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Nephelim
March 28th, 2004, 04:51 AM
Global Dispel/replace bug? (in 2.08)

I did a search, but didn't come up with anything. Hopefully it wasn't just my poor searching skills.

Anyhow:
Enemy had a mother oak going. I dispelled it. On the following turn, I had the same mage who dispelled mother oak cast strands of arcane power. Instead of taking the empty slot, it dispelled one of my existing globals.

Manual doesn't give any indication that one nation can only have 4 out of 5 globals or anything along those lines, so I'm guessing it's a bug.

I have the game folder saved away in case it's needed for debugging.

PhilD
March 28th, 2004, 04:41 PM
I just had a strange thing happen...

(2.08, playing with a few mods, mostly the shield mod, one of the balance mods, and PDF's increased precision mod, with Zen's map of Europe)

I had an Ice Devil (Gaap) fully decked in various items, including a 2-handed weapon (Wraith Sword), lose an arm. I was surprised that he kept his 2H weapon, but that's not the biggest surprise. Next turn he's back in my dominion, where Gift of Health heals him... and he loses 3 items (Horror Helmet, Shroud of the Battle Saint and Boots of Flying), though he keeps the Sword...

(he did keep his two misc. items, though)

My guess is that him keeping the weapon was the first bug, and the lost items are a secondary effect, but I'm not sure of course.

Johan K
March 28th, 2004, 09:15 PM
Originally posted by Nephelim:
I had the same mage who dispelled mother oak cast strands of arcane power. Instead of taking the empty slot, it dispelled one of my existing globals.
<font size="2" face="sans-serif, arial, verdana">There can only be one global of each type active at any time. So if you had another 'Strands' active he would have dispelled it.

Nephelim
March 28th, 2004, 11:03 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 Nephelim:
I had the same mage who dispelled mother oak cast strands of arcane power. Instead of taking the empty slot, it dispelled one of my existing globals.
<font size="2" face="sans-serif, arial, verdana">There can only be one global of each type active at any time. So if you had another 'Strands' active he would have dispelled it. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">There were no other strands active.. it pushed a maelstrom out.

PvK
March 28th, 2004, 11:19 PM
I expect this has been mentioned before, but I just had this happen.

I was beseiging an independant-held fortress (Poke in the eye map), when Vanheim attacked me with magic birds, and killed my units there. The message says they defeated my troops, but I still have my fortress.

Of course it's not my fortress, so the message is wrong.

PvK

mivayan
March 29th, 2004, 01:33 AM
There can only be one global of each type active at any time. So if you had another 'Strands' active he would have dispelled it. <font size="2" face="sans-serif, arial, verdana">I believe it works like this when you cast a global enchantment.
1) If there are 0-4 globals, a free slot is taken.
2) If there are 5 globals, something else happens.
3) If there are 5 globals, rule #1 does not hold true ever again. This is the bug mentioned by Nephelim

Nephelim
March 29th, 2004, 05:50 PM
Originally posted by mivayan:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> There can only be one global of each type active at any time. So if you had another 'Strands' active he would have dispelled it. <font size="2" face="sans-serif, arial, verdana">I believe it works like this when you cast a global enchantment.
1) If there are 0-4 globals, a free slot is taken.
2) If there are 5 globals, something else happens.
3) If there are 5 globals, rule #1 does not hold true ever again. This is the bug mentioned by Nephelim </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Oddly enough, later in the same game (still in progress), there were 5 globals. The same mage dispelled a 'Dark Skies' put up by pythium, and the next turn cast 'Arcane Nexus', and it took the free slot... So it's not easily reproduced.

Edi
March 30th, 2004, 02:55 AM
Probably been reported before, but Ritual of Rebirth doesn't work. Is that going to be fixed in the next patch?

Edi

Cainehill
April 3rd, 2004, 08:45 PM
From what the experts tell me, this is a bug.

Turn 2 - a province is displayed as having a positive (1) friendly dominion. When the immortal pretender arrives for battle - it's somehow downgraded to neutral, pretender loses, 5 turns spent doing nothing but calling god collect.

From what I understand - the dominion should not have decreased until after the next combat phase was over. (Especially given a neutral province, no one preaching there, etc.)

-----

Not a bug per se, but imo a flaw : pressing 'e' shouldn't cause the game to automatically advance into the next turn on a quickhosted game.

Right now, a typo can cause a turn to be lost, possibly without any orders given. You go into a multiplayer game where it's waiting on you as the Last player to go, hit 'e' instead of 'r' or 'd', and it immediately goes to the next turn.

Sure, it probably doesn't happen often - but I'm sure I'm not the only person to lose a turn like this. "Are you sure you want to end your turn?" wouldn't be such a bad thing.

Ed Kolis
April 4th, 2004, 03:17 AM
I ordered one of my mages (a mercenary, by the way) to cast Astral Projection at an enemy province, and while the log showed the spell having been cast, he was killed in a battle the same turn and I didn't get the scrying effect... http://forum.shrapnelgames.com/images/icons/icon9.gif

edit... well, I tried again with a different mage (the Cardinal Carmont, no less) and his astral cord was severed and he was feebleminded... but the projection worked and I can see the enemy province! http://forum.shrapnelgames.com/images/icons/confused.gif (But I'm getting the feebleminded message every turn now...)

[ April 04, 2004, 01:47: Message edited by: Ed Kolis ]

Another Wanderer
April 4th, 2004, 06:17 PM
Might as well also post this here...

Machaka Spiders (at least Spider Knights) have nastier poison when they are mounted than when their rider has been killed (I think so, it could be the other way around).

Taqwus
April 4th, 2004, 06:19 PM
It's probably already been reported, but my water-9 Nereid got only masculine titles in my R'lyeh game.

Ed Kolis
April 5th, 2004, 02:01 AM
Telling a commander to transfer an item will clear his orders. Very annoying if you want a researcher to cast a ritual spell, so you tell him to cast, then remember to move all his research enhancing items to other researchers! http://forum.shrapnelgames.com/images/icons/icon8.gif

Gateway103
April 5th, 2004, 05:27 PM
Originally posted by Ed Kolis:
Telling a commander to transfer an item will clear his orders. Very annoying if you want a researcher to cast a ritual spell, so you tell him to cast, then remember to move all his research enhancing items to other researchers! http://forum.shrapnelgames.com/images/icons/icon8.gif <font size="2" face="sans-serif, arial, verdana">I think one of the reasons that this is the way it is because there are magic level boosting as well as forge cost reduction items around.

Would you not want the system to reset the forger/casters' order when you transfer away such items after giving a forge/cast order? As oppose to keep the order, which would be wasted (insufficient levels, or cost too much than you have), or actually worked which would be a bug.

Therefore, I think for programming simplicity sake, IW opt'd for reset of orders every time an item is transferred, rather than distinguish which items were transferred, nor detect if there are actually needs to reset order.

Pure speculation of course http://forum.shrapnelgames.com/images/icons/icon10.gif

-Gateway103

calmon
April 7th, 2004, 02:54 PM
Pretender 'Great Warlock' for Abysia and C'tis vanished in patch 2.11

Kristoffer O
April 7th, 2004, 03:48 PM
------ 2.11 ------

Bugs reported on this thread hereafter should be 2.11 only (this post is mostly for my convenience).

ioticus
April 7th, 2004, 11:50 PM
The bug letting you recruit when under siege STILL exists.

Kristoffer O
April 8th, 2004, 10:38 AM
Originally posted by splooger:
The bug letting you recruit when under siege STILL exists. <font size="2" face="sans-serif, arial, verdana">But you get no units, only a recruitment queue.

AhhhFresh
April 8th, 2004, 02:19 PM
The spell Blink still doens't work in 2.11

Or at least the AI refuses to cast it when scripted to... the artifact shoes that blink you around the battlefield works.

I know, I know, I'm the only person who even remotely cares about it. http://forum.shrapnelgames.com/images/icons/icon10.gif But it would be nice if it got fixed sometime.

Love the new patch though. Kudos all around.

Nephelim
April 8th, 2004, 06:27 PM
Not so much a bug as something I find slightly annoying.

Numbers seldom add up in a unit's stats.

By this I mean:

Base HP: 90
Dominion Bonus: +180
Never Healing Wound: -18
Current HP: 218

This was at the very start of a battle. No damage had been taken.

There are other examples with less variable stats.

Attack Skill, Precision, Defence, etc...

It's my niggling curiosity more than anything else... Where did those other 34HP go? Where did that Last +2 attack come from, etc...

And, in case I haven't said this in every post so far.. I love the hell out of this game. It has sucked every bit of my attention from other games, and quite often from food and water... You bastards http://forum.shrapnelgames.com/images/icons/icon7.gif

The DarkOne
April 8th, 2004, 11:22 PM
Burning pearl gives 100% fire resistens not the partial protection it is supposed to give.

ioticus
April 9th, 2004, 12:14 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 splooger:
The bug letting you recruit when under siege STILL exists. <font size="2" face="sans-serif, arial, verdana">But you get no units, only a recruitment queue. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I know. The point is the game lets you waste the gold and resources but you get nothing in return. It's easy to screw yourself this way.

archaeolept
April 9th, 2004, 05:51 PM
a minor, though still irritating, bug. http://forum.shrapnelgames.com/images/icons/icon7.gif

I play in a window, and specifiy a resolution (-w --res) in my specific MP game shortcuts. However, now most of the time the window will open up off center (down and to the right), thus meaning that I have to drag the window back up.

sometimes it remembers/centers its position, like it did in 2.08, but usually not.

the most common cause seems to be opening up a window in Internet Explorer. this will cause the next dominions window to be down and to the right.
http://forum.shrapnelgames.com/images/icons/confused.gif

It wasn't like this before, but I have no idea what could have been changed.

April 9th, 2004, 06:18 PM
A minor bug : there are now two units with unit number 105 in the game. The Siren should have 1055 but the Last "5" is missing.
I dont know if this is a real problem, unless you try to script a siren on your map (you should have a druid, he has the same nr)...
Cheers.

Taqwus
April 10th, 2004, 06:46 PM
Some strangeness I've observed in 2.11 playing with a Succubus w/ Tartarian Chains:
- The Ashen Angel attacks have -always- resulted in an unplayable battle, bad vcr header. This occasionally happens for Earth Attack castings, and never for regular battles.
- When seduction fails and the victim gets enslaved by the Chains, the enemy commander becomes a unit and apparently vanishes. He does not attack any province (that one or nearby), or at least I don't get a battle report for it; odd since he'd be one of my units. He doesn't end up in my capital, or where he was either.

Daynarr
April 10th, 2004, 07:28 PM
Originally posted by Taqwus:
Some strangeness I've observed in 2.11 playing with a Succubus w/ Tartarian Chains:
- The Ashen Angel attacks have -always- resulted in an unplayable battle, bad vcr header. This occasionally happens for Earth Attack castings, and never for regular battles.
<font size="2" face="sans-serif, arial, verdana">If you have a save game of this you should mail it to Illwinter.

Taqwus
April 11th, 2004, 06:02 PM
Saved games mailed re: enslaved victims vanishing, broken battle recordings of Ashen Angel attacks.

AI quirk: Does it take into account magical sites that hurt units? Marignon AI, regular theme as far as I could tell (inquisitors, for instance; no Goetic Masters seen, no demons) had a Spectral Mage and dispossessed spirits hanging around the capital for many turns according to an Astral Window.

This may or may not be a bug, but prophets brought back with Ritual of Rebirth retain the prophet bonus even when there's a new prophet. Perhaps prophets reborn, enslaved, charmed, seduced, or hellbinded should lose the bonus unless they're made the current prophet of the new owner?

Additional RoRebirth oddity: When an ex-Bane Spider prophet came back as a holy-3 mummy, he came back on Hide. This would rarely actually be a gameplay issue I suspect since he couldn't sneak, but this was somewhat odd as it was no longer stealthy.

[ April 11, 2004, 17:16: Message edited by: Taqwus ]

mivayan
April 11th, 2004, 09:30 PM
When seduction fails and the victim gets enslaved by the Chains, the enemy commander becomes a unit and apparently vanishes. He does not attack any province (that one or nearby), or at least I don't get a battle report for it; odd since he'd be one of my units. He doesn't end up in my capital, or where he was either. <font size="2" face="sans-serif, arial, verdana">A unit without a commander cant attack a province. My guess is that the unit will be treated like a unit fleeing from a battle, if there is no friendly province to run to they disappear without a trace. What happens if you control a neighbouring province?

I have had the lord of the hunt charm an enemy priest and the priest attacked the province it was in, but it was still a commander so it does not really apply.

calmon
April 13th, 2004, 02:56 PM
i can select "Ceremonial Faith" with Mictlan Empire but after clicking the selected special dominion is "default"... order moved to 1 but there is no "Ceremonial Faith" selected (and visible).

Kristoffer O
April 13th, 2004, 04:14 PM
Mictlan is not supposed to be able to choose Ceremonial Faith. They do not preach at all.

Taqwus
April 13th, 2004, 06:31 PM
All three Queens of Elemental Water share a basic component of their description (the heal-all-wounds-when-underwater bit) bit, but even underwater their regenerative properties are actually different.
I have two QoEW underwater in the same province, dom 10 + GoHealth + 55 base hp (each identical) => 110 hp.
Without any regenerative items, one lists 77 hp/turn and the other 99 hp (70%, 90%?). The third one regenerates 50% (on land, so that might matter).
Oh, and the QoEW with greater regeneration (90% underwater; Bath-something) is wrongly named once in the description, if memory serves.

Peter Ebbesen
April 13th, 2004, 11:12 PM
The nature site "The Primal Forest" cannot be entered by a nature mage. [Description of site: A nature mage can enter to summon a hama dryad]

Nonno Cicala
April 14th, 2004, 12:27 AM
If a province's defence is raised, then another province's one, going back to the first it's now impossible to lower the defence of both even if the turn wasn't ended.
It's reproducible.

Some times I saw one or two battle afflictions right-clicking on the Flagellant unit in the recruit dialog.
I wasn't able to reproduce it (and the afflictions seemed to be random) (perhaps it's an harmless bug anyway http://forum.shrapnelgames.com/images/icons/tongue.gif ).

Johan K
April 14th, 2004, 09:23 AM
You get a sample unit when you view then in the recruitment screen. Sometimes the flagellants come with afflictions, so that's why you may see a few afflictions on them.

Nonno Cicala
April 14th, 2004, 08:08 PM
Originally posted by Johan K:
You get a sample unit when you view then in the recruitment screen. Sometimes the flagellants come with afflictions, so that's why you may see a few afflictions on them. <font size="2" face="sans-serif, arial, verdana">Thanks, I didn't notice that Flaggellants come with afflictions bundled http://forum.shrapnelgames.com/images/icons/icon10.gif

Minrhael
April 16th, 2004, 12:58 PM
No idea how to even search for this so it may have been reported already, and it's not important anyway but it is a bug. Or at least a quirk.

