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Kristoffer O
January 10th, 2004, 06:53 PM
It might be that the AI still remembers how to give the order 'fire at enemy commanders'.

SurvivalistMerc
January 10th, 2004, 06:58 PM
I posted something similar with regard to Bogus and crew a while back, but not in the bugs section.

Seems the guys with arrows fire them at enemy commanders. Which is why I always use about 5 extra throw-away commanders with my crossbows when I take these guys out.

Karacan
January 10th, 2004, 08:42 PM
Can't remember reading it here before:

To get a sneaking unit to do a "move and patrol", you have to manually change the "sneak" order to a "move" order, and then you can select "move and patrol"...

Jasper
January 10th, 2004, 10:21 PM
Originally posted by Kristoffer O:
It might be that the AI still remembers how to give the order 'fire at enemy commanders'. <font size="2" face="sans-serif, arial, verdana">Possibly. I'd assumed that since they were independent troops they simply had no orders, but it's pretty hard to tell!

If you switch the locations of the satyrs and the lone commander however, the tacAI shoots at the Satyrs and not the commander...

Taqwus
January 10th, 2004, 10:32 PM
"Carrion Reanimation" gives you zombies or zombie warriors, led by a zombie or a zombie warrior. Problem is, the commander has no undead leadership...
Also, I once sent 5 zombies/soulless commanders, each w/ 100 soulless troops, underwater. Illithids mindbLasted the commanders and apparently wiped them out on the first turn. Hm? They're mindless, so should be immune...
Spell AI seems *much* too happy to cast Legions of Steel, undead reanimations; too low casting relief, attack spells. e.g. storming a castle where I'm losing vast amounts of undead due to the enemy lich casting Wither Bones, it would be much more helpful to Paralyze him than keep casting Legions of Steel every turn after the script runs out, and that death/nature mage of mine should have cast Relief whenever fatigue built up instead of more reanimations. Relief is one of the best spells to cast when one has multiple casters around...

Taqwus
January 10th, 2004, 10:47 PM
Another spell AI quirk. Man's nature casters were cheerfully casting "touch of madness" on their own longbowmen. Considering that there were no storms involved and that it was fine shooting weather (against my undead hordes, actually), this seemed a rather... strange... tactic.

Jasper
January 11th, 2004, 02:02 AM
The strategy I've listed also works if you use your starting harpy, and I imagine it's not unique to Pangaea. At the least I get similar results using Man's Foresters and Daoine Sidhe. 20 gold for an arrow magnet is a really good deal!

Worse -- even after the troops initially placed behind the lone leader have closed, and the leader is further away than anyone else, enemy troops _still_ keep shooting at him.

It's easy to double check what I'm seeing. Play normal Pangaea, set independents to 6, and recruit Centaur Warriors the first turn. The second turn arrange your troops as I described below, except put your Centaur leader on the flank and your harpy front and center. Attack any enemy with bows.

Jasper
January 11th, 2004, 02:14 AM
Here's the troop layout I used. Troops get no orders, the harpy gets holdx5 + retreat, and the centaur leader gets fire at closest.

....J
.....
..S.H Enemy
.....
....C

J = Javelin Satyrs
H = Harpy Scout
C = Centaur Warriors
S = Satyrs

[ January 10, 2004, 15:07: Message edited by: Jasper ]

sergex
January 12th, 2004, 06:13 AM
Okay, not sure if this was mentioned in this thread, but I just played a game where on turn 100 I stormed the final castle of Pangea and I figured it would be an easy victory. When the turn summary Messages came up, I saw that my entire wiped out but SO DID THEIRS. Every single unit in the battle was slaughtered!

So I go to watch the replay of the battle and in about 4 turns my army enters the courtyard and routes the enemy. Easy victory, as I thought it would, with me only taking about 1% casualties. What then happened is where the bug is. My army was just standing still, doing nothing while the castle was shooting arrows at them. There was no enemy left alive, and my guys were alone on the battlefield standing motionless with the castle just shooting arrows at them until they all died after what was probably several hundred turns (the arrows really didn't do much damage, and I had units like Iron Dragons).

I pressed "w" to see if there was a unit stuck in the castle or something, and I saw one of the enemy's units with negative Hit Points still standing there next to a wall (I forget what unit, but I'm pretty sure it was just a regular unit, not a hero or anything). Obviously, the unit should have been killed and erased from the battle, but it was bugged and stuck there and none of my units could attack it so they all stood around and let the castle kill them http://forum.shrapnelgames.com/images/icons/icon9.gif Very frustrating since it was ALL of my forces and it took me many turns to rebuild that army to conquer it again, this time without the bug.

Kristoffer O
January 12th, 2004, 09:40 PM
Do you still have the game. We would like to see it. Send trn file and fthrland file to us.

Jasper
January 13th, 2004, 02:42 AM
Pythium's Serpent Acolytes seem like they should have at least some poison resistance according to their description, but they don't. It would fit the theme as well.

apoger
January 13th, 2004, 08:19 AM
Issue with the mod tools.

Trying to use the commands that affect dominion scales.

#deathdeath does not seem to be working right.

No matter what I enter as a value I get a fantastic population increase (200-400%) and then the population goes to zero.

Am I doings something horribly wrong, or is this a bug?

sergex
January 13th, 2004, 08:36 AM
Bug with new patch: higher resolutions. I changed my resolution to 1920x1440 and now I can't even launch the game.

I get the error: "Något gick fel!
Failed to init OpenGL" whenever I try to launch dom2.exe. That is also listed in "stderr".

There is also a file called "stout" in my directory that says "SDL_SetVideoMode failed: No video mode large enough for 1920x1440"

(edit: I could launch the game using --res 800 600, but now all the higher resolutions are greyed out like they were previous to the patch)

[ January 13, 2004, 06:48: Message edited by: sergex ]

Saber Cherry
January 13th, 2004, 09:20 AM
Originally posted by apoger:
Issue with the mod tools.

Trying to use the commands that affect dominion scales.

#deathdeath does not seem to be working right.

No matter what I enter as a value I get a fantastic population increase (200-400%) and then the population goes to zero.

Am I doings something horribly wrong, or is this a bug? <font size="2" face="sans-serif, arial, verdana">Deathdeath worked fine for me. I set it at 3, and it gave a correct 0.3% increase per turn.

Treebeard
January 13th, 2004, 10:07 AM
I don't know if it's a new feature or a bug, but pretender units (not pretending) now keep the magic paths they come with, unlike the way it was in Dom I and in the first patch.

apoger
January 13th, 2004, 05:22 PM
>Deathdeath worked fine for me. I set it at 3, and it gave a correct 0.3% increase per turn.

I got it working.

The mod needed a #end

In the docs it says to put #end after a monster, but it seems needed for scale work as well.

Kristoffer O
January 13th, 2004, 08:01 PM
Originally posted by Treebeard:
I don't know if it's a new feature or a bug, but pretender units (not pretending) now keep the magic paths they come with, unlike the way it was in Dom I and in the first patch. <font size="2" face="sans-serif, arial, verdana">This is a result of the modding tools I believe.

atul
January 15th, 2004, 05:11 PM
This has probably been mentioned before, but anyway:

Turn 1: everything ok.
Turn 2: My capital's dominion partially messed up (production 3 -> 0, other scales as should be)

No indication of random events or such, just the scale reset. I assume this shouldn't happen (patched to 2.06)? Well, not many HIs for me this time. Hopefully the scales go back since this is a multiplayer game...

Nagot Gick Fel
January 15th, 2004, 05:21 PM
Originally posted by atul:
This has probably been mentioned before, but anyway:

Turn 1: everything ok.
Turn 2: My capital's dominion partially messed up (production 3 -> 0, other scales as should be)<font size="2" face="sans-serif, arial, verdana">I've seen that bug happen dozens of times and reported it (look at the first Posts in this thread). Seems to happen only after submitting the first turn, and affects only Order, Production and Growth.

tka
January 16th, 2004, 08:03 PM
When giving preach-command (stealth preaching) using shift+p shortcut, unit first tries to attack that province. Works fine when you give the command using different method( hitting space or just clicking).
Version 2.06.

[ January 16, 2004, 18:05: Message edited by: Morag ]

Saber Cherry
January 16th, 2004, 09:36 PM
Originally posted by atul:
This has probably been mentioned before, but anyway:

Turn 1: everything ok.
Turn 2: My capital's dominion partially messed up (production 3 -> 0, other scales as should be)

No indication of random events or such, just the scale reset. I assume this shouldn't happen (patched to 2.06)? Well, not many HIs for me this time. Hopefully the scales go back since this is a multiplayer game... <font size="2" face="sans-serif, arial, verdana">Argh!!! That's happened to me many times. I hoped it was fixed with 2.06. It can be devastating, especially when they don't come back to normal.

Saber Cherry
January 16th, 2004, 10:15 PM
Atlantian Scouts have base prot=4. All other atlantians are base prot=2. I doubt they find the thickest-skinned atlantians and make them scouts http://forum.shrapnelgames.com/images/icons/icon12.gif

Taqwus
January 17th, 2004, 08:54 PM
Tactical spell AI query -- should casters be spending gems to magically protect summoned units? I'm not sure where the balance should be. It might make sense to re-cast Antimagic or Will of the Fates or Mass Protection if a friendly just summoned a bunch of Elementals, but it might be overkill for something like the wolves automatically summoned by the Soulstone, or a small batch of longdead. Tricky. Maybe they should only be re-cast if the summons itself had required at least one gem or something like that (those usually being the more serious summons).
On a positive note, I've yet to see my 2.06 casters cast a damaging-aura spell when surrounded by non-immune friendlies (e.g. no Breath of Winter from my Illithids), even when they're capable. Cool. Dunno if that's by luck or not, but cool.

Taqwus
January 17th, 2004, 08:56 PM
Documentation note -- perhaps it should be noted for 'Barkskin' that in exchange for boosting protection, the spell appears to grant a 25% fire vulnerability (and therefore the same holds for Protection and Mass Protection). http://forum.shrapnelgames.com/images/icons/icon12.gif It's a logical, but possibly unexpected gotcha.

January 17th, 2004, 08:59 PM
You should soon seen a download availiable for a Quickref for Magic Items that includes this type of information. I am planning on doing one for spells as soon as I am able. This should aleviate some of the confusion.

Arryn
January 18th, 2004, 01:08 PM
I created a Crystal Matrix, and 2 Slave Matrices, but when they are appropriately equipped, I still cannot cast more difficult (global) rituals, nor is the displayed skill level of the master increased, unlike for other items that boost skill. Are these communion items only useful on the battlefield? (If so, they should say so.) And does it only work for astral magic? Any help in clarifying for me how these items are supposed to work is appreciated. Thanks.

January 18th, 2004, 01:16 PM
Communion and Sabbath are only applicable while on the Battlefield.

They don't help at all casting Ritual Spells, but ont he Battlefield a Communion/Sabbath Master will recieve +1 to all Magic Paths for 2 Slaves, +2 for 4, +3 for 8, +4 for 16, etc.

calmon
January 18th, 2004, 01:34 PM
Caelum Bug:

When generating a Caelum God the help text in DOMINIONS -> HEAT/COLD say: Caelum prefer HEAT 3!

And its not only the text. Caelum now gets all the bonuses from heat instead of cold! (better income, etc.)

This makes Caelum broken!

Saber Cherry
January 18th, 2004, 07:51 PM
I was playing Vanheim (the high-def race) versus Ulm (the heavy armor race) and Ulm's tac-AI cast Iron Bane. I proceeded to slaughter their units: 1 hit to destroy the armor, 1 hit to kill... Ulm tac-AI should never cast Iron Bane. I would suggest that Tac AI never cast Iron Bane if, say, its side's average armor protection is greater than the other side's average armor protection (should be a quick, easy calculation).

Also:

My Druids kept casting Berzerkers on anything nearby: Vanjarls, Priests, Illithids (from a special site). I have to keep druids in their own party now, far away from anything valuable.

My 2-water mage kept casting Cold Bolt at Jotuns. Not bad, but spells should not target immune units.

-Cherry

Taqwus
January 18th, 2004, 09:01 PM
Spoke too soon; Jade Emperor freely own-goaled his own side with Breath of Winter. Do do do do do do do, gotta keep 'em separated.
Flaming Arrows does not seem to be doing anything for my T'ien Chi composite bowmen -- no flaming victims, no arrows in flame during flight. Marker does show for all the units 'tho.

Taqwus
January 19th, 2004, 03:04 AM
Not a bug, but a bit of a "weirdness" really --

When an immobile pretender is killed and then called back, should it reappear outside the castle (where it does now, if there's enemies around) or inside? From one viewpoint, if it appeared outside, it's not likely to simply saunter back in through the gate even assuming that the owning player's carefully noted the exact arrival and managed to throw in enough forces to make a difference.

Question provoked by the slightly odd sight of a fountain appearing and futilely attempting to Arcosephale.

Taqwus
January 19th, 2004, 08:11 PM
T'ien Chi/Spring and Autumn:
Province defense uses Eunuch, General; these commanders belong to the Bureaucracy period, right? They aren't available for recruitment during S&A if memory serves.
Celestial Master descriptions say something along the lines that "During the S&A time, these mages were even more powerful and could fly" etc. Seems the tense should be different; wording is odd considering these _are_ the S&A variants. Matter of taste however.

PDF
January 20th, 2004, 02:34 AM
Maybe a bug, maybe an unfinished feature : on the "Escape/Exit" screen there is a "View Active mods" option, that doesn't do anything (the screen just blinks ..) regardless of the mods used.

Saber Cherry
January 20th, 2004, 04:44 AM
With 2.06, Jotun Hirdman still wears ringmail, though his description says chainmail and his resource cost indicates chainmail.

PvK
January 20th, 2004, 10:08 AM
The Mictlani hero Mictlipoctli can't perform Blood Sacrifices. Intentional?

PvK

Taqwus
January 20th, 2004, 06:19 PM
Spell AI suggestion: Do not cast spells on friendlies which have the effect of lowering a resistance from 100+% to something below 100%. The difference between 75% and 100% can rather easily be death.

stiger
January 21st, 2004, 12:21 AM
Hire mercs and order their leader to become a propthet. Now let him go after three turns. If he then does not end in a merc list again - viola, you've just lost an ability to have a propthet for the rest of the game. As the merc leader was not killed the game assumes the propthet is alive and does not allow you to appoint another.

While logical, I think it could be better to strip "prophet" flag from a merc upon leaving and trigger "death of the prophet" as currently it results in some funny things like being able to command a unit that is a prophet of another god (if such merc is re-hired). This unit spreads dominion of another god but has bless effects of your god.

Seems easy enogh to fix.

