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calmon
September 2nd, 2004, 05:32 PM
clhannah said:
recruiting bug

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



Are you sure your unrest isn't over 100? Then you can't recruit anything.

Johan K
September 2nd, 2004, 07:39 PM
Check the unrest. It's impossible to recruit units when unrest is >99.

Graeme Dice
September 2nd, 2004, 09:19 PM
clhannah said:
recruiting bug

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



Pillaging would make your unrest increase. If it's over 100, then you have no actual resources in that province.

clhannah
September 2nd, 2004, 09:56 PM
sorry -- that goes along with the under seige thing -- an interface issue
Cheers!

Taqwus
September 3rd, 2004, 01:09 PM
Cthgul the Stargazer still has feet; probably unintended? Decent bonus if it is, 'tho.

Elemental Queens of Water still have less than the described 100% regeneration when underwater.

Stab West
September 7th, 2004, 12:05 AM
I have found 2 bugs that keep recurring in my games.

The first one is minor but annoying: Whenever I give a commander the tartarian chains they are sometimes attacked by an ashen angel, the problem is that if I try to watch the battle it gives me an error (something like: bad vcr header) and kicks me out of the game. Like I said it's only minor because I can choose not to watch the battle and just check if the commander is still alive then that means he won.

The second bug is major as it makes the Amon Hotep helmet useless. Whenever I have commander with this helmet casting mummifaction, if I try to change his orders it gives me an error (roh: bad mt0) and kicks me out of the game.

Edi
September 7th, 2004, 06:10 AM
Three item related bugs:

#1: Thunder Whip is not a magic weapon, even though it should be. The #magic mod command has obviously been forgotten when the weapon has been added.

#2: The Sharpest Tooth (artifact) is broken. When equipped on a commander, that commander displays his weapon as "Magic Sceptre" (weapon #172), instead of as "The Sharpest Tooth" (weapon #336). Wp 336 works as it should if you mod it into the unit, but the artifact item is broken.

#3: Evening Star (item) is broken exactly the same way as The Sharpest Tooth. Commanders get a Magic Sceptre when they equip Evening Star, instead of getting Evening Star (wp #304). Again, if #304 is modded for a unit's weapon, works just dandy, but the item is broken.

Edi

guybrush threepwood
September 7th, 2004, 08:05 PM
I just had the dubious pleasure in a MP game to be confronted with a "Message from Host" stating "Abysia had an unexplainable increase of wealth this turn. This is probably caused by cheating."

The thing is that I am abysia in that game and I know as a fact that I did no such thing.

Since I back up (yeah, yeah, real men...) I have the .trn file from both this and the previous turns as well as my .2h file with the orders I gave Last turn. I will be happy to send them to illwinter along with my password for the game - just let me know where to send them.

Also, given the amount of false alarms of the cheat detection I really think that the text should say "might be caused by cheating" instead of "probably caused by cheating". This bug is way worse than the game crashing since here you might actually give innocent people reputations as cheaters.

archaeolept
September 7th, 2004, 08:09 PM
the only clear false alarm comes from using the alchemist's stone, which is well known. Were you using the alchemist's stone? (this is w/ 2.12. 2.13 I'm not sure about - would you mind mentioning what patch you and the server are using?)

guybrush threepwood
September 7th, 2004, 08:18 PM
archaeolept said:
the only clear false alarm comes from using the alchemist's stone, which is well known. Were you using the alchemist's stone? (this is w/ 2.12. 2.13 I'm not sure about - would you mind mentioning what patch you and the server are using?)



I heard about that bug before, but no I was not using the alchemist stone (or an alchemist for that matter).

I am playing in Tinktanks low-tempo pbem game where we (all players including the host) upgraded from 2.12 to 2.13 a couple of turns back.

Johan K
September 8th, 2004, 04:40 AM
Please send the files to me. I'm most interested in seeing how you managed to trigger it. The fatherland file would be great to have too.

guybrush threepwood
September 8th, 2004, 04:52 AM
Johan K said:
Please send the files to me. I'm most interested in seeing how you managed to trigger it. The fatherland file would be great to have too.



OK, I have sent them to the email I found in your profile with the subject "Overzealous cheat detection". I asked the host to send you the fatherland file in the same mail.

Cheers,
Thomas

guybrush threepwood
September 8th, 2004, 02:08 PM
I just thought I would follow up on this one so it appears in the thread:

JK got the files and (quickly!) concluded that (I assume he doesnt have a problem with me quoting him here):


The problem is a bug in the sacrifice blood slaves command. It can screw up the number of blood slaves you have. So please ignore any cheat detections originating from Abysia and Mictlan.



After Tinktank followed up with a question regarding whether this meant that abysia got extra slaves when sacrificing or whether only the cheat detection counting was wrong, JK replied:


Both. Abysia can get too many blood slaves and trigger the cheat detection, but they can also (as in this case) just trigger the cheat detection without actually getting the extra slaves.



Cheers,
Thomas (now no longer a criminal! http://forum.shrapnelgames.com/images/smilies/wink.gif )

Ozymandias
September 10th, 2004, 06:46 AM
Broken Empire's Thaumaturgs are now able to preach. (2.13)

Graeme Dice
September 10th, 2004, 11:34 AM
Ozymandias said:
Broken Empire's Thaumaturgs are now able to preach. (2.13)



They always could. Only undead cannot preach.

Pocus
September 11th, 2004, 03:13 AM
dunno if its a bug, a feature, or plain bad luck.

I had in a pbem the following thing occur: a Ulm army is in my territory, and for 5 turns in a row she move into one of my province, while my pursuing army (Man) take back the previous province where they were in.

The 5 times, Ulm managed to move before me. We were essentially both moving into enemy territory, Ulm in mine, me in his. So, I'm unlucky, or because of nation numbering (Man #3, Ulm #4), Ulm is bound to always invade before me. I would hate to hear that frankly. http://forum.shrapnelgames.com/images/smilies/confused.gif

Kristoffer O
September 11th, 2004, 10:14 AM
Movement into enemy territory is simultaneous. If you follow an army you will never catch it. You have to predict where he will move. Movement in your own territories always comes first.

Cheezeninja
September 11th, 2004, 11:32 AM
Not really a major glitch, and I dont know if its already been reported but I was sieging an enemy castle with a known magic site (skull temple) using a unholy priest (Carrion Lord if it matters) and even though I was outside the castle my Carrion Lord had the option to enter site (skull temple). It was the Faerun map and I was sieging Hellgate Keep which always has a known skull temple, I thought it was kinda funny that I couldnt see what the magic site was or get gems from it, but evidently I could enter it for free Longdead Horsemen. =)

atul
September 11th, 2004, 01:54 PM
Cheezeninja said:
I couldnt see what the magic site was or get gems from it, but evidently I could enter it for free Longdead Horsemen. =)


Works for Academy of War (or something such) also. Free training for siegers and sieged alike, probably profitable to the establishment. http://forum.shrapnelgames.com/images/smilies/happy.gif (just to imply that it might be the case of all the "enter to"-sites)

atul
September 12th, 2004, 08:49 AM
In a MP I've recruited mercenary Tempestus, and in the screen you give gems to a commander it's displayed he's got "-2" air gems. As far as I know, I haven't done anything special. Trying to give him gems raises the number (-1,0,1,and so on), the gems won't appear before positive numbers, and I can't make it lower than zero after it's gone up.

guybrush threepwood
September 12th, 2004, 10:47 AM
atul said:
In a MP I've recruited mercenary Tempestus, and in the screen you give gems to a commander it's displayed he's got "-2" air gems. As far as I know, I haven't done anything special. Trying to give him gems raises the number (-1,0,1,and so on), the gems won't appear before positive numbers, and I can't make it lower than zero after it's gone up.



I can confirm that this bug also exists in a 2.12 game I am in (and with another mercenary).

Alneyan
September 12th, 2004, 11:30 AM
I do not know if it will help you, but the same phenomenon happened to me when playing Gandalf's Poke in the Eye map. It creates random commanders here and there, and some of them end up with negative gem amounts. So the problem doesn't seem to be restricted to mercenaries.

Every time I have seen this happen, the commander in question had at least two magic paths (and three from time to time); it hasn't occurred with single-path commanders for now.

guybrush threepwood
September 12th, 2004, 11:36 AM
Alneyan said:
Every time I have seen this happen, the commander in question had at least two magic paths (and three from time to time); it hasn't occurred with single-path commanders for now.



For me it happened with a single-path commander (1S).

atul
September 12th, 2004, 01:55 PM
guybrush threepwood said:

For me it happened with a single-path commander (1S).


Same here, Tempestus is 2A.

Some bad checking done in random gem amount given to mercs et al, as in it won't check negative gems?

Pocus
September 12th, 2004, 02:58 PM
re : pursuing an enemy

ok thanks Kristoffer.

btw you should get an issue of pc4war with a french article on dominions within 1-2 weeks.

Johan K
September 12th, 2004, 03:55 PM
Splendid! I should probably get myself a dictionary.

Edit: oops, I posted as JK.

Hasslmaster
September 14th, 2004, 12:25 PM
I have a consistent bug in two games that were upgraded from 2.12 to 2.13. In both games I can benefit from a special magic site that I did not find.

Since the upgrade I'm able to hire Jade Sorceresses, Jade Priestesses, amazons and the like in one of my provinces in both games. I don't even know what site allows me to buy them, but I'm totally sure it's not one of the sites I already found there.

Please forgive me if I won't cast an Acashic Record to check: both are multiplayer games where I can't allow myself to throw away that kind of astral gems.

Endoperez
September 14th, 2004, 12:59 PM
You can recruit all the normal amazon units (onyx/jade/crystal/garnet amazon, sacred amazon riding mythical beast, priest-mage (priestess) and mage (sorceress) ) if you conquered the province they were defending because they live in there. Just like knights/longbowmen or hoburgs live in their own provinces. Amazons just happen to be more special and have mages and mage-priests. Amazon provinces are very valuable, as you already have noticed!

Soapyfrog
September 14th, 2004, 08:13 PM
Should immortal units be permanently killed when they have no retreat path, even if they are in friendly dominion?

Becuase thats what I am seeing.

I did not think they should retreat at all but sometimes they seem to, and when there is no retreat path they die. Kinda sucks!!

archaeolept
September 14th, 2004, 08:30 PM
routing is very quirky. I just watched a battle where one non-immortal unit non-berserk did not rout even though all other troops and commanders were killed. And Stormbinder reported having his banelord not rout when the PD was killed, while I certainly have had SC's rout under similar situations.

however, there is a longstanding "bug" wherein immortal units don't always come back when dominion is only 1...

Ygorl
September 15th, 2004, 01:31 AM
I just wached Oreigenes, King of Rock and Mountain (or somesuch) petrify himself with the Stone Sword! It's not really a bug, but it would seem thematic for him to not be bothered by turning from stone to stone. Possibly also for Barathrus (though you could make a case that he's really turning from dirt to stone...) and maybe even some of the other stony summons? But I am convinced that Oreigenes should not die of petrification.
Anyway, thanks for making such a phenomenal game!

Hasslmaster
September 15th, 2004, 04:34 AM
Endoperez said:
You can recruit all the normal amazon units (onyx/jade/crystal/garnet amazon, sacred amazon riding mythical beast, priest-mage (priestess) and mage (sorceress) ) if you conquered the province they were defending because they live in there. Just like knights/longbowmen or hoburgs live in their own provinces. Amazons just happen to be more special and have mages and mage-priests. Amazon provinces are very valuable, as you already have noticed!


But why wasn't I able to recruit those units pre-patch? And I'm sure I wasn't!

Stormbinder
September 15th, 2004, 04:36 AM
archaeolept said:
routing is very quirky. I just watched a battle where one non-immortal unit non-berserk did not rout even though all other troops and commanders were killed. And Stormbinder reported having his banelord not rout when the PD was killed, while I certainly have had SC's rout under similar situations.




Archae is correct. Both events he was refering to have indeed occured to me in our Throne of Heavens game during the Last 2 turns.

In the first case I lost banelord who didn't retreat when he should. He was standing in the back on "5xhold" orders, and after PD was slaughtered by GR attack that I anticipated, he just keep standing there all alone in the corner and than he started fighing, when undead cavalery finally reached him (1 or 2 battle turns *after* PD was slaughtered).

He did have a hellsword (ptentila berserker) but he did not "gone bereserker", just standing still in the back, following his "hold orders".


I also seen others none-bereserker none-immortal SC who did not rout in my other games, like Cohen's Archdevil who didn't rout after all PD was killed. Again, no bereserker/immortal status, no friendly summons/troops left on the field.

Somebody suggested that this may be due to the fact that PD and other soldiers were killed before they had chance to rout. Could it be possible? http://forum.shrapnelgames.com/images/smilies/confused.gif


Another case of units not routing was with my AQ prophet this very turn(again, no bereserker ability). All commanders and soldiers except her were slowly killed one by one during the fort defense. None tried to retreat though, and AQ have finished the battle successefully by herslef about 20 battle-turns later. http://forum.shrapnelgames.com/images/smilies/confused.gif

Could it be due to the fact that she was defending the fort? But I was reasonably sure that commanders can rout from fort defenses just like from regular battles. http://forum.shrapnelgames.com/images/smilies/confused.gif


Anyway, could one of the devs comment on these cases please? Before these two battles I though I undersand routing mechanism in dom2 pretty well. Now I am not so sure... Were these bugs or features? http://forum.shrapnelgames.com/images/smilies/happy.gif


Regards,
Stormbinder

Arryn
September 15th, 2004, 04:47 AM
Hasslmaster said:
But why wasn't I able to recruit those units pre-patch? And I'm sure I wasn't!

