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October 31st, 2006, 07:23 AM
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Re: Bug thread
Maybe not exactly a bug, but LA ermor gets auto-spawn commanders in underwater provinces that are not amphibious. (Namely censors) So they drown instantly.
[img]/threads/images/Graemlins/Bug.gif[/img] The description of C'Tis says "preferred heat scale +1" while the scale effects indicate that it's indeed +2.
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October 31st, 2006, 02:33 PM
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Second Lieutenant
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Join Date: Sep 2004
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Re: Bug thread
Event Soldiers held in Stasis during Sieges.
This is a weird one. I am Atlantis and sieging a castle of Arco.
On Turn X I was sieging a castle and received a message that the province had been attacked by Knights. There was no battle report.
On a later turn, I stormed the castle and won the day. Yeah me!
And on that same turn, I got a message that Knights had taken over my undefended province, trapping my army inside the castle with the event generated troops from months past on the outside.
The really weird thing is that not all of my army was storming that castle, some were moving into the province. So the game didn't check for the Knight take over until after I had taken the castle and all of my units had reverted to Defense for the next turn.
I attached a turn file.
-Frank
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October 31st, 2006, 04:06 PM
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Private
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Join Date: Feb 2006
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Re: Bug thread
The point is, most summoning rituals that summon non-aquatic/amphibious creatures cannot be cast underwater, so I think it makes sense that Rhuax Pact should be restricted to the surface as well -- unless there is some role-playing reason behind it, like Agarthans having a big time looking at magma children going poof-pshhhhhht when summoned underwater...
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November 1st, 2006, 04:42 AM
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Second Lieutenant
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Join Date: Mar 2004
Location: Gdansk, Poland
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Re: Bug thread
Temple of Light holy site often redundant
Not strictly a bug, but it's possible to find Temple of Light in provinces where priests can be recruited anyway. ToL lets you recruit priests and lowers unrest by 5. Not terribly useful, but when the province already has priests it's downright pathetic. As far as I remember, you even need a temple in both cases. You end up with a province with two identical priests to recruit, and impressive -5 to unrest.
__________________
Those who do not understand Master Of Magic are condemned to reinvent it - badly.
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November 1st, 2006, 06:49 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Bug thread
Quote:
B0rsuk said:
Temple of Light holy site often redundant
Not strictly a bug, but it's possible to find Temple of Light in provinces where priests can be recruited anyway. ToL lets you recruit priests and lowers unrest by 5. Not terribly useful, but when the province already has priests it's downright pathetic. As far as I remember, you even need a temple in both cases. You end up with a province with two identical priests to recruit, and impressive -5 to unrest.
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It'd be nice if it gave a building (Temple). That'd be pretty useful, saving you 400 gp and always appearing in a province where it can be used for recruitment.
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November 1st, 2006, 01:32 PM
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General
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Join Date: Jun 2003
Location: az
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Re: Bug thread
Quote:
B0rsuk said:
Temple of Light holy site often redundant
Not strictly a bug, but it's possible to find Temple of Light in provinces where priests can be recruited anyway. ToL lets you recruit priests and lowers unrest by 5. Not terribly useful, but when the province already has priests it's downright pathetic. As far as I remember, you even need a temple in both cases. You end up with a province with two identical priests to recruit, and impressive -5 to unrest.
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I agree... I found a monastery site just like this where it said "can recruit priests". However priests could already be recruited in the province and with or without the site I could not recruit priests without a temple!
Not a bug... but I agree the site is worthless.
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November 1st, 2006, 01:39 PM
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Major General
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Join Date: Nov 2000
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Re: Bug thread
Would make sense if one of the sites gave a temple and the other one holy-2 priests, wouldn't it??
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
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November 2nd, 2006, 04:20 AM
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Captain
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Re: Bug thread
-Moded healing is bugged. Healing of 100% hasnt healed any affliction for 10 consecutive turns .
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November 2nd, 2006, 05:13 AM
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National Security Advisor
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Re: Bug thread
Quote:
Amos said:
-Moded healing is bugged. Casting healing of 100% for 10 turns hasnt healed any affliction.
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The battle spell "Heal" (which isn't supposed to heal afflictions, but give 30+ hp back to target) or something else?
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November 2nd, 2006, 05:14 AM
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National Security Advisor
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Re: Bug thread
Nearly all Flagellants from event come with afflictions.
34/39 units, 40+/50 units, etc.
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