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thejeff
January 24th, 2009, 09:35 PM
If they were poisoned or decaying, etc they should have disappeared at the end of the battle, with the usual stream of hp numbers or years above them.
They weren't mercs, were they? If the commander dies, I believe the mercs vanish.
Were they listed in the battle report as dead? The right number at least. If so it could be the battle replay bug, which does not necessarily depend on OS or version differences.
chrispedersen
January 24th, 2009, 09:49 PM
my reply from the other thread you posted this in:
"etreats are resolved after combats and, as such, the units had no legitimate province left to retreat to. That is not a bug, but how the game works.
If there were units in your army which are not in the province afterwards, two possibilities exist: 1) that they were under the effect of poison or decay or somesuch, and so died, or 2) that the battle result you saw was not the actual battle, due to some incompatibility of OS or versions.
Routed units from a magical phase battle will appear in the retreated to province in time for the normal battle there, I believe."
None of the above is true. There were no special effects in effect. The fight was versus cave men and earth drakes. As I said, there were more than 10 units that were left on the map. None of them appeared in the province.
It is possible that this is another example of .. "the combat you see is not the combat that actually happened." Or, of course, it could just be a bug.
cleveland
January 25th, 2009, 12:12 PM
:bug: or WAD?
Units with the "Never Heals" tag (i.e. the broken bone symbol) don't lose the health gained by a lifedraining weapon over time.
For example, say a non-"Never Heals" unit, like a Sleeper, wields a Wraith Sword, and ends a battle with 50 HP. Since his base HP is 26, he'll slowly lose HP each turn until he arrives back at 26.
BUT, if a GoR'd gargoyle wields a Wraith Sword, and ends a battle with 100 HP, he won't lose those HP as time passes. 10 turns later, he'll still have 100 HP (assuming he stays out of combat, etc).
Presumably this is because HP-overload-loss is included in the same "HP Reckoning" calculation that heals wounded units at the end of each turn, and "Never Heals" units are excluded from that calculation.
As an interesting side note, if the above Gargoyle is located in a province with a lab, it WILL lose HP as expected...this is because it's a magic being that heals only when a lab is present...thus it's included in the HP Reckoning, and there you go.
fungalreason
January 26th, 2009, 08:30 PM
What would be needed to submit an example of the movement bug? I have a situation where it's pretty clear that's what happened.
I assume .trn and .2h files from the turn before and after? Fortunately this is a llamaserver game, so I have all the old e-mails. Is something needed from the host as well?
archaeolept
January 26th, 2009, 08:34 PM
no that should be fine. what happened?
my most hated movement bug was moving out a group of stealthy raiders who were observing a seige. they were going to attack an adjacent province, but the sieger moved in a few troops from that province to reinforce the seige... so the game decided to have my stealthy army fight his whole seiging force... It was pretty dumb, and I lost a ton of van thugs :(
forces that were hidden should be exempt from the "which province do the colliding forces engage in" determination
fungalreason
January 26th, 2009, 08:48 PM
Essentially an entire army failed to move. They were just going one space. No battles happened in either territory. There were some stealth units carrying supply items with them that did move and were caught by patrollers. So it may be something related to that.
I don't want to post the files publicly yet, since it would reveal too much. I'm just making sure I know what to keep for later on.
archaeolept
January 26th, 2009, 11:46 PM
keep the prior turn's files as well
Reay
January 27th, 2009, 05:35 AM
Small issue: LA Mictlan's starting army consists of warriors (unit number 722), which have older Mictlan armour instead of the LA warriors (unit number 1545) which have Scale Mail cuirasses.
Edi
January 27th, 2009, 07:57 AM
Thanks.
seryozha
January 27th, 2009, 10:55 AM
I have been trying some earth strong blessing for +4 protection with Vanheim and Eriu. However, it seems that blessing is doing no effect, defence stats remain unchanged while troops gain other bless effects like reinvingoration or atack, magic protection, etc (depending of the magic choices). Is this a known bug or I am missing something? Thank you all.
AreaOfEffect
January 27th, 2009, 02:44 PM
Small issue: LA Mictlan's starting army consists of warriors (unit number 722), which have older Mictlan armour instead of the LA warriors (unit number 1545) which have Scale Mail cuirasses.
The same applies to MA Mictlan, though I would have thought that to be a known bug. Perhaps not. The biggest concern is that the old warriors can't keep up with the new ones because they have map move of 1.
Also, while we're on the subject, LA Man's PD produces tower guards from MA Man, not the tower guards of the LA. These are substantially different units.
rdonj
January 27th, 2009, 05:28 PM
I have been trying some earth strong blessing for +4 protection with Vanheim and Eriu. However, it seems that blessing is doing no effect, defence stats remain unchanged while troops gain other bless effects like reinvingoration or atack, magic protection, etc (depending of the magic choices). Is this a known bug or I am missing something? Thank you all.
Are you looking at their protection, or their defense? If you're not seeing a change to the protection with a 9 earth bless, click on their protection stat before blessing, and then after blessing click again. There should be a change in the head/body values at least.
seryozha
January 28th, 2009, 03:27 AM
You are right rdonj, I was looking defence, not proteccion. Nevertheless, proteccion is increased but blessing effect is not specified as 'Blessed: +4' so I didn't notice the change yesterday... :o
chrispedersen
February 1st, 2009, 02:23 AM
There seems to be a bug or bugs with hell power. CMB may be involved, but the bugs also transcend cbm.
A. Caster is a 2/2 vampire.
1. opponent casts a spell.
2. Vampire casts hell power. Fatigue 14. Only 2 blood slaves are consumed
3. Vampire immediately casts Summon Imp. (it seems out of turn) Fatigue is now 34. 2 blood slaves consumed.
4. Opponent casts a spell.
5. Vampire casts Hellbind heart. Fatigue is now 84. 2 blood slaves consumed.
These exact fatigues have been repeated a couple of times.
Vampire is never horror marked. No horror ever appears. Vampire gets no bonus to any physical stats.
Spell Vanilla CBM
Hell power B2 F300 B1 Fat 300
Summon Imp B1 F100 no change
HellBind B2 F100 no change
So I guess
A. I don't understand how the fatigue is 14 after casting Hellpower.
B. I don't understand how the summon spell is immediately cast.
For the fatigue to be 20, the only way for that to happen is for the caster to be a 5th level caster, or a boost of three (not 2 as in the manual). So, I'll presume that what hellpower actually does is give you an immediate boost on casting another spell.
C. I don't understand why *2* blood would be consumed for reinvigorate.
Endoperez
February 1st, 2009, 04:21 AM
3. Vampire immediately casts Summon Imp. (it seems out of turn) Fatigue is now 34. 2 blood slaves consumed.
B. I don't understand how the summon spell is immediately cast.
For the fatigue to be 20, the only way for that to happen is for the caster to be a 5th level caster, or a boost of three (not 2 as in the manual). So, I'll presume that what hellpower actually does is give you an immediate boost on casting another spell.
2 Blood (base) + 2 from Hellpower +1 from extra slave = fatigue as 5th-level caster.
The other stuff sounds really weird.
lch
February 1st, 2009, 07:49 AM
A. I don't understand how the fatigue is 14 after casting Hellpower.
Because maybe the bonus from Hellpower is being added before the fatigue is being calculated. BTW, gems and fatigue are tied. It's not possible that the spell requires only 1 slave in CBM, but has 300 fatigue. It's just a bug that the modded Blood slaves / fatigue values don't get shown in the spell infoscreen. It is really a B1 Fat 100 spell.
B. I don't understand how the summon spell is immediately cast.
No idea either, sounds like a fluke.
C. I don't understand why *2* blood would be consumed for reinvigorate.
Because mages are greedy, they want to prevent fatigue if they have the chance. If I have to cast multiple spells of the same type, and one of the later ones requires gems, I regularly give the mages a good deal of gems more so that they don't run out of them during the early spells already.
archaeolept
February 1st, 2009, 11:54 AM
the problem is the numbers don't work, lch.
the fat cost for hellbound heart is exactly what one would expect if one's blood level had been unnaffected by hellpower, let alone that the fat cost for the original casting shouldn't have been modified by hellpower already...
DonCorazon
February 1st, 2009, 12:06 PM
Did you look at magic/drain scales in province where he's casting?
Reay
February 3rd, 2009, 05:12 AM
Small issue: LA Mictlan's starting army consists of warriors (unit number 722), which have older Mictlan armour instead of the LA warriors (unit number 1545) which have Scale Mail cuirasses.
LA Mictlan's PD also has the same problem as above. I assume therefore MA Mictlan also has this problem.
chrispedersen
February 3rd, 2009, 12:09 PM
C. I don't understand why *2* blood would be consumed for reinvigorate.
Because mages are greedy, they want to prevent fatigue if they have the chance. If I have to cast multiple spells of the same type, and one of the later ones requires gems, I regularly give the mages a good deal of gems more so that they don't run out of them during the early spells already.[/quote]
But the point is, reinvigorate *removes* all fatigue. Makes no sense whatsoever to spend more gems for the same effect. I'm suggesting here that there should be a special line of consideration that when casting, do not use an extra gem to cast this spell.
To answer Don's question: These were vampires, fighting in Dominion. The magic scales were +1-+3.
But I'd say the spell remains seriously bugged - or at least different than the description. Vampires got no horror marking, no physical bonus - and no magic bonus for the duration of the combat - possibly it did get one for one casting.
RonD
February 4th, 2009, 10:16 AM
Twiceborn & globals
If there is a unit with twiceborn who is killed but cannot return as a wightmage (its capital is in enemy hands), and who has cast a global - the global remains in effect.
Thread here: http://forum.shrapnelgames.com/showthread.php?t=40520
archaeolept
February 4th, 2009, 09:16 PM
But the point is, reinvigorate *removes* all fatigue.Reinvigorate does not remove all fatigue. The amount it removes really seems to depend upon the caster's level. It works well for blood 3 mages; it is basically pointless for blood 1 mages.
chrispedersen
February 4th, 2009, 10:45 PM
Well then things are weirder again.. Perhaps hellpower was doing something .. that vampire was dropping fatigue to zero or so close to zero I didn't pay attention...
chrispedersen
February 5th, 2009, 04:08 AM
More interesting results with hell power.
If a vampire is leading a communion, hell power almost acts as you would expect.
The vampire *does* get horror marked, does get magic boosts, does *not* get physical boosts.
All the communion slaves get horror marked, and get magic boosts, but also do *not* get physical boosts.
However, horrors showed up as soon as it was cast, and continued to show up, one each round (so much for a *chance* of it happening).
Fun amusing trick:
Invade with two vampires. One with troops, one hidden *without* troops.
Summon lamashtas, or horrors. Retreat the casting vampire. Or not if it is in dominion.
If the lamashtas clear the terrain - *usually* you would have a vacant neutral province, that you would have to conquer.
However, the hidden vampire will generate two vampire thralls.
As he has no troop type, they will default into the province --- captureing the province for you.
Cute.
Wrana
February 5th, 2009, 05:27 AM
Maybe Hellpower has that key that designates spell as having no effect on undead? Just a thought, but it can explain such...
BesucherXia
February 5th, 2009, 07:16 AM
I have met an odd bug regarding Armor of Virtue:
Sometimes the commander will not automaically get Ritual of Returning Tag by doning it, and has to cast a buff in battlefield to make it appear.
Also, once a commander without the Armor still claimed its effect.
I cannot spot any reason and thus have to think it a bug. This could even be reason for the crash in one of my MP and I hope it get noticed.
Two screenshots to the case:
BesucherXia
February 5th, 2009, 09:58 AM
Sorry I cannot edit my last tread now. Here is some further description:
1 The Air queen once owned Armor of Virtue, but I am surprised to see the effect remaining even after the Armor is removed.
2/3 The Demonbred entering battlefield without the effect,which only appeared after his first buff(holy avenger). I have also tried giving him script of attacking closest without buff, the Armor never saved him again in that case.
JimMorrison
February 5th, 2009, 10:07 AM
That's interesting. I noticed in a game of mine recently, that a commander who had worn the Armor of Virtue for awhile in a castle, retained the Returning buff once it was taken off - and he never once entered combat with the armor on.
BesucherXia
February 5th, 2009, 10:17 AM
That's interesting. I noticed in a game of mine recently, that a commander who had worn the Armor of Virtue for awhile in a castle, retained the Returning buff once it was taken off - and he never once entered combat with the armor on.
Have you ever sent him to a battle without taking any hurts?I remember it's after that my Air Queen retained the effect even after she had taken off the Armor.
chrispedersen
February 5th, 2009, 11:14 AM
All these are known bugs with armor of virtue.
The first bug has to do with - if the commander moves, the armor casts the spell, but misses the square the commander is in.
So, if you have armor of virtue, you must hold the first turn, or cast a spell.
Secondly, yes, if you enter a battle, get the ritual of returning, and are not damaged that ritual will remain with you.
Thirdly, the armor of virtue will trigger even when the subject unit is not susceptible to that damage type. I don't know if its *all* damage types, but I know for example a diseased mummy will trigger the returning.
chrispedersen
February 5th, 2009, 11:21 AM
Maybe Hellpower has that key that designates spell as having no effect on undead? Just a thought, but it can explain such...