In order to recruit Amazon priestesses, you must first build a temple in that province. For Amazon Sorceresses, you need a lab there. The non-commander amazons may be recruited anytime so long as you have sufficient gold and resources available to do so.

Soapyfrog
September 15th, 2004, 03:49 PM
archaeolept said:
however, there is a longstanding "bug" wherein immortal units don't always come back when dominion is only 1...


In this case candles were bright and in my favour. Two turns earlier a Vampire Lord had died in the same province and ressurected properly, but then twice I had VLs rout and they did not come back...

Alneyan
September 15th, 2004, 03:52 PM
Arryn said:
In order to recruit Amazon priestesses, you must first build a temple in that province



A minor nitpick, but you also need a Laboratory to recruit the Priestesses (at least the Jade Priestess needs both buildings; I have no game with the other Amazons to check at the moment).

Edi
September 16th, 2004, 08:12 AM
All the amazon priestesses need both lab and temple, because they are both mages and priests.

As an aside, sacred non-priest commanders who are also mages(e.g. witch) are supposed to require both lab and temple to build (at least according to the interface), but they can be recruited after you have built a lab, you don't need the temple. Some Jotun commander is a sacred non-priest and non-mage as well, and can be recruited straight out without anything. Is this a bug?

Edi

Horst F. JENS
September 16th, 2004, 12:10 PM
Did anyone of you noticed that a ritual of rturning did not work ?
I had this, in a multiplayer game (patch 2.12), and lizards killed my arch Theurg. He had Ritual of Returning cast some turns before. My main citadel was still in my hands. I wonder if ritual of returning did not work when the mage is too fatigued (>100) ? Or can there be other reasons ?

Taqwus
September 16th, 2004, 12:18 PM
The "Soulstone of the Wolves" still summons helper wolves underwater. Seems a touch strange. Call of the Wild can also be cast from underwater, not sure if that's an issue.

Has the Void Summoning logic been changed? I'm taking a -long- -long- time with a R'lyeh SP game (e.g. forced myself to clear all the indy-9 water provinces before making any serious push onto land), and my Starspawn summoner has never been feebleminded. Yes, there's luck dominion (something like +2), and the Starspawn is holy, with starshine skullcap and further empowerment, but it'd surprise me if the odds somehow went down to 0%. He has been attacked, however.

Heavy snowfalls can occur in an underwater province.

I once ended up with a preaching starspawn inside a fortress somehow ending up on the outside, besieging a (small) enemy inside, without a battle. The castle might have been cast that very same turn, and IIRC the Wild Hunt (which appears to attack as the owner's side, and not Special Monsters) attacked an enemy commander in that province that turn.

Cainehill
September 16th, 2004, 03:06 PM
Horst F. JENS said:
Did anyone of you noticed that a ritual of rturning did not work ?
I had this, in a multiplayer game (patch 2.12), and lizards killed my arch Theurg. He had Ritual of Returning cast some turns before. My main citadel was still in my hands. I wonder if ritual of returning did not work when the mage is too fatigued (>100) ? Or can there be other reasons ?



Pardon what may be a silly question, but was your arch theurg in friendly dominion? RoR, like immortality, only works in friendly domain.

Horst F. JENS
September 16th, 2004, 04:19 PM
i see, i was in unfriendly dominion :-(
thank you for the hint.

Edi
September 16th, 2004, 04:34 PM
Taqwus said:
Has the Void Summoning logic been changed? I'm taking a -long- -long- time with a R'lyeh SP game (e.g. forced myself to clear all the indy-9 water provinces before making any serious push onto land), and my Starspawn summoner has never been feebleminded. Yes, there's luck dominion (something like +2), and the Starspawn is holy, with starshine skullcap and further empowerment, but it'd surprise me if the odds somehow went down to 0%. He has been attacked, however.


You've just been extraordinarily lucky. I'm playing a friendly co-op hotseat game with a friend as Atlantis while he's got R'lyeh, on the small Faerun map, and by turn 20 or so, he's already had two starspawn priests feebleminded from playing with the gate. We're jsut about to start taking bets on how long the next one is going to Last...

Edi

Alneyan
September 16th, 2004, 04:48 PM
Unless there has been a change in the 2.13/2.14 patches, your friend has been incredibely unlucky and should consider suing Lady Luck. The odd for feeblemindedness is supposed to be of 2% (per turn or per summon, I am not sure) for Starspawn priests, and of 1% for R'lyeh priest hero. So losing two priests in 20 turns seem a tough luck case.

Neither luck nor astral magic mattered when I ran my own tests (2.12), and only the priest status had any influence I could check. Even under Luck 3, the national hero eventually got feebleminded, although it was very late in the game (he had a Summoning Skill of... Well, 150 or so. I was trying to see if something else came after the odd Vastness and the swarm of Greater Othernesses, but nothing else was summoned).

On another matter, is experience supposed to have no incidence on Undead leadership (or Magic leadership for this matter)? I can understand for the Heroic Valour and other similar abilities, but I am not sure if experience should have an effect over all kinds of leadership talents.

Edi
September 16th, 2004, 05:20 PM
Experience has no effect on Undead or magic leadership, afaik. At least it hasn't had pre-2.13, and I don't expect it to have changed. There are heroic abilities that affect them (at least for undead ldr, Undead General).

Edi

Alneyan
September 16th, 2004, 05:23 PM
Yes it doesn't have any (not under 2.14 or any previous Version when I toyed with undeads at any rate). My question was whether this is intentional or not, as I have seen no such mention in the manual or its addenda. A quick research on the Boards has brought up little either; though that is likely due to my inability to search my way out of a paper bag without any sort of assistance.

Stormbinder
September 16th, 2004, 06:42 PM
Taqwus said:
The "Soulstone of the Wolves" still summons helper wolves underwater. Seems a touch strange. Call of the Wild can also be cast from underwater, not sure if that's an issue.





Do they die instantly when you summon them underwater?

Schmoe
September 16th, 2004, 08:58 PM
I think that the dev's might want to take a long, hard look at how Luck is working. Here are some facts for reference:

1. I have only ever lost a temple or lab in the first 10 turns when I had POSITIVE Luck. This has happened 3 times in about 10 games with positive luck.

2. The only time I ever *gained* a temple from an event, I had NEGATIVE Luck.

From the number of other people complaining about suffering catastrophic events early in the game with a positive luck scale, it really seems like there is something borked with the way that Luck works.

Arryn
September 16th, 2004, 09:14 PM
Schmoe, have you considered that events are determined by the scales per province, thus even if you took negative luck for your nation the province the event took place in might have positive luck due to outside dominion? And vice versa.

With due respect, this issue of "unexplainable" events keeps cropping up from time to time and in each case it's always been shown to be faulty comprehension of how the event system works. If you say that a "number of people" are complaining, my first question is how well do they understand the system, and have they done comprehensive, reproducible tests (preferably with saved games on hand as evidence)?

Schmoe
September 16th, 2004, 11:16 PM
Yes, I have considered that. In each unlucky case it was my capitol, which had positive luck.

I honestly didn't look too closely at the event that gave me a temple, but it took place in a province that had been under my dominion for at least 7-8 turns.

I'll continue to watch closely for what you've mentioned, but I have had more than several extremely negative events occur in my capitol within the first 10 turns of a game with a Luck +3 setting.



Arryn said:
Schmoe, have you considered that events are determined by the scales per province, thus even if you took negative luck for your nation the province the event took place in might have positive luck due to outside dominion? And vice versa.

With due respect, this issue of "unexplainable" events keeps cropping up from time to time and in each case it's always been shown to be faulty comprehension of how the event system works. If you say that a "number of people" are complaining, my first question is how well do they understand the system, and have they done comprehensive, reproducible tests (preferably with saved games on hand as evidence)?

Hasslmaster
September 17th, 2004, 04:45 AM
Arryn said:

Hasslmaster said:
But why wasn't I able to recruit those units pre-patch? And I'm sure I wasn't!

In order to recruit Amazon priestesses, you must first build a temple in that province. For Amazon Sorceresses, you need a lab there. The non-commander amazons may be recruited anytime so long as you have sufficient gold and resources available to do so.


Two things: First off, I'd like to report another bug: The Wrath of God spell can electrocute even armies on the bottom of the sea. This is perhaps conforming to the rules, but it flies in the face of the spirit of the game, which normally acts like you would expect a fantasy world to act intuitively. Those lightning strikes shouldn't reach the ocean bottom. Except for... is it magic water piercing lightning?

The other thing is my former problem with the jade sorceresses et al. So these units don't come from a magic site, OK. But I'm still sure I didn't see them in the recruit screen before the patch. And normally you're able to see units you cannot buy grayed out.
So is this issue of mine perhaps a bug that was corrected by v2.14??

Arryn
September 17th, 2004, 05:03 AM
Hasslmaster said:
But I'm still sure I didn't see them in the recruit screen before the patch. And normally you're able to see units you cannot buy grayed out.
So is this issue of mine perhaps a bug that was corrected by v2.14??

No. I assure you that I (and others) were able to see them just fine prior to 2.14, and I have the saved games to prove it (in the Caelum SP game I'm playing, which I started under patch 2.12, I found Jades around turn 2-3). Patch 2.13 fixed a problem with Crystal Amazons not appearing as they should, but the Jades didn't have that problem AFAIK, as they aren't rare.

Cainehill
September 17th, 2004, 12:08 PM
As reported elsewhere, it really appears that something is broken with the routing code. As with others who have seen Air Queens not retreat when all the troops were dead, I've now seen several instances of the same behavior.

For instance, using Call of the Wild to attack a province containing nothing but 2 points of Arcoscephale PD, the wolves killed both of the troops. Not only did the PD commander not rout, as he should have, he _advanced_ to attack the wolves with no troops left.

If there had been an intentional change in the routing mechanism, presumably the patch change list would have mentioned it. Since it hasn't, it appears something unintentional has happened in 2.13 / 2.14 at least (hard to tell what Version is running on mosehansen right now).

mnoracle
September 17th, 2004, 01:43 PM
Carrion Woods undead pretenders can be blessed, and not with unholy blessing but with generic blessing.

Taqwus
September 17th, 2004, 01:51 PM
Regarding the underwater wolves, I don't recall them drowning, although by this point none of the underwater battles were particularly long.

I haven't tried other summoning items underwater. Would Lifelong Protection still summon imps, for instance?

atul
September 17th, 2004, 02:01 PM
Cainehill said:
For instance, using Call of the Wild to attack a province containing nothing but 2 points of Arcoscephale PD, the wolves killed both of the troops. Not only did the PD commander not rout, as he should have, he _advanced_ to attack the wolves with no troops left.

If there had been an intentional change in the routing mechanism, presumably the patch change list would have mentioned it. Since it hasn't, it appears something unintentional has happened in 2.13 / 2.14 at least (hard to tell what Version is running on mosehansen right now).


That exact thing happened to me too under patch Version 2.12.

Wasn't it claimed somewhere sometime by someone (all lurk, no memorization makes info shabby) that if all the PD troops were killed in one round with no chance to fail morale roll the leader would stay and fight. Some talk about R'lyeh PD months ago I think...

Molog
September 17th, 2004, 03:53 PM
Taqwus said:
Regarding the underwater wolves, I don't recall them drowning, although by this point none of the underwater battles were particularly long.

I haven't tried other summoning items underwater. Would Lifelong Protection still summon imps, for instance?



Yes, but they can't fly underwater.

Molog
September 17th, 2004, 03:56 PM
mnoracle said:
Carrion Woods undead pretenders can be blessed, and not with unholy blessing but with generic blessing.



Perhaps you gave your pretender a shroud of the battle saint.

Stormbinder
September 17th, 2004, 04:40 PM
Cainehill said:

As reported elsewhere, it really appears that something is broken with the routing code. As with others who have seen Air Queens not retreat when all the troops were dead, I've now seen several instances of the same behavior.

For instance, using Call of the Wild to attack a province containing nothing but 2 points of Arcoscephale PD, the wolves killed both of the troops. Not only did the PD commander not rout, as he should have, he _advanced_ to attack the wolves with no troops left.

If there had been an intentional change in the routing mechanism, presumably the patch change list would have mentioned it. Since it hasn't, it appears something unintentional has happened in 2.13 / 2.14 at least (hard to tell what Version is running on mosehansen right now).



I have seen such things happens before, in 2.12 patch. Cohen's Archdevil in our Karan game for example didn't rout as well, after PD was killed. It was about a month ago.

mnoracle
September 17th, 2004, 05:10 PM
Yep, probably, I can't reproduce it any more

alexti
September 17th, 2004, 10:31 PM
Stormbinder said:

Cainehill said:

As reported elsewhere, it really appears that something is broken with the routing code. As with others who have seen Air Queens not retreat when all the troops were dead, I've now seen several instances of the same behavior.

For instance, using Call of the Wild to attack a province containing nothing but 2 points of Arcoscephale PD, the wolves killed both of the troops. Not only did the PD commander not rout, as he should have, he _advanced_ to attack the wolves with no troops left.

If there had been an intentional change in the routing mechanism, presumably the patch change list would have mentioned it. Since it hasn't, it appears something unintentional has happened in 2.13 / 2.14 at least (hard to tell what Version is running on mosehansen right now).



