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  #1031  
Old June 7th, 2007, 12:09 PM
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Default Re: Naga darkvision

I'm inclined to think that would be an oversight or a minor bug. Local enchantments that affect the whole province, such as domes, astral window etc show up as icons, perhaps because some spells indeed affect battles in the province. Some artifacts and items also cause stuff that appears as icons, so I suppose it lumps all local stuff in the same category and displays it. There's a related shortlist entry regarding the Ark in the CBT section, I suppose this would belong there.

However, no confirmation on the BUG/WAD issue.
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  #1032  
Old June 7th, 2007, 01:57 PM
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Default Re: Naga darkvision

Not really a bug but a little strange mod behavior I've found making the Greyhawk mod : if copystats of a marignon inquisitor is used to give the ability "inquisitor" to a new monster, it's impossible to suppress the magic skills of the monster, even non holy magic (#clearmagic doesn't work with inquisitors, #magicskill 0 0 do nothing)
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  #1033  
Old June 7th, 2007, 02:23 PM

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Default Re: Naga darkvision

Did you enter #clearmagic multiple times?

Like this - #clearmagic#clearmagic#clearmagic#clearmagic

Ever since they 'fixed' the #clearmagic command I've had to do that in order to get it working.
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  #1034  
Old June 7th, 2007, 06:52 PM

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Default Repel formula

The multiple attack reduction for repel attempts doesn't seem to be working properly, at least in relation to the Swarm spell.

One unit with a 24 attack value cut through 120 Swarm dragonflies in 3 rounds with repels in one game I'm in, which is clearly close to a statistical impossibility if he was at a -78 attack skill penalty for the 40th fly on each round.
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  #1035  
Old June 7th, 2007, 09:13 PM

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Default Re: Crashing every other turn on EA Pangaea

Favoring pans for their huge call of maenads (sp?), ability to do blood sacrifices and great ability to research, I've ~7 at my capitol creating an overwhelming number of the missile fodder. I've also an army abroad with a little over 1000 units, majority maenads (maenids, maeneds? maneids? bah...) attacking what's left of C'tis' nation. But, while cleaning up, I keep crashing. I'm not sure if it's the huge number of units or what... It crashes around the time the CPU starts handling battle loading (on turn "hosting", not actually watching battles).

I can post the savegame if you care to look at, fairly annoying and especially distracting.

Edit~ 2 mods running, both mostly cosmetic with only minor stat changes to pretenders. Posted savegame with mods I was running in a rar as attachment.
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File Type: rar 527465-Save&modrar.rar (6.74 MB, 133 views)
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  #1036  
Old June 7th, 2007, 09:48 PM

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Default Re: Crashing every other turn on EA Pangaea

Splitting up my biggest army seemed to fix this... =/

Posted attachment of game after split (w.o. mods to save Shrap's BW)
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File Type: rar 527471-gfsd.rar (363.0 KB, 127 views)
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  #1037  
Old June 8th, 2007, 11:54 AM

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Default Re: Crashing every other turn on EA Pangaea

Gooles - do you use the latest patch or an older one like 3.06?

A bug was fixed in 3.08 that crashed the game when too many units were on the battlefield.
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  #1038  
Old June 9th, 2007, 09:45 PM

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Default Re: Crashing every other turn on EA Pangaea

3.08, that's why I was so surprised. I can have thousands of units in Ermor but for some reason crashes on Pang.
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  #1039  
Old June 10th, 2007, 04:32 AM
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Default Re: Crashing every other turn on EA Pangaea

That is not related to the battlefield overcrowding bug, but is another issue where there are so many units in one province that the game experiences some sort of memory error or something when you try to select too many via shift-click or doubleclick, because it needs to check all the units at once.
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  #1040  
Old June 10th, 2007, 08:43 AM

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Default Re: Crashing every other turn on EA Pangaea

It isn't when I'm selecting units though, it's when I end a turn
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