Yeah, thats my thought as well.
Anyway, I did check the reinvigorate spell. arch/et.al were correct that for a generic 1 B user - it does not remove all fatigue.
I consider that a separate bug, since the spell says it removes all fatigue.
But it does imply something about sabbaths/communions.
The effect reinvigorate, is applied to each slave, and then evaluated RATHER than
the evaluated effect is applied to each slave.
In other words: B5 casts reinvigorate. It cures 100% of fatigue. 100% of fatigue is not removed from a b1 slave; instead about 6 fatigue is. The same effect when applied to a b2 vampire.. removes all fatigue (I am not sure how much as the vampire only had 4x fatigue at the time). I wonder if the formula is b^2*6 fatigue.
lch
February 5th, 2009, 01:14 PM
Did you try Hellpower with a demon? I wonder if those will get the raised stats.
chrispedersen
February 5th, 2009, 03:54 PM
Did you try Hellpower with a demon? I wonder if those will get the raised stats.
I tried it with an Onaqui and the game crashed. As it was OMGin the morning I hung it up.
JimMorrison
February 5th, 2009, 04:17 PM
Secondly, yes, if you enter a battle, get the ritual of returning, and are not damaged that ritual will remain with you.
Well like I said, in my case, the commander in question -never- entered combat. He had cast a Global for me, so I put the armor on him to help protect against assassins. Later I decided to move it to someone who was going to actually go into combat, and noticed that the first mage had the Returning icon on him.
chrispedersen
February 6th, 2009, 01:42 AM
Did you try Hellpower with a demon? I wonder if those will get the raised stats.
I tried it with an Onaqui and the game crashed. As it was OMGin the morning I hung it up.
Did you try Hellpower with a demon? I wonder if those will get the raised stats.
When cast by demons, it seems to work completely normally. The only thing that was different was they got reinvig (5). I've never noticed that before.
But other than that, yeah, added 20 hp on a 30 hp unit.
archaeolept
February 11th, 2009, 06:01 PM
As we were having a discussion on IRC about pretender/prophet HP's due to dominion, and as I don't see it listed in the bug shortlist:
According to the manual, "For each level of friendly dominion in a province a prophet and/or pretender gains ... +10% hp"
Actual mechanic: For the average positive dominion of this turn and the last (or the last two turns, for hp during a battle), the pretender/prophet gains +20% hp. (negative dominion is -10%, as per manual)
So if you had a pretender w/ 100 hp, and were in dom 10, and then moved to dom 4, and then attacked somewhere whatever the dom, your hp would be
100(1+.2*(10+4)/2)= 240 hp. Manual would lead you to think that you should have 140 hp (based on the previous turn's dominion, or whatever if the current battle location's dominion were to be used).
similarly, if your 100 hp pretender was in dom 5, then went to a dom -5 province, and then attacked somewhere, it would have, i believe, 125 hp.
Just to keep it consistent, ;) , Str and MR effects due to dominion are based on the current dominion of the province the battle is taking place in.
enemy dominion lowers hp by 10% per pt, as per manual.
also, of course, as is well known, right clicking on the hp yields totally incorrect numbers :)
edit: I like averaging the previous two turns as a mechanic, personally, but the +20%/dom seems excessive.
archaeolept
February 11th, 2009, 08:56 PM
meh, that formula works in simple cases, but is not completely accurate ;p
should have started a thread :)
chrispedersen
February 11th, 2009, 10:43 PM
arch, there is a thread (or posts) on this.
It documents, I think fairly accurately, the lost of bonus hitpoints due to dominion difference...
archaeolept
February 11th, 2009, 11:29 PM
yes, of course people have speculated previously, but they have said different things, and none of them have been quite right.
"It documents, I think fairly accurately, the lost of bonus hitpoints due to dominion difference"
unless you have some specific post in mind, as would be indicated by the "It"?
Zentar
February 16th, 2009, 08:03 PM
I searched the short list and this bug thread, but saw nothing concerning this recruit-able unit so I have decided to go ahead with this post.
I was playing a game with a land based nation and conquered a sea territory. Upon site searching I found that the territory allowed the recruitment of a Sea Father W2H1. I built a laboratory and a temple then attempted to recruit the Sea Father, but I was not allowed.
I have not found a bug since the immortal demons w/twice born of long ago.
thejeff
February 16th, 2009, 08:47 PM
Define "not allowed", please.
Did he stay grayed out or could you put him in the queue but he never actually got built?
chrispedersen
February 16th, 2009, 10:04 PM
by chance was unrest too high?
Edi
February 17th, 2009, 11:13 AM
Zentar, if the province had unrest over 100, you can't build units until it's below. If there was less than 100 unrest but not enough resources, it will just take more turns to recruit it. But without definite information, it's no bug as of yet. I've never had problems recruiting Sea Fathers when I've found them.
JimMorrison
February 17th, 2009, 11:23 PM
[Item]: The Black Mirror - if an Astral mage who has previously been Feebleminded due to being caught in a Mind Hunt attempt, they can still use the item to cast Mind Hunt, though they lack any magical ability at all (the item specifically states that you must be an Astral mage to unlock the Mind Hunt ability).
chrispedersen
February 18th, 2009, 01:35 AM
I just uploaded a turn to illwinter where scales were not affecting research - and it apparently was an ongoing problem.
lch
February 18th, 2009, 04:47 AM
[Item]: The Black Mirror - if an Astral mage who has previously been Feebleminded due to being caught in a Mind Hunt attempt, they can still use the item to cast Mind Hunt, though they lack any magical ability at all (the item specifically states that you must be an Astral mage to unlock the Mind Hunt ability).
WAD. Item spells can be used by non-mages, in battle and for rituals. That's why you give your stone spheres, the Black Mirror, and other stuff to Scouts. The description is misleading, of course, yes.
I just uploaded a turn to illwinter where scales were not affecting research - and it apparently was an ongoing problem.
Was it your dominion or enemy dominion? And what nation were you playing?
chrispedersen
February 18th, 2009, 11:31 AM
Well, the turn I sent in was *no* dominion. Just +3 magic scale.
The turn previously, it had been 1 candle, my dominion.
Perhaps I can't complain; I didn't send in the game when it had one candle. The turn I sent in perhaps its (WAD) -but it is an interest codicil to note you don't benefit from positive scales in perfectly neutral domain too.
lch
February 18th, 2009, 12:11 PM
I am not too sure how the game interprets it, but you don't get the benefits from enemy scales, you only get the bad effects from enemy scales... :) Could have been the case.
JimMorrison
February 18th, 2009, 04:54 PM
From my own observations, you also get no positive effects in Neutral Dominion. If you don't see a white candle, you don't get the RP. :(
Herode
February 25th, 2009, 08:40 AM
Here is a bug I caught yesterday. Files available if needed.
- my army sieges a castle
- one of my commander receives the order to storm the castle with a small force (just to sse what's inside the fort)
- 2 commanders receive the order to maintain siege
- the other commanders receive the order to move and attack an ennemy force at my south. The goal is to crush the ennemy reinforcements before attacking the garrison.
The result after the hosting is :
- the commander storming the castle does so (and is of course beaten). OK
- all the other commanders maintain siege. Not OK :rolleyes:
Edi
February 25th, 2009, 02:08 PM
That's the army movement bug, where you move an army to attack but it doesn't. But since you're in a province where you siege, instead of the defend province command, the commanders defalut to maintain siege.
Send the files if you want, but I don't know if it will help at all. It's not been reliably repeatable before, which is required for it to be solved unless it is discovered while fixing something else. See recent spate of fixed immortality bugs, they all have different times of addition to the list, but seem to have been linked and were taken care of at once.
chrispedersen
February 25th, 2009, 05:54 PM
Hey cool! A bunch of the immortality bugs I sent in were fixed.
YAY! Thanks EDI, Johan, KO!
Endoperez
February 26th, 2009, 03:41 AM
LA Patala Nagarajas (1320) don't revert correctly into their second shape. When they fight in Gandharva shape and are almost dead, they turn into a Naga shape at 1 hp.
The other Naga mages (Nagarishi and Nagini) suffer the same fate when their Yaksha and Human shapes are near death. When I tested this, the nagas ALWAYS got hit for 1 point less than their total hp. E.g. Nagini in human shape has 12 hp, is hit for 11 hp of damage, and is now at 1 hp but naga-shaped. And then she dies.
They should have the full hps in their both shapes, just like other shape-changers.
Conceptual Balance was on during the most comprehensive test, but I noticed this without it.
rdonj
February 26th, 2009, 12:07 PM
In a mp game on the llamaserver I have a battle replay that crashes partway in when I try to watch it. It goes probably 15+ turns before crashing, and I don't even get a crash error report.
lch
February 26th, 2009, 12:26 PM
rdonj, check Illwinter's changelog. There have been a couple of bugfixes for problems that sound exactly like what you're having, and they will be fixed in the next patch.
rdonj
February 26th, 2009, 01:32 PM
* Crash during turn generation bug fixed.
* Global enchantments could incorrectly stay up if its immortal caster was permanently banished, fixed.
* Immortals could die permanently from disease, fixed.
* You could get permanently unable to appoint a new prophet in some circustances, fixed.
This is the only set of changes I see that talks about a crash, and I don't see anything about issues with battle replays. Am I missing something?
rdonj
February 26th, 2009, 03:01 PM
Huh, another bug? I was just playing around with the Destroyer of Worlds as an SC chassis and I gave it a black steel hat, but the protection from it isn't showing up. He keeps the same (3) head prot he normally has.
lch
February 26th, 2009, 09:06 PM
rdonj, I believe that the first fix addresses the battle replay problem. I may be wrong about it, but I have been inspecting turn files from the llamaserver from somebody, I think it was FungalReason, and confirmed that they led to crashes. The turn files were then sent to Illwinter, so I assumed that they are what the first fix is about. We'll see.
Regarding the head prot, it does change for me when I try to reproduce your problem. The protection values are only approximate numbers, though, as the protection mechanics are more nuanced than just head and body prot. JK or KO explained a little how they work, somewhere. Basically, every limb has it's own protection value, AFAIK.
rdonj
February 27th, 2009, 12:58 AM
That would be very nice, thanks.
I was checking the specific number for the head. He had 14 or so body prot with the plate armor I gave him, but only 3 on the head with a 23 prot helmet. Maybe it has something to do with his afflictions? He has 3, lost a limb, never healing wound and reduced strength. I'll take a screenshot later when my computer is out of danger.
Micah
February 27th, 2009, 01:32 AM
missing limbs mess up helmets, that one has been around for a while.
rdonj
February 27th, 2009, 02:34 AM
Good to know. That's really odd though. I'm not even 100% sure that the protection is actually messed up, it seems like it could easily be properly taken account of and just not updating the protection page properly.
chrispedersen
February 28th, 2009, 11:23 PM
I am getting this recurrent problem with getting wrong turn numbers.
Even if I download the turn file again, put it in a new folder, and resubmit a turn - it still gives the wrong turn number.
I don't know if this is a function of my stupidity (probably), a problem with llama server, or a dominions bug but I thought I'd mention it here, as I know other people have had the same bug occur (and re-occur).
Dorjan
March 2nd, 2009, 08:29 AM
I hate to say this as I might lose my edge, but is thunder bolts meant to work underwater?
vfb
March 2nd, 2009, 08:56 AM
Orb Lightning and Lightning Bolt work underwater. Thunderstrike shouldn't. If you're casting it using Tempest it might work.
Dorjan
March 2nd, 2009, 10:32 AM
Cool, thanks!
BesucherXia
March 4th, 2009, 03:10 AM
edit: sorry, false report.
P3D
March 5th, 2009, 04:39 AM
There's one EA TC hero, the Master of Iron Clutch, who is Immortal and Plague carrier. In one game he got diseased. That means he is at 1HP constantly, dying and reappearing in the capital all the time, and his immortality does not yet wanted to heal the disease itself. Having a lot of TC cap-only mages in the capital, that's quite frustrating.
lch
March 5th, 2009, 04:42 AM
I suppose that this disease is from battle wounds, though, or old age, not the plague carrying ability itself?
P3D
March 5th, 2009, 04:51 AM
Got one in battle I guess - was researching in his own lab, Vine men appeared, and he started to collect infections, and got into the Hall of Fame (Obesity, still 1HP max), I guess due to dying once every turn.
Then that would be another exploit. Send the immortal hero alone into a province just taken by the barbarians a few times to get into the HoF.
vfb
March 5th, 2009, 05:08 AM
Nope, the crutch guy has a plague cloud (like mummys) and everything in the plague cloud gets diseased, including the crutch guy. Then he dies, immortality kicks in, but he's diseased, so he ends up in the cap with 1HP.
He's still pretty useful IMO.
Endoperez
March 5th, 2009, 08:02 AM
Just remember to position him far from your other mages. The plague only spreads in battles, but the cloud can do real damage if you forget to move him away from the default.
lch
March 5th, 2009, 07:26 PM
AI "bug": It seems to me that the AI only seduces with units that have the seduction effect of a succubus (fx number 210), and never with units that have the seduction effect of a Nagini (fx number 298). I suppose that the relevant code for assassinations/seductions hasn't been updated when the new seduction type was introduced. Thus the only units that the AI uses for seduction attempts are Succubus (811) and Lilot (2071).