I lost a fortress to Vanheim in a game I was playing, writing was completely on the wall so I quit, deleted that game. Started a new game with same settings and opponents and named it the same as the original game so as to keep my testing straight.

the start province I got was the same province I had lost the fortress in Last game. There was the combat icon in the province and I could watch that fight from the Last game. It had no other effect on the province, same normal starting troops gold etc, so it's a bug that has no effect that I can tell but I figured I'd report it just for the heck of it http://forum.shrapnelgames.com/images/icons/icon12.gif Who knows how these things work, maybe it'll have some significance in solving some real bug later.

Daynarr
April 16th, 2004, 02:33 PM
If you started a new game with the same name as the old one, then one of the files won't be overwritten until turn 2 so it's possible to see combat icon. After you finish your first turn everything will be normal.

April 16th, 2004, 08:58 PM
Not exactly a bug, but its a correction : Bogus and his troll followers (random event)_still_ have the old dom1 orders like 'fire mages' and 'attack commanders'. Not very important, but not fair either...
Cheers

The DarkOne
April 16th, 2004, 11:11 PM
There seems to be a little bug with stygian paths. I got a message saying i lost 9217632 units during the journey. I lost my pretender and part of my army but really shouldn't be any units left if i actually lost the number of units it told me. I was using a sacred statue so perhaps that is the problem but i didn't get any warning message like you get when trying to use gateway with a immobile pretender so i though it would work.

[ April 16, 2004, 22:27: Message edited by: The DarkOne ]

Kristoffer O
April 16th, 2004, 11:30 PM
Originally posted by Sunray_be:
Not exactly a bug, but its a correction : Bogus and his troll followers (random event)_still_ have the old dom1 orders like 'fire mages' and 'attack commanders'. Not very important, but not fair either...
Cheers <font size="2" face="sans-serif, arial, verdana">Bogus is many things. Fair is not one of them http://forum.shrapnelgames.com/images/icons/icon12.gif

PhilD
April 17th, 2004, 12:51 PM
I just found a Naval Academy, for which the description says "Can recruit Admiral here", but no special unit appears in the recruitment screen. Is the site bugged?

(Version 2.11, playing on Linux, Cradle map; I don't think any of this should matter except maybe the 2.11)

Johan K
April 17th, 2004, 03:03 PM
Yup, that's a feature. He walks forward so that he will get a chance to cast his mid range spells if he has any.

Nephelim
April 17th, 2004, 05:55 PM
Originally posted by Johan K:
Yup, that's a feature. He walks forward so that he will get a chance to cast his mid range spells if he has any. <font size="2" face="sans-serif, arial, verdana">Is the 'feature' part supposed to be sarcasm? [1]

Would he fly if the distance to get in range was more than he could move in one turn?


1 - (text and sarcasm, two great tastes that don't go great together)

PhilD
April 18th, 2004, 01:41 AM
Don't know if it's supposed to be a feature, but I had a flying mage without orders (a Dragon pretender attacking a province, I forgot to give him explicit orders), and since he didn't have much to do (start of a game, few spells researched, he tried to close on the enemy - for which he walked instead of flying, even though the enemy was very far!

Kristoffer O
April 18th, 2004, 09:21 AM
No, it was not sarcasm.

He would not fly. Walking is better as flying puts him in melee.

I wouldn't want my mages flying into melee just because they were out of spell casting range. It would often be a disaster I believe.

[ April 18, 2004, 08:24: Message edited by: Kristoffer O ]

Nephelim
April 18th, 2004, 05:54 PM
Originally posted by Kristoffer O:
No, it was not sarcasm.

He would not fly. Walking is better as flying puts him in melee.

I wouldn't want my mages flying into melee just because they were out of spell casting range. It would often be a disaster I believe. <font size="2" face="sans-serif, arial, verdana">If you have a move of 8, need to move 16 to be in range of your spell, and melee is 32 away, wouldn't it make more sense to fly that 16 instead of taking two combat turns to walk there?

I take it from your statement that flying can presently only land you in melee, or be used to flee?

rabelais
April 18th, 2004, 07:03 PM
Under 2.11 pretender order (and distribution?)appears to have been reworked, but Jotunheim now has 2 varieties of bog mummy and no skratti.


Rabe the RRBAMWB

rabelais
April 19th, 2004, 04:39 PM
Update:

Interestingly, I found an old skratti god file, created under 2.11

Using it sets off the cheat prevention code. http://forum.shrapnelgames.com/images/icons/icon9.gif

The giant archmage is truly banished from our world....


Rabe the Considering Using the Enchantress


Originally posted by rabelais:
Under 2.11 pretender order (and distribution?)appears to have been reworked, but Jotunheim now has 2 varieties of bog mummy and no skratti.


Rabe the RRBAMWB <font size="2" face="sans-serif, arial, verdana">

[ April 19, 2004, 15:40: Message edited by: rabelais ]

atul
April 21st, 2004, 09:03 PM
I have a feeling this one's reported before, but:

(Version 2.11) Item rituals don't seem to work unless the wearer could normally cast them. At least, putting Boots of the Planes on commander without astral 3 or more results in message "The ritual is too complex for this mage" when trying to teleport (in a province containing a lab, if that matters). An astral-3 mage can teleport all right.

There goes (one of) the Last and best chance(s) to world domination. Well, workaround under consideration...

Edit: same happens with crown of the ivy king and non-nature commanders trying to summon wine men. So, a more general problem?

[ April 21, 2004, 20:25: Message edited by: atul ]

PhilD
April 22nd, 2004, 09:44 AM
Originally posted by atul:
I have a feeling this one's reported before, but:

(Version 2.11) Item rituals don't seem to work unless the wearer could normally cast them. At least, putting Boots of the Planes on commander without astral 3 or more results in message "The ritual is too complex for this mage" when trying to teleport (in a province containing a lab, if that matters). An astral-3 mage can teleport all right.

There goes (one of) the Last and best chance(s) to world domination. Well, workaround under consideration...

Edit: same happens with crown of the ivy king and non-nature commanders trying to summon wine men. So, a more general problem? <font size="2" face="sans-serif, arial, verdana">I've been using Stone Spheres with normal commanders all right.

Are you sure you're not trying to use them as Monthly rituals? AFAIK, item rituals never worked as monthly rituals.

atul
April 22nd, 2004, 03:03 PM
Originally posted by PhilD:
I've been using Stone Spheres with normal commanders all right.

Are you sure you're not trying to use them as Monthly rituals? AFAIK, item rituals never worked as monthly rituals. <font size="2" face="sans-serif, arial, verdana">Ok, correcting myself:
Clicking on commander's orders, there's a new order 'cast item spell', that works fine. It was when shift-C:ing (ie bringing the usual cast ritual selection), scrolling on the bottom of the list, finding the notation 'item spells' and trying to click that one, that got me the error message I had. (Hopefully that makes some sense)

Now if I only had realized that yesterday... http://forum.shrapnelgames.com/images/smilies/rolleyes.gif My bad. Anyway, shouldn't the item spells either work from ritual selection or the notation be removed from there?

That's what you get when you become enslaved to the quick-keys.

PhilD
April 22nd, 2004, 11:27 PM
A very, very strange bug...

I was trying to setup a 11-player game with VPs, and wanted to have each capital worth 1 VP, and 11 additional 1VP provinces - with a victory condition of 11VP, that is, half of the total. Map was Cradle.

I tried launching the game, and each time the additional VP provinces were there, but the capitals were NOT worth 1 VP each. This happened each time I tried.

Then I tried something slightly different: still 11 players, still victory at 11 VP, but now, in addition to 1 VP per capital, I added 12 1-VP provinces. And it seemed to work OK (I'm counting one or two too many points, but I may have slipped a little with the slider).

PvK
April 23rd, 2004, 12:04 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 Sunray_be:
Not exactly a bug, but its a correction : Bogus and his troll followers (random event)_still_ have the old dom1 orders like 'fire mages' and 'attack commanders'. Not very important, but not fair either...
Cheers <font size="2" face="sans-serif, arial, verdana">Bogus is many things. Fair is not one of them http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ya since Bogus is a unique independent unit, this seems more to me like an interesting detail than a problem. It's not like an opponent or even the AI is going to be able to use this against someone unfairly. It's just a sneaky ability of Bogus the particularly tricky.

PvK

Taqwus
April 23rd, 2004, 06:11 PM
On the F1 screen, there seems to be some sort of limitation on the 'tool tips'-style popup site names. With enough provinces yielding enough magic sites, after some point in the list the name no longer appears on mouse-hover. Is it limited to 255 or something like that?

DeathDaemon
April 25th, 2004, 12:05 AM
My troops razed their own temple! Lost control of province due to random event. Temple still present (wonder if it is hurting me?). Take province back with no resistance, burn temple. DOH!

DeathDaemon
April 25th, 2004, 08:18 PM
The temple probably should have been raised as soon as I lost control. Do you think there were temple checks occuring before I took control of the province back?

Gandalf Parker
April 26th, 2004, 01:39 AM
Originally posted by DeathDaemon:
My troops razed their own temple! Lost control of province due to random event. Temple still present (wonder if it is hurting me?). Take province back with no resistance, burn temple. DOH! <font size="2" face="sans-serif, arial, verdana">Dom2 isnt very good at remembering things long term. Once you lost control, that was no longer your temple. Hmmm the pictures are different for the different nations. I wonder if the picture stays the same. If it does then thats something the game could check before burning down the temple.

DeathDaemon
April 26th, 2004, 06:49 AM
I had an assassin that 'lost' to a indp commander, but the poison killed the commander. The assassin was still in the province w/ more exp.

April 26th, 2004, 08:34 AM
Ya since Bogus is a unique independent unit, this seems more to me like an interesting detail than a problem. It's not like an opponent or even the AI is going to be able to use this against someone unfairly. It's just a sneaky ability of Bogus the particularly tricky.
<font size="2" face="sans-serif, arial, verdana">Okay, okay, I was quite upset by this event, that's all (I had Luck-1 only). I had a perfect start in a MP game then -bang- Bogus attacked my capital on turn 13. I had no strong magic so early, so it took me hours of testing to find how to beat him. I was very lucky to kill Fardmargast on round 1 (he missed a MR check against the first Sleep!).
Still, this is probably the worst possible event before mid-game. I've probably lost 3 turns of development.

Cheers

Cheezeninja
April 27th, 2004, 08:53 AM
while using a site with a conjuration 20 bonus in the cradle map to cast acashic record the game is requiring me to have the full casting cost of the spell (25 astral) to give my wizard the order WITHOUT subtracting the conjuration 20 bonus, but then when it takes the gems out of my stockpile it takes the correct total out (20). This essentially forces me to alchematize to 25 gems to cast a 20 gem spell. Is this purposeful or a bug?

Pocus
April 27th, 2004, 12:46 PM
little remark, but still of importance if you play this theme:
the Serpent Cataphract of the Pythium Serpent
Cult dont have a light lance, only a spear.

Graeme Dice
April 27th, 2004, 03:10 PM
Originally posted by Pocus:
little remark, but still of importance if you play this theme:
the Serpent Cataphract of the Pythium Serpent
Cult dont have a light lance, only a spear. <font size="2" face="sans-serif, arial, verdana">This isn't a bug. Most of the light cavalry units have been changed to use a light lance now instead of a spear.

Karacan
April 27th, 2004, 05:10 PM
Enslave Minding an opponent's (commander) prophet, his unit name turned into " the Prophet". He kept his sacred status, though.

Would be nice if an enslaved prophet could regain his original title...

Taqwus
April 27th, 2004, 05:26 PM
Fiddling with assorted mods including the Hoburg SE turning it on and off, the "Create God" screen's description for Ulm's Master Alchemist was once that of the Great Rainmaker although the image was correctly that of the Alchemist. Something's not being reset there.

PvK
April 28th, 2004, 05:16 PM
Machaka equipment buglet:

* Give a magic shield (only) to a Machaka Chief, and his equipment becomes a spear and two shields. (His original shield is considered body armor??)

Also, in 2.11, I notice sometimes that the wrong size of rectangle seems to show up on the army formation diagram sometimes. A group with one or two men will sometimes show up as a fairly large rectangle (usually seen for a group of 10-20 men), while a fairly large group (a group of about 15 men and giant scorpions) will sometimes show up as a very small rectangle. It's not often and I hadn't ever noticed that happening before. The units in question are Machakan.

PvK

[ April 28, 2004, 16:59: Message edited by: PvK ]

LintMan
April 28th, 2004, 07:52 PM
Originally posted by Cheezeninja:
while using a site with a conjuration 20 bonus in the cradle map to cast acashic record the game is requiring me to have the full casting cost of the spell (25 astral) to give my wizard the order WITHOUT subtracting the conjuration 20 bonus, but then when it takes the gems out of my stockpile it takes the correct total out (20). This essentially forces me to alchematize to 25 gems to cast a 20 gem spell. Is this purposeful or a bug? <font size="2" face="sans-serif, arial, verdana">I've noticed this also. It was pretty annoying when I was trying to cast Ether Gate (90 Astral) at a 40% conj bonus site, but it wouldn't let me unless I had the full 90 gems. I think it's a bug, because in a similar situation, it's not necessary to have the full cost when you construct items. (ie: the game is aware of the reduced cost at purchase time)


Originally posted by PvK:
Also, in 2.11, I notice sometimes that the wrong size of rectangle seems to show up on the army formation diagram sometimes. A group with one or two men will sometimes show up as a fairly large rectangle (usually seen for a group of 10-20 men), while a fairly large group (a group of about 15 men and giant scorpions) will sometimes show up as a very small rectangle. It's not often and I hadn't ever noticed that happening before. <font size="2" face="sans-serif, arial, verdana">I've seen this also in my current Arcoscephale game. One group of 4 vine men has a rectangle about the size of 50 militia, and one group of 12 Heart Companions has a rectangle of about 30 militia. I think I've also seen the opposite case (big group with a small box), but I don't remember the specifics of that case.

Daynarr
April 28th, 2004, 09:41 PM
Originally posted by PvK:
Also, in 2.11, I notice sometimes that the wrong size of rectangle seems to show up on the army formation diagram sometimes. A group with one or two men will sometimes show up as a fairly large rectangle (usually seen for a group of 10-20 men), while a fairly large group (a group of about 15 men and giant scorpions) will sometimes show up as a very small rectangle. It's not often and I hadn't ever noticed that happening before. The units in question are Machakan.

PvK <font size="2" face="sans-serif, arial, verdana">This one is already fixed for next patch.

josh_f
April 28th, 2004, 10:23 PM
Under Dom 1 heat penalties were relative and began when scales were 2 different from the preferred scale (i.e. most nations suffered fatigue in heat or cold 2). After a little testing I've determined that giants no longer get fatigue penalties of any kind in Heat 1 or 2 provinces. Is this intended? Has this been changed from Dom1.