I have seen such things happens before, in 2.12 patch. Cohen's Archdevil in our Karan game for example didn't rout as well, after PD was killed. It was about a month ago.


I have seen this behaviour regularly (probably for half a year). My impression was when all squads (except guards) die or rout every commander makes a routing check to see if they keep fighting. Immortals in friendly dominion always pass the check and other commanders have only small chance to succeed.

The same applies when only commanders attack and one of them dies.

Endoperez
September 18th, 2004, 04:27 AM
Also mentioned in wishlist, but this seems to be a bug:

Sometimes when you try to choose a commander, a province under his portrait is selected instead. I have also noticed this behaviour. Also, DomII seems to check what the mouse is doing for a short while after being alt-tabbed.
It was entioned in this thread (http://www.shrapnelcommunity.com/threads/showthreaded.php?Number=295049).

Soapyfrog
September 18th, 2004, 01:12 PM
I have seen comanders rout, then stop routing, and turn and fight... so obviously there is SOMETHING going on.

Daynarr
September 18th, 2004, 03:07 PM
Soapyfrog said:
I have seen comanders rout, then stop routing, and turn and fight... so obviously there is SOMETHING going on.



That "something" could be the fact that he has gone berserk.

Stormbinder
September 19th, 2004, 09:42 PM
I have encountered a wierd bug this turn in my Throne of Heavens game. We have received a message from host that "Vanheim (my nation) have an unexplainable increase of wealth this turn. This was probably coused by cheating". ?!?!?

Needless to say I didn't have any "unexplanable wealth", all my gold was accoutned for. I also didn't use any known alarm triggers such as Jinn Lamp or Amon Hotep. In fact, I am still using 2.12 patch, since the game is hosted on Mose's server and I was waiting until he will upgrade before I upgrade my client. However since in 2.14 patch the anti-cheating protection supposed to be more deep (and aslo more "trigger happy") it seem to be likely that 2.14 would trigger it as well, although I obviosly don't know if it is the case here.


Og course I will be happy to send my turn to developers, if they would like to look into it.

Regards,
Stormbinder

Taqwus
September 20th, 2004, 03:00 AM
Ashen Angel attacks generated carrying the Tartarian Chains still seem to consistently generate unviewable (crash) battle replays.

Hm, not bug but perhaps minor issue: Should the Kraken (whose picture resembles an octopus more than a squid in terms of body plan?) be immune to poison? A non-immune commander with a melee-range Poison Ink cloud attack seems like an own-goal waiting to happen.

archaeolept
September 20th, 2004, 03:48 AM
battle in 2.14 server and client. opponent lost his arm but did not lose either shield or his weapon.

Taqwus
September 20th, 2004, 12:08 PM
Possible bug/abuse waiting to happen:

Armor of Virtue appears to function by casting Ritual of Return on whoever puts it on; if one takes the armor off, the ritual remains (just as with the usual enchantment). Effect should probably be separated in such a way that it's tied to the armor and doesn't persist after removal.

Thufir
September 23rd, 2004, 04:01 PM
My pretender got his armor broken, and was later killed in combat. After calling him back, he still has the armor broken icon showing, even when he is not wearing armor at all. I believe this bug was reported in this thread (way back in March), but Johan suggested the reporter was in error.

It looks possible that the bug is merely cosmetic (although it would be helpful to verify that). I have the turn files, but they're from an MP game, and have a password on them, so I'd rather send them by email than attach here.

Soapyfrog
September 24th, 2004, 11:20 AM
I have noticed, and I am reminded becuase it just happened to me in an MP game, that horror marked hidden scouts are not killed by horror attacks.

You get the message of the horror attack, but if you attempt to watch the battle the game crashes with a "bad vcr header" error. Further inspection shows that the subject of the horror attack is still alive.

Note: I have only seen this bug occur with hidden, horror marked units (such as scouts with soul contracts).

The fact that the horror mark doesnt really work in this case kinda breaks soul contracts.

Taqwus
September 24th, 2004, 12:59 PM
Soapyfrog --

Hmmm, interesting. That may be affecting the Ashen Angel attacks, too; I don't think I've ever given the Tartarian Chains (which summons the occasional angry AA) to a non-stealthy commander, actually.



Not bug, but suggested AI tweak --

Perhaps the likelihood of casting Summon Lammashastas should be reduced. It can be useful (especially with the vampire nobility, as they're immortal death mages that can rapidly fly back to the front), but the AI tends to own-goal when it casts it.

PrinzMegaherz
September 24th, 2004, 04:24 PM
Question:

Did anybody here encounter any problems with 2.14 on linux?
My game keeps crashing every time I do a right click on one of my units.

Any suggestions how to fix this?

Johan K
September 26th, 2004, 06:23 PM
Starting dom2 from a console and posting the output when it crashes might help us to figure out what is wrong.

calmon
September 27th, 2004, 08:47 AM
I used a wished master alchemist + alchemist stone to make much fire->gold trades.

we use 2.14 in our mp game and i let the stone with alchemist at end of the turn. It still triggers the known cheat message.

Vicious Love
September 27th, 2004, 09:13 AM
Transcribed from a thread I created, thanks to my magical ability to overlook sticky Posts and not realize this thread exists:

Of course, one of the titular bugs could be a deliberate feature. Both these bugs were encountered in SP, running Version 2.14.

1) A golem was repeatedly teleported into battle against various indies, scripted to play the Harmonica and cast Returning before the summonned horror could killicate him. Each and every ensuing indies vs. horror battle ended, without exception, when the indies were autorouted, with each and every troop or commander dead. Throughout these battles, the black smoke effect signifying the Harmonica's mass terror kept showing up, as though the golem were still present.
It also seems that, if said Harmonica-bearing golem is scripted to simply cast Returning, and another golem, without any quipment whatsoever, is also teleported in with explicit orders to stand there and do absolutely nothing, the lingering mass terror effect is more than enough to rout most indie armies, without a horror being summoned or a single casualty being inflicted.

2) This is, as mentioned, possibly a feature, and seems to also apply to the Staff of Storms. It may well hold true of all battlefield item spells. It seems the Harmonica's Call Horror spell ignores Quickness(At least the sort conferred by the Boots thereof). A golem, equipped with the footgear in question, a Starshine Skullcap, the Harmonica, and a Staff of Storms, was scripted first to "Call Horror, Returning", then to "Hold a turn, Call Horror, Returning".
Under the first script, the golem always called the horror the first round and, if alive and capable, returned the second round. Under the second script, the golem waited a turn, then cast returning. The message "<golem> has cast Call Horror" did appear, but no horror was called.

And that's the end of that chapter.

Soapyfrog
September 28th, 2004, 09:42 AM
I saw the lone commander refusing to retrest after PD was wiped out bug. Ryleh province defence, the brave PD fought and died to the Last man and then the Ithilid commander charged in as well. This was after about 6 turns of combat. Ithilid was not berserk or anything.

Kristoffer O
September 28th, 2004, 02:31 PM
1) The harmonica casts wailing winds at the start of a battle. This spell doesn't end upon the disappearence of the caster it seems.

Taqwus
September 29th, 2004, 11:15 PM
Minor inconsistency:

The description of the Queens of Air citing insubstantial body and difficulty of being harmed would suggest that they either have Mistform or Ethereal active, but neither appears to be automatic. Not that they really need the boost.


-----
Quirk:

Retreat orders are still followed during assassinations despite this being automatic death. They should be overridden; ditto for other situations in which retreat is automatic death, I'd think. Suicidal retreat should still be possible, but only when morale checks fail instead of due to explicit orders.

littlemute
September 30th, 2004, 12:14 AM
The game seems to crash whenever I equip a leader with the lamp that summons the genie and give him the order to summon.
Thanks!

deccan
September 30th, 2004, 12:46 AM
Taqwus said:
Minor inconsistency:

The description of the Queens of Air citing insubstantial body and difficulty of being harmed would suggest that they either have Mistform or Ethereal active, but neither appears to be automatic. Not that they really need the boost.




Eh, air queens ARE ethereal.

Taqwus
September 30th, 2004, 10:52 AM
Are they? Hm. Might be confusion on my part.

Arryn
September 30th, 2004, 11:02 AM
Taqwus said:
Are they? Hm. Might be confusion on my part.

Yes, they are.

Perhaps my senility of yesterday is contagious? I advise plenty of bedrest, followed by copious amounts of caffeine.

Vicious Love
September 30th, 2004, 12:09 PM
Kristoffer O said:
1) The harmonica casts wailing winds at the start of a battle. This spell doesn't end upon the disappearence of the caster it seems.



Well, yes, but shouldn't Wailing Winds make the enemy MORE likely to rout, instead of making them unroutable?

atul
September 30th, 2004, 03:56 PM
littlemute said:
The game seems to crash whenever I equip a leader with the lamp that summons the genie and give him the order to summon.
Thanks!

Have you patched to 2.14? That was a bug introduced in 2.13 and should be past now.

archaeolept
October 2nd, 2004, 02:07 PM
these are likely known bugs, but here goes:

Antrax, lord of banefires, has 11 attack, +3 for fire bonus, = 11

and Magoth the archdevil has susceptibility to cold: 0% (this is while holding the forbidden light, if that gives 50% cold resist it is undocumented).

As well, other battles have shown that the twin axes a) only ever chop off one arm, and b) losing this arm has no effect on the recipient. I was so hoping for something along the lines of the black knight in Monty Python and the Holy Grail...

ahh, that was the dream ;(

as it is, i switched out the two axes for a sword of swiftness and main gauche. only 3 attacks instead of 4, but +14 defence...

edit: ah solved antrax. took off his fire helmet and then replaced it and his attack is back where it should be. still a bug, but less irritating http://forum.shrapnelgames.com/images/smilies/happy.gif

double edit: ok, it seems that the forbidden light gives 50% fire resist and 50% cold resist.

Blofeld
October 2nd, 2004, 05:38 PM
Hello.

To my amazement, I saw in a MP game an enemy Wraith Consul (No.1 in HoF) brought back from dead as mummy with Ritual of Rebirth.
A quick SP test confirmed that it is possible to bring back dead Soul Gate's Wraith centurions/consuls/senators as mummies with Ritual of Rebirth.
Spell description has it that it doesn't work on undead, forum search reveals that mummies are the only undead it's supposed to work. Soul Gate is thus even scarier than before.

Peter Ebbesen
October 2nd, 2004, 08:40 PM
Mages should never, ever, cast Breath of Winter unscripted.


Not even when they are in a target-rich environment, targets being tentatively classified as "friendly troops" and eventually classified as "stiffs".

Thank you for your attention.

limbo
October 3rd, 2004, 03:08 AM
hello. i have a kinda something to report about.
at my current SPgame im playing Abysia. and have casted Looming Hell. i get that Något Kick Report when i try to view a battle between lured soldier and his commander. this battle occurs in my province! so there must be a stealthy enemy army hiding in my province. Något Kick states that there is "bad vsr eader"? what does this all mean?

Graeme Dice
October 3rd, 2004, 05:56 PM
I believe that the bug that keeps you from being able to cast a spell at a bonus site unless you have enough gems to cast the spell normally still exists. This shows up most noticeably when you find the Ultimate Gateway or the Oak of Ages. In these cases, when casting lichcraft for example, the spell will only be cast if you have 25 death gems, but only 12 death gems will be taken out of your inventory to pay for it.

Thufir
October 3rd, 2004, 07:07 PM
Graeme Dice said:
I believe that the bug that keeps you from being able to cast a spell at a bonus site unless you have enough gems to cast the spell normally still exists. This shows up most noticeably when you find the Ultimate Gateway or the Oak of Ages. In these cases, when casting lichcraft for example, the spell will only be cast if you have 25 death gems, but only 12 death gems will be taken out of your inventory to pay for it.



I've encountered this bug as well, and I'd say there are other sites beyond the above 2 where there is a noticeable effect.

Cainehill
October 3rd, 2004, 07:38 PM
Thufir said:

Graeme Dice said:
I believe that the bug that keeps you from being able to cast a spell at a bonus site unless you have enough gems to cast the spell normally still exists. This shows up most noticeably when you find the Ultimate Gateway or the Oak of Ages. In these cases, when casting lichcraft for example, the spell will only be cast if you have 25 death gems, but only 12 death gems will be taken out of your inventory to pay for it.



I've encountered this bug as well, and I'd say there are other sites beyond the above 2 where there is a noticeable effect.



Yep. With the big Blood sites (one 40 and one 60) it's a huge bug and inconvenience. Sometimes you can dick around, adjusting the order you do things in (casting the big blood spell _first_, then little blood spells, then forging since it isn't affected by the bug) and other times you're just plain screwed: you have 119 blood slaves out of 120, you have the blood mage to cast the spell in the right place, and you can't cast it, while the next turn you lose the province in part because of the bug keeping you from summoning an army / SC there.

JJ_Colorado
October 4th, 2004, 10:30 AM
Hi,

I'm in a game where I had an army with 5 commanders (all Tartarian Titans). They were facing one ice devil, a militia, and a soulless, should have been an easy win, and it was. I killed all enemy troops with no losses. I also had 4 adjacent provinces to retreat into in case anything went wrong.

However the battle report (not the replay) showed that I lost 2 commanders, and the ice devil is still alive and seiging my fortress despite dying in battle...my "surviving" commanders all retreated even though I won the battle with no losses according to the replay....and it wouldn't make sense for an ice devil to be able to kill anything when facing 5 fully kitted TT's anyway (in case something was wrong w/ replay).