Units affected:
Nagini (1325)
Oreiad (1650)
Manushya Rakshasi (1740)
Satyr (1881)
Cloud Vila (1941)
Mountain Vila (1942)
Sirin (1945)
Rusalka (1954)
Edi
March 7th, 2009, 05:14 AM
Added to shortlist. Thanks, lch. :)
Edi
March 7th, 2009, 05:40 AM
I'm also going to clean the shortlist up after the next official patch comes out, because for various reasons I didn't have time to do that when 3.21 came out.
Edi
March 7th, 2009, 01:34 PM
The seduction bug has been fixed. The Jotun Skratti problem has been fixed despite not showing on the progress page, so the shortlist has been updated. No more upkeep free Jotun werewolves or wolves.
BesucherXia
March 8th, 2009, 03:07 PM
Hmmm...Has this one been reported?
If you give a commander with default Siege Bonus a siege booster, the Siege Bonus will not be accumulated. At least will not be displayed correctly in the status window. My case was the Siege Engineer of Ulm with Wall Shaker, not sure about other situation.
AreaOfEffect
March 8th, 2009, 04:20 PM
Confirmed, siege bonuses don't appear to stack. Might be intentional though.
thejeff
March 8th, 2009, 10:37 PM
Odd. I've got Siege Engineers with Gate Cleavers and the bonus is displayed there.
That's a CBM game, but I wouldn't expect that to make a difference.
AreaOfEffect
March 9th, 2009, 06:45 PM
Siege Engineers with Gate Cleavers will see an improvement, yet that is because the bonus from the cleaver is 50. My tests show me that the bonus is 50 no matter who you put that cleaver on.
thejeff
March 9th, 2009, 08:49 PM
Oh, duh. Yeah, that's bad.
Hopefully it's only a display bug? I haven't checked to see how long it actually takes to knock down a castle.
vfb
March 11th, 2009, 11:20 PM
Here's a bug similar to random Barbarian events occurring at a sieged fortress:
I was sieging a fort, and I wanted to get rid of pesky scouts, so I patrolled. It's probably irrelevant, but I also stormed the fort the same month with one unit, just to peek inside. Anyway, I got a message about finding a sneaking enemy, but strangely there was no battle that I could click on.
The next month I stormed the fort and took it ... only to find that I no longer controlled the province. It was now owned by the scout I had uncovered the previous month, when I patrolled.
I had armies moving into the province the month I stormed, but since they were on 'move' and not 'move and patrol', they just ended up inside the fort, instead of fighting the scout. Not that it's possible to 'move and patrol' to a fort you're sieging.
Next time I discover a sneaking enemy while sieging, I'll be sure to leave a small force still patrolling when I storm a fortress. That way the scout won't capture my zero-PD province.
chrispedersen
March 12th, 2009, 06:39 PM
Actually vfb, I don't think it makes a difference.
I routinely leave units preaching, sieging, and patrolling when I storm forts just to make sure I don't lose the province if I lose the storm.
It has never seemed to matter- the province is still taken when I storm. Not all the time.. just sometimes.
Edi
March 12th, 2009, 06:46 PM
It probably does, because that sounds like it works exactly like a barbarian raid event, only it's a scout being caught. Looks to me like the bug triggers whenever a third party incursion into a sieged province comes about through something other than normal army movement. May be related to the no control/partial control/full control of province thing.
vfb
March 13th, 2009, 04:20 AM
A. I don't understand how the fatigue is 14 after casting Hellpower.
Because maybe the bonus from Hellpower is being added before the fatigue is being calculated. BTW, gems and fatigue are tied. It's not possible that the spell requires only 1 slave in CBM, but has 300 fatigue. It's just a bug that the modded Blood slaves / fatigue values don't get shown in the spell infoscreen. It is really a B1 Fat 100 spell.
The actual code in the mod is:
#selectspell "Hell Power"
#pathlevel 0 1
#end
That changes it from a B3 to a B1 spell. However, the mod does not change fatigue cost. So it still shows 3 slaves/300 fatigue.
If you add this line it fixes all the weirdness:
#selectspell "Hell Power"
#pathlevel 0 1
#fatiguecost 100
#end
Now it displays properly, is B1, and only costs one slave. I don't know if that's what QM wants though, it seems kind of drastic. But if the intention was to just reduce fatigue, then why not leave it at B3 and change the cost to 100?
Poopsi
March 13th, 2009, 11:02 PM
I dont know if this qualifies as a bug, but, shouldn't Jaguar Warriors get the skinchanger tag?
AreaOfEffect
March 14th, 2009, 04:18 PM
Skinshifter is different from the transformation that Jaguars go through, though it is very similar. Honestly, I'm not exactly sure why they get their own special tag as there are dozens of units that change form.
chrispedersen
March 14th, 2009, 05:01 PM
Here's a bug you don't see everyday. My guy blessing the enemy.
AreaOfEffect
March 14th, 2009, 07:27 PM
That gives me an idea for a new unit.
Sleeper Agent - When you hire him he doesn't appear where you recruited him. Instead he kills another players recruit and takes his/her place. Then helps your side when they fight against you and causes unrest in the form of sabotage.
chrispedersen
March 15th, 2009, 12:17 AM
I had a mod called death cult
All the units had gcost = 0, or negative. All had stealth.
Some of the units were - horsemen of the apocalypse. Death eaters. Eye collectors.
Some commanders even earned gems.
The entire idea was that they lived among us. And only when it was the final time of showdown (Ie., the end times).... would they appear.
They would have a capital, of course, A city of the damned. But as they would not own many provinces - most recruitment was done via a commander order, as well as some autospawns.
Many of the commanders had #onbattle spells - like darkness, terror etc - because research would be hard.
All in all it was a lot of fun to make. I got it about 87% finished before I quit....
And it had a really, really creepy feeling when playing against it - because you literally never would know when some of these units would pop up in your territories. And you would never know if casual PD would defeat them....
Endoperez
March 15th, 2009, 05:09 AM
All the units had gcost = 0, or negative. All had stealth.
Sounds very interesting. Any way, what exactly happens with a negative gold cost and upkeep?
Zeldor
March 15th, 2009, 12:44 PM
In one game I did cast a global [nature's bounty] successfully, but it didn't show up in the global list. Caster also does not have icon about owning a global. There are still 2 spots left for globals.
Did it happen to anyone before? It's a huge problem.
chrispedersen
March 15th, 2009, 05:12 PM
All the units had gcost = 0, or negative. All had stealth.
Sounds very interesting. Any way, what exactly happens with a negative gold cost and upkeep?
Well, back then it generated you gold. No idea if it still works.
vfb
March 15th, 2009, 06:18 PM
In one game I did cast a global [nature's bounty] successfully, but it didn't show up in the global list. Caster also does not have icon about owning a global. There are still 2 spots left for globals.
Did it happen to anyone before? It's a huge problem.
Yep, happened recently to someone else, but not me. I remember it was the same as what you're saying: two slots open, global cast successfully, but global is missing. It was posted on the forums, but I can't remember if it was this thread, or its own thread.
llamabeast
March 16th, 2009, 10:37 AM
Apparently paralyzed units can still move in order to follow their commander if they have Guard Commander orders. :o
Sounds quite serious to me!
chrispedersen
March 16th, 2009, 12:15 PM
If the developers are going to take a look at Guard commander,
I'd like to make a request as well, which particularly affects flying units, but affects other units as well, berserkers and tramplers for example.
Many times flyers will 'mill about' to no effective difference of placement.
XYZ
P1Q
RST
RST
Q1Z
ZYP
Each time they do so, they burn fatigue. So many times, by the time an enemy does make it to your commander - flying units will have 60-70 fatigue.
Another notice:
XYZ
P1Q.2
RST
In this circumtance countless times I've seen the troop q wait until 2 comes up to it and hit it - instead of taking one step and hitting 2 first.
And we'd all like archers to fire while guarding (but there are good balance reasons while that doesn't happen).
Here's an algorythm that would improve both these things.
Guards, like troops fill a box, the size of which depends on the number of troops. Ignoring size and the cmd donut, more or less 25 units make a 5x5 box, 16, a 4x4 box.
I presume that right now, guards 'mill' in order to allow them to encounter an enemy, to thus attack, and presumably to avoid blocking a commanders move all the time. My suggestion:
General movement
A. Each size guard box has a fill template (ie., what you do when you have a 5x5 box but only 20 units).
B. When a commander wishes to move, subject to ZOC have all of the units guarding execute an identical move. If the commander doesn't move, (subject to C) the guards execute the same move (ie., they don't).
Combat:
A. Record the size of the box at the start of combat.
B. Allow guards to attack enemy units within a box 2 units larger. So for example, 24 guards are in a box 5x5. Allowing them to move with in a 7x7 box would allow the guards to trigger if an enemy approached within 2.
C. An enemy withing the trigger area causes all guards to move to engage the triggering unit.
Several behaviors this would be good for:
Suppose this was the prefill for 18 guards, guarding (1).
A.B.CD
E.FGH.
IJ1.L.
.MN.oP
.QRS.T
The presence of # within the trigger zone would trigger all the guards to move to engage.
....AB
....ECD
..1.GH#
....IJL
....MN
Etc. ( I didn't put all 18 guards.. but you get the idea)
Now if you were really, REALLY slick, you would have 5-6 guards move to intercept the threat and the remaining guards move to a template position for fewer guards.. something more like
a..b.
.c.deKQ
f.1.gL#
.h.i.MR
k...p
As guards die, they would constantly still surround the commander and still send the others to attack the threat.
The routine would be something like:
(made easier for programming)
for an nxn box of guards with x actual guards
a). Always retain n guards on the commander. (Lowest unit #'s they've been with the commander the longest-).
b. For each triggering enemy, (z) send n guards to deal with it.
Reposition all x-zn guards within the a smaller box, but keep the original size box for purposes of triggering. (The guards fall back to protect the commander).
Sombre
March 16th, 2009, 12:32 PM
I've seen troops with missile weapons (archers) fire when set on guard commander during an assassination attempt.
thejeff
March 16th, 2009, 12:50 PM
Bodyguards behave differently during assassinations. Melee troops will charge the assassin, so I'm not surprised archers will fire.
lch
March 17th, 2009, 08:40 PM
Regarding the recent gold cost fixes, there's still one unit which has a gold cost while its alternate shapechange form has a zero gold cost: The Serpent King's (653) serpent form (654). It's a pretender for Sauromatia, so it's not that much trouble...
Wrana
March 18th, 2009, 05:39 PM
Lately in testing Patala the game (3.23) repeatedly crashed when Nagini tried to seduce...
Edi
March 18th, 2009, 06:27 PM
Not getting any crashes with a vanilla test game of Patala with 3.23b, so that seems to have been taken care of as well.
deadboi
March 19th, 2009, 12:17 AM
I just installed the 3.23b linux patch and I get a Segmentation fault when I try and changed the fullscreen resolution through the gui. It happens as soon as I click on the option to change fullscreen resolution option in the video preferences. If I change it through the command line it works fine.
