Bill Bisco
Callous Calling
- Joined
- Apr 28, 2007
- Messages
- 590
I'm playing Balseraph and hit a goody hut later in the game and learned smelting. However, when I build Iron, it does not appear in my cities.
It was my Vicars (playing as Malakim) in Elohim territory trying to remove Kilmorph from cities with both Kilmorph and Empyrean. Cast the spell, two turns later Elohim convert to Kilmorph. Next turn Empyrean is gone from the cities and Kilmorph remains.You cast Inquisition on the turn you cast it, not on the turn the spell resolves. If you decide to change state religions in the mean time, why would that be any more silly than changing state religions on the turn after the spell resolves?
[to_xp]Gekko;8336981 said:WoC for me as well. the problem is old and well-known, caused by a non-HN unit trying to fit in a HN ship. in this case, the privateer in nameless tower. removing HN from the privateer fixes the issue.
if you cast Inquisition on an enemy city and then they change their state religion, you can end up with the silly situation of the priest removing his own religion.
There's no bug here. Priests can use Inquisition to remove their own religion. The religion change during the casting time is irrelevant.It was my Vicars (playing as Malakim) in Elohim territory trying to remove Kilmorph from cities with both Kilmorph and Empyrean. Cast the spell, two turns later Elohim convert to Kilmorph. Next turn Empyrean is gone from the cities and Kilmorph remains.
Obviously that makes sense from a spell function perspective... removes non-state... but in terms of flavour, the Vicars just removed their own religion from the city. Also, note that it would have been impossible to cast the spell had they been Kilmorph to begin with. What'd make more sense is for a conversion to cause the spell to cancel.
OK, this is not exactly a bug, but just weird:
I'm playing as Hyborem having loads of fun wiping out the Malakim, Elohim and Bannor, but I've noticed that I can't raise the Armageddon Counter by razing cities, as the Ashen Veil spreads to them as soon as I conquer them, so I actually end up lowering it that way.
This may be intended for balance or something, but if it isn't, a solution would be not to add Ashen Veil to conquered cities until the beginning of the next turn. IMO demons should have fun burning cities down.
[to_xp]Gekko;8341518 said:...
unrelated: host of the eiretc. ( Law II summon ) can be sacrificed on the pyre of the seraphic for infinite fire elementals. nasty exploit. I don't like to think about the mercurians having it in their territory either. the whole way it works needs to be reworked imho, right now it's either useless or exploity.
[to_xp]Gekko;8341518 said:yeah, not really a bug, but so damn annoying that it deserves to be in here. please fix
.
Razing a city doesn't raise or lower the AC by one, it raises or lowers it by an amount based on population size. If Hyborem razes a city (other than a tiny one) the AC goes up 1 for AV spread, and then drops more than one because an AV city has been razed. The problem is that when Hyborem razes a city that previously didn't have AV the AC is lowered based on it's population size because AV automatically spreads to the city before the "do you want to keep this city" dialog is completed, rather than after it is completed. AV should only spread to a captured city after Hyborem has decided to keep it. That way a razed city would raise the AC an amount based on population, and a captured city would raise the AC by 1 for AV spread.
A question: where exactly in the Python is the function that is responsible for the Hell terrain? The DoHellTerrain function in CustomFunctions seems to deal only with bonuses and with conditionals of spreading (PlotCounters), or is my Python corrupted somehow?
Can anyone answer my question?
pPlot.changePlotCounter(100)
if pAdjacentPlot.getPlotCounter() > 10:
pPlot.changePlotCounter(1)
if pAdjacentPlot.getPlotCounter() > 10:
pPlot.changePlotCounter(1)
I suspect the plot counter is hardcoded into the SDK.