So, how do I let the devs know about this other than posting on this thread? I have saved the .trn file.

Would anyone who knows how to proceed mind emailing me at johnpruner at yahoo.com?

Thanks,
John

archaeolept
October 4th, 2004, 10:38 AM
try mailing the turn, along w/ an explanatory note, to support@illwinter.com

your sure that you are running the same patch as the server? because, if not, that can explain incompatible battle replays.

an ID might be able to beat off some tartarians if they were poorly equipped and the ID had some special equipment...

Taqwus
October 5th, 2004, 04:23 PM
I used Ghost Riders (and naught else) to attack an underwater C'tisian army. The enemy Marshmaster cast, among other spells, Foul Vapors.

This struck me as odd for three reasons:

(1) I used only Ghost Riders, which are longdead horsemen lead by a mounted wraith lord. All are completely immune to poison, I believed. Ghost riders never summon other units or convert other units to their side. The Marshmaster did not, IIRC, summon anything that would might be hostile to it that would also not be poison immune (Horrors would qualify, but it didn't, IIRC. Sharks perhaps as well, but I don't recall seeing any.) So why cast Foul Vapors?

(2) It's a fairly odd spell to see underwater; is it coming from vents in the sea floor, or something like that?

(3) The Marshmaster and his forces were generally not poison-immune, nor was immunity granted by any spells cast; in fact, the Foul Vapors -killed- the Marshmaster.

Cainehill
October 8th, 2004, 04:43 AM
This is a doozy. A pretender with 91 base HPs, dominion bonus of +109, is at ... 41 and going lower. This is on turn 14, the disease was acquired on turn 12, so there is no way that disease has diminished the HPs enough to reduce health this much - I moved it back into the capital from where it was fighting to see what happened.

The only thing I can think of is that the pretender went to 44 HPs during the battle he picked up the disease, never healed, and disease has continued to lower the HPs turn by turn.

Somehow I don't think this is how disease is supposed to work, smacking 150 HPs from a pretender or other high HP being the turn the disease is acquired.

Saving game files in case Illwinter wants to investigate.

Argitoth
October 13th, 2004, 05:47 PM
When I type in the command line '-res 1152 864' and start the game, the first thing that comes up is "select nation to play" with only one option "Exit".

This is a problem because when I maximize the window in window mode, the game freezes. When I start in full-screen mode and goto options and turn off full-screen mode, the game minimizes and won't maximize. If you try to make it maximize, the game freezes.

BASICALLY, there's absolutely no way to get the game to run at a higher resolution and be in windowed mode at the same time. http://forum.shrapnelgames.com/images/smilies/mad.gif

Windows XP
GeForce 6800
1GB RAM

EDIT: The reason the command line wasn't working is because I put only one '-' instead of two '--' behind 'res'. But now the problem is that the window ends up being in the lower right corner of the screen. When I move or maximize the window, the game freezes. Is there a command line to start the game maximized?

Johan K
October 13th, 2004, 06:51 PM
--fullscreen to start dominions in fullscreen mode.

But if you want it maximized and still in a window then you'll have to enter the proper values in --res xxx yyy.

LintMan
October 14th, 2004, 02:10 AM
There seems to be a glitch in the way maps are being displayed, in which certain rows and columns of pixels that are part of the map's .tga file, are not being displayed by Dom2. It seems to be 1-2 pixels thick line is not being drawn. I have spotted this in both random generated maps (it's pretty easy to spot there, since they have a lot of detail), and in hand-done maps, including Aran, Cradle, Orania and Parganos.

The easiest way I found to spot this is while running in windowed mode (not full-screen), start zooming out. You will then start to see some very thin black lines in some places forming a (partial) grid. The lines are not always visible, and might flicker in/out as you zoom, but they are part of the map, and move with the map, if you move the map around. They are also constant in the same spots for the same map, whether in full screen or window, or resize the window, or exit the game and then restart/reload.

Next, pick a spot where one of those lines crosses a detailed map background element (ie: a mountain range drawn on the map), and start zooming in on that exact spot. Once you've zoomed in the maximum amount, the disjoint where the missing pixels were should be visible.

If you open the map's .tga files in GIMP or Photoshop and examine the same locations, you will see that there is no disjoint and that the map as displayed by Dom2 is missing a few pixels.

To illustrate the problem, I have created a screen capture from my game on Cradle showing the disjoint, and cropped a similar area from the actual cradle.tga file and enlarged it to similar size for comparison. I will try to upload the pictures here but have had problems with uploads so we'll see if this works.

I tried turning off the filtering in the video settings, but it did not fix the problem. I would suspect it's something with my video card driver, but I actually originally discovered this problem because Gandalf sent me a random map that he thought was slightly broken because the missing pixel column(s) deleted part of a province border, and he thought it was a DomMap problem. (But the border was fine viewing the .tga in GIMP or Photoshop) Further, we both saw the missing line of pixels in essentially the same spot.

I can provide further examples or duplication info if it will help...

LintMan
October 14th, 2004, 02:14 AM
It looks like the image attachment worked, but it only let me attach one file. The above post has the glitched map enlargement from Dom2 (250K, very high quality jpeg).

In this post, I will attach the enlargement of a crop of the same area from the cradle.tga file. (270K, very high quality jpeg).

Hasslmaster
October 14th, 2004, 12:58 PM
Found another bug.

The magic axe "The Summit" ist borked. It has an attack bonus of +12 on the paper, but if you apply it to a leader, the attack doesn't rise at all. I tried it with multiple leaders, nada. The defense bonus, on the other hand, works.

Soapyfrog
October 14th, 2004, 01:10 PM
Attack bonus is applied per weapon. So the main stat wont go up however if you click on it, you will get a breakdown of your attack value for each weapon used.

Hasslmaster
October 14th, 2004, 07:01 PM
Oh.

You're right.

How about this issue for Illwinter: How comes you can't summon devils when all are already taken, but you can sink lots of gems into trying to summon already taken elemental kings. That's a nuisance and an inconsistency. And it could easily be taken care of. It's already taken care of with devils.

deccan
October 14th, 2004, 07:34 PM
Heh? I wasted two castings of "Bind Archdevil' in Musical Chairs and got nothing...

The Panther
October 14th, 2004, 09:15 PM
Hasslmaster said:
How about this issue for Illwinter: How comes you can't summon devils when all are already taken, but you can sink lots of gems into trying to summon already taken elemental kings. That's a nuisance and an inconsistency. And it could easily be taken care of. It's already taken care of with devils.



This has already been discussed elsewhere in the forum. It is done by design. The purpose is to make one risk a ton of gems for a great and potentially game-turning troop that may or may not be available. It happens for all the commanders that come in limited numbers.

This feature rewards scouting and perhaps teaming. Allied players can tell each other how many they have seen already and whether or not it is worth the risk to try for another one. I have had games where a neighbor who I am at peace with warns me not to try for the third queen as he already lost 50 gems trying.

The only real problem with this is that when an air queen dies and several people try to re-summon it, it is pure luck as to who gets it. There could possibly be a feature to change the odds for this somehow, say, to favor the side that currently has no air queens over the side that has one or two.

It is kind of like the guessing game on how many gems to put into a global to cast or dispel. If the dispel fails, you lose the gems.

I think of it as part of the overall uncertainity and guessing games that makes Dominions work so well.

Hasslmaster
October 15th, 2004, 06:48 AM
deccan said:
Heh? I wasted two castings of "Bind Archdevil' in Musical Chairs and got nothing...


This doesn't look good for me. I'm sure I wasn't able to summon a second arch devil in an SP game, while I lost lots of gems in a MP game by summoning a taken elemental king. But this game is so full of contributing factors and intermingling details that you can never be sure what you just witnessed. I'm sure I couldn't cast the devil summon despite of having all prerequisites... But who knows what's the real reason.

I really try to double check any bug suspicions, but seemingly that's not good enough...

deccan
October 15th, 2004, 06:54 AM
Perhaps you were trying to cast in on a site with a Blood bonus and counted on having the discount? Apparently, even if you get the discount you must have enough slaves / gems in inventory in order to cast the spell.

Chazar
October 18th, 2004, 03:52 PM
Ahh, not sure if this bug is already known:

A stealthy commander can lead non-stealthy units out of a besieged castle: Remove all non-stealthy troops from the stealth-commanders command. Set him/her to move (not sneaking, ie. with ctrl-click) him to another province. Reassign the troops to him. The move command remains and is executed with all non-stealthy troops following their commander out of the besieged castle without a fight.

Tested with a Seraphine and a dozen of blizzard warriors. They are all flying, but since non-stealthy flyers cannot leave a besieged castle (why after all?) the aformentioned behaviour seems buggy to me...although from my point of view its a nice feature!

Soapyfrog
October 19th, 2004, 12:04 AM
Well I have encountered an interesting bug.

Turn 137 (!!) of the MP game Newbies Unite on Mosehansen's server.

For the Last two turns, one of the many troop summons I am doing shows up as a commander, with VL magic paths (3D 3B)... 1st was a storm demon, then an iron dragon:

www.soapyfrog.net/dom2/plaguesinger.jpg (http://www.soapyfrog.net/dom2/plaguesinger.jpg)
www.soapyfrog.net/dom2/plaguestorm.jpg (http://www.soapyfrog.net/dom2/plaguestorm.jpg)

Then I summon an arch devil. not only does Furcas answer the call, but I get a 2nd Arch-Devil with stats and picture identical to Furcas, named Gravesoul:

www.soapyfrog.net/dom2/twodevils.jpg (http://www.soapyfrog.net/dom2/twodevils.jpg)

Mystified, I equip Furcas, and then go check out Gravesoul only to discover that he has "inherited" the exact same equipment, including two artifacts.

www.soapyfrog.net/dom2/gravesoul.jpg (http://www.soapyfrog.net/dom2/gravesoul.jpg)

Both devils have identical equipment, no matter what I put on them. They can be individually selected and moved, although the turn has not hosted yet so I do not know what this will do to the game. They can individually have troops assigned to them without problem.

This seems like a very strange bug! Obviously this is a long running game that was started under v2.12, perhaps that is contributing to these VL-pathed commanders I am getting for free?

Have we hit the unit limit perhaps?

The Panther
October 19th, 2004, 12:04 AM
"Mictlan had an unexplainable increase in wealth this turn. This is probably caused by cheating."

I have been testing Mictlan extensively in SP recenty. I have got this host message to myself several times, but usually later in the game.

Just now, I got this message on turn 12, and it truly was an unexplained increase in wealth. I had one Mictlan Priest with a jade knife and four blood slaves. I moved from my capitol to an adjacent province that had a tower and a temple already built plus a lab under construction. I had only one unused blood slave remaining in my gem pool, and maybe this had an effect on it.

After hosting the turn, I got the message about the increase in wealth and my priest now has 41 slaves, which is more than he can even normally hold.

This is clearly a bug, but at least the cheat detection caught it. Unfortunately, I did not check the other times I got this message to see if the same thing had occured. The previous times, I pooled slaves without noticing how many I had or should have gotten. My current game is so early that I easily noticed this time when I gained the 37 slaves.

archaeolept
October 19th, 2004, 12:38 AM
boy, how come your bugs are cool, and not like "routing bug caused my pretender to die" sorts of bugs? ;p

that Iron dragon rocks, btw.

Edi
October 19th, 2004, 03:30 AM
Soapyfrog, that seems like a variation of an older known bug. Every unit in every game has an ID number that the game uses to determine who goes first in battle, for example. When units die, their IDs become available for reassignment again. If a summoned unit gets the ID of a commander that died the same turn, they also "steal" the magic paths of the commander whose ID they got. I was very, very mystified by a S3B3 Shadow that just appeared in my commader lists in a SG Ermor SP game.

If somebody had two VLs whacked on the same turn, there's your explanation, and it would also indicate that the bug has not been fixed. Might also be that it cannot be fixed at all without breaking immortality.

The Arch Devil is more interesting, to date I'm not aware that anybody has reported a problem like this.

Edi

Soapyfrog
October 19th, 2004, 09:21 AM
Interesting. They seem to have vampire-like names as well.

I am going to see how the Arch-devil twins behave when I move them around, get them into combat etc...

Maybe the devs should take a peek at the game files? It's Newbies_Unite on mosehansen.dk

Kristoffer O
October 19th, 2004, 01:26 PM
It is probably a strangeness with immortality and individuals with immortalitylike powers. We recently investigated an initiate that cast phoenix pyre, was killed and divided himself into two identical initiates. When one died his mirror image remained on the battle field with negative HP's. JK has taken a look into the matter. Hopefully it is one immortality bug and not two.

Soapyfrog
October 21st, 2004, 01:03 PM
Well my arch-devil twins are definitely inseperable, though they can command different bodies of troops.

I sent Furcas in one direction with a large body of troops, and his twin Gravesoul in the other. After the turn hosted, Furcas had, in fact, followed Gravesoul... but not before dropping all his troops off at his original destination!!

Very screwy.

Kristoffer O
October 21st, 2004, 01:15 PM
Indeed!

Did he ever use Phoenix Pyre?

Soapyfrog
October 21st, 2004, 02:02 PM
No... no phoenix pyre. Although I have seen it used by others on recent turns.

