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				December 5th, 2012, 02:14 PM
			
			
			
		  
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				Irrevocable Actions?
	
			 
             
			
		
		
		
		This post of Soy's  http://forum.shrapnelgames.com/showp...&postcount=150 (my incorrect assumption that a strategic map shape change, which can be undone, would preserve originally carried items) leads me to wonder how many turn-based actions cause a change which cannot be undone?  You would have to do a reload & restart turn to back out of it.  Are there many things like this --- mostly you can change your mind to your heart's content?  I can think of:
 - Example like shape change, perhaps others, where a carried item could be lost and you can't retrieve it.
 
- Converting gems between themselves or into money.
 
- Giving someone a cursed item.
 
- Giving a mercenary some gems/items.
 
- Accidentally click on item "throw away" (trivial, but annoying!)
 
 
Anything else "non-trivial" I ought to know about which could mean turn restarting (SP!)?  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				December 6th, 2012, 06:10 AM
			
			
			
		  
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				Re: Irrevocable Actions?
			 
             
			
		
		
		
		Yeah, cursed items. Like when I just gave two lycanthropos amulets to the same commander because i was in a hurry, AFTER i had spent 40 minutes setting up a huge battle. Gah! So now I have a very very angry Asynja :-) 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				December 7th, 2012, 07:41 AM
			
			
			
		  
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				Re: Irrevocable Actions?
			 
             
			
		
		
		
		Sending messages, items and gems to other players. 
 
Cancelling recruits remaining from the previous turn resets resources, for example a resource 21 indie commander in a resource 12 province, if you bought him last turn and accidentally cancel him you'll have to restart or wait 2 turns again. I picked the indie commander example because that's the one I can think of having real significance. 
 
Removing troops from a commander that for some reason has had his leadership decreased below the number of troops he commands, the troops cannot be moved back to him once removed. Heroic stupidity and a few afflictions does this, not sure exactly what all the possible situations are. 
 
Shapechange into a form without the shapechange command. A few mods use this, like insectoids where the hive queen cannot be made mobile after changing into her immobile form. 
 
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Not something that falls under this category, but in the same vein perhaps: Prophets cannot be renamed, you must rename your prophet before making him your prophet. Makes sense thematically, but I've been really frustrated by it in RP games. 
		
	
		
		
		
		
		
		
			
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				December 7th, 2012, 09:40 AM
			
			
			
		  
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				Re: Irrevocable Actions?
			 
             
			
		
		
		
		Bogus & Co - "convincing" one/some of them to join your cause and giving them new tactical orders (while failing to copy the old ones)   
	Quote: 
	
	
		
			
				
					Originally Posted by  Fantomen
					 
				 
				Removing troops from a commander that for some reason has had his leadership decreased below the number of troops he commands, the troops cannot be moved back to him once removed. Heroic stupidity and a few afflictions does this, not sure exactly what all the possible situations are. 
			
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 A common example is the High Priest event. Free leadership 40 leader, leading a random number (sometimes 41+) of militia.  
		
	
		
		
		
		
		
		
			
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				December 7th, 2012, 11:15 AM
			
			
			
		  
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				Colonel 
				
				
				
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				Re: Irrevocable Actions?
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				
					Originally Posted by  Fantomen
					 
				 
				Removing troops from a commander that for some reason has had his leadership decreased below the number of troops he commands, the troops cannot be moved back to him once removed. Heroic stupidity and a few afflictions does this, not sure exactly what all the possible situations are. 
			
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 This is a bug I think. I have seen item based leadership changes dump troops that where over leadership. But not heroic stupidity.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				December 7th, 2012, 05:38 PM
			
			
			
		  
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				Re: Irrevocable Actions?
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				
					Originally Posted by  Fantomen
					 
				 
				Cancelling recruits remaining from the previous turn resets resources, for example a resource 21 indie commander in a resource 12 province, if you bought him last turn and accidentally cancel him you'll have to restart or wait 2 turns again. I picked the indie commander example because that's the one I can think of having real significance. 
			
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 Thanks, didn't know that one.  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				December 7th, 2012, 05:48 PM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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				Re: Irrevocable Actions?
			 
             
			
		
		
		
		In the same vein, from the moment I click (perhaps accidentally) on a mage/leader's "set battle orders" line, and for whatever reason his orders have not been copied, is there  anything I can do to not cancel his orders?    
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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