Arralen
January 21st, 2004, 12:38 AM
</font> <font size="2" face="sans-serif, arial, verdana">kamikaze leader on "fire closest"
TienChi Chariot, heroic quickness 154%, Piercer crossbow, set to 5x "hold & fire","fire closest"
.. fires, than advances with appr. 1/2 the normal move, starts trampling enemies in the next turn.
.</font> <font size="2" face="sans-serif, arial, verdana">Bernlad the Green Knight (Man Hero) equipment problems
Uses Lance, Broadsword, Kite Shield, Full Chain Mail, Full Helmet, mounted.
Giving him a "Shield of Valour" makes him loose the broadsword, leaves him with the lance only.
Giving the same shield to a Sidhe Lord (Spear, Javelin, round shield, Chain mail cuireass, helmet) lets him still use Spear & javelin.
.</font> <font size="2" face="sans-serif, arial, verdana">flying carpet isn't working
.. a single additional unit cancels the 3-province radius. Also the "flying"-ability icon isn't show on the character info screen.
.</font> <font size="2" face="sans-serif, arial, verdana">cavalry on "attack rear" freezes
Bernlad with orders "hold, attack rearmost" with 25 bodyguards just freezes in place. First I though because there isn't any rearmost troop - both enemy Groups attacked, commanders "staying behind troops" and advanced,too. But I saw that again when he was all on his own with his bodyguard against a handful province defense. He advanced and killed 2, than froze in place.
.</font> <font size="2" face="sans-serif, arial, verdana">Single mages casts communion slave/master
Veatti Hag casts communion slave despite being the only mage on her side, and communion master after that ..
.</font> <font size="2" face="sans-serif, arial, verdana">Commanders commits suicide by casting spells
Commander was victim of Vengeance of the Dead; attacked by 57 Dead Ones (ATT7, DEF 4). Had glamour and was decked out with items, including Spirit Helm; melee encumbrance was 6; Fatigue after initial blessing:12; "Stinger"-length 4; attack 17, defense 39(!);
The dead ones couldn't have hit him, had he destroyed them one by one in melee. Instead he casted high-fatigue spells until passing out - while he wasn't even hit with fatigue 88 . He (air-3) killed himself with the shock wave (air-2), either by fatigue or by frying himself</font><font size="2" face="sans-serif, arial, verdana">
Savegames available if desired.

A.

stiger
January 21st, 2004, 12:48 AM
Bug in 2.06:

Give stealthy leader a bane venom charm. Now order him to go into enemy/independent province. Next turn he recieves a HUGE amount of exp (20000 - 30000 exp listed) which immediately gives him 1# HoF position, HoF ability and a 5th level. Next turn he will again recieve a huge amount of exp resulting in an overflow so he now looses HoF position and becomes 1st level again. So goes forever.

This could be easily abused as if bane venom charm is removed (given to another comander) after the first turn all exp, levels and HoF position remains.

This could be easily used to quickly give 5 level to all stealthy undead pretenders like ghost king or vampire queen.

This could also be used to block HoF (take all positions) with, say, black servants as it is impossible for any other enemy leader to reach such numbers of exp by normal means.

Arryn
January 21st, 2004, 04:32 AM
Minor textual bug. When you add a Winged Helmet to a Harbinger it is displayed in the armor list as a Full Helmet, though all the correct effects for a Winged Helm are reflected in the unit stats.

[ January 22, 2004, 05:25: Message edited by: Arryn ]

Arryn
January 21st, 2004, 09:37 AM
The Longdead commander that is summoned with Army of the Dead typically comes with 40 Longdead under his command, yet his command skill for undead is only 10.

I have also noticed that quite often, the priest commander for a militia unit that comes from a random event has far more troops under him than his rating would normally permit.

Is there any adverse effect to actually having more troops than you're supposed to have?

Arryn
January 22nd, 2004, 07:24 AM
Minor quibble: why do Devils have the Wasteland Survival trait when they already have Need not Eat? How do they benefit from Survival?

I'm sure if I looked closer, there are probably other creatures with similar "extraneous" traits.

Graeme Dice
January 22nd, 2004, 07:34 AM
Originally posted by Arryn:
Minor quibble: why do Devils have the Wasteland Survival trait when they already have Need not Eat? How do they benefit from Survival?

I'm sure if I looked closer, there are probably other creatures with similar "extraneous" traits. <font size="2" face="sans-serif, arial, verdana">This would give them the ability to move at full speed through wasteland terrain if they didn't already fly.

Norfleet
January 22nd, 2004, 09:35 AM
Friend reports that his Void Lord, who is blind and orients itself with the power of magic, has lost an eye.

Targa
January 22nd, 2004, 06:07 PM
Perhaps not exactly a "bug", per se, but very annoying none the less:

My Pretender was killed, so I set all my priests to "call God". Apparently, an enemy AI had an assassin in one of my provinces, and ordered him to "kill commander" on that turn. Well, on that particular turn is when my Pretender happened to reappear (it just so happens he reappeared in the province with the enemy assassin), so when I Hosted, even though I was "Godless" when I pressed the button, I got the message the my Pretender was the victim of an assassination!

ie: The game AI "processed" my turn, NOT simultaneously, but FIRST (bringing back my God), and THEN gave the assassinate command to the enemy AI.

When an assassin is given an order to assassinate (or anyone is given an order that might follow this rule), the order should "link" to the current commander, as in Medieval: Total War game. ie: "John Smith" is my commander in province X. The enemy assassin is given the order to "assassinate commander". The game should now link him to "Kill John Smith". If I move my commander to a different province on that turn, the assassin should either take no action (missed opportunity), or follow him to whatever province he went to (if possible).

But the real problem is not HOW it's done (as in above paragraph), but the fact that MY orders executed first (bring back God), and THEN the computer AI made its move. It's SUPPOSED to be simultaneous. If that particular province had been empty of my troops (the province my pretender appeared in), the assassin wouldn't have even been able to receive that type of order. Follow what I'm saying?

Let's say your assassin is in an enemy province that contains a few archers and a Druid commander and you think, "OK, my assassin can handle taking out a Druid", so you give him the order to assassinate. BUT, on that same turn, an enemy AI moves their Pretender-God into that same province. The way the game is currently set up, the assassin tries to kill the highest-ranking individual in that province, AFTER all moves are made. So now he'll try to kill the enemy pretender, when that's clearly NOT the order you gave him. See?

Graeme Dice
January 22nd, 2004, 06:49 PM
Originally posted by Targa:
ie: The game AI "processed" my turn, NOT simultaneously, but FIRST (bringing back my God), and THEN gave the assassinate command to the enemy AI. <font size="2" face="sans-serif, arial, verdana">Incorrect. The order of the turn processing is what caused it. Your god was reborn, then the assasination attempt happened, then the rest of the turn continued processing.

If I move my commander to a different province on that turn, the assassin should either take no action (missed opportunity), or follow him to whatever province he went to (if possible).<font size="2" face="sans-serif, arial, verdana">This is too powerful. Assasinations already happen before troop movement to give them this ability.

But the real problem is not HOW it's done (as in above paragraph), but the fact that MY orders executed first (bring back God), and THEN the computer AI made its move.<font size="2" face="sans-serif, arial, verdana">It's just the order in which the various commands are processed by the hosting.

It's SUPPOSED to be simultaneous. If that particular province had been empty of my troops (the province my pretender appeared in), the assassin wouldn't have even been able to receive that type of order. Follow what I'm saying?<font size="2" face="sans-serif, arial, verdana">An assasin can be given an assasinate commander order no matter whether there actually is a commander there.

Let's say your assassin is in an enemy province that contains a few archers and a Druid commander and you think, "OK, my assassin can handle taking out a Druid", so you give him the order to assassinate. BUT, on that same turn, an enemy AI moves their Pretender-God into that same province. The way the game is currently set up, the assassin tries to kill the highest-ranking individual in that province, AFTER all moves are made.<font size="2" face="sans-serif, arial, verdana">No, the assasin picks a random enemy commander from the commanders that were there at the beginning of the turn, and attacks one before the troop movement happens.

Saber Cherry
January 22nd, 2004, 08:38 PM
Originally posted by stiger:
Bug in 2.06:

Give stealthy leader a bane venom charm. Now order him to go into enemy/independent province. Next turn he recieves a HUGE amount of exp (20000 - 30000 exp listed) which immediately gives him 1# HoF position, HoF ability and a 5th level. Next turn he will again recieve a huge amount of exp resulting in an overflow so he now looses HoF position and becomes 1st level again. So goes forever.

This could be easily abused as if bane venom charm is removed (given to another comander) after the first turn all exp, levels and HoF position remains.

This could be easily used to quickly give 5 level to all stealthy undead pretenders like ghost king or vampire queen.

This could also be used to block HoF (take all positions) with, say, black servants as it is impossible for any other enemy leader to reach such numbers of exp by normal means. <font size="2" face="sans-serif, arial, verdana">Yep, I had this happen also with the Heliphagus that spreads disease. I wonder where the experience comes from?

Pocus
January 22nd, 2004, 09:47 PM
Originally posted by Arralen:
</font> <font size="2" face="sans-serif, arial, verdana">Commanders commits suicide by casting spells
Commander was victim of Vengeance of the Dead; attacked by 57 Dead Ones (ATT7, DEF 4). Had glamour and was decked out with items, including Spirit Helm; melee encumbrance was 6; Fatigue after initial blessing:12; "Stinger"-length 4; attack 17, defense 39(!);
The dead ones couldn't have hit him, had he destroyed them one by one in melee. Instead he casted high-fatigue spells until passing out - while he wasn't even hit with fatigue 88 . He (air-3) killed himself with the shock wave (air-2), either by fatigue or by frying himself</font><font size="2" face="sans-serif, arial, verdana">
Savegames available if desired.

A. <font size="2" face="sans-serif, arial, verdana">its a recurring problem, which date back from dom 1. Commanders which are dual fighter/mage generally fatigue themselves to death without even trying to combat normally. IMHO a simple fix would be to consider if they are worth something in melee, and then stop casting spell at a reasonable fatigue level.

Pocus
January 22nd, 2004, 09:49 PM
2 bugs:

Ermorian cultist pay full maintenance price, even if holy.

Kaspar the Ermorian heroe dont appears even if the event say that he appears from the deepest cave of the province.

Pocus
January 22nd, 2004, 10:26 PM
an AI bug... the castle problem remains as a whole. Ai dont build castles (or perhaps the leading nation, one after 30 turns!) and thus there is still lot of light units and very few heavy/national ones.

Why O why this has not been changed? Was it so hard to tweak some numbers around???

Kristoffer O
January 22nd, 2004, 10:41 PM
Originally posted by Norfleet:
Friend reports that his Void Lord, who is blind and orients itself with the power of magic, has lost an eye. <font size="2" face="sans-serif, arial, verdana">He can loose more than one, but it doesn't matter.

Kristoffer O
January 22nd, 2004, 10:46 PM
Originally posted by Pocus:
2 bugs:

Ermorian cultist pay full maintenance price, even if holy.

Kaspar the Ermorian heroe dont appears even if the event say that he appears from the deepest cave of the province. <font size="2" face="sans-serif, arial, verdana">He's not an Ermorian hero. Hes just a guy who happens to live in a cave. He givest you a cave, not a commander.

Kristoffer O
January 22nd, 2004, 10:47 PM
Originally posted by Pocus:
Why O why this has not been changed? Was it so hard to tweak some numbers around??? <font size="2" face="sans-serif, arial, verdana">Yep http://forum.shrapnelgames.com/images/icons/icon12.gif

quantum_mechani
January 22nd, 2004, 11:18 PM
Odd bug were the AI claims my undefended province and my reinforcing army (disbached the Last turn) has to attack them for it.

Save available.

Targa
January 23rd, 2004, 05:08 AM
Not a bug, but annoying nonetheless: When you click on "end turn/host", your current map position needs to be saved. It gets really tiresome to have to scroll back to what I was looking at every time you end turn. Especially in cases (like the game I was just playing) where I started out in the very bottom-right corner of the map. As the game progresses, and you're moving across the map, you generally like to keep your view centered on the current action, IMO.

Norfleet
January 23rd, 2004, 10:35 AM
Scouts can be given the assassinate order, even when not assassins, if grouped with assassins. It's very similar to the "appoint god as prophet" bug.

Targa
January 23rd, 2004, 04:03 PM
Didn't see a feature request thread so I'll post this here. Dom 2 doesn't have any way to "return to main menu" once you're playing. You can only save/quit or quit w/o saving. This is a pain if you want to start another game. Also, during God creation there's no way to abort/cancel the process in the middle of it and return to the main menu.

Graeme Dice
January 23rd, 2004, 07:21 PM
Originally posted by Targa:
[QB] Didn't see a feature request thread so I'll post this here. Dom 2 doesn't have any way to "return to main menu" once you're playing. You can only save/quit or quit w/o saving. This is a pain if you want to start another game.<font size="2" face="sans-serif, arial, verdana">Just click on the "exit" that shows up on the screen between turns. That also saves what you've currently done for your turn so you can go back in and either start again, or continue where you left off.

Pocus
January 24th, 2004, 02:32 AM
Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Pocus:
Why O why this has not been changed? Was it so hard to tweak some numbers around??? <font size="2" face="sans-serif, arial, verdana">Yep http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I would like to hate you, but somehow I cant! http://forum.shrapnelgames.com/images/icons/icon10.gif

Targa
January 26th, 2004, 05:43 PM
Thanks! http://forum.shrapnelgames.com/images/icons/icon7.gif Here's another one though: Once you start God creation, there's no way to "abort" and return to the main menu...is there?

Also, when looking at the map, it would be cool if the mouse wheel zoomed in/out (same as page up/down). Mouse wheel scrolling needs to be enabled on the menus also (like when you click on "army setup", etc..)

[ January 26, 2004, 23:49: Message edited by: Targa ]

Moebius
January 27th, 2004, 02:17 AM
I did a search on this site, thinking surely somehow had spotted before, but when I Create a New God for Vanheim, when I try to choose a Dragon, a sage is always selected.

Apparently, I cannot play Vanheim as a Dragon Pretender.

Moebius

Graeme Dice
January 27th, 2004, 03:12 AM
Originally posted by Moebius:
I did a search on this site, thinking surely somehow had spotted before, but when I Create a New God for Vanheim, when I try to choose a Dragon, a sage is always selected.
<font size="2" face="sans-serif, arial, verdana">Each dragon has a human form that they can change into, and start with. For red dragons, it's a great sage, blue dragons have a frost father, green dragons have a master druid, dracoliches have a bog mummy (non-immortal). Use the change shape order to order the sage to become a dragon.

Blofeld
January 27th, 2004, 12:53 PM
Hello.

