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chrispedersen
October 2nd, 2010, 10:46 AM
Blood burst, requires B to cast, but uses 2 blood slaves. And a B mage can only use one blood slave. So the spell fails, and the caster casts another spell.
(The whole bug is: that spells can be set to use more gems than the path requirements of the spell. So the mage isn't actually powerful enough to cast the spell).
Its not entirely a bug. You're correct about a b1 not casting it. However, b2s and b3s can cast it with the appropriate fatigue. The only advante of the lower path requirements is for the purposes of fatigue and penetration.
Soyweiser
October 2nd, 2010, 11:59 AM
Its not entirely a bug. You're correct about a b1 not casting it. However, b2s and b3s can cast it with the