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  1. #1

    Default Re: The Bug Fixes Thread!

    Re 1 above, It might possibly be an incorrect description rather than the ommision of the hide_anywhere trait.

    Scanning thru the EDU file only has 2 other units with the hide_improved_forest trait, and both of them already have the hide_anywhere trait. They are Battlefield_Assassins and Hashishim. both of which are referred to as assassins. This tends to make me think they are the only ones that should be capable of the hide_anywhere trait. (being assassins)

    However, I am curious what the difference is between hide_forest, and hide_improved_forest traits
    Last edited by Gray_Lensman; 12-19-2006 at 03:50.

  2. #2
    Cynic Senior Member sapi's Avatar
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    Default Re: The Bug Fixes Thread!

    Hmmm - just guessing, but maybe it's the range that they can be spotted at?

    Either that or improved_forest is long grass?
    From wise men, O Lord, protect us -anon
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  3. #3

    Default Re: The Bug Fixes Thread!

    you're right, editing the descr for Sherwood Archers would probably fit the unit idea better... anybody know how to do that?



    1. The higher level agent Guild buildings do not appear to have their triggers functioning correctly. An Assassins HQ for instance will give an assassin trained in any city +2 to skill, however it will not also give the local +1 bonus that a 1st level guild building does. Thus, counter-intuitively, better spies, etc are produced in the lower level city. It appears the 'greater than or equal to' sign is not working properly...

    Duplicate the 1st level trigger, and tie the duplicates to the 2nd and 3rd level agent guild buildings

    2. A Bishop ranking is given to priests produced from a cathedral, however no trigger exists to cause the trait for huge cathedrals...

    add a ">" to the priestinit4 trigger or duplicate the trigger and switch out "cathedral" for "huge_cathedral"

    3. Pagan Magician ancillary spawns entirely too often, due to the trigger simply calling for a province with less than 90% your religion - which means basically every province, especially in the early game...

    change trigger to fire when "PopulationPagan > 10"
    Last edited by SMZ; 12-19-2006 at 23:15.
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  4. #4
    Cynic Senior Member sapi's Avatar
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    Default Re: The Bug Fixes Thread!

    Oh, and to clarify #2 - a bishop is created in any city with a cathedral; but it's broken as only the cathedral gives it, not the grand cathedral as well
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
    We can categorically state that we have not released man-eating badgers into the area -UK military spokesman Major Mike Shearer

  5. #5
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: The Bug Fixes Thread!

    Yes, just add a '>' to the line and it should work.
    You may not care about war, but war cares about you!


  6. #6

    Default Re: The Bug Fixes Thread!

    sorry, I should've tested those last few before submitting, but the last #3 I posted doesn't work... any clue as to why that command line doesn't function? I saw a "PopulationHeretic" command line somewhere, so I figured there should be equivalents for each religion... connecting the appearance of a Pagan Magician to any other criteria seems a bit non-sensical...

    1. unlike all other merchant guild HQ's - the English version does not give a +1 to experience for Merchant Cavalry trained there. I am unsure if this is supposed to reflect englands weaker cavalry, or if it is an oversight, thoughts? in any case, if it is an oversight...

    replace the "0" with a "1" in the equivalent merchant cavalry listing within the building list
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  7. #7
    Member Member kleemann's Avatar
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    Default Re: The Bug Fixes Thread!

    Well, the AI has several bugs in it.

    BUG: AI stands still on battlefield when your city/castle is under siege and you make counter attack from city with one missile unit or several ones. It just stays thare and lets you to flank and bombard them until all missiles are gone.

    So you just go shoot and kill many of AI-s units and AI don't do anything.

    Cause: I guess the reason is lack of trigers for this kind of playes side action (this information is to pass on to CA)

    FIX:
    Add trigers to AI:
    Simpler fix: if the situation is same as described above.

    1. AI should send his own missile units to counter fire - actually it works.

    2. If AI-s missiles are low attack with cavarly. Better if AI attacks enemys missile units with cavarly in the beginning.

    3. If AI don't have missile units or cavarly attack with infantry. It is better than letting his units to shoot death.

    4. If AI has siege equipment. It should attack walls to get breach and attack city. Use the same action as AI attacks city.

    5. If player shoots AI's army and the player has bowmen and archers on wall. AI must move away from missiles range, so that the missile unit has to pursue them to shoot and moves away from walls defending fire. Then AI should counter attack, so that it can kill the missile unit. If it has cavarly it uses cavarly if not then infantry.

    Barbarian Invasion has this kind of AI, and it works fine thare.

    The idea is that AI should not let his units to bombard.
    A) it should move away
    B) it should attack

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