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December 5th, 2012, 02:14 PM
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Second Lieutenant
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Join Date: Aug 2010
Posts: 546
Thanks: 100
Thanked 10 Times in 8 Posts
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Irrevocable Actions?
This post of Soy's http://forum.shrapnelgames.com/showp...&postcount=150 (my incorrect assumption that a strategic map shape change, which can be undone, would preserve originally carried items) leads me to wonder how many turn-based actions cause a change which cannot be undone? You would have to do a reload & restart turn to back out of it. Are there many things like this --- mostly you can change your mind to your heart's content? I can think of:
- Example like shape change, perhaps others, where a carried item could be lost and you can't retrieve it.
- Converting gems between themselves or into money.
- Giving someone a cursed item.
- Giving a mercenary some gems/items.
- Accidentally click on item "throw away" (trivial, but annoying!)
Anything else "non-trivial" I ought to know about which could mean turn restarting (SP!)?
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December 6th, 2012, 06:10 AM
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First Lieutenant
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Join Date: Jan 2011
Posts: 754
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Thanked 12 Times in 11 Posts
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Re: Irrevocable Actions?
Yeah, cursed items. Like when I just gave two lycanthropos amulets to the same commander because i was in a hurry, AFTER i had spent 40 minutes setting up a huge battle. Gah! So now I have a very very angry Asynja :-)
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December 7th, 2012, 07:41 AM
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Major
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Join Date: Feb 2009
Location: Me a viking
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Re: Irrevocable Actions?
Sending messages, items and gems to other players.
Cancelling recruits remaining from the previous turn resets resources, for example a resource 21 indie commander in a resource 12 province, if you bought him last turn and accidentally cancel him you'll have to restart or wait 2 turns again. I picked the indie commander example because that's the one I can think of having real significance.
Removing troops from a commander that for some reason has had his leadership decreased below the number of troops he commands, the troops cannot be moved back to him once removed. Heroic stupidity and a few afflictions does this, not sure exactly what all the possible situations are.
Shapechange into a form without the shapechange command. A few mods use this, like insectoids where the hive queen cannot be made mobile after changing into her immobile form.
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Not something that falls under this category, but in the same vein perhaps: Prophets cannot be renamed, you must rename your prophet before making him your prophet. Makes sense thematically, but I've been really frustrated by it in RP games.
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Voice of ***** and her spicy crew!
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December 7th, 2012, 09:40 AM
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Major
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Join Date: Sep 2003
Posts: 1,177
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Re: Irrevocable Actions?
Bogus & Co - "convincing" one/some of them to join your cause and giving them new tactical orders (while failing to copy the old ones)
Quote:
Originally Posted by Fantomen
Removing troops from a commander that for some reason has had his leadership decreased below the number of troops he commands, the troops cannot be moved back to him once removed. Heroic stupidity and a few afflictions does this, not sure exactly what all the possible situations are.
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A common example is the High Priest event. Free leadership 40 leader, leading a random number (sometimes 41+) of militia.
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God does not play dice, He plays Dominions Albert von Ulm
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December 7th, 2012, 11:15 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
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Re: Irrevocable Actions?
Quote:
Originally Posted by Fantomen
Removing troops from a commander that for some reason has had his leadership decreased below the number of troops he commands, the troops cannot be moved back to him once removed. Heroic stupidity and a few afflictions does this, not sure exactly what all the possible situations are.
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This is a bug I think. I have seen item based leadership changes dump troops that where over leadership. But not heroic stupidity.
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December 7th, 2012, 05:38 PM
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Second Lieutenant
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Join Date: Aug 2010
Posts: 546
Thanks: 100
Thanked 10 Times in 8 Posts
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Re: Irrevocable Actions?
Quote:
Originally Posted by Fantomen
Cancelling recruits remaining from the previous turn resets resources, for example a resource 21 indie commander in a resource 12 province, if you bought him last turn and accidentally cancel him you'll have to restart or wait 2 turns again. I picked the indie commander example because that's the one I can think of having real significance.
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Thanks, didn't know that one.
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December 7th, 2012, 05:48 PM
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Second Lieutenant
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Join Date: Aug 2010
Posts: 546
Thanks: 100
Thanked 10 Times in 8 Posts
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Re: Irrevocable Actions?
In the same vein, from the moment I click (perhaps accidentally) on a mage/leader's "set battle orders" line, and for whatever reason his orders have not been copied, is there anything I can do to not cancel his orders?
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