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February 3rd, 2004, 05:33 AM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re: Burden of Time
Quote:
Originally posted by Zapmeister:
What I meant was, filling up the table either prevents the casting of further GEs or it doesn't (I'm not sure which).
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It doesn't do either. When there are five global enchantments each new enchantment must overpower an existing enchantment in order to take effect. Thus filling up the list makes it harder for new enchantments to take effect, but also allows for new enchantments to push out old ones.
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February 3rd, 2004, 05:52 AM
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First Lieutenant
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Join Date: Nov 2003
Location: Hobart, Australia
Posts: 772
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Re: Burden of Time
Aha. Got it.
__________________
There are 2 secrets to success in life:
1. Don't tell everything you know.
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February 13th, 2004, 02:53 AM
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Private
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Join Date: Jan 2004
Location: Toronto, Canada
Posts: 8
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Re: Burden of Time
Hi.
Has anyone ever had GE's NOT disappear when you kill the mage? Right now I'm playing a SP game, and three GE's put in place by C'tis are still active, ten turns after I eliminated them from the game. Two of these are Burden of Time and Foul Air, so you can guess how annoyed I am.
Oh, and the GE I put up disappeared promptly when the mage was killed. Of course.
I guess this is just a bug... just wondering if anyone else has experienced it.
I'm playing the seven-nation rumble scenario if that makes any difference.
cheers...
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February 13th, 2004, 03:00 AM
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Major General
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Join Date: Jan 2004
Posts: 2,425
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Re: Burden of Time
GEs go away if you kill the casting mage. However, in the case of C'tis, it's possible you eliminated them without killing the actual mage who cast the spell, and as a result, he was never really "killed", even though he faded away upon the elimination of the nation.
Of course, now he no longer exists, so you can't kill him. Or so goes my theory on the matter, anyway.
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February 13th, 2004, 04:28 AM
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Private
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Join Date: Jan 2004
Location: Toronto, Canada
Posts: 8
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Re: Burden of Time
Hmm, I didn't know that could happen. I'm pretty sure that's not the case though. I took their capitol and killed their pretender after conquering all their territory, so none of their troops were left to 'fade away'. Unless they had a stealthy empoisoner somewhere who had taken his death-magic vitamins... actually, I remember now that Foul Air was cast on the same turn that I eliminated them. They had only the one province at the time; it couldn't have been cast from anywhere else, and all their troops were killed in the Last battle.
Anyway, it's not a big deal, I was just wondering if this was a known bug. I tried searching and found a 27-page post on bugs that I didn't feel like reading through...
cheers...
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February 13th, 2004, 04:32 AM
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Re: Burden of Time
If a unit routs in the final battle for a castle (Storming) it will retreat to a nearby province. If you kill the God and he has no dominion, suddenly those units 'disappear' (Prophet is the main culprit).
So if the caster of the original spell 'routed' instead of died or in some way got away (if it wasn't the God who cast the spell) the effect will be there for the length of the game until they are overpowered or dispelled.
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February 13th, 2004, 07:17 AM
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Private
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Join Date: Jan 2004
Location: Toronto, Canada
Posts: 8
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Re: Burden of Time
I understand that part about the routing troops but I'm quite sure none got away, since it was just the mage-pretender and a handful of lackeys at the bitter end.
I went back to an earlier saved game and tried the battle again, only this time I attacked too early and Foul Air wasn't cast... so I can't confirm there was a caster in the only remaining territory who got killed and subsequently didn't have his GE cancelled. Not until tomorrow anyway, it's late and I'm getting, heh, sleepy.
g'night, and thanks for the replies so far...
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