Pocus
April 29th, 2004, 10:49 AM
reread me please.

Originally posted by Graeme Dice:
</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:
little remark, but still of importance if you play this theme:
the Serpent Cataphract of the Pythium Serpent
Cult dont have a light lance, only a spear. <font size="2" face="sans-serif, arial, verdana">This isn't a bug. Most of the light cavalry units have been changed to use a light lance now instead of a spear. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">

Graeme Dice
April 29th, 2004, 03:27 PM
Originally posted by Pocus:
reread me please.<font size="2" face="sans-serif, arial, verdana">The Serpent cult Cataphracts do have a light lance.

[ April 29, 2004, 14:28: Message edited by: Graeme Dice ]

Pocus
April 29th, 2004, 08:37 PM
Originally posted by Graeme Dice:
</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:
reread me please.<font size="2" face="sans-serif, arial, verdana">The Serpent cult Cataphracts do have a light lance. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">indeed. I must have dreamt. My error, sorry.

Hasslmaster
May 3rd, 2004, 02:29 PM
I think I've stumbled upon an AI glitch. If this has already been posted, please forgive me, fully reading this thread is an inhuman task. http://forum.shrapnelgames.com/images/icons/icon7.gif

There's evidence to suggest that the AI becomes paralyzed when it is at war with another AI, and this AI falls apart due to complete dominion loss, resulting in undefended neutral provinces.

Among other circumstances, I've once observed Pythium warring against Mictlan, and Mictlan falling apart. (Mictlan often falling apart is another glitch you probably know about.)
Pythium did absolutely nothing for an unspecified number of turns. It even had an army with its pretender surrounded by now-neutral, undefended provinces, yet the army didn't take one of them. I was able to take every single neutral province there was, imprisoning the pretender and his army within my provinces. When Pythium finally awoke of its "coma", it was no match at all, probably due to its long paralyzation.

I believe you can awaken a paralyzed nation by attacking it, and that a paralyzed nation will awaken by itself after considerable time.

My theory: The AI doesn't recognize that the war is at an end and looks out for provinces of the deceased AI to conquer. It ignores the neutral provinces since its only priority is taking enemy provinces.

A closely related problem (or the same problem?) is: AI nations will never conquer neutral undefended provinces. (At least those resulting from nation collapse.)

Please excuse my superficial description of events, but I have not enough of an idea what happened "under the hood".

rabelais
May 5th, 2004, 07:32 AM
Arco Chariot under 2.11 has spear + short sword with base ATT 9.

Right clicking gives the net attack (due to weapon length combo reduction) as 4.

Seems low.

I assume this is a bug and either the base attack should be raised or more likely some ambidexterity given.


Rabe the Cart-Horse

The DarkOne
May 5th, 2004, 02:24 PM
I just have made my harvester of sorrows my prophet. Figured i could as well spread some dominion while sneaking around and spreading diseases. turning him into a prophet was no problem but he turned into a prophet that can not preach. I assume this is a bug sinca as far as i know all holy priests can preach.

Johan K
May 5th, 2004, 04:20 PM
In Dominions the undead have a bad reputation and cannot preach. He still spreads dominion by his mere precense though.

The DarkOne
May 5th, 2004, 04:40 PM
Thanks for clearing that out, never heard of that before but it certainly seems reasonable.

mivayan
May 5th, 2004, 05:10 PM
An independent attack even at the same time as an army starts to siege my castle is delayed untill the end of the siege. It seems to me that they should attack the sieging army the turn they appear.

I am ermor and have conquered machaca's capitol Last turn.
turn 40: An unexpected even has happened in machaka. An entire village has been devoured by vine men and now the vine men are spreading out over the rest of the province.
Our undefenced province of Machaka has been conquered by the enemy. (machaka attacking and starting to siege)
No message about a battle in machaka.

turn 41: The sieging force has been beaten by our forces. (me attacking and killing machaka in machaka)
Our undefenced province of Machaka has been conquered by the enemy.
The sieging force has been beaten by our forces. (me attacking and killing indie vine men in machaka)

The vinemen seems to have hidden untill the sieging army was defeated

Taqwus
May 5th, 2004, 06:35 PM
It might not really be a bug, but it seemed a bit strange that a succubus could seduce a Lizard Shaman.

archaeolept
May 5th, 2004, 07:39 PM
playing a mosehansen game that began after the 2.11 patch.

now, my prophet has had twist of fate, and so have my shrouded assassins, as per the fix. Yet, I just tried an assassination attempt and my assassin didn't have it. he had been in no previous battles that turn, or even the Last. This is the same as the pre-patch behavious, and somehow it has managed to rear it's ugly head again.

Sandman
May 5th, 2004, 08:54 PM
I tried out golem cult for Ulm. A couple of bugs came up.

Lifeless constructs are 'repaired' to a lower level of hitpoints if the lab province they are passing through has a lesser dominion than the province they were created.

It also seems that lifeless constructs are repaired when sieging a province with a lab.

Molog
May 5th, 2004, 11:02 PM
Arch druid doesn't have recuperation, even though he's riding a unicorn.

The DarkOne
May 6th, 2004, 01:32 AM
Run into a weird thing when playing blackforest ulm. I summon a harvester of sorrows and sent it a quicly as possiblo towards enemy territory. Next turn when im abot to move the harvester i noticed he had become heroic and when checking the hall of fame it had 25699exp. Even orion look like a inexperianced little newbie by camparison.

Kristoffer O
May 8th, 2004, 08:52 AM
Originally posted by Taqwus:
It might not really be a bug, but it seemed a bit strange that a succubus could seduce a Lizard Shaman. <font size="2" face="sans-serif, arial, verdana">It's the other way around. Lizard Shamen are very skilled with their tail.

Nappa
May 13th, 2004, 06:54 PM
I just attacked a water province using a gnome with a barrel of air. My army lost and I received a message that the gnome had died while retreating into enemy territory. The territory he attacked from is still owned by me.

v2.11 playing Abysia

Gandalf Parker
May 14th, 2004, 04:16 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 Taqwus:
It might not really be a bug, but it seemed a bit strange that a succubus could seduce a Lizard Shaman. <font size="2" face="sans-serif, arial, verdana">It's the other way around. Lizard Shamen are very skilled with their tail. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">oooo that picture in my head was almost as bad as mentioning what Illithids do to the concept of oral. Or worse yet the Void Lord

[ May 14, 2004, 15:17: Message edited by: Gandalf Parker ]

Nagot Gick Fel
May 14th, 2004, 04:35 PM
Originally posted by Gandalf Parker:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Kristoffer O:
It's the other way around. Lizard Shamen are very skilled with their tail. <font size="2" face="sans-serif, arial, verdana">oooo that picture in my head was almost as bad as mentioning what Illithids do to the concept of oral. Or worse yet the Void Lord </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">...what about the Medusa and what she can do with her snake hair? She's got enough to make an army happy, but the main reason why she's leagues above the others is her petrification - no need for Viagra anymore, because here the effect is permanent! http://forum.shrapnelgames.com/images/icons/icon10.gif

PvK
May 14th, 2004, 09:17 PM
Cosmetic site issues:

"Waterfall" has a picture of waves crashing, like an ocean. Should probably use the actual waterfall image which is used for... Lake of Mists, for example. (Or you could take a road trip to Norway and get a new waterfall picture. http://forum.shrapnelgames.com/images/icons/icon12.gif )

Lake of Mists might be better with a misty lake.

PvK

Johan K
May 15th, 2004, 12:40 AM
The picture for a magic site depends on path and level requirements to find it. That's why they don't always have the most suitable picture.

PvK
May 15th, 2004, 07:17 PM
Ah! Thanks.

SelfishGene
May 16th, 2004, 05:48 AM
Ctis Desert Tombs units and Astral / Magic Resist blessings bugs.

Astral blessings (increasing magic resist) do not appear to work on Tomb Kings, and works for only half on Tomb Worms. The Unholy Magic resist spell also has no effect on Tomb Kings and only half effect on Tomb Worms. However Astral-9 granting of Twist Fate seems to work as it should.

rabelais
May 17th, 2004, 01:04 AM
Originally posted by SelfishGene:
Ctis Desert Tombs units and Astral / Magic Resist blessings bugs.

Astral blessings (increasing magic resist) do not appear to work on Tomb Kings, and works for only half on Tomb Worms..... <font size="2" face="sans-serif, arial, verdana">The astral MR blessing boost tops out at 18.

(feature rather than bug, according to the manual)

Does that explain the data?


Rabe the Sidhe-Sensitized

PvK
May 17th, 2004, 01:26 AM
Red Guards look like they should have 22 final Action Points rather than 20. They seem identically equipped to TC Imperial Horsemen and Prince Generals, who both get 22. A very minor detail, but it might be a handicap when trying to escort attacking Generals and Prince Generals on a long-distance charge to battle.

PvK

calmon
May 18th, 2004, 02:15 PM
Originally posted by Kristoffer O:
You're supposed to be able to recreate the mummy as long as it remains in the hall of fame. But you shouldn't be able to create a mummy from a vamp. queen as it doesn't work on undeads other than the mummy.
<font size="2" face="sans-serif, arial, verdana">But the mummy is undead too. Isn't it better to let it die definitely after the second (undead-state) death?

In moment you can rebirth both Vampire Queens (wished one) and mummies. Didn't test the other undeads/lifeless.

[ May 18, 2004, 14:17: Message edited by: calmon ]

calmon
May 19th, 2004, 01:09 AM
Major Bug with 'Ritual of Rebirth'

It shouldn't work on undead and lifeless beings.

But it work! You can even rebirth the mummy characters. So its impossible to real kill any Top10 unit. All magic paths on character survives the process too. so if you had for example a VQ with 10 in all magic pathes (10x'magic power' wish) you get a mummy with 10 in all pathes which can be rebirthed in an endless way.

BTW could you make that 'magic power' wish works only one time on the same charakter like the 'power' wish? Empowerment on the one site needs so much gems for late magic pathes, wish on the other is +1 in all pathes for just 100 astral...

[ May 18, 2004, 12:17: Message edited by: calmon ]

Kristoffer O
May 19th, 2004, 01:54 AM
You're supposed to be able to recreate the mummy as long as it remains in the hall of fame. But you shouldn't be able to create a mummy from a vamp. queen as it doesn't work on undeads other than the mummy.

[ May 18, 2004, 12:56: Message edited by: Kristoffer O ]

Aikamun
May 19th, 2004, 05:39 AM
Most living mounted units have a basic Encumbrance of Five, as mentioned in the manual. This includes the Arch-Mage pretender platform.

The Freak Lord, mounted on a Freak, has a basic encumbrance of Three.

Possible bug or design decision?

Thanks for your time,
Aikamun

Taqwus
May 20th, 2004, 04:47 PM
Nethgul weirdness -- it sometimes tries to paralyze its owner. Bug or deliberate drawback?

rabelais
May 20th, 2004, 11:46 PM
Under 2.11 (Single Player... MP not tested, but I assume it acts the same)

Don't know if this is a bug or a feature.

Sacred units with water cult theme can only go from land to water if both the origin and destination provs have positive dominion.

(i.e. going from -1/0 dom on land to +5 dom underwater fails)


Rabe the Frogman

Nagot Gick Fel
May 21st, 2004, 12:47 AM
Originally posted by rabelais:
Don't know if this is a bug or a feature.

Sacred units with water cult theme can only go from land to water if both the origin and destination provs have positive dominion.<font size="2" face="sans-serif, arial, verdana">Water Cult sacred troops get 'poor amphibian' status while they remain in their own dominion. The destination doesn't matter, although your troops will drown if you move into a sea within enemy dominion - because they'll lose their amphibian status on arrival.

Nagot Gick Fel
May 21st, 2004, 12:52 AM
Originally posted by Taqwus:
Nethgul weirdness -- it sometimes tries to paralyze its owner. Bug or deliberate drawback? <font size="2" face="sans-serif, arial, verdana">I've noticed that also. The owner turns as grey as stone and gets the 'paralyzed' icon and counter, yet he's still allowed to attack and cast spells - at least sometimes.

Kristoffer O
May 22nd, 2004, 12:38 PM
Originally posted by calmon:
But the mummy is undead too. Isn't it better to let it die definitely after the second (undead-state) death?

In moment you can rebirth both Vampire Queens (wished one) and mummies. Didn't test the other undeads/lifeless. <font size="2" face="sans-serif, arial, verdana">The mummy is almost an immortal. You can rebirth him, but it will cost you a bit. This is intended. The restriction on other undead was a later fix. Removing abdominal content, putting it in jars and wrapping the body in linen felt strange when applied to wraiths and several other undead.

Molog
May 23rd, 2004, 10:27 PM
The weakness attack of the thing with many eyes doesn't seem to be working.

HJ
May 25th, 2004, 10:21 AM
I know that cold susceptibility is listed as fixed in the patch, but it seems that Skull of Fire's cold vulnerability still doesn't register as an icon. When I add a +50 fire resistance item to the same commander, it shows susceptible to cold 0, so it's there but not shown.

ps.
I love the icons, and the fact that more of them are added every once and a while. http://forum.shrapnelgames.com/images/icons/icon7.gif

rabelais
May 29th, 2004, 08:47 AM
Another ambigious Bug/Feature...

Under 2.11 if you give a magic weapon to a Mound King, (or presumably any unit with a light lance, which is a spear except for its charge bonus) the lance gets replaced by the weapon.

This differs from the old cavalry behavior where the lance was a separate one time use object and did not disappear with item augmentation.


Rabe

Molog
May 31st, 2004, 12:12 PM
I have a blood fountain with 10 blood. The blood fountain has 4 misc. item slots.

If I give the blood fountain only two two brazen skulls, it gets level 11 blood magic. So far so good.

However if I put an item between the two brazen skulls, it gets level 12 blood magic. I used the pocket knight and pocket lich for this.

Having an empty misc. slot between the two brazen skuls gives you level 11 blood magic.

In conclusion, if there is an different misc. item between two similar misc. items they are probably cumulative. Might also work for creatures with more than 2 hands.

Sheap
June 1st, 2004, 06:29 AM
Some problems I have encountered in the past couple of games (All 3-person multiplayer, 2.08, demo games). I do not know if these are known or already fixed or what. We are all using the Windows demo Version and the game is hosted on Linux/Intel dedicated server.

1) During a battle against another human player I had the Farstrikers who I had just recruited the previous turn. During the battle, which I won, they did not rout, or even suffer a lot of damage. 1 or 2 of them were killed but no more. However, after the battle, they were all dead except their commander. This was on the Aran map.
1b) Some other weirdness happened with mercenaries in that game but none of us can remember what it was http://forum.shrapnelgames.com/images/icons/icon7.gif

2) Playing on the Desert Eye map I have encountered several problems though not all of them happened to me:
2a) Another player in the game found that his pretender (a Nataraja) unexpectedly disappeared and was marked dead after winning a battle against independents.
2b) Another player in the game found that his pretender was unexpectedly cursed for no apparent reason, also after fighting independents.