Don't know if it's been already reported, but while Dancing Trident has been fixed, Astral Serpent, Chi Shoes and other weapons in non-hand slots still cause attack reduction due to dual-wield penalty. Is it a bug or a feature?

Johan K
January 27th, 2004, 03:40 PM
I think the astral serpent is a bug and the chi shoes a feature.

Targa
January 27th, 2004, 06:30 PM
Feature request: When you adjust the Province Defense value during a single turn, then right-click on a different province for whatever reason, if you go back to the first province to lower the defense value (because now you decided to spend the money elsewhere), it cannot be modified. ie: it can only be lowered as long as you don't select a different province during that turn. Many times I run out of cash and decide it would be better spent elsewhere, only to find I can't lower it. Changes should not take place until you Host.

Nagot Gick Fel
January 27th, 2004, 07:09 PM
Originally posted by Targa:
Feature request: When you adjust the Province Defense value during a single turn, then right-click on a different province for whatever reason, if you go back to the first province to lower the defense value (because now you decided to spend the money elsewhere), it cannot be modified. ie: it can only be lowered as long as you don't select a different province during that turn. Many times I run out of cash and decide it would be better spent elsewhere, only to find I can't lower it. Changes should not take place until you Host. <font size="2" face="sans-serif, arial, verdana">I find this annoying as well, but until this problem gets fixed, there's still a way to work around it: exit the turn, and choose 'Redo turn from start'.

Obviously you'll have to issue new orders to your units. So if you consider raising defenses somewhere, it's better to do that as your Last action.

PhilD
January 27th, 2004, 08:25 PM
Originally posted by Nagot Gick Fel:

Obviously you'll have to issue new orders to your units. So if you consider raising defenses somewhere, it's better to do that as your Last action. <font size="2" face="sans-serif, arial, verdana">Typo: you misspelled "first" as "Last" http://forum.shrapnelgames.com/images/icons/icon7.gif

Targa
January 28th, 2004, 03:37 AM
Another feature request that's high on my list: Being able to access "View Magic Schools" in-game so I don't have to dig thru the manual. I find the visual reference of the magic symbols much easier to grasp than reading it in the manual. http://forum.shrapnelgames.com/images/icons/icon10.gif

Psitticine
January 28th, 2004, 04:21 AM
If I get what you're looking for, it's already there. Just click on the names of the schools in the Research window to see what you have (in bold) as well as what you're aiming for. You can also click on the individual spell names for details on them.

Argitoth
January 28th, 2004, 05:11 AM
Has anyone mentioned that heat/cold fatigue is calculated wrong? For example:

C'tis likes a heat scale of +1. When it is +1, they get 0 extra fatigue. When it is +2 heat, they get 2 extra fatigue as if the +1 heat preferred didn't count anymore. That's really annoying since Miasma and Desert Tombs require 2 heat...

Johan K
January 28th, 2004, 11:53 AM
Units will only get extra fatigue in cold/heat +3 provinces unless they are cold blooded, in which case they will also get fatigue for cold>=0.

Nagot Gick Fel
January 28th, 2004, 03:04 PM
Originally posted by Johan K:
Units will only get extra fatigue in cold/heat +3 provinces unless they are cold blooded, in which case they will also get fatigue for cold>=0.<font size="2" face="sans-serif, arial, verdana">Care to confirm the superior or equal operator?

Note Cold+0 is the same as Heat+0, and I'd find it... odd if cold-blooded creatures were actually penalized in a Heat+0 province.

johan osterman
January 28th, 2004, 03:41 PM
Originally posted by Nagot Gick Fel:
Care to confirm the superior or equal operator?<font size="2" face="sans-serif, arial, verdana">Sure, it is heat/cold +0 or colder. But the penalty for cold+0 is very small (1).

Targa
January 28th, 2004, 05:23 PM
Originally posted by Psitticine:
If I get what you're looking for, it's already there. Just click on the names of the schools in the Research window to see what you have (in bold) as well as what you're aiming for. You can also click on the individual spell names for details on them. <font size="2" face="sans-serif, arial, verdana">YES! Thanks alot! http://forum.shrapnelgames.com/images/icons/icon7.gif

Taqwus
January 28th, 2004, 07:29 PM
Bug or oddity: There's a magical site ("House of Strange Lights" or something like that) which appears to have the same "enter to summon void monsters" as R'lyeh's Void Gate. This House appears on land... yet water-only things such as the Dwellers of the Deep can appear. Resulting battles use the terrain of the surrounding province.
Perhaps the aquatic-only should be disabled?

Targa
January 29th, 2004, 02:06 AM
I think I may have read this somewhere here before, but unsure so I will post it again. Commanders don't follow orders all the time. I started a new game playing Man, with a rainbow/sage pretender. My first battle, I saw him cast the spell "sulphur haze" a couple of times. I had never seen or used that spell before, so I set his battle orders to the following: cast sulphur haze, soothing song, rust mist, fire darts (none of these require gems). Attacked an indie next turn and viewed the battle. My pretender cast "air shield"!?? He then cast soothing song, but skipped rust mist also and went to fire darts. Odd...

January 29th, 2004, 02:18 AM
It is based on range as well. They will try to cast the spell if they are in range. Certain spells have short range and if your mage is not close enough to cast it, it will go to the (AI most logical spell) instead of casting a spell at nothing.

Graeme Dice
January 29th, 2004, 04:29 AM
Illwinter probably already knows about this one, but unit 1082 will cause the game to crash to desktop. I imagine that it's some kind of Chariot missing one of its riders?

The new arco theme with philosophers, sceptics, siege engineers and chariots looks interesting, as do the Oceanian Icthysatyrs.

Aikamun
January 29th, 2004, 10:30 AM
"E" and "W" do not seem to be working correctly for unit selection. I left-clicked a unit, then held down the "E" or "W" and lef-clicked another unit in the same squad.

Using the selection for wounded would pull out the wounded from the squad, but also the bookends of the selected squad, even if they were not wounded.

Using the selection for experienced units only resulted in the bookends being selected, whether or not they were actually experienced.

I am a newbie, so may be doing something wrong. Don't think so because the "shift" for selection worked fine.

Aikamun

[ January 29, 2004, 09:56: Message edited by: Aikamun ]

Raz 24
January 29th, 2004, 06:22 PM
The fay boars immotality is not working

diamondspider
January 29th, 2004, 06:39 PM
Large unit of Poisoned Slingers wouldn't fire not matter what setting I used: none, fire closest, or fire.

Tried placing them closer or further back and they kept using their daggers. Once in the 5 battles they fired instead.

Very buggy since I used them all Last game and they worked perfectly in that game.

Have trn and fthlnd files showing final losing battle where they used daggers. Just need to know where to send them.

[ January 29, 2004, 16:53: Message edited by: diamondspider ]

EternalSpearman
January 29th, 2004, 09:01 PM
Originally posted by Raz 24:
The fay boars immotality is not working <font size="2" face="sans-serif, arial, verdana">Are you sure they were in friendly dominion?

Saber Cherry
January 29th, 2004, 09:16 PM
Originally posted by diamondspider:
Large unit of Poisoned Slingers wouldn't fire not matter what setting I used: none, fire closest, or fire.
<font size="2" face="sans-serif, arial, verdana">Are you certain you did not accidentally mix a melee-only unit with them? Alternately, if it was a huge block - big enough so that the rearmost slingers could not shoot farther than the frontmost slingers - they may have not fired to avoid hitting themselves. That would have to be a pretty huge block, though.

Saber Cherry
January 29th, 2004, 09:17 PM
Originally posted by Aikamun:
"E" and "W" do not seem to be working correctly for unit selection. I left-clicked a unit, then held down the "E" or "W" and lef-clicked another unit in the same squad.<font size="2" face="sans-serif, arial, verdana">It's "e" and "w", lower-case. Anyway, as Grame said, just select a unit, then tap "w" or "e" and other units in the group will become highlighted.

diamondspider
January 29th, 2004, 10:54 PM
Originally posted by Saber Cherry:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by diamondspider:
Large unit of Poisoned Slingers wouldn't fire not matter what setting I used: none, fire closest, or fire.
<font size="2" face="sans-serif, arial, verdana">Are you certain you did not accidentally mix a melee-only unit with them? Alternately, if it was a huge block - big enough so that the rearmost slingers could not shoot farther than the frontmost slingers - they may have not fired to avoid hitting themselves. That would have to be a pretty huge block, though. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yeah, I'm sure. I played the same way yesterday and it was fine. Then I tried another game after losing the bugged one and they worked again.

I didn't change anything as far as how I was playing, it is bugs and it happened many times in a row, so it wasn't just a one-off.

[ January 29, 2004, 21:00: Message edited by: diamondspider ]

Graeme Dice
January 30th, 2004, 02:11 AM
Originally posted by Aikamun:
"E" and "W" do not seem to be working correctly for unit selection. I left-clicked a unit, then held down the "E" or "W" and lef-clicked another unit in the same squad.<font size="2" face="sans-serif, arial, verdana">These ones work by you clicking into a squad, then pressing the button. No secondary clicking is necessary, except if you want to remove the initial unit from the selection.

PvK
January 30th, 2004, 03:14 AM
Did the enemy have some units which were immune to poison? Maybe the AI if the tries to target enemies, and the first choice is poison immune, they decide to attack them anyway, with their non-poison weapons... oops.

Just a theory.

PvK

Norfleet
January 30th, 2004, 06:51 AM
Here's an interesting one: Drain life/Steal strength affect lifeless and undead creatures. I've sent multiple Earth Attacks at Soul Gate Ermor, only to watch as the Earth Elemental becomes fatigued and pass out as it is struck by ghosts, spirits, Spectators, and Dusk Elders.

An Earth Elemental is a lifeless, mindless, 0-encumberance creature with no spellcasting ability. Is it even SUPPOSED to become fatigued?

[ January 30, 2004, 04:54: Message edited by: Norfleet ]

Kristoffer O
January 30th, 2004, 08:01 AM
IIRC life drain harms everyone, including lifeless, but the attacker will not get back HP or reduced fatigue from it as there is no life to drain.

[ January 30, 2004, 06:02: Message edited by: Kristoffer O ]

LordArioch
January 30th, 2004, 08:12 AM
The Black Forest Ulm commander has a tower shield and a pike. http://forum.shrapnelgames.com/images/icons/icon12.gif Between that and the pre-patch BoH humanbred I can tell you think soldiers have three hands. And his picture is holding a sword.

diamondspider
January 30th, 2004, 08:33 AM
Originally posted by PvK:
Did the enemy have some units which were immune to poison? Maybe the AI if the tries to target enemies, and the first choice is poison immune, they decide to attack them anyway, with their non-poison weapons... oops.

Just a theory.

PvK <font size="2" face="sans-serif, arial, verdana">Nah, they were fighting indies and such. Normal Heavy Infantry and then some of Jotunheim units.

After using a unit for 100s of battles you sort of get a feel for how they work. Since it happened over several battles vs. different creatures in different formations (including behind and in front) and the enemies were normal I'm sure it is a glitch.

I'm a professional programmer also and think I can tell a bug.

The ONLY possible explanation would be if a unit can run out of ammo for 6 or 7 turns straight. Something that I've never seen in this game under any circumstances.

The bug is obviously something that happens rarely and the fact that I still haven't been told where to email these files disappoints me.

If that happened to me in a long PBEM game that had been going on for weeks, it would be nearly infinately frustrating. Believe me, those units die fast when they pull their daggers and rush heavy infantry or giants http://forum.shrapnelgames.com/images/icons/icon12.gif

The file I have shows the following:

1) slinger unit rushes giants when given 3 chances to fire at them. This had happened the previous 5 turns also.

2) And the PROOF that they were set properly to fire is that in the tower battle that follows they fire at the giants.

3) However! Oddly enough, the tower that is firing at the giants has missiles that also leave the "black cloud" of poison without them being poisonous. This is probably another bug unless towers get poison looking missles for some strange reason when playing Miasma.

[ January 30, 2004, 07:16: Message edited by: diamondspider ]

Johan K
January 30th, 2004, 12:56 PM
There have been many bugs fixed for the upcoming patch, especially for the windows Version. So I prefer if you mail the files to us after the patch and if the bug still remains.

johan osterman
January 30th, 2004, 04:19 PM
Originally posted by diamondspider:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Johan K:
There have been many bugs fixed for the upcoming patch, especially for the windows Version. So I prefer if you mail the files to us after the patch and if the bug still remains. <font size="2" face="sans-serif, arial, verdana">Thanks! I'll keep the file in case you ever want to see a tower shooting poison sling stones http://forum.shrapnelgames.com/images/icons/icon12.gif

Looking forward to the next patch... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">They are supposed to shoot poison sling stones. I believe it's in the manual.

diamondspider
January 30th, 2004, 04:28 PM
Originally posted by johan osterman:
They are supposed to shoot poison sling stones. I believe it's in the manual. <font size="2" face="sans-serif, arial, verdana">Thanks, I hadn't seen them do that before. http://forum.shrapnelgames.com/images/icons/icon7.gif

I guess it I only found one glitch. Not bad for a game so complex, must say!

[ January 30, 2004, 14:31: Message edited by: diamondspider ]

LordArioch
January 30th, 2004, 11:49 PM
I've been having some buggy problems with the modding tools. Specifically, when trying to clear units to edit them, sometimes items remain, and when I tried to clear all the units from abysia and replace them with new recruitable units the Lava Warrior, Warlock Apprentice, Warlock, and Demonbred all remained. Also, trying to give my new abysia a commander leading an army, and a scout at the start of a game, just resulted in a scout leading an army and no commander to be seen.

I can send the appropriate mod files if you want to see for yourself.

diamondspider
January 31st, 2004, 02:57 AM
Originally posted by Johan K:
There have been many bugs fixed for the upcoming patch, especially for the windows Version. So I prefer if you mail the files to us after the patch and if the bug still remains. <font size="2" face="sans-serif, arial, verdana">Thanks! I'll keep the file in case you ever want to see a tower shooting poison sling stones http://forum.shrapnelgames.com/images/icons/icon12.gif

Looking forward to the next patch...

Johan K
January 31st, 2004, 12:28 PM
To add the scout you must use the #addscout command. There can only be one commander and one scout. Also the #clear command doesn't work yet, but it will do in the next patch.

LordArioch
January 31st, 2004, 07:10 PM
Oh, I used #startscout instead of #addscout, so maybe that was it. And as long as #clear gets patched to work I'm happy. It was still better to get the early, somewhat limited mod tools than wait longer for the complete thing.

