View Full Version : Dominions II Bug Thread
NTJedi
October 29th, 2003, 03:19 PM
This topic is to list Game Bugs which have been found.
I've only played the demo but I came across two game bugs which were upsetting to see.
1) I had an undead spellcaster which was traveling with an undead army cast -Summon Lammana-. This costed death gems and two of these creatures appeared with my undead army as I expected to see. Then the undead army started attacking them and they started attacking my undead army!! Needless to say my opponent had almost won the battle before even reaching me.
2) This only happened once but was also very upsetting. I had two armies marching to attack an enemy army which I had completely surrounded. Next turn began and only ONE of them was in the battle my other army VANISHED. Both armies were mine and not mercenaries.
(Saber Cherry... it wasn't stealth as I said earlier the other army VANISHED.)
[ March 24, 2004, 04:33: Message edited by: Zen ]
apoger
October 29th, 2003, 03:25 PM
1- Lammthastas are a dangerous gamble. Was the same way in Dom I. Try only sending in death mages and having all cast it. Your mages die, but the remaining force of demon women can often do tremendous damage.
2- Was one army stealthy? That's the basic 'Doh!' way to get the missing army effect.
Saber Cherry
October 29th, 2003, 07:04 PM
2) Stealth
Specifically, hold down <Ctrl> while clicking on the province you want to move to. That forces "move", while by default, stealthy units will "sneak" and not fight.
[ October 29, 2003, 17:25: Message edited by: Saber Cherry ]
Nagot Gick Fel
October 29th, 2003, 11:00 PM
Wasteland Survival: unlike 'Forest Survival', does not seem to give movement bonuses, only extra supplies. The Moloch has it. But he also has the 'Need not Eat' ability - so what is WS good for for him?
Nagot Gick Fel
October 29th, 2003, 11:14 PM
What is the Mountain Citadel good for? The Dark Citadel has exactly the same stats, except twice the admin, and is cheaper and faster to build.
Saber Cherry
October 29th, 2003, 11:26 PM
Originally posted by Nagot Gick Fel:
What is the Mountain Citadel good for? The Dark Citadel has exactly the same stats, except twice the admin, and is cheaper and faster to build. <font size="2" face="sans-serif, arial, verdana">I hear it is harder to storm by a besieging army. Not that that makes it worthwhile http://forum.shrapnelgames.com/images/icons/icon10.gif
[ October 29, 2003, 21:27: Message edited by: Saber Cherry ]
Nagot Gick Fel
October 30th, 2003, 12:00 AM
Just started a test game, picked drain, order and production at 3 each, in the initial turn my capital province showed the relevant icons and numbers, but in turn 2 order and production reverted to zero. Started a new game with the same nation, and it happened again. Not to mention the loss in income. How can this be?
Saber Cherry
October 30th, 2003, 12:08 AM
What was your dominion strength? Did it go negative (red)? That sounds very strange.
licker
October 30th, 2003, 12:19 AM
Originally posted by Saber Cherry:
What was your dominion strength? Did it go negative (red)? That sounds very strange. <font size="2" face="sans-serif, arial, verdana">Do you have to have a dominion of 3 or higher to get the scales to move to 3? I vaguly remember something about this somewhere... If it is the case then your scales should start at 1 and move up as you increase your dominion.
Dunno if that's right though...
Nagot Gick Fel
October 30th, 2003, 12:19 AM
Originally posted by Saber Cherry:
What was your dominion strength?<font size="2" face="sans-serif, arial, verdana">4.
Did it go negative (red)?<font size="2" face="sans-serif, arial, verdana">Nope. Only 1 candle, but it was mine.
That sounds very strange.<font size="2" face="sans-serif, arial, verdana">Indeed.
[ October 29, 2003, 22:20: Message edited by: Nagot Gick Fel ]
Jasper
October 30th, 2003, 12:21 AM
While playing Machaka I had a Black Sorceror get tagged by Wrath of God. He turned into a Giant Spider, lost his items, and stayed that way.
I suspect there is some "end of battle" check that reverts them to their human form, but it just never got triggered. Then again, I never had one get hit in battle, so perhaps the transformation is always one way...
Nagot Gick Fel
October 30th, 2003, 12:22 AM
Originally posted by licker:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Saber Cherry:
What was your dominion strength? Did it go negative (red)? That sounds very strange. <font size="2" face="sans-serif, arial, verdana">Do you have to have a dominion of 3 or higher to get the scales to move to 3? I vaguly remember something about this somewhere... If it is the case then your scales should start at 1 and move up as you increase your dominion.
Dunno if that's right though... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I don't think so. I still retained the Drain 3 in turn 2, only Order 3 and Production 3 disappeared. And the income and resource bonus with them OFC.
Jasper
October 30th, 2003, 12:24 AM
Originally posted by Nagot Gick Fel:
What is the Mountain Citadel good for? The Dark Citadel has exactly the same stats, except twice the admin, and is cheaper and faster to build. <font size="2" face="sans-serif, arial, verdana">The different castles have different layouts when stormed. I stormed a watch tower and was pretty surprised when the enemies army started _outside_ the walls. I stormed a mountain fort, and had to walk down a narrow courtyard surrounded by 4 towers. Ouch.
I'm not sure yet if it's worth the points, but now that Storm doesn't stop all missile fire such aspects may well be important. The Mountain Citadel would have to be _damn_ good on defensive to make it worth it however! So would the Dark Citadel for that matter.
Psitticine
October 30th, 2003, 12:27 AM
That not-transforming-back/losing-items thing is definitely a bug. (No Machakan pun intended!) We bumped into it with the Machakans in testing and thought it had been squashed because it hadn't popped up again. Rats! http://forum.shrapnelgames.com/images/icons/icon9.gif
PvK
October 30th, 2003, 03:55 AM
* The images of magic items on my computer are wiggly - every six pixels rows or so the image wiggles one pixel left or right, so all the swords and spears appear wavy, etc.
* I had a unit who had routed from battle, but several months later I was viewing his stats outside of battle, and it showed he had a -4 to defense due to routing. I don't think this had any actual effect during combat, but was just a display bug on the unit stats screen.
* Nit-picky graphic thing: When a battle message is viewed, there is a neat "zoom in on the province" effect, but the table grain doesn't zoom in - just the map.
* There isn't always blood shown when units get impaled and hurt by spears.
PvK
Calanor
October 30th, 2003, 04:21 AM
As Jotunheim, I animated a Revenant. To my surprise, the Revenant started to gobble up supplies (OK, just 1 unit, actually).
Just to verify this, I moved the Revenant back and forth between two provinces - whenever he left, the supply upkeep in the province was lowered by one and whenever he returned it went up again.
Chris Byler
October 30th, 2003, 04:05 PM
Originally posted by PvK:
* The images of magic items on my computer are wiggly - every six pixels rows or so the image wiggles one pixel left or right, so all the swords and spears appear wavy, etc.
<font size="2" face="sans-serif, arial, verdana">Hmm, doesn't look that way on mine (Win XP Pro). What OS are you using?
* I had a unit who had routed from battle, but several months later I was viewing his stats outside of battle, and it showed he had a -4 to defense due to routing. I don't think this had any actual effect during combat, but was just a display bug on the unit stats screen.
<font size="2" face="sans-serif, arial, verdana">Dom I had this bug too.
* Nit-picky graphic thing: When a battle message is viewed, there is a neat "zoom in on the province" effect, but the table grain doesn't zoom in - just the map.
<font size="2" face="sans-serif, arial, verdana">Wow, I didn't even notice - and I started next to a map edge.
* There isn't always blood shown when units get impaled and hurt by spears.
PvK <font size="2" face="sans-serif, arial, verdana">On the other hand, there is blood shown when units take poison damage.
I posted this on another thread - the Crystal Heart doesn't go away when it revives its owner, so it can revive them again and again and again. World's funniest battle replay - a diseased, blind, weakened, chest wounded, mute, feebleminded, one-armed Freak Lord surrounded by blessed berserk Hunter Spiders, scorpion beasts, cave drakes, etc., getting killed a couple of times a round (plus once more for poison), but still not staying dead so the battle doesn't end. Eventually my army routed from Flying Shard friendly fire and their arrow towers.
Pocus
October 30th, 2003, 04:13 PM
thats perhaps a feature, but sometime I can swear that some of my units dont move their full AP.
Nagot Gick Fel
October 30th, 2003, 04:28 PM
Originally posted by Pocus:
thats perhaps a feature, but sometime I can swear that some of my units dont move their full AP. <font size="2" face="sans-serif, arial, verdana">That happened pretty often in Doms 1 too.
Nagot Gick Fel
October 30th, 2003, 04:32 PM
If I understand his description well, the God of Fertility is supposed to increase growth in the province he's in, or maybe even in all his dominion? Yet I didn't notice any pop increase with growth 0. So is it another bug, or how is this bonus supposed to work?
Kristoffer O
October 30th, 2003, 04:52 PM
Originally posted by Nagot Gick Fel:
If I understand his description well, the God of Fertility is supposed to increase growth in the province he's in, or maybe even in all his dominion? Yet I didn't notice any pop increase with growth 0. So is it another bug, or how is this bonus supposed to work? <font size="2" face="sans-serif, arial, verdana">He gives extra supplies. From his cornucopia. I'll check out if there is another effect, I do not recall off hand.
Edit: There is no effect but the supplies, the description is just fluff.
[ October 30, 2003, 15:07: Message edited by: Kristoffer O ]
apoger
October 30th, 2003, 05:11 PM
. I'll check out if there is another effect, I do not recall off hand.
Edit: There is no effect but the supplies, the description is just fluff.<font size="2" face="sans-serif, arial, verdana">I did some testing on this as well, and concur that there is no extra effect.
The fertility lords text description is VERY confusing and the reference that implies that he aids growth should be removed.
Saber Cherry
October 30th, 2003, 06:38 PM
Originally posted by apoger:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">. I'll check out if there is another effect, I do not recall off hand.
Edit: There is no effect but the supplies, the description is just fluff.<font size="2" face="sans-serif, arial, verdana">I did some testing on this as well, and concur that there is no extra effect.
The fertility lords text description is VERY confusing and the reference that implies that he aids growth should be removed. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">No, it should NOT be removed - it should be implemented! http://forum.shrapnelgames.com/images/icons/tongue.gif That would be awesome, and I'd probably pick him in that case.
-Cherry
PvK
October 30th, 2003, 06:50 PM
Originally posted by Chris Byler:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by PvK:
* The images of magic items on my computer are wiggly - every six pixels rows or so the image wiggles one pixel left or right, so all the swords and spears appear wavy, etc.
<font size="2" face="sans-serif, arial, verdana">Hmm, doesn't look that way on mine (Win XP Pro). What OS are you using?
... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Win98SE, but I figured this one out. I had the "filter quality" video preference set to "None", in an attempt to improve frame-rate. It actually has no effect on my frame-rate, and when I turn up the filter quality, the wobbly swords smooth out nicely.
PvK
Saber Cherry
October 30th, 2003, 08:18 PM
I had this message:
"A plague has struck. Empty cabins and rotting corpses litter the landscape."
Ironically, there were no unburied corpses in the province after getting that message. I would expect a whole bunch of them, so I suspect this is a bug.
Pocus
October 30th, 2003, 08:31 PM
in doms I the message was pretty generic : you could have this message in Ermor-levelled provinces which had no pop to begin with for example.
Pocus
October 30th, 2003, 08:49 PM
when I use this command line
"C:\Program Files\dominions2demo\dom2demo.exe" -fps 100
I have the program run in windowed mode, with a small window opening labelled 'dominions 2 performance test' and then : loadmalloc : cant open /maps/julmap.tga
How to let the program use the -fps option?
LordArioch
October 30th, 2003, 08:58 PM
Try --fps 100
That works for me...well...it lets me hit an astounding max of 52 on very low detail.
Saber Cherry
October 30th, 2003, 08:59 PM
I had an "Eyes of the Lord" priest and my 4-holy unarmored prophet in a battle against a small Abyssian army. Both were in the very back, behind 50 archers and 20 hoplites. Each had orders to "Cast spells" (I think). But, after casting a few spells like bless and fanatacism, they rushed halfway across the field to attack the routing Abyssians, got mixed up in the front lines, and were slaughtered by my archers. They were my only 2 losses.
I think unarmored mages and priests should never rush into melee, under any condition, unless you specifically order them to! If the spell AI can't find a good spell to cast, just have them sit there, not attack.
-Cherry
johan osterman
October 30th, 2003, 09:39 PM
Originally posted by Saber Cherry:
I had an "Eyes of the Lord" priest and my 4-holy unarmored prophet in a battle against a small Abyssian army. Both were in the very back, behind 50 archers and 20 hoplites. Each had orders to "Cast spells" (I think). But, after casting a few spells like bless and fanatacism, they rushed halfway across the field to attack the routing Abyssians, got mixed up in the front lines, and were slaughtered by my archers. They were my only 2 losses.
I think unarmored mages and priests should never rush into melee, under any condition, unless you specifically order them to! If the spell AI can't find a good spell to cast, just have them sit there, not attack.
-Cherry <font size="2" face="sans-serif, arial, verdana">Perhaps they went berserk, commanders and spellcasters in particular should not behave in the way you descibe, unless under order to do so. Did your pretender have nature 4+, and the abysians any missile troops?
PvK
October 30th, 2003, 09:42 PM
I would add that your archers probably shouldn't have fired wrecklessly enough to wipe out your ace units like that.
Having played a bit of Doms II now, I think that my #1 Doms I gripe (and almost my only Doms I gripe) still needs some work: friendly fire. I think it may have improved in Doms II, but I think it would greatly improve the game to add some logic so that missile units prefer targets that have no chance of accidentally hitting friendly units, and that only fire near friendlies in extreme circumstances (no safe target, enemy is not fleeing, enemy is dangerous, enemy can be easily hurt by missile attack, nearby friendly units are low value and/or unlikely to be hurt by missile attack).
I have seen several battles already where most or all of one side's losses are due to friendly fire when there were safe targets available, or when the target enemy was routing anyway.
PvK
Chris Byler
October 30th, 2003, 11:55 PM
Originally posted by PvK:
I would add that your archers probably shouldn't have fired wrecklessly enough to wipe out your ace units like that.
Having played a bit of Doms II now, I think that my #1 Doms I gripe (and almost my only Doms I gripe) still needs some work: friendly fire. I think it may have improved in Doms II, but I think it would greatly improve the game to add some logic so that missile units prefer targets that have no chance of accidentally hitting friendly units, and that only fire near friendlies in extreme circumstances (no safe target, enemy is not fleeing, enemy is dangerous, enemy can be easily hurt by missile attack, nearby friendly units are low value and/or unlikely to be hurt by missile attack).
I have seen several battles already where most or all of one side's losses are due to friendly fire when there were safe targets available, or when the target enemy was routing anyway.
