[.75] Bugs

  • when your road is build through the wildland it is ignored and troops moving through it pay normal cost in mp, very annoying - last game i had two tiles of a road going through wildland and troops will always slow down/stop there
  • new unit coming out of city has never more than 2 movement points; for instance cavalry will show as having 2/4 mp. Similarly, if a cavalry is stationed in a city that has also slower troops, its initial mps are cut down (it will have again 2/4 mps) - it does not happen if all troops in a city are cavalry
  • i can buy a special weapons: like one handed spears in shops of AI and use them even if my race does not allow it (not sure it is bug) 
  • when you kill escaped Juggernaut there is no info of a loot (big axe) 
  • maul and bash - very deadly combination now; once unit is prone maul never stops - hit always happen. I kind of like it - when those on a floor are beaten to death :),  and it is not a big problem since most of high level troops are immune to prone anyway. Still, it would be best that when you maul enough and go into frenzy eventually you miss guy on floor. 
  • i had AI build a city and next turn it had tower of witch (on ridiculous), and then spend 16 turns building study ... Very bizarre, even if it was rushed for a fortune, AI should not build it as a first building in totally non-significant, newly build city on a border 
  • still problem with saves - easy to reproduce: set saving to every '1' turn. Load the most recent autosave, make movements, finish a turn, then load 'previous autosave' and strange things happen. First - all your troops move and then they get their movement points restored (i can basically move twice the same turn), second - building get completed (one turn ahead of time), but sometimes troops you just build disappear. It is almost like one turn is gone from a game, nothing happens in it. 
  • AI issue - people are complaining that they cities got razed by wondering beasts. It is enough though to have troop and your city will never be destroyed. Just move outside of the city and a beast always follows you. You can go in circles and the beast will never attack your city.  

 

3,605 views 5 replies
Reply #1 Top

I think you are speaking of an unconquered wildland.   My experience is that the roads in the wildland behave in the same way as those in the territory of an enemy with which you are at war.  Thus your troops lose the movement bonus.  But also the creatures belonging to the wildland do get the movement bonus!   So beware of unexpected attacks from further away than you think is possible.

I think this works as intended.

Reply #2 Top

"i can buy a special weapons: like one handed spears in shops of AI and use them even if my race does not allow it (not sure it is bug) "

Not a bug, you can also buy Quest Maps from Altar, for example.

 

Makes it worth a friendly visit to the neighbors now and then.

Reply #3 Top

Quoting FuzzyGold, reply 1
I think you are speaking of an unconquered wildland.   My experience is that the roads in the wildland behave in the same way as those in the territory of an enemy with which you are at war.  Thus your troops lose the movement bonus.  But also the creatures belonging to the wildland do get the movement bonus!   So beware of unexpected attacks from further away than you think is possible.

I think this works as intended.
End of FuzzyGold's quote

Well, i find it a strange that a road my kingdom has built works well for 50 tiles, and then for 2 tiles stops working. Not to mention that the same very road could be perfectly build, in my case, without going trough wildland. Nor i understand why beasts move fast on this road, but only in their territory. I think it is unintended side-effect from a negating road effect in enemy AI zone (so you cannot be attacked by an army that comes from outside of your screen without even knowing what hits you.) Generally speaking, i would like more to have an option to destroy/build roads, or build roads blockades. 

 

 

 

 

Reply #4 Top

Wildlands shouldn't be able to have roads built in them until cleared.

No exceptions.

 

The road system in general needs some work, and possibly some revamp.

Reply #5 Top

Quoting FuzzyGold, reply 1

I think you are speaking of an unconquered wildland.   My experience is that the roads in the wildland behave in the same way as those in the territory of an enemy with which you are at war.  Thus your troops lose the movement bonus.  But also the creatures belonging to the wildland do get the movement bonus!   So beware of unexpected attacks from further away than you think is possible.

I think this works as intended.
End of FuzzyGold's quote

I think the real problem is that your roads get automatically built through the wildlands instead of going around.  It's only going to be a PEBCAK error if he built the road himself, which you can only do with a high-level Commander or the Mancer race (or a very rare hired champion that just came with road building).  The rest of the time, the program's giving you the shaft.


In regards to the loading issue, I've seen all of that (although I haven't noticed getting the movement points back; I'll have to check that).  Also, if you have an improvement that would complete that turn, it will finish production, but you do not get the improvement.  Basically, anything a city makes, if it would have finished that turn, when you load, it's gone.