3) After this happened we restarted the game and on the restart some problems occurred:
3a) Sometimes against independents my army routs, but I win the province anyway. This has happened to me once.
3b) Sometimes it goes the other way - the independents rout, but the province is not captured and my army gets scattered to adjacent provinces. This has happened once to me and once to another player.

Graeme Dice
June 1st, 2004, 06:54 AM
Originally posted by Sheap:
Some problems I have encountered in the past couple of games (All 3-person multiplayer, 2.08, demo games). I do not know if these are known or already fixed or what. We are all using the Windows demo Version and the game is hosted on Linux/Intel dedicated server.<font size="2" face="sans-serif, arial, verdana">The reason for the bug you describe is a difference in the order of evaulation of subexpressions between code compiled on the Linux and Windows platforms. This particular bug has been fixed in Version 2.11, but can be avoided for Version 2.08 by having the server and clients use the same operating system.

Molog
June 3rd, 2004, 05:55 PM
Jotunheim AI cast utterdark. I got attacked in an underwater province by the "forces of darkness" consisting of a shade and a pythium theurg. I guess the theurg isn't supposed to be a part of the forces of darkness.

archaeolept
June 4th, 2004, 06:27 AM
twice i've had ritual of rebirth fail. the common element seems to be that they were both in the bottom 5 of a 15 strong HOF list; thus, I would venture that RoR only looks at the top 10 possible heroes, ie. the default HOF size, and not the size (often 15 in MP games) that the HOF has been specified as.

rabelais
June 4th, 2004, 11:14 PM
Under 2.11...

Weapons of Sharpness (Con7 5E) does not appear to make your troops arms magical for the purpose of hitting ethereal.

Whether it does in fact make them armor piercing I can't say, but the ethereal data suggests possibly not.


Rabe

Molog
June 5th, 2004, 01:06 AM
Make your god dissapear.

Choose pangea and take a lord of the wild as your pretender.
Build a couple of centaurs.
Set centaurs under lord of the wild's command.
Put centaurs up front and lord of the wild in back.
Sneak into some strong independents.
Meanads will spawn under lord of the wilds command, forcing combat.
Lord of the wild will hopefully retreat.
Lord of the wild is nowhere to be found, but not death.

Anyone know how to fix this?

[ June 04, 2004, 12:59: Message edited by: Molog ]

Johan K
June 6th, 2004, 10:04 AM
The weapons of sharpness spell is not supposed to make the weapons magic, only sharp (armor penetrating).

And about the HoF mummy rebirth. It certainly seems possible that it only uses the first 10 positions. I'll look into it.

rabelais
June 6th, 2004, 05:03 PM
Originally posted by Johan K:
The weapons of sharpness spell is not supposed to make the weapons magic, only sharp (armor penetrating). <font size="2" face="sans-serif, arial, verdana">Hmmm. This is the intended behavior?

Other than the fire 9 blessing, (which is sacred only, obviously) are there any mass buffs that allow regular troops to hit ethereals?

Given that there are spells for granting ethereality, and summoning ethereal units en masse, the difficulty of countering it is surprising.

A melee equivalent to flaming arrows (even without a damage boost) would fill a major hole in the anti-ethereal arsenal of those nations with cap only sacreds, or those wishing not to be anti-thematically enslaved to the moloch/fire blessing.

One could even put it in water, as a potential attraction to weak battlefield magic there.


Rabe the hopeless Dom2 Junkie who ought to be working.

Ighalli
June 8th, 2004, 12:27 AM
I don't know if someone mentioned this already, but here's a bug I found in 2.12.

I was sieging a fortress and got a random event that increased the defense of the sieged province. Since you can't actually buy defense when sieging, I assume this needs fixed...

Master Shake
June 8th, 2004, 04:59 PM
I cast Imprint Souls on an underwater province twice (once in 2.11 and once in 2.12). Each time, I got about 10 regular units and about 40 magic being units (Mad Ones?), but no commander with a Magic Beings command rating. The Magic Being units simply poofed away.

I assume this is a bug.

mnoracle
June 9th, 2004, 08:39 AM
Is it intentional or bug, that Great Warlock pretender not appeared in 2.12?

Taqwus
June 9th, 2004, 03:46 PM
(2.12, Linux)

The 'silver mine' event description says that the mine gives 20 gold a turn, but the site's description says 30 gold.

Oddity: The defenders of a castle tried to break siege, but failed and routed... to an adjacent province instead of back into the castle.

Drain Life seems to work even on inanimate foes like Telestic Animates; seems a bit athematic, possibly imbalanced. Assassins with Boots of Quickness and the ol' black banner are remarkably successful; moreso even than w/ Phoenix Rods since fire immunity is considerably easier to get.

Edi
June 10th, 2004, 05:32 PM
Underwater Imprint Souls definitely has a bug in it, but it has more to do with the commanding unit, Holy Deep One. The Holy Deep One (unit ID 1009) has a leadership rating of 25/0/0, which means that all the Mad Deep Ones will just stand there and die off without a magic leader. As such, Imprint Souls is worse than useless against sea provinces.

There is also a completely new bug introduced with the 2.12 patch: It is impossible to assign the full five stacks of units to commanders in the map file, because the fifth #units command simply gets ignored. Doesn't matter if the fifth command is #units x y or #bodyguards x y, the game just ignores it completely. I noticed this when testing a newer Version of my Faerun map. The problem did not exist in v2.11 (or if it did, I didn't notice it, but I really think it is new).

Also, a question regarding the Summon Animals spell: Is it intentional that only Giant Spiders, Great Lions, Black Hawks and Wolves are called with this spell? Moose, Great Bear and Boar would all be good candidates and would actually widen the selection and make the spell more useful andworth its high cost. I know Boar is most often the result of Polymorph, but it should be a Summon Animals option too.

And one final comment: The Garnet Amazon holy unit, Gryphon Rider has to be changed. Right now it costs 125 gold, 25 resources and it's very fragile. Yes, itturns into a gryphon when the rider gets killed, but after the battle ends, the gryphon dies (unlike in Dom-PPP where it stuck around like the Machakan Hunter Spiders do in Dom2). This makes it a completely worthless investment and quite frankly the worst sacred unit in the game bar none. It ought to be changed back to the previous status, or the cost significantly reduced.

Other unit editing that should be done are:

Lord Guardian: no castle defense bonus while regular Guardians have def(+2), what gives?

Demonbred (121): Unit should have base undead leadership of 25 like the regular demonbred (87), that gets lost when you turn an 87 into a prophet, and it changes to 121.

Captain (293): The unit graphic is a horseman and it has cavalry weapons (lance and hoof), but the unit is infantry, complete with foot slot for items. This makes some of the mercenary companies seem rather ridiculous. Was the #mounted command or whatever it is that makes units a horseman forgotten from this unit?

That should be about the size of what I want to say this time. Absolutely great game, which is why I'm bothering to list this stuff. http://forum.shrapnelgames.com/images/icons/icon7.gif

Best regards
Edi

Endoperez
June 11th, 2004, 08:33 PM
Originally posted by Edi:

Also, a question regarding the Summon Animals spell: Is it intentional that only Giant Spiders, Great Lions, Black Hawks and Wolves are called with this spell? Moose, Great Bear and Boar would all be good candidates and would actually widen the selection and make the spell more useful andworth its high cost. I know Boar is most often the result of Polymorph, but it should be a Summon Animals option too.
<font size="2" face="sans-serif, arial, verdana">Have you tried the spell out in different terrains? http://forum.shrapnelgames.com/images/icons/icon12.gif Remember, the devs think of everything! IIRC boars, moose and great bear are summoned in forests, together with wolves.

edit: Wolves, not hawks, live in forests.

[ June 11, 2004, 19:41: Message edited by: Endoperez ]

Gandalf Parker
June 11th, 2004, 08:55 PM
Not exactly a bug but its kindof rude. I was in the water and surprised to see I could hire the mercenary group of "Istana's Warriors". Well OK she has water magic but its not nice that all her warriors drowned before I could use them (all but 1 cause she has 2 water magic)

Edi
June 11th, 2004, 09:05 PM
Have you tried the spell out in different terrains? http://forum.shrapnelgames.com/images/icons/icon12.gif Remember, the devs think of everything! IIRC boars, moose and great bear are summoned in forests, together with wolves.

edit: Wolves, not hawks, live in forests.<font size="2" face="sans-serif, arial, verdana">Doh! http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/blush.gif
Nope, hadn't tried that. My mistake.

Edi

puffyn
June 12th, 2004, 01:24 AM
I just upgraded to 2.12 under Mac OS X (10.3.4). The upgrade went well, and I decided to try out the changes to the C'tis Desert Tombs theme. Upon designing a new pretender and starting a new game, I clicked on "Recruit Units" and the game crashed.

Figuring this to be a fluke I tried again; again the game crashed. I tried some other race (Ermor) and had no problem. I tried C'tis using a different theme. No problem. I tried a different pretender using the Desert Tombs theme... and it crashed again when I went to the "Recruit Units" screen.

Is this theme is broken under the new patch, at least for the Mac? Have any other Mac players been able to play a new game with this theme?

Thanks

Esben Mose Hansen
June 12th, 2004, 05:29 PM
The command line parser is broken. Just an example: This will give you a server with nation 5 as normal ai:

</font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">/usr/local/bin/dom2 --statfile --tcpserver --textonly --mapfile 'Faerun.map' --normai 5 --startprov '1' --port 1024 TestGame012</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">This will do the same, except nation 5 will be open:

</font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">/usr/local/bin/dom2 --statfile --tcpserver --textonly --mapfile 'Faerun.map' --startprov '1' --normai 5 --port 1024 TestGame012</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">The --port can be placed anywhere, and it will work, but placing --normai after --startprov, and it won't work.

Taqwus
June 12th, 2004, 09:40 PM
"Puppet Mastery" seems a bit odd in two respects for me in my current 2.12 (Linux) game.

(a) It can cause a several-second pause when used with ~250 manikins and friends.
(b) I've right-clicked on random units and never noticed either improved AP (faster movement) or improved def (quickness), even when it's being casted over and over again by multiple Carrion Lords in a magic+1 domain with no Antimagic or equivalent.

starfox
June 13th, 2004, 08:36 AM
Wishlist (cant find a wishlist topic)
I would like the correct price for mercenaries to be displayed when I re-hire them.
For instance price was 220 but since he's working for me the price is now 110 but yet when I click on hire, I'm shown 220 and I have to down arrow a lot. Painful

Ed Kolis
June 14th, 2004, 02:04 AM
Forgive me if this has been posted before, but I really don't want to read through this whole thread just to post one bug report http://forum.shrapnelgames.com/images/icons/tongue.gif

The middle-mouse-button scroll works the opposite way in combat as it does on the map - i.e. on the map you drag left to scroll right, but in combat you drag right to scroll right.

Graeme Dice
June 14th, 2004, 06:37 AM
Originally posted by Taqwus:
(a) It can cause a several-second pause when used with ~250 manikins and friends.<font size="2" face="sans-serif, arial, verdana">It has to do a magic resist check on every unit it affects, and this computation takes time.

(b) I've right-clicked on random units and never noticed either improved AP (faster movement) or improved def (quickness), even when it's being casted over and over again by multiple Carrion Lords in a magic+1 domain with no Antimagic or equivalent. <font size="2" face="sans-serif, arial, verdana">Magic resist negates it (easily I believe), so most carrion undead will be affected by it only rarely.

Turms
June 14th, 2004, 12:52 PM
This is a minor bug, but very annoying when it happens.

Aquatic commanders with Amulet of Fish (allows you to operate on land) are killed when retreating and there are only land based friendly territories.

I just lost a Queen of elemental Water and my Kraken pretender to this in a multiplayer game. All other commanders escaped just fine, including the amphibian Water Queen.

Molog
June 14th, 2004, 05:21 PM
Just conquered unique site Primal Forest and I can't enter it with a nature mage to summon hama dryads. This is under 2.12.

HJ
June 14th, 2004, 10:18 PM
I know that this has been mentioned on the patch list of fixes before, but I've just fought a siege battle where I faced 9 astral oracle and its prophet who didn't have twist fate. When he blessed the sacred units, they had it, which would mean that the god started with 9 astral, but he himself did not have it automatically. The game was started under 2.12 patch.

Skolem
June 16th, 2004, 09:29 PM
I had a bug in an MP game we start with the Last Version and play more then five turn under 2.12.
In the message it was said that I lost a fight vs Indies, in the map the indies take no losses and I take the one writen in the message, but when I look the battle I win clearly, I look until the end. I take exaktly the losses that the battles shows.
Could anyone explain me what happens??
Thanks
Skolem

Pocus
June 17th, 2004, 08:54 PM
I cant get the stone sphere to works, it tells me that the spell is too complex for my mage, what gives?

(under 2.12)

Graeme Dice
June 17th, 2004, 09:14 PM
Originally posted by Pocus:
I cant get the stone sphere to works, it tells me that the spell is too complex for my mage, what gives?<font size="2" face="sans-serif, arial, verdana">It's not a ritual spell, but has its own menu item.

Cainehill
June 17th, 2004, 10:00 PM
Jotunheim's Skratti and Abysia's Great Warlock pretenders are still missing, just as they were with 2.11. Given that it was stated that this was a mistake / glitch in 2.11, shouldn't they have been put back in with the 2.12 patch?

Also - Elemental Armor still has a description stating that it gives immunity to fire, cold, and lightning. Since it only gives 50% resistance now, this really ought to be modified. Otherwise people who don't memorize the patch release notes are going to be rather disappointed when forging the armor.

guybrush threepwood
June 17th, 2004, 10:13 PM
(2.12, linux)

Hi,

In a MP PBEM game with 3 humans (machaka, tienchi, caelum) and 5 ai's (abysia, arcos, ctis, pythium, man) playing on karan I get a "Något gick fel!" when hosting.

Dom2 --verify produces .chk files that looks OK.

