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Topic ClosedJuly 29 Release Bug Reports

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God Of Atheism View Drop Down
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Direct Link To This Post Topic: July 29 Release Bug Reports
    Posted: 09 Aug 2012 at 07:00
When building draught horses in the paddock, and looking in production summary, the paddock production is listed as `Your paddock is not currently producing anything'.

My guess is that this happens for all the new crafted items in all the relevant buildings. Can anyone confirm for other buildings/items?
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Direct Link To This Post Posted: 08 Aug 2012 at 05:12
for me the trader unit, given to you by the research after the merchants guild, has a 5 day build time and does not require wine. when actually built the time is listed as 3 days and the picture for wine appears next to the trader as a needed resource disappearing once i cancel creating the unit.
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Direct Link To This Post Posted: 06 Aug 2012 at 16:45
Orcish herbalist graphic is missing

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Direct Link To This Post Posted: 06 Aug 2012 at 15:52
Upgrading the horse trainer building lowered my build time of a draught horse from 3 hr 51m to 3 hr 18 m but it did not affect my build queue. Is it not supposed to or is this a bug?
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Direct Link To This Post Posted: 06 Aug 2012 at 05:10
Originally posted by dunnoob dunnoob wrote:

Originally posted by Brids17 Brids17 wrote:

 This makes the desert platemail completely useless. 
Dwarven troops needing plate also get chain mail, so far it might be useless.   But you could have a town with a forge and no blacksmith, or vice versa, maybe that's the idea? 


Maybe but even then I'd just build the chain in another city and ship it to the one without a blacksmith. It seems like they just overlooked it.
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Direct Link To This Post Posted: 06 Aug 2012 at 03:31
Originally posted by Brids17 Brids17 wrote:

 This makes the desert platemail completely useless. 
Dwarven troops needing plate also get chain mail, so far it might be useless.   But you could have a town with a forge and no blacksmith, or vice versa, maybe that's the idea? 
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Direct Link To This Post Posted: 05 Aug 2012 at 15:46
I don't think this is so much a bug as it is a design flaw but I figured I'd mention it here anyway.

Desertchain mail gives -4% in arctic +6% in desert -4% in jungle

Desertplate mail gives -6% in arctic +6% in desert -6% in jungle

Desert chainmail is researched before plate mail and requires the same resources save for the difference between plate and chain. This makes the desert platemail completely useless.


Edited by Brids17 - 05 Aug 2012 at 15:46
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Direct Link To This Post Posted: 04 Aug 2012 at 18:33
Cotters normally haven't been getting killed by NAP armies.  I've been bumped off harvesting spots by NAP harvesters often enough to know.  You might contact the owner of the army to see what if any notification he received.
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Direct Link To This Post Posted: 04 Aug 2012 at 14:54
I've sent a Cotter to the nearby Grapes guarded by NAP force, and the NAP harvesters were collected the grapes. I thought that my Cotter should bump the previous cotters away. Instead, my Cotter just disappeared!!! I didn't get any kind of report about his fate. In my Events I got "Cotter was quickly dispatched by [player's] army".

What's the matter? Do NAP forces kill NAP harvesters, and why???


Edited by Ector - 04 Aug 2012 at 15:00
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Direct Link To This Post Posted: 03 Aug 2012 at 23:44
Caravans, Miners, Cotters, Herbalists and Skinners now correctly have there maximums applied. You should be able to build the correct number; if you have too many the ones in your town will depart to your maximum; if you try to build more, if you change a building level that effects them and when they finish a mission.
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