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  #2531  
Old February 5th, 2009, 11:21 AM

chrispedersen chrispedersen is offline
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Default Re: Bug Thread: Discussion

Quote:
Originally Posted by Wrana View Post
Maybe Hellpower has that key that designates spell as having no effect on undead? Just a thought, but it can explain such...
Yeah, thats my thought as well.

Anyway, I did check the reinvigorate spell. arch/et.al were correct that for a generic 1 B user - it does not remove all fatigue.


I consider that a separate bug, since the spell says it removes all fatigue.

But it does imply something about sabbaths/communions.
The effect reinvigorate, is applied to each slave, and then evaluated RATHER than
the evaluated effect is applied to each slave.

In other words: B5 casts reinvigorate. It cures 100% of fatigue. 100% of fatigue is not removed from a b1 slave; instead about 6 fatigue is. The same effect when applied to a b2 vampire.. removes all fatigue (I am not sure how much as the vampire only had 4x fatigue at the time). I wonder if the formula is b^2*6 fatigue.
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  #2532  
Old February 5th, 2009, 01:14 PM
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Default Re: Bug Thread: Discussion

Did you try Hellpower with a demon? I wonder if those will get the raised stats.
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  #2533  
Old February 5th, 2009, 03:54 PM

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Default Re: Bug Thread: Discussion

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Originally Posted by lch View Post
Did you try Hellpower with a demon? I wonder if those will get the raised stats.
I tried it with an Onaqui and the game crashed. As it was OMGin the morning I hung it up.
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  #2534  
Old February 5th, 2009, 04:17 PM
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Default Re: Bug Thread: Discussion

Quote:
Originally Posted by chrispedersen View Post
Secondly, yes, if you enter a battle, get the ritual of returning, and are not damaged that ritual will remain with you.
Well like I said, in my case, the commander in question -never- entered combat. He had cast a Global for me, so I put the armor on him to help protect against assassins. Later I decided to move it to someone who was going to actually go into combat, and noticed that the first mage had the Returning icon on him.
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  #2535  
Old February 6th, 2009, 01:42 AM

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Default Re: Bug Thread: Discussion

Quote:
Originally Posted by chrispedersen View Post
Quote:
Originally Posted by lch View Post
Did you try Hellpower with a demon? I wonder if those will get the raised stats.
I tried it with an Onaqui and the game crashed. As it was OMGin the morning I hung it up.
Quote:
Originally Posted by lch View Post
Did you try Hellpower with a demon? I wonder if those will get the raised stats.
When cast by demons, it seems to work completely normally. The only thing that was different was they got reinvig (5). I've never noticed that before.

But other than that, yeah, added 20 hp on a 30 hp unit.
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  #2536  
Old February 11th, 2009, 06:01 PM
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Default Re: Bug Thread: Discussion

As we were having a discussion on IRC about pretender/prophet HP's due to dominion, and as I don't see it listed in the bug shortlist:

According to the manual, "For each level of friendly dominion in a province a prophet and/or pretender gains ... +10% hp"

Actual mechanic: For the average positive dominion of this turn and the last (or the last two turns, for hp during a battle), the pretender/prophet gains +20% hp. (negative dominion is -10%, as per manual)

So if you had a pretender w/ 100 hp, and were in dom 10, and then moved to dom 4, and then attacked somewhere whatever the dom, your hp would be
100(1+.2*(10+4)/2)= 240 hp. Manual would lead you to think that you should have 140 hp (based on the previous turn's dominion, or whatever if the current battle location's dominion were to be used).

similarly, if your 100 hp pretender was in dom 5, then went to a dom -5 province, and then attacked somewhere, it would have, i believe, 125 hp.

Just to keep it consistent, , Str and MR effects due to dominion are based on the current dominion of the province the battle is taking place in.

enemy dominion lowers hp by 10% per pt, as per manual.

also, of course, as is well known, right clicking on the hp yields totally incorrect numbers

edit: I like averaging the previous two turns as a mechanic, personally, but the +20%/dom seems excessive.

Last edited by archaeolept; February 11th, 2009 at 06:23 PM..
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  #2537  
Old February 11th, 2009, 08:56 PM
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Default Re: Bug Thread: Discussion

meh, that formula works in simple cases, but is not completely accurate ;p

should have started a thread
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  #2538  
Old February 11th, 2009, 10:43 PM

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Default Re: Bug Thread: Discussion

arch, there is a thread (or posts) on this.
It documents, I think fairly accurately, the lost of bonus hitpoints due to dominion difference...
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  #2539  
Old February 11th, 2009, 11:29 PM
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Default Re: Bug Thread: Discussion

yes, of course people have speculated previously, but they have said different things, and none of them have been quite right.

"It documents, I think fairly accurately, the lost of bonus hitpoints due to dominion difference"

unless you have some specific post in mind, as would be indicated by the "It"?
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  #2540  
Old February 16th, 2009, 08:03 PM

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Default Re: Bug Thread: Sea Father

I searched the short list and this bug thread, but saw nothing concerning this recruit-able unit so I have decided to go ahead with this post.

I was playing a game with a land based nation and conquered a sea territory. Upon site searching I found that the territory allowed the recruitment of a Sea Father W2H1. I built a laboratory and a temple then attempted to recruit the Sea Father, but I was not allowed.

I have not found a bug since the immortal demons w/twice born of long ago.
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