Operating System: Ubuntu 8.10 AMD64 (2.6.27-14-generic)
Processor: AMD Turion 64 X2 Mobile
RAM: 1.87 GB
Graphics Card: Nvidia GeForce Go 6150
-------------------------
----- DOMINIONS ---------
-------------------------
Version version 3.23b (323)dbglevel 2 pc_endian
datapath='/usr/local/games/dominions3'
confpath='/home/deadboi/dominions3'
savepath='/home/deadboi/dominions3/savedgames'
modpath='/home/deadboi/dominions3/mods'
mappath='/usr/local/games/dominions3/maps'
localmappath='/home/deadboi/dominions3/maps'
temppath='/tmp/dominions3_37829'
-- InitGLStuff --
Init OpenGL extensions
Renderer (GeForce Go 6150/PCI/SSE2)
Vendor (NVIDIA Corporation)
Version (2.1.2 NVIDIA 177.82)
supported_ARB_vertex_buffer_object = 1
supported_ARB_multitexture = 1
supported_EXT_texture_env_combine = 1
supported_SGIS_generate_mipmap = 1
supported_ARB_texture_compression = 1
supported_GLX_SGI_swap_control = 1
domdata_path = /usr/local/games/dominions3
Max texture size = 4096
CreateTexture /usr/local/games/dominions3/guiborder2.tga alpha 6
Not a sgi pic, 0
sgi -1
tga 3210
tga2rgba32 alphamode 6 tgatype 3210 (512x512) tgalen837003
RGBA2Tex 512 512 (1048576 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
CreateTexture /usr/local/games/dominions3/guihead.tga alpha 6
Not a sgi pic, 0
sgi -1
tga 3210
tga2rgba32 alphamode 6 tgatype 3210 (32x32) tgalen2250
RGBA2Tex 32 32 (4096 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
InitPrint
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
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RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
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pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
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pixmode = GL_RGBA
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RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
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pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
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RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
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pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
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RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
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RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
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RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
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RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
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RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
64
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
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pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
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RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
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pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
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pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
96
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
ResetParticles
CreateTexture /usr/local/games/dominions3/expl_white.tga alpha 2
Not a sgi pic, 0
sgi -1
tga 3210
tga2rgba32 alphamode 2 tgatype 3210 (128x128) tgalen57002
RGBA2Tex 128 128 (65536 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
reaver_texshrink 0
Reaver file version 1040
Reaver highestrmod 42 (filemods 43)
Reaver highestrtex 44 (filertex 45)
LoadReaver, time 30
Reaver file version 1030
Reaver highestrmod 78 (filemods 36)
Reaver highestrtex 88 (filertex 44)
Create tex /usr/local/games/dominions3/tile.tga
CreateTexture /usr/local/games/dominions3/tile.tga alpha 0
Not a sgi pic, 0
sgi -1
tga 10
tga2rgba32 alphamode 0 tgatype 10 (256x256) tgalen197164
RGBA2Tex 256 256 (262144 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
-- sound_init --
Init sound
failed to load libartsc.so
open /dev/dsp
success
-- general_init --
host_bugcheck
-- start --
Fetch sample '/usr/local/games/dominions3/rawsound/draam13.al' 16 bits
Fetch sample '/usr/local/games/dominions3/rawsound/maria2.al' 16 bits
Fetch sample '/usr/local/games/dominions3/rawsound/fikon11.al' 16 bits
Fetch sample '/usr/local/games/dominions3/rawsound/maria5.al' 16 bits
Fetch sample '/usr/local/games/dominions3/rawsound/draam5.al' 16 bits
ResetParticles
ResetMassBoxes
Loading battle map /usr/local/games/dominions3/battlemaps/city.d3m (city.d3m)
GetHfield 512x512
GetHfield 1
GetHfield 2
GetHfield 3
Extra map data perhaps? 4488 (4488)
Extra map data: ver 102 x 238 z 353 l 1
Loading massobjs (463)
(14)
512x512
OptimizeWorld, 1086 points (1062 rejected due to color)
w512 d512 minh42.712460 maxh72.437157 statobjs 1675
CreateTexture /usr/local/games/dominions3/guiborder1.tga alpha 6
Not a sgi pic, 0
sgi -1
tga 3210
tga2rgba32 alphamode 6 tgatype 3210 (512x512) tgalen808147
RGBA2Tex 512 512 (1048576 bytes alloced), alpha 1, comp 1, wrap 0
pixmode = GL_COMPRESSED_RGBA_ARB
CreateTexture /usr/local/games/dominions3/dustsky1.tga alpha 0
Not a sgi pic, 0
sgi -1
tga 10
tga2rgba32 alphamode 0 tgatype 10 (800x600) tgalen932542
RGBA2Tex 800 600 (1920000 bytes alloced), alpha 0, comp 1, wrap 0
pixmode = GL_COMPRESSED_RGBA_ARB
MakeSimpleBillboard 77 rt 63
Create Texture for TexObj 63, w256 h32 data110332968 alpha1
RGBA2Tex 256 32 (32768 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeSimpleBillboard 78 rt 73
Create Texture for TexObj 73, w256 h32 data112069928 alpha1
RGBA2Tex 256 32 (32768 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeSimpleBillboard 51 rt 50
Create Texture for TexObj 50, w512 h1024 data1725575192 alpha1
RGBA2Tex 512 1024 (2097152 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeSimpleBillboard 52 rt 51
Create Texture for TexObj 51, w512 h1024 data1723473944 alpha1
RGBA2Tex 512 1024 (2097152 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeSimpleBillboard 59 rt 61
Create Texture for TexObj 61, w256 h512 data109677544 alpha1
RGBA2Tex 256 512 (524288 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeSimpleBillboard 58 rt 60
Create Texture for TexObj 60, w64 h512 data109546440 alpha1
RGBA2Tex 64 512 (131072 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeLODBillboard 5 rt 4
Create Texture for TexObj 4, w64 h64 data97829528 alpha1
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeLODBillboard 6 rt 19
Create Texture for TexObj 19, w64 h64 data101370760 alpha1
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeLODBillboard 8 rt 24
Create Texture for TexObj 24, w64 h64 data101796872 alpha1
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeLODBillboard 10 rt 26
Create Texture for TexObj 26, w64 h64 data101829704 alpha1
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeLODBillboard 7 rt 23
Create Texture for TexObj 23, w64 h64 data101780456 alpha1
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeLODBillboard 9 rt 25
Create Texture for TexObj 25, w64 h64 data101813288 alpha1
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
MakeLODBillboard 4 rt 2
Create Texture for TexObj 2, w64 h64 data97813112 alpha1
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Create Texture for TexObj 33, w256 h256 data102874664 alpha0
RGBA2Tex 256 256 (262144 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Create Texture for TexObj 36, w256 h512 data103267976 alpha0
RGBA2Tex 256 512 (524288 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Create Texture for TexObj 5, w256 h256 data100575352 alpha0
RGBA2Tex 256 256 (262144 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Create Texture for TexObj 7, w128 h128 data97845944 alpha0
RGBA2Tex 128 128 (65536 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
model 9, uses tex 5
model 9, uses tex 7
model 9, uses tex 33
model 9, uses tex 36
Optimizing Model 9, 4 textures
Create Texture for TexObj 35, w128 h128 data103202408 alpha0
RGBA2Tex 128 128 (65536 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Create Texture for TexObj 6, w219 h122 data100837528 alpha0
RGBA2Tex 219 122 (106872 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
model 8, uses tex 5
model 8, uses tex 6
model 8, uses tex 33
model 8, uses tex 35
model 8, uses tex 36
Optimizing Model 8, 5 textures
model 7, uses tex 5
model 7, uses tex 6
model 7, uses tex 7
model 7, uses tex 33
model 7, uses tex 35
model 7, uses tex 36
Optimizing Model 7, 6 textures
Create Texture for TexObj 3, w219 h366 data100254712 alpha0
RGBA2Tex 219 366 (320616 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
model 10, uses tex 3
model 10, uses tex 5
model 10, uses tex 7
model 10, uses tex 33
model 10, uses tex 36
Optimizing Model 10, 5 textures
Trimrmod59 left 0 right 1 top 1
Trimrmod59 left 0 right 0 top 1
model 59, uses tex 61
Optimizing Model 59, 1 textures
MakeSimpleBillboard 63 rt 69
Create Texture for TexObj 69, w128 h256 data111676648 alpha1
RGBA2Tex 128 256 (131072 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Trimrmod63 left 0 right 1 top 0
Trimrmod63 left 0 right 8 top 1
model 63, uses tex 69
Optimizing Model 63, 1 textures
MakeSimpleBillboard 61 rt 64
Create Texture for TexObj 64, w128 h256 data110365768 alpha1
RGBA2Tex 128 256 (131072 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Trimrmod61 left 0 right 1 top 0
Trimrmod61 left 0 right 4 top 1
model 61, uses tex 64
Optimizing Model 61, 1 textures
MakeSimpleBillboard 47 rt 53
Create Texture for TexObj 53, w128 h512 data106924776 alpha1
RGBA2Tex 128 512 (262144 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Trimrmod47 left 0 right 1 top 1
Trimrmod47 left 0 right 4 top 1
model 47, uses tex 53
Optimizing Model 47, 1 textures
MakeSimpleBillboard 48 rt 57
Create Texture for TexObj 57, w128 h256 data108759912 alpha1
RGBA2Tex 128 256 (131072 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Trimrmod48 left 0 right 1 top 0
Trimrmod48 left 0 right 8 top 1
model 48, uses tex 57
Optimizing Model 48, 1 textures
Create Texture for TexObj 16, w128 h128 data101272360 alpha0
RGBA2Tex 128 128 (65536 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
model 5, uses tex 16
Optimizing Model 5, 1 textures
Create Texture for TexObj 15, w128 h128 data101206792 alpha0
RGBA2Tex 128 128 (65536 bytes alloced), alpha 0, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
model 6, uses tex 5
model 6, uses tex 15
Optimizing Model 6, 2 textures
model 4, uses tex 16
Optimizing Model 4, 1 textures
MakeSimpleBillboard 43 rt 45
Create Texture for TexObj 45, w512 h1024 data1729777688 alpha1
RGBA2Tex 512 1024 (2097152 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Trimrmod52 left 0 right 1 top 1
Trimrmod52 left 0 right 0 top 1
model 52, uses tex 51
Optimizing Model 52, 1 textures
Trimrmod51 left 0 right 1 top 1
Trimrmod51 left 0 right 0 top 1
model 51, uses tex 50
Optimizing Model 51, 1 textures
Trimrmod58 left 0 right 1 top 1
Trimrmod58 left 0 right 0 top 1
model 58, uses tex 60
Optimizing Model 58, 1 textures
MakeSimpleBillboard 60 rt 62
Create Texture for TexObj 62, w128 h256 data110201864 alpha1
RGBA2Tex 128 256 (131072 bytes alloced), alpha 1, comp 1, wrap 1
pixmode = GL_COMPRESSED_RGBA_ARB
success
Trimrmod60 left 0 right 1 top 0
Trimrmod60 left 0 right 7 top 1
model 60, uses tex 62
Optimizing Model 60, 1 textures
Loading /usr/local/games/dominions3/misc.trs at 1 (cs 0)
RGBA2Tex 64 64 (16384 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
Loading /usr/local/games/dominions3/misc2.trs at 2 (cs 880888)
Flushing trs file 1 from cache
RGBA2Tex 256 128 (131072 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
RGBA2Tex 256 128 (131072 bytes alloced), alpha 1, comp 0, wrap 0
pixmode = GL_RGBA
Fetch sample '/usr/local/games/dominions3/rawsound/game_highlight.sw' 16 bits
Segmentation fault
Please let me know if you need additional information.
chrispedersen
March 19th, 2009, 02:39 AM
With a module enabled, my LA priests were scripted for a copy of Iron Blizzard, (I'm nation 72 in Ulmish Civil wars).
After the patch however, the scripted spell became: Contact Yama.
So obviously, either the new patch used spells from the moddable spell numbers or something happened to corrupt script orders.
Also, all memorized scripts were likewise changed.
Perhaps other errors were due to recruitment queues?
Edi
March 19th, 2009, 03:23 AM
There are 5 new spells in the 3.23/3.23b patch
Sombre
March 19th, 2009, 06:41 AM
With a module enabled, my LA priests were scripted for a copy of Iron Blizzard, (I'm nation 72 in Ulmish Civil wars).
After the patch however, the scripted spell became: Contact Yama.
So obviously, either the new patch used spells from the moddable spell numbers or something happened to corrupt script orders.
Also, all memorized scripts were likewise changed.
Perhaps other errors were due to recruitment queues?
Modded spells are automatically assigned spell numbers which aren't in use. So there is no distinction between numbers used for vanilla and for mods. When new spells are added the numbers the modded spells take up are pushed off further into the distance, while the script still points to their old numbers, which are now taken up by different spells. This doesn't cause any errors (unless the mods refer to spells by number rather than name) other than forcing you to redo your scripts.
lch
March 19th, 2009, 07:26 AM
This doesn't cause any errors (unless the mods refer to spells by number rather than name) other than forcing you to redo your scripts.
No, it's not that easy. Every patch that adds new spells breaks national modded spells and makes them unusable for at least one hosting and forces you to redo your scripts on every mage you have after the hosting with the new version.
The problem is that the player's spell books are written during hosting and are then fixed for that current turn. Even if you updated and the mod uses up new spell IDs, you won't be able to update your scripts for those new spell IDs unless the spell books are being rewritten during the next host.
That's why I've made this insane workaround in our last mod nations game, if you can remember. I had to change the mod so that it overwrites the newly added spells by ID, which were national ones and not used by our "mod nations only" game, so the IDs for the new patch version and old patch version were the same. It's a big hassle and very cumbersome to deal with how the game treats this.
I already wanted to bring attention to this after the last patch, but forgot about it. Thanks for bringing it up again.
There are 5 new spells in the 3.23/3.23b patch
Small correction, there's 8 new spells that got added. A couple of summons and the 5 sign spells.
I just installed the 3.23b linux patch and I get a Segmentation fault when I try and changed the fullscreen resolution through the gui.
I can reproduce this on 32 bit Linux. It segfaults as soon as one tries to change the resolution.
Sombre
March 19th, 2009, 08:21 AM
I still don't see the problem (and didn't during Threelake). You wait a turn for all the mod spells to come back, then redo scripts. It only effects people who are using mod spells and only for 1 turn. No big deal. Any workarounds or fixes probably cause more issues than simply having a screwy turn.
Zeldor
March 19th, 2009, 08:52 AM
But doesn't it allow an exploit to use unaccessible [like national for other nations] to be used with old scripts? Anyone checked if mages that have paths and scripts for new Jomon spells will cast them?
lch
March 19th, 2009, 09:08 AM
You wait a turn for all the mod spells to come back, then redo scripts. It only effects people who are using mod spells and only for 1 turn.
Yes, that's what was missing from what you wrote before. There can't be an in-situ update, you will have to host for one turn without using mod nation spells. That's hardly ideal in a game that has progressed and where you need those spells, and it might be unnecessary if the game would do things differently.