Here is the output from running with the debug flag:

</font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">-------------------------
----- DOMINIONS ---------
-------------------------

dbglevel 1 pc_endian
datapath='/usr/local/games/dominions2'
savepath='/home/&lt;snip&gt;/dominions2'
temppath='/tmp/dominions2_11791'
disabling TCL support
-- InitGLStuff --
domdata_path = /usr/local/games/dominions2
tga2rgba32 alphamode 0 tgatype 10 tgaadr1106071568 dstadr1106264080 tgalen191909
tga2rgba32 alphamode 1 tgatype 3210 tgaadr160769928 dstadr160772624 tgalen2679
tga2rgba32 alphamode 2 tgatype 10 tgaadr160805928 dstadr160806120 tgalen172
tga2rgba32 alphamode 2 tgatype 3210 tgaadr160821432 dstadr160993784 tgalen57002
InitPrint
Reaver file Version 1030
Reaver highestrmod 37 (filemods 38)
Reaver highestrtex 23 (filertex 24)
LoadReaver, time 40
tga2rgba32 alphamode 0 tgatype 10 tgaadr1111687184 dstadr1111887888 tgalen197164
tga2rgba32 alphamode 0 tgatype 10 tgaadr1112420368 dstadr1113034768 tgalen612515
tga2rgba32 alphamode 0 tgatype 10 tgaadr1112952848 dstadr1115140112 tgalen568152
tga2rgba32 alphamode 0 tgatype 10 tgaadr1115140112 dstadr1116459024 tgalen610297
tga2rgba32 alphamode 0 tgatype 10 tgaadr1116459024 dstadr1117777936 tgalen585294
tga2rgba32 alphamode 0 tgatype 10 tgaadr1117777936 dstadr1119096848 tgalen484684
tga2rgba32 alphamode 0 tgatype 10 tgaadr1119096848 dstadr1120415760 tgalen659601
-- sound_init --
Init sound
mcop warning: user defined signal handler found for SIG_PIPE, overriding
arts_init failed: can't connect to aRts soundserver
open /dev/dsp
success
SetGraphicsQuality 6
-- general_init --
-- start --
Loading battle map /usr/local/games/dominions2/campfire.d3m
ver 100 x -1 z -1 l -1
Create Texture 8, w64 h256 data164597752 alpha1
Trimrmod12 left 7 right 9 top 19
Trimrmod12 left 7 right 9 top 19
Optimizing Model 12, 1 textures
Create Texture 11, w128 h256 data1109327888 alpha1
Trimrmod14 left 17 right 16 top 0
Trimrmod14 left 17 right 16 top 0
Optimizing Model 14, 1 textures
Create Texture 23, w64 h256 data165220488 alpha1
Trimrmod5 left 1 right 2 top 8
Trimrmod5 left 1 right 2 top 8
Optimizing Model 5, 1 textures
Create Texture 1, w255 h173 data1106071568 alpha0
Optimizing Model 3, 1 textures
EnableGameInfoMods -1
playturn: autohost 0 readypl 3 humanpl 3
Host it
EnableGameInfoMods -1
get 2h data for player 7
get 2h data for player 15
get 2h data for player 16
---------- unit2com -----------
unr1952 cnr179 (deaths0) unr2857
highestunit 6554 highestcom 445
unr1952 (hp17) type Demonbred -&gt; cnr179
cnr179 unr2857 (hp10) type Black Sorcerer
Något gick fel!
unit2com inconsistency
Något gick fel!
unit2com inconsistency
flushopengl
DeinitReaverModel 37 23
DeinitPrint
Aborted</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">ps. By accident I posted this in its own thread first instead of here. Sorry.

Johan K
June 17th, 2004, 10:21 PM
Originally posted by guybrush threepwood:

Hi,
<font size="2" face="sans-serif, arial, verdana">The problem is that the contents of the 2h files are not consistent with what's in the fatherland file. Maybe you have incorrectly tried to redo a turn or reverse the time a bit. Delete some 2h files and it should work correctly again.

Johan K
June 17th, 2004, 10:30 PM
Originally posted by Pocus:
I cant get the stone sphere to works, it tells me that the spell is too complex for my mage, what gives?

(under 2.12) <font size="2" face="sans-serif, arial, verdana">I've experienced that too. A temporary solution is to use a mage that is good enough. You get the cost for free at least.

HJ
June 18th, 2004, 09:45 AM
I was assaulting a fortress. One of my commanders got hit by an arrow and retreated. It turns out he retreated to a province half a map away, to which he couldn't possibly have moved by any regular means. I guess the game got confused about the place where the battle was taking place, and put him in a random province afterwards.

edit: Upon reviewing the battle, I also noticed I didn't get the message "XY is retreating" either. He kind of just walked out after he came around from unconsciousness (he got hit by the arrow while he was over 100 fatigue).

[ June 18, 2004, 09:11: Message edited by: HJ ]

Pocus
June 18th, 2004, 11:53 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 Pocus:
I cant get the stone sphere to works, it tells me that the spell is too complex for my mage, what gives?

(under 2.12) <font size="2" face="sans-serif, arial, verdana">I've experienced that too. A temporary solution is to use a mage that is good enough. You get the cost for free at least. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">darn, I used stone spheres with scouts in dom I, now I have to use them with earth/astral mages... Hope thats just a bug http://forum.shrapnelgames.com/images/icons/icon7.gif

thank for the quick response.

Nagot Gick Fel
June 18th, 2004, 12:09 PM
Originally posted by Pocus:
</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:
</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:
I cant get the stone sphere to works, it tells me that the spell is too complex for my mage, what gives?

(under 2.12) <font size="2" face="sans-serif, arial, verdana">I've experienced that too. A temporary solution is to use a mage that is good enough. You get the cost for free at least. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">darn, I used stone spheres with scouts in dom I, now I have to use them with earth/astral mages... Hope thats just a bug http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I still use Stone Spheres with scouts in Dom 2. http://forum.shrapnelgames.com/images/icons/icon12.gif

Just make sure you activate the item through the leader's orders menu (select leader, press spacebar, select 'Cast Item Spell: XXX'). The other method doesn't work.

[ June 18, 2004, 11:11: Message edited by: Nagot Gick Fel ]

Molog
June 18th, 2004, 02:01 PM
Found a bug with the corrupt commander of the demon lord Belial. If you select Belial and a couple of other sneaking commanders together and select "corrupt commander", then all the other sneaking commanders also get the "corrupt commander" orders. The order works for them too.

Works with seduce too.

[ June 20, 2004, 01:13: Message edited by: Molog ]

NTJedi
June 18th, 2004, 11:32 PM
Classic Bug:

Units/Commanders are auto-killed when they are unable to retreat after 40-50 turns. If a stalemate occurs during a battle the attacking units should be auto-retreated into neighboring provinces.

June 18th, 2004, 11:35 PM
NTJedi, that isn't a bug. It's the way it was decided that it would be based on the options. Maybe you'd like it to be changed, but it's not a 'bug'.

Roffax
June 19th, 2004, 12:34 PM
Hello,

I'm not sure if this belongs to this topic, but as this is my first post to this forum, if i
I should post this in another topic, I trust someone will advice me.

my laptop t21 IBM, w2k 250m memory s3 graph card,
crashes/freezes on first turn. Creating new god and new game goes fine, but when I start playing it takes a minute or so and my computer goes tottally unresponsive state, I have to remove battery to boot. Has anyone else had this type of problems with Dom2?


Roffax

Roffax
June 19th, 2004, 02:04 PM
Thanks for advice, tried it but still same result, are there memory requirements for graph card?

Nagot Gick Fel
June 20th, 2004, 01:13 AM
Originally posted by Roffax:
my laptop t21 IBM, w2k 250m memory s3 graph card,
crashes/freezes on first turn. Creating new god and new game goes fine, but when I start playing it takes a minute or so and my computer goes tottally unresponsive state, I have to remove battery to boot. Has anyone else had this type of problems with Dom2?<font size="2" face="sans-serif, arial, verdana">I had a similar problem on a Dell laptop (otherwise same OS, same RAM, and -I think- S3-based graphic card). Works fine with these flags: -w -x -s -m

ie: windowed, fast graphics, no sound, no music

Scott Hebert
June 20th, 2004, 04:25 AM
Er, this isn't a bug, per se, but I recall someone wondering about the cost of the Gryphon Rider of the Garnet Amazons, and why they Gryphon doesn't fight on after its leader's death

Well, the other day I was trying to make an "Amazonia" mod (a nation where you get all the Amazons, but no one else). I thought I had modded in the Gryphon Rider, but I got the Gryphon instead. Perhaps the reason that the Gryphons aren't appearing is because the name of the unit isn't being called correctly on the death of the rider?

Or were they considered too powerful if the Gryphon lived on after their rider's death, and was removed?

Just thought people might want to know.

Edit: Er, never mind. I modded the wrong unit in. OTOH, if you read the description of the Gryphon unit, it is clearly linked to the Garnet Society. I'm not sure what's going on, exactly. Sorry.

[ June 20, 2004, 03:29: Message edited by: Scott Hebert ]

Karacan
June 20th, 2004, 04:38 PM
Originally posted by Roffax:
Thanks for advice, tried it but still same result, are there memory requirements for graph card? <font size="2" face="sans-serif, arial, verdana">Try to patch up your DirectX and your graphic drivers to the latest Version. A friend of mine had a similar problem with his dual-boot linux/win machine, and while it continously crashed after five minutes under linux, it runs great under windows, so it was most likely a driver issue. This included the "unable to do anything but kick computer" issue...

Molog
June 20th, 2004, 05:44 PM
I was playing broken empire with a lord of the gates and got the random event that "The wailing of the blood fountain has driven your population insane and 10% has died". I didn't have a blood fountain so I though it strange.

LintMan
June 21st, 2004, 08:14 PM
There seems to be a problem with monthly rituals being "forgotten". Playing SG Ermor, I'm trying to set one or more Spectators (2D) to monthly cast Revive Wight (5D gems).

I hit 'M' to get the list of spells to cast, select "Revive Wight", and the unit then shows "Cast Revive Wight (monthly)" as its task.

The next month, though, the Spectators set for monthly castings are all on Defend, the monthly ritual now forgotten. (My death-gem income is 40+, so there is far more than enough income to cover the cost of the wights).

I did see it work correctly one time, which I belive was the one time I had a bunch of leftover death gems that I hadn't spent. (I usually spend nearly all of them every turn). So my suspicion is that the game is checking the cost of the spell vs my current gem total, prior to adding in the new gem income. So maybe it sees I have 0 death gems, and cancels the monthly ritual without factoring in that I actually have 40 gems for that month. Just a theory.

I suspect this is a bug rather than a feature, since I can immediate re-set the same mage to cast the same spell (monthly or not) for that turn, and there's really no reason for it not to be allowed.

HJ
June 21st, 2004, 08:20 PM
Originally posted by LintMan:

I did see it work correctly one time, which I belive was the one time I had a bunch of leftover death gems that I hadn't spent. (I usually spend nearly all of them every turn). So my suspicion is that the game is checking the cost of the spell vs my current gem total, prior to adding in the new gem income. So maybe it sees I have 0 death gems, and cancels the monthly ritual without factoring in that I actually have 40 gems for that month. Just a theory. <font size="2" face="sans-serif, arial, verdana">In my experience, if you spend all your gems of the kind needed for the monthly ritual, the caster reverts to defend at the start of the next turn. So, for it to work, you basically need to have leftover gems sufficient for all monthly ritual casters to use if you want them all to stay on monthly orders.

HJ
June 21st, 2004, 08:26 PM
I have encountered the heroic quickness bug again. If heroic quickness gives the commander more than 100% bonus in actions, he will forget his script after the first two actions in a turn.

For example:
I script a commander with over 100% heroic quickness bonus to cast 5 x Blessing and then attack; on turn 1 he does the following bless-bless-attack; turn 2 bless-bless-attack; turn 3 bless-attack.

LintMan
June 21st, 2004, 09:54 PM
Originally posted by HJ:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by LintMan:

I did see it work correctly one time, which I belive was the one time I had a bunch of leftover death gems that I hadn't spent. (I usually spend nearly all of them every turn). So my suspicion is that the game is checking the cost of the spell vs my current gem total, prior to adding in the new gem income. So maybe it sees I have 0 death gems, and cancels the monthly ritual without factoring in that I actually have 40 gems for that month. Just a theory. <font size="2" face="sans-serif, arial, verdana">In my experience, if you spend all your gems of the kind needed for the monthly ritual, the caster reverts to defend at the start of the next turn. So, for it to work, you basically need to have leftover gems sufficient for all monthly ritual casters to use if you want them all to stay on monthly orders. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yes, that's what it seemed like to me. It doesn't make sense to need to have enough gems for *next month's* rituals left in reserve this month for the monthly ritual to work next month. There's no special advantage to setting a monthly (vs just selecting it normally every month), execpt that it reduces some of the micromanagement needed. So there's no reason I see for it to have special requirements to have the gems reserved in advance. Hence, my bug report here. http://forum.shrapnelgames.com/images/icons/icon10.gif

calmon
June 22nd, 2004, 05:08 PM
'Burning pearl' should give 50% fire protection (item text) but it gives 100% fire protection and the attack bonus for just 5 fire gems.

Frosted Flake
June 23rd, 2004, 04:42 AM
Had a very strange bug happen to me as Jotun. A Neifel got diseased (beats me how..does hitting a diseased guy with a wraith sword infect you?) fine better use him while I can I figure. Next turn he wipes a province and ends the turn with 100 health cause he got more hps killing foes than hits scored on him. End of turn he cant heal (go back to his normal hps..so he stays at 100 then drops to 99 from the disease. Its possible he could end the next turn even higher..cant imagine this is an intended game result

Frosted Flake

HJ
June 23rd, 2004, 09:16 AM
Originally posted by Frosted Flake:
Had a very strange bug happen to me as Jotun. A Neifel got diseased (beats me how..does hitting a diseased guy with a wraith sword infect you?) fine better use him while I can I figure. Next turn he wipes a province and ends the turn with 100 health cause he got more hps killing foes than hits scored on him. End of turn he cant heal (go back to his normal hps..so he stays at 100 then drops to 99 from the disease. Its possible he could end the next turn even higher..cant imagine this is an intended game result

Frosted Flake <font size="2" face="sans-serif, arial, verdana">Well, he drained his foes of their lifeforce and helped himself with respect to his disease. The same thing happens, i.e. the disease hitpoint loss is negated, if you equip him with a regeneration item, or if you have a nature 9 blessing and bless him in combat. http://forum.shrapnelgames.com/images/icons/icon7.gif

Molog
June 24th, 2004, 01:34 AM
Noticed that a harbinger got to keep his heavenly horn if he first got equiped with a shield and then a sword, but lost it if the sword was equiped before the shield.

calmon
June 24th, 2004, 10:23 AM
One more all players in a mp game got a message that my nation has a strong rising amount of gold and has probalby cheated.

I just alchimized some fire gems to gold (income normally low: panagaea CW)! This message is really annoying!

HJ
June 24th, 2004, 10:36 AM
Originally posted by calmon:
One more all players in a mp game got a message that my nation has a strong rising amount of gold and has probalby cheated.

I just alchimized some fire gems to gold (income normally low: panagaea CW)! This message is really annoying! <font size="2" face="sans-serif, arial, verdana">Is this the answer?
http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=74;t=002948

calmon
June 25th, 2004, 01:27 AM
Is this the answer?
http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=74;t=002948
<font size="2" face="sans-serif, arial, verdana">Yes, thank you.