However I doubt it is related to phoenix pyre, more likely related to the death of Vampire Lords in friendly dominion.. when the capital is occupied. This has been happening quite a bit as I hold Man's capital and every turn I kill a few of his Vampire Lords. It seems logical since these commanders show up with exactly Vampire Lord magic paths, and Vampire Lord style names (Gravesoul, Plaguesinger etc).

Another player in this same game experienced the exact same phenomenon summon a Water Queen... he has duplicate Water Queens with Vampire Lord magic paths.

Pocus
October 22nd, 2004, 03:45 AM
About Mist:

I'm unsure if Mist really works, so far I have tested how the range is supposed to be restricted, and crossbowmen can still fire at their maximum range under the spell.

Soapyfrog
October 22nd, 2004, 06:36 PM
Ok, now it is my turn to complain about radically different replay/results.

Again in Newbies_Unite. Server and Client both on 2.14.

I assaulted a castle defended by numerous Vampire Lords and air queen with some mechanical men. I had a large body of wights, mechanical men, devils, an arch devil, king of elemental earth, a superb wraith lord.

IN THE REPLAY:
The defending vampires battle summoned a huge horde of undead and after a long and tortuous fight my force eventuall one through to the casters and slaughtered them, although my wraith lord died in the final stages.

IN THE ACTUAL GAME:
I lost the battle, losing 80% of my force, killing only 10 mechanical men. My wraith lord actually survived and retreated, but my arch devil died.

In short COMPLETELY different results. I have seen others recently posting of similar experiences, and I think I can now confirm them... something is borked!

Now, mind you, this game is already experiencing some interesting bugs, so maybe it is related somehow?

Soapyfrog
October 22nd, 2004, 06:44 PM
Oh and, pursuant to my previous bug report:

www.soapyfrog.net/dom2/plaguestorm2.jpg (http://www.soapyfrog.net/dom2/plaguestorm2.jpg)

http://forum.shrapnelgames.com/images/smilies/laugh.gif

Kristoffer O
October 23rd, 2004, 10:18 AM
The battle results are probably a side effect of the immortality bug. There seems to be plenty of repeated strangenesses in that game. Could the host send over the game to info at illwinter com? Fatherland and turn files.

A nice little fellow that tarrasque http://forum.shrapnelgames.com/images/smilies/happy.gif Best buy ever!

Peter Ebbesen
October 23rd, 2004, 06:12 PM
A nice little fellow that tarrasque http://forum.shrapnelgames.com/images/smilies/happy.gif Best buy ever!


Wow. A 3B 3D Tarrasque. Finally something that makes a Tarrasque useful.

Soapyfrog
October 23rd, 2004, 07:06 PM
The game is Newbies_Unite, hosted on mosehansen.dk... I assume Esben has to fish out the neccessary files for you?

Cainehill
October 24th, 2004, 12:59 AM
A resistance bug here : With the skull of fire on, my carrion dragon pretender doesn't show any cold susceptibility. Adding the elemental staff of fire/water, it then shows susceptible to cold (0) - taking off the skull of fire and cold resistance goes to 50.

Similarly, putting the skull of fire on my Tarrasque (or other commanders) doesn't add cold susceptibility.

rylen
October 24th, 2004, 11:05 AM
A spell effect / global bug.

SP, enemy pretender had Ritual of Return and 2 Global Spells. Took the pretenders capital and the pretender fought but was RORed away. Then took the enemies Last province. Later, checked and saw his Globals were still in effect.

Rylen

Kelan
October 24th, 2004, 12:05 PM
I am not sure if this is known or listed here, but in my recent game under 2.14 I had an army that was inside a castle and under siege by Marignon. When I went to the actions for a commander and would cursor over "Defend Castle", "Break Siege", or "Empowerment" it would say in text at the bottom of the screen the message for Destroying the Lab, "Destroy the lab to prevent the besiegers from getting hold of it".

I set my commanders to "Break Siege" and the function worked next turn, it just didn't display the correct message at the bottom of the screen while selected.

Agrajag
October 24th, 2004, 12:07 PM
Just wondering if this is a bug (2.12):
I noticed that a mage of mine that won the championship trident could cast two spells each battle round, it is as if the "Number of Attacks: 2" attribute means "Number of ACTIONS: 2".
I don't know if this is known, fixed, or as is, just thought I should mention it having seen it yesterday.

Graeme Dice
October 24th, 2004, 01:15 PM
The trident gives you quickness as well as having two attacks.

Soapyfrog
October 24th, 2004, 01:31 PM
Quick update on the immortality/VL bug. It manifested twice this turn:

First during an earth attack... ever seen a D3 B3 earth elemental? One that... raises skeletons instead of trying to trample its target? http://forum.shrapnelgames.com/images/smilies/laugh.gif

www.soapyfrog.net/dom2/earthattack.jpg (http://www.soapyfrog.net/dom2/earthattack.jpg)

And my little vampiric ghost:

www.soapyfrog.net/dom2/wormfeast.jpg (http://www.soapyfrog.net/dom2/wormfeast.jpg)

RedRover
October 24th, 2004, 02:16 PM
Modding Manual Erratum

The command #magicpath (commander modding section) does not work. The proper command is #magicskill.

Taqwus
October 24th, 2004, 04:25 PM
Hm. If the "new unit gets funky magic paths that belonged to somebody else" issue is really related to immortals dying, I'd have to worry about whether this can be deliberately exploited e.g. repeatedlysuiciding one's own magically powerful VQ or Phoenix or what-have-you in one's own dominion. Probably not, since it might be anyone's guess who benefits from the bug, but...

Soapyfrog
October 24th, 2004, 05:48 PM
My guess it only happens when the immortal dies in friendly dominion, but its respawn point (i.e. your capital) is under enemy control... now this is just a wild GUESS, and there may be other factors involved of course, like an excess of units in play or something.

Cainehill
October 24th, 2004, 06:05 PM
Hmm. Just had a Tartarian show up as a commander w/ magic paths on the turn it was summoned, without use of Gift of Reason. Guessing this is related, since I think Tartarians are supposed to require GoR to get to commander status. (It also wasn't feebleminded, which they usually are.)

Graeme Dice
October 24th, 2004, 06:17 PM
Cainehill said:
Hmm. Just had a Tartarian show up as a commander w/ magic paths on the turn it was summoned, without use of Gift of Reason. Guessing this is related, since I think Tartarians are supposed to require GoR to get to commander status. (It also wasn't feebleminded, which they usually are.)



This is normal behaviour. You sometimes get Tartarian titans that don't require anything to turn them into magic-capable commanders.

Edi
October 24th, 2004, 06:59 PM
Graeme Dice said:

Cainehill said:
Hmm. Just had a Tartarian show up as a commander w/ magic paths on the turn it was summoned, without use of Gift of Reason. Guessing this is related, since I think Tartarians are supposed to require GoR to get to commander status. (It also wasn't feebleminded, which they usually are.)



This is normal behaviour. You sometimes get Tartarian titans that don't require anything to turn them into magic-capable commanders.


True, roughly 5% (nearly 10%, if you're really lucky) of summoned Tartarian Creatures are commanders to begin with. It is NOT a bug.

Edi

Pocus
October 27th, 2004, 04:20 PM
Ading my stone to the edifice:
Just got a devil commander with nature 2 air 1 and with a Chinese name. I suppose it has to do with the "immortal bug".

Nagot Gick Fel
October 27th, 2004, 04:39 PM
Pocus said:
Just got a devil commander with nature 2 air 1 and with a Chinese name. I suppose it has to do with the "immortal bug".



C'est dans Cradle in Flames? http://forum.shrapnelgames.com/images/smilies/redface.gif /threads/images/Graemlins/Envy.gif http://forum.shrapnelgames.com/images/smilies/biggrin.gif

Soapyfrog
October 28th, 2004, 10:16 AM
Pocus said:
Ading my stone to the edifice:
Just got a devil commander with nature 2 air 1 and with a Chinese name. I suppose it has to do with the "immortal bug".


Oh yeah that would be one of the immortal Tien Chi heros. Does he have the "heal troops" ability? That would be sweet http://forum.shrapnelgames.com/images/smilies/wink.gif

Soapyfrog
October 28th, 2004, 10:01 PM
Possible combat bug here.

Meet Othkar the Golem:
www.soapyfrog.net/dom2/othkar.jpg (http://www.soapyfrog.net/dom2/othkar.jpg)

He's pretty buff. I'd expect this guy to take some serious magical artillery to bring down, wouldn't you?

Well into combat he goes, supported by an illusionist casting wrathful skies. Looks like its going well. He mixes it up at midfield with some summer lions but they arent hitting each other. But wait!

www.soapyfrog.net/dom2/othkar1.jpg (http://www.soapyfrog.net/dom2/othkar1.jpg)

Here come some Fiends of Darkness! Well no problem, they are strength 15 with a zero damage attack, not likely to even scratch Othkar's paint.

Neverthless, 3 turns later he looked like this:

www.soapyfrog.net/dom2/othkar2.jpg (http://www.soapyfrog.net/dom2/othkar2.jpg)

Aye Caramba! WTF! The ONLY thing engaging him are Summer Lions (which ar enot hitting at all) and now 4 or 5 Fiends (which seem to be able to hit, and do damage, no problem! In fact they repeatedly inflict afflictions).

This was the melee the moment before he died to the Fiends:

www.soapyfrog.net/dom2/othkar3.jpg (http://www.soapyfrog.net/dom2/othkar3.jpg)

Except some stragglers these were almost the only units on the field. All the damage was done by the Fiends in melee. No damaging hostile spells were being flung.

So, anyone have any theories about how this happened?? I am stumped!

archaeolept
October 28th, 2004, 10:08 PM
the golem has very high fatigue which gives a very nice chance for armor piercing attacks. the FoD are quite potent, really, and have good stats and two attacks.

Soapyfrog
October 28th, 2004, 11:06 PM
Ah, how does the fatigue/ap interaction work? I thought you only ran into to trouble at 100 fatigue. Also large number of afflictions is interesting, meanig the hits that got through were quite substantial.

Graeme Dice
October 28th, 2004, 11:42 PM
Soapyfrog said:
Ah, how does the fatigue/ap interaction work? I thought you only ran into to trouble at 100 fatigue. Also large number of afflictions is interesting, meanig the hits that got through were quite substantial.



Every 10 fatigue, your defense decreases by 1. Every 20 fatigue, your attack decreases by 1. To determine if an attack is armour piercing, you check 2d6oe - fatigue/15 < 2. (Manual page 15) So at 88 fatigue almost every hit will be armour piercing.

Soapyfrog
October 29th, 2004, 12:01 AM
Good to know! Still they were inflicting a great deal of damage with their Strength 15, 0 damage attacks vs prot 39, even in the event of armour piercing hits.

Is there a chance for armour NEGATING hits?

Graeme Dice
October 29th, 2004, 12:17 AM
Soapyfrog said:
Good to know! Still they were inflicting a great deal of damage with their Strength 15, 0 damage attacks vs prot 39, even in the event of armour piercing hits.



That's only armour 19 against armour piercing attacks, and with 10 of those attacks per round they will add up quickly. It's no different from the rather common occurrence of having a squad of barbarians kill something through a protection of 30.

Agrajag
October 29th, 2004, 06:17 AM
Soapyfrog said:
Also large number of afflictions is interesting, meanig the hits that got through were quite substantial.



IIRC, being cursed increases the chance of getting afflictions, and your golem was cursed.

Edi
October 29th, 2004, 08:27 AM
Sour about having your precious golem stomped flat, Soapy? http://forum.shrapnelgames.com/images/smilies/wink.gif You got a more than fair trade for it, I'd say... The point is, SCs can and will fall down when they get mobbed by enough decent units.

The golem has a def 8 to start with, which means that most attacks will hit. Add in the fatigue (and the reinvigoration -7 from the Flame Helmet builds that up FAST!), and that IIRC every additional attack beyond the first (or was it every additional enemy beyond the first) also lowers the def by 1, and the FoDs having two attacks apiece, the outcome was not unexpected at all. Now just let me get my hands on Wrathful the !#$& Illusionist and exact just punishment...

Edi

Soapyfrog
October 29th, 2004, 10:15 AM
I have learned my lesson! Fatigue kills! Only undead tanks, with decent attack and life drain, from now on! http://forum.shrapnelgames.com/images/smilies/laugh.gif

I am gratified that I killed... what was it, 15 commanders, 151 troops and 1 magic being before the Golem went down http://forum.shrapnelgames.com/images/smilies/wink.gif

Kristoffer O
October 29th, 2004, 10:18 AM
Also the golem was cursed. Curse=afflictions. If he became blind by one of the first blows he would have been hit by every following strike.

Graeme Dice
October 29th, 2004, 10:24 AM
Soapyfrog said:
I have learned my lesson! Fatigue kills! Only undead tanks, with decent attack and life drain, from now on! http://forum.shrapnelgames.com/images/smilies/laugh.gif



Getting rid of the flame helmet would have probably been enough actually.

Soapyfrog
October 29th, 2004, 11:08 AM
Well actually I (foolishly, in retrospect) cast body ethereal and personal luck at the outset, immediately boosting my fatigue to 60+. Ok the flame helmet did not help, but I think this fatigue finished me...

Actually I was really hoping the life-draining blood thorn would restore my fatigue. This it did not do, however, presumably becuase my attack was pitiful enough to miss entirely. Doh!

Edi
October 29th, 2004, 01:53 PM
That's why the summer lions didn't hit then, they have no magic weapons. The claws of the Fiends of Darkness on the other hand ARE considered magic weapons, so body ethereal is useless against them.