Ragnarok-X
February 1st, 2004, 12:50 AM
clicked end turn at turn 156, my nation was pangaea, normal theme. the game just crashed to windows, the only SERIOUS bug so far imho.

here is the log


-------------------------
----- DOMINIONS ---------
-------------------------

dbglevel 1 pc_endian
datapath='.'
savepath='.'
temppath='C:\DOKUME~1\Chris\LOKALE~1\Temp/dom16882'
-- InitGLStuff --
domdata_path = .
tga2rgba32 alphamode 0 tgatype 10 tgaadr54132816 dstadr54324752 tgalen191909
tga2rgba32 alphamode 1 tgatype 3210 tgaadr54132816 dstadr38243128 tgalen2679
tga2rgba32 alphamode 2 tgatype 10 tgaadr54132816 dstadr38243128 tgalen172
tga2rgba32 alphamode 2 tgatype 3210 tgaadr54133008 dstadr54190032 tgalen57002
InitPrint
Reaver file Version 1030
Reaver highestrmod 37 (filemods 38)
Reaver highestrtex 23 (filertex 24)
Create Texture 0, w512 h756 data61472808 alpha0
Create Texture 1, w255 h173 data54666752 alpha0
Create Texture 2, w128 h756 data63045712 alpha0
Create Texture 3, w219 h366 data54843232 alpha0
Create Texture 4, w256 h256 data63432808 alpha0
Create Texture 5, w256 h256 data63694976 alpha0
Create Texture 6, w219 h122 data63957144 alpha0
Create Texture 7, w128 h128 data64064040 alpha0
Create Texture 8, w64 h256 data64129600 alpha1
Create Texture 9, w64 h256 data64195160 alpha1
Create Texture 10, w128 h256 data64260720 alpha1
Create Texture 11, w128 h256 data64391816 alpha1
Create Texture 12, w128 h128 data64522912 alpha1
Create Texture 13, w128 h128 data64588472 alpha1
Create Texture 14, w128 h128 data64654032 alpha1
Create Texture 15, w128 h128 data64719592 alpha0
Create Texture 16, w128 h128 data64785152 alpha0
Create Texture 17, w128 h256 data64850712 alpha1
Create Texture 18, w64 h128 data64981808 alpha1
Create Texture 19, w128 h256 data65142864 alpha1
Create Texture 20, w256 h128 data65273960 alpha1
Create Texture 21, w756 h512 data69337128 alpha0
Create Texture 22, w256 h256 data65405056 alpha0
Create Texture 23, w64 h256 data65014600 alpha1
Optimizing Model 0, 1 textures
Optimizing Model 1, 1 textures
Optimizing Model 2, 1 textures
Optimizing Model 3, 1 textures
Optimizing Model 4, 0 textures
Trimrmod5 left 1 right 2 top 8
Trimrmod5 left 1 right 2 top 8
Optimizing Model 5, 1 textures
Optimizing Model 6, 2 textures
Optimizing Model 7, 3 textures
Optimizing Model 8, 1 textures
Optimizing Model 9, 2 textures
Optimizing Model 10, 2 textures
Trimrmod11 left 22 right 14 top 40
Trimrmod11 left 22 right 14 top 40
Optimizing Model 11, 1 textures
Trimrmod12 left 7 right 9 top 19
Trimrmod12 left 7 right 9 top 19
Optimizing Model 12, 1 textures
Trimrmod13 left 2 right 1 top 4
Trimrmod13 left 2 right 1 top 4
Optimizing Model 13, 1 textures
Trimrmod14 left 17 right 16 top 0
Trimrmod14 left 17 right 16 top 0
Optimizing Model 14, 1 textures
Optimizing Model 15, 1 textures
Optimizing Model 16, 1 textures
Optimizing Model 17, 2 textures
Optimizing Model 18, 3 textures
Optimizing Model 19, 4 textures
Optimizing Model 20, 3 textures
Optimizing Model 21, 4 textures
Optimizing Model 22, 4 textures
Optimizing Model 23, 1 textures
Optimizing Model 24, 2 textures
Optimizing Model 25, 1 textures
Optimizing Model 26, 1 textures
Optimizing Model 27, 1 textures
Optimizing Model 28, 1 textures
Optimizing Model 29, 1 textures
Trimrmod30 left 29 right 26 top 49
Trimrmod30 left 29 right 26 top 49
Optimizing Model 30, 1 textures
Trimrmod31 left 12 right 11 top 45
Trimrmod31 left 12 right 11 top 45
Optimizing Model 31, 1 textures
Trimrmod32 left 38 right 26 top 75
Trimrmod32 left 38 right 26 top 75
Optimizing Model 32, 1 textures
Optimizing Model 33, 1 textures
Optimizing Model 34, 1 textures
Optimizing Model 35, 1 textures
Optimizing Model 36, 1 textures
Optimizing Model 37, 3 textures
tga2rgba32 alphamode 0 tgatype 10 tgaadr65670176 dstadr65867360 tgalen197164
tga2rgba32 alphamode 0 tgatype 10 tgaadr70909992 dstadr71565352 tgalen612515
tga2rgba32 alphamode 0 tgatype 10 tgaadr70909992 dstadr71499816 tgalen568152
tga2rgba32 alphamode 0 tgatype 10 tgaadr70909992 dstadr71565352 tgalen610297
tga2rgba32 alphamode 0 tgatype 10 tgaadr70909992 dstadr71499816 tgalen585294
tga2rgba32 alphamode 0 tgatype 10 tgaadr65670176 dstadr70909992 tgalen484684
tga2rgba32 alphamode 0 tgatype 10 tgaadr70909992 dstadr71630888 tgalen659601
-- sound_init --
GUISoundEffects: program compiled without gui sound
SetGraphicsQuality 16
-- general_init --
-- start --
Loading battle map ./campfire.d3m
ver 100 x -1 z -1 l -1
EnableGameInfoMods -1
playturn: autohost 0 readypl 1 humanpl 1
ppt: gameturn 156 turn 156
got turn info for player 10
get turn data for player 10 global_mappic returgaia.tga fileVersion 205
lands 60 kingdoms 26 units 2232 coms 29 [eof]
player 10 has 0 vcrs
get 2h data for player 10
LoadBigMap returgaia.tga ()
loading map ./maps/returgaia.tga
tga2rgba32 alphamode 0 tgatype 10 tgaadr107085864 dstadr111411240 tgalen4275414
w1200 h1200
CreateMapTextures
CMT: done
getcompnbr l 156
got nbr 31313
EnableGameInfoMods -1
ViewMessages player 10 game 'l'
tga2rgba32 alphamode 0 tgatype 10 tgaadr107085864 dstadr107937832 tgalen787813
ustatbox unr1262 sel0
ustatbox unr5504 sel0
ustatbox unr5509 sel0
EnableGameInfoMods -1
playturn: autohost 0 readypl 1 humanpl 1
Loading battle map ./campfire.d3m
ver 100 x -1 z -1 l -1
EnableGameInfoMods -1
get 2h data for player 10
AI 2 b-25 r0 r0
Bartholomeus cast spl Baleful Star (good 61 vis 7)
Decimus cast spl Sea King's Court (good 204 vis 45)
Iglarus cast spl Call of the Winds (good 38 vis 5)
Quirinus cast spl Summon Spring Hawks (good 177 vis 20)
Marcus (str401) attacking Fenica (str78) (good 65)
AI 2 might decide to get some mercs
AI 7 b-25 r0 r0
AI 7 might decide to get some mercs
AI 12 b-25 r0 r0
cnr 24 got onehand Frost Brand
Gerus cast spl Black Servant (good 45 vis 3)
AI 12 might decide to get some mercs
com2(Bartholomeus) is casting spell 248(Baleful Star) (a2=7, a3=25)
Labspell: Bartholomeus casts Baleful Star
com19(Decimus) is casting spell 344(Sea King's Court) (a2=45, a3=0)
Labspell: Decimus casts Sea King's Court
Labspell: Decimus casts 15 Sea Trolls
com42(Quirinus) is casting spell 314(Summon Spring Hawks) (a2=20, a3=0)
Labspell: Quirinus casts Summon Spring Hawks
random event 15
random event 88
random event 88
random event 87
random event 94
random event 27
random event 17
random event 16
random event 22
random event 11
random event 36
2 vs 7 in lnr 41 (castlemode 0) Laststand_att0 Laststand_def0
initbattle lnr41 (rand=780)(check=33680133)
rand after setup (host battle) 96
dobatl: highestunit 3591 highestcom 12
calcoverkill player 7
calcoverkill 83 vs 401
calcoverkill player 2
calcoverkill 401 vs 83
SetGraphicsQuality 16
Loading battle map ./plains.d3m
ver 100 x 258 z 379 l -1
setupsquads end (rand=670)(check=33603173)
Get an order for 1525 Spire Horn Warrior, ord 0
Closest enemy (for unr 1525)
Get an order for 3587 Caelian Light Infantry, ord 0
Closest enemy (for unr 3587)
com Aurvasara cast spell (favspell Nothing) (mayusegems 1)
best Blessing this far, 45 14 (37 pnts)
best Blessing this far, 47 16 (40 pnts)
best spell so far Blessing (score43)
castspell: cnr0 spl603 (Blessing) vis0 x47 y16 spldmg1
Get an order for 144 Barbarian, ord 0
Closest enemy (for unr 144)
Get an order for 3444 Alae Legionnaire, ord 0
Closest enemy (for unr 3444)
Closest enemy (for unr 3444)
Get an order for 3371 Emerald Guard, ord 0
Closest enemy (for unr 3371)
----- turn 1 (rand 806)(check 101944998)
com Aurvasara cast spell (favspell Nothing) (mayusegems 1)
com Aurvasara cast spell (favspell Nothing) (mayusegems 1)
----- turn 2 (rand 345)(check 101525154)
- Battle Aftermath (rand=308)(check=101561217) -
Remove all temp units
done
-------------------
25 vs 2 in lnr 13 (castlemode 0) Laststand_att0 Laststand_def0
initbattle lnr13 (rand=302)(check=672215)
rand after setup (host battle) 408
dobatl: highestunit 4004 highestcom 63
creating default spellbook for player 25
calcoverkill player 2
calcoverkill 799 vs 144
Overkill for player 2 (799 vs 144)
calcoverkill player 25
calcoverkill 144 vs 799
SetGraphicsQuality 16
Loading battle map ./plains.d3m
ver 100 x 258 z 379 l -1
setupsquads end (rand=887)(check=3500516)
Get an order for 3883 Militia, ord 0
Closest enemy (for unr 3883)
Get an order for 3953 Slinger, ord 0
Closest enemy (for unr 3953)
Closest enemy (for unr 3953)
Get an order for 3989 Velite, ord 0
Closest enemy (for unr 3989)
Closest enemy (for unr 3989)
Get an order for 3857 Barbarian, ord 0
Closest enemy (for unr 3857)
----- turn 1 (rand 270)(check 223844)
----- turn 2 (rand 825)(check 4004655)
----- turn 3 (rand 782)(check 9313718)
----- turn 4 (rand 437)(check 33553841)
Get an order for 3953 Slinger, ord 0
Closest enemy (for unr 3953)
Closest enemy (for unr 3953)
Get an order for 3989 Velite, ord 0
Closest enemy (for unr 3989)
Closest enemy (for unr 3989)
----- turn 5 (rand 6)(check 9997302)
Get an order for 3953 Slinger, ord 0
Closest enemy (for unr 3953)
Closest enemy (for unr 3953)
Get an order for 3989 Velite, ord 0
Closest enemy (for unr 3989)
Closest enemy (for unr 3989)
----- turn 6 (rand 489)(check 7362543)
Get an order for 3953 Slinger, ord 0
Closest enemy (for unr 3953)
Closest enemy (for unr 3953)
Get an order for 3989 Velite, ord 0
Closest enemy (for unr 3989)
Closest enemy (for unr 3989)
----- turn 7 (rand 704)(check 7344113)
Get an order for 3953 Slinger, ord 0
Closest enemy (for unr 3953)
Closest enemy (for unr 3953)
Get an order for 3989 Velite, ord 0
Closest enemy (for unr 3989)
Closest enemy (for unr 3989)
- Battle Aftermath (rand=683)(check=2235324) -
Remove all temp units
done
-------------------
2 vs 12 in lnr 50 (castlemode 1) Laststand_att0 Laststand_def1
initbattle lnr50 (rand=771)(check=64411993)
rand after setup (host battle) 312
dobatl: highestunit 6475 highestcom 174
calcoverkill player 12
calcoverkill player 2
Rearmost enemy (for unr 2673)
Rearmost enemy (for unr 2752)
SetGraphicsQuality 15
Loading battle map ./citadel.d3m
ver 100 x 249 z 378 l -1
setupsquads end (rand=255)(check=68128810)
Get an order for 245 Mandragora, ord 0
Closest enemy (for unr 245)
Get an order for 2314 Clayman, ord 0
Closest enemy (for unr 2314)
Get an order for 3382 Jotun Hurler, ord 0
Closest enemy (for unr 3382)
Closest enemy (for unr 3382)
com Eitre cast spell (favspell Nothing) (mayusegems 1)
best spell so far Breath of Winter (score520)
castspell: cnr24 spl402 (Breath of Winter) vis0 x46 y17 spldmg12288
addunitfx: unr3342 fx201 fxattr100
addunitfx: unr3342 fx201 fxattr100
com Gerus cast spell (favspell Nothing) (mayusegems 1)
best spell so far Air Shield (score398)
best Horror Mark this far, 14 6 (2 pnts)
best Horror Mark this far, 15 6 (12 pnts)
best Horror Mark this far, 14 7 (13 pnts)
best Horror Mark this far, 14 12 (21 pnts)
best Frighten this far, 14 6 (18 pnts)
best Frighten this far, 15 6 (24 pnts)
best Frighten this far, 16 6 (25 pnts)
best Frighten this far, 17 6 (26 pnts)
best Frighten this far, 15 7 (32 pnts)
best Frighten this far, 16 7 (34 pnts)
best Frighten this far, 17 7 (35 pnts)
best Frighten this far, 18 7 (37 pnts)
best Frighten this far, 19 7 (39 pnts)
best Frighten this far, 18 8 (42 pnts)
best Curse this far, 14 6 (1 pnts)
best Curse this far, 15 6 (11 pnts)
best Curse this far, 16 6 (12 pnts)
best Curse this far, 15 8 (14 pnts)
best Curse this far, 14 12 (19 pnts)
best Flight this far, 45 10 (6 pnts)
best spell so far Raise Skeletons (score654)
best Regeneration this far, 42 2 (18 pnts)
best Regeneration this far, 41 3 (127 pnts)
best Regeneration this far, 46 17 (140 pnts)
best spell so far Antimagic (score32390)
castspell: cnr128 spl425 (Antimagic) vis3 x46 y15 spldmg67108864
addms: out of spr


cant help you anymore, i didnt did anything special (other than setting 9 commanders on research in one province)

Targa
February 1st, 2004, 01:39 AM
Originally posted by Ragnarok-X:
...player 10 has 0 vcrs <font size="2" face="sans-serif, arial, verdana">Probably needs a DVD player anyways... http://forum.shrapnelgames.com/images/icons/icon10.gif


AI 2 might decide to get some mercs
AI 7 might decide to get some mercs
<font size="2" face="sans-serif, arial, verdana">That made me chuckle. Shows how cool this game coding is. http://forum.shrapnelgames.com/images/icons/icon6.gif

Arryn
February 1st, 2004, 02:35 AM
Originally posted by Johan K:
To add the scout you must use the #addscout command. There can only be one commander and one scout. Also the #clear command doesn't work yet, but it will do in the next patch. <font size="2" face="sans-serif, arial, verdana">The #addscout command does not appear to be listed in the modding .PDF document that came with the game. Can you give us an example code line for this command? (I've tried #addscout and have not gotten it to work.)

