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				June 7th, 2007, 12:09 PM
			
			
			
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 National Security Advisor |  | 
					Join Date: Oct 2003 Location: Helsinki, Finland 
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				 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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				June 7th, 2007, 01:57 PM
			
			
			
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 Captain |  | 
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				 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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				June 7th, 2007, 02:23 PM
			
			
			
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 BANNED USER |  | 
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				 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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				June 7th, 2007, 06:52 PM
			
			
			
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				 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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				June 7th, 2007, 09:13 PM
			
			
			
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				 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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				June 7th, 2007, 09:48 PM
			
			
			
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				 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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				June 8th, 2007, 11:54 AM
			
			
			
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 Second Lieutenant |  | 
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				 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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				June 9th, 2007, 09:45 PM
			
			
			
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				 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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				June 10th, 2007, 04:32 AM
			
			
			
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 National Security Advisor |  | 
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				 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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				June 10th, 2007, 08:43 AM
			
			
			
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				 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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