NTJedi
June 25th, 2004, 04:41 PM
I'm not sure if this has been mentioned before but there's a bug with the horned helmet.

I've tried this on many units which didn't have any default helm such as the Succubus. The helm says it does -1 for defense... but instead does -2 for defense.

Hopefully fixed in the next patch. http://forum.shrapnelgames.com/images/icons/icon7.gif

HJ
June 25th, 2004, 05:15 PM
Originally posted by NTJedi:
I'm not sure if this has been mentioned before but there's a bug with the horned helmet.

I've tried this on many units which didn't have any default helm such as the Succubus. The helm says it does -1 for defense... but instead does -2 for defense.

Hopefully fixed in the next patch. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">You lose 1 def from gore attack, and 1 def from "full helmet" armor piece (stats of which are not listed when you rightclick the item, but are listed at the bottom of the unit screen). You also gain 2 prot as you would with any full helmet. So, check out the unit screen - the unit gains gore attack and full helmet, which turns into +2 prot and -2 def.

PvK
June 27th, 2004, 03:00 AM
I think the #restrictedgod mod command is not entirely working. The part about:


"Each additional #restrictedgod command will expand the range of nations that can choose that god."
<font size="2" face="sans-serif, arial, verdana">

Seems not to work - only the LAST nation listed that way gets that god.

Also, I would like to request an "#allowgodfor" Version, which would NOT clear all the other nations' access to that god. Without such a command, any mod that uses #restrictedgod on an existing god, even if the bug I mentioned was fixed, and if it goes and gives the god back to all others, will have possible side-effects on other mods to other nations.

PvK

Sheap
June 27th, 2004, 04:07 AM
I found an unusual problem pertaining to blood slaves in a battle today as Jotunheim.

My opponent attacked a castle where I had a small number of troops, but I was still able to break the siege. I got a funny looking battle report:

http://benatar.snurgle.org:8080/~fluffy/dom2/battlereport.jpg

It shows actually negative losses for my regular troops! I didn't use any hellbind heart, etc. I didn't lose many troops, but I did lose some.

I also have a strange problem:

http://benatar.snurgle.org:8080/~fluffy/dom2/aftermath.jpg

Some of my blood slaves seem to have been converted into normal units. I believe the mage that entered the battle with those slaves died during the battle, but I'm not 100% sure; I had several blood mages and lots of things died. They're shown here under the command of my Skratti but in reality after the battle they were in the province garrison.

Can I convert them back to normal blood slaves somehow?

June 27th, 2004, 04:12 AM
When Blood Slaves are damaged but survive (rare) they then turn into normal troops. There is no way I know of to convert these back. But when they are on the battlefield, and near someone who casts a blood spell AFAIK they will be used.

Graeme Dice
June 27th, 2004, 05:42 AM
Originally posted by Zen:
When Blood Slaves are damaged but survive (rare) they then turn into normal troops. There is no way I know of to convert these back. But when they are on the battlefield, and near someone who casts a blood spell AFAIK they will be used. <font size="2" face="sans-serif, arial, verdana">There is a possible bug with the blood slave unit, unless it has been fixed in recent patches.

If you gift of reason one, then empower it in blood magic, then place it on the battlefield and order it to cast a spell that requires blood slaves, I believe that the program would crash in previous Versions.

drool
June 27th, 2004, 11:56 PM
i havent read this thread, so i dont know if this bug has popped out allready. i built a temple on one of my provinces (and i know i built, cause i had a dominion battle with rlyeh), after couple of turns there were no temple, but an laboratory. no disasters were taking part of this happening.

maybe the great old one of rlyehs was playing mindgames with me. dunno. strange.

Regen
June 29th, 2004, 02:58 AM
Sorry just couldn't let the post count sit on 666.

Ramgar
June 30th, 2004, 10:12 PM
I was playing a single player game on vertion 2.12 of D2 Lastnight when the game informed me that my country had recieved money that the game could not account for and figured that my country was cheating. I had acually lost money, has anyone ever exprenced that? I am very very glad that that did not happen in a multi player game.

NM I found the answer I was using the Alchemist Stone.

[ June 30, 2004, 21:33: Message edited by: Ramgar ]

HJ
June 30th, 2004, 11:08 PM
Originally posted by Ramgar:
I was playing a single player game on vertion 2.12 of D2 Lastnight when the game informed me that my country had recieved money that the game could not account for and figured that my country was cheating. I had acually lost money, has anyone ever exprenced that? I am very very glad that that did not happen in a multi player game.

NM I found the answer I was using the Alchemist Stone. <font size="2" face="sans-serif, arial, verdana">Just disable the cheat detection in SP.

Cainehill
July 1st, 2004, 04:36 AM
Originally posted by HJ:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Ramgar:
I was playing a single player game on vertion 2.12 of D2 Lastnight when the game informed me that my country had recieved money that the game could not account for and figured that my country was cheating. I had acually lost money, has anyone ever exprenced that? I am very very glad that that did not happen in a multi player game.

NM I found the answer I was using the Alchemist Stone. <font size="2" face="sans-serif, arial, verdana">Just disable the cheat detection in SP. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">A shame this work around doesn't work in MP. http://forum.shrapnelgames.com/images/icons/icon12.gif

Molog
July 4th, 2004, 03:16 AM
The carrion dragon's head slot gets cleared if you shapechange. Can be annoying.

Endoperez
July 4th, 2004, 03:08 PM
Smite looks to hit one grid too near the player. I didn't do extensive testing, but the damage seems to be done or resisted to/by the target like it should.

to make it clear:

.....
..T.. Target
..S.. Smite

Viewed from above, like in the troop placement screen.

[ July 04, 2004, 16:39: Message edited by: Endoperez ]

PvK
July 5th, 2004, 02:53 AM
Centaur Chariot (unit #365):

* Description says bow, spear and shortsword; actual weapons are bow, and two spears.

* When I GoR one http://forum.shrapnelgames.com/images/icons/icon10.gif , it only has two hand slots. Seems like it should have at least four hand slots, and/or the bow should be intrinsic and not vanish when given a magic weapon. (If I then add one magic weapon, all three attacks vanish. http://forum.shrapnelgames.com/images/icons/confused.gif If I add one shield, both spears vanish, but the shortbow remains. http://forum.shrapnelgames.com/images/icons/confused.gif If I add two shields, I get a "useless kick" attack, and a shortbow attack. http://forum.shrapnelgames.com/images/icons/confused.gif If I add a shield and a weapon, I get only the one weapon attack. Hard to make sense of.)

PvK

calmon
July 5th, 2004, 03:53 PM
Juggernauts ability to increase dominions like a prophet don't work as long as they are only units. I've tested this with a 100 unit juggernaut army.

After some Gift of Reasons the prophet effect works fine!

There is no hint about this in the unittext so i think this is a bug.

[ July 05, 2004, 15:37: Message edited by: calmon ]

PvK
July 5th, 2004, 09:02 PM
The #nametype mod command seems to have no effect on national heroes, even applied to each hero number specifically. Ideally, they could be given new names, or #nametype could give them a random name from that list (different in each game, like Man's Knights of the Stone).

PvK

P.S. Of course, it would be great to be able to add any number of units to the hero list of a nation with mod commands, instead of just replacing the existing ones.

[ July 05, 2004, 20:09: Message edited by: PvK ]

Johan K
July 6th, 2004, 12:33 AM
Originally posted by calmon:
Juggernauts ability to increase dominions like a prophet don't work as long as they are only units...
<font size="2" face="sans-serif, arial, verdana">That certainly sounds like a bug, they are supposed to spread dominion even as normal units.

msew
July 6th, 2004, 09:23 AM
There is no battle summary for a siege.


After a siege you get a message saying if you won or lost. (which you can see on the map also)

You do NOT get a summary of the battle showing each sides troop losses.

~msew

Edi
July 6th, 2004, 02:37 PM
There is a bug involving instant movement spells when targeted enemy province contains a fortress. Magical movement is supposed to happen before normal movement, so e.g. a phoenix cloud trapezing into an enemy province should engage the defenders in battle before they move, but this does not happen. The enemy army that should first battle the phoenix and either die, retreat inside walls or win instead executes its normal move orders and attacks the adjacent provinces at will, in violation of the orders execution sequence.

What gives? This problem only happens in fortress provinces, but in them it happens every single time.

Edi

PvK
July 6th, 2004, 04:47 PM
Originally posted by Edi:
There is a bug involving instant movement spells when targeted enemy province contains a fortress. Magical movement is supposed to happen before normal movement, so e.g. a phoenix cloud trapezing into an enemy province should engage the defenders in battle before they move, but this does not happen. The enemy army that should first battle the phoenix and either die, retreat inside walls or win instead executes its normal move orders and attacks the adjacent provinces at will, in violation of the orders execution sequence.

What gives? This problem only happens in fortress provinces, but in them it happens every single time.

Edi <font size="2" face="sans-serif, arial, verdana">Seems to me this is more or less consistent with the way forts work. If you cloud trapeeze into (or otherwise attack) an enemy province which has a fortress, you only engage the PD and enemy forces who are patrolling the countryside - not the forces inside the fortress - even, in this case, forces which are leaving the fortress. So even though you can arrive early, you can't blockade the fortress before they can escape, because you have to engage the provincial defense and set up a seige first. Instantly arriving to attack is one thing, but instantly beseiging a fortress is another. I guess it could be implemented either way, without either being a bug, per se.

PvK

Cainehill
July 7th, 2004, 03:05 AM
I suppose the 'bug' thread is semi-appropriate for this, and might be read by the developers.

Marignon's "Conquerors of the Sea" Theme has, I believe, two things that could loosely be called bugs.

One is that the theme starts with a Friar, which it can't produce - should be a Missionary, the non-stealthy sailing priest. (This is probably a slight advantage for CoS, since they get one stealth Preacher when they normally couldn't.)

The more significant flaw is the theme's Starting Spell, which is still "Holy Pyre" - a spell that can't be cast by any of the theme's recruitable commanders without use of gems, empowerment, etc. This is a fairly sizable disadvantage, and I'd like to think it was an oversight.

Perhaps Lightning Bolt might be subsituted, as another attack evocation, or Solar Rays, as another one with bonus damage to undead, as per Holy Pyre. (Solar Rays _do_ damage normal targets, right?)

LintMan
July 7th, 2004, 09:42 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 calmon:
Juggernauts ability to increase dominions like a prophet don't work as long as they are only units...
<font size="2" face="sans-serif, arial, verdana">That certainly sounds like a bug, they are supposed to spread dominion even as normal units. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">This explains my experience with them: in one game, I had at one point 20 juggernauts stacked up in the same province, and my domain only hovered around 7 or so, going up or down a point occasionally, over a very long period of time. There were 3 neighboring, un-templed, enemy-held provinces, and those mostly fluctuated around -2 to 0 domain, and I don't think the AI was too heavily preaching in them.

drool
July 11th, 2004, 11:16 PM
this aint no bug, but a feature request.

and this might have been come up earlier. an ingame server list would be nice to have. (list of games that im playing, and i could choose from list. not having to type ips and ports every time) plz. lol. imho. thx.

Endoperez
July 11th, 2004, 11:50 PM
Originally posted by drool:
this aint no bug, but a feature request.

and this might have been come up earlier. an ingame server list would be nice to have. (list of games that im playing, and i could choose from list. not having to type ips and ports every time) plz. lol. imho. thx. <font size="2" face="sans-serif, arial, verdana">You can make a shortcut for each game, and set up the server/port as command line swithces. Gandalf has made a great use of it, and has posted how he does it. I don't have a link, though, so you have to do a quick search...

Zapmeister
July 12th, 2004, 08:57 AM
I've just used the master password for the first time to set an AWOL player to AI.

However, when I download and try to play my own turn, the game gives me a CD key violation.

I think that it thinks that the position I set to AI, and my own position, are being played from the same CD.

Cainehill
July 12th, 2004, 05:45 PM
Bah! The Burning Pearl is supposed to "grant partial protection to fire" and is instead granting a full 100% immunity.

Inigo Montoya
July 14th, 2004, 04:39 AM
After extensive testing, here is my understanding of the Fire Resistance Bug:

Burning Pearl is worth 100% FR.
Ring of Fire is worth 100% FR.
Red Dragon Scale Mail is worth 75% FR.
Elemental Armor is worth 50% FR (as well as 50% CR and 50% SR).
Three of these items work correctly. All will add FR to each other. Burning Pearl has an additional bug, see below.

The following items will offer 50% FR individually, but will add no additional FR if added to any other one of these items ["Norfleet's rule" = two or more 50%'s will add nothing -- with the strange exception of Elemental Armor, above]:
Fire Brand
Flambeau
Dragon Helmet
Charcoal Shield
Fire Plate
Staff of Elemental Mastery
Sword of Justice
Ember
Rober of Callius
Amon Hotep

If any of these items are paired with Burning Pearl, they will add nothing -- another strange quirk.

If the developers can find out what makes elemental armor work, that may be the key to fixing the other items.

http://forum.shrapnelgames.com/images/icons/icon7.gif

Graeme Dice
July 14th, 2004, 04:48 AM
Originally posted by Inigo Montoya:
After extensive testing, here is my understanding of the Fire Resistance Bug:<font size="2" face="sans-serif, arial, verdana">Thanks for clarifying it. Have you tested for cold and lightning damage? I know that the elemental armour and sculuta volumnus stack properly, but haven't tried out the other items.

Inigo Montoya
July 15th, 2004, 04:14 AM
Originally posted by Graeme Dice:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Inigo Montoya:
After extensive testing, here is my understanding of the Fire Resistance Bug:<font size="2" face="sans-serif, arial, verdana">Thanks for clarifying it. Have you tested for cold and lightning damage? I know that the elemental armour and sculuta volumnus stack properly, but haven't tried out the other items. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I tested for cold, but not for lightning resistance. Cold works exactly like Fire -- elemental armor works correctly, as does ring of frost and blue dragon scale mail. Other items do not stack their cold resistance, so one item gives you the right amount, but two do not add. I'm guessing lightning is the same way.

Demosthenes
July 16th, 2004, 07:32 AM
I just was playing a turn on Cradle of Zen and on Turn four my Arco army lost a battle so I quit to start again. I created a new game with a different name, same players same map.

On Turn One of the new game There is an available battle replay in the province that my losing battle had just occured in in the Last game. And it is of course a replay of THAT battle from the prior game.

Don't know if this has been reported but I'll keep a save for a while if it is wanted.

Ozymandias
July 23rd, 2004, 06:50 AM
Two things that seemed likely to be bugs that I noticed are: Man's Mother of Tuathas has glamour but only stealth +0, unlike all other glamour'ed units that I have encountered; R'lyeh's Stargazer has feet, unlike all other Illithids.