Saber Cherry
February 1st, 2004, 03:12 AM
Centaur Cataphract natural protection is 0. Should be 3.

Jasper
February 1st, 2004, 06:31 AM
Centaur Commanders also have natural protection 0, but judging by the other Centaurs should have 3.

johan osterman
February 1st, 2004, 12:36 PM
Originally posted by LordArioch:
Oh, I used #startscout instead of #addscout, <font size="2" face="sans-serif, arial, verdana">My bad, it's supposed to be #startscout

/JK

[ February 01, 2004, 10:36: Message edited by: johan osterman ]

LordArioch
February 1st, 2004, 07:49 PM
JK is posting as JO? Well anyway then there's some issue with the functionality of #startscout since it gave me only a scout and no commander. If you want i can send my mod file or you can try to reproduce it yourself, but it sure is strange looking when your scout ends up with the army.

Andy
February 2nd, 2004, 12:04 AM
I guess someone already mentioned it in the preceding 20+ pages (I didn't read them all http://www.shrapnelgames.com/ubb/icons/icon11.gif) but I hate having more than one commander with the same name - in my game yesterday I had three guys named Wilfrid http://forum.shrapnelgames.com/images/icons/icon9.gif

[ February 01, 2004, 22:05: Message edited by: Andy ]

Johan K
February 2nd, 2004, 09:17 PM
Originally posted by LordArioch:
JK is posting as JO? Well anyway then there's some issue with the functionality of #startscout <font size="2" face="sans-serif, arial, verdana">I didn't post from my computer. Anyway the startscout thing is fixed now.

NTJedi
February 3rd, 2004, 01:35 AM
New Error for a long multiplayer game and reloading the game usually gets it working again:

The game crashes to the desktop with an error:

spelled exactly as listed below:

auto meele: molesting the dead

geo981010
February 3rd, 2004, 03:31 AM
This list is pretty long, so I apologize if these have been mentioned before

1) Abysia prophet morphs into Warlock - take Salamander (or Dragon), turn him into a prophet, and he claims to be a warlock.

2) Watch Tower bug - a bunch of routing troops in the dead center can get "stuck" on the watchtower icon in the back middle - they want to move straight back, but the building is in the way so they stopped. Very annoying!

February 3rd, 2004, 01:11 PM
Heliophagii are not unique, as they should (all of them). The bug was reported in November already, but is still there.

Blofeld
February 3rd, 2004, 01:53 PM
Harbingers ignore scripted orders. Pity that, instead of casting orb lightings or bLasting undead with their horn as scripted they usually cast far less effective spells.

Tia.

Karacan
February 3rd, 2004, 05:18 PM
Something I haven't seen reported before:

Due to spelldescription, Call Of The Wild is limited to target forest provinces only. However, you can cast it on any non-underwater province, no matter if it got the Forest attribute or not. (Come to think of it, I haven't yet tried to cast it at an underwaterprovince...)

Arryn
February 3rd, 2004, 10:48 PM
When you bid on a mercenary unit already in your employ, the game automatically doubles the value of your bid. However, it subtracts the doubled value immediately from your cash on hand, rather than the correct 1x value. (Bidding 100 gold is doubled to 200 and 200 is subtracted.)

Arryn
February 3rd, 2004, 10:53 PM
Originally posted by Blofeld:
Harbingers ignore scripted orders. Pity that, instead of casting orb lightings or bLasting undead with their horn as scripted they usually cast far less effective spells.<font size="2" face="sans-serif, arial, verdana">As Graeme alluded to, you need to be careful where you place the angel. The horn is ranged 23, and orb is only range 15. I have seen my own harbingers use the horn, so I know it's not a scripting bug.

Graeme Dice
February 4th, 2004, 02:06 AM
Originally posted by Blofeld:
Harbingers ignore scripted orders. Pity that, instead of casting orb lightings or bLasting undead with their horn as scripted they usually cast far less effective spells.
<font size="2" face="sans-serif, arial, verdana">How far away from the nearest targets did you put them? Orb lightning is extremely short ranged.

Taqwus
February 4th, 2004, 06:55 PM
Strangeness: I've seen the AI use Hama Dryads on the attack. Odd, given that they're strat move 0, non-stealthy IIRC.
Strangeness: Sometimes a 90-hp Pretender in massively hostile dominion and never-healing wound (- totaling -90hp) starts battle at 200+ hp.
Spell AI: I don't think I've ever seen an earth mage cast Summon Earthpower without having been scripted to do so. Strikes me as odd, since it doesn't cost gems, and gives +4 reinvig as well as +1 earth.

Ed Kolis
February 5th, 2004, 04:52 AM
Never healing wounds seem to deduct from the base HP, not the HP after dominion, etc. are taken into account, so a 10-HP prophet whose HP are boosted to 30 by a +10 dominion loses a measly 2 HP, bringing him down to 28, which isn't significantly different from 30... http://forum.shrapnelgames.com/images/icons/tongue.gif

If there is a battle between 2 other nations and you're privy to seeing it, you don't get a report on the forces' composition, but you DO get a full replay? That doesn't make any sense... http://forum.shrapnelgames.com/images/icons/confused.gif

The nations show up in a different order in the "send message" screen than elsewhere in the game, which makes them harder to find there.

The Raw Hide Shield shows up as Leather Shield in the armor list when you equip it; similar things happen to various other items (Horror Helmet becomes "Magic Helmet", Feathered Cloaks of the Mictlan Eagle Warriors show up as Furs, etc.)

Arryn
February 5th, 2004, 08:56 AM
There is a subtle bug in the process for determining monthly ritual casting. The check on the next turn as to whether the caster has sufficient gems available is made prior to the new month's accrual of gem income. Example:

Host the game. Spells are cast at the end of month since gem cost subtraction is immediate and you had enough gems when you gave the orders. So far so good. Assume you end the month with zero nature gems. If you have a gem income of +1 nature and you had set a caster to cast Awaken Vine Ogre monthly, you should have enough gems to cast it again on this following month. However, the check to see if the caster has enough gems apparently happens right after the game advances the Calendar to the next month, but before gem income has been done. Thus the pool for nature gems is still zero. Caster's monthly ritual order is then reset to no-cast since the game (erroneously) believes that there are insufficient gems to cast it. Gem income is then done and now the pool contains 1 nature gem and the player is left to re-issue the command.

Very annoying.

Norfleet
February 5th, 2004, 09:06 AM
Originally posted by Taqwus:
Strangeness: I've seen the AI use Hama Dryads on the attack. Odd, given that they're strat move 0, non-stealthy IIRC.
Strangeness: Sometimes a 90-hp Pretender in massively hostile dominion and never-healing wound (- totaling -90hp) starts battle at 200+ hp.<font size="2" face="sans-serif, arial, verdana">He might be teleporting them with a spell. The Pretender's HP, I believe, is based on where he starts, not where he moves to, so if he starts out in friendly Dominion, he'll have his hitpoints still. Also, a unit that's affected by Gift of Health will retain its boosted hitpoints even when it leaves friendly dominion, and either loses them very slowly, or keeps them until they're actually lost in battle.

Jasper
February 5th, 2004, 09:33 AM
#armor 100 crashes Dominions
#armor "Bronze Cuirass" doesn't give anything

Saber Cherry
February 5th, 2004, 09:46 AM
Originally posted by Jasper:
#armor 100 crashes Dominions
#armor "Bronze Cuirass" doesn't give anything <font size="2" face="sans-serif, arial, verdana">It is mis-typed, and has an extra space. Try "Bronze Cuirass".

February 5th, 2004, 11:45 AM
I've seen that units with one weapon and one natural attack still have the "2 weapons" attack penalty. It was a R'lyeh hybrid (1 spear + 1 tentacle = -4 att. penalty, so att. drops from 10 to a pathetic 6). Are natural attack (think of tentacle, hoof, tail, sting etc) supposed to count as a weapon attack ?

TIA

Jasper
February 5th, 2004, 11:50 AM
"Bronze Cuirass" with two spaces in the middle doesn't work either.

Arryn
February 6th, 2004, 01:12 AM
Found another (possible) turn sequencing related bug.

- Hosted the turn.
- I then read the Messages. I see a message that reads like: "There was a battle in Fom". The report indicates that I lost two units in the battle (which I won).
- A little further down the Messages list I see a message that reads "Your troops in Fom are starting to starve due to lack of supplies."
- I click on Go To Province and I look at Fom. Supply Usage 54, Supplies 56. (Net 2 surplus.) I examine my units and, indeed, some are starving.

My conclusion from this is that battles take place, not at the end of a turn, but at the beginning of a new one. So that the sequence appears to be:

- magic
- move
- advance the Calendar and calculate supply for the new turn (tag units as starving *now*)
- execute battle
- update UI stats

I had thought the sequence was suppose to be:

- magic
- move
- fight
- advance Calendar, calculate supply (tag units as starving if any), update UI

If battles take place at the end of a turn, then units which are killed will no longer be around to use up supplies for the coming month. Even if the battle takes place at the start of a month, killed units still won't be around to eat. So the supply calculation needs to reflect this.

Ed Kolis
February 6th, 2004, 02:49 AM
Someone's probably already reported this, but forge bonuses don't seem to be taken into account in displaying the gems required to forge things, but they are when the gems are actually deducted. (So if I'm wielding a Dwarven Hammer and I try to forge a Fire Helmet then it shows up as costing 5 fire gems, which is incorrect, as only 3 are deducted.)

Targa
February 6th, 2004, 06:41 AM
There's a bug in the Map Editor (and maybe in the game also). Depending on the placement of the white dots for province capitals, you can make Dom2 lock up and get caught in an infinite loop.

Pasted from log.txt:

LoadBigMap targa.tga ()
loading map ./maps/targa.tga
tga2rgba32 alphamode 0 tgatype 3202 tgaadr130482216 dstadr138215464 tgalen7680044
w1600 h1200
FindCapitals
155 capitals found
FindNbors (hl155)
gooddist=180341.000000
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 1 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)

Like the energizer bunny, it just keeps going and going.... (log.txt got to 4 megabytes before I forced the game to shut down)

[ February 06, 2004, 04:57: Message edited by: Targa ]

February 7th, 2004, 01:43 PM
Here are a few inconsistancies:

Animist - Picture shows him holding a Staff, he's carrying a Dagger

Great Warlock - Pic Staff, carrying Dagger

Black Sorceror - Pic Bane Dagger/Blade, carrying Dagger

Witch Doctor/Sorceror - Pic Staff, carrying Dagger

Targa
February 7th, 2004, 10:04 PM
Edit: Deleted, never mind. It was my mapping error. Forgot to put dots in some provinces, added them in Photoshop, then when I loaded the .map file, Dom2 renumbered the provinces, adding in the new one(s). This "shifted" all the province numbers, and hence the neighbors were appearing messed up.

[ February 07, 2004, 23:56: Message edited by: Targa ]

geo981010
February 8th, 2004, 07:57 AM
1) Holy units lose their Holy status after being killed while having the Life after Death bonus (Death 9). While maybe holy troops like flags/Lava Warriors/Dancers etc were intended to lose their holy bonus (maybe, but I don't think they should!), units with holy magic also lose their holy status (priests/theurgs/etc) which really has to be wrong. Such a defrocked priest can build a temple, but can't preach. Interestingly, if this happens to your prophet he will stay blessed.

2) Blessed units with Death 9 (either a prophet or Shroud) who drown (either from natural means like Water Cult dominion shifts (argh!) or Thetis Blessing running out, or on purpose by removing their water breathing gear) do not get reborn as undead. They really should!

3) Items that allow casting Ritual spells (Crown of the Ivy King being the main culprit) can only be cast as a monthly repeating spell (the 'm' command) by a mage with the magic skills to cast the spell normally. A commander without the proper spell paths will get a message box stating that the spell is too complicated for him, so you have to do it every turn or give it to a mage who has the right skills.

st.patrik
February 8th, 2004, 05:21 PM
I don't know if this has been noticed/mentioned/experienced etc. by anyone else but it took me quite by surprise:

Playing a network game, and everything has gone smoothly so far, but this turn when I tried to watch any battle replay the game would crash. This hasn't happened before. I have nothing else open at all - nothing is different from how things usually are that I can tell. The number of units involved in some of the battles may be larger than normal - could this be it? I dunno.

I'm playing the OS X Version 2.06, with the Caelum Mod (because the network game host is using this also).

Any ideas?

Johan K
February 8th, 2004, 06:59 PM
Start Dominions from a terminal window and you will probably get an error message when the game exits.

mivayan
February 9th, 2004, 02:59 AM
The nature site gateward valley allows you to build the centaur chariot. They are wielding dual spears, which are length 4 and give a horrible att penalty. Base attack skill 9, attack nr1:1, nr2:1. The description mentions other weapons.

They trample however so it should not matter if facing their prefered targets.

[ February 09, 2004, 01:00: Message edited by: mivayan ]

mnoracle
February 9th, 2004, 03:10 PM
In Marignons Diabolic Faith theme, you can get Witch Hunter hero, but Witch Hunters shall be disabled here...

Norfleet
February 9th, 2004, 10:41 PM
Originally posted by geo981010:
1) Holy units lose their Holy status after being killed while having the Life after Death bonus (Death 9). While maybe holy troops like flags/Lava Warriors/Dancers etc were intended to lose their holy bonus (maybe, but I don't think they should!), units with holy magic also lose their holy status (priests/theurgs/etc) which really has to be wrong. Such a defrocked priest can build a temple, but can't preach. <font size="2" face="sans-serif, arial, verdana">This isn't really a bug, so to speak, since the unit in question is no longer whatever type he was before, which was sacred, and is now a soulless, which is not sacred. The thematic explanation in the case of the priest is obviously that he still remembers how to build temples, but that preaching as smelly zombie is probably not going to draw many crowds.

Norfleet
February 10th, 2004, 09:16 AM
Here's a bug: Carrion Dragon lists as costing 50 points, actually costs 100 when chosen, since after taking it, you have 400 points to spend.