PvK <font size="2" face="sans-serif, arial, verdana">Yeah, I agree. Too many times, a company of archers will fire at one enemy surrounded by 20 allies - and of course 90% of their fire will hit my guys. Now, if they're berserkers, that's not all bad, but usually, it makes archers dangerous to deploy at all, because their fire discipline is so terrible.
It's worse now that you can't order them to "fire mages" or "fire commanders" - they are both less useful and more dangerous. Please implement a "fire safe" order, that will only fire at enemies that are sufficiently far from any friendly (and possibly move closer if there aren't any good targets - the closer they get, the less scatter and therefore the more targets can be considered "safe".)
Saber Cherry
October 30th, 2003, 11:59 PM
Originally posted by johan osterman:
Perhaps they went berserk, commanders and spellcasters in particular should not behave in the way you descibe, unless under order to do so. Did your pretender have nature 4+, and the abysians any missile troops? <font size="2" face="sans-serif, arial, verdana">No, the Abyssians just had Abyssians and humanbreds, and my pretender has fire and earth. As far as I can tell, my priests sat their and cast spells while appropriate, but once they could not find any useful spells to cast, they rushed in to fight. I know I did not have them set on "attack", and I also know they were not berserked (I've seen DomII berserked units).
In a different battle, I had a scout in the back with (hold)5x-(stay behind troops) orders. After holding for 5 rounds, he rushed out and attacked also. He survived, though.
[ October 30, 2003, 22:00: Message edited by: Saber Cherry ]
licker
October 31st, 2003, 12:03 AM
A fire safe order, as Chris suggests would be great. Some units should also get a designation as non combatants I think, that way they'd never attempt to engage an enemy unless berzerked.
Saber Cherry
October 31st, 2003, 12:03 AM
Originally posted by PvK:
I have seen several battles already where most or all of one side's losses are due to friendly fire when there were safe targets available, or when the target enemy was routing anyway.<font size="2" face="sans-serif, arial, verdana">Agreed. I would like a "Fire at non-routing enemies only" command. This would allow fire to focus on enemies that are still a threat, and protect your units from the catastrophic end-battle friendly fire losses, where your quick, light troops get rained on as they pursue the fleeing enemies. I've wounded my gods with crossbows in this situation.
[ October 30, 2003, 22:03: Message edited by: Saber Cherry ]
apoger
October 31st, 2003, 12:24 AM
I just ran a battle where a dragon casting personal regeneration never regained health.
Also the dragon routed and did not have a place to go. There was no mention of the dragons death anywhere, although it did perish.
IW, if you want I can send in the turn file.
HJ
October 31st, 2003, 01:24 AM
Originally posted by Saber Cherry:
As far as I can tell, my priests sat their and cast spells while appropriate, but once they could not find any useful spells to cast, they rushed in to fight. <font size="2" face="sans-serif, arial, verdana">I've had a somewhat similar case happen to me earlier today. My pretender casts breath of winter as his first nonscripted spell. And then, one of the spellcasters behind him who was too fatigued to cast anymore (98fat) starts running back and forth, and eventually runs into the cold clowd and dies. I lost three magic items and a HoF hero because of that. Why couldn't he just stay put and wait for the fatigue to recover, instead of running around and wasting even more of that same fatigue?
PvK
October 31st, 2003, 01:31 AM
Maybe he was trying to stay warm? Or dodge arrows? Or confuse the enemy? http://forum.shrapnelgames.com/images/icons/icon12.gif
That's another tac AI suggestion from Doms I though - it might be good to let the AI avoid walking into existing damage zones, such as posion gas clouds etc.
For example, the AI will create formations of Hydras with human troops, who tend to die from the Hydras' poison gas clouds, even by rushing into them when they wouldn't have to.
I suppose that might be partly considered part of the abstract nature of the tactical combat resolution. At least, though, it would be a suggestion for how the AI might be improved - the AI players could have their formations avoid placing area affect units near other friendlies whom they can hurt.
Although, for all I know this has been improved in Doms II - so far I've been lucky enough not to run into such things in Doms II.
PvK
HJ
October 31st, 2003, 01:34 AM
Originally posted by PvK:
Maybe he was trying to stay warm? Or dodge arrows? Or confuse the enemy? http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="sans-serif, arial, verdana">It was a cold cloud actually (breath of winter) http://forum.shrapnelgames.com/images/icons/icon12.gif .... Maybe he wanted to get a better view of the routing enemy army (it was the Last turn of the combat), and the manticore was blocking it? http://forum.shrapnelgames.com/images/icons/icon10.gif
Well, now I laugh but it wasn't very funny in the game.... http://forum.shrapnelgames.com/images/icons/icon9.gif
[ October 30, 2003, 23:36: Message edited by: HJ ]
PvK
October 31st, 2003, 01:53 AM
Heh, yeah, I was thinking maybe he got cold from the nearby spell, and decided to pace back and forth to get warmer, and (like all AI units) didn't see the zone of death. http://forum.shrapnelgames.com/images/icons/icon12.gif
But ya, it can be sad when one's heroes die, and it frequently happens in unexpected ways. It's part of the joy and agony of Dominions. In fact, I spend a lot of my time paying attention to my heroes and trying (often in vain) to have them see action yet keep them alive.
PvK
NTJedi
October 31st, 2003, 03:46 AM
*************
Another Design Bug :
Melee units are able to attack rear units {this is fine}
Archers cannot fire at rear units and we're stuck with fire at archers.
~Sometimes there is no enemy archers. http://forum.shrapnelgames.com/images/icons/icon9.gif
~~Hopefully this gets fixed in a patch because it would save the lives of friendly units!
Thanks ~
[ October 31, 2003, 01:50: Message edited by: NTJedi ]
johan osterman
October 31st, 2003, 04:06 AM
Originally posted by NTJedi:
*************
Another Design Bug :
Melee units are able to attack rear units {this is fine}
Archers cannot fire at rear units and we're stuck with fire at archers.
~Sometimes there is no enemy archers. http://forum.shrapnelgames.com/images/icons/icon9.gif
~~Hopefully this gets fixed in a patch because it would save the lives of friendly units!
Thanks ~ <font size="2" face="sans-serif, arial, verdana">This is no design bug. It is an intentional feature. The idea is that it is hard to target at the rear since you do not know exactly where they are, but as you outflank you can discover what is on the other side of the enemy lines. It is also intended to combat what illwinter percieved to be the somehwat cheesy dom 1 tactic of putting all you archers on fire magic Users or commander. Thius was especially potent against indeps.
Daynarr
October 31st, 2003, 10:56 AM
Originally posted by NTJedi:
*************
Another Design Bug :
Melee units are able to attack rear units {this is fine}
Archers cannot fire at rear units and we're stuck with fire at archers.
~Sometimes there is no enemy archers. http://forum.shrapnelgames.com/images/icons/icon9.gif
~~Hopefully this gets fixed in a patch because it would save the lives of friendly units!
Thanks ~ <font size="2" face="sans-serif, arial, verdana">Good alternative is to order them Fire/None order. They will choose their target, which sometimes can even be enemy commander. They usually choose their target better with that order.
st.patrik
October 31st, 2003, 04:41 PM
Originally posted by Pocus:
while we are at battle orders, I have a request:
Can we have units on bodyguard order fire their missiles weapons? We had already a discussion on the newsgroup about that, but got no feeback from IW, so perhaps there is a design decision about this.
My opinion is that allowing units on bodyguard to fire missiles would fix 2 problems at once:
1- it dont appears logical that - say velites - on bodyguards never use their pilum.
2 - more importantly, it would fix the problem of seeing our archers running to the front to get in range of the enemy, just to be caught in melee the next round because of advancing opponents. In essence, this would allow the much requested order of :
'fire, or stand still until you have somebody in range, you stupid archers!'.
Thank you for your time. <font size="2" face="sans-serif, arial, verdana">This should be added to the MASTER LIST. I will quote your message over there.
Nagot Gick Fel
October 31st, 2003, 07:13 PM
What about the dominion scales bug I reported earlier in this thread? Unless I'm mistaken, none of the devs provided an explanation yet (?). I've seen it happen at least 5 times so far, out of maybe 15-20 games, so I can't believe noone else noticed it.
Bug description: some of your dominion scales are reset to non-optimal values (usually zero) in your capital as soon as turn #2. It is possible only some scales are affected. So far I've seen:
Order: +3 -> 0
Production: +3 -> 0 (often) or +1 (sometimes)
Growth: +3 -> 0
Luck/Unluck: no change
Magic/Drain: no change
Heat/Cold: sometimes vary by +1/-1, but I assume these changes are seasonal effects.
Of course these changes affect income, production and growth. So that's a major issue.
HJ
October 31st, 2003, 08:51 PM
Originally posted by Nagot Gick Fel:
Wasteland Survival: unlike 'Forest Survival', does not seem to give movement bonuses, only extra supplies. The Moloch has it. But he also has the 'Need not Eat' ability - so what is WS good for for him? <font size="2" face="sans-serif, arial, verdana">Good point.
Btw, I guess wastelands do not incur movement penalties, and that's why their survival skill is not related to the movement?
[ October 31, 2003, 20:41: Message edited by: HJ ]
Pocus
November 1st, 2003, 02:13 AM
while we are at battle orders, I have a request:
Can we have units on bodyguard order fire their missiles weapons? We had already a discussion on the newsgroup about that, but got no feeback from IW, so perhaps there is a design decision about this.
My opinion is that allowing units on bodyguard to fire missiles would fix 2 problems at once:
1- it dont appears logical that - say velites - on bodyguards never use their pilum.
2 - more importantly, it would fix the problem of seeing our archers running to the front to get in range of the enemy, just to be caught in melee the next round because of advancing opponents. In essence, this would allow the much requested order of :
'fire, or stand still until you have somebody in range, you stupid archers!'.
Thank you for your time.
Nagot Gick Fel
November 1st, 2003, 05:40 AM
Just noticed that the 2 new sharks units (815 & 816) have slots for hands, head, body and feet ;-)
Wendigo
November 1st, 2003, 11:03 PM
Originally posted by Nagot Gick Fel:
Heat/Cold: sometimes vary by +1/-1, but I assume these changes are seasonal effects.
[/QB]<font size="2" face="sans-serif, arial, verdana">I am not so sure it's a seasonal thing, or if it is, it seems out of synch:
Playing Niefelheim with a +3cold scale in the current turn (early fall I think) I have +1heat at the capitol while the temperature scale is cold all over my dominion.
-Storm-
November 2nd, 2003, 12:50 AM
Originally posted by Nagot Gick Fel:
What about the dominion scales bug I reported earlier in this thread? Unless I'm mistaken, none of the devs provided an explanation yet (?). I've seen it happen at least 5 times so far, out of maybe 15-20 games, so I can't believe noone else noticed it.
Bug description: some of your dominion scales are reset to non-optimal values (usually zero) in your capital as soon as turn #2. It is possible only some scales are affected. So far I've seen:
Order: +3 -> 0
Production: +3 -> 0 (often) or +1 (sometimes)
Growth: +3 -> 0
Luck/Unluck: no change
Magic/Drain: no change
Heat/Cold: sometimes vary by +1/-1, but I assume these changes are seasonal effects.
Of course these changes affect income, production and growth. So that's a major issue. <font size="2" face="sans-serif, arial, verdana">Dude, you should know, that the devs won't reply usually. Just check out an threads about the AI...they didn't made a single reply..
Pocus
November 2nd, 2003, 08:43 AM
Originally posted by Nagot Gick Fel:
What about the dominion scales bug I reported earlier in this thread?
(snip)
Of course these changes affect income, production and growth. So that's a major issue. <font size="2" face="sans-serif, arial, verdana">I have not seen it, but have made only 4 serious testbeds. Will watch for it though. Does it appears later or only in the very first turn? Only on your capitol?
Nagot Gick Fel
November 2nd, 2003, 08:54 AM
Originally posted by Pocus:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Nagot Gick Fel:
What about the dominion scales bug I reported earlier in this thread?
(snip)
Of course these changes affect income, production and growth. So that's a major issue. <font size="2" face="sans-serif, arial, verdana">I have not seen it, but have made only 4 serious testbeds. Will watch for it though. Does it appears later or only in the very first turn? Only on your capitol? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">So far I've seen it happen only in the capital just after I submitted my first turn.
Pocus
November 2nd, 2003, 09:49 AM
I think it is related to your bug :I have my Abysia design at 184 pounds of gold for a 30.000 pop province.
At turn 1, before processing I'm at 184.
Starting from turn 2, and up to turn 7, it fell to 162.
At turn 8, it went back to 184 (I have 0 growth, so pop didnt change, and unrest always remained at 0).
Kinda strange.
Nagot Gick Fel
November 2nd, 2003, 10:05 AM
Originally posted by Pocus:
I think it is related to your bug :I have my Abysia design at 184 pounds of gold for a 30.000 pop province.
At turn 1, before processing I'm at 184.
Starting from turn 2, and up to turn 7, it fell to 162.
At turn 8, it went back to 184 (I have 0 growth, so pop didnt change, and unrest always remained at 0).
Kinda strange. <font size="2" face="sans-serif, arial, verdana">Did you check your scales? In my case, some of them were reset in turn #2, but after that they started to revert to their original values.
Pocus
November 2nd, 2003, 10:35 AM
yes, and it remained at the same values, but gold decreased.
???
Nerfix
November 2nd, 2003, 04:00 PM
Elemental Hauberk gives you 100% protection from elements...
This migth not be a bug, but this is quite unbalancing.
If you make an Anathemant Dragon your prophet, you'll get description of a Warlock.
Pocus
November 2nd, 2003, 05:36 PM
I have this "cannot create temp file" too in solo play, and then the game crash. The error log dont give any clue.
geo981010
November 2nd, 2003, 10:37 PM
Bug:
Niefel Jotun starts with the Illwinter spell, but if you try to cast it the demo Version it exits with the "Cannot cast this in demo Version!" msgbox.
I've gotten the scales problem too, primarily with low dominion pretenders (2-4). If you need a minimum candle dominion to get scales to a +3 amounts, I'd like to know cause that's a very big change!
Johan K
November 3rd, 2003, 01:14 AM
I have this "cannot create temp file" too in solo play, and then the game crash. The error log dont give any clue. <font size="2" face="sans-serif, arial, verdana">I see two possible reasons for this. Either the disk where your temp files are stored (usually c:) is full or some disk cleanup program has remove some of dominions temporary files.
Or maybe the temp folder is write protected, but it really shouldn't be that.
Argitoth
November 3rd, 2003, 02:19 AM
"Cannot Create Temp File"
This error appears almost everytime I run the turn script to end the turn of networked games.
This is only occuring on ONE of my networked game. This never occured before. I have no idea why it is occuring. Sometimes the error message appears and I have to restart the server, and sometimes it doesn't appear.
AND THIS IS PISSING ME OFF THAT I HAVE TO RESTART THE SERVER INSTEAD OF BEING ABLE TO TURN ON QUICKHOST!!!