No big deal. Any workarounds or fixes probably cause more issues than simply having a screwy turn.
My workaround, in the end, didn't cause any issues, it just overwrote those new spells that were only national spells for a nation not present in the game, i.e. unused spells. It's still trouble to find out about this and to come up with the workaround.
"No big deal", well, that's subjective. The limitations on modding with limited slots for nations, units, spells, items, sprites etc. are no big deal either, you just have to accept them. :) If the game wouldn't hard code the spell books in the turn files, but use the spell books like they become active during hosting, then everybody could prepare their turns with patched versions and the host could use those without any trouble, too. Verification if mages can actually cast those spells would work like usual. How it's done now seems unnecessary to me. But there's probably a problem in general since the game accepts turn files from both, patched and unpatched versions of the game, with differing ID numbers for the "same" spell. :confused:
vfb
March 19th, 2009, 12:16 PM
But doesn't it allow an exploit to use unaccessible [like national for other nations] to be used with old scripts? Anyone checked if mages that have paths and scripts for new Jomon spells will cast them?
I was Skaven in MP a while ago, and got patched mid-game. I ended up with a really weird script, but all of the non-accessible spells that were scripted were just ignored.
Sombre
March 19th, 2009, 12:32 PM
My workaround, in the end, didn't cause any issues, it just overwrote those new spells that were only national spells for a nation not present in the game, i.e. unused spells. It's still trouble to find out about this and to come up with the workaround.
The worry is more that while coming up with a workaround or trying to understand/explain exactly what's gone wrong, a game ends up stalling for a long time which usually causes a lot of problems, players dropping out etc
I agree your workaround made sense in the game we were in, but I think generally people should just have everyone sit still for a turn so it can sort itself out. Changing the way the game does things risks making everything far worse and delays things further, doubtless causing more problems when the next patch has to be made.
Mod limits are far more of a pain than having a single turn where things are screwy. Even then, I agree with you that they often aren't that big a deal. Though I think they are when they're so close that even 1 or 2 mods will hit them and cause errors, as was the case with the custommagic one, for instance.
Johan K
March 19th, 2009, 12:49 PM
I just installed the 3.23b linux patch and I get a Segmentation fault when I try and changed the fullscreen resolution through the gui. It happens as soon as I click on the option to change fullscreen resolution option in the video preferences. If I change it through the command line it works fine.
Fixed for next patch. In the meantime linux users will have to set resolution via command line switches.
Sombre
March 19th, 2009, 12:53 PM
JK is on roll like a toad in a hole.
lch
March 19th, 2009, 01:11 PM
The worry is more that while coming up with a workaround or trying to understand/explain exactly what's gone wrong, a game ends up stalling for a long time which usually causes a lot of problems, players dropping out etc
I agree your workaround made sense in the game we were in, but I think generally people should just have everyone sit still for a turn so it can sort itself out.
True, I can see that, and I agree with you. At the time, it was unclear if there would be unforeseen repercussions that would ruin the game later on, though, as people claimed happened with similar scenarios (I forgot what those were) in other games, so I'm still happy that time was spent on this, that the problem and its effects were understood. When I'm administrating, I'm trying to make painstakingly sure that things don't drive into a wall.
Zeldor
March 19th, 2009, 01:17 PM
Johan K:
Would it be possible to disable retreat at all from assassination battles? One extremely annoying thing, to lose your guy without having a chance to fight. I'm sure people would love you even more if that thing got fixed :)
deadboi
March 19th, 2009, 03:55 PM
Fixed for next patch. In the meantime linux users will have to set resolution via command line switches.
Thanks Johan. :up:
Gregstrom
March 19th, 2009, 06:20 PM
Here's an oddity: I had a dead Celestial Master in the HoF, so I cast Ritual of Rebirth for the undead mage/priest goodness and got what looks for all the world like a mummified Caelian back.
Zeldor
March 19th, 2009, 07:02 PM
Screenie!
Gregstrom
March 19th, 2009, 07:07 PM
Here.
Zeldor
March 19th, 2009, 07:09 PM
Nice SC! Too bad he did not get flying...
Endoperez
March 20th, 2009, 01:05 AM
Here's an oddity: I had a dead Celestial Master in the HoF, so I cast Ritual of Rebirth for the undead mage/priest goodness and got what looks for all the world like a mummified Caelian back.
The game tries to quess the body type from several characteristics. Flying units are brought back as winged mummies, big units (size 4+) are brought back as giant mummies, cold-blooded might be brought back as C'tis lizard mummies, etc.
Edi
March 20th, 2009, 03:23 AM
Endo has it right. E.g. Abysian Demonbreds come back as Caelian mummies.
Gregstrom
March 20th, 2009, 09:30 AM
Cool. I'd never seen the winged mummy before, and hadn't expected to get it for a normal human. Live and learn :)
Zeldor
March 20th, 2009, 10:28 AM
Celestial Masters are not really flying guys though :)
thejeff
March 20th, 2009, 10:37 AM
Celestial Masters are not really flying guys though :)
EA Celestial Masters are.
archaeolept
March 21st, 2009, 04:17 PM
bug: flying mummy should fly :)
Edi
March 21st, 2009, 04:34 PM
Not with those tattered wings it won't. :)
Lordeh
March 25th, 2009, 03:20 AM
Hi guys, I found a bug. It's about the fact that the commander user interface (and it ONLY) keeps disappearing when playing the game normally. It means, you play, do what youre supposed to do, and then suddenly, you discover that there are is no user interface on the above left to give orders to the commanders. (Don't mistake it with the general GUI disappearance when using a fake key)
Now, it seems also that this bug "diffuses" into other savegames, meaning that when i leave the bugging savegamefiles intact, start a new nation and play with it for a while, the same the Commander User Interface bug visits me again, but get better when i delete the original buggy savegame. I have no idea if the latter observation is just a coincidence or really valid.
Savefile attached
Endoperez
March 25th, 2009, 03:55 AM
Hi guys, I found a bug. It's about the fact that the commander user interface (and it ONLY) keeps disappearing when playing the game normally. It means, you play, do what youre supposed to do, and then suddenly, you discover that there are is no user interface on the above left to give orders to the commanders. (Don't mistake it with the general GUI disappearance when using a fake key)
There was a report about something like a cast rituals window opening relative to the mouse, and opening out-of-screen when mouse is near edges, or something similar. I think you could close the out-of-screen command window by pressing Esc.
I doubt that's it, though. Your problem sounds different.
Edi
March 25th, 2009, 08:05 AM
If you don't get commander orders menu when you hit space, hit Esc, move mouse to the left some way and hit space again. The commander orders menu is not static on the screen, which is why it sometimes appears off-screen.
If all of your GUI is disappearing, contact tech support.
Lordeh
March 25th, 2009, 01:05 PM
I know what you mean, but this thing is entirely new. Its not the the complete GUI that disappears, and its not that the entire GUI disappers as soon as you hit a commander to give orders, but the order screen somehow is out of the screen and can be brought in again by moving the mouse and hitting space/escape. Its not these two problems at all. Its completely new. You play normally, then suddenly everything is completely normal except for the fact that there is no commander order screen when right clicking on a territory where you KNOW there are commanders there. You click, escape, click, test everything...you press all buttons on the keyboard (that are not assigned as hotkeys) but still, everything is there except for the COMMANDER GUI. Could it be a filter bug?
I have to save and get out of the game and then return again, but with a 50-60% probability, the Commmander GUI thing happens again within 2-3 rounds. And if i start a new game, that new game also gets afflicted, until i physically DELETE the savefiles that are afflicted. I have no idea what it is, but i know its entirely new.
Thanks for your help though.
llamabeast
March 25th, 2009, 05:41 PM
Contact Shrapnel Lordeh.
cleveland
March 25th, 2009, 09:52 PM
I know what you mean, but this thing is entirely new. Its not the the complete GUI that disappears, and its not that the entire GUI disappers as soon as you hit a commander to give orders, but the order screen somehow is out of the screen and can be brought in again by moving the mouse and hitting space/escape. Its not these two problems at all. Its completely new. You play normally, then suddenly everything is completely normal except for the fact that there is no commander order screen when right clicking on a territory where you KNOW there are commanders there. You click, escape, click, test everything...you press all buttons on the keyboard (that are not assigned as hotkeys) but still, everything is there except for the COMMANDER GUI. Could it be a filter bug?
I have to save and get out of the game and then return again, but with a 50-60% probability, the Commmander GUI thing happens again within 2-3 rounds. And if i start a new game, that new game also gets afflicted, until i physically DELETE the savefiles that are afflicted. I have no idea what it is, but i know its entirely new.
Thanks for your help though.
$60 fix.
I wish all problems were that inexpensive.
Dub
March 28th, 2009, 01:08 AM
Lordeh I am having the same problem as you. I run a vista OS and that might be the culprit. What OS are you running?
llamabeast
March 28th, 2009, 07:29 AM
Dub, where did you buy your copy from?
P3D
April 3rd, 2009, 04:06 AM
Is picking up cursed items a bug?
I had leaders finding Knife of the Damned and Lycanthropos' Amulet in two different games - 3.23b with CBM 1.41.
ON the display bug,
My Vista is does not really like Dom3 graphics either, got a thread a few pages back.
lch
April 3rd, 2009, 04:09 AM
P3D, in general all items are supposed to be an improvement on a unit. If you have a thug and don't want to get him to pick up cursed items, then stuff his slots with junk.
archaeolept
April 3rd, 2009, 10:41 AM
I had problems w/ vista graphics... was able eventually to find a driver for the onboard video that worked.
P3D
April 3rd, 2009, 12:38 PM
P3D, in general all items are supposed to be an improvement on a unit. If you have a thug and don't want to get him to pick up cursed items, then stuff his slots with junk.
It was not the thug picking it up, but an E3 or E4 mage...
Edi
April 4th, 2009, 04:41 PM
Not a bug, P3D.
In other news, the sadly neglected Shortlist thread has been updated and cleaned up some, so that now there will be no confusion over what is fixed in which patch.
Could someone please confirm for me whether the Citadel and Ermorian Citadel fort battlemap bugs were fixed sometime? I don't have any LA Man or LA Ermor games going where it would be easiest to check.
P3D
April 5th, 2009, 12:41 AM
Regarding the W7/Vista display bug.
In my case updating the display driver worked wonders.
Micah
April 5th, 2009, 06:51 PM
Is the Dom spread thing really a bug at this point? It seems best left alone to me, as otherwise it would be the only thing in pretender creation that can be influenced during the course of the game, since your bless, scales, and chassis are all fixed during creation and can't be changed later (aside from chassis-changing spells that work on all units, likewise any unit can be empowered, since it doesn't change the bless.) Just seems odd to me to have one thing that can change when the rest cannot. Just my 2 cents, since this is labeled as a discussion thread. =)
lch
April 7th, 2009, 05:40 AM
The problem is that the player's spell books are written during hosting and are then fixed for that current turn. Even if you updated and the mod uses up new spell IDs, you won't be able to update your scripts for those new spell IDs unless the spell books are being rewritten during the next host.
To rehash this discussion that took place a few pages ago, there is reason to believe that the way that the game handles the fixed spellbooks is the reason that there are inconsistencies between battle replays and battle results, too. See this post for turn files (http://forum.shrapnelgames.com/showthread.php?p=684096#post684096) and this post for the analysis (http://forum.shrapnelgames.com/showthread.php?p=684338#post684338).
Edi
April 7th, 2009, 06:10 AM
Thanks
Dub
April 7th, 2009, 07:30 PM
Dub, where did you buy your copy from?
I bought my copy from my local game store. The guy that owns the place lives cross county. He had like 3 copies of the game. IDK where he got them. Could it be a bad copy? I paid $35 for it and it came with the manual and a key in a little cardboard box.
Endoperez
April 8th, 2009, 08:39 AM
If it had the manual, it's probably fine, but it's hard to be sure... Shrapnel Games sells the game without a box, with the cd shrinkwrapped inside the manual for 50$.
If your cd-key is on the first page of a 300-page ring-bound manual, at worst it's a used game and someone else is using the same key, which should only matter if you happen to play against him. I don't believe anyone would go to the trouble of reprinting the manual to go with a pirated copy.
lch
April 12th, 2009, 06:07 PM
Saving this thread from page 2...
A quick reminder: Secondshape replaces a unit with another unit when it's being killed. If a Firstshape is set, then a unit reverts back to that after battle. Secondtmpshape replaces a unit with another unit when it's being killed, but that unit will completely vanish after the battle.
As far as I understand it, secondtmpshapes are being used when there are "wild" mounts like Serpents, Wolves, Gryphons, etc., secondshapes for more "domesticated" ones (??) like Hunter Spiders from Black Hunters, Cave Drakes from Cave Knights, etc., while strangely only the Chariot Archer, for example, is being remanned after combat through a firstshape effect.
This is now concerning MA Pythium mostly:
Serpent Cataphract (3) has secondtmpshape Serpent (4)
Serpent Cataphract (763) has secondtmpshape Serpent (4)
Serpent Lord (5) has no secondtmpshape
Serpent Lord (765) has no secondtmpshape
Bugs:
Serpent Cataphract (763) should get secondtmpshape Serpent (764), judging from the graphics.