Is it supposed to be a 50 point creature, or a 100 point creature?

rabelais
February 10th, 2004, 07:15 PM
Amber Clan priests (!) are NOT sacred.


Rabe the Sacerdotally Challenged

Argitoth
February 10th, 2004, 07:19 PM
Will the turn-crash bug ever be fixed?

Kristoffer O
February 10th, 2004, 07:25 PM
I'm not familiar with the terminology here. What is the turn-crash bug? And no, it will never be fixed ever!!! http://forum.shrapnelgames.com/images/icons/tongue.gif

Kristoffer O
February 10th, 2004, 07:26 PM
Originally posted by rabelais:
Amber Clan priests (!) are NOT sacred.


Rabe the Sacerdotally Challenged <font size="2" face="sans-serif, arial, verdana">Thats because they eat clams - unholy stuff according to JK.

Saber Cherry
February 10th, 2004, 08:21 PM
Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by rabelais:
Amber Clan priests (!) are NOT sacred.


Rabe the Sacerdotally Challenged <font size="2" face="sans-serif, arial, verdana">Thats because they eat clams - unholy stuff according to JK. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">If you think clams are unholy, I guess you've never been to a coast with starfish and sea urchins=)

rabelais
February 10th, 2004, 09:10 PM
Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by rabelais:
Amber Clan priests (!) are NOT sacred.


Rabe the Sacerdotally Challenged <font size="2" face="sans-serif, arial, verdana">Thats because they eat clams - unholy stuff according to JK. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Wow. I didn't realize the default religion of the game was Jewish. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

Bad news for Vanheim... ritual eaters of pigs, definitely unkosher http://forum.shrapnelgames.com/images/icons/tongue.gif

And for Mictlan, the long pig is even worse. http://forum.shrapnelgames.com/images/icons/shock.gif

OTOH, Mussels in white wine and butter sauce may be worth forgoing paradise, on a present-value calculation.... http://forum.shrapnelgames.com/images/icons/icon6.gif

Rabe the Shokhet du Jour

Cosmos
February 11th, 2004, 02:24 AM
I am on turn 65 of my first game...... and every time I hit host button the game crashes to desktop.

I have 3 files in my save game. Should I send these to someone to fix ???

Arryn
February 11th, 2004, 11:12 AM
I just created a game on the World map, as Jotun/Utgard, and my starting location was Hawaii. Surrounded by water, my giants are unable to move.

I presume this is a bug?

Johan K
February 11th, 2004, 01:15 PM
Originally posted by Cosmos:
I am on turn 65 of my first game...... and every time I hit host button the game crashes to desktop.

I have 3 files in my save game. Should I send these to someone to fix ??? <font size="2" face="sans-serif, arial, verdana">Please wait for the upcoming patch which will hopefully fix that.

Saber Cherry
February 11th, 2004, 06:31 PM
Originally posted by Arryn:
I just created a game on the World map, as Jotun/Utgard, and my starting location was Hawaii. Surrounded by water, my giants are unable to move.

I presume this is a bug? <font size="2" face="sans-serif, arial, verdana">Probably a map bug. The province could be specially marked as "#nostart" in the .map file.

Saber Cherry
February 11th, 2004, 09:45 PM
New bug:

When modding a unit, giving it a new name clears the description. For example,

#selectunit 100
#name "Sheep Shredder"
#end

...gives unit 100 a new name, but deletes the old description.

Taqwus
February 13th, 2004, 09:07 PM
Ivy Kings can't wear the Crown of the Ivy King, lacking a head (slot). Seems a bit odd, but perhaps the missing head explains their prolonged absence...

Gandalf Parker
February 13th, 2004, 10:51 PM
My mounted Tuatha was able to use a Crystal Shield which says mounted units cant use it

rabelais
February 14th, 2004, 09:06 AM
Defenders in sieges can recruit troops, in the sense that they can pay gold for them, .... but they don't actually appear the next (or any following) turn.

This should be fixed, so they can't recruit at all,(as with attackers) ....or can and actually do... otherwise it is a potentially ugly bug, especially in MP.

At the very least it should be aggressively documented.

Thanks,

Rabe the Missing his Yummy new mage, Dammit!

Arryn
February 14th, 2004, 11:11 PM
Originally posted by rabelais:
This should be fixed, so they can't recruit at all,(as with attackers) ....or can and actually do... otherwise it is a potentially ugly bug, especially in MP.<font size="2" face="sans-serif, arial, verdana">Since the defender loses the income of the province to the beseigers, who after all occupy the entire province except the keep itself, then the defenders should most definitely not be able to gather more troops. The proper fix, IMHO, is to simply disable recruiting. No recruiting, no gold loss.

PvK
February 14th, 2004, 11:20 PM
Agreed, though what happens if you re-take the province the turn you try to build troops at a besieged location?

A bug that might have been reported before - Tien Chi archers who lose an arm, can still fire their composite bows (the image that comes to mind has them pulling the string with their teeth http://forum.shrapnelgames.com/images/icons/icon10.gif ). Maybe true of all archers?

PvK

Arryn
February 15th, 2004, 01:54 AM
Originally posted by PvK:
Agreed, though what happens if you re-take the province the turn you try to build troops at a besieged location?<font size="2" face="sans-serif, arial, verdana">Well, the castle was beseiged. The defenders would have a tough time getting a messenger out, nevermind not having him caught while trying to recruit in territory that's been overrun by an invading army. It's just a wee bit unrealistic, if you'll pardon my using that term. While messengers escaping from beseiged keeps did occur historically, it was typically uncommon, and mostly happened with combinations of inept attackers and bad weather.

PvK
February 15th, 2004, 11:16 AM
Oh I agree in general. It should just prohibit recruiting while beseiged, like in Doms I.

From a realism standpoint, I suppose it could represent that you plan to recruit units there after quickly relieving the castle (especially if the seige was by something pathetic), but eh... it's not really right. Confusing - there should be at least a warning.

I mainly was just curious though what would happen in the current Version, if anyone knew.

PvK

Nagot Gick Fel
February 15th, 2004, 03:12 PM
Starspawn priests and mages who lose an arm use their fist instead of their regular attack. Seems like 'Life drain' requires both hands (or is it both tentacles?). Does this make sense? I think not.

PhilD
February 15th, 2004, 07:20 PM
One of my Assassins apparently tried to assassinate... a Militia!

The game crashes when I try to watch the battle, too.

I've sent the game files to Illwinter, just in case it helps.

Arryn
February 15th, 2004, 09:35 PM
The description for Will o' the Wisp says that 3 wisps are summoned, yet the "number of effects" is listed as 2.

Arryn
February 16th, 2004, 04:10 PM
One MAJOR bug in 2.08: Seithkona are no longer commanders, and do not have magic skills!!!

Also, I can find no info on how to rename commanders.

Norfleet
February 16th, 2004, 08:38 PM
I'm getting a very odd "SDL Parachute Deployed" problem. If I host a turn, then try to play the next turn, I get an immediate CTD, no "Nagot Gick Fel", only a "Fatal signal: SDL Parachute Deployed" in stderr.txt. If I restart the game and try to play my turn, however, it works perfectly fine again...until the next turn.

Any idea what causes this?

Update: The apparent initial consistency of behavior was due to sampling error: Sometimes it will randomly crash anyway, even after a clean restart. You'd think that the behavior would be more deterministic, given that nothing has changed....

Update: Also, sometimes a turn generation will hangfire, and remain in "Generating turn" indefinitely. This occurs most frequently in tests where multiple human-controlled nations exist, although it happens with 1-human games as well....including games where this is one, and only one, player. Once again, no consistency: Can happen after a clean restart of the game, or not happen. Sometimes it will happen on fresh start, I'll kill the game, changing no files, and then restart the game, and try again, and it will run.

What on Earth is causing this?!?

Update: Although the mysterious, elusive, CTD-on-attempting to take turn bug remains unidentified, I did produce a fluke Nagot Gick Fel: Bad spritenbr on my other test computer. It has not reappeared, and did not occur consistently: CTDs continue on both test systems sporadically.

However, I *HAVE* isolated a probable cause of the turn hangfire bug. My extensive logging reports and experimental procedures have been posted here:
http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=74;t=001485

[ February 16, 2004, 20:56: Message edited by: Norfleet ]

Jasper
February 17th, 2004, 01:23 AM
Even small paralyzation effects still do not wear off -- their values never decrement, and nobody ever recovers. This can be easily seen with Astral Shield.

Arryn
February 17th, 2004, 02:16 AM
Originally posted by Norfleet:
"Nagot Gick Fel"<font size="2" face="sans-serif, arial, verdana">BTW, I finally had my curiosity overwhelm me and looked this phase up in an Online swedish-english dictionary. Best translation I can come up with is "something went wrong". I think it's hilarious that the program sort of yells this at you. Duh. Of course something went wrong ... http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif

moodgiesanta
February 17th, 2004, 02:18 AM
Shouldn't a new bug thread be started for Version 2.08? I think that would help a lot . . .

Cosmos
February 17th, 2004, 07:59 AM
Originally posted by Johan K:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Cosmos:
I am on turn 65 of my first game...... and every time I hit host button the game crashes to desktop.

I have 3 files in my save game. Should I send these to someone to fix ??? <font size="2" face="sans-serif, arial, verdana">Please wait for the upcoming patch which will hopefully fix that. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yep... The patch fixed it.

Thanks

NTJedi
February 17th, 2004, 08:29 AM
I've had an air elemental ' lose an eye ' this was seen 2 game turns after installing the new patch.

Teraswaerto
February 17th, 2004, 03:47 PM
#domstr doesn't seem to work. It has no effect.

tka
February 17th, 2004, 04:34 PM
#wastesurvival and #swampsurvival -commands don't work. Atleast the icons don't show up in unit's stats screen.

Taqwus
February 17th, 2004, 07:35 PM
The "is currently berserk" flag kept going on and off on a berserk White Bull.
Multiple Mind Hunts cast on one province led to a 'molesting the dead' error once. Haven't reproduced it.

February 17th, 2004, 08:08 PM
Dominions 2 using 2.06 for a server says:

Dominions Version is too old!
Get an update at www.illwinter.com (http://www.illwinter.com)
myVersion 205 fileVersion 207 nation 15

Is the game corrupted to need 2.08 now? It worked using 2.06 less than 12 hours ago, but now it will not even load the game.

Edit: The Server is using WindowsXP.

[ February 17, 2004, 18:14: Message edited by: Zen ]

Taqwus
February 17th, 2004, 08:31 PM
It should not be "a dire portent" if it's *your* side that cast the global.

Argitoth
February 17th, 2004, 10:28 PM
Master Lich has 5 hitpoints, at least thats what it says in the god's description.

Green Dragon doesn't have 2 nature magic symbol when you choose a god, but it still has the 2 nature in-game.

C'tis no longer starts with terror with Desert Tombs theme. I didn't check the other themes to see if they still started with terror.

February 17th, 2004, 10:42 PM
Originally posted by Argitoth:
Master Lich has 5 hitpoints, at least thats what it says in the god's description.<font size="2" face="sans-serif, arial, verdana">Eh?

Green Dragon doesn't have 2 nature magic symbol when you choose a god, but it still has the 2 nature in-game.<font size="2" face="sans-serif, arial, verdana">All the shapeshifters don't have their initial 2 paths when in their 'strong' form. So he still has 2 Paths of Nature, but they just don't show because he loses 2 paths of magic when in Dragon form. When shapechanged he has his 2 + whatever you give him.

Argitoth
February 17th, 2004, 11:35 PM
Choose a nation, right click on Master Lich and it will say Hitpoints: 5

Johan K
February 18th, 2004, 02:31 AM
Originally posted by Zen:
Dominions 2 using 2.06 for a server says:

Dominions Version is too old!
Get an update at www.illwinter.com (http://www.illwinter.com)
myVersion 205 fileVersion 207 nation 15
<font size="2" face="sans-serif, arial, verdana">That's because you have a save file (trn, 2h or fthrland) from 2.08 in there somwwhere. Erase your 2h and trn files in that game and you should be able to continue with Version 2.06 unless you have already advanced one turn.

Teraswaerto
February 18th, 2004, 02:56 AM
In 2.08 modded units with #animalawe (maybe all units, don't know what unmodded unit would have animal awe) have the "animal" icon when viewed in game. A bug surely?

February 18th, 2004, 05:56 AM
I've deleted everything regarding 2.08 (Turns, fatherland files, etc) and it will not load. The turn hasn't advanced at all. It has stayed on the same turn, though other games in 2.08 have advanced on the server.

So, the 2.06 game did not advance or change turns. But other games on the server (it has 3) have been modified to use the 2.08 dom2.exe and advanced a turn. (If that's clear)

Will this make it incompatable?

Still the same error. I have restarted and cleared temp files in case it was something in the Cache or similiar and it still gives the same error message.

Saber Cherry
February 18th, 2004, 08:50 AM
Bugs I noted in 2.08:

The SB Twin Spear does not do any damage.
(edit: removed ethereal crossbow note)

Both pretty major. I think the ethereal crossbow was not working in 2.06, also: It fires, but the bolts do no damage, ever.

The Twin Spear (that reincarnates the dead): I gave a commander Amon Hotep, Robe of Shadows, and a few other things to make him nearly indestructable. He attacked 2 different indy provinces, and ONLY DID DAMAGE IN REPELS! He never killed a single enemy, versus militia and later barbarians.

I had suspect behavior with other configurations, so there may be a deep problem in the combat engine... but I was at least able to kill enemies with the other twin spear. However, it may be related to the other equipment, not the weapon itself. Who knows?

As for the ethereal xbow, I fired it into a big group of approaching (unshielded) militia. The commander had an eye of aiming for 15 base precision, the bolt landed in the militia each time, and never did anything get hurt.

-Cherry

[ February 20, 2004, 06:29: Message edited by: Saber Cherry ]

Saber Cherry
February 18th, 2004, 09:14 AM
In further testing it seems I was just very unlucky with the crossbow. But as for the twin spears, I confirmed that the Send Horror one works, and the other one never damages the enemy (except maybe in repels).

Johan K
February 18th, 2004, 12:34 PM
Originally posted by Zen:
I've deleted everything regarding 2.08 (Turns, fatherland files, etc) and it will not load. <font size="2" face="sans-serif, arial, verdana">You deleted the fatherland file too! That will make your saved game lost forever. So what is the problem after that? Doesn't dominions start at all? Try deleting the files in the newlords directory too.

[ February 18, 2004, 10:35: Message edited by: Johan K ]

Nagot Gick Fel
February 18th, 2004, 12:38 PM
I think the Nerid (shouldn't that be Nereid, BTW?) has the 'male' flag. I've seen her given titles like 'He who is ...' or 'Prince of ...' or 'King of ...' at pretender generation, and don't remember seeing the female variants of these titles.