Oh yeah, I forgot to mention that when the error message appears, the game exits out. This makes me have to restart the server and makes it so quickhost is pointless.
I created other servers and tested the server quickhost to see if that error message would appear. It doesn't. It is only happening to one of my servers. And who knows, another server might continually do this too.
[ November 02, 2003, 12:23: Message edited by: Argitoth ]
Treebeard
November 3rd, 2003, 04:31 AM
I was playing C'tis with the desert tombs theme (why it costs 200 points while Niefelheim costs 50 is beyond me) with a death 9 pretender, hoping that the fallen blessed sacred serpents would come back to live as tomb wyrms, but they didn't even return as souless...
Pocus
November 3rd, 2003, 10:29 AM
Originally posted by Johan K:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> I have this "cannot create temp file" too in solo play, and then the game crash. The error log dont give any clue. <font size="2" face="sans-serif, arial, verdana">I see two possible reasons for this. Either the disk where your temp files are stored (usually c:) is full or some disk cleanup program has remove some of dominions temporary files.
Or maybe the temp folder is write protected, but it really shouldn't be that. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I dont think lack of disk space can explain (I had 1.6 Go free as of now).
As for the temp file, where it is located? In the dominions directory, or elsewhere?
iRichard
November 3rd, 2003, 11:41 AM
Province A and B are neighbor.
A contains an Army (J) (Jotun big giants)
B contains an Army (M) (Machaka big spiders)
J ordered to conquer B
M ordered to conquer A
Result : both province conquered. no combat
Do you find it realistic that both armies can swap without clashing ?
EDIT : added "without clashing"
[ November 03, 2003, 09:42: Message edited by: iRichard ]
Pocus
November 3rd, 2003, 03:30 PM
for the windows API, you are using GetTempPath?
Kristoffer O
November 3rd, 2003, 07:44 PM
Originally posted by iRichard:
Province A and B are neighbor.
A contains an Army (J) (Jotun big giants)
B contains an Army (M) (Machaka big spiders)
J ordered to conquer B
M ordered to conquer A
Result : both province conquered. no combat
Do you find it realistic that both armies can swap without clashing ?
EDIT : added "without clashing" <font size="2" face="sans-serif, arial, verdana">This depends on the size of the armies. Large armies do clash, but smaller ones might cross the border at different places. It's not a bug.
http://forum.shrapnelgames.com/images/icons/icon7.gif
Wendigo
November 3rd, 2003, 07:58 PM
Not exactly a bug, rather a design oversight/simplification:
Niefel Jarls that cast Twiceborn 'shrink' down to human sized Wights upon death & revival, so the result is kind of unimpressive. http://forum.shrapnelgames.com/images/icons/icon7.gif
iRichard
November 3rd, 2003, 08:36 PM
This depends on the size of the armies. Large armies do clash, but smaller ones might cross the border at different places. It's not a bug.
<font size="2" face="sans-serif, arial, verdana">Well, I have to improve my army building skill and try again http://forum.shrapnelgames.com/images/icons/icon12.gif
Karacan
November 3rd, 2003, 09:58 PM
Got a bug or two myself:
Once, I am under the impression that friendly fire is a lot more evil than it used to be in Dominions I, but that might be just me.
Then, when successfully storming an enemy's castle (I have yet to fail a storm), there's no numbers in the message, like how many people I have lost, etc, even though its linked directly to a battle view.
In the demo Version, you can "info" an enemy nation via the score list, but if you do, the OK (the only avaiable option) is greyed out and when clicking it, I am informed I can't play this nation. Hmm. I never intended to, I was just taking a look. http://forum.shrapnelgames.com/images/icons/icon7.gif You have to close the window with ESC.
Hmm, I think I got two more bugs, but I forget about them while registering in this forum. :/
Johan K
November 4th, 2003, 02:57 AM
I dont think lack of disk space can explain (I had 1.6 Go free as of now).
As for the temp file, where it is located? In the dominions directory, or elsewhere? <font size="2" face="sans-serif, arial, verdana">I think it something like c:\windows\temp, but it may differ depending on the type of Windows used.
[ November 03, 2003, 12:57: Message edited by: Johan K ]
Karacan
November 4th, 2003, 12:24 PM
Now I remember again. (What a good night's sleep can do for you.)
First, there appears to be a minor issue with Umlaute... like ö, ü and ä. Ulm for one appears to use some, but they're never used in their units' names. I had two time a "Gnter" when I'm sure it should be Günter.
Then, there's obviously something wrong with targetting ranged attacks. I have an army with two powerful earth mages running around right now casting bladewinds. The 30+ projectiles always make a nice wide circle around the obvious designated target. I have three consecutive turnfiles saved where those mages engagte in battle against moderately sized squads (of ten to twenty enemy units).
It's very aesthetic, true, but somewhat lacks in purpose.
[ November 04, 2003, 10:25: Message edited by: Karacan ]
HJ
November 4th, 2003, 04:10 PM
Originally posted by Wendigo:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Nagot Gick Fel:
Heat/Cold: sometimes vary by +1/-1, but I assume these changes are seasonal effects.
<font size="2" face="sans-serif, arial, verdana">I am not so sure it's a seasonal thing, or if it is, it seems out of synch:
Playing Niefelheim with a +3cold scale in the current turn (early fall I think) I have +1heat at the capitol while the temperature scale is cold all over my dominion. [/QB]</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I don't know if it's a bug or not, but I think I've noticed these things as well. All other scales seem to be fairly stable, but the heat/cold scale seems to wobble in ways I cannot explain even later in the game. It's not in sync with seasons, and it happens even in a strong dominion in the middle of my provinces (meaning no enemy dominion near). Does it have something to do with terrain, or is it harder to get +3 cold in a province than it is to get +3 order?
Wendigo
November 4th, 2003, 04:59 PM
Karakan, try selecting your evocation-scripted mages among mages with a random (or not) pick in Nature or Air.
Have them open up with Eagle eyes or Aim before bLasting away.
Nagot Gick Fel
November 4th, 2003, 05:03 PM
Originally posted by HJ:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Wendigo:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Nagot Gick Fel:
Heat/Cold: sometimes vary by +1/-1, but I assume these changes are seasonal effects.
<font size="2" face="sans-serif, arial, verdana">I am not so sure it's a seasonal thing, or if it is, it seems out of synch:
Playing Niefelheim with a +3cold scale in the current turn (early fall I think) I have +1heat at the capitol while the temperature scale is cold all over my dominion. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I don't know if it's a bug or not, but I think I've noticed these things as well. All other scales seem to be fairly stable, but the heat/cold scale seems to wobble in ways I cannot explain even later in the game. It's not in sync with seasons, and it happens even in a strong dominion in the middle of my provinces (meaning no enemy dominion near). Does it have something to do with terrain, or is it harder to get +3 cold in a province than it is to get +3 order? [/QB]</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I think we have 2 separate bugs here. I too noticed the same heat/cold weirdness you report throughout the whole game. The other scale changes are less frequent (although I've seen them ~10 times now), and seem to happen only in the capital just after you submit your first turn.
From what I've seen so far my conclusion is: positive order/production/growth scales can sometimes be reset to zero in your capital in turn #2, and when it happens it affects all said scales. These scales will then tend to revert to their natural values as your dominion kicks in.
tka
November 4th, 2003, 05:21 PM
Burning Pearl gives fire protection(100).
I think it should be less...
Saber Cherry
November 4th, 2003, 08:06 PM
Or cost more. Currently, the rings still seem pretty worthless... if you can get protection AND another effect in one slot for 5 gems, why would you bother with a 5-gem ring that only provides protection?
Nerfix
November 4th, 2003, 08:23 PM
I think IW has said that most of the items shouldn't give 100% prot from fire/shock/ice/poison. Must be somekind of leftovers from time before percentual resistances...
HJ
November 4th, 2003, 09:46 PM
Originally posted by Nerfix:
I think IW has said that most of the items shouldn't give 100% prot from fire/shock/ice/poison. Must be somekind of leftovers from time before percentual resistances... <font size="2" face="sans-serif, arial, verdana">Elemental armor definitely seems like one....
Pocus
November 5th, 2003, 08:27 AM
another bug (or is it a strange work as designed feature?):
mixing units (in same formation) with missiles capability (velites) and units without, will prevent the first Category to fire.
velites + triari
peltasts + hoplites
etc.
Karacan
November 5th, 2003, 12:18 PM
Originally posted by Wendigo: Have them open up with Eagle eyes or Aim before bLasting away. <font size="2" face="sans-serif, arial, verdana">Ah, true, but the point is that I perceive it to be much harder to cast a perfect circle with half a hundred blades, than an even covering of a great area, as the spell suggests. Instead, it's a nice concentric ring quite obviously surrounding my mage's designated target, which looks fairly ridiculous with the Blade Wind spell in particular.
I still believe there's something pretty odd with the "missing" algorithm. It currently looks like something like: "If (precision smaller than specific number) and (range greater than another specific number) then set minimum distance for scattering around target to a third specific numer". Which doesn't make much sense to simulate scatternig.... It's not as obvious with arrows, or with other mass projectile spells, like flying shards. Just Bladweind seems to suffer from that, I guess an additional scatter routine seems to miss...
Pocus
November 5th, 2003, 05:57 PM
demonbred are not demons as of now, but one named as prophet get the demonic ability.
LordArioch
November 5th, 2003, 10:08 PM
I think there's a bug where you can get the hydra hatchlings if you take over pythium's capital.
Also somewhat OT of bugs, but a virtue with 10 air is pretty accurat with those spells. I do agree that the "ring surrounding target army" doesnt seem quite like what should happen with fire flies and such spells.
Nerfix
November 5th, 2003, 10:19 PM
Originally posted by LordArioch:
Also somewhat OT of bugs, but a virtue with 10 air is pretty accurat with those spells.<font size="2" face="sans-serif, arial, verdana">Uhhhh sir, precision over 10 has been boosted to give more results...
10 Air Virtue has something like 23 precision...
1+1=Virtue has a good prec and it is a feature
LordArioch
November 6th, 2003, 12:04 AM
I realize that...but its still fun to see a 10 air 10 fire virtue kill hundreds of units from a long distance with incredibly precise fire darts (25 precision)
Expensive but you get a super combat support mage. http://forum.shrapnelgames.com/images/icons/icon7.gif And you dont really need ten in either, I'm just excessive.
Nerfix
November 6th, 2003, 03:23 PM
Originally posted by Pocus:
why not giving him a air 3 water 1 need? Now that would be difficult to forge it, which should be justified (and water is still in theme with the storm) <font size="2" face="sans-serif, arial, verdana">But it would still be open for Caelum...
Pocus
November 6th, 2003, 03:45 PM
right. The best solution would be to push him back to construction 6. I dont quite understand why it was lowered to 4.
licker
November 6th, 2003, 05:59 PM
As posted elsewhere (but this is the offial palace for bugs? http://forum.shrapnelgames.com/images/icons/icon12.gif )
The naga's cost for new paths is wrong (it should be 20, but it costs 30) the golden naga is ok.
Undead are becoming diseased in a miasma domain, though the effects of disease do not appear to affect them. Maybe this is intentional? But does it lead to the diseased undead spreading disease to the supposedly immune cold blooded units?
Nagot Gick Fel
November 6th, 2003, 07:00 PM
Originally posted by licker:
Undead are becoming diseased in a miasma domain, though the effects of disease do not appear to affect them. Maybe this is intentional? But does it lead to the diseased undead spreading disease to the supposedly immune cold blooded units? <font size="2" face="sans-serif, arial, verdana">Same as in Doms 1. Undead may get diseased, but it has no effect on them (disease actually works as a "joker" card for them). Your other troops are safe as well, the diseasing effect of units like mummies or some crossbreds works differently.
licker
November 6th, 2003, 07:06 PM
Originally posted by Nagot Gick Fel:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by licker:
Undead are becoming diseased in a miasma domain, though the effects of disease do not appear to affect them. Maybe this is intentional? But does it lead to the diseased undead spreading disease to the supposedly immune cold blooded units? <font size="2" face="sans-serif, arial, verdana">Same as in Doms 1. Undead may get diseased, but it has no effect on them (disease actually works as a "joker" card for them). Your other troops are safe as well, the diseasing effect of units like mummies or some crossbreds works differently. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ok, well that's good to know, but I'd ask then what's the point of showing the affliction on them? Besides confusing me http://forum.shrapnelgames.com/images/icons/icon12.gif
Nagot Gick Fel
November 6th, 2003, 07:32 PM
Originally posted by licker:
Ok, well that's good to know, but I'd ask then what's the point of showing the affliction on them? Besides confusing me http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="sans-serif, arial, verdana">Maybe that's an inocuous form of osteoporosis? http://forum.shrapnelgames.com/images/icons/icon12.gif
Tiltowait
November 6th, 2003, 07:50 PM
The magic item Dancing Trident is supposed to fight seperately, yet it counts as a weilded weapon and subtracts it's length from my abysian assassin's attack skill. Shouldent this misc. item have it's own base attack skill (12 or something?)
PvK
November 6th, 2003, 08:01 PM
I don't know if this has been reported before, or if it's a feature I don't know about rather than a bug, but my Arco Shedu pretender died, and returned with no magic (expected) and when I check the empowerment costs, they are 50 for any of the magic fields. The description says new paths cost 80, so I expected them to all say 80, or all 80 except perhaps the ones it starts with, which might be lower.
BTW, as a point of possible general interest (non-bug) he died when he flew into any enemy group of about 15 crossbowmen. I thought they'd get squashed and flee, but they held and managed to chop him up with swords - he probably got fatigued from squashing folks.
PvK
Nagot Gick Fel
November 6th, 2003, 08:46 PM
Originally posted by PvK:
I don't know if this has been reported before, or if it's a feature I don't know about rather than a bug, but my Arco Shedu pretender died, and returned with no magic (expected) and when I check the empowerment costs, they are 50 for any of the magic fields. The description says new paths cost 80, so I expected them to all say 80, or all 80 except perhaps the ones it starts with, which might be lower.<font size="2" face="sans-serif, arial, verdana">Feature not bug. The "new paths cost x" bit is relevant only in the initial design phase. Ingame, empowerment always costs 50 gems for the first level of magic. 2nd level always costs 30, extra levels cost 15 more than the previous one (45, 60, 75, etc.).
BTW, as a point of possible general interest (non-bug) he died ...<font size="2" face="sans-serif, arial, verdana">Excellent. Now you have a magic duel-immune pretender. http://forum.shrapnelgames.com/images/icons/icon10.gif
Pocus
November 6th, 2003, 09:52 PM
Warning, big bug coming!
step by step procedure to name your god as his prophet:
1- select all commanders of the province
2- click on the first one (not the god), order become prophet
3- notice that your god is ordered to be his own prophet
4 - deselect everybody but the god
Proceed to the next turn, and enjoy (x4 max HP).