Serpent Lord (5) should get secondtmpshape Serpent (4), Serpent Lord (765) should get secondtmpshape Serpent (764).
The Serpent Cataphract and Serpent Lord have Plate Hauberks as armor, the Serpents (4+764) have no armor listed, which doesn't quite agree with their graphics and renders Destruction etc. ineffective.
lch
April 13th, 2009, 04:54 AM
P.S., one more thing about the Serpent Lord (765), he doesn't have the poison resistance that the Serpent Cataphract (763) has. Looks like an oversight to me.
And Manflayer (1177) and Witch King (1178) should get secondtmpshape of Serpent (1179), too.
sansanjuan
April 15th, 2009, 10:54 PM
Have an alive and well prophet. Was just told "..dead remnants have left chose another.." Looks like it would left me create another (even on the already propheted scout).
-ssj
chrispedersen
April 16th, 2009, 12:13 AM
Are you playing LE-Rylleh?
Edi
April 16th, 2009, 05:27 AM
That's probably related to the late winter disease issue which could lead to a prophet being permanently dead and unable to appoint a new prophet. JK fixed that in the last patch, so this could be a new manifestation of the same thing, but in reverse.
sansanjuan
April 17th, 2009, 12:47 AM
Are you playing LE-Rylleh?
Nope. LA Arco
Have not taken advantage of the opportunity as it is an MP game though it would be fun to make my alive and well Prophet a "Prophet" and potentially have a 4H caster.
-ssj
Reay
April 18th, 2009, 04:36 AM
I have a battle in a turn that keeps crashing my game in the exact same place every time I replay it. I will send the turn and mods to Illwinter.
lch
April 18th, 2009, 05:06 AM
Have you looked at the crash message from the debug output? If there are mods involved, it's likely a missing sprite graphic or something like that.
Reay
April 18th, 2009, 11:09 PM
The player I am fighting also says it crashes to desktop as soon as it gets to the specific point in the battle. I have sent all the necessary files to Illwinter. There are no crash messages in the debug output so it is quite strange.
rdonj
April 20th, 2009, 04:41 AM
I looked through the bug shortlist and didn't see this, nor do I remember reading about it from anywhere else, so hopefully I'm not boring people with an already known bug.
In SP games I've occasionally noticed that it seems like the AI's armies can take provinces that they should have to fight your armies for. Your armies are lined up, you and the computer advance on each other and your armies pass through each other, taking the province they were just at and vice versa. For a long time I just assumed I was misremembering how our lines were drawn up and let them sneak through somehow, but I just watched another player dealing with the same thing and I am sure that something funny is going on. Unfortunately I don't have turn files to show this bug in action, I was not really thinking about it at the time and such bugs tend to be hard to reproduce.
I am not quite sure what it is letting them do so. I notice that it tends to happen when they have armies in multiple provinces that could attack your one province. So perhaps it has something to do with attacking one province from several at once? This most certainly has nothing to do with stealth units sneaking in as the nations involved were MA Ulm and Ashdod.
Either that, or occasionally the army size reports you get are horribly, horribly distorted to the point where small armies look huge and vice versa.
Edi
April 20th, 2009, 05:25 AM
The size display thing is really random if it goes out of whack (such as when you see enemy reports of your own armies), but when it works as it should, the variation if 50% to 200% of actual size, so there is a lot of scope for different reports of fairly small armies. 50 enemies can look like 25 or 100. When this thing bugs, it's rarely repeatable, but sending a turn when it occurs to IW could help.
The army movement stuff is strange. There should be at least one battle, in the province you move to if nowhere else. If you use something to back up your turns and you encounter this, please send the files to IW per the insturctions in the shortlist thread.
rdonj
April 20th, 2009, 06:03 AM
The kind of size difference I'm specifically referring to is pretty large. For example, there might be an army that says it's ~40 and one that's 150+, and then the next turn, your army that was attacking the 150+ army's province had a battle against some pd and whatever was left in the province, and 150+ enemy units are in the province you just left. So if it is just the size of armies displaying very strangely in two provinces at once, it's just a bit frustrating and something I guess you have to plan for. It really seems though like they're actually circumventing your army and ending up in your province somehow. If they're actually getting behind you without fighting your army, that's a particularly annoying sort of bug.
To clarify I was reporting this as one bug and just speculating on possible reasons for what I was seeing to happen. Unfortunately I don't back up my turns, I wish I could provide a good example of that bug because the AI abuses it pretty well.
chrispedersen
April 20th, 2009, 01:29 PM
Due to the recent patch I have been fighting a *lot* of battles in the void.
It says things like... Vastness attacks Guido.
Every single combat actually has TWO enemies. The vastness (mentioned) and a lesser horror.
Is this right?
Whatever the battle, it could be say.. Greater Otherness, or Doom Horror or .. whatever.. there is the named critter... *and* a lesser Horror.
And the lesser horror always places about mid field, toward the back...
Anyone else see this?
Fate
April 20th, 2009, 07:38 PM
chris: I assume you have units that were lost in the void? If so, they were fighting enemies in the void BEFORE the patch, but now you can see. ;)
rdonj: That is WAD. Two armies moving to the other's territories have a cahcen of missing each other. If they do, they fight in the territories they were moving to. If they don't miss (in general, larger armies should miss less) then there is a 50% chance that they fight in either territory.
If you are attacked from multiple directions and your army manages to leave it's territory it will not defend against the attackers, so that is another way to miss fighting the enemy.
Just to be clear - the AI has nothing to do with this. Any player moving towards you might just pass by instead.
rdonj
April 20th, 2009, 08:09 PM
Well, I wasn't sure if it was just the AI or not, because I had never seen or heard of that happening in an mp game. But it does make sense that it would not just be the AI.
That said, I looked at the manual and you're right. I don't know how happy I am that it's WAD, but now that I know it's not a bug I can be happier with it. All it said about what can cause armies to miss each other is "size and terrain", but it didn't say how. Does anyone know exactly how this works?
chrispedersen
April 20th, 2009, 08:33 PM
chris: I assume you have units that were lost in the void? If so, they were fighting enemies in the void BEFORE the patch, but now you can see. ;).
I'm not questioning that I can see them.
Whether from before the patch or after, I'm question why there are TWO enemies every time.
Zeldor
April 21st, 2009, 04:26 AM
I really think that rewards from The Forgotten City should be classified as a bug. Last example - my guy killed 2 lesser horrors, dodged many traps, ballista shots etc and found... 16! gold.
chrispedersen
April 21st, 2009, 01:53 PM
Bug: Zmey dragon has a fire breath with range of str, but *never* fires it.
Bug: Rylley dreamlands description says that Mind lords are immune to insanity. They are not, but probably should be.
Illuminated One
April 21st, 2009, 02:35 PM
Sorry if someone mentioned this already, but if you click on the "Go to province" button of site searching spells, you end up in the province where the caster is in and not in the searched province.
ano
April 21st, 2009, 03:30 PM
Another one that seems to have appeared after the last patch.
Turn report says "[Commander] has cast [spell]" and has "Go to province" link instead of "Go to commander" that was there before (I just checked it in one of the old games). I don't know if this change was on purpose but if it was I can't really see any sense in it.
Edi
April 21st, 2009, 05:03 PM
Another one that seems to have appeared after the last patch.
Turn report says "[Commander] has cast [spell]" and has "Go to province" link instead of "Go to commander" that was there before (I just checked it in one of the old games). I don't know if this change was on purpose but if it was I can't really see any sense in it.
Probably means "Go to province targeted by the spell" and defaults to the province where it was cast if it wasn't targeted at anything. This was something that was requested repeatedly, because to see the results site searching and other spells, you'd have to be taken to where it was targeted rather than the caster. So looks like JK came through with that feature request.
Test it around and see if it works that way.
chrispedersen
April 21st, 2009, 05:07 PM
three provinces, each with 5 lilots.
Supposedly, each lilot has misfortune 20
Over 10 turns, the provinces in question did not receive a single bad luck event.
This was against an AI nation of about 10 provinces.
JimMorrison
April 21st, 2009, 05:30 PM
Stealthed, to give him bad luck? But you wouldn't get any messages if he had most bad events, like poor harvests, harsh winters, etc.
ano
April 21st, 2009, 06:25 PM
Probably means "Go to province targeted by the spell" and defaults to the province where it was cast if it wasn't targeted at anything. This was something that was requested repeatedly, because to see the results site searching and other spells, you'd have to be taken to where it was targeted rather than the caster. So looks like JK came through with that feature request.
Test it around and see if it works that way.
No, it doesn't. Link points to the province where caster is located and not the spell target province or to caster himself as it was before. What was before was much more convenient indeed. At least when you cast some summons or other rituals you could go directly to commander.
edit: just tested it a bit. Seems like it only affected the games that were started before the last patch. In a newly created game there is "go to commander" link but in two MP games I'm in link is to province where caster is located. Not a serious issue probably but rather annoying.
Edi
April 22nd, 2009, 04:08 AM
Thanks for testing it, ano. :)
lch
April 22nd, 2009, 05:30 AM
Bug: Rylley dreamlands description says that Mind lords are immune to insanity. They are not, but probably should be.
They're not. They have so-called "void sanity", like a bunch of other creatures, which gives them a higher chance at being unaffected by the insanity dom effect. I'd rather change the description, if there's the need.
lch
April 22nd, 2009, 05:34 AM
three provinces, each with 5 lilots.
Supposedly, each lilot has misfortune 20
No, they don't. Their description doesn't seem to suggest anything in that regard. What gave you that idea? All they have is the succubus seduction. Maybe you're thinking of Likho (#1952), instead?
chrispedersen
April 22nd, 2009, 11:40 AM
three provinces, each with 5 lilots.
Supposedly, each lilot has misfortune 20
No, they don't. Their description doesn't seem to suggest anything in that regard. What gave you that idea? All they have is the succubus seduction. Maybe you're thinking of Likho (#1952), instead?
yes, that is the correct unit (likho). I posted from the road and misremembered the name.
I'm going to try a game with two human players and see what that reveals.
chrispedersen
April 22nd, 2009, 11:45 AM
Bug: Rylley dreamlands description says that Mind lords are immune to insanity. They are not, but probably should be.
They're not. They have so-called "void sanity", like a bunch of other creatures, which gives them a higher chance at being unaffected by the insanity dom effect. I'd rather change the description, if there's the need.
Yeah, I don't care either way, update the description or the effect.
Logically, creatures from from the meteor should all be immune to the void sanity. But there is a huge difference between the mages and the non mages. Ie., star-children which you would expect to be less immune than the parents are actually more immune than the mind lords.
I have never seen a starchild, the top mage, or the top priest go insane. The mind lords on the other hand go insane regularly.
Edi
April 22nd, 2009, 05:24 PM
Bug: Rylley dreamlands description says that Mind lords are immune to insanity. They are not, but probably should be.
They're not. They have so-called "void sanity", like a bunch of other creatures, which gives them a higher chance at being unaffected by the insanity dom effect. I'd rather change the description, if there's the need.
Yeah, I don't care either way, update the description or the effect.
Logically, creatures from from the meteor should all be immune to the void sanity. But there is a huge difference between the mages and the non mages. Ie., star-children which you would expect to be less immune than the parents are actually more immune than the mind lords.
I have never seen a starchild, the top mage, or the top priest go insane. The mind lords on the other hand go insane regularly.
Sometime when I get around to going through all the voidsanity ratings, I'll smack you over the head with them to show you what they are. Some beings have lower, some have higher, but unless the rating is 20, they're not immune. Only Void creatures and a couple of others have it at 20.
rdonj
April 22nd, 2009, 07:26 PM
Ranged weapon bug: Playing Dom3k and sombre's Broken Swords Jomon mod, I have noticed that some of the ranged weapons just do not work as advertised. You will see ranged units waiting 2 turns to begin using their ranged weapons, and then despite having ~40 turns of ammo will go rushing into melee after maybe 10 turns of shooting. Luckily I haven't seen that yet with sombre's mod as the crimson twins are not terribly durable, but I've seen it enough in dom3k that I'm pretty sure it would happen there as well. My best guess is that it's related to how far the ranged weapon can fire. Instead of firing at things within their range, they stand still for 2 turns. Not moving, not firing... they just sit there. Then they'll start shooting. I haven't tested thoroughly to see if they'll fire at the beginning of a battle if they're within a certain range of the enemy or not, it would be interesting to see if that changed the result any.
chrispedersen
April 22nd, 2009, 09:21 PM
They're not. They have so-called "void sanity", like a bunch of other creatures, which gives them a higher chance at being unaffected by the insanity dom effect. I'd rather change the description, if there's the need.
Yeah, I don't care either way, update the description or the effect.
Logically, creatures from from the meteor should all be immune to the void sanity. But there is a huge difference between the mages and the non mages. Ie., star-children which you would expect to be less immune than the parents are actually more immune than the mind lords.
I have never seen a starchild, the top mage, or the top priest go insane. The mind lords on the other hand go insane regularly.
