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  #2051  
Old July 21st, 2008, 05:20 PM
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Default Re: Can anyone explain the following turn file?

> Units fleeing the battlefield should never be targeted.

Not even by spells that make them survive (run faster, heal etc) or continue fighting (berserker) ?
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  #2052  
Old July 21st, 2008, 05:42 PM

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Default Re: Can anyone explain the following turn file?

I still like the suggestion that hitting a routing (due to morale failure) unit with a morale booster spell should let them recheck morale and maybe return to the fight.
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  #2053  
Old July 22nd, 2008, 01:00 AM

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Default Re: Game crash bug

Quote:
llamabeast said:
I have a good bug for you here. If you host using these files, the game will crash, with a "bad f error". These are from an actual game, and this situation does come up every now and again, so it would be a good one to hunt down.
I've tested it a little bit. Acctually the .2h file for Abysia is corrupted. A commander at province (78) caused that problem. He is trying to build a fort spending only 1 gold...
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  #2054  
Old July 22nd, 2008, 02:40 AM
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Default Re: Can anyone explain the following turn file?

Quote:
Kristoffer O said:
> Units fleeing the battlefield should never be targeted.

Not even by spells that make them survive (run faster, heal etc) or continue fighting (berserker) ?
That's different... what I meant was units fleeing the battlefield should never be targeted with 'sermon of courage'. Most other spells can make sense.
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  #2055  
Old July 22nd, 2008, 04:45 AM
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Default Re: Can anyone explain the following turn file?

Is sermon a special case or are there more that should never be cast on routing enemies ? Aim?
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  #2056  
Old July 22nd, 2008, 05:02 AM
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Default Re: Can anyone explain the following turn file?

Quote:
Kristoffer O said:
Is sermon a special case or are there more that should never be cast on routing allies ? Aim?
Good catch, besides Aim and Sermon of Courage most other spells might help those routing escape. Sermon of Courage is probably the most common.

The only other spell to consider would be 'strength of giants'. The boost of strength is unlikely to provide any benefit in comparison with other earth spells.
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  #2057  
Old July 22nd, 2008, 05:07 AM

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Default Re: Can anyone explain the following turn file?

Quote:
I've tested it a little bit. Acctually the .2h file for Abysia is corrupted. A commander at province (78) caused that problem. He is trying to build a fort spending only 1 gold...
Good work, I can confirm that removing Abysia's 2h file fixes the problem.
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  #2058  
Old July 22nd, 2008, 11:00 AM

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Default Re: Can anyone explain the following turn file?

Quote:
Kristoffer O said:
> Units fleeing the battlefield should never be targeted.

Not even by spells that make them survive (run faster, heal etc) or continue fighting (berserker) ?
Not when the caster has options that will help win the fight.
Routing units should be deprecated.
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  #2059  
Old July 22nd, 2008, 11:10 AM

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Default Weird.. or bug?

Its turn two. Turn one, fighting some avi, 4 of my avvim light infantry got diseased. Ok. Thats kind of weird.

But worse is: they all have 12 hp. Instead of 24.
Diseased, no afflictions. And 19/20 units have an affliction.

I'm guessing:

a). Theres a magic site in the square that causes disease.
b). I'm guessing that they were wounded in the fight, and the disease prevented them from healing. But the uniformity of the hps is .. surprising. There were markata, bandarlog warriors and avi archers in the mix.

I just find the odds peculiar - that so many got afflicted, and that all the diseased units got exactly the same #of hit points without magic, or magic weapons to explain the result.
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  #2060  
Old July 22nd, 2008, 03:20 PM
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Default Cannon Fodder?


Not sure if this should go here, but I wouldn't really want to make a new thread just for this, so...

[img]/threads/images/Graemlins/Bug.gif[/img]I'm getting one of those multi-hero types on EA Caelum, called High Seraphine. They are stealthy (+0), have NO magic skills at all and are 4 years old, every last one of them.

Not sure if this is because of the Conceptual Balance mod I have on. I'm not complaining about free units, but it seems a bit odd that they have no magic, since the description says they should be more powerful than the basic Seraphine, and it's a bit disturbing they're four years old... doesn't feel right sending kids to battle.
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