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  #791  
Old March 10th, 2007, 11:38 AM
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Default Re: Bug Commentary

I think that when you hire mercenaries and won the highest bid, but lose the province where the mercs have been ordered to in the same turn, then they vanish without a trace. Maybe they should be open to hire again for one more month?
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  #792  
Old March 10th, 2007, 12:25 PM

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Default Re: Bug Commentary

I thought mercs turned up before combat?
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  #793  
Old March 10th, 2007, 01:04 PM
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Default Re: Bug Commentary

Mercenaries are hired at the very end of turn resolution, only before scouting reports are generated. Everything else, including movement and combat, happens before the mercenaries are hired.
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  #794  
Old March 10th, 2007, 01:44 PM
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Default New Patch For Dominions 3: The Awakening!

Astral travel... is marked as bug in the new bug thread list, yet the spell has worked perfectly everytime I've casted the spell.
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  #795  
Old March 10th, 2007, 04:24 PM
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Default Re: Bug Commentary

Quote:
lch said:
I think that when you hire mercenaries and won the highest bid, but lose the province where the mercs have been ordered to in the same turn, then they vanish without a trace. Maybe they should be open to hire again for one more month?
No they don't. They show up and enter the service of the player controlling that province. So if you lost a province where you were supposed to get mercs on that turn, your money is gone and paid for the mercenaries to work for your enemy.

Quote:
NT Jedi said:
Astral travel... is marked as bug in the new bug thread list, yet the spell has worked perfectly everytime I've casted the spell.
Judging by the reports I've been seeing, there has been problems with that spell (at least when cast from the Gate Stone), Faery Trod and Stygian Paths as noted by the discussion thread referred to in the report.

Frankly, I'm going to have to ask you whether you are referring to Astral Travel or Gateway here. Gateway works and always has. The reason why I have to ask is your prior bug report where you kept talking about Ritual of Rebirth over and over but were describing behavior of Twiceborn. I want to make sure you're not confusing your spells again.

If you want to question my judgment on which bug reports to include in the shortlist, then you should provide something other than an anecdote to counter the reports of others. Or you can show me how I've erroneously attributed this bug report to someone when it has not been reported by anyone. In that case, I will of course admit a mistake, otherwise the report stays so that it can be resolved for everyone to know as either a real bug or WAD.
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  #796  
Old March 10th, 2007, 04:26 PM

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Default Re: Bug Commentary

It's the final turn I think and the game crashed with strange error. I have no idea what is causing this. Here is a screenshot and I'm attaching a save file because the crash happens every time so maybe someone figures it out what's causing the crash.

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  #797  
Old March 10th, 2007, 04:35 PM
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Default Re: Bug Commentary



That's one for Johan to decipher...
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  #798  
Old March 10th, 2007, 09:19 PM
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Default Re: Bug Commentary

I repost some bugs I prevoiusly found that didn't make it to the shortlist:

1. Magic item #101 - Twin Spear doesn't seem to raise soulless

I armed my SC with Twin Spear (the death one). She did quite well, killing a number of Pangea's cataphract centaurs yet I didn't see any emerging soulless.

2. Combat replay reveals domes cast in the province

My patrollers and PD were attacked by a probing force recently and the battle display showed Dome of Solid Air and Freezing Dome, which I had cast earlier, as battlefield enchantments (pentagrams in upper right corner).
I don't think it's WAD, as they really don't affect combat, yet give undeserved intel to the attacker who watches the combat replay.

3. Fort #8 - citadel has garbled graphics in battle replay: some disconnected walls and grates. Defenders started in the open.
See attached picture
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  #799  
Old March 11th, 2007, 05:36 AM
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Default Re: Bug Commentary

Blofeld, thanks. I actually had the twin spear thing listed but managed to miss it while organizing things. All three bugs added and will be posted shortly.

Quote:
CyborgMoses said:
The starting troops for Late Age Mictlan include Warriors with Mictlan Armor, which is not available to LA Mictlan; the recruitable troops have Scale Mail Cuirass, which is identical except for having 1 encumbrance instead of the Mictlan Armor's 2.
See Shortlist thread instructions on how to report bugs that involve units. I want the unit numbers, otherwise this gets ignored.
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  #800  
Old March 11th, 2007, 03:32 PM
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Default Re: Bug Commentary

Quote:
BHV No arm, no helmet: Commanders wielding two-handed item weapons in combat and getting the affliction “Lost an arm” can lose their intrinsic helmet (but not the head slot). One of Blofeld's bane lords had his arm chopped off while wielding a wraith sword and when the item was later removed (it wasn't lost), the default full helmet was gone. Adding a starshine skullcap gave MR bonus but no head armor. Related to wielding 2-h item and “Lost an arm” affliction? Or 2-h item causing confusion between “Lost an arm” and “Lost his head” afflictions or something else?
Funny, it sounds like the 2h weapon just disables the slot after the one where the weapon is equipped, so in that case it accesses the head slot since the second arm is missing!? It might be worth to try if an unit which lost an arm and his head will lose his chest slot, too.

Quote:
BHV Corrupt/Seduce: It is possible to assign these commands to units who do not possess them. Recruit bunch of scouts, add Succubus/Manyusha Rakshasi/Oreiad/other seducer, group them, move to enemy province. Select whole stack by clicking on the seducer, hit space, select “Seduce” from list and all units will perform seduce action.
Note that you don't need stealthy units for this, if you are being sieged you can use every commander you have against the sieging enemy in this way.
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