Sometime when I get around to going through all the voidsanity ratings, I'll smack you over the head with them to show you what they are. Some beings have lower, some have higher, but unless the rating is 20, they're not immune. Only Void creatures and a couple of others have it at 20.
I look forward to being smacked. I don't know void sanity ratings, but I do know for game purposes, Ryllahs nonslave mages dont go crazy.
Could be because I play void lurkers with 9 astral and since they're sacred they get the +4 mr and hence make the save.. don't know. Just know the mind lords do go crazy. Often.
Ornedan
April 23rd, 2009, 05:32 PM
"getmany" is the function used to read data in bulk, for the data structures in the game files. It sounds like the game overwrote your fatherlnd turn files, but couldn't complete the write process because they grew too big, so now they're incomplete and useless. I hope you have backups. If not, you always should make backups. :p
This sounds like a bug. It should be possible to avoid data loss by doing something like:
write("fatherlnd.new", fatherlnd_data)
fsync
rename("fatherlnd.new", "fatherlnd")
fsyncwhich should ensure that data loss can only happen due to a crash during the rename. In all other cases, either old or new state is intact and in place.
lch
April 23rd, 2009, 06:10 PM
Ornedan, I actually was under the impression that something like that was already in place. I think I did encounter full HDDs myself, without data loss. I have no idea what exactly happened in the case of MrGraves, just that his files are probably damaged.
Reay
April 25th, 2009, 08:23 AM
Should the Elixir of Life be able to be used with Golems? Seems strange that it works with lifeless units.
Zeldor
April 28th, 2009, 03:15 PM
Ok, 2 new bugs to report:
1. Soul Slay from Ethereal Crossbow killed Mindless Gargoyle, which shouldn't happen, as Mindless are immune to Soul Slay. So maybe some missing check for triggered spells from items? Could lead to some abuses...
2. It looks like you can get old unused unit form through Transformation - exactly old Hydra Hatchling (#719 or #769) instead of correct Hydra Hatchling with Greater and Lesser Head.
rdonj
April 28th, 2009, 03:44 PM
I guess no one cares about modded ranged weapons :(
Gregstrom
April 28th, 2009, 03:49 PM
Quickest fix for item 1 is to alter the item description :D
chrispedersen
May 11th, 2009, 09:57 AM
LA-R:
If your real prophet dies - it becomes impossible to appoint a new one, due to the insane number of fake prophets abounding.
Does one of the fake prophets get appointed to 'realness'.
If so it is very tedious to determine.
Edi
May 11th, 2009, 11:40 AM
That's a feature, not a bug, though which one of them (if any) becomes the "real" prophet is impossible to determine by conventional methods.
Zeldor
May 11th, 2009, 01:02 PM
All are real.
thejeff
May 11th, 2009, 01:04 PM
Shouldn't be too hard to test if any of them become the real prophet when the old one dies.
Just suicide the actual prophet as soon as you get a fake one, wait six months and look at the dominion spread. Practically impossibly in a real game, especially if you're trying to figure out which of a dozen it might be, but should be possible under tightly controlled circumstances.
chrispedersen
May 11th, 2009, 04:30 PM
That's a feature, not a bug, though which one of them (if any) becomes the "real" prophet is impossible to determine by conventional methods.
Thats the crux of the matter Edi: Does one become the prophet?
Since the damn beginning of the game I was telling myself - be careful with your prophet be careful with your prophet.
Screwed up one turn. Now have *no* idea which one is prohpet or will be.
I'm betting that *none* of them become real.
chrispedersen
May 11th, 2009, 04:30 PM
All are real.
No, this has been shone to be false. Only the first prophet spreads dominion as a prophet.
thejeff
May 11th, 2009, 08:49 PM
If the only difference is the dominion spread, is that really a big difference past the early game? =
leppykahn
May 11th, 2009, 10:58 PM
I found one.
When casting Voice of Tiamet spell, It's not showing as being searched. Not sure if this is a problem with searching in general, or specifically with this spell.
(Not sure if it matters) but most of these underwater provinces were previously from other races as I made a late sea venture in a SP game.
Also, Voice of Tiamet text shows that you can cast it on any underwater province, but in practice, it is limited to friendly provinces.
leppykahn
May 11th, 2009, 11:37 PM
Also, Voice of Tiamet is not auto acquiring new targets on Monthly (it's casting them on the same province over and over), despite the provinces not being searched yet.
Edi
May 12th, 2009, 02:12 AM
The Tiamat issues are known. The description error is because some spells used to be castable at enemy provinces, but would be too cheap dome-breakers, so that might have been the reason for Tiamat being limited to friendly provinces only.
zlefin
May 12th, 2009, 04:17 PM
What's up with the patrolling with immobiles thing? I don't see it on the bug lists, and it's been around for quite awhile. Is it going to be fixed, or reclassified as a feature? (i mean, alot of the immobiles rather need the help anyways, and it helps address a number of serious functional failures that immobiles have that they should not have to deal with, due to client limitations)
Gregstrom
May 13th, 2009, 05:09 AM
Immobiles patrolling? - I think that's WAD. Watchers would be a bit pointless otherwise.
zlefin
May 15th, 2009, 03:39 PM
watchers are a good point. qm and i are debating it, and it's rather important for balance whether or not it's a bug (especially for pretenders like sphinx and monolith).
(another related issue, is that a monolith or oracle with teleport should relaly be able to defend outside a castle, i mean they can cast teleport. but if you don't allow them to patrol, they can't defend outside a castle; another reason i favor allowing immobiles to patrol)
So can we get an official ruling from the powers that be?
Zlefin :)
chrispedersen
May 22nd, 2009, 10:58 PM
I am completely mistified by a battle result.
I sent 400+ free spawn vs. marignons 30 or so royal guards and 100 crossbow.
I cast darkness and rain - the precision of the marignon crossbowmen was *4*. Range was 20+.
I am used to seeing wide amounts of scatter. In this case you see essentially *no* scatter. In the first 5 volleys virtually every single crossbow hit. None are long. None are short.
Only *1* shot in 500 shots inflict damage on the marignon royal guard, despite the fact that many are slimed or paralyzed and fatigued.
Can anyone explain this?
chrispedersen
May 22nd, 2009, 11:35 PM
Also, I've looked at the debug log. But it seems that debug logs do not include crossbow resolution, the result just appear to load in from an army trs file. (which I have no access to)
According to the deviation formula EVEERY missile shot should deviate (range is > 4/2 -2), and the deviation (at minimum) should be.. 24*1.25/4 = 8 squares.. or more usually 10 squares.
But it never happens. at the *thickest point* my troops were 8 ranks deep. If the computer aimed smack in the middle... he could splatter and hit 4 in either direction. But not 8, and not 10.
AreaOfEffect
May 23rd, 2009, 01:14 AM
The computer doesn't always aim for the middle of squads, as proven by illithid mind blasts. Remember, spell casters and archers pick targets differently. Secondly, unless your squads were very far apart from each other, unlikely with that many troops, it is possible that many of the shots went wide enough to hit nearby squads. Lastly, crossbows have an accuracy of 2, which I assume moves the total precision to 6, not 4. Pardon me if you already accounted for this by the way.
One thing I like about well equipped units is that weapon bonuses apply as normal in darkness. Soldiers with shields and broadswords will still rock a lot of socks if the opponent isn't undead, a demon, or have darkvision. You might even be giving the opponent an edge if your not careful.
chrispedersen
May 23rd, 2009, 01:43 AM
many of R. units have dark vision 50% or higher.
Illuminated One
May 23rd, 2009, 03:10 PM
Don't know if this is as a bug, but it can be exploited:
If you have Sea of Ice up, someone dispels it and you get it up the very next turn it's impossible to move from land to sea. You could lock someone in/out forever if both nations have similar gem income.
AreaOfEffect
May 25th, 2009, 05:43 PM
So... the exploit is that someone with more gems then his opponent has an advantage?
Truth is that the person trying to get to the other side only needs to cast Dispel, which is 50 gems cheaper to cast. Also, the spell is easily bypassed by all teleport and remote spells.
Illuminated One
May 25th, 2009, 06:37 PM
Well, seems to be a CBM issue, Sea of Ice costs only 35 gems there.
DireAussie
May 26th, 2009, 04:02 AM
Bug with returning:
As R'lyeh I had 3 golems equipped with rings of water breathing cast Returning. Next turn they all had disappeared. I didnt receive any drowning message either.
vfb
May 26th, 2009, 04:26 AM
That's weird, I've done that (recently) and they've always shown up in the capitol just fine.
Toran
May 26th, 2009, 05:39 AM
Okay, strange bug that noone in my game seems to know about...:
everyone playing may notice that my research graph flatted quite a bit last turn, although I didn't change too much in my research point pool. I also didn't get all RPs spent into the field I had allocated to (I remember that I should have climbed up a level) - is that a known bug, and is there anything specific I can do to prevent it?
I have got the full number of RPs to be generated shown in the F5 screen, as it was last turn. I did not get a "Research has been completed in ..." message, and the RP generated (all going to a single field of research) would have been sufficient to climb a full level even if I had had the wrong amount of "research already done in the field" in mind. No lab has been blown, and the research graph *really* did take a hit this turn (one third of last turn?).
Anything known about that one, how to avoid it, how to check it..?
Edi
May 26th, 2009, 06:38 AM
Needs debug log, otherwise impossible to say, since accurate information on specifics is so scarce.
Toran
May 26th, 2009, 06:45 AM
Sure. Mainly I was asking if it was something already known. Game is on llamaserver - is it something I need to ask llamabeast for, or can it be accessed by the game admin as well?
Edi
May 26th, 2009, 08:47 AM
You need llamabeast's help for that. I haven't seen that issue ever before, so it's a new one and if I had to hazard a guess, it's probably a one-off anomaly.
Toran
May 26th, 2009, 08:50 AM
I know that I finished researching another field of research before (lvl9), so if the host didn't understand me changing research sliders it would explain the behaviour (I *did* check, though, that my sliders were set correctly to a new field, by opening the turn file freshly to another directory).
Well, I PMed llamabeast. Dunno what's causing that, at least it worked this turn correctly (if I'm going to lose now, it's just due to 600RP missing :p).
Calahan
May 26th, 2009, 11:55 AM
Could someone with more knowledge of the debug log please take a look at this turn file from an SP game and explain to me how my God managed to give himself an affliction by hitting himself!?!
Battle is at Bolan Pass (113) directly above the capital.
I see the Indy's routing, my God killing a unit, but losing 1HP and picking up a limp in the same action. All this while under the influence of twist fate as well, which was still intact even after losing the 1 HP which gained the affliction, and so failed in its only purpose of negating the first attack.
You will need CBM 1.5 and the Alexander Map to load the game.
Thank you for your time in reading this, and thanks in advance to anyone who comes up with an answer.
Burnsaber
May 26th, 2009, 12:56 PM
Repel damage?
zlefin
May 26th, 2009, 12:58 PM
i haven't read the file, but my guess would be that the god took one damage from a repel attack, as repel attacks do max 1 damage. It's possible that the 1 damage from repel ignores twist fate; i believe someone else found during a fight that the 1 damage one takes from avoiding a trampler (rather than getting hit for the full bunch of ap trample damage) also ignores twist fate.
Calahan
May 26th, 2009, 01:11 PM
Thanks for the feedback. Thought it might be repel damage, but dismissed it because I assumed twist fate would take care of that type of damage. But obviously not.
That was one hell of a repel though! :)
Zeldor
May 30th, 2009, 03:07 PM
Mapmove 2 Basalt King with Flying Boots is still mapmove 2. Any explanation?
vfb
May 30th, 2009, 05:56 PM
It's not just Basalt Kings, all flight 3 units have map move decreased by 1 underwater. Bring him onto land and he'll get map move 3.
Zeldor
May 31st, 2009, 11:34 AM
lol, that's kinda stupid... I need to get them out of water first to be able to fly them properly? Huh... and I can normally fly 3 provs and land in water.
lch
June 3rd, 2009, 01:21 PM
The following divine beings have the namespace 139: Arch Angel (465), Angel of the Host (543), Angel of the Heavenly Choir (1367), Seraph (1368), Ophan (2051), Malakh (2056), Hashmal (2057).
The Harbinger (464) doesn't have that namespace, which looks like an oversight to me.
chrispedersen
June 3rd, 2009, 07:25 PM
fallen angel doesn't either. Seems thematic. Didn't the harbinger lose priest powers (going from memory).
lch
June 4th, 2009, 02:47 AM
Didn't the harbinger lose priest powers (going from memory).
No, they are even, according to their description, "powerful priests" (powerful meaning H2) and they're essentially big brothers of the Malakhim and other angels, by their sprite graphic and attributes. They have the lowest unit ID number, so maybe when they were created KO didn't think of separate namespaces yet. For the Fallen Angel it's thematic, that's right.
Wrana
June 10th, 2009, 01:38 AM
Probably the Fallen Angel should have either the Pythium, Arcoscephales, or Ermor-type name according to how demons were often named in Christian demonology. Or retain Gath-type according to the same...
