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April 4th, 2007, 09:53 AM
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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
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!
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Interesting. Can you *keep* the units in the queue to get your enemy's units?
-Max
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You can. I've tested this.
It's been reported before, but didn't make the shortlist. Probably should.
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April 4th, 2007, 11:00 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Bug thread
Quote:
thejeff said:
Quote:
MaxWilson said:
Interesting. Can you *keep* the units in the queue to get your enemy's units?
-Max
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You can. I've tested this.
It's been reported before, but didn't make the shortlist. Probably should.
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Ahem:
Quote:
Edi said:
It's the one marked BHV Recruitment Queue 2. No harm done, no need to apologize.
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The unstated corollary in that bug description is that if you do not cancel the recruitment queue, you will get the uniyts since they are bought and paid for. Just as if you would get units from some stalled queue of your own after the stalling factor was removed. There is no reason to expect the game to behave differently from normal in this special case.
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April 4th, 2007, 11:17 AM
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General
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Join Date: Apr 2005
Posts: 3,327
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Re: Bug thread
Oops, sorry.
Searched, but didn't see it in the list.
And didn't check far enough back in this discussion.
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April 4th, 2007, 11:36 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Bug thread
No problem. It's a fairly lengthy list, so easy to miss things. Makes my eyes bleed every time I need to go back there and update anything, like I just did with the Siege AI bug (observed it in action the other day). Bonus is you can find the recruitment queue bug right near that, easy to spot due to the azure "Update:" text near it, in the Behavior bugs section.
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April 4th, 2007, 02:17 PM
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Second Lieutenant
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Join Date: Jul 2004
Posts: 449
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Re: Bug thread
Two points:
1) On the second to last post on the Bug Shortlist, the line:
ITEM ?? Rod of Death: Control the Dead not castable as item spell.
If this came up from the thread: link, then I do not believe that this is in fact a bug. As I figured out eventually in that thread (with some help from RonD and others), it's not that the item doesn't work, it's just that commanders with using this item have rather odd behaviour when the item spell is out of range. I would like to see that AI behaviour improved, but it probably doesn't qualify as a bug. Sorry for having caused the extra work on the bug list!
2) I would like to request that the "BHV Dominion Spread" bug get rated as a "major" bug. Is this the appropriate place/thread to make that request? I can certainly imagine opposing views on this, but it's a discussion I'd like to see happen.
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April 4th, 2007, 02:19 PM
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Captain
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Join Date: Feb 2005
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Re: Bug thread
#okleader command doesnt work with #copystats.
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April 4th, 2007, 03:44 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Bug thread
Hellboy:
1) Noted. I'll fix that and remove it.
2) Yes, this is certainly the place to make such requests, comments and observations. It is not named the discussion thread for nothing. I'll mark it major, I just tossed it in without bothering to assign priority. It is generally not my place to do so unless the classification is obvious (such as the fixed-in-next-patch Mictlan research exploit and the also-to-be-fixed GUI Special). The dominions spread issue does fit in the major category, though, I agree.
In general, this thread is also a good place to post bugs too (even ones that have their own separate discussion threads), since trying to find a dozen and one different threads without linking posts from here is a real pain in the arse and makes it easy to miss something that should be shortlisted.
Amos: Noted. I'll add that.
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April 5th, 2007, 12:48 AM
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BANNED USER
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Join Date: Apr 2007
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Re: Bug Thread: Discussion
I'v lurked for a while but this is the first time I felt the need to make an account to post.
Since I'v upgraded to 3.06 I'v found a bug that's a bit odd.(I know the bug has been mentioned a couple times but I'v seen no response so I'll try to expand on it from my experience)
When you right click a commander on the map screen and then exit the commander info screen(By either clicking exit or pressing esc) everything that's not the map image will sometimes vanish.
You can still click and work things(I'v gotten good at finding my way to the save and exit command...) but there doesn't seem to be anyway to get the menus and icons back after it happens. What's weird is it won't always happen, on some turns I can enter and exit the commander info over and over without a problem, then out of no where on a different turn it'll just vanish when I exit.
As mentioned before the bug never happens when you use the army setup to enter a commanders info screen- but that's pretty annoying when you're used to just Rclicking their picture.
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April 5th, 2007, 09:12 AM
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Sergeant
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Join Date: Dec 2006
Location: Australia
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Re: Bug Thread: Discussion
When you are besieging an enemy's castle, the magic sites show up on the location buttons list greyed out and not clickable. However if you look at the Nation Summary dialog (F1), it will allow you to click and see the details of the magic sites on the province being besieged.
I am not sure if this is a bug or working as designed, but it seems to be conflicting anyway.
Also I was able to recruit units at my capital even though it had unrest over 100. I sent the game files to Illwinter.
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April 5th, 2007, 09:32 AM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
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Re: Bug Thread: Discussion
Quote:
Reay said:
Also I was able to recruit units at my capital even though it had unrest over 100. I sent the game files to Illwinter.
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Are you sure you recruit them? You're able to select commanders and troops as normal with unrest>100 but it will not produce!
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