Posted August 25, 2019
Thereunto
ɹǝs∩ ʍǝN
Thereunto Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: May 2018
From Canada
Thereunto
ɹǝs∩ ʍǝN
Thereunto Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: May 2018
From Canada
Posted August 28, 2019
The real question for this is whether a fire resurrected unit was still on fire by the end of the autocombat. I've seen a mechanical unit die and continue to have a flame for several turns after. It might be tracking the units even after death based on the flame. Need more info to confirm
southern
Old User
southern Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jul 2011
From United Kingdom
Posted August 28, 2019
In the Kin Slayers burning-resurrection case, the fire ended when it was killed by fire, IIRC, and then it resurrected.
Post edited August 28, 2019 by southern
Thereunto
ɹǝs∩ ʍǝN
Thereunto Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: May 2018
From Canada
Posted September 03, 2019
I was able to reproduce it with a hell hound vs a pikeman. The weirdest part is when I was trying to get a screen capture of the pikeman attacking post-flame-death, the autocombat replayed differently depending on when I paused it. Sometimes the flame damage would show up and other times it wouldn't. The autocombat replay isn't consistent in these cases.
Lagi_
New User
Lagi_ Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Feb 2014
From Poland
Posted May 26, 2020
thats a great work!
although I refrain from reading it, to not spoil myself fun from playing AoW1.
although I refrain from reading it, to not spoil myself fun from playing AoW1.
And G
And G Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2013
From Switzerland
Posted May 27, 2020
In case you didn't know, you can enable debug mode in the registry (HKEY_CURRENT_USER\Software\Triumph Studios\Age of Wonders) by adding a DWORD value "Debug Mode" to the "General" key and setting it to 1.
It mainly gives infos on selected hexes and tactical combat, but maybe it can offer additional insights regarding some of these bugs.
It mainly gives infos on selected hexes and tactical combat, but maybe it can offer additional insights regarding some of these bugs.
Arnuz
New User
Arnuz Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jun 2017
From Belgium
Posted June 10, 2020
If you swap items between two heroes during tactical combat, by having one hero drop an item and the other pick it up; and if the two heroes are not on the same hex in strategic, after the combat you'll have an empty bag of items on the battle hex.
If you then save and reload, the game will crash with some exceptions.
If you then save and reload, the game will crash with some exceptions.
southern
Old User
southern Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jul 2011
From United Kingdom
Posted June 10, 2020
If a razed city which was previous upgraded is rebuilt, it will lose its upgrades, but sometimes still be able to make the higher tier units. I can't see why this is sometimes the case and other times not.
ZFR
I love gold!
ZFR Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jan 2010
From Ireland
Bookwyrm627
ADD Jumping Bean
Bookwyrm627 Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Moderator
Registered: Nov 2013
From United States
Posted June 12, 2020
ZFR: Does this include walled cities (and watch towers)? Will a single goblin bomber capture a city that has walls but not defenders (or watch towers)?
Yep, and he doesn't even explode to do it. A bomber is as good as a ram in capturing unoccupied, walled structures. Bombers occupy an odd space in auto-combat. In non-walled auto-combat, they are an attacking unit that explodes to do damage. In walled auto-combat, my experience is that they explode to do damage to the walls, but they retreat if the walls have already been destroyed by the time they get their turn in combat, instead of then attacking the enemy units. There may be situations where they act different; I don't know.