Arryn
July 27th, 2004, 10:05 AM
The modding.pdf that's updated in patch 2.12 refers to the "latest Version" of the game as 2.11.

Endoperez
July 29th, 2004, 11:08 AM
I played singleplayer Broken Empire, and were doing well. I had taken control of the home province of Pangaea (New Era) and he attacked in an attempt to retake it. Pangaea's pretender had 5E 4F, so her Centaur Commander prophet was capable of going berserk.

During the battle, this prophet first goes berserk (during my turn) and then comes back to his senses (at the beginning of their turn). I have never seen unit stopping berserking, so I assume this is a bug.

I have the turn file, if that is needed.

Ozymandias
July 30th, 2004, 02:20 AM
I have had berserk Niefel Jarls stop berserking during battle before. They would get to one hundred fatigue, pass out and stop berserking. Then they would wake up, fight normally until some scratch caused them to start berserking again. I have seen this cycle repeat several times during the course a single battle.

[ August 01, 2004, 23:19: Message edited by: Ozymandias ]

Endoperez
July 30th, 2004, 07:03 PM
That explains it, he passed out.

Hasslmaster
August 1st, 2004, 06:10 PM
The "lost the head" affliction for undead does not work. A Knight of the Unholy Sepuchre of mine got it and still wore his full helmet/still had 18 protection.

Ozymandias
August 1st, 2004, 07:21 PM
I just started my second mp game, which is using vp. I had noticed that the score graphs had an option I hadn't encountered before, the vp graph. After examining it and discovering without suprise that we all had a single vp on turn two for our capitol, I closed that game and opend my first mp game. Belle_air (my first game) has vps on the map, but no victory condition based on them. Imagine my surprise when I went to the score graph screen and discovered it was *still* on the vp graph (actually I can't be completely certain, as that option was not available but none of the available graphs had a check in its circle) and it was displaying that two players had acquired a single vp each, and one had started with one. This gave me some strategic information that was probably not supposed to be available.

[ August 01, 2004, 22:41: Message edited by: Ozymandias ]

Borg
August 1st, 2004, 08:28 PM
Great Sage Bug ?

I started a game with the Great Sage.
A3 E2 D2 , Magic1, which makes him an 8 point researcher IMO, no ?
I started the game and he has 18 !! RP's.

Is that correct ?

Ozymandias
August 1st, 2004, 08:38 PM
It is correct, the Great Sage receives a potent sage bonus because he's such a, well, *great* *sage*. The faq thread says it is an eight rp bonus.

[ August 01, 2004, 22:29: Message edited by: Ozymandias ]

Borg
August 2nd, 2004, 05:57 PM
Originally posted by Ozymandias:
It is correct, the Great Sage receives a potent sage bonus because he's such a, well, *great* *sage*. The faq thread says it is an eight rp bonus. <font size="2" face="sans-serif, arial, verdana">Glad to hear that http://forum.shrapnelgames.com/images/icons/icon7.gif
I think though that that "tiny little detail" should at least be mentioned in the figure description (when choosing a Pretender)
I had always been wondering why anybody would ever pick the Great Sage over the Virtue for example as for a mere 15 points you'd get so much more .......... now I know .......... be it by accident. http://forum.shrapnelgames.com/images/icons/icon12.gif

The 8RP bonus matches indeed my Pretender.
A3+E2+D2+Magic1 = 8 +2 (standard for a Magician) = 10 + 8 (Great Sage bonus) = 18 which are exactly the RP's that he's showing. .... yummie http://forum.shrapnelgames.com/images/icons/icon7.gif

Cainehill
August 3rd, 2004, 01:57 AM
It'd be kinda nice if the broken hot keys were to be fixed.

For example - 'H' is supposed to be the hotkey for Heal (on Arco priestesses, etc), but doesn't work.

Similarly, clicking on one unit in the Army Setup screen and then typing 'e' is supposed to select troops with 1 or more experience stars (like typing 'w' selects wounded).

Cainehill
August 3rd, 2004, 03:01 PM
Originally posted by Agrajag:

2. Provinces with gold getting sites have a bugged income, I currently have a province like that in a certain game with population 20 and ~80 income from taxes at 200 (+ ~70 gold from the mines).
Both on 2.12...
<font size="2" face="sans-serif, arial, verdana">That one isn't a bug - the income from mines is independent from population, but is affected by unrest and tax settings. Even with 0 population, you can get 10, 20, 40 gold from a mine if you have 0 unrest and 100 taxes - 200 taxes jacks that up, but causes unrest (even, I think, in non-existent populations) and thus eventually reduces the income. Solution? Taxes 200%, and patrol with free undead, as it's hard to kill population when population isn't there.

Agrajag
August 3rd, 2004, 05:03 PM
Originally posted by Cainehill:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Agrajag:

2. Provinces with gold getting sites have a bugged income, I currently have a province like that in a certain game with population 20 and ~80 income from taxes at 200 (+ ~70 gold from the mines).
Both on 2.12...
<font size="2" face="sans-serif, arial, verdana">That one isn't a bug - the income from mines is independent from population, but is affected by unrest and tax settings. Even with 0 population, you can get 10, 20, 40 gold from a mine if you have 0 unrest and 100 taxes - 200 taxes jacks that up, but causes unrest (even, I think, in non-existent populations) and thus eventually reduces the income. Solution? Taxes 200%, and patrol with free undead, as it's hard to kill population when population isn't there. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Well...
Then how come NOW all my gold provinces (some with 200 taxation and patrols and some without and with 100 taxation) give almost no gold (I have ~10 different mines from different types and currently my total income is ~25) it might have to do with 0 population in some of them (even though one of the populated ones still has no income :/)
Devs, any remarks?
ALSO, what about the other "bugs"?
EDIT: WTF are "procinvces"? =P

[ August 03, 2004, 16:26: Message edited by: Agrajag ]

Snarker
August 3rd, 2004, 07:47 PM
I'm not getting blood slaves. I get a message saying something like 'x suitable girls found', but when I check the gem pool, it always shows 0 blood slaves. Latest patch.

Is anyone else seeing this?

As an aside, in 40 game sessions, no crashes or glitches until I lost the use of the mouse buttons Last night. Pointer worked, buttons just stopped working. It was on a screen change to check mercenary availability.

Ozymandias
August 3rd, 2004, 08:12 PM
Originally posted by Snarker:
I'm not getting blood slaves. I get a message saying something like 'x suitable girls found', but when I check the gem pool, it always shows 0 blood slaves. Latest patch.

Is anyone else seeing this?

As an aside, in 40 game sessions, no crashes or glitches until I lost the use of the mouse buttons Last night. Pointer worked, buttons just stopped working. It was on a screen change to check mercenary availability. <font size="2" face="sans-serif, arial, verdana">Right click on your your successfull blood hunter hunter. Are the slaves in his gembox? Are you hunting in a province with a lab? Just highlight your hunters and press Z. Otherwise pass the coffle to a scout and have him take it to a lab.

Daynarr
August 3rd, 2004, 08:14 PM
Originally posted by Agrajag:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Cainehill:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Agrajag:

2. Provinces with gold getting sites have a bugged income, I currently have a province like that in a certain game with population 20 and ~80 income from taxes at 200 (+ ~70 gold from the mines).
Both on 2.12...
<font size="2" face="sans-serif, arial, verdana">That one isn't a bug - the income from mines is independent from population, but is affected by unrest and tax settings. Even with 0 population, you can get 10, 20, 40 gold from a mine if you have 0 unrest and 100 taxes - 200 taxes jacks that up, but causes unrest (even, I think, in non-existent populations) and thus eventually reduces the income. Solution? Taxes 200%, and patrol with free undead, as it's hard to kill population when population isn't there. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Well...
Then how come NOW all my gold provinces (some with 200 taxation and patrols and some without and with 100 taxation) give almost no gold (I have ~10 different mines from different types and currently my total income is ~25) it might have to do with 0 population in some of them (even though one of the populated ones still has no income :/)
Devs, any remarks?
ALSO, what about the other "bugs"?
EDIT: WTF are "procinvces"? =P </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You basically answered the question yourself. If you don't have any population in province you don't get any gold.

Originally posted by Snarker:
I'm not getting blood slaves. I get a message saying something like 'x suitable girls found', but when I check the gem pool, it always shows 0 blood slaves. Latest patch.

Is anyone else seeing this? <font size="2" face="sans-serif, arial, verdana">When blood hunters find some blood slaves they appear in their personal possession, not in gem pool. You need to pool blood slaves from them after they find blood slaves. You can do it fast from gem pool screen.

Snarker
August 3rd, 2004, 08:30 PM
Originally posted by Daynarr:


</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Snarker:
I'm not getting blood slaves. I get a message saying something like 'x suitable girls found', but when I check the gem pool, it always shows 0 blood slaves. Latest patch.

Is anyone else seeing this? <font size="2" face="sans-serif, arial, verdana">When blood hunters find some blood slaves they appear in their personal possession, not in gem pool. You need to pool blood slaves from them after they find blood slaves. You can do it fast from gem pool screen. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Thanks much! Never thought of looking there.

[ August 03, 2004, 19:31: Message edited by: Snarker ]

Agrajag
August 4th, 2004, 01:58 AM
I was just wondering if the following bugs are known (and I don't really feel like searching through the whole thread):
1. The Wight reanimation for a prophetized Arch Bishop in the AE and SG Ermors (havent checked default) actually reanimate Lictors, this is either a typo or a bug...
2. Provinces with gold getting sites have a bugged income, I currently have a province like that in a certain game with population 20 and ~80 income from taxes at 200 (+ ~70 gold from the mines).
Both on 2.12...
EDIT:
3. Atlantian scouts have no description.
4. (just wondering if this is a typo) - AE summons (Arch Bishop, Dusk Elder...) come from "Eldregate", just wondering if thats supposed to be "Eldergate"...

[ August 03, 2004, 13:18: Message edited by: Agrajag ]

Agrajag
August 4th, 2004, 09:04 AM
Originally posted by Daynarr:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Agrajag:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Cainehill:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Agrajag:

2. Provinces with gold getting sites have a bugged income, I currently have a province like that in a certain game with population 20 and ~80 income from taxes at 200 (+ ~70 gold from the mines).
Both on 2.12...
<font size="2" face="sans-serif, arial, verdana">That one isn't a bug - the income from mines is independent from population, but is affected by unrest and tax settings. Even with 0 population, you can get 10, 20, 40 gold from a mine if you have 0 unrest and 100 taxes - 200 taxes jacks that up, but causes unrest (even, I think, in non-existent populations) and thus eventually reduces the income. Solution? Taxes 200%, and patrol with free undead, as it's hard to kill population when population isn't there. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Well...
Then how come NOW all my gold provinces (some with 200 taxation and patrols and some without and with 100 taxation) give almost no gold (I have ~10 different mines from different types and currently my total income is ~25) it might have to do with 0 population in some of them (even though one of the populated ones still has no income :/)
Devs, any remarks?
ALSO, what about the other "bugs"?
EDIT: WTF are "procinvces"? =P </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You basically answered the question yourself. If you don't have any population in province you don't get any gold.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Only those are mines, which are supposed to be independent from the population...
And the ones with population weren't getting any gold either...
Anyway, it solved itself out somehow =O

Molog
August 5th, 2004, 01:00 AM
Originally posted by Snarker:

As an aside, in 40 game sessions, no crashes or glitches until I lost the use of the mouse buttons Last night. Pointer worked, buttons just stopped working. It was on a screen change to check mercenary availability. <font size="2" face="sans-serif, arial, verdana">When you alt-tab and back the actual position of the buttons is beneath where you see the button. Press alt-enter twice to fix this glitch.

Also I remember that a gold mine supposed to give 30 gold gives 16 gold with 100% taxes and 32 with 200%.

[ August 04, 2004, 12:01: Message edited by: Molog ]

Ozymandias
August 6th, 2004, 10:00 PM
Mine income is effected by order, turmoil, &cetera. So 32 gold for 200% taxation is not so wierd, for Ermor.

Agrajag
August 7th, 2004, 01:55 AM
Originally posted by Molog:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Snarker:

As an aside, in 40 game sessions, no crashes or glitches until I lost the use of the mouse buttons Last night. Pointer worked, buttons just stopped working. It was on a screen change to check mercenary availability. <font size="2" face="sans-serif, arial, verdana">When you alt-tab and back the actual position of the buttons is beneath where you see the button. Press alt-enter twice to fix this glitch.

Also I remember that a gold mine supposed to give 30 gold gives 16 gold with 100% taxes and 32 with 200%. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">1. You should be careful when Alt-Entering, for me atleast it crashes the game...

2. You are right, a 30 gold mine gives 30 only on 190 taxes, 32 on 200 and 16 with 100, this doesnt make too much sense though :/

Hasslmaster
August 7th, 2004, 09:20 AM
This is no bug, but a heartfelt request. I'd love it if players could see the upkeep cost of individual units. That would help make informed decisions on how many mages/hydras/whatever to buy, or rather to stick to more standard units.

August 7th, 2004, 09:51 AM
Originally posted by Hasslmaster:
This is no bug, but a heartfelt request. I'd love it if players could see the upkeep cost of individual units. That would help make informed decisions on how many mages/hydras/whatever to buy, or rather to stick to more standard units. <font size="2" face="sans-serif, arial, verdana">It would be nice if they would add it in. However, In lieu of that, the current upkeep system is fairly simplistic. Upkeep is 1/15th of the Unit Gold Price with the exception of Sacred units which is 1/30.

Cainehill
August 7th, 2004, 08:01 PM
Originally posted by Zen:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Hasslmaster:
This is no bug, but a heartfelt request. I'd love it if players could see the upkeep cost of individual units. That would help make informed decisions on how many mages/hydras/whatever to buy, or rather to stick to more standard units. <font size="2" face="sans-serif, arial, verdana">It would be nice if they would add it in. However, In lieu of that, the current upkeep system is fairly simplistic. Upkeep is 1/15th of the Unit Gold Price with the exception of Sacred units which is 1/30. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">True, but the problem is all the summoned units, some of which cost upkeep, some of which don't.

Yes - people can find and download the Summoned Creatures Quick Reference, but how many new players don't know about that? Or don't have good internet access (or internet access at all)?

There's certain things that really ought to show up in the user interface, and don't, which possibly leads to people trying the demo, and giving up on the game. (Supply usage, upkeep, and it'd also be nice if scouts, dominion scouting, or at least a scrying spell (probably for water) would give you some idea how many supplies are generated by a province before conquering it.)

