussion

i haven't read the file, but my guess would be that the god took one damage from a repel attack, as repel attacks do max 1 damage. It's possible that the 1 damage from repel ignores twist fate; i believe someone else found during a fight that the 1 damage one takes from avoiding a trampler (rather than getting hit for the full bunch of ap trample damage) also ignores twist fate.
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  #2714  
Old May 26th, 2009, 01:11 PM

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Default Re: Bug Thread: Discussion

Thanks for the feedback. Thought it might be repel damage, but dismissed it because I assumed twist fate would take care of that type of damage. But obviously not.

That was one hell of a repel though!
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  #2715  
Old May 30th, 2009, 03:07 PM

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Default Re: Bug Thread: Discussion

Mapmove 2 Basalt King with Flying Boots is still mapmove 2. Any explanation?
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  #2716  
Old May 30th, 2009, 05:56 PM
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Default Re: Bug Thread: Discussion

It's not just Basalt Kings, all flight 3 units have map move decreased by 1 underwater. Bring him onto land and he'll get map move 3.
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  #2717  
Old May 31st, 2009, 11:34 AM

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Default Re: Bug Thread: Discussion

lol, that's kinda stupid... I need to get them out of water first to be able to fly them properly? Huh... and I can normally fly 3 provs and land in water.
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  #2718  
Old June 3rd, 2009, 01:21 PM
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Default Re: Bug Thread: Discussion

The following divine beings have the namespace 139: Arch Angel (465), Angel of the Host (543), Angel of the Heavenly Choir (1367), Seraph (1368), Ophan (2051), Malakh (2056), Hashmal (2057).

The Harbinger (464) doesn't have that namespace, which looks like an oversight to me.
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  #2719  
Old June 3rd, 2009, 07:25 PM

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Default Re: Bug Thread: Discussion

fallen angel doesn't either. Seems thematic. Didn't the harbinger lose priest powers (going from memory).
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  #2720  
Old June 4th, 2009, 02:47 AM
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Default Re: Bug Thread: Discussion

Quote:
Originally Posted by chrispedersen View Post
Didn't the harbinger lose priest powers (going from memory).
No, they are even, according to their description, "powerful priests" (powerful meaning H2) and they're essentially big brothers of the Malakhim and other angels, by their sprite graphic and attributes. They have the lowest unit ID number, so maybe when they were created KO didn't think of separate namespaces yet. For the Fallen Angel it's thematic, that's right.
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