zanzibar196
Chieftain
Kinda an odd bug... Killed the axe dude with a few HN hill giants, and my HN hill giant did NOT get the axe 

[NWO]_Valis;6275275 said:Sindar OO going for cultural victory:
- for some strange reason my units started to gain the enraged promotion, this blew up my whole game as my units in the centre of my empire that was to be my cultural bomb fell in the hands of my former-own units; had no chaos mana, asylum only in one city[the units gained the promotion on the whole map, mostly axemen], build 3 lunatics so far and one cultist with the raging blood spel-never used it, used the cultist to found a OO temple
- here I am not sure but hell terrain should not spread any more after Hyborem is killed? it should continued to spread even after the whole Infernal civ was killed
- each armageddon event happens on the next turn after the counter reached the trigger limit, it was former the case that it went off immediately
- when avatar of wrath came to the world none of my units went to join his army, lucky mehe spawned on the second continent on a 2 land mass map [random chosen]
- ghosts [so I assume all assassins/marksman units] kill equipment if it is in the enemy stack, like after killing Hyborem my ghost killed his weapon :/
- upgrating my adept to mage he did not get a free promo
Sounds llike a problem with the code to remove the traits of the Infernals if Hyborem is killed.- When i Killed hyborean, no weapon and no XP from it too, he simply vanished with his civilization, he was not the last unit on the city even so i took the city and destroyed his civilization when i killed him.
Let me guess, all your units randomly became enraged at the same time as the Avatar showed up and didn't gat any of your units? That is a feature change; instead of randomly choosing units to kill and bring back neat the Avatar and under barbs control, it gives all the units the enraged promotion. I think this is computationally much simpler (not making older computer freeze up like the old implementation did) and makes the event hurt all civs more evenly. Complaint 1 and 4 are working as intended.
Defeating the Infernals never made Hell go away (although it doesn't enter until they do). There destruction does not automatically heal the broken lands. However, sinc it does probably mean that the AC drops a lot, the lands will gradually start to heal on their own.
I'm guessing complaint 3 was changed to be easier on the hardware.
I'm pretty sure that Agnostic leaders can found both of the new religions, and probably also build there temples. I've seen Cassiel found the Empyrean once. I'm not sure I like having the new religions tied to same techs that allow you to join the Over/Undercouncil, because I think Agnoctic leaders should still be able to join the xouncils but not found or adopt the religion.
The same thing happened when I captured the city which had built the Pillar of Chains wonder. Except that the AC increased by 4 when I took the city, but it did not decrease when I razed it (except for the -1 for AV). So the AC actually increased by 3 when I destroyed that evil city. I assume the same thing will happen for the Octopus Overlords Holy City, and for any other cities which have an AC increasing building in it.Immediately upon capturing the Veil Holy City the AC is increased by 5. When it is razed the
AC is decreased by 6. So in actuality, razing the Veil Holy City only lowers the AC by 1.
Auric Ulvin is unlocked in the present version. Actually they kicked butt, even without their world spell or very little in the way of unique features.![]()
What did you mean by "comp sucks" by the way?
I had a Domination spell resisted and got the pop-up saying that the unit had lost the ability to cast that spell. However it still had the Mind III promotion and the next turn could cast Domination again. The unit did however lose a bunch of experiance. It should have lost Mind III and no experiance.
I had another occurrence of poor Pillar of Fire targeting. It targeted a single Worker rather than a city full of defenders. Targeting decisions must be tied to the AI decisions which value unprotected workers far too high. It is very easy to manipulate the AI into going after Workers in lieu of valuable units in danger of death. I think this needs fixing, and now even more so since spell targeting is also affected.
It is possible that I was mistaken about the XP loss since it was such a high level unit. But I definitely didn't lose Mind III. I'll pay close attention to the xp levels for when Domination is resisted again.Im not sure what to make of the domination spell. There isnt anything in it that effects the casters xp and the logic looks decent for removing mind3.
After that first casting on the Worker, I used a Ranger to capture the Worker and then my next two Pillars struck the city. So neutral units weren't the case here.Pillar of Fire will always choose tiles without neutral units it to avoid wars. If there was a neutral unit in that city it would have skipped it. It doesnt use any game logic that prefers workers.