But, TPTB don't like don't UI, and don't want to get a UI programmer, so we won't see any of that. http://forum.shrapnelgames.com/images/icons/icon12.gif

Hasslmaster
August 7th, 2004, 08:50 PM
Hey, TPTB, Cainehill just called you sissies! I bet you want to prove him wrong, don't you? http://forum.shrapnelgames.com/images/icons/icon12.gif

August 7th, 2004, 09:58 PM
I doubt there is an arguement outside of vicious and heartfelt pummeling with bags of money that will make IW suddenly decide to do a whole UI revamp. They won't even put a little icon denoting what a province type is (Mountain, etc) on the top in order to keep you from constantly pressing the 'i' to find out terrain type (if that is all you are looking at), I don't think they are going to add a upkeep notation but they may add in a Gold cost for summoned units.

I have no sympathy for people who won't download the community based help references and would like them 'included' in the game. If only because newbies who are 'turned off from the demo' because they can't see upkeep probably wouldn't like any one of the many user-unfriendly aspects of Dom2 and decide to pirate/not purchase based on any number of reasons.

Kamahawk
August 11th, 2004, 01:21 AM
I captured the magic site "The Primal Forest". I'm getting the gems from it, but my nature mages are not getting the option of 'enter magic site' to summon Hamma drayads.

Is there a hotkey for enter site?

Other bug:

I was playing a game and ended up with just a Devil comander and a few imps straded on an island that was the only province I had left. It started getting random events at about 3 per round. All of the mine events failed to actualy create the proper sites, the other events worked normaly.

P.S. Why does the pretender Lord of Fertility wear a leaf over his crotch, while the otherwise identicle nuetral-defender Lord of Fertility is naked?

Borg
August 11th, 2004, 02:58 PM
In my current game - playing Man and Using the Earth Mother as Pretender (3N 2E) my Earth Mother doesn't seem to be able to find Magic sites.
I have searched 2 provinces with her which should have given me nature sites but nothing came up when I searched with her.
When I searched those provinces again , later in the game (one province with a 1A 2N Mage and the other with a 2N 2D 1B mage) the nature sites showed up.

Of the four searches total I have done with the Earth Mother I have had NO RESULT at all.
No nature sites and no Earth sites found at all.

Sandman
August 11th, 2004, 04:08 PM
The magical nature trinket 'boots of long strides' doesn't have any effect. It is supposed to increase the unit's movement (whether that extends to map movement I don't know).

The unit's stated AP and map movement are unaffected, and I don't think there's any 'hidden' effect on the battlefield either, although it can be kinda difficult to tell in the melee. I will try to organise a 'race' to further verify this.

It's not an item which is likely to be used very often - there are many better uses for 5 nature gems, and most skilled players will quickly research to higher levels of construction, and the many good boots available there probably make the boots of long strides look pretty useless. So that's why no-ones picked up on this before (as far as I'm aware).

If they had the effect of boosting map movement, they could be a rather handy item; especially since nations with nature tend to have forest movement as well.

Sandman
August 11th, 2004, 04:13 PM
I captured the magic site "The Primal Forest". I'm getting the gems from it, but my nature mages are not getting the option of 'enter magic site' to summon Hamma drayads.



This has happened to me as well.

Endoperez
August 11th, 2004, 04:20 PM
Boots of Long Strides do not cause any increase in the stats themselves, but make moving a grid cost less aps. That would make it affect fast creatures more than slow ones, if I understand it correctly. I quess you could try to search for the answer devs gave when this came up the Last time. I don't think it was labeled as a bug, though.

Endoperez
August 11th, 2004, 04:24 PM
In my current game - playing Man and Using the Earth Mother as Pretender (3N 2E) my Earth Mother doesn't seem to be able to find Magic sites.
I have searched 2 provinces with her which should have given me nature sites but nothing came up when I searched with her.
When I searched those provinces again , later in the game (one province with a 1A 2N Mage and the other with a 2N 2D 1B mage) the nature sites showed up.

Of the four searches total I have done with the Earth Mother I have had NO RESULT at all.
No nature sites and no Earth sites found at all.




This sounds really strange. Are you sure they were nature sites, not death/ air/ blood ones that just happen to give some nature gems? Also, have those provinces really been searched? Check if they have been searched by 3N2E mage.

Agrajag
August 11th, 2004, 05:02 PM
GRRRRRR...
I had two commanders attack a certain province and another one attack it from a different direction, only the two commander never attacked, they patroled (?) instead...
And that Gygja hero for jotunheim (don't remember her name, she's the mother of monsters though), her name is in the Jotunheim name selection, so when you get a regular commander with her name its quite stupid... (anglobear or something?)

Sheap
August 11th, 2004, 05:09 PM
Angerboda the Great Hag.

It is a common name in the Jotun mythology, so it's reasonable (if slightly confusing) to have it turn up on non-hero gygjas. The regular vaetti hags can get the name also. Just rename your units, or remember what's what http://forum.shrapnelgames.com/images/smilies/happy.gif

As Jotunheim I always take misfortune anyway, and have never gotten the hero Version of Angerboda in a real game, powerful tho she is.

Borg
August 11th, 2004, 05:29 PM
In my current game - playing Man and Using the Earth Mother as Pretender (3N 2E) my Earth Mother doesn't seem to be able to find Magic sites.
I have searched 2 provinces with her which should have given me nature sites but nothing came up when I searched with her.
When I searched those provinces again , later in the game (one province with a 1A 2N Mage and the other with a 2N 2D 1B mage) the nature sites showed up.

Of the four searches total I have done with the Earth Mother I have had NO RESULT at all.
No nature sites and no Earth sites found at all.




This sounds really strange. Are you sure they were nature sites, not death/ air/ blood ones that just happen to give some nature gems? Also, have those provinces really been searched? Check if they have been searched by 3N2E mage.


Sites which were NOT found by my Earth Mother Pretender (3N 2E)
Glen of Verdant Greenery
Farm of Plenty
Forest of delights

The Glen was later found by a 2N 2D 1B Lamia Queen.
The Farm and Forest were later found by a 1A 2N Mother of Avalon.

I'm 100 positive about these facts and I already brought them forward in this thread
http://forum.shrapnegames.com/showthread.php?=283211&amp;page=1&amp;view=collapsed&amp;sb=5&amp; o=&amp;fpart=1

I was really getting "frustrated" http://forum.shrapnelgames.com/images/smilies/wink.gif with my Earth Mother always coming up with ...... nothing .... on her (4) searches.
Much to my surprise, when searching for Death and Air sites I found three Nature sites.

Thufir
August 11th, 2004, 07:37 PM
My apologies if this has already been posted, but I've dones some searching and haven't been able to find anything related.

I've got a saved game file that reveals two (possibly related) client side bugs:

1) Under a certain set of repeatable actions, one commander dissapears from the list of commanders in my capital (I mean the display you get by right clicking on the flag for the province). It may be the case that another set of actions makes the commander show up again (I've seen that happen), but I haven't tested for repeatability.

2) In harvesting the pearls from commanders holding clams in two provinces, it seems that frequently those commanders don't show the pearls they actually are holding. For example on turn 50, I know a given commander with 2 clams should have 2 pearls, but he doesn't. Then on turn 51, that same commander shows up with 4 pearls (meaning of course that this is likely a client side bug). I haven't tried real hard to check on the repeatability of this, but I think I've got a save game file I can make this bug repeat on.

If anyone knows a workaround for #2, I'd love to hear it, as I see this a lot.

- Thufir

Agrajag
August 11th, 2004, 07:44 PM
Angerboda the Great Hag.

It is a common name in the Jotun mythology, so it's reasonable (if slightly confusing) to have it turn up on non-hero gygjas. The regular vaetti hags can get the name also. Just rename your units, or remember what's what http://forum.shrapnelgames.com/images/smilies/happy.gif

As Jotunheim I always take misfortune anyway, and have never gotten the hero Version of Angerboda in a real game, powerful tho she is.


Im going to write this message again, since the Last one was killed off by forum bugs.
For some reason I believe the random events got somehow screwed up in that particular Jotunheim game:
With Luck-0 and Order-0 I got two national heroes by turn 15.
I also had a random event show up almost every turn, even when I only had 1 province.
Usually I get a consistent event with atleast ten times the provinces (10 times 1 = 10 :P)...
The events seemed to be balanced between good and bad, with a slight tendancy to bad (all just statistics!).
Maybe its just "that kind of map" =P

August 12th, 2004, 02:30 AM
The boots of Long strides have an effect of 'haste' on a unit (during battle, no animation or visible effect). Though it's not visible by the AP of the unit (when you look at it) it doubles the movement of a unit during battlefield. This item is of questionable use. But it's cheap, so there you go http://forum.shrapnelgames.com/images/smilies/wink.gif

Sandman
August 12th, 2004, 03:50 AM
Yeah, I did a 'race' and the boots of long strides do indeed have an effect. Sorry about that.

calmon
August 23rd, 2004, 05:55 AM
There are a big problem with dispel spells:

First the (possibly) known bug with dispel:
After dispelling a global entchantment there is a free slot in the list but this one is still 'protected' with the additional gems from the former spell.

This bug means you can make a deadlock for globals in endgames:

Maximum gem input for a global entchantment are 999 in sum. This means a low cost entchantment like 'gift of Health' (40 gems) can be strengthened by 959 additinal gems. After a dispel no other spell (except gift of health) can fill this empty slot because there is no way to bring the 959 required additinal gems. Magical sites with bonus helps sometimes, but rarely.

archaeolept
August 23rd, 2004, 12:33 PM
well, globals and dispels are buggy. I thought it was just the globals dispelled through the death of the caster that hung around in ghost form, but I could be wrong.

however, I was unaware that the maximum gem input is "999 in sum". I know w/ casting any global it allows me to specify adding up to 999 additional gems. is this not true?

Molog
August 23rd, 2004, 04:14 PM
The text with some of the Messages I get when global enchantments are cast get cut of too early. Latest example of that was an enemy R'lyeh casting the eyes of god and the Last sentence of second part was cut of at for.

calmon
August 24th, 2004, 04:29 AM
archaeolept said:
however, I was unaware that the maximum gem input is "999 in sum". I know w/ casting any global it allows me to specify adding up to 999 additional gems. is this not true?


No, 999 gems include the basic costs.
The cheaper globals are easier to establish because there are more gems working to dispel other entchantments. Thats a good rule and give some strategic potential.

archaeolept
August 24th, 2004, 04:42 AM
no, when it asks for additional gems, ie. starting at 0, it then allows me to specify up to +999 over base cost. do you have reason to believe this number specified is not accurate?

for instance, when i overwrote your Arcane Nexus in crowded_lands, I added the maximum extra 999 gems. I can't swear all of those were deducted, but I would think that I would have noticed an extra 150 or whatever laying around.

calmon
August 24th, 2004, 05:37 AM
archaeolept said:
no, when it asks for additional gems, ie. starting at 0, it then allows me to specify up to +999 over base cost. do you have reason to believe this number specified is not accurate?

for instance, when i overwrote your Arcane Nexus in crowded_lands, I added the maximum extra 999 gems. I can't swear all of those were deducted, but I would think that I would have noticed an extra 150 or whatever laying around.




Sorry Archaeolept, but this is wrong. You don't start with 0. You start with the basic costs of the spell. In case of Arcane Nexus with 150. 849 additinional gems are possible. Try it in a testgame!

btw i tried to establish a 999 Astral Corruption in this game. It failed because the only 833 additional gems (166 casting cost).

ioticus
August 25th, 2004, 02:19 PM
Pocus said:
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???



Yeah, that's one of my biggest problems with the game. I hope they can fix this.

archaeolept
August 25th, 2004, 02:43 PM
sorry calmon you are correct.

Hasslmaster
August 30th, 2004, 04:20 PM
I just wanted to support Borg with some more anectotic evidence. In two games with an Ulmian rainbow pretender, I found all kinds of sites and managed to get a nice gem flow of all kinds, but no nature gems at all in one game, and in the other game only two. This seems really fishy and worth looking into. Pretenders seem to be nature-sitely challenged.

Johan K
August 31st, 2004, 02:14 PM
----&gt; Version 2.13 was created here &lt;--------
(or maybe a few Posts up)

Thufir
August 31st, 2004, 04:15 PM
I'm seeing an odd bug with the 2.13 patch.

If I tab out then tab back in, occasionally the rendering layer corresponding to all the ui (meaning non-map) elements seems to be referencing the wrong textures. It's odd in that it seems to be timing related. If I just tab out/in quickly it never seems to occur, however if I stay out for a while (I don't know maybe 5 minutes?), it seems to be quite consistent (perhaps 100% repeatable with enough time).

I've uninstalled/reinstalled, and this is still occurring.

Endoperez
August 31st, 2004, 04:24 PM
Does it have some letters and sky-like pictures? If yes, then it is an old one that (I think) is much more rare with one of the previous patches but still happens occassionally.

Thufir
August 31st, 2004, 04:30 PM
Endoperez said:
Does it have some letters and sky-like pictures? If yes, then it is an old one that (I think) is much more rare with one of the previous patches but still happens occassionally.



No, I've seen that one before and this one is different.

Actually, though I may have posted too soon. I've just done a hard boot, and haven't seen it since. I should know better than to post a bug before rebooting.

Thufir
August 31st, 2004, 04:42 PM
Thufir said:

Endoperez said:
Does it have some letters and sky-like pictures? If yes, then it is an old one that (I think) is much more rare with one of the previous patches but still happens occassionally.



No, I've seen that one before and this one is different.

Actually, though I may have posted too soon. I've just done a hard boot, and haven't seen it since. I should know better than to post a bug before rebooting.



Hmmmm, reboot didn't solve the problem - it still happens, although I'm not yet sure how to make it reoccur.

Thufir
August 31st, 2004, 04:55 PM
Screen grab attached.


Edit:

System GeForce3 Ti200 64MB
Pentium4 1.6GHz

DeathDaemon
August 31st, 2004, 05:26 PM
Had similar affect using alt-enter, not alt-tab

See attached screenshot 65K

system:
athlon 64 3500+ w/ GeForce 6800 GT 256MB

Johan K
September 1st, 2004, 04:30 AM
Thanks for the nice bug screenshots. They make squashing bugs more enjoyable /threads/images/Graemlins/icon04.gif . It did give a new and refreshing look to the game though.

Arryn
September 2nd, 2004, 03:20 AM
I just noticed a bug (which I have no idea how long has been in the game):

If you've saved mage commander orders (5 mage spells) via the CTRL-0 to 9 keys, you can issue those orders to a priest! The game apparently fails to check for the validity of spells assigned via the shortcut method, unlike if you'd tried to assign such spells one by one directly. /threads/images/Graemlins/Bug.gif

DeathDaemon
September 2nd, 2004, 03:48 AM
You are able to assign saved orders to any commander and they are just simply ignored in combat... defaults to stay behind troops?

clhannah
September 2nd, 2004, 05:25 PM
recruiting bug

start a new game
choose a commander to pillage your home province
host
now you cannot recruit anything there forevermore