Ought to be fixed, IMHO http://forum.shrapnelgames.com/images/icons/icon7.gif
Nagot, dont use the trick in our oncoming pbem, lest I do the same http://forum.shrapnelgames.com/images/icons/tongue.gif
Nagot Gick Fel
November 6th, 2003, 10:08 PM
Originally posted by Pocus:
Nagot, dont use the trick in our oncoming pbem, lest I do the same http://forum.shrapnelgames.com/images/icons/tongue.gif <font size="2" face="sans-serif, arial, verdana">Don't worry, I'll wait for you to proclam your prophet before I do the same. http://forum.shrapnelgames.com/images/icons/icon10.gif
Pocus
November 7th, 2003, 02:58 AM
staff of storm is now only a level 4 construction item. With his secondary effect (cast lightning), its a far superior item to say a wand of fireball. Even with only the storm effect (ground flyers, worsen precision of missiles IIRC), a level 6 would be justified.
Please reconsider the item.
Pocus
November 7th, 2003, 02:59 AM
why not giving him a air 3 water 1 need? Now that would be difficult to forge it, which should be justified (and water is still in theme with the storm)
Pocus
November 7th, 2003, 04:01 PM
new storm effect : bug or feature ?
the storm now divide by two the precision stat.Including the stat of the mages. This render all evocation spells far less useful in battle (they were unaffected by storm in dom1)
So was it planed?
Bawlfman
November 8th, 2003, 01:20 AM
I’m not sure this is a bug or if it’s been reported before…
I had a black hunter lose an arm, which left him his lance instead of his spear. If lances are single shot, he should keep his spear instead. Or does it randomly decide which to lose and I got unlucky?
Johan K
November 8th, 2003, 02:54 AM
Originally posted by Pocus:
step by step procedure to name your god as his prophet: <font size="2" face="sans-serif, arial, verdana">That sounds just awful. Don't do that! http://forum.shrapnelgames.com/images/icons/icon12.gif
HJ
November 9th, 2003, 01:06 AM
I've noticed that Prince of death and Dracolich pretenders are not poison resistant even though they are undead, while all other undead pretenders (that we're able to see so far) are. I guess this is a design choice, but I thought it doesn't hurt pointing out in case that it isn't.
Cheers
Taqwus
November 9th, 2003, 06:00 AM
Minor bit of silliness: It looks a bit odd to have more than 100% resistance to an elemental attack form.
Are you now supposed to be able to recruit troops while under siege? I don't recall this being allowed in the first game, but it seems you can now.
The description for the Prince of Death calls him a demon prince, but he's tagged undead instead of demon.
If dragon scale mails have been downgraded to only provide single-element "partial" protection, as the game text suggests, will they still be "very powerful magic items"? Maybe if prot jumps, or defence and encumberance penalties go to 0.
Nagot Gick Fel
November 9th, 2003, 06:41 PM
Originally posted by Taqwus:
The description for the Prince of Death calls him a demon prince, but he's tagged undead instead of demon.<font size="2" face="sans-serif, arial, verdana">Being both would make sense IMO.
Chris Byler
November 9th, 2003, 11:29 PM
Originally posted by Taqwus:
Minor bit of silliness: It looks a bit odd to have more than 100% resistance to an elemental attack form.
Are you now supposed to be able to recruit troops while under siege? I don't recall this being allowed in the first game, but it seems you can now.
The description for the Prince of Death calls him a demon prince, but he's tagged undead instead of demon.
If dragon scale mails have been downgraded to only provide single-element "partial" protection, as the game text suggests, will they still be "very powerful magic items"? Maybe if prot jumps, or defence and encumberance penalties go to 0. <font size="2" face="sans-serif, arial, verdana">Also, if the elemental hauberk stays at 100% resistance to fire, cold and lightning, it should definitely go to level 6 (or even 8). On the other hand, I would prefer to see it stay level 4 but drop to 50% fire, cold and lightining resistance. I don't think any non-artifact should confer 100% resistance to more than one element (and even one 100% should be pretty rare).
Saber Cherry
November 12th, 2003, 01:08 AM
My Slayer was set to retreat by accident, and ran away while attempting to assassinate a commander. Are assassins supposed to retreat from assassination attempts if set to "retreat"? If so, that should be changed, because they die immediately... thus there is no situation where such behavior is desirable. Neither side should retreat no matter what their orders are.
Kristoffer O
November 12th, 2003, 08:14 PM
Noone is supposed to retreat in an assassination, the assassin least of all.
Kaljamaha
November 13th, 2003, 04:24 PM
Here's one I couldn't find mentioned before:
The resource counter for provinces, when recruiting troops, doesn't take into account resources already commited to a unit on previous turns. For example:
I was playing with Blood of Humans Abysia. My province had 96 resources. I was recruiting light infantry that cost 12 resources. I started recruinting with no units on the queue, and ended up with -1 resources (also recruited a commander that turn), one resource short of the Last infantry. Ok, fine. Next turn, however, the counter listed available resources as 84, with only the one light infantry from the previous turn in the queue. I should have shown 95, since 11 of those resources had already been "paid for".
Anyway, I put seven light infantry on the queue until the resources showed a flat zero. I calculated that I still should have 11 resources left, so I put another 11 resouce light infantry on the queue. The counter showed -11 resources. Lo and behold! All of the units were built next turn.
I guess this is a minor issue, but it would be nice to see the real situation, as it allows you to really optimize your production by squeezing a few more cheap units into a turn.
K.
PhilD
November 13th, 2003, 07:57 PM
Originally posted by Kaljamaha:
Here's one I couldn't find mentioned before:
The resource counter for provinces, when recruiting troops, doesn't take into account resources already commited to a unit on previous turns.
<font size="2" face="sans-serif, arial, verdana">On a similar note, when you try building a high-resource unit in a low-resource Province (like a Knight in a Prov with, say, 5 resource), the unit will get built over time, but turn after turn it doesn't show any progress - until the unit is built.
Basically, it's the same problem - the resources are actually used, but the counter doesn't update.
Saber Cherry
November 13th, 2003, 10:20 PM
I was blood-slaving, and had my slavers set to retreat in combat. The province was invaded, and some commanders retreated, but some did not, but I won the fight.
This led to 2 effects. First, some of the blood slaves rushed into combat. Second, after the battle, my casualties were listed as -3. Third, after battle, I had 6 blood slaves in the garrison. They are now bloodslave units... I cannot put them into a gembox anymore, but I can assign them to commanders. Unfortunately, they are essentially worthless (despite their 50 morale), and they take up supply.
-Cherry
licker
November 13th, 2003, 10:45 PM
Originally posted by Saber Cherry:
I was blood-slaving, and had my slavers set to retreat in combat. The province was invaded, and some commanders retreated, but some did not, but I won the fight.
This led to 2 effects. First, some of the blood slaves rushed into combat. Second, after the battle, my casualties were listed as -3. Third, after battle, I had 6 blood slaves in the garrison. They are now bloodslave units... I cannot put them into a gembox anymore, but I can assign them to commanders. Unfortunately, they are essentially worthless (despite their 50 morale), and they take up supply.
-Cherry <font size="2" face="sans-serif, arial, verdana">I had the same thing happen, had a combat where the BSes rushed the enemy (and died) combat loses of -8, then I had a few of the slaves sitting around doing nothing...
I did try to use them in a new combat, but the mage couldn't use the BS for anything other than a meat shield I suppose.
Saber Cherry
November 13th, 2003, 11:36 PM
It might be fun to Gift of Reason one of them, empower her in Blood, and turn her into a renegade ex-bloodslave slave-gatherer...=)
LordArioch
November 14th, 2003, 02:18 AM
So that explains the -3 losses. Strangely this did not happen when I had my blood slaves drive off the enemy one time, perhaps because the only commander in the area was from province defense.
Gandalf Parker
November 16th, 2003, 02:48 AM
you might use them as patrollers. Are they fast?(that boosts patrolling)
Speaking of which (back to subject) I know harpys were downgraded back in Dom1 to not being extra-good patrollers but then you made speed a factor. Harpys have a speed of 4? did they have to be downgraded that far?
Also for some reason the Pangaea Longbows (centaurs) dont have an option to fire at rearmost
Taqwus
November 16th, 2003, 04:17 AM
Originally posted by Saber Cherry:
It might be fun to Gift of Reason one of them, empower her in Blood, and turn her into a renegade ex-bloodslave slave-gatherer...=) <font size="2" face="sans-serif, arial, verdana">That's possibly even more warped than what I did once in Dom I -- summon scads of werewolves, hand out sanguine dowsing rods, and have 'em look for victims. http://forum.shrapnelgames.com/images/icons/icon12.gif
Pocus
November 16th, 2003, 08:48 AM
the blood slaves bug date back from doms I and has never been fixed. Not a big deal anyway.
Saber Cherry
November 16th, 2003, 10:39 AM
Originally posted by Pocus:
the blood slaves bug date back from doms I and has never been fixed. Not a big deal anyway. <font size="2" face="sans-serif, arial, verdana">Yes it is, I want them back in my gembox!! =)
The only time I saw a leader take bloodslaves underwater, they stayed safe in their gembox during battle. Which is good, cause they'd drown otherwise. Conceptually it's a little strange, though=)
st.patrik
November 16th, 2003, 10:45 PM
two things:
1. Knights of Avalon don't have an alicorn attack, but instead a hoof attack. [this better be a bug http://forum.shrapnelgames.com/images/icons/icon7.gif ]
2. 'new era' pangaea come with a black harpy at the beginning, despite the fact that they can't recruit black harpies. at the least this is a little strange...
Kristoffer O
November 16th, 2003, 10:57 PM
Originally posted by st.patrik:
two things:
1. Knights of Avalon don't have an alicorn attack, but instead a hoof attack. [this better be a bug http://forum.shrapnelgames.com/images/icons/icon7.gif ]
2. 'new era' pangaea come with a black harpy at the beginning, despite the fact that they can't recruit black harpies. at the least this is a little strange... <font size="2" face="sans-serif, arial, verdana">1) Bug. Unknown. Thanks.
2) Bug/strangeness. Known.
Also Centaur Cataphract very cheap compared to Minotaur Commander.
Sammual
November 16th, 2003, 11:48 PM
Originally posted by Chris Byler:
No one has mentioned yet the trick of equipping assassins with magical eyes and sending them against the Cyclops - in Dom I he would often find the magic eye on the assassin's body, put out his own eye, and put the magic eye in its place.
In my opinion, whenever a leader finds an item that curses, horror marks or diseases the bearer, causes an affliction when equipped (eyes and hearts), or can't be removed once equipped, it should be sent to the lab. Perhaps even all salvaged items should be sent to the item treasury (instead of being equipped on the finder) - that would be preferable to the current system.
Otherwise, we'll just see more "assassins" with bane venom charm (or fever fetish, or rod of the leper king), knife of the damned, eye of aiming (if you're going against a Cyclops), and possibly black heart (if it wasn't an assassin to begin with) - in addition to the medallion of vengeance, of course.
I don't mind (much) losing a commander to an assassin with rod of the phoenix, bane blade, or some other powerful item that kills my commander - or even to summoning assassins (skeleton talisman, lifelong protection, empoisoners or other death mages using Raise Skeletons). Or having them permanently weakened by an assassin with a Flesh Eater, Black Bow of Botulf, or now Vision's Foe.
But I do mind having a commander (or prophet, or pretender) crippled by a failed assassination attempt because he imprudently looted the assassin's corpse and put on cursed items. Any non-mindless being should know better than to wear a Bane Venom Charm (unless lifeless or undead), or put out its one eye for an Eye of Aiming. <font size="2" face="sans-serif, arial, verdana">I agree.
In my mind this is a bug.
Looted items should go to a LAB not get equiped by whoever finds it.
Sammual
Taqwus
November 17th, 2003, 02:49 AM
I could see a case for some auto-equipping cursed items, depending on the nature of the curse (think powerful items that either can mask the curse or otherwise appeal to the finder), but even that should require an MR check.
Something like Stormbringer might be pretty hard to put down, or to meekly set aside and deliver to the lab, despite the downside of occasionally going berserk and turning on your associates...
st.patrik
November 17th, 2003, 04:57 AM
Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by st.patrik:
two things:
1. Knights of Avalon don't have an alicorn attack, but instead a hoof attack. [this better be a bug http://forum.shrapnelgames.com/images/icons/icon7.gif ]
2. 'new era' pangaea come with a black harpy at the beginning, despite the fact that they can't recruit black harpies. at the least this is a little strange... <font size="2" face="sans-serif, arial, verdana">1) Bug. Unknown. Thanks.
2) Bug/strangeness. Known.
Also Centaur Cataphract very cheap compared to Minotaur Commander. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">One other thing I noticed about Pangaea (I don't remember whether it was 'new era' or standard theme) was that their starting commander starts with more troops under his command than he is capable of commanding - I think he has 36 satyrs, but only is capable of commanding 25.
Treebeard
November 18th, 2003, 01:12 AM
Don't know if someone mentioned before, but the Serpent King's snake form is sacred (but cannot be blessed).
Taqwus
November 18th, 2003, 05:16 PM
When casting Wish, you can type a wish but you can't see what you're typing. Observed on Linux, w/ nVidia drivers (for a gf2mx400/64MB).
Chris Byler
November 18th, 2003, 10:19 PM
Originally posted by Taqwus:
I could see a case for some auto-equipping cursed items, depending on the nature of the curse (think powerful items that either can mask the curse or otherwise appeal to the finder), but even that should require an MR check.
Something like Stormbringer might be pretty hard to put down, or to meekly set aside and deliver to the lab, despite the downside of occasionally going berserk and turning on your associates... <font size="2" face="sans-serif, arial, verdana">Yeah, if we're talking about Stormbringer or the One Ring, that's one thing (although as I pointed out on another thread, Gandalf (the LotR one) refused the One Ring when it was offered - so an MR check to resist cursed artifacts might be appropriate). But an Eye of Aiming or Knife of the Damned is entirely different. Less powerful items should have less powerful (if any) compulsion.
How about: non-harmful items found are equipped if there is an open slot, otherwise sent to the treasury. Harmful items cause the finder to make an MR roll with the following penetration:
trivial item (Cons 0) - pen 9
minor item (Cons 2) - pen 11
major item (Cons 4) - pen 13
very powerful item (Cons 6) - pen 15
artifact (Cons 8) - pen 17
If the finder passes, the item goes to the treasury; otherwise the finder puts it on.
"Harmful" is defined as any one (or more) of the following:
* causes an affliction when equipped (eyes, hearts, disease items)
* causes curse or horror mark when equipped
* auto-berserk (wearer starts battle berserk)
* unremovable
* has a damaging aura (heat, cold, poison) - even if the item confers immunity on its bearer, this can still be harmful to those around him, so commanders should be able to think twice about putting on such an item
* attracts attackers (Grail, Forbidden Light)
* transforms the wearer (Lychantropos Amulet)
and anything else I can't think of at the moment that is a good reason not to put something on.