Not sure how important it is, but since there are abilities which rely on gender to work, it probably should be fixed.

Johan K
February 18th, 2004, 03:01 PM
Originally posted by Teraswaerto:
#domstr doesn't seem to work. It has no effect. <font size="2" face="sans-serif, arial, verdana">That's a documentation error. It is actually called
#startdom

rabelais
February 18th, 2004, 07:27 PM
Tuatha ride alicorns, but do not recuperate (from afflictions).


Rabe the Regenerating Rider

February 18th, 2004, 07:48 PM
Originally posted by Johan K:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Zen:
I've deleted everything regarding 2.08 (Turns, fatherland files, etc) and it will not load. <font size="2" face="sans-serif, arial, verdana">You deleted the fatherland file too! That will make your saved game lost forever. So what is the problem after that? Doesn't dominions start at all? Try deleting the files in the newlords directory too. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I deleted the fatherland files of the 2.08 games. I totally deleted those games from the system (Actually saved them to a CD then deleted them). I deleted the contents in the Newlords directory and there are no mods going. Some of the players in the game are Computer Controlled, does it autogenerate their turns before anyone else takes their human turn? If I delete the computer turns will they generate?

Saber Cherry
February 18th, 2004, 09:49 PM
Bug:

Lifeless units are affected by regeneration.

The description of regeneration says lifeless units cannot regenerate. But give a Ring of Regeneration to a lifeless commander, and it will regenerate when wounded just like a non-lifeless.

ywl
February 19th, 2004, 05:46 PM
Wrong units for Utgard theme in 2.08

I get the wrong units for Utgard Jotunheim: Apprentice Warlock, Warlock, Demonbred, Vaetti as a commander, Seithkona as an unit...

Is it just me? Is my patch file corrupted during download?

fahdiz
February 19th, 2004, 05:50 PM
Originally posted by ywl:
Wrong units for Utgard theme in 2.08

I get the wrong units for Utgard Jotunheim: Apprentice Warlock, Warlock, Demonbred, Vaetti as a commander, Seithkona as an unit...

Is it just me? Is my patch file corrupted during download? <font size="2" face="sans-serif, arial, verdana">It's not just you. There was quite a lengthy discussion about this, actually. There was a typo in the Utgard code which broke that theme.

Taqwus
February 19th, 2004, 08:45 PM
Not technically bug, but strangeness -- I've seen Mictlan cast Purgatory, when the only opponent it was likely facing was Ulm Iron Faith (the other AIs were far away and otherwise preoccupied, and none of Ermor, Ctis or Jotunheim were in the game.) Considering that Mictlan's blood-heavy and blood tends to favor demons, this struck me as rather odd. Ulm has the occasional Bane but nothing outrageous on the undead front so far.

February 19th, 2004, 10:04 PM
Ermorian Cultists, Grand Thamaturg, and Thamaturgs all are priests, but don't have the Sacred Symbol. If they are considered sacred (as they should) then it should have the symbol.

fahdiz
February 20th, 2004, 05:37 PM
Not to be a broken record on this, but is there any timeline on the Utgard fix, since it can't be fully corrected with the current mod tools? I've been refraining from including Jotunheim in my SP games on the off chance that the AI will choose Utgard and be rather crippled.

Johan K
February 23rd, 2004, 01:13 AM
Originally posted by fahdiz:
Not to be a broken record on this, but is there any timeline on the Utgard fix, <font size="2" face="sans-serif, arial, verdana">None that I know of at least.

fahdiz
February 23rd, 2004, 01:43 AM
Originally posted by Johan K:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by fahdiz:
Not to be a broken record on this, but is there any timeline on the Utgard fix, <font size="2" face="sans-serif, arial, verdana">None that I know of at least. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Okay, Johan - thanks for the response.

Taqwus
February 23rd, 2004, 05:51 PM
It seems, er, odd, that it's not safe to send your pretender with the Ark. Granted he's neither sacred nor a priest, but in this case it would seem appropriate to make an exception, no?

Nagot Gick Fel
February 23rd, 2004, 06:41 PM
Originally posted by Taqwus:
It seems, er, odd, that it's not safe to send your pretender with the Ark. Granted he's neither sacred nor a priest, but in this case it would seem appropriate to make an exception, no? <font size="2" face="sans-serif, arial, verdana">Now that explains why Jehovah wanted to get rid of the Ark of the Covenant and gave it to the Jews! http://forum.shrapnelgames.com/images/icons/icon12.gif

E. Albright
February 23rd, 2004, 11:30 PM
Originally posted by Nagot Gick Fel:
I think the Nerid (shouldn't that be Nereid, BTW?) has the 'male' flag. I've seen her given titles like 'He who is ...' or 'Prince of ...' or 'King of ...' at pretender generation, and don't remember seeing the female variants of these titles.<font size="2" face="sans-serif, arial, verdana">I'm tempted to say this might be indicative of problems with the titles, and not the Nereid. I recently had a pretender (um... Great Enchantress?) with both "He who..."- and "She who"-type titles. Admittedly, (s)he had but one masculine title, so I suppose she wasn't that butch. And this was in the demo, too, so perhaps it's no longer indicative of anything...

[ February 23, 2004, 21:32: Message edited by: E. Albright ]

Kristoffer O
February 23rd, 2004, 11:45 PM
Some divine titles have slipped past the gendering of the pantheon. Report such titles if you come across it again.

E. Albright
February 24th, 2004, 04:07 AM
An hour of trying to come across it again came up with the following titles inappropriately being applied to godesses:

Lord of Flies
He Who is at the Center
God of Invincible Power

I didn't try to find titles being wrongly slapped onto gods.

Oh, and I also ran into another troubling thing with titles. I was testing this stuff in the demo, but it's not listed as having been fixed in a 2.02+ patch, nor could I find it mentioned on the forum, so it seems worth mentioning. I occasionally would generate a diety with no titles, or rather ", " as a title. This happened with a number of different pretenders, both with computer-generated names and given ones. I noted the stats each time this occured. Each pretender configuration for which it occured is listed in "name(s); type; magic; scales; theme" format. Anything unlisted would be unchanged from the pretender's default.

</font> <font size="2" face="sans-serif, arial, verdana">"Lamashtu, " -> Naga; N6; Ord3, Prod3, Cold3, Dea3, Luck3, Mag3; Heart of Winter</font> <font size="2" face="sans-serif, arial, verdana">"Stine, ", "Volde, " -> Great Enchantress; E10, As1</font> <font size="2" face="sans-serif, arial, verdana">"Latena, ", "a, " -> Great Enchantress; As10</font> <font size="2" face="sans-serif, arial, verdana">"Triala, " -> Great Enchantress; E9, As4</font> <font size="2" face="sans-serif, arial, verdana">"Ylvethe, " -> Great Enchantress; Tur3, Slo3, Cold3, Dea3, Mis3, Dra3</font> <font size="2" face="sans-serif, arial, verdana">"Moriana, " -> Crone; F10, A2</font> <font size="2" face="sans-serif, arial, verdana">"Pladina, " -> Crone; E10</font><font size="2" face="sans-serif, arial, verdana">

Graeme Dice
February 24th, 2004, 05:45 AM
A couple of other pretender titles that need their gender changed. They are King of Courage and Lord of the Oceans on a Nerid.

rabelais
February 24th, 2004, 09:16 PM
There appears to be a temp scale bug as well.

On turn 7 of MP several of my provs went from +3 heat (I'm machaka) to zero. Growth was zeroed too in some cases. Luck was not affected.

(no Messages/events relating to climate were reported, though there was a harvest festival and a fire gem find)

The domain map is such that this is not merely improbable evolution... clearly there's an overflow/bug somewhere.

Want the turn file?


Rabe the Meterologically Capricious

[ February 24, 2004, 23:00: Message edited by: rabelais ]

mivayan
February 25th, 2004, 03:34 AM
an event: "Silver deposits have been found and a new mine is being built. Tax revenues have been permanently increased by 20 pounds of gold."

The site I got however, is an iron mine: +20 resources.

I am playing ashen empire, the province has 240 pop, scales there are (order to luck) -3/-3/-1/-3/2/3.

Apologies if it is has been posted before.

Taqwus
February 26th, 2004, 02:42 AM
A possibly rare bug manifested itself again.

Previous turn:
As Soul Gate, Storm T'ien Chi fortress. Kill Oracle, Ho Hsien-Ku the immortal.

This turn:
I've got a Ho Hsien-Ku the Shadow, with Air 3 and Nature 2. Weird. Other stats seem normal for shadows, e.g. no flying, no ability to heal others (darn! http://forum.shrapnelgames.com/images/icons/icon12.gif ).

Saber Cherry
February 26th, 2004, 03:59 AM
Bug/Feature?

Well... one or the other. It's nothing new.

If a flying unit / party routs in an enemy-surrounded province, it will die retreating just like landbound units do. Conceptually, it seems that a flying unit could retreat to a distant province within flight range, rather than dying simply because all the adjacent provinces are hostile.

-Cherry

fahdiz
February 26th, 2004, 07:47 AM
Originally posted by Saber Cherry:
Bug/Feature?

Well... one or the other. It's nothing new.

If a flying unit / party routs in an enemy-surrounded province, it will die retreating just like landbound units do. Conceptually, it seems that a flying unit could retreat to a distant province within flight range, rather than dying simply because all the adjacent provinces are hostile.

-Cherry <font size="2" face="sans-serif, arial, verdana">This would improve Caelum quite a bit!

mivayan
February 26th, 2004, 09:23 PM
It would also make it fairly impossible to kill flying scouts set on retreat. Bane venom charms anyone?

st.patrik
February 27th, 2004, 05:27 AM
The Tautha Commander rides a unicorn, has an alicorn attack, but does not have recuperation (or at least does not have a recuperation icon http://forum.shrapnelgames.com/images/icons/icon7.gif ).

In a couple of my games under 2.08 I have had suspicious increases in province defense, without events to notify me of any increase. I wonder if conscription is active for more than Tien Chi. Certainly the effects seem like the conscription thing: small increases in PD, mostly in provinces I haven't bought any for.

[I know I was playing New Era Pangaea one of the times - other than that I'm not sure.]

apologies if either of these concerns have been raised before - I confess I did not search the entire thread to check.

jbw
February 28th, 2004, 06:52 AM
My lich pretender was splashed by its own acid spray spell and received the "rusty armor" icon. Then it was struck in the battle and received the "broken armor" icon. I removed its magic armor, so it has none at all, and spent a few turns in a province with plenty of resources, but it still has the "broken armor" icon on it. It even got killed and reappeared in the home province with "broken armor".

Arralen
February 28th, 2004, 11:14 AM
Modding switch "clear" erases the male/female flag of pretenders, but there's no way to set it again.

Aikamun
February 28th, 2004, 11:28 AM
Game breaker.

Pangaean Revelers do not have the Recuperation special ability on the recruitment screen.

This is much more important than the Utgard fix.

hehe,
Aikamun

Argitoth
February 28th, 2004, 12:01 PM
elemental king of fire can be cast underwater but it dies.

Graeme Dice
February 28th, 2004, 06:44 PM
The seventh level spell living water states that it cannot be cast underwater, which is odd for a spell that summons water elementals.

Another is that the life drain spell seems to not function quite properly. When two archdevils with phoenix pyre cast were killed by it, they did not explode. and reappear, even thoug their fatigue was around 10.

Argitoth
February 28th, 2004, 08:47 PM
if you select all commanders and click on something which can summon allies, they all have the order to summon allies.

Other than that, summoning allies works normally.

[ February 28, 2004, 18:50: Message edited by: Argitoth ]

velk
March 1st, 2004, 02:13 AM
Units with an 80% air shield ( from level 10 air bless effect ) will cast air shield in combat, even though it has no effect.

Saber Cherry
March 1st, 2004, 07:40 AM
Cloud Trapeze is bugged. It occurs after the movement phase; magical movement is supposed to occur in the magic phase.

Johan K
March 1st, 2004, 10:58 AM
Originally posted by jbw:
My lich pretender was splashed by its own acid spray spell and received the "rusty armor" icon. Then it was struck in the battle and received the "broken armor" icon. I removed its magic armor, so it has none at all, and spent a few turns in a province with plenty of resources, but it still has the "broken armor" icon on it. It even got killed and reappeared in the home province with "broken armor". <font size="2" face="sans-serif, arial, verdana">Maybe the unrest level was too high or maybe you used up all resources to produce troops.

Saber Cherry
March 1st, 2004, 07:26 PM
I saw an Ice Devil (IIRC) with the "Tail Chopped Off" affliction, but it still had its "Barbed Tail" attack.

NTJedi
March 3rd, 2004, 06:46 PM
Originally posted by Graeme Dice:
When two archdevils with phoenix pyre cast were killed by it, they did not explode. and reappear, even thoug their fatigue was around 10. <font size="2" face="sans-serif, arial, verdana">Yes I had the same thing happen to me as well. The archdevil with phoenix pyre casted did not reappear even tho his fatque was around 15. Hopefully fixed in the next patch.

[ March 03, 2004, 16:47: Message edited by: NTJedi ]

jbw
March 4th, 2004, 06:33 AM
If an immortal pretender is attacked in a province with friendly dominion and its army is routed, it continues to fight to the death - which is good. However, the attacking army will also fight to the death, ignoring all morale.

Because of this feature my immortal pretender is able to kill an entire attacking army to the Last man when half of them would just run away if he attacked them instead. This makes attacking an immortal pretender much more dangerous than was probably intended.

Graeme Dice
March 4th, 2004, 06:51 AM
Originally posted by jbw:
If an immortal pretender is attacked in a province with friendly dominion and its army is routed, it continues to fight to the death - which is good. However, the attacking army will also fight to the death, ignoring all morale.<font size="2" face="sans-serif, arial, verdana">This isn't entirely true, after around 40 turns the attackers will auto-rout. If they cannot all leave the battlefield after several more turns, all remaining units will be auto-killed.

Argitoth
March 4th, 2004, 05:27 PM
Originally posted by Saber Cherry:
Bug/Feature?

Well... one or the other. It's nothing new.

If a flying unit / party routs in an enemy-surrounded province, it will die retreating just like landbound units do. Conceptually, it seems that a flying unit could retreat to a distant province within flight range, rather than dying simply because all the adjacent provinces are hostile.

-Cherry <font size="2" face="sans-serif, arial, verdana">And you forgot one thing, Caelum's retreated units can be killed by other flying units in friendly provinces. And have you ever thought that Caelum flying units are tired after a battle and therefor cannot fly their full distance? And maybe Caelum units can't fly very high and therefor can be killed by archer.