Edi

alexti
November 4th, 2004, 01:37 AM
Effects of enchantment bonus from sites on domes seems to be slightly borked. I did few tests in 20% bonus province. I cast astral dome (it tells that 8 gems were put into spell) adding 1 extra gem (total=9). Dome Lasts 1 turn (as 10 gems without bonus). With 2 extra gems (10 total) it still Lasts only 1 turn. I did few tests with Fire Dome with similar results. It looks that when dome duration is calculated, Dom2 subtracts the initial cost ignoring bonuses. This looks wrong. Also, I wonder, if the extra gems are supposed to be 1/turn or (1-0.2)/turn (for 20% bonus).

rylen
November 4th, 2004, 07:45 PM
I thought Bogus the Trolls' Precious and Greenstone Armor were unique artifacts. But in a 2.14 game, my troops have killed him twice, and gotten his stuff twice.

Rylen

deccan
November 4th, 2004, 11:32 PM
rylen said:
I thought Bogus the Trolls' Precious and Greenstone Armor were unique artifacts. But in a 2.14 game, my troops have killed him twice, and gotten his stuff twice.




Yeah, that has happened to me too.

Agrajag
November 5th, 2004, 01:55 PM
Ditto, I got his Precious ("My plecious!" LOL).
I don't really think this is a bug, after all, if you kill Bogus it only makes sense you get his stuff...

Endoperez
November 5th, 2004, 03:00 PM
The Panther said:
"Mictlan had an unexplainable increase in wealth this turn. This is probably caused by cheating."

I have been testing Mictlan extensively in SP recenty. I have got this host message to myself several times, but usually later in the game.

Just now, I got this message on turn 12, and it truly was an unexplained increase in wealth. I had one Mictlan Priest with a jade knife and four blood slaves. I moved from my capitol to an adjacent province that had a tower and a temple already built plus a lab under construction. I had only one unused blood slave remaining in my gem pool, and maybe this had an effect on it.

After hosting the turn, I got the message about the increase in wealth and my priest now has 41 slaves, which is more than he can even normally hold.

This is clearly a bug, but at least the cheat detection caught it. Unfortunately, I did not check the other times I got this message to see if the same thing had occured. The previous times, I pooled slaves without noticing how many I had or should have gotten. My current game is so early that I easily noticed this time when I gained the 37 slaves.



Similar thing just happened to me with Abysia. My prophet had done Blood Sacrifice, and the following turn I had emptied my slave pool. He was still shown as sacrificing, but with no slaves, so I put him to research. Now he has 102 blood slaves! http://forum.shrapnelgames.com/images/smilies/shock.gif http://forum.shrapnelgames.com/images/smilies/happy.gif I'll keep the turn, but I don't have the one before this so I don't know if it is of any use...

Edit: of course, the game was hosted between my prophet put to research and the slaves being found.

Soapyfrog
November 6th, 2004, 02:48 PM
Perhaps not a bug but a complaint.

When you have a commander scripted to retreat and he suffers an assasination attempt or similar ritual spell (earth attack, manifestation etc), the commander will, in retreating, be consigned to oblivion. Youd don't even get a message that he couldn't retreat and therefore died...

At minimum you should get some sort of message as to what happened to your poor commander BUT I think that properly speaking, since retreating during an assasination attempt means certain death, the AI should be smart enough to cancel the retreat order...

Endoperez
November 6th, 2004, 03:39 PM
Yep, especially if the commander in question is an assasin that checked two turns before if all the commanders in target province were already dead. They were, he went on, assasinated and *retreated from his own assasination attempt* to his dead. http://forum.shrapnelgames.com/images/smilies/frown.gif

Vicious Love
November 7th, 2004, 07:04 AM
In SP(Version 2.14), stuck an archdevil(Igarak) in Boots of Quickness, scripted him to Phoenix Power-Falling Firesx4, an dsent him up against BF Ulm's PD.
Igarak apparently chose to interpret my script as Phoenix Power-Phoenix Pyre-Falling Fires-Fire Shield-Falling Fires-Attack closest. It's the flying into melee bit that struck me as particularly buggy.

Kristoffer O
November 8th, 2004, 01:37 PM
A commander with Phoenix pyre likes close combat.

There seems to be some kind of problem with quickened commanders and their orders. Every second choice one seems to be made by the computer. Not entirely sure, but I would be glad if anyone could confirm this.

Kristoffer O
November 8th, 2004, 01:38 PM
Endoperez: was the blood slave bug a 2.12 feature or did you use 2.14?

Edit: Sorry, this was fixed some days after the 2.14 patch. You'll have to wait for the next patch to get the fix.

Endoperez
November 8th, 2004, 02:19 PM
Heh, no problem. I'm playing SP, and always turn off the cheat protection just in case I can reach Amon Hotep or Djinn Lamp (I think they are bugged in 2.14). It seems I am doing this in my current game as Abysia with Very Hard research, first time in ages... I don't think I have forged them at all in Dom2! And this tells a lot about the quality of the game. http://forum.shrapnelgames.com/images/smilies/happy.gif

Arralen
November 8th, 2004, 05:39 PM
Kristoffer O said:There seems to be some kind of problem with quickened commanders and their orders. Every second choice one seems to be made by the computer. Not entirely sure, but I would be glad if anyone could confirm this.



Have seen this behaviour since v2.02 ... .

Things get ever stranger with heroic quickness >+100%.
E.g. T'ien Ch'i chariot with +154%, using Scepter of Authority with "cast specific spell (flame bolt)" order.
Fires first flame bolt using 100% AP
Fires second flame bolt using 100% AP
Moves into enemy ranks using the remaing 54% AP

Agrajag
November 8th, 2004, 06:52 PM
Kristoffer O said:
There seems to be some kind of problem with quickened commanders and their orders. Every second choice one seems to be made by the computer. Not entirely sure, but I would be glad if anyone could confirm this.


I have expirienced something similar (v2.12):
While playing Caelum, I sent my mages to attack provinces scripting them:
1 X Quickness, 4 X Thunderstrike.
What happened in the combat reproduction:
The mages cast a random spell (presumably chosen by the AI), follow by Quickness (that is, the random spell and the Quickness occoured in the same battle round, but Quickness was second).
After that, the mages went on to 4 more thunderstrikes and after that the AI took over.
(Also, sometimes the random spell would be thunderstrike, and in that case, IIRC, only 3 extra thunderstrikes occoured).

Chazar
November 9th, 2004, 11:46 AM
Kristoffer O said:
Every second choice one seems to be made by the computer.



I dont know whether this is related, but sometime ago (beyond 2.08, 2.12 or 2.14) I figured that it could be cool to make bunch of serpahs, equip each with an 'eye of aiming' and an 'ethereal crossbow' and script them to ['quickness','aiming','fire']. It didnt work, for they always rushed into meele after the first shot. I think that every second order they carried out was moving further to the front line.

Also ['quickness','hold or fire','false horror','hold or fire','hold or cast', 'fire'] did not work either.

Is it supposed to be that way to diable quickened crossbowers or is it just the same bug?

ioticus
November 13th, 2004, 01:06 PM
Many of the descriptions for global spells are not complete because the text is cut off in mid sentence. That is a shame because the descriptions are well done and dramatic, but not complete http://forum.shrapnelgames.com/images/smilies/frown.gif

RedRover
November 13th, 2004, 02:04 PM
When I go to the Dominions 2 Index page and hit "+ Expand" I get the "Website not responding" error page.

ioticus
November 13th, 2004, 09:51 PM
I notice I can no longer capitalize the name of my Pretender at the beginning of the game.

Endoperez
November 14th, 2004, 07:15 AM
Splooger: try Alt-Tabbing the game. IIRC that fixed the problem. I don't remember what caused it, but it has been reported before.

Agrajag
November 14th, 2004, 12:12 PM
splooger said:
Many of the descriptions for global spells are not complete because the text is cut off in mid sentence. That is a shame because the descriptions are well done and dramatic, but not complete http://forum.shrapnelgames.com/images/smilies/frown.gif


Also, some have spelling mistakes in them, like the "Eyes of God" (I think that's how its called) being cast, where there should have been a "there" there is a "their".
Was it changed in 2.14?

Edi
November 14th, 2004, 05:15 PM
Splooger, alt-tabbing, alt-entering and restarting the computer are possible remedies. Restarting the comp is the surest one, as even removal and reinstall is not going to help. Didn't try the alt-options when it happened to me.

Edi

Chazar
November 15th, 2004, 07:40 AM
Capitalisation problems seem to be more general: I remember that I once could not access a MP-game, since I could not type the captials contained in my password. Restarting the computer helped.

Pocus
November 20th, 2004, 05:22 AM
Is the 'can apply a retreat order and die stupidly when assassinated' bug fixed by the way? I did not test the situation under the Last patch, but I suppose it is here no more? http://forum.shrapnelgames.com/images/smilies/wink.gif

RedRover
November 21st, 2004, 01:30 PM
Post deleted by RedRover

RedRover
November 21st, 2004, 01:30 PM
One Priest Spell--Two Effects

I have been looking at spell stats in play recently in order to improve the spell documentation. In particular, the current spell .xls doc does not cover unholy or national spells.

I ran across the following when a default Ermor AI unholy priest used Unholy Protection (level 1 spell) in a 17-player solo game on the small FR map, about turn 90 or so.

Longdeads: Att +1, Def +1, Prec +1, Mor +1, MR -4

About two turns later, I observed the following casting of the same spell, Unholy Protection (Ermor priest again):

Ghouls: mr +4.

Both results were double-check and recorded on paper at the time they occurred--I had replayed and frozen the action multiple times in each case to ensure accuracy.

No other spells were in effect on the units in either case. The Unholy Protection effect was taken by comparing unit stats immediately before and immediately after the spell was cast, and checking the stat info screens when changes occurred.

The latter effect (MR +4) seems more intuitive to me but, since it was the second observation, I don't have a copy of the first event. Not having the first, I didn't see the point of copying the second.

Anybody hit one like this before?

Which spell effect is Unholy Protection?

Is there an unholy spell that matches the other effect?

I do have a bug file of a generic holy priest (armed with a Staff of Corrosion) raising a skeleton, though (attached).

Graeme Dice
November 21st, 2004, 02:18 PM
RedRover said:
Longdeads: Att +1, Def +1, Prec +1, Mor +1, mr -4



That looks more like the results from unholy power, although it certainly doesn't lower MR.

About two turns later, I observed the following casting of the same spell, Unholy Protection (Ermor priest again):

Ghouls: mr +4.



That's the standard Unholy protection effect.


(Note: The current spell documentation does not cover unholy or national spells)



Sure it does. The unholy spells are at the very back of the manual.

RedRover
November 21st, 2004, 06:25 PM
Graeme Dice:

Thanks for the fast reply. I had accidently posted a draft that didn't specify I was working with the .xls database (that Version of post is deleted now).

Basic spell documentation is in the manual as you point out (and, to digress, I didn't check it before posting, my bad...back to topic).

Thanks for confirming the second effect. The first effect seems to have been some sort of bug.

It definitely is not Unholy Power, which gives AP +4, Att +4.

Maybe the game has become corrupted. Mictlan was killed about turn 50, but his global (Eyes) was still on the screen under his flag at turn 110.

Kristoffer O
November 22nd, 2004, 01:00 PM
The first effect seems like the bonuses of one level of experience. Was it a mound king you were checking? Normally mindless units don't get experience.

Cainehill
November 23rd, 2004, 02:32 PM
I have a province that contains two Farm of Plenty sites. Each supposedly provides 25 supplies, and yet the province only has 13 supplies, and I have troops starving that only require 15.

Agrajag
November 23rd, 2004, 03:40 PM
Isn't the bonus from "Farm of Plenty" affected by the scales?
Im just guessing since a site like a "Silver Mine" doesn't give a static income but rather a scale-dependant one.

archaeolept
November 23rd, 2004, 03:52 PM
yes it should be, but the only scale which affects supplies is death, which would be a maximum of 30% reduction.

however, perhaps, like resources, there's a minimum population that must be maintained - has this province been depopulated?

Edi
November 24th, 2004, 05:36 AM
Archaeolept, iirc the cold and heat scales also affect supplies to the tune of 10% per scale off the preferred scale for that nation. So if you had e.g. death 3 and cold 2 for a heat 1 preference nation, that's 60% reduction right there.

Edi

Chazar
November 24th, 2004, 06:41 AM
Edi said:
...that's 60% reduction right there.



If the percentage from heat/gold and growth/death is simply added up, that is!

Edi
November 24th, 2004, 06:56 PM
If they're added, yes. I don't have any reason to believe they wouldn't be. Remember, income bonuses from order and production are all added up, so why would supply bonuses not be? I've not seen any indication or mention that the bonuses from different scales would be multiplicative rather than additive.

Oh, and according to the manual it's 20% reduction per death scale, so Death 3 + Cold 2 for Heat 1 pref nation means 90% reduction for supplies. This kind of thing would be consistent with the numbers Cainehill provided if you take an average province with ~60-80 supplies plus two Farms of Plenty, then toss in Death 2 or 3 (from somebody's Dominion, undiscovered Well of Pestilence or whatever) and a 3 point difference bewteen local heat/cold scale vs national preferred heat/cold scale.

Edi

Yossar
November 25th, 2004, 10:53 PM
In one of my games, Makabiel the Heliophagus spontaneously got 25704 experience and shot to number 1 on teh hero list by a huge margin. He was hiding in a province that got ghost ridered, but there weren't that many units there. He still has 0 kills. Bug or somehow explainable?