Gregstrom
June 10th, 2009, 04:30 PM
I don't know if this has already come up, but in the Deep one Descriptions for EA Atlantis, the following sentence needs correcting:
"Deep Ones have huge maws and a glowing antennae in their faces."
One of the underlined letters ought to be removed.
lch
June 20th, 2009, 08:50 AM
Hide Shield (armor 105) has an armor type of 5 (body), when it should be 4 (shield).
This is still the case
I don't know if this has already come up, but in the Deep one Descriptions for EA Atlantis, the following sentence needs correcting
This should go into the in-game typos (http://forum.shrapnelgames.com/showthread.php?t=32268) thread.
vfb
June 20th, 2009, 09:04 AM
When a unit attacks with a short weapon and is repelled, but the unit passes the repel morale check and completes the attack, it takes one point of damage when attacking the unit that repelled it.
But there's no check to see if the weapon used to repel is capable of actually damaging the attacker. Case in point: Golems are immune to Sleep Vines, but they take damage from them if a Manikin uses them to repel a Golem's attack:
Harpy Manikin repells Golem (Fist repelled with Sleep Vines)
morale negated repell
attacker damaged by repell
hitloc Harpy Manikin strikes Golem wl4 diff1 -> 4
damage 1 on Golem, spec0x200000 ba4
The thought of some floppy dead vegetable sleep vine damaging a Golem as the Golem punches an undead Manikin doesn't make sense, especially because if the Manikin successfully whacks the Golem over the head with the vine, it does no damage at all.
lch
June 21st, 2009, 02:00 PM
Magic sites ignore the "cave" locmask, sites which don't have the "cave" bit present in their locmask can still get placed in a cave province. Turn files available on request.
ioticus
July 8th, 2009, 02:12 PM
After patching to version 3.23b I'm getting strange display problems such as:
Under changing resolutions many of the options are cut off and listed like this:
1792x
1
1920x
2048x
2304x
2400x
The "1" option corresponds to 1900x1200 that I use.
Under "Battle Graphics Detail" screen, Battle is listed as "Battl" (the "e" is missing) and "Too High" is listed as "Too H" (the "igh" is missing)
Also, when I select the unit orders of a unit to change its orders, the order menu often appears off center and sometimes on the very edge of the screen, hiding many of the menu options. I have the latest graphics drivers and tried resetting to default graphic settings and reinstalling without success.
These problems appear at all resolutions.
Edi
July 8th, 2009, 03:01 PM
Known bug that will be resolved in the next patch. Use the command line switches to force resolution to what you need, that's the only way to work around it at the moment.
Zeldor
July 8th, 2009, 04:20 PM
There seems to be a bug in mirror image [glamour] and phoenix pyre [maybe other AoE stuff] - it looks like mirror image grants total protection from phoenix pyre, even when it covers all mirror images, it doesn't go down, while it should [testes with 0% FR unit].
vfb
July 8th, 2009, 05:55 PM
How did that make it through the obscenity filter!? Balls!
You're right though, looks Mirror Image has a chance to negate AoE damage, at least from Phoenix Pyre. I tested 10 Huskarls versus a Phoenix, and 2 of the Huskarls were hit in the explosion, but completely unaffected. FR doesn't protect against Phoenix Pyre by the way, because it's "explosion" damage or something supposedly. Maybe that's why it's not working properly with Mirror Image?
hitloc Huskarl strikes Phoenix wl4 diff-2 -> 4
hitunit 235 199 dmg3 spec2097153 ba4
damage 15 on Phoenix, spec0x200001 ba4
blastsqr: unr199 x17 y15 aoe50 dmg10 eff2 spc64 as10133 al9
affectvic vic199 hv11
affectvic vic235 hv11
hitunit 199 235 dmg10 spec64 ba-1
damage 11 on Huskarl, spec0x40 ba-1
Mirror Image negated 11 pnts of dmg
affectvic vic236 hv11
hitunit 199 236 dmg10 spec64 ba-1
damage 5 on Huskarl, spec0x40 ba-1
affectvic vic237 hv11
hitunit 199 237 dmg10 spec64 ba-1
damage 3 on Huskarl, spec0x40 ba-1
affectvic vic238 hv11
hitunit 199 238 dmg10 spec64 ba-1
damage 24 on Huskarl, spec0x40 ba-1
Tested with a bunch of Lughs (unit 1805, 100%FR and glamor):
damage 14 on Phoenix, spec0x40000080(missile) ba2
blastsqr: unr199 x21 y15 aoe50 dmg10 eff2 spc64 as10133 al9
affectvic vic199 hv33
affectvic vic304 hv33
hitunit 199 304 dmg10 spec64 ba-1
damage 13 on Long Handed, spec0x40 ba-1
affectvic vic317 hv33
hitunit 199 317 dmg10 spec64 ba-1
damage 1 on Long Handed, spec0x40 ba-1
Mirror Image negated 1 pnts of dmg
affectvic vic310 hv33
hitunit 199 310 dmg10 spec64 ba-1
damage 7 on Long Handed, spec0x40 ba-1
affectvic vic325 hv33
hitunit 199 325 dmg10 spec64 ba-1
damage 8 on Long Handed, spec0x40 ba-1
affectvic vic336 hv33
hitunit 199 336 dmg10 spec64 ba-1
damage 5 on Long Handed, spec0x40 ba-1
Mirror Image negated 5 pnts of dmg
affectvic vic313 hv33
hitunit 199 313 dmg10 spec64 ba-1
damage 1 on Long Handed, spec0x40 ba-1
Mirror Image negated 1 pnts of dmg
affectvic vic339 hv33
hitunit 199 339 dmg10 spec64 ba-1
damage 18 on Long Handed, spec0x40 ba-1
affectvic vic267 hv33
hitunit 199 267 dmg10 spec64 ba-1
damage 7 on Long Handed, spec0x40 ba-1
affectvic vic285 hv33
hitunit 199 285 dmg10 spec64 ba-1
damage 16 on Long Handed, spec0x40 ba-1
Mirror Image negated 16 pnts of dmg
chrispedersen
July 8th, 2009, 10:10 PM
Huh. If it works on phoenix pyre it probably works on a bunch of things.
zzcat
July 9th, 2009, 10:32 AM
Please see the attachment for details. I think all site searching spells should generate "goto commander" message instead of "goto province" after 3.23b, but sometimes they still act as older versions...
Zeldor
July 23rd, 2009, 08:23 PM
Hmm... teleporting dominion bug may be still alive. Just got my dom appear 7 provs away from me [and my dominion or any preachers].
Edi
July 24th, 2009, 03:26 AM
Hmm... teleporting dominion bug may be still alive. Just got my dom appear 7 provs away from me [and my dominion or any preachers].
That could be due to the skipping effect that should be a feature of dominion spread. The corrupted geotable bug was fixed some time ago. That's the one that caused the scale bug and also affected dominion spread because of phantom neighbors.
vfb
July 24th, 2009, 04:00 AM
I think there's a "led astray" random event too. If you've got zero dominion in a province, and the people get "led astray", who gets the new black candle? Maybe it's random.
chrispedersen
July 24th, 2009, 04:04 AM
I would posit that having positive dominion is necessary to unlock the led astray event.
Zeldor
July 24th, 2009, 09:13 AM
Edi:
It's 3 nations away, many temples on the way etc. I doubt it could go so far. And if someone had to get a candle there, it wouldn't really be me [as my dom is not so strong].
chrispedersen
July 24th, 2009, 09:15 PM
Zeldor, the only real question is this.. were there any 0 dominion provinces along the path. If so, bug. If not, probably not.
The chance to be expressed in any particular province is pretty low; ie., the chance for dominion to move on is high.
rdonj
July 25th, 2009, 02:00 AM
Was it an enemy-controlled province? Perhaps the event where enemy faith takes hold in a province hit them.
vfb
July 25th, 2009, 07:07 AM
I've got a weird bug in an MP game: when I hilite a recruitable commander, it shows that it has already cast a global enchantment. I didn't even recruit it yet, actually I can't because I'm missing a lab and temple in that province. Is Illwinter interested in the turn file? It's reproduceable after saving.
Edi
July 25th, 2009, 06:41 PM
Send it to them with a description. Sounds interesting indeed. Probably a unique identifier being recycled that hasn't cleared properly.
Zeldor
July 26th, 2009, 10:01 AM
vfb:
I have seen PD commander with global enchantment tag recently...
Olive
July 26th, 2009, 03:14 PM
Hi,
I started a sp game to try Marverni ( CB 1.5 ). After early expansion with only packs of Eponi Knights, I summoned my first golems and tried to kit them. When forging with one of the last 4 mages (the E2 druid & the 3 golems) in the capitol city, the game crashes. Seems to be only with these 4, not related with hammers or something else (apparently). The message is : kv: bad item mt0
When noone of the alst 4 mages forges, turns processes well. I made a backup of the game, it's attached to this post...
Edi
July 26th, 2009, 05:34 PM
You probably have the wrong patch version. You're supposed to have 3.23b. If you have 3.23, that bug happens pretty often. If you have 3.23b, then it's probably a mod issue. If not, then send the files to IW with a description of the problem.
vfb
July 27th, 2009, 04:41 AM
The cloning-phoenix bug is not really squished yet. I've attached a saved SP game where my Phoenix gets trampled by some elephants, and gets cloned on rebirth from Phoenix Pyre (his first clone is at the top of the battleground screen):
...
damage 19 on Phoenix, spec0x200000 ba0
blastsqr: unr1348 x21 y16 aoe50 dmg10 eff2 spc64 as10133 al9
...
The independents kill him after he clones:
...
Immortal/Twiceborn Phoenix perished
immortal resurected
looseallitems: cnr 99(Teh Bird) unr 1348
...
But the clone does not die, it spawns a new unit even though the original Phoenix died, the fight goes on, and the indies ignore both the clone and the cloned clone:
...
gettarget player 25 targtype 5 unr 1129 eu -1 mode 0
Get an order for 1130 Heavy Infantry, ord 0
Closest enemy (for unr 1130)
...
So, the battle goes to turn 70 with everyone just standing around, and then the indies rout:
...
----- turn 71 (rand 628)(check 17051815)
Battle running along just as I have forseen
battle_incheck
rightplayer teamhp 598 max 713
Army rout 100 for Independents
Mrlreport (right): good40 broken1 autobreak130 turn71
autobreak 130 for Independents
...
My cloned Phoenix has permanent 115 fatigue, so it can't flee even though it wants too:
...
leftplayer teamhp 0 max 17
Army rout 100 for Marverni
Mrlreport (left): good0 broken8 autobreak140 turn71
autobreak 140 for Marverni
...
----- turn 78 (rand 401)(check 2516329)
battle_incheck
rightplayer teamhp 0 max 713
Army rout 100 for Independents
Mrlreport (right): good0 broken22 autobreak130 turn78
autobreak 130 for Independents
broken unit 1124 removed from bg
broken unit 1136 removed from bg
battle_incheck
_____The winner is 3_______
leftplayer teamhp 0 max 17
Army rout 100 for Marverni
Mrlreport (left): good0 broken22 autobreak140 turn78
autobreak 140 for Marverni
...
Turn 78? That's unusual. Anyway, wierdness all around.
Olive
July 27th, 2009, 05:37 AM
@Edi : solved witth 3.23b. Thanks. :)
Kirill
August 13th, 2009, 09:48 AM
Hello!
Could you help me with two strange problems:
1-st: game crashes with stdrr comment:
"Nеgot gick fel!
additem: bad cnr"
2-nd:
From some turn new units that where bought in previos turn dissapear like as i never boughted them at all - and this go onwithoud changes - so no new units at all
Thanks
Loren
August 13th, 2009, 03:42 PM
Hello!
Could you help me with two strange problems:
1-st: game crashes with stdrr comment:
"Nеgot gick fel!
additem: bad cnr"
That's it's critical error message. Translates as "Something went wrong!". Usually bad data in a mod.
2-nd:
From some turn new units that where bought in previos turn dissapear like as i never boughted them at all - and this go onwithoud changes - so no new units at all
Thanks
Are you perhaps at the global unit limit? It's high but certainly reachable if LA R'yleh or LA Ermor is in the game and the map is large.
Kirill
August 14th, 2009, 02:27 PM
Thank you Loren!
You maded the problem some more clear to me.
And is there any method to find that problem with additem?
Could it be because of the mod uses item number that was been used by other or core game? I made a look about like that and no problem have seen - just one from core is used and moded doesn't.
Maybe else where?
And what is the number limit?
I Like a great max map and maximize player's.
Could it bu upgraded to unlimited?
Edi
August 14th, 2009, 04:46 PM
Limits are in the FAQ. Unlimited is not possible, so just don't include the freespawn nations (LA Ermor and R'lyeh).
Loren
August 15th, 2009, 12:25 PM
Thank you Loren!
You maded the problem some more clear to me.
And is there any method to find that problem with additem?
Could it be because of the mod uses item number that was been used by other or core game? I made a look about like that and no problem have seen - just one from core is used and moded doesn't.
Maybe else where?
And what is the number limit?
I Like a great max map and maximize player's.
Could it bu upgraded to unlimited?
You would not want unlimited. Allowing more units slows it down. I do think it should be a configuration item, though.
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