[BUG][1.02][Map Pack] Anthys, AI attacks my ship with its ship, strange results

On the Anthys map, if an AI-controlled ship attacks my own during the turn change, strange things happen. First off, the AI can attack my ships! I cannot do the same. The battle is always auto-resolved, and no matter who wins my ship HP goes to 0 (is not destroyed just reads 0). Any champion units in both ships become grayed out and a copy of them retreat to a nearby city. Both the originals on the ship and in the city are immobile for several turns, and the ship itself cannot move until all the units in it are recovered. The copies in the city disappear when I move them from the city, the ones on the boat can disembark as normal if I ever make it back to shore (the enemy AI ship is relentless). The computer's copies never seem to disappear. I have not tried to fight them yet but I see them in the city they retreated to.

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Reply #1 Top

... and now you know why ships was scrapped in the main game. XD

Reply #2 Top


I think that's actually three bugs. The first is that AI ships can attack you, the second is that the autobattle-ed ship-to-ship combat results in all your champions getting greyed/killed and the ship going to zero.

...and the third part (dupicate champion showing up in the nearest city) happens whenever the outcome of a battle has two different locations your champion or sov is suppose to be garrisoned at. The same thing currently happens if you conquer a city, but your champion(s) dies in the fight. Your champion and his/her army will warp back to the nearest city, but the city you were seiging will be captured and another copy of that champion is now there as well. Think the same thing is happening here; your champion is suppose to be teleported back to the nearest friendly city when they get greyed, but since transport ships are kinda a moving garrison, it just sends a copy instead.

Reply #3 Top

   I think this could be an opportunity to add another layer of depth to FE. I would love to see two ships able to battle it out. On the ships colliding event, the two armies could be sent to a special tactical map which I imagine as appearing like the deck of the two ships, with a few places to cross between them. After combat was resolved, whoever won would get control of both ships. The units that crossed over to the other ship during tactical combat would be on board the captured enemy ship, the rest of the garrison would remain behind on the original ship. Not sure how heroes that fell during the battle should be handled. I would say it makes the most sense for them to remain behind on the original ship if their side won, or warp back to town if they lost.

   Once the code for Ship/Transport behavior is fully fleshed out, I can see some cool potential mod ideas. I would love to have the equivalent of magical flying fortresses or air ships with the air movement tag. Imagine sailing over a mountain range to strike terror deep into the heart of enemy territory, right were they felt most secure. Or what about magical "Drop pod" equivalents, transports that can make a one way trip into enemy territory. Those would be a great way to seize an enemy's crucial resources or get a much needed foothold in their territory. What does everyone else think?