RadiantFleet
November 19th, 2003, 01:21 AM
Wish does not appear to work with Nifel Jotheim.
Nerfix
November 19th, 2003, 07:40 AM
Not sure if this is a bug or a feature, but:
The effects of multiple Main Gauges of Parrying stack.
AFAIK, they aren't supposed to stack.
[ November 19, 2003, 05:40: Message edited by: Nerfix ]
Johan K
November 19th, 2003, 12:00 PM
Attack and Defence bonuses from weapons are supposed to stack. And regarding the wish spell. It works, you just cant see what you have written. So type 'gold' and press enter to get a proper wish. It will be visible after the coming patch.
Taqwus
November 19th, 2003, 05:30 PM
When your cursor hangs over the one demon lord's "Corrupt Commander" command, the text at the bottom of the screen corresponds to the "Call God" command.
I had a Mound Fiend who couldn't even try to reanimate undead while sieged (and there were corpses present), while the one Ice Devil who's also an unholy priest was still on that order (had been assigned to do that even before the siege started, IIRC). Seemed inconsistent.
Taqwus
November 20th, 2003, 06:29 PM
Possible bug: a Jotun Gode that dies, but gets turned into a Soulless because of the Ankh, retains its priestly ability and can build temples, but can no longer preach.
Strange thing that might be a feature that I don't know about: After my Jotun forces (incl. Belphegor) stormed T'ien Ch'i and defeated the defenders, including Li T'ieh-Kuai... I received a "Slave of Belphegor" commander named Li T'ieh-Kuai, and with the same amount of magic (but no immortality, and otherwise Slave of Belphegor stats). Strange; Belphegor fought in the battle, instead of being used to Corrupt Commander.
Kristoffer O
November 20th, 2003, 09:49 PM
The Belphegor thing is some kind of bug. When Li dies and is revived (immortality) some other bone head apparently tries to take his place. The bug fits Li's history though. When he returns from an astral travel his body was already destroyed, so he had to find another. Luckily it was on your side http://forum.shrapnelgames.com/images/icons/icon7.gif
Taqwus
November 21st, 2003, 05:38 PM
Oddity: The Moon Spear carried by an Etherlord does not, if memory serves, show itself gaining the double-damage-versus-magical-creatures that the Moon Blades carried by his troops do.
Taqwus
November 21st, 2003, 07:11 PM
This probably isn't a bug, but from a certain viewpoint it's pretty weird:
When the Soulstone of the Wolves calls wolves (lots of 'em, every turn, on the flanks!) during a castle storming, the wolves can appear *inside* the castle walls. I can just imagine the beleagured commanders screaming, "They're inside the perimeter!"...
(Edit: Should be 'within'. "Inside" the walls, literally speaking, WOULD be very, very weird.)
[ November 21, 2003, 17:12: Message edited by: Taqwus ]
Gandalf Parker
November 21st, 2003, 10:25 PM
OK not only does the game try to check all the maps when it comes up (with strange results if there is an old dom1 map there), and not only does it force me to keep MapEdit works in with the game maps, but it has a LIMIT on the number of maps it can list for a game? About 27 it appears.
I really wish there was a command line switch to specify a different map directory.
LordArioch
November 21st, 2003, 11:05 PM
The Moloch pretender currently has a bug seriously limiting his usefulness. If he is sent into combat, your entire side will rout as soon as the imps accompanying him rout. I might be incorrect, but I'm pretty sure it's not just the Moloch but all commanders and your entire army that flees.
You might want to look into this.
HJ
November 21st, 2003, 11:08 PM
Originally posted by LordArioch:
The Moloch pretender currently has a bug seriously limiting his usefulness. If he is sent into combat, your entire side will rout as soon as the imps accompanying him rout. I might be incorrect, but I'm pretty sure it's not just the Moloch but all commanders and your entire army that flees.
You might want to look into this. <font size="2" face="sans-serif, arial, verdana">I haven't seen this. I've used him in demo, and the imps rout in the first turn or two usually, yet the rest of the army continues to fight. I don't know what happens when he is alone though, and whether the imps then count as an army that when it routs leads to commander (in this case him) routing as well.
[ November 21, 2003, 21:14: Message edited by: HJ ]
Jasper
November 21st, 2003, 11:21 PM
Very Minor bug. I recall I believe KO saying that the Medusa recovered from afflictions, similar to Pangaean troops. As far as I can tell (~100 turns over several games), this is not the case.
Also, do you guys have any sort of formal bug tracking setup? Or is this the right place?
LordArioch
November 22nd, 2003, 12:42 AM
I know he routs when he's alone and he routs with another commander if the troops are set to guard commander. Even just routing alone is a serious limit to the usefullness of the moloch...if he wouldn't run he'd be a useful pretender for a 9 fire bless + early expansion but as it is I won't even consider using him due to his tendency to flee battles.
Kristoffer O
November 22nd, 2003, 11:15 AM
Originally posted by Jasper:
Very Minor bug. I recall I believe KO saying that the Medusa recovered from afflictions, similar to Pangaean troops. As far as I can tell (~100 turns over several games), this is not the case.
Also, do you guys have any sort of formal bug tracking setup? Or is this the right place? <font size="2" face="sans-serif, arial, verdana">You are right about the Medusa. In the upcoming patch there will be a symbol showing if a unit heals wounds. This will it easier for me as well as you. She might have changed again. She's not too strong in my opinion.
We are not very formal, so I suppose this is it. We have an internal list that I am currently updating.
November 22nd, 2003, 11:50 AM
Is there any chance that in your debugging you will be reweighting the luck and/or event system?
HJ
November 22nd, 2003, 01:08 PM
This may or may not be a bug, but nevertheless...
I have a hero who through hall of fame gained quickness. He now has three actions per turn due to the heroic ability (no extra items or spells that would give him quickness), but the problem is that the third action in a turn does not follow his script any more. In other words, he has five spells scripted, and then attack archers. In the first turn, he casts two spells and then attacks (he can fly), and on the second turn he continues with his script by casting the next two spells as instructed. He is not berserking or anything like that, and he followed the script when he had only two actions per turn.
Kristoffer O
November 22nd, 2003, 10:47 PM
Originally posted by Zen:
Is there any chance that in your debugging you will be reweighting the luck and/or event system? <font size="2" face="sans-serif, arial, verdana">Not unlikely. Dominion scales will be moddable with the patch, but we prefer to have the vanilla game balanced as well.
Kristoffer O
November 22nd, 2003, 10:50 PM
Originally posted by HJ:
This may or may not be a bug, but nevertheless...
I have a hero who through hall of fame gained quickness. He now has three actions per turn due to the heroic ability (no extra items or spells that would give him quickness), but the problem is that the third action in a turn does not follow his script any more. In other words, he has five spells scripted, and then attack archers. In the first turn, he casts two spells and then attacks (he can fly), and on the second turn he continues with his script by casting the next two spells as instructed. He is not berserking or anything like that, and he followed the script when he had only two actions per turn. <font size="2" face="sans-serif, arial, verdana">Difficult to say. What spell didn't he cast. Was it perhaps out of range or something?
HJ
November 22nd, 2003, 11:13 PM
Originally posted by Kristoffer O:
Difficult to say. What spell didn't he cast. Was it perhaps out of range or something? <font size="2" face="sans-serif, arial, verdana">No, the script was body ethereal, personal luck, astral shield, fire shield, astral weapon, attack archers. So, his first turn would look something like this: body ethereal, personal luck, attack (I guess closest, but it's difficult to say); second turn: astral shield, fire shield (if he was able to cast them due to enemy surrounding him now), attack. And so on. It was with Magoth the archdevil, so he was able to fly right into the enemy ranks, which made it even worse. I have the save (or I could make one, since the game is still going).
[ November 22, 2003, 21:15: Message edited by: HJ ]
Jasper
November 23rd, 2003, 12:04 AM
Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Jasper:
Very Minor bug. I recall I believe KO saying that the Medusa recovered from afflictions, similar to Pangaean troops. As far as I can tell (~100 turns over several games), this is not the case.
Also, do you guys have any sort of formal bug tracking setup? Or is this the right place? <font size="2" face="sans-serif, arial, verdana">You are right about the Medusa. In the upcoming patch there will be a symbol showing if a unit heals wounds. This will it easier for me as well as you. She might have changed again. She's not too strong in my opinion.
We are not very formal, so I suppose this is it. We have an internal list that I am currently updating. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">The Medusa is a bit weak, and could probably do with a more hitpoints (20 for size 5?), and perhaps a starting dominion of 2 or even 3. She certainly doesn't compare well with the stock Prince of Death.
This is an ok place to keep posting bugs, but it could be improved. Perhaps a seperate board, where each bug is posted as it's own thread? This still doesn't allow you to easily prioritize, sort, or search -- but it'd definitely be an improvement.
Nagot Gick Fel
November 23rd, 2003, 12:09 AM
Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by HJ:
This may or may not be a bug, but nevertheless...
I have a hero who through hall of fame gained quickness. He now has three actions per turn due to the heroic ability (no extra items or spells that would give him quickness), but the problem is that the third action in a turn does not follow his script any more.[...]<font size="2" face="sans-serif, arial, verdana">Difficult to say. What spell didn't he cast. Was it perhaps out of range or something? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I've noticed this in Dom 1 as well. If the mage has Quickness 101+% and is scripted to cast (s1)(s2)(s3)(s4)(s5)(spells), he will actually cast:
1st round: s1, s2, sX
2nd round: s3, s4 (and also sY if Quickness 201+%)
3rd round: s5, more spells
The problem is, if the mage is scripted like this (s1)(s2)(s3)(s4)(s5)(attack), he will do
1st round: s1, s2, attack
2nd round: s3, s4 (and attack if Quickness 201+%)
3rd round: s5, attack
Kristoffer O
November 23rd, 2003, 12:40 AM
Originally posted by Jasper:
The Medusa is a bit weak, and could probably do with a more hitpoints (20 for size 5?), and perhaps a starting dominion of 2 or even 3. She certainly doesn't compare well with the stock Prince of Death. <font size="2" face="sans-serif, arial, verdana">The size is much due to her wings. Winged critters have higher size then their counterparts. Demons and such have higher Hp:s then other beings of the same size. The medusa is perhaps comparable to a pan or minotaur, but perhaps she deserves some more.
This is an ok place to keep posting bugs, but it could be improved. Perhaps a seperate board, where each bug is posted as it's own thread? This still doesn't allow you to easily prioritize, sort, or search -- but it'd definitely be an improvement. <font size="2" face="sans-serif, arial, verdana">Might be a good idea, this thread is somewhat unstructured (as are most threads).
Kristoffer O
November 23rd, 2003, 12:42 AM
Originally posted by Nagot Gick Fel:
I've noticed this in Dom 1 as well. If the mage has Quickness 101+% and is scripted to cast (s1)(s2)(s3)(s4)(s5)(spells), he will actually cast:
1st round: s1, s2, sX
2nd round: s3, s4 (and also sY if Quickness 201+%)
3rd round: s5, more spells
The problem is, if the mage is scripted like this (s1)(s2)(s3)(s4)(s5)(attack), he will do
1st round: s1, s2, attack
2nd round: s3, s4 (and attack if Quickness 201+%)
3rd round: s5, attack <font size="2" face="sans-serif, arial, verdana">Odd, we'll take a look.
Jasper
November 23rd, 2003, 07:30 AM
Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Jasper:
The Medusa is a bit weak, and could probably do with a more hitpoints (20 for size 5?), and perhaps a starting dominion of 2 or even 3. She certainly doesn't compare well with the stock Prince of Death. <font size="2" face="sans-serif, arial, verdana">The size is much due to her wings. Winged critters have higher size then their counterparts. Demons and such have higher Hp:s then other beings of the same size. The medusa is perhaps comparable to a pan or minotaur, but perhaps she deserves some more.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Compareable to a Pan or Minotaur is about what I had in mind. They're size 3, and have respectively 27 and 25 hit points. Perhaps size 4 for the wings, 30 hit points?
Even then the Prince of Death is still much more attractive; higher hitpoints, attack, defense, protection, 0 enc, Dominion 3, new paths cost 80, etc. Plus Pangaea doesn't really need further Nature and Earth magic. ;-)
Dominion 3 and 50 cost paths would help. Still not as good as the PoD, but then again he's easily one of the best Pretenders, especially for factions without access to death magic.
In the end I don't really care much about the Medusa per se, but more improving the weaker Pretenders -- especially the nation specific ones. Hopefully this will lead to improved competitive variety. :-)
Kristoffer O
November 23rd, 2003, 10:27 AM
Originally posted by Jasper:
Compareable to a Pan or Minotaur is about what I had in mind. They're size 3, and have respectively 27 and 25 hit points. Perhaps size 4 for the wings, 30 hit points? <font size="2" face="sans-serif, arial, verdana">Size should be same as PoD (same basic sprite). HP 25 or 30 is not unreasonable.
Even then the Prince of Death is still much more attractive; higher hitpoints, attack, defense, protection, 0 enc, Dominion 3, new paths cost 80, etc. Plus Pangaea doesn't really need further Nature and Earth magic. ;-)
Dominion 3 and 50 cost paths would help. Still not as good as the PoD, but then again he's easily one of the best Pretenders, especially for factions without access to death magic. <font size="2" face="sans-serif, arial, verdana">Is he too powerful? I havn't thought much about him lately, although he is one of my favourites.
In the end I don't really care much about the Medusa per se, but more improving the weaker Pretenders -- especially the nation specific ones. Hopefully this will lead to improved competitive variety. :-) <font size="2" face="sans-serif, arial, verdana">I agree on the nation specific ones.
BTW is Shedu still unpopular. IIRC you are one of the enemies of Magic Duel so I suspect the answer is yes http://forum.shrapnelgames.com/images/icons/icon12.gif
Nagot Gick Fel
November 23rd, 2003, 01:39 PM
Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Jasper:
Prince of Death<font size="2" face="sans-serif, arial, verdana">Is he too powerful?</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">PoD supercombattants have not that many hps to start with and could be easily undone with Dust to Dust, and now nature mages have that prec 100 Maggots thing. Every nation should be able to get low nature or death mages after a while, so I think the PoD will look less frightening in Doms 2, he should be OK now.
Jasper
November 23rd, 2003, 04:01 PM
Originally posted by Kristoffer O:
Is [PoD] too powerful? I havn't thought much about him lately, although he is one of my favourites.<font size="2" face="sans-serif, arial, verdana">There is a reason he is so popular. For example, while NGF is quick to defend the PoD, he is also quick to recommend new players play a PoD... http://forum.shrapnelgames.com/images/icons/icon12.gif Still, I'm reluctant to say he's _too_ powerfull, although he'd be good even if he cost 75.