Edi
November 26th, 2004, 05:32 PM
No bug per se, Mabakiel causes disease which kills population, and each population killed earns him XP. Same for Pazuzu and any commander with Bane Venom Charm. Of course, one could argue that this "feature" is instead a bug, but it's a known issue.

Edi

Yossar
November 27th, 2004, 07:29 AM
You're sure it works for Pazuzu too? He killed about 200 Last turn and 1200 this turn and doesn't have a single experience star to show for it yet. Maybe it doesn't give experience 1 to 1 for pop killed or maybe it takes a turn to show up as a star. Or maybe you only get the stars once you qualify for the hall of fame. Anyone know about that?

Edit: I found one post saying that the bug only applies to sneaking units. That could make sense.

Kristoffer O
November 28th, 2004, 05:59 AM
The reason is unknown, but it has to do with those guys who sneak around and poison/disease people.

ioticus
November 28th, 2004, 02:04 PM
Sometimes when I try to script specific spells the program only allows me to script 4 in a row instead of 5 in a row. If I keep trying it over and over, I can eventually script 5 in a row (usually after 2 or 3 tries). I haven't noticed any pattern to the bug. It appears random.

Zooko
November 29th, 2004, 08:11 AM
description of the problem on the MP game thread (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=314110&page=0&view=&sb=5& o=&fpart=15&vc=1#Post314110")

Should I re-install Dom2? How could that help?

SurvivalistMerc
November 29th, 2004, 01:05 PM
This is probably somewhere in the 63 pages, but I honestly didn't feel like reading all of that before I reported this one.

Apparently when playing against C'tis Desert Tombs and taking over their capital you are able to recruit their tomb priests with 2 holy 1 fire 1 death as well as their desert rangers and their tomb guardians or whatever else they are called. It's basically a situation in which you get a benefit you don't normally get...the use of national recruitment structures...when taking over the capital.

PDF
November 30th, 2004, 06:57 AM
Another bug which has certainly been reported, but the new search function is a nightmare :
An horror showed up attacking a mage of mine, when I want to see the battle I have a "bad vcr header" popup and game crashes/exits. The mage seems to have won, as he survives to be killed in the same turn Battle phase...
Is the problem identified ? I remind having read about this, but can't find it ...

deccan
November 30th, 2004, 08:31 AM
This occurs to me regularly when I have hidden scouts carrying soul contracts. If they are not hiding, the horrors kill them just fine and you can watch the battle.

deccan
December 6th, 2004, 02:05 AM
Troglodytes apparently don't eat but lack the standard icon for that ability. They only have the trampler icon. I have a bunch in a province with no supplies and they never starve.

Edi
December 6th, 2004, 04:59 AM
Troglodytes don't eat? What exactly are you smoking, Deccan? They are complete supply hogs, I've got a Troglodyte Den in one province on the Faerun map and two turns of full recruitment results in starvation if there are no commanders with supply items present.

Edi

deccan
December 6th, 2004, 06:23 AM
Hmm, you're right. I just checked that game. I'm playing Ermor in that game and don't have supply anywhere, so I assumed that I didn't have supply in the province the troglodytes are in either, but apparently that was one province I did have supply in. Oops. Sorry.

So much for my secret plan of invading with a big army of troglodytes.

Taqwus
December 9th, 2004, 03:15 PM
Not really bug (I suspect), but a bit weird --

Why does a Lava Warrior seem to have a basic (not armor, but basic!) encumberance of 10 for a total enc of 14? It seems a bit of an outlier compared with other Abysians, for instance.

Cainehill
December 11th, 2004, 03:00 AM
We all know that a commander may cast Flight on a unit other than itself; that's fine. But it seems like a bug (to say the least) that a non-flying commander will cast flight on a unit that is already flying instead of on itself.

I've been watching a Ghost King with air magic casting flight, not on himself, but on a Valkyrie bodyguard that are the only units within 10 squares of him (flight having a range of 5).

This wouldn't be so bad, if flight were like body ethereal in effecting an entire square's worth of units, albeit it would still be silly and stupid. As is, the basic flight spell still seems pretty near useless for anything other than a solo SC.

Stab West
December 15th, 2004, 05:46 AM
I would just like to point out (at least in every game i've played) that the sneaking/diseasing commanders only seem to gain experience for killing pop. when they sneak into an unoccuppied province. And stranger still they seem to sometimes (but not always) lose that experience when they sneak into an occuppied province yet they still keep thier special ability for having been in the hall of fame.

I also get the bad vcr header but only when an ashen angel attacks the person I gave the tartarian chains to.

tinkthank
December 16th, 2004, 10:28 AM
The attachment shows a picture of the poor Black Sorcerer with his hands tied -- or at least one of them. In the left hand he is holding a fever fetish.
I don't know how this happened -- surely he found the cursed object somehow, and perhaps he should have turned into a spider, but didnt, but in any case, he wound up with a fever fetish in one hand and a ring in the other hand, and lost the items he had held in his hand.

Kaljamaha
December 17th, 2004, 01:51 PM
I just DL:ed the 2.15 patch and Oceania mod. In testing an interesting thing happened. On turn 1 I spend all of my 400 gp on troops and mercs. On turn 2 I get a announcement that merchants have gathered and have given an extra 100 gp. Cool. But but, it seems that what I really got was 200 gp. Because, having spent all of my money the previous turn, I now have 471 gp, with an income of 195 and an upkeep of 24?!? So, it seems the event or message is bugged.


K.

Cainehill
December 18th, 2004, 01:27 AM
Did you actually get the mercs? If you don't, I believe you get the money you bid back.

CJN
December 18th, 2004, 02:56 PM
I have found the following things that looks like errors in the map files:

- arcoeye.map: #dominionstr is used with only one argument. This is wrong according to mapedit.pdf and flames.map use the mapedit.pdf format for this command.

- orania.map: #bodyguard instead of #bodyguards in one case.

- oraniawar.map: victorycondition without #.

- sundering.map: Another case of #bodyguard and a case of #addequip instead of #additem or #randomequip.

Verjigorm
December 19th, 2004, 01:51 PM
I've been having a problem with the Dom2 process not ending once the window has been closed--I know the text-only mode doesn't end (for obvious reasons), but the standard execution is not ending, and it is disrupting internet access on the computer while it is in this state, but not when running normally. I'm using WinXP Home on an AMD64 processor.

My other copy of the game running on a different machine ends normally in WinXP Pro.

Johan K
December 19th, 2004, 04:52 PM
That was strange, oh mighty horror. Maybe you could run the weird Dominions with the -dd switch and attach the log plus a screenshot from your task manager (processes) here. Maybe it ends in a little while? Have you tried waiting a few minutes and checking later.

Verjigorm
December 19th, 2004, 08:19 PM
Here's the log file:

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

Version Version 2.15 (215)dbglevel 2 pc_endian
datapath='.'
savepath='.'
temppath='C:\DOCUME~1\Owner\LOCALS~1\Temp/dom30114'
-- InitGLStuff --
domdata_path = .
tga2rgba32 alphamode 6 tgatype 10 tgaadr42481716 dstadr42673644 tgalen191909
tga2rgba32 alphamode 1 tgatype 3210 tgaadr42481716 dstadr42484412 tgalen2679
tga2rgba32 alphamode 2 tgatype 10 tgaadr42481716 dstadr42481904 tgalen172
tga2rgba32 alphamode 2 tgatype 3210 tgaadr42481716 dstadr42538736 tgalen57002
InitPrint
32
64
96
Reaver file Version 1030
Reaver highestrmod 37 (filemods 38)
Reaver highestrtex 23 (filertex 24)
LoadReaver, time 15
tga2rgba32 alphamode 0 tgatype 10 tgaadr122789924 dstadr122987104 tgalen197164
tga2rgba32 alphamode 0 tgatype 10 tgaadr122789924 dstadr123402456 tgalen612515
tga2rgba32 alphamode 0 tgatype 10 tgaadr122789924 dstadr123358092 tgalen568152
tga2rgba32 alphamode 0 tgatype 10 tgaadr122789924 dstadr123400240 tgalen610297
tga2rgba32 alphamode 0 tgatype 10 tgaadr122789924 dstadr123375236 tgalen585294
tga2rgba32 alphamode 0 tgatype 10 tgaadr122789924 dstadr123274624 tgalen484684
tga2rgba32 alphamode 0 tgatype 10 tgaadr122789924 dstadr123449544 tgalen659601
-- sound_init --
SetGraphicsQuality 6
-- general_init --
-- start --
Loading battle map ./campfire.d3m
ver 100 x -1 z -1 l -1
Create Texture 8, w64 h256 data119737940 alpha1
Trimrmod12 left 7 right 9 top 19
Trimrmod12 left 7 right 9 top 19
model 12, uses tex 8
Optimizing Model 12, 1 textures
Create Texture 11, w128 h256 data120000132 alpha1
Trimrmod14 left 17 right 16 top 0
Trimrmod14 left 17 right 16 top 0
model 14, uses tex 11
Optimizing Model 14, 1 textures
Create Texture 23, w64 h256 data121147188 alpha1
Trimrmod5 left 1 right 2 top 8
Trimrmod5 left 1 right 2 top 8
model 5, uses tex 23
Optimizing Model 5, 1 textures
Loading ./misc.trs at 1 (cs 0)
Loading ./misc2.trs at 2 (cs 577162)
Create Texture 1, w255 h173 data43049476 alpha0
model 3, uses tex 1
Optimizing Model 3, 1 textures
Fetch sample rawsound/game_highlight.sw 16bits
flushopengl
mem ok
DeinitReaverModel 37 23
DeinitPrint
--------------------------------END OF FILE
The picture of the task is attached. At this point, the game has been exited via the Quit command on the main menu. Leaving it for a few minutes does nothing. It may also be notable that at one point I experienced the temp-file conflict error that was corrected by the recent patch (which did not fix this particular problem which is merely an annoyance--killing the task works fine).

Thanks

ioticus
December 19th, 2004, 10:08 PM
I forged a winged helmet and got 2 instead of one. It's possible I already forged one and forgot, but I don't think so. Anyone else enounter a duplicate forging bug?

Kaljamaha
December 20th, 2004, 04:21 AM
Cainehill said:

Did you actually get the mercs? If you don't, I believe you get the money you bid back.



Yeah, I got them. Though, now that I'm looking at the numbers, it seems I made a mistake. With income of 195, and upkeep of 24, that would make 171 gp. I got 471, so it's +300, not +200. In any event, too much. Interestingly though, the additional ammount is exactly the same as the amount spent on the mercs (I bid 200 for Ygologna and his war shamblers, they asked 150), so there might be a connection?


K.

PyroStock
December 20th, 2004, 02:59 PM
Water mages carelessly cast breath of winter when there are friendly troops/commanders nearby... then the troops/commanders just stand there and die. They do this even if there are no enemies even close to them. My Arch-Devil is excessively polite with not casting his Immolation if a friendly troop/commander is nearby even if I have it in the script, but my Mictlan water mages have been murderering my commanders with their breath of winter.

Nappa
December 21st, 2004, 01:25 AM
2.15 playing Oceana.

Ctis cast the hateful Burden of Time and I needed to exit the water so I went after Ctis. Killed the false pretender then conquered all his territories. I see the death message for Ctis but Burden of Time is still up and hateful.

Graeme Dice
December 21st, 2004, 01:35 AM
The caster of Burden of Time never died, so the spell stays up.

Nappa
December 21st, 2004, 01:45 AM
The nation of Ctis is gone from the world. That would seem to imply that the caster is dead.

Plus I did kill the God of Ctis who was the only Ctis caster I saw that could actually cast the spell.

Johan K
December 21st, 2004, 06:03 PM
Thanks for the info Verjigorm! Now could you try it when running with the -s (no sound) switch. I suspect the sound thread is living on afterwards.

Verjigorm
December 22nd, 2004, 01:01 PM
Gote, Nergash, and Saladaar (to a lesser extent) are merceneries who could be upgraded to cast the spell. If you killed him via crushing his candles, it might be possible that the wizard who cast the spell lives on in a neutral province perhaps? Then again it could always be a bug http://forum.shrapnelgames.com/images/smilies/wink.gif

Edi
December 22nd, 2004, 01:53 PM
Three bugs with Oceania:
Mermidon (1101), the land-form, has wrong action points. It retains the AP value of the underwater form, Base 24 modified by armor, when it should have base 14. As a consequence, they are as fast as heavy cavalry on land.
Turtle warriors turn to regular mermen (1046) when you take them to land and back to water again. This is because the regular Oceanian merman (1046) has land-form merman (1047), which is shared by the turtle warrior. 1047 reverts back to 1046, regardless of whether it started out as turtle warrior or merman 1046.
Turtle Captain suffers the same fate as turtle warrior, he just becomes merman captain.

I think the turtle warrior and captain bugs are a consequence of incorrect secondshape assignment, because turtle warrior is #1097 and turtle captain is #1099, but I can't get monsters #1098 and #1100 (presumably the turtle warrior and captain landforms, respectively) visible in any way. These bugs take a lot of the flavor out from Oceania, in my opinion.

Edi

rylen
December 25th, 2004, 10:18 PM
Happy Agnostica and such. I've got lock up behavior when trying to connect to my Newbie-Borrowed Time MP game.

