Quote:I had a battle where the AI attacked my city, and destroyed both my university and my miners guild. On my turn I recieved the message that 'blank' couldn't be built anymore so I switched to building something or other. I clicked ok on the production an promptly had the same city show with the message that my mechanicians guild was completed, and it was (showed in city screen and in the hammer output). I had purchased the mechanicians guild the turn before being attacked so I had over 100% completed it. It was an orc city.
Oh, that bug. I remember seeing it before, let's see...
So when the building is destroyed, if there is still room in your reports for it (up to 20 but also includes built buildings), it'll add an entry and not remove the production setting, otherwise it will remove it.
Then it'll progress production as normal. If the building completes now, it'll actually succeed and even get added to the building report again (this time as a success, not a failure)
Finally, it'll show you the queued building reports in the order they got added to the array and for each of them that city is set to housing.
So, if I understand this well, the bug is, production should be set to "housing" immediately even if the interruption was added to the report, not just if it wasn't, right?
I wonder why I haven't fixed it before, I have a bad feeling about this. Maybe there was something that breaks if I do fix? I guess we have to try.
Quote:Only flyers at turn 25 - non committal just in the sense of being still there doing nothing.
That's the problem - define "doing nothing". The attacker's units that try to conquer the city are also doing nothing and might be flying. Doesn't matter though, we are not doing this one anyway.
Quote:Then 100%. Better than what we have now.
So you are fine with Magic Vortex destroying up to 100% as well? Losing up to 100% when you conquer the city but have to step on the tiles for a prolonged amount of time because the units just take that long to fight? (think 5 dragon turtles vs 5 other dragon turtles)
Abusing this to destroy 100% in the enemy city by moving your flying units into some empty city tiles?
Do note there is a base amount of loss on conquest that varies by city type and difficulty, so 75% doesn't really take that much to reach in certain cases. 100% will be reachable with only 2-3 attacking units!
This would affect a lot more than just hiding in corners, while the effects on that seem marginal. I'm not convinced this is worth taking that risk.
Meanwhile I confirmed the outpost destruction bug is real. There is no check for a fortress being there, so we either need to disable moving it there (very hard) or somehow check for it and trigger a banishment (how?there is no wizard who's attacking! Do we just say it was neutrals? But it was a spell!) or remove the ability to destroy outposts (easy to do but HUGE change in overall gameplay, not sure if we want that. Destroying outposts with certain spells is a nice feature for Chaos and sometimes Nature wizards.)