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  #851  
Old April 3rd, 2007, 05:36 PM
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Default Re: Bug thread

It's the one marked BHV Recruitment Queue 2. No harm done, no need to apologize.
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  #852  
Old April 3rd, 2007, 07:02 PM
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Default Re: Bug thread

I have searched on the forums a bit and looked at the shortlist, but it seems that this wasn't reported before:

Playing Mictlan, an earth slide destroyed a temple in one of my provinces. But the priest in that province who was already commanded to do a blood sacrifice kept that order. Because I was curious if it would really work without the temple I didn't change the order, and indeed, he raised my dominion there on the next turn (which was bad, since he got some bad scale effects in there that I didn't want there, but anyway...).

Is there some other random which destroys a lab or something? Then I guess all commands that require a lab should be checked if they correctly get reset after it is gone, aswell.
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  #853  
Old April 3rd, 2007, 07:07 PM

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Default Re: Bug thread

Quote:
Juzza said:
Found a bug, when a fortress is being raided but nothing is inside and the fortress is just taken by your raiding forces, no battle, the recruitment orders that were previously given to the fortress are still there and you may dismiss the units in que for your enemies money back!
Interesting. Can you *keep* the units in the queue to get your enemy's units?

-Max
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  #854  
Old April 3rd, 2007, 07:20 PM
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Default Re: Bug thread

Here is a behavior bug I found while modding.

If you give a custom unit 0 map movement, it works as expected when player controlled. Trying to move the unit brings up the dialog screen to remove the units that cannot move to the selected province. So when the units are player controlled, they are not able to leave the province they started in through normal movement.

The bug happens when the AI controls the units. The AI ignores 0 map movement and moves the units where it wishes, disregarding the 0 map movement.
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  #855  
Old April 3rd, 2007, 08:52 PM
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Default Re: Bug thread

Quote:
Foodstamp said:
Here is a behavior bug I found while modding.

If you give a custom unit 0 map movement, it works as expected when player controlled. Trying to move the unit brings up the dialog screen to remove the units that cannot move to the selected province.
Just wondering, but can't you just give them the "immobile" attribute?
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  #856  
Old April 3rd, 2007, 11:06 PM

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Default Re: Bug thread

Quote:
lch said:
Is there some other random which destroys a lab or something? Then I guess all commands that require a lab should be checked if they correctly get reset after it is gone, aswell.
I know that if a lab burns down in a fire, monthly ritual spells and researching both revert to "Defend."

-Max
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  #857  
Old April 3rd, 2007, 11:48 PM
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Default Re: Bug thread

Regarding 45 temples with starting dominion of 1... Sorry if something's changed, or this has already been addressed, or something, I don't have time to hunt. In Dominions 2, at least, this was how it always worked. Your starting dominion determined the effectiveness of your temple checks (including blood sacrifices) for all time. Lots of temples would raise your maximum dominion, but not your temple check power. Made points spent on dominion more worthwhile...
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  #858  
Old April 4th, 2007, 12:15 AM
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Default Re: Bug thread

Quote:
lch said:
Quote:
Foodstamp said:
Here is a behavior bug I found while modding.

If you give a custom unit 0 map movement, it works as expected when player controlled. Trying to move the unit brings up the dialog screen to remove the units that cannot move to the selected province.
Just wondering, but can't you just give them the "immobile" attribute?
Yeah, but I was under the impression they would not be able to move on the battlefield as well. I don't want them leaving their provinces, but I want them to move on the battlefield.
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  #859  
Old April 4th, 2007, 01:43 AM
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Default Re: Bug thread

Quote:
Ygorl said:
Your starting dominion determined the effectiveness of your temple checks (including blood sacrifices) for all time. Lots of temples would raise your maximum dominion, but not your temple check power.
It was supposed to have been changed according to the manual. More temples are supposed to mean better dominion checks.
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  #860  
Old April 4th, 2007, 08:38 AM
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Default Re: Bug thread

Quote:
MaxWilson said:
Quote:
Juzza said:
Found a bug, when a fortress is being raided but nothing is inside and the fortress is just taken by your raiding forces, no battle, the recruitment orders that were previously given to the fortress are still there and you may dismiss the units in que for your enemies money back!
Interesting. Can you *keep* the units in the queue to get your enemy's units?

-Max
I believe you can though, when it happened to me they were only recruiting amazons that were part of the province not from the racial tree that a fort has, but I don't see why you couldn't let those units be recuited.
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