And can you take your turn?


Edit: Scientifically, 1 arrow can take down any human-sized flying unit because flying requires immense amounts of strength.

[ March 04, 2004, 16:15: Message edited by: Argitoth ]

Arryn
March 4th, 2004, 07:25 PM
Originally posted by Argitoth:
Edit: Scientifically, 1 arrow can take down any human-sized flying unit because flying requires immense amounts of strength. <font size="2" face="sans-serif, arial, verdana">Scientifically-speaking, a human-sized unit would have to be so light that it would be very very fragile in combat. Large fantasy units that fly do so by innate magic, which does not obey the rules of physics. Ergo, your 1-arrow hypothesis has a hole you can fly a Storm General through. http://forum.shrapnelgames.com/images/icons/tongue.gif

Saber Cherry
March 4th, 2004, 07:31 PM
Originally posted by NTJedi:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Graeme Dice:
When two archdevils with phoenix pyre cast were killed by it, they did not explode. and reappear, even thoug their fatigue was around 10. <font size="2" face="sans-serif, arial, verdana">Yes I had the same thing happen to me as well. The archdevil with phoenix pyre casted did not reappear even tho his fatque was around 15. Hopefully fixed in the next patch. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Keep in mind that lifedrain attacks drain fatigue as well. Killing an Arch Devil (66 HP?) with lifedrain would certainly knock it unconscious.

Saber Cherry
March 4th, 2004, 07:34 PM
Reinvigoration Oddness

I scripted a blood 1 mage to cast "Summon Imps", "Reinvigoration", "Summon Imps", ...

Summon Imps put it at 102 fatigue. When it woke up with 97 fatigue it cast reinvigoration... a blood slave was sacrificed, and an animation occured... and the mage ended up with 90 fatigue, not 0 fatigue.

Anyone else notice the blood reinvgoration spell not working?

Argitoth
March 4th, 2004, 07:52 PM
Originally posted by Arryn:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Argitoth:
Edit: Scientifically, 1 arrow can take down any human-sized flying unit because flying requires immense amounts of strength. <font size="2" face="sans-serif, arial, verdana">Scientifically-speaking, a human-sized unit would have to be so light that it would be very very fragile in combat. Large fantasy units that fly do so by innate magic, which does not obey the rules of physics. Ergo, your 1-arrow hypothesis has a hole you can fly a Storm General through. http://forum.shrapnelgames.com/images/icons/tongue.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">So you are saying I will need more than one arrow to take down a human-sized flying unit?

Dragons do not fly with magic. Their wings are massive enough to make them fly. SOME units fly with magic, liches, vampires, bone dragons... Whoever said dragons were heavy? They are probably as light as they need to be.

[ March 04, 2004, 17:55: Message edited by: Argitoth ]

Norfleet
March 4th, 2004, 07:58 PM
Originally posted by Argitoth:
Scientifically, 1 arrow can take down any human-sized flying unit because flying requires immense amounts of strength. <font size="2" face="sans-serif, arial, verdana">Being killed by arrows is hardly an exact science, Argitoth. Speaking from experience, things that, according to modern science, SHOULD kill somebody, has a disturbing tendency NOT to kill them. In the field, you learn to kill people until they die from it, not when the experts SAY they should be dead.

Besides, where exactly did you find the evidence where they scientifically proved this, anyway? I don't recall any bird-man studies where they gathered large numbers of bird-men and proceeded to arrow them in flight to see if they crashed. Actually, I don't recall ever hearing of large numbers of bird-men at all. Besides, Caelians are already a weak and easily killed species as it is.

fahdiz
March 4th, 2004, 08:02 PM
Originally posted by Norfleet:
In the field, you learn to kill people until they die from it, not when the experts SAY they should be dead.<font size="2" face="sans-serif, arial, verdana">I'll admit...I laughed pretty hard at this. http://forum.shrapnelgames.com/images/icons/icon10.gif

Argitoth
March 4th, 2004, 08:03 PM
I thought it was obvious that when I said "take down" i literally meant "take down" meaning I would be able to disable their flying ability.

Saber Cherry
March 4th, 2004, 08:15 PM
Originally posted by Argitoth:
Dragons do not fly with magic. Their wings are massive enough to make them fly. <font size="2" face="sans-serif, arial, verdana">First off, this thread is not really the right place for this...

Second, that is SO wrong! Dragons are full of hot air, and rise.

No, seriously, Dragons cannot fly without magic. It is well established that dragons with wings can fly no matter how tiny their wings are, just as winged angels can fly without any musculature for flapping. It's really a surface area to volume problem... start with a dragonfly, expand it from 10cm to 10m in length, and you'll find that its mass increases by 1,000,000x and wing area / muscle cross section only by 10,000x.

If you want you can assume a spherical dragon, just for fun, although that doesn't affect the problem http://forum.shrapnelgames.com/images/icons/icon10.gif

[ March 04, 2004, 18:16: Message edited by: Saber Cherry ]

Argitoth
March 4th, 2004, 08:23 PM
what ever, it's all about opinions since we all have our own ideas on fantasy, oh and BTW.

I DEEETESSSTTT!!! dragons with small wings. I hate them as much as people thinking elves are little midgets for Santa... How... how stupid.

Taqwus
March 4th, 2004, 08:28 PM
Ah, but what about fire-breathing, flying, jet-propelled dragons (http://Groups.google.com/Groups?selm=iDLd9.5756%240r3.94493%40newsfep1-win.server.ntli.net&output=gplain) based on ruminant digestion and multi-chambered stomachs?

Graeme Dice
March 4th, 2004, 10:07 PM
Originally posted by Saber Cherry:
Anyone else notice the blood reinvgoration spell not working? <font size="2" face="sans-serif, arial, verdana">I have noticed exactly the same thing, but forgot to mention it.

Taqwus
March 5th, 2004, 07:06 PM
Flavoring issue re: Pathos, Son of Titans.
Is he a son of a Titan, or is he a son of a god (as the description states at one point)?

Kristoffer O
March 6th, 2004, 06:25 PM
I didn't know there was a difference http://forum.shrapnelgames.com/images/icons/icon12.gif

Arryn
March 6th, 2004, 07:03 PM
Originally posted by Taqwus:
Is he a son of a Titan, or is he a son of a god<font size="2" face="sans-serif, arial, verdana">As KO points out, there is no difference. IIRC, the Titans of Greek myth were the banished/defeated parents of the regular pantheon, and thus the "elder" gods.

Taqwus
March 6th, 2004, 07:11 PM
Hm. In the Greco-Roman context, 'god' normally brings to mind the Olympian pantheon and not Cronus, Gaia and kin, but *shrug*. Depends on definitions, I guess.

archaeolept
March 8th, 2004, 11:52 PM
No. the titans were just as much (in some sense perhaps more so) gods as the Olympians were. One of the more famous, in fact, was Thea, whose name itself means god (or goddess)...

they were often referred to as Titanes Theoi as well...

rabelais
March 9th, 2004, 11:03 AM
Crushers Having undergone GoR are still have the mindless icon, and lack a body armor slot.

No data if these are actually bugs, but it seemed the appropriate place to mention it.


Rabe the Naked to the Waist and Clueless

P.S. As noted in the siege thread, it may be that the wall rebuilding ritual does not work.

[ March 09, 2004, 09:05: Message edited by: rabelais ]

archaeolept
March 10th, 2004, 09:26 AM
prophet without full blessing:

I just started an SP game as C'tis, w/ a F4 W9 S9 Oracle pretender. However, while my serpent dancers are fine, my prophet is w/out "twist of fate". He has the fire and water bonuses, but not the astral.

The DarkOne
March 17th, 2004, 04:35 PM
I have just noticed that mounted units can use tower shields. I have only tried it with weightless towershields but i assume it works with all of them.

Tuna-Fish
March 18th, 2004, 12:28 PM
Originally posted by archaeolept:
prophet without full blessing:

I just started an SP game as C'tis, w/ a F4 W9 S9 Oracle pretender. However, while my serpent dancers are fine, my prophet is w/out "twist of fate". He has the fire and water bonuses, but not the astral. <font size="2" face="sans-serif, arial, verdana">Twist of fate is one use only, that is, after it succesfully shileds your unit from an attack, it is removed. Your units get it again every time the are blessed, your prophet doesn't.

Sandman
March 21st, 2004, 08:25 PM
Conquerors of the Sea Marignon has a default theme friar as their starting commander, rather than a more appropriate choice.

Their default spell is still holy pyre, as well.

Nephelim
March 21st, 2004, 10:05 PM
Search didn't turn up any hits on 'supply bug', so I'll assume that this is unreported. Then again, maybe it's by design... anyhow.

1) The effects of the endless bag of wine don't stack (seems like it should)

2) I have 5 commanders each with a endless bag of wine. Yet, the 'supplies' in the province they are in is reported as only 68, and my army is starving with a usage of only 127.

Having a great time with the game, btw... I wouldn't want my report to suggest otherwise http://forum.shrapnelgames.com/images/icons/icon7.gif

Now back to trying to stomp out the heathens.

mivayan
March 21st, 2004, 11:48 PM
Supply items dont affect supply, they affect supply usage. Try putting the 5 bags of wine in the magic item treasury, you will see supply usage increasing with 125.

tka
March 22nd, 2004, 08:42 AM
>> 1) The effects of the endless bag of wine don't stack (seems like it should)

AFAIK the effects should not stack if you put 2 bags of wine on one commander.

>> 2) I have 5 commanders each with a endless bag of wine. Yet, the 'supplies' in the province they are in is reported as only 68, and my army is starving with a usage of only 127.

If you take of those endless bags of wine you will notice that supply usage is 127+125=252. Endless bags of wine, Cauldrons of broth and nature mages decrease supply usage. They don't increase province produced supplies. The same effect after all.

PvK
March 22nd, 2004, 12:01 PM
Cosmetic buglet, maybe:

When worn by a character, the Skull Face helmet is listed in text on the character sheet equipment section as "full helmet" instead of "Skull Face". The stats are listed correctly (same as a full helmet anyway).

PvK

fahdiz
March 22nd, 2004, 04:17 PM
Originally posted by PvK:
Cosmetic buglet, maybe:

When worn by a character, the Skull Face helmet is listed in text on the character sheet equipment section as "full helmet" instead of "Skull Face". The stats are listed correctly (same as a full helmet anyway).

PvK <font size="2" face="sans-serif, arial, verdana">I've seen this for other helmets, as well. A Horror Helmet on my Nataraja this weekend showed up as "Full Helmet" in the equipment section.

Nephelim
March 22nd, 2004, 06:28 PM
Originally posted by Morag:
>> 1) The effects of the endless bag of wine don't stack (seems like it should)

AFAIK the effects should not stack if you put 2 bags of wine on one commander.
<font size="2" face="sans-serif, arial, verdana">I can certainly understand some items not stacking, but an endless bag of wine or cauldron should stack on the same commander.. After all, it's just an huge auto-refilling jug.


>> 2) I have 5 commanders each with a endless bag of wine. Yet, the 'supplies' in the province they are in is reported as only 68, and my army is starving with a usage of only 127.

If you take of those endless bags of wine you will notice that supply usage is 127+125=252. Endless bags of wine, Cauldrons of broth and nature mages decrease supply usage. They don't increase province produced supplies. The same effect after all. <font size="2" face="sans-serif, arial, verdana">Yeah, I noticed that later on in the game http://forum.shrapnelgames.com/images/icons/icon7.gif Oops.

PvK
March 23rd, 2004, 05:52 AM
I am seeing a Hill Fortress in The Infinite Sea. This is just a scout report though, from an adjacent province? Is this a bug, or just something I don't understand yet?

IW, want me to send the file?

PvK

March 23rd, 2004, 07:05 AM
In order to better keep track of this thread, I propse the following method of feedback given to the Developers on potential bugs.


Version: (Full or Demo) Patch Version
Operating System:
Bug: (Be as detailed as you can)

Please note that at least a portion of what may be reported as bugs are in fact not bugs but developed in that way so Illwinter will consider the 'bug' based on that merit. More often than not, most reported 'bugs' of this nature will be answered by others on the Forum to help the poster understand it's effects.

With a game this deep and filled with content there is alot to understand and even the most aware of player may not get it all.

Johan K
March 23rd, 2004, 09:48 AM
Originally posted by PvK:
I am seeing a Hill Fortress in The Infinite Sea. <font size="2" face="sans-serif, arial, verdana">My guess is that it comes from a random event. No need to send the file, I can probably find it anyway.

archaeolept
March 23rd, 2004, 05:25 PM
Originally posted by Tuna-Fish:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by archaeolept:
prophet without full blessing:

I just started an SP game as C'tis, w/ a F4 W9 S9 Oracle pretender. However, while my serpent dancers are fine, my prophet is w/out "twist of fate". He has the fire and water bonuses, but not the astral. <font size="2" face="sans-serif, arial, verdana">Twist of fate is one use only, that is, after it succesfully shileds your unit from an attack, it is removed. Your units get it again every time the are blessed, your prophet doesn't. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">so my prophet should never regain twist of fate, even for the next battle?

but still, in my new MP game, my prophet didn't start w/ twist of fate. and my assassisns w/ shrouds of the battle saint also don't have it, even before ever being in battle.

they do have the +4 MR though.

Version 2.08 full game, Windows XP SP1
this time I'm playing Marignon. Last time it was c'tis.

Gateway103
March 24th, 2004, 06:47 AM
A tiny inconspicuous bug.

When pretenders are vanquished, the game assume they were male.

e.g. Venna the Virtue, Goddess Pretender of Pythium was vanquished.

The message reads "Venna the God of Pythium has been permenantly vanquished. At the end his dominion did not touch a single province and his lifeforce died with his dominion" (I can't recall if it said "Venna the God of Pythium" or "Venna the Goddess of Pythium". Although in game she was addressed as a Goddess)

-Gateway103

[ March 24, 2004, 06:10: Message edited by: Gateway103 ]

Sadvak
March 27th, 2004, 01:14 AM
Weird bug with Phoenix Pyre:
I was fighting against an enemy Inquisitor who had cast phoenix pyre on himself. He gets killed, reappears across the map with 9 HP and his spells active, and otherwise normal.
A couple seconds later, his fire shield goes out, and he shows up as just "Inquisitor" (no name), with -7 HP. He stays there the rest of the battle, does nothing and nothing affects him.
When the rest of his side gets killed off, my army just sits around for a while, then routes and leaves. The battle summary shows all enemy troops/commanders/etc dead, but I lost the battle.

This was v2.08, on Linux.

Sandman
March 28th, 2004, 02:40 AM
The magic carpet doesn't seem to have the advertised effect of carrying troops, it just grants strategic map flight to the carrier. Not much of a bargain.