Mostly irrelevant details:
Dom 2.15 (latest patch)

Connecting via MS Small Business Server to a standard provider

SBS does the usual DNS work instead of just connecting to the home router -- unnecessary but technololgy is fun.

Recently changed the profile on my machine slightly, but had this problem before.

Working on Windows XP.

Problem Description:
This is a transient problem. Sometimes when I try to connect I get the screens for server name and port #. Then it tries to connect and freezes. Every time (perhaps 5, spread over several days) it freezes, I've killed Dom2, restarted, and had it work fine. Mostly, I am able to connect immediately and w/o problems. Today the problem has persisted. The XP taskmanager labes Dom2 as "not responding."

Hope this helps you diagnose it. My (unfounded) hypothesis: the folks I'm trying to access are down and the Dom2 timeout isn't working. I'll ask the server manager on the Newbie-Borrowed Time thread about it and to post here.

Rylen

Verjigorm
December 26th, 2004, 01:26 AM
With the -s switch on, the game continues to run unabated after being exited. Would you like another -dd listing?

Arralen
January 1st, 2005, 06:22 AM
Is it just me or did anybody else notice, that
troops types in some provinces do not match the troop types which defended it?!

Bug or feature ?

Endoperez
January 1st, 2005, 08:04 AM
Arralen said:
Is it just me or did anybody else notice, that
troops types in some provinces do not match the troop types which defended it?!

Bug or feature ?



I have noticed that the province from hwich you can recruit Elephants does not have elephants defending it, but I don't remember other than that. I believe that it could be a feature, but in that case and probably in most others too it is a bug.
What others have you found?

tinkthank
January 4th, 2005, 03:21 PM
I got a NGF: Bad BLast Land.

I had two commanders cast Earth Attack monthly. The first month, everything ok; second month, I couldnt watch the battle replay of one of them, ditto the second month.
That means: I clicked on "View Battle", and nothing happened.
Third month, when clicking "View Battle", I got a NGF: Bad BLast Land, and the game crashes.

Cainehill
January 4th, 2005, 03:31 PM
Maybe they went into a province with no commanders, or only hidden commanders?

tinkthank
January 4th, 2005, 03:42 PM
But the spell targets a province, not a commander?

DeathDaemon
January 5th, 2005, 01:52 AM
I'm playing Ulm, with Drain 3. Smiths in capital have 5 research points stock, no change with drain 3 as expected. At another castle, dominion -3, magic 2, smiths have 7 rp and smiths with 1exp have 8 rp.

Boron
January 5th, 2005, 09:57 AM
I play oceania with the following scales :
Order 3 productivity 3 growth 3 misfortune 3 and cold 3 .
Dominion 6 .

Now on turn 1 everything was fine but on turn 2 i had out of a sudden only misfortune + cold .
I thought it will go away but now on turn 3 with 5 dominionstrength i still have as only scales cold 1 and misfortune 3 .

I attach it as a screenshot .

Endoperez
January 6th, 2005, 10:07 AM
DeathDaemon said:
I'm playing Ulm, with Drain 3. Smiths in capital have 5 research points stock, no change with drain 3 as expected. At another castle, dominion -3, magic 2, smiths have 7 rp and smiths with 1exp have 8 rp.



It has been like that from Dom:PPP, and is not a bug. Or the bug might be in that even hostile dominion's magic scale affects reserach, but that has nothing to do with Ulm.

One of Ulm's bonuses is that Master Smith's are immune to Drain scale, except for battles, where they do take extra fatique. And one of the weaknesses of Iron Faith is that they have forced Drain, but their Black Priests are not immune to it. Try reading Ulm's description more carefully.

von_Schmidt
January 6th, 2005, 01:47 PM
Since installing patch 2.15, I cannot call up the grid ('G')during battles.
I uninstalled/installed Dom2 and then applied the patch just to make sure, but the problem remains.

Anyone else have this issue?

Blofeld
January 6th, 2005, 02:00 PM
No grid for me as well. 'G' works in frame wire display mode but not in the regular one with landscape.

Endoperez
January 6th, 2005, 02:14 PM
Oh, it's the patch! Yep, noticed it too, but didn't understand it was because of the patch.

DeathDaemon
January 6th, 2005, 06:36 PM
Endoperez: According to the manual you are not supposed to get a research bonus in enemy dominion

Verjigorm
January 12th, 2005, 08:49 PM
My brother and I were just playing a 1 on 1. I played as BF Ulm and he played as Abysia. His army of devils was stationed next to my fortress (a castle) and he attacked the castle. I attacked his army with my prophet, Burkhard Nachtzehrer alone with no army (immortal 2B vampire hero). Neither army moved and no battles occured. This occured 3 turns in a row.

Boron
January 22nd, 2005, 11:07 PM
Error : Nagot gick fel
unit 5485
bLastsquare : bad land

Never had this error before , it occured in a sp game on turn 100 during hosting . What does it mean ?

RonD
January 22nd, 2005, 11:27 PM
I'm new at this, so feel free to flame me mercilessly if this is not a bug...

As Pythium, I have a collection of machaka black hunters via enslave mind. The hunters remain sacred and can be blessed (this ought to be a bug, but I certainly can understand if the game code cannot rewire a unit's attributes just in the odd case where a sacred unit changes owner).

The hunter's original bless was N9, my own bless is only earth. When blessed, the hunters do not display regeneration.

Here's the part that I think is a bug: since capturing the hunters, my theurgs and communion slaves sometimes go berserk. Or did I just miss a bit somewhere, and that is normal behavior for theurgs and communicants?

Zooko
January 31st, 2005, 12:48 PM
We've found a bug, and it is described here:

http://www.shrapnelcommunity.com/threads/printthread.php?Board=Dom2MP&main=328187&type=post

Chazar
January 31st, 2005, 12:55 PM
I've recently verified in 2.14 that stealth commanders can lead non-stealth units out of currently sieged castles: 1.Remove troops from stealth leader, 2.give sneak order to stealth leader, (2a.change to move via menu), 3.add troops again. The troops move like normal, ie. they do not participate when the castle is stormed. This works at least with flyers, but I think stealth is the key here.

Duncanish
February 10th, 2005, 12:54 AM
Curious: How many non-commander Shamblers should Atlantis have? Currently, I'm seeing 3. A shambler, War Shambler, and a Shambler Chief. That's in addition to the Shambler Chief commander that's recruitable. I've disabled all my mods just in case it's fluke, but still the same (actually in one modded game, the extra chief showed up as that Shambler hero). So for now, I'm thinking bug. Maybe someone else who knows more about these things could check?

Legacyspy
February 11th, 2005, 09:03 PM
I Don't know if this has been reported already but, the race description of TienChi says military.....CROSSBOWS..... Tien Chi does not have Crossbows.

Kristoffer O
February 12th, 2005, 11:36 AM
They do have crossbows unless you play Spring and Autumn theme.

February 17th, 2005, 08:44 AM
Hi there,
I think I've found a double bug for the lamias.
First they regenerate much more than documented. If you click on the hydra icon you see that regeneration = officially 50 % of the base HP. In battle, I've seen lamias going from 1 HP to full life in one round, so it is probably 100 %.
Second, they cannot be killed by one good hit when in humanoid form. If a lamia gets huge damage (tested with Gift of Heaven, doing no less than 150 damage), she takes the serpent form with 1 hp left ! She is not supposed to survive, with 14+22=36 HP only (I tested the same killer spell, in the same situation, but against 53 HP Vine Ogres: none survived).
Geez, lamias are really, really good (you cant even stop them with the usual ethereal buffs, like spirits, winterwolves or false horrors : they have a 'magical' attack and etherealness offers no protection !)
Any thought ?

Edi
February 17th, 2005, 05:27 PM
Lamias have a regeneration rate of 10% or 20%, but they also have a life drain attack, which replenishes their hit points when they attack. Don't know about the shape change stuff, but those factors explain the massive healing.

February 18th, 2005, 06:56 AM
Edi said:
Lamias have a regeneration rate of 10% or 20%, but they also have a life drain attack, which replenishes their hit points when they attack.



No, 10% = ordinary rate. Lamias have *much* more than that, 100% I think. In my tests, the lamias were hit by spells before any close combat, so they had not the opportunity to drain life to get HP...
Apparently it is not possible to kill them with one blow. You need one blow to make them change shape (15hp + 5prot = 19 damage minimum), then *another* even stronger blow to kill them (22hp + 8 prot). If it's not a bug, well, it's really special...
Cheers

Alneyan
February 23rd, 2005, 12:27 PM
Are shape-changers supposed to be able to heal afflictions when they change shapes? A Black Sorcerer of mine started a battle with two afflictions, got hurt, shape-changed into a Spider, and lost one of the two afflictions. The Spider then won the battle, and shape-changed back to Black Sorcerer, with a single affliction.

The afflictions were Never Healing Wound (it wasn't healed) and Lost One Eye. Since spiders have more than two eyes, the second affliction was perhaps irrelevant for a spider, and the game may have discarded it. Or perhaps it is intended to work that way?

Kristoffer O
February 23rd, 2005, 01:03 PM
Lamias and their black serpent form has regeneration 50 %.

Ahh, the seven eyed spider phenomenon. http://forum.shrapnelgames.com/images/smilies/happy.gif Actually, it is not intended, nor was I aware of it. Perhaps it is a nice feature.

Thilock_Dominus
February 23rd, 2005, 03:58 PM
Mod bug:

The command #restrictedgod X breaks #shapechange command.

I tried it 10 times now with same result.

Also #firstshape and #secondshape is not working.

Alneyan
February 23rd, 2005, 05:50 PM
Kristoffer O said:
Ahh, the seven eyed spider phenomenon. http://forum.shrapnelgames.com/images/smilies/happy.gif Actually, it is not intended, nor was I aware of it. Perhaps it is a nice feature.



I was disappointed when I saw that the affliction disappeared as a result of the shape-change. My mage had an heroic ability, so I had almost expected to have discovered the "Heroic Metabolism" ability, giving heroes recuperation and regeneration. A shame it wasn't so (it was the more common Quickness ability). Hmm, am I digressing?

Alneyan
February 24th, 2005, 10:57 AM
I know recall what was the other bug I wanted to mention. The "Go to province" button does not work for assassination attempts (at least when you are the one trying to assassinate, I haven't checked the other way around). It instead brings you to your capital province, regardless of the status of your assassin.

Agrajag
February 24th, 2005, 12:17 PM
Alneyan said:
I know recall what was the other bug I wanted to mention. The "Go to province" button does not work for assassination attempts (at least when you are the one trying to assassinate, I haven't checked the other way around). It instead brings you to your capital province, regardless of the status of your assassin.


More precisely, it brings you to the last province you were in, so if you press "m" and then press the "Go to province" button on the assassination attempt it will be as if you pressed the "Escape" button.

Zooko
February 24th, 2005, 01:07 PM
Hm. When I connect to a game, I get to select new nations, or use the same one I've been using, and I click to use the same one, then I see the display that shows who has made their move, and I click "Jotunheim" to make my move, then dom2 fades out and exits back to the Mac OS X desktop.

:-(

Things that have changed since this worked: 1. I installed some new mods. 2. I removed some maps.

I put the maps back, and it still fails. Next I'll try removing the new mods...

[update]: nope, removing the newly added mods didn't fix it.

:-(

[update]: Well, I guess it is a problem with the server. Another player has the same problem I do, but a third player does not. I restarted the server but that didn't fix it.

Johan K
February 24th, 2005, 06:11 PM
Start the game from the console (terminal) to see the error message that Dominions prints. It might give you a clue, otherwise post it here and it might give me a clue.

Zooko
February 24th, 2005, 11:43 PM
DOM2 draco:~/Desktop/h/games/games/dominions2.app/Contents/Resources$ ../MacOS/dominions2 --tcpclient 192.168.1.112 --port 9999
NÂgot gick fel!
Turn file is corrupted
NÂgot gick fel!
Turn file is corrupted
Abort trap


Oh, I know what caused it. I ran out of disk space on my server today.

But how to fix it?

February 27th, 2005, 11:34 AM
Kristoffer O said:
Lamias and their black serpent form has regeneration 50 %


Sorry Kristoffer, not on my computer. See attached files from my test.
- First round, the lamia charge but 3 of them get a Gift from Heaven of 150 damage and are turned into 1hp snakes.
- 2nd round, they all route, 3 others get the big rocks but the 3 first victims have now 22hp again.
This is 100% regeneration !
http://forum.shrapnelgames.com/images/smilies/shock.gif
Cheers

Molog
March 2nd, 2005, 11:00 PM
I could bring back Anthrax king of banefires, who I had made my profet, as a mummy with ritual of rebirth. He's undead so that shouldn't happen.

I also had a sole demilich use stygian paths to transport itself to an underwater province. beside having 90183 troops die, it also lost all it's equipment.

If the carrion dragon shape changes, whatever is in his headslot dissapears/gets send to lab even though it's carrion lord form also has a head slot.

Edi
March 3rd, 2005, 10:05 AM
I've noticed that Black Sorcerers and other such creatures whose shapechange is involuntary have a good chance of healing afflictions when they shape change back and forth. It's not just the eye criticals, disease, limp, cripple and everything else is affected too. Kaljamaha and I discovered this when we played a co-op where he was using Machaka and had a Black Sorcerer with a random water pick as a thug mopping up enemy provinces. That one must have had dozens of afflictions during the course of his career, and none of them lasted more than five turns before shapechanging got rid of them.

Edi