This is really a philosophical question anyway... Weakening things that people like pisses them off, and IMHO should be avoided unless there are just a few overpowerfull things. One is generally better off improving weaker things or weaker catagories of things.
BTW is Shedu still unpopular. IIRC you are one of the enemies of Magic Duel so I suspect the answer is yes http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="sans-serif, arial, verdana">I'm not really against Magic Duel, it just has a harsh flavor that takes some getting used to, like fermented drink. I am however not Masochistic enough to use expensive things that are vulnerable to Magic Duel!
So IMHO the Shedu is not only unpopular, it sucks! Flight, Trampling, and 230 hp is nice. But it doesn't make up for low attack/defense, comparatively low magic plus expensive paths, and espeically for inability to use items. The low protection is also a big deal despite access to earth magic, as it makes the Shedu unsafe for expansion until Alteration 3 is researched (Iron Skin, Body Ethereal). And this is all without taking into account it costs 125 but starts with Astral 1!
To put this all into perspective, compare the Shedu to the Earth Mother. She's 50 pts less, regenerates, can use all items, isn't vulnerable to Magic Duel, and is available to all factions.
IMHO the Shedu could be improved by having Air 1 instead of Astral 1 (I don't believe there are any air/earth pretenders), decreasing it's cost by 25, and improving it's natural protection to 12.
Jasper
November 23rd, 2003, 04:28 PM
One Last thought on the Medusa, or rather it's stoning ability. What about giving it Awe instead of Fear? This would better represent attacker's fear of turning to stone. It would also prevent the ridiculous sight of streams of units evaporating in a mad rush to gaze at a Medusa.
PhilD
November 23rd, 2003, 04:44 PM
I don't know if this is known or not, or if it's supposed to be that way - but I had a (large) army that was starving, despite several Cauldrons of Broth being present in the hands of some of its commanders. I started shuffling some Cauldrons around, and the supply usage dropped - it looks like a Commander with 2 Cauldrons will benefit from the effects of only one.
Nagot Gick Fel
November 23rd, 2003, 04:48 PM
Originally posted by Jasper:
while NGF is quick to defend the PoD, he is also quick to recommend new players play a PoD... http://forum.shrapnelgames.com/images/icons/icon12.gif Still, I'm reluctant to say he's _too_ powerfull, although he'd be good even if he cost 75.<font size="2" face="sans-serif, arial, verdana">75 seems fair to me.
IMHO the Shedu could be improved by having Air 1 instead of Astral 1 (I don't believe there are any air/earth pretenders), decreasing it's cost by 25, and improving it's natural protection to 12.<font size="2" face="sans-serif, arial, verdana">The Shedu has been fetched out the Babylonian mythos, so astal magic makes sense IMO (Babylonians were famed astronomers). If that has to be changed, I think water would be more appropriate than air - Tigris & Euphrates, Noah and the Flood, and I remember Sumer was dubbed "the Kingdom of the Sea Land" at some point of its history.
Nagot Gick Fel
November 23rd, 2003, 04:56 PM
Originally posted by Jasper:
One Last thought on the Medusa, or rather it's stoning ability. What about giving it Awe instead of Fear? This would better represent attacker's fear of turning to stone. It would also prevent the ridiculous sight of streams of units evaporating in a mad rush to gaze at a Medusa.<font size="2" face="sans-serif, arial, verdana">I don't like this Awe idea much, I better like it as it works now. OTOH, I wouldn't mind this changed to a short range (say 5-10) automatic Petrification - say, you have to be close enough to see the white in the eye of the Medusa, and she has to stare at you - affecting only 1 unit or 1 square/round.
PvK
November 23rd, 2003, 09:13 PM
Are those game bugs?
Here's what looks like a definite bug to me:
I have a Black Acolyte with two experience stars, but otherwise ordinary, who found one of the two Twin Spear items (the one with the powers over death). It appears in his inventory normally, but lower on his unit description, under the "Weapons:" heading, it shows a Serpent Kryss, with Serpent Kryss stats, and no Twin Spear. I'm confident he never had a Serpent Kryss before this, and no Serpent Kryss or other items appear in his magic inventory besides the Twin Spear. Looks like perhaps the game is getting confused about which item is which, here.
Also, I wonder why the Twin Spear shows a length of zero, if it is a spear? Even a broadsword gets a length of 2. Oh, I guess the stats in the inventory may not be appearing correctly, since they look like the same stats as a Serpent Kryss.
It behaves the same way if I give it to other leaders, as well.
It does seem to give +50 leadership and to give Luck, as the description of Twin Spear advertizes.
PvK
[ November 23, 2003, 19:23: Message edited by: PvK ]
HJ
November 23rd, 2003, 11:18 PM
I don't know whther this is supposed to work this way, but I tried to teleport my commander into a province that had a Dome of solid air. He got repelled by it, and I got the message that the dome prevented a hostile spell. I thought that only spells from other nations will be stopped, not my own? I shudder to think what would have happened if I had the Dome of flaming death or Dome of corruption instead. In any case, if it succeeded it would have shattered the dome and wasted me 20 gems. If it's working as intended, I guess it's better to know sooner than later.
Btw, I can just imagine him getting stopped by an invisible force and then flung back in Looney tunes style... http://forum.shrapnelgames.com/images/icons/icon10.gif
Kristoffer O
November 24th, 2003, 12:41 AM
Wrong reference number on the twin spear gives it the stats of a serpent kryss. Thanks!
Saber Cherry
November 24th, 2003, 03:42 AM
Bug: You can take gems/slaves away from a mercenary by putting him in a lab, going to the magic screen, and choosing to "Pool" that gem type.
Maybe a bug, more of a question: I saw a Wyrm win an Arena deathmatch, by beating an Earth Mother. That's fine, but... what happens to the trident???
November 24th, 2003, 01:46 PM
>I don't know if this is known or not, or if it's supposed to be that way - but I had a
>(large) army that was starving, despite several Cauldrons of Broth being present in the
>hands of some of its commanders. I started shuffling some Cauldrons around, and the supply
>usage dropped - it looks like a Commander with 2 Cauldrons will benefit from the effects
>of only one.
Duplicate items give *no* double effect (exception: "production" items like Lifelong Protections, Soul Contracts or Fever Fetishes). You cannot duplicate an item and a spell either, IIRC (like Quickness + Boots of Quickness, or Luck + Pendant of Luck).
>I don't know whther this is supposed to work this way, but I tried to teleport my commander
>into a province that had a Dome of solid air. He got repelled by it, and I got the message
>that the dome prevented a hostile spell.
In dom1 domes prevented _all_ troops from teleporting in the province, even your own (they can gate away safely). And this rule also applies to "Gateway", "Faery Trod", "Cloud Trapeze", etc. On the other hand, automatic return effects like the rebirth of an immortal creature or the "Returning" spell in the protected capital were still possible.
Cheers
Endoperez
November 24th, 2003, 06:13 PM
This is rather strange. I'm not sure what it was, so I'm only telling what happened.
I was playing Abysia, trying out Golden Naga as mage/ combatant. I had preached Pangaea dead, and was trying to conquer thei defenderless citadel. Not sure which one it was, but it was a siege of few turns...
During it, an event told me that some knights had attacked and tried to conquer it. But there was no batlle! I thought that they had gone in the castle, and cursed in my mind... That was the turn I finally breached the walls! Anyway, I sent one commander in, hoping to see what was there. There was nothing, and I got the castle. But, the troops I had left outside to patrol found sneaking troops! Care to quess who they found? The knights, with their militia. I would like to get some of those horses...
They were normal knights, not ethereal ones. Militia seemed normal too. It was strange, and they were burned and caused no harm to me, but I think this should still be reported. What if they had been Bogus & Co, and I had retreated, and Pangaea would have tried to claim back his citadel? http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon10.gif
Nagot Gick Fel
November 24th, 2003, 07:53 PM
Originally posted by Endoperez:
currently waiting for: Dominions II<font size="2" face="sans-serif, arial, verdana">Still waiting? http://forum.shrapnelgames.com/images/icons/icon12.gif
Endoperez
November 25th, 2003, 10:24 AM
Yeah, still waiting.
My parents don't believe in web shops, or to my ability to resist playing when I should be doing school stuff. They know me too well... http://forum.shrapnelgames.com/images/icons/icon12.gif
Anyway, I have it in my wishlist... We'll see.
Johan K
November 25th, 2003, 01:40 PM
Originally posted by Saber Cherry:
Maybe a bug, more of a question: I saw a Wyrm win an Arena deathmatch, by beating an Earth Mother. That's fine, but... what happens to the trident??? <font size="2" face="sans-serif, arial, verdana">I believe no one gets the trident and no one will be forced to participate in the next event. The wyrm will still get all his fame (experience) though.
Karacan
November 25th, 2003, 03:30 PM
Here's a weird one:
Whenever I create a god after playing a few turns and then exitting, or having created another god before - strictly speaking, if doing *anything* other than creating a god being the first thing I do -, I cannot capitalize any letters in the god's name!
SurvivalistMerc
November 25th, 2003, 05:31 PM
I posted this under "killing retreating commanders."
Basically, in a SP game, I replay a battle and find that commanders are killed in the replay when they survive after the battle. This only appears to happen with enemy commanders, never my own.
Once the commander that retreated was a pretender. Another time it was a dwarf smith who had cast destruction one too many times and was too exhausted to move.
I no longer have the save game.
HJ
November 25th, 2003, 08:47 PM
Originally posted by Karacan:
Here's a weird one:
Whenever I create a god after playing a few turns and then exitting, or having created another god before - strictly speaking, if doing *anything* other than creating a god being the first thing I do -, I cannot capitalize any letters in the god's name! <font size="2" face="sans-serif, arial, verdana">Are you by chance starting the game in windowed mode? This happened to me when I did that (not being able to write in capital letters at all).
Saber Cherry
November 25th, 2003, 10:13 PM
Originally posted by Karacan:
Here's a weird one:
Whenever I create a god after playing a few turns and then exitting, or having created another god before - strictly speaking, if doing *anything* other than creating a god being the first thing I do -, I cannot capitalize any letters in the god's name! <font size="2" face="sans-serif, arial, verdana">The first god I made in the full game, I could not capitalize letters. That was never a problem in the demo, and it has never happened since.
P.S. I always run in windowed mode.
P.P.S. Major bug: Moloch cannot be used as a supercombattant! The imps that he gets for free are super-weak and rout very quickly against really weak enemies. And when they rout, he routs, even though he can often beat the enemy army alone, and has 30 morale.
I really like the imps. It makes the Moloch reign supreme in the arena, immune to assassination, and it adds a nice touch. But as it stands, for game mechanics reasons, the free imps make the Moloch way less valuable.
Several solutions:
1) make the Moloch ignore the routing status of his imps;
2) give imps much higer morale;
3) make a new class of imp with very high morale or mindless status that appears for Molochs and Lifelong Protections;
4) Take away the Moloch's imps, since that would make him more powerful.
-Cherry
[ November 25, 2003, 20:25: Message edited by: Saber Cherry ]
HJ
November 25th, 2003, 10:27 PM
There seems to be something with the shift key if you start in windowed mode. The "?" wasn't working either. You can start in fullscreen, and then switch to window by hitting alt-enter. That should fix the problem in my experience.
LordArioch
November 25th, 2003, 10:34 PM
Yeah Saber Cherry, I pointed out the imp moloch weakness too. In fact, I'm not sure, but I think the imps routing somehow causes your entire army to rout. I do know I'm not using the Moloch until his imps are fixed...its so unsatisfying to make a 9 fire pretender for bless and have him unable to attack solo with fire spells.
Graeme Dice
November 26th, 2003, 12:18 AM
Originally posted by Saber Cherry:
P.P.S. Major bug: Moloch cannot be used as a supercombattant! The imps that he gets for free are super-weak and rout very quickly against really weak enemies. And when they rout, he routs, even though he can often beat the enemy army alone, and has 30 morale.
<font size="2" face="sans-serif, arial, verdana">The same problem occurs with the Prince of Death and his longdeads. He's routed after two of the three around him were killed, which doesn't make a lot of sense.
Karacan
November 26th, 2003, 02:57 AM
Similar thing like Endoperez' Knights happened to me.... laying siege to Man's home citadel, I was informed that a barbarian horde attacked and tried to pillage the province. Hum. Twice, actually... two Messages of the same kind in the same turn, both for the same province, right after the other.
Nothing happened, though. Next turn, I stormed the castle, and frankly forgot about the barbarians who never came.
The turn after that, I got the information that the enemy has captured my undefended province... and lo and behold, the barbarian horde was outside my castle walls. http://forum.shrapnelgames.com/images/icons/icon7.gif
Saber Cherry
November 26th, 2003, 02:58 AM
Originally posted by Graeme Dice:
The same problem occurs with the Prince of Death and his longdeads. He's routed after two of the three around him were killed, which doesn't make a lot of sense. <font size="2" face="sans-serif, arial, verdana">True. However, at least in this case you can avoid the problem (move the PoD without his retinue). Whereas the imps spawn at the beginning of battle.
I think commanders should have a "Never Retreat" box. If checked, they act like a normal unit and only flee if they fail a morale throw.
[ November 27, 2003, 02:25: Message edited by: Saber Cherry ]
Karacan
November 26th, 2003, 09:17 AM
Originally posted by HJ:
There seems to be something with the shift key if you start in windowed mode. The "?" wasn't working either. You can start in fullscreen, and then switch to window by hitting alt-enter. That should fix the problem in my experience. <font size="2" face="sans-serif, arial, verdana">Hmmhmm... only been running in fullscreen mode, though at a different resolution than my desktop. Maybe switching resolution causes that. I'll play around with it some more.
As to the Moloch routing problem, this one is from the manual, point 6.6: When all your commanders are slain or have left the battle, your whole army will rout. This will also happen if all units are slain or routed and only commanders remain on the battlefield.
The exception to this are immortal units, so I guess that's what ticks the Moloch off to flee.
PhilD
November 26th, 2003, 10:25 PM
It seems that, if you try to cast a ritual in a Province that has a site that gives a bonus to the appropriate path, and you don't have enough gems to normally cast the spell (but have enough to cast the spell with the cost reduction), the order will not be accepted (my mage went back to "defend").
HJ
November 26th, 2003, 10:45 PM
Originally posted by PhilD:
It seems that, if you try to cast a ritual in a Province that has a site that gives a bonus to the appropriate path, and you don't have enough gems to normally cast the spell (but have enough to cast the spell with the cost reduction), the order will not be accepted (my mage went back to "defend"). <font size="2" face="sans-serif, arial, verdana">Yes, I've noticed that too. Although it will take the reduced cost into account, you have to have prescribed amount available to give the order. It doesn't seem to be the case with forge bonus though.
[ November 26, 2003, 20:46: Message edited by: HJ ]
Kaljamaha
November 27th, 2003, 03:02 PM
A local lord was worried about revolting peasants or somesuch, and built a castle. Yay! Free castle! Imagine my surprise when I found out that he had erected a Hill Fortress in the middle of the ocean... http://forum.shrapnelgames.com/images/icons/shock.gif
K.
Karacan
November 27th, 2003, 03:48 PM
Specializing in weird bugs... "The Twin Towers":
Was fighting against Caelum and Pangaea. Caelum's castle is a fortified city, Pangaea has one impressive watchtower.
My lonely dragon was munching up Caelum's attempts to liberate their homeprovince again, but was obviously not strong enough to dent their fortification on its own, and I got a lot of "can't damage, need more men"-Messages.
However, when my main army, consisting of about 60-80 small units (including two flying heroes) laid siege to Pangaea's Watchtower (you know, that thing with a defence value of 50), my lonely dragon suddenly started to damage the Fortified City of Caelum, but my troops around Pangaea's Watchtower got the message they needed more men...
Looks to me like some crosslinking of values. http://forum.shrapnelgames.com/images/icons/icon7.gif
Raen
November 27th, 2003, 04:58 PM
I'm not sure if this is a bug or the way it's supposed to be, but if a game is being auto-hosted (i.e., the turn is processed as soon as everyone completes their move), and someone ends their turn, sees that the others are still doing theirs, and decides to go back in and fool around some more (choosing Continue), his turn-finished flag doesn't appear to get set back to false. If everyone else finishes their turn before he hits end turn a second time, none of the stuff he did since he went back into the game will occur.
Kristoffer O
November 27th, 2003, 05:11 PM
Originally posted by Raen:
I'm not sure if this is a bug or the way it's supposed to be, but if a game is being auto-hosted (i.e., the turn is processed as soon as everyone completes their move), and someone ends their turn, sees that the others are still doing theirs, and decides to go back in and fool around some more (choosing Continue), his turn-finished flag doesn't appear to get set back to false. If everyone else finishes their turn before he hits end turn a second time, none of the stuff he did since he went back into the game will occur. <font size="2" face="sans-serif, arial, verdana">When you end your turn a .trn file is created. If all nations have trn files the autohost kicks in. If you are revisiting, your trn file is not removed so you must finish before everyone else is ready if you want your changes to be added to your trn file..
HJ
November 27th, 2003, 10:06 PM
Originally posted by Karacan:
Specializing in weird bugs... "The Twin Towers":
Was fighting against Caelum and Pangaea. Caelum's castle is a fortified city, Pangaea has one impressive watchtower.
My lonely dragon was munching up Caelum's attempts to liberate their homeprovince again, but was obviously not strong enough to dent their fortification on its own, and I got a lot of "can't damage, need more men"-Messages.
However, when my main army, consisting of about 60-80 small units (including two flying heroes) laid siege to Pangaea's Watchtower (you know, that thing with a defence value of 50), my lonely dragon suddenly started to damage the Fortified City of Caelum, but my troops around Pangaea's Watchtower got the message they needed more men...
Looks to me like some crosslinking of values. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Damaging castles depends on the strength of defenders vs. strength of besiegers. Maybe your dragon finally killed enough defenders to start to make a dent in the defenses? While Pangaea had a lot of strong troops trapped in the castle, since the siege has only begun.
[ November 27, 2003, 20:07: Message edited by: HJ ]
PvK
November 28th, 2003, 06:27 AM
This may have been mentioned, or may be "by design", but I hired an assassin, who arrived in the province I had selected when I hired him... but it was underwater, and he immediately drowned.
Seems like mercenaries shouldn't be available to take bids to show up underwater if they can't survive underwater.
PvK
Argitoth
November 29th, 2003, 12:53 AM
Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Raen:
I'm not sure if this is a bug or the way it's supposed to be, but if a game is being auto-hosted (i.e., the turn is processed as soon as everyone completes their move), and someone ends their turn, sees that the others are still doing theirs, and decides to go back in and fool around some more (choosing Continue), his turn-finished flag doesn't appear to get set back to false. If everyone else finishes their turn before he hits end turn a second time, none of the stuff he did since he went back into the game will occur. <font size="2" face="sans-serif, arial, verdana">When you end your turn a .trn file is created. If all nations have trn files the autohost kicks in. If you are revisiting, your trn file is not removed so you must finish before everyone else is ready if you want your changes to be added to your trn file.. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yes, it is true. NOTHING OCCURS!!! NOTHING. I dunno what happenes to the trn file, but nothing happenes when you try to continue a turn and autohost has already kicked in.
Argitoth
November 29th, 2003, 12:54 AM
My bog beasts were poisoned from other bog beast spit and a few died.
Treebeard
November 29th, 2003, 04:15 AM
The cost for a new magic path for the nagas is listed as 20 in their description, but 30 is what appears on the magic schools selection.
Kristoffer O
November 29th, 2003, 11:35 AM
Originally posted by Treebeard:
The cost for a new magic path for the nagas is listed as 20 in their description, but 30 is what appears on the magic schools selection. <font size="2" face="sans-serif, arial, verdana">Known and fixed.
HJ
December 1st, 2003, 07:18 AM
Apparently, Limne the Queen of the Lake can summon allies, while there is no mention of it in her description, as I said in the Typo thread. The allies she summons are Undines, whose description says that they are servants of Thalassa, who can also summon them. They are also aquatic while Limne is amphibious. From this I conclude that this could be a bug, and that Limne's summon allies ability was not ment to be there.
tka
December 1st, 2003, 06:45 PM
When I hired Archers in White I noticed that Sanne the Pegasus Rider had Crystal Shield equiped already. She is mounted troop and should not be able to equip tower shields. Atleast I think so...
I'm sorry if this has been mentioned already...
Gandalf Parker
December 1st, 2003, 08:16 PM
Originally posted by PvK:
This may have been mentioned, or may be "by design", but I hired an assassin, who arrived in the province I had selected when I hired him... but it was underwater, and he immediately drowned.
Seems like mercenaries shouldn't be available to take bids to show up underwater if they can't survive underwater.
PvK <font size="2" face="sans-serif, arial, verdana">I find it interesting that I seem to be able to hire mercenarys in provinces I dont own. So far its always been provinces Im about to move into so I end up owning them the next round.
Saber Cherry
December 1st, 2003, 09:12 PM
My undead units fighting with Apparitions always get diseased, even though the "undead" text lists them as immune to disease.
HJ
December 1st, 2003, 09:18 PM
Originally posted by Saber Cherry:
My undead units fighting with Apparitions always get diseased, even though the "undead" text lists them as immune to disease. <font size="2" face="sans-serif, arial, verdana">Mummies also disease themselves. But it's supposed to be harmless.
st.patrik
December 2nd, 2003, 09:26 PM
This is either a bug or a typo:
New Era Centaur Cataphracts: in their description it says they fight with lances (like other knights) but in actual fact they have a spear, just like regular theme centaur cataphracts.
PhilD
December 2nd, 2003, 11:36 PM
I don't know if this is known...
I selected two Commanders in a Province: a Slayer (can Assassinate) and a Scout. I hit Space, and gave the order to Assassinate.
Both got the order, while only one should accept it.
When hosting, I didn't get an assassination attempt with the Scout, but then, attempts don't always work, right?
Saber Cherry
December 3rd, 2003, 05:18 AM
When some units are given additional weapons or shields, they lose their existing ones, when they shouldn't. For example - give an Assassin or Slayer a magical 1-h weapon, and they lose both of their previous weapons!
Also, if heavy cavs or knights, with 2 weapons and a shield (for example, lance, falchion, kite shield) are given a magic shield, they drop both their shirld and weapon. In other words:
Lance, Falchion, Shield
goes to
Lance, Magic Shield
So giving them magic shields makes them suddenly dumb, so they throw their weapon away. I can see that with the lead shield, since lead causes brain damage, but not the other ones=)
Jasper
December 3rd, 2003, 11:16 AM
I lost a scout once to assasination who was building a fortress. I had to pay to restart; this is the way it worked in Dom 1, but I thought was supposed to have changed in Dom 2.
Ed Kolis
December 4th, 2003, 12:49 AM
It seems that no matter how many gems it's supposed to take for your god to learn a new magic path, it always takes 50.
Saber Cherry
December 4th, 2003, 05:26 AM
Originally posted by Ed Kolis:
It seems that no matter how many gems it's supposed to take for your god to learn a new magic path, it always takes 50. <font size="2" face="sans-serif, arial, verdana">Oh, yeah. That's empowerment, and it always takes 50, for a god or non-god to learn the first level. At god creation time, new paths can be learned for different design point costs.
I think it would be neat if gods with cheap paths had cheap empowewment too, but it's fine as is. At any rate, not a bug, AFAIK.
LordArioch
December 4th, 2003, 10:02 PM
This isn't exactly a bug as much as it is me overloading the capability of either my computer or the dominions combat system, but I managed to set up a battle that crashes when hosting. The debug error file is interesting and very very long. I think the problem is a result of the conflict consisting of the fact I have the max selectable commanders, mainly mages, + many units, and there's just too much occuring for the game to keep track of. If anyone wants to see the turn that will not host I can send you the file.
This wasn't in a game I was really playing as such, and I doubt this event will ever occur in any actual game, especially MP ones.
Johan K
December 5th, 2003, 01:29 AM
Please send it to me. I wanna see it.
LordArioch
December 5th, 2003, 08:12 PM
I also have a high seraph as my prophet with a few issues. His magic is that of a seraph + the priest levels, but he's actually a high seraph. Also at some point he became a magic being. I have no idea how or when either of these happened to him, but I have him nonetheless.
I think I should specalize in finding unusual bugs. http://forum.shrapnelgames.com/images/icons/icon12.gif
Edit: Actually appointing a seraph/high seraph as prophet changes unit type to a different high seraph who is a magic being and has an ice rod. Apparently my prophet was really a standard seraph before he became a prophet, but this is still a bug.
[ December 05, 2003, 18:17: Message edited by: LordArioch ]
Saber Cherry
December 6th, 2003, 01:08 AM
Major bug. Has this been mentioned before? Tactical AI likes casting spells that mass-murder allies, such as Breath of Winter.
Here's a perfect example, where I lost 5 heroic, magic-item equipped commanders and mages to a lowly Master of the Way casting Breath of Winter for no particular reason. As in, there could have been no possible advantage.
...fortunately it was just a battle-tactics testing SP game, not MP=) But Breath of Winter should be made script-only unless the AI gets smarter=)
-Cherry
LordArioch
December 6th, 2003, 02:31 AM
I'm not sure if this is a bug or a typo, but it says the Jotun Hirdman wears chaim mail and it looks like he wears chain mail, and his resource cost would fit with chain mail, but the poor guy only has ring mail on. If they actually had chain mail I'd probably start using them.
SurvivalistMerc
December 9th, 2003, 09:59 PM
I'm not sure if this is a bug or not. It probably isn't, but I don't like to post a bunch of whining and complaining threads, so I'll post it once here and if this strikes you as something you'd like to change...it would make me happy. http://forum.shrapnelgames.com/images/icons/icon7.gif
I notice that finding a magic site does not keep that magic site in the computer's memory of what you know.
For instance, if I find a site then lose a province, that magic site doesn't show up anywhere in the province information. I contend that you should still be able to see it.
If I send a spy and notice a magic site while spying, this knowledge disappears when the spy moves from one site to another. I would think that my "master of spies" would keep this information stored somewhere.
Not as critical but also interesting is that the gold income and population of a province is no longer known once your dominion no longer touches it and you no longer control it. Granted that this number will vary, but it would be nice to at least see "Last known values." Of course, I have no way to know how difficult this would be to program, and it might make the savegame files somewhat larger, though I doubt the latter will be much of a problem.
Also, one Last matter, it seems the barbarian horde pillages and reduces your province's population even if it is conquered by your patrolling troops. Do they not get there in time to prevent catastrophe? Or am I imagining this result?
Saber Cherry
December 9th, 2003, 10:45 PM
Originally posted by SurvivalistMerc:
Also, one Last matter, it seems the barbarian horde pillages and reduces your province's population even if it is conquered by your patrolling troops. Do they not get there in time to prevent catastrophe? Or am I imagining this result? <font size="2" face="sans-serif, arial, verdana">You sexist swine... you think all barbarians are male? Barbarian women are the ones that do all the hard work of pillaging while their husbands are off playing soldier. Just because you chased off the war party doesn't mean their foray was unsuccessful.
http://forum.shrapnelgames.com/images/icons/icon12.gif I'm kidding, BTW. It's been like that since Doms I, and I think winning should eliminate (or greatly reduce) the damage done by the uprising.
Pocus
December 11th, 2003, 11:12 AM
the small level 1 Ermorian priest in Broken Empire pay full upkeep (3 gp, he costs 45) as if not considered (un)holy. Little bug, but still bugs should not be allowed to survive. http://forum.shrapnelgames.com/images/icons/icon7.gif
SurvivalistMerc
December 12th, 2003, 10:21 PM
I will add one more small suggestion, fully conceding that this is not a bug.
Once you have seen an enemy pretender in combat, it would be nice if you would remember his physical form and what his magic skills were at the time. I'm not asking for a continuing update or to know if some other nation kills him and he comes back with lower skills or if he empowers and gets better at a particular path.
As things are now, I write down this information every time I encounter an enemy pretender. But I don't like to have to take notes in games when programming this would not be an onerous task, and this would not seem to be.
Of course, Dominions is a truly amazing game and well worth playing even if one has to make an occasional note. http://forum.shrapnelgames.com/images/icons/icon7.gif
Pocus
December 13th, 2003, 11:03 PM
I'm not jumping on your survivalist, but we must really keep this thread for bugs. Feel free to open another thread.
another bug : when you script a pretender as a commander, his starting magic level is not the one scripted, but something like 1-2 levels less. Thats rather strange, but its the truth.
Try to script a green dragon with #mag_nature 9. He will appears with nature 7 !!
HJ
December 13th, 2003, 11:11 PM
Originally posted by Pocus:
I'm not jumping on your survivalist, but we must really keep this thread for bugs. Feel free to open another thread.
another bug : when you script a pretender as a commander, his starting magic level is not the one scripted, but something like 1-2 levels less. Thats rather strange, but its the truth.
Try to script a green dragon with #mag_nature 9. He will appears with nature 7 !! <font size="2" face="sans-serif, arial, verdana">That's because dragons have -2 magic in dragon form. Change his shape into druid and see what happens.
LordArioch
December 13th, 2003, 11:12 PM
Pocus, maybe the green dragon was in dragon form or you gave him a shape shift command. If not then this bug is limited to the dragon, as I have noticed pretenders that it certainly does not affect.
Edit: Well, HJ beat me to it. Also, under the unit screen by rightclicking, shift D and shift C bring up interesting looking screens that don't quite look intentionally left there. Try it yourself and see. http://forum.shrapnelgames.com/images/icons/icon12.gif Although shift C can be useful actually.
[ December 13, 2003, 23:39: Message edited by: LordArioch ]
SurvivalistMerc
December 14th, 2003, 03:43 AM
Ok...here's an actual bug. Maybe someone else has posted it before, but I thought I should be sure this gets mentioned:
There is a random event that Gryf (troll mercenary) attacks a person's home fortress. In a SP game I am playing, I have recruited Gryf. However, Gryf nevertheless attacked Caelum's fortress. It was as if he was teleported. And unfortunately, he was teleported without his men, so he will probably die next turn.
I wonder if I'm going to get to keep his men now. Hehe.
Pocus
December 14th, 2003, 08:51 AM
Originally posted by HJ:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Pocus:
I'm not jumping on your survivalist, but we must really keep this thread for bugs. Feel free to open another thread.
another bug : when you script a pretender as a commander, his starting magic level is not the one scripted, but something like 1-2 levels less. Thats rather strange, but its the truth.
Try to script a green dragon with #mag_nature 9. He will appears with nature 7 !! <font size="2" face="sans-serif, arial, verdana">That's because dragons have -2 magic in dragon form. Change his shape into druid and see what happens. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">oops thats right. Silly me.
NeonElf
December 15th, 2003, 05:23 PM
This is a major bug, I'm unsure if the developer is aware of. I installed to a "different then default install directory" and now my map editor crashes when I try to load a map.
I load the game, click "map editor" "load map" then I type in "aran.tga" (without the quotes) and it crashes out withe a message box stating: "loadmalloc: can't open ./maps/"
One more interesting thing to note is that the title of this message is in sweedish, or just some random characters. It's like: "Nagot gick fel!" with a funky little thing over the "a". Does anyone have a map editor that works?
-NeonElf
Saber Cherry
December 15th, 2003, 08:10 PM
Ermor's hero, Caractor the Arch Censor, does not get "Need Not Eat". I noticed this because he was using 1 supply=)
HJ
December 16th, 2003, 12:08 AM
Originally posted by NeonElf:
It's like: "Nagot gick fel!" with a funky little thing over the "a". <font size="2" face="sans-serif, arial, verdana">Meaning "something went wrong" in Swedish, if I'm not mistaken... http://forum.shrapnelgames.com/images/icons/icon7.gif
olaf73
December 19th, 2003, 07:15 PM
Might have a bug here, not sure. Anyway, Legion of Wights summoned me Wights that cant be used underwater. Maybe this is by design, as I see the spell says it cant be CAST underwater (it wasnt). But, I assumed that all non-living creatures could move/fight underwater. I noticed other undead could move/fight underwater just fine.
olaf
Endoperez
December 19th, 2003, 07:41 PM
Not everyone. Ghouls can't, for one, and some of the Ermor special reanimations can't. And Lictor (Ermor special commander) can't.
And wights can't, either, but you rpropably knew that already...
olaf73
December 20th, 2003, 05:01 AM
Ah ok. Why cant all dead stuff 'breathe' underwater?
olaf
[ December 20, 2003, 03:02: Message edited by: olaf73 ]
Endoperez
December 20th, 2003, 08:02 PM
Ghouls breath, and that is a reason for one, but I think those who still have their mind left just hate water. Maybe their equipment would rust away. And wasn't there some kind of a vampire-thing to prevent them from crossing (and going to) water? And of course, those undead with cold aura would freeze water and imprison themselves! http://forum.shrapnelgames.com/images/icons/tongue.gif
Are there any non-ethereal undead that have cold aura and that can enter water? I don't think so, but with all the units...
aldiss2
December 21st, 2003, 07:55 PM
My first host crash in dom2 so far, cute message though, you folks seen this one?
---------------------------
Något gick fel!
---------------------------
automeele: molesting the dead
---------------------------
OK
---------------------------
Saber Cherry
December 22nd, 2003, 08:17 AM
As reported in another thread, the "Send Horror" spells appear to do nothing. I have not tried, but these (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=74;t=000713) people have.
December 22nd, 2003, 10:07 AM
Please turn on the Redundancy meter for Unholy spells.
Protection of the Sepulcher, Power of the Sepulcher, Royal Power. Royal Protection all are chaincast regardless of effects or the number of times that it has already been cast on *all* your units that turn. To the point of idiocy.
This is particularly crippling when using Grand Thamaturgists or any spellcaster who also happens to have a level in Unholy. If the unholy priest has any other spells they only hae your initial scripts before they commence casting their unholy buff as many times as they can per round though it seems to do nothing. Unholy priests will also forget to cast battlefield blessing spells in favor of those listed above, even once. So don't forget to script an Unholy Blessing or Royal Blessing or else your sacreds are fodder.
[ December 22, 2003, 09:41: Message edited by: Zen ]
Pocus
December 22nd, 2003, 09:14 PM
Originally posted by HJ:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by NeonElf:
It's like: "Nagot gick fel!" with a funky little thing over the "a". <font size="2" face="sans-serif, arial, verdana">Meaning "something went wrong" in Swedish, if I'm not mistaken... http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">or perhaps Merry Christmas?
Mmhh, no you must be right.
seriously, if it is reproductible, try to run with -dd command, I think you will get a log file.
[ December 22, 2003, 19:18: Message edited by: Pocus ]
Taqwus
December 22nd, 2003, 10:19 PM
Noticed something curious when I had my Lich Queen wear the Robe of Calius the Druid.
Electricity resistance -- 50%. Check.
Cold resistance -- something higher than 100%. Check.
Fire resistance -- 50% VULNERABILITY. Hmmm. Remove robe: no more fire vulnerability. Eh?
Robe appears to be bugged. Recalling my impression that I once lost an Abysian Demonbred when his fire resist somehow was lower than 100% and his neighbors' heat auras overloaded his fatigue, makes me wonder whether any of the other full/partial fire items gives vulnerability instead.
From what I recall, at least the rings of fire immunity are not bugged (at least on Ice Devils from a previous game).
NTJedi
December 23rd, 2003, 12:24 AM
Originally posted by Taqwus:
Noticed something curious when I had my Lich Queen wear the Robe of Calius the Druid.
Electricity resistance -- 50%. Check.
Cold resistance -- something higher than 100%. Check.
Fire resistance -- 50% VULNERABILITY. Hmmm. Remove robe: no more fire vulnerability. Eh?
Robe appears to be bugged. ....<font size="2" face="sans-serif, arial, verdana">Actually most undead creatures cannot wear items which offer fire protection. If they do... for some reason it makes them more vunerable.
Example: Take a mummy and give it an item which provides 'fire resistance'... tadaa... it is now vunerable to fire. Not sure if this is by design or a bug... but it is more then just that robe.
Graeme Dice
December 23rd, 2003, 12:59 AM
Originally posted by Zen:
Protection of the Sepulcher<font size="2" face="sans-serif, arial, verdana">I think this one has a lot to do with the fact that the magic resistance of your own troops negates this spell.
ywl
December 23rd, 2003, 05:31 PM
New path of Moloch
Have any reported this yet? It takes 70 points to get a new path for Moloch but in the description, it says 50.
ywl
December 23rd, 2003, 11:27 PM
Magic Path of White Bull
Another one. The description of White Bull says 50 for a new path but it's actually 80.
apoger
December 24th, 2003, 10:21 PM
Pardon if this has been posted:
The bag of winds does not bring up an "item: spell" option for the casting of lesser air elementals, like other items that allow the casting of spells.
Jasper
December 25th, 2003, 12:01 AM
The bag of Winds was changed late in Dom1 to just summon 1 lesser air elemental at the start of a battle automatically. I haven't tried the new one in battle, but I would guess it's the same.
apoger
December 25th, 2003, 12:50 AM
Hrm, automatically? I still remember needing to use it. I'll do some checking....
[ December 24, 2003, 22:51: Message edited by: apoger ]
apoger
December 25th, 2003, 12:59 AM
You are absolutely correct, the lesser elemental is there automatically. Shows you how often I used the bag after the change. http://forum.shrapnelgames.com/images/icons/icon12.gif
PvK
December 26th, 2003, 01:01 AM
This may have been mentioned before, but Revenants seem to eat/require food. From their description (dead body w. soul attached), I'd assume they would have the "does not eat" trait.
PvK
PvK
December 26th, 2003, 02:46 AM
Not sure if this is a bug or not, but you can give a Fever Fettish to an undead, and it produces gems without actually doing damage, since the undead wearer doesn't suffer from being diseased. Seems like perhaps it shouldn't do anything when placed on an undead, but since it's sorcery, I can only ask - is this an intended advantage of undead units, or a bug?
PvK
Endoperez
December 26th, 2003, 11:28 AM
I thought I would post some ideas about 'correcting' the fever fetish, but then realised that there already is an item doing the same with astral gems that is more widely accessible and doesn't disease the owner (astral clam). One death for Mound King(or whatever that Ench. 2 undead commander was) is not that hard to get. And even if it is, fire gems can be used for gold besides other things so it is understandable it is harder to get them for free than astral gems.
[ December 26, 2003, 09:29: Message edited by: Endoperez ]
PvK
December 28th, 2003, 11:21 AM
Good points regarding balance. My main concern was on the "does it make sense" and "what would be interesting" level, more than a balance concern. Because even if it were "fixed" to not work on those who are immune to disease, one can still use them on cheap scouts or whatever, for nearly-inconsequential cost (but somewhat troublesome micro-management - gotta remember to take them off before the scout dies, etc.). I just thought I should mention it, in case it was something IW would want to fix. It's not a big deal, with plusses and minuses either way.
PvK
Taqwus
December 31st, 2003, 08:21 PM
Minor bit: "Strands of Arcane Power", with a Crone, still refers to 'his' strands.
The Ankh seems to give lightning resistance. Intentional? Seems non-thematic.
Demon Lords: I currently have two Belials, Lords of Corruption, from my first and second casts of Bind Demon Lord. The third cast got Belphegor.
Bit of strangeness, may be bug or not: I have a dual-Pan ambush: one casts Wind Ride, the other patrols with Charm/Hellbind Heart ready. For some reason, the second seems to prefer killing priests rather than charming/hellbinding them.
Truper
January 3rd, 2004, 07:23 PM
I have a Druid present in a province with the Primal Forest. The site description says a nature mage may enter to summon a Hama Dryad, but the Druid gets no option to enter.
Taqwus
January 3rd, 2004, 09:54 PM
Think I saw a Dome of Solid Air survive even after it allegedly shattered.
Vger
January 3rd, 2004, 11:58 PM
Hi,
I've noticed that the King of the sea trolls will not give up his gems when you hit the Z key. You have to do it the more tedious way in the lab. (Yes, this is in a province with a lab.)
Ciao,
V'ger gone
Johan K
January 4th, 2004, 07:48 PM
Z is a put Blood Slaves in the lab order. Gems are not affected.
Arryn
January 6th, 2004, 04:49 PM
Not sure if this is the proper place for this ...
I'm still playing the demo of Dom 2, while waiting for my order of the game to arrive via the ever-reliable (cough) USPS, and I've noticed something in the battle Messages that I find very annoying. When storming a castle, the message that is logged fails to list the losses for both sides. Sure, you can look at what's left of your victorious force in the newly-captured province, but it'd be nice if the game was consistent in posting the list of losses the same as it does for any normal battle that takes place outdoors.
I'll wait until I get the full game in-hand before I submit any other observations.
Cheers!
Thilock_Dominus
January 8th, 2004, 12:01 AM
Also from the demo:
Pressing the window key or ctrl+esc to get back to windows and then returning back to Dominions 2 makes some funny thing to the game(graphically)
Picture of it (http://thilockdominus.freehomepage.com/images/pic0002.jpg)
Truper
January 8th, 2004, 04:08 AM
There were 5 global enchantments active in the world. One was the Eyes of God. I cast fate of Oedipus, which duly destroyed the Eyes. The next turn, I cast Mother Oak while there were only 4 globals active. I got a message that my enchantment was overpowered by the existing enchantment and failed to take effect (even though I'd used 30-some-odd extra gems!). No other global was cast the same turn, and there are still only 4 active.
Johan K
January 8th, 2004, 11:50 AM
There can only be one global of the same type a well. So it might have been overpowered by the already existing mother oak.
Truper
January 8th, 2004, 04:12 PM
Hmm. I don't think any of the other enchantments was Mother Oak, but I didn't keep a save, so I can't be certain. I'll keep that in mind if something similar happens in the future.
Taqwus
January 8th, 2004, 04:13 PM
Prophets don't seem to keep their Pretender's Astral-9 "Twist Fate" blessing even when explicitly blessed, which shouldn't be necessary... Not sure if it ever received one in the first place.
SurvivalistMerc
January 9th, 2004, 03:43 AM
I do consider this a bug, but some may not.
I killed Bogus and crew with massed crossbows. That always seems to work against them. Even got Precious and his green armor.
I subsequently got the random event that Bogus and crew liberated some of my blood slaves. I would contend that this should not be possible (or another hero should be named) after I killed Bogus.
Of course, maybe it was his son, Bogus, Jr., who was upset at what I did to his heroic father.
Kristoffer O
January 9th, 2004, 07:05 AM
Originally posted by Truper:
Hmm. I don't think any of the other enchantments was Mother Oak, but I didn't keep a save, so I can't be certain. I'll keep that in mind if something similar happens in the future. <font size="2" face="sans-serif, arial, verdana">If a Mother Oak was cast by another player in the same turn this might happen.
Kristoffer O
January 9th, 2004, 07:09 AM
Originally posted by SurvivalistMerc:
I do consider this a bug, but some may not.
I killed Bogus and crew with massed crossbows. That always seems to work against them. Even got Precious and his green armor.
I subsequently got the random event that Bogus and crew liberated some of my blood slaves. I would contend that this should not be possible (or another hero should be named) after I killed Bogus.
Of course, maybe it was his son, Bogus, Jr., who was upset at what I did to his heroic father. <font size="2" face="sans-serif, arial, verdana">Ever heard of a 'Death Cheat' Blood Charm http://forum.shrapnelgames.com/images/icons/icon12.gif
The liberation event cannot appear if Bogus is actually living in the world after a successful conquest.
Jasper
January 10th, 2004, 07:45 AM
More of a tactical AI exploit than a bug, but I don't think it's intended behavior.
While expanding with Pangaea, I've come to have 3 bodies of troops led by a centaur. Javeliners on one flank, centaurs on the other, and the starting satyrs a bit forward of the default position.
I then put the White Centaur alone in the front center to get a better shot, and was surprised to see independent archers target him (and mostly miss), while ignoring the juicy javeliners. This was strange to me, as the tactical AI doesn't seem to be fooled by lone units as it was in Dom 1.
This implies to me that you can still use cheap leaders to distract the tactical AI targetting routines, which would be easily abused with scouts.
Kristoffer O
January 10th, 2004, 01:10 PM
I do not think it is a sole unit that is targeted by the AI, but a particular individual.
I have not experienced the problem, but if you come across several instances where archers target scouts or unimportant commanders let us know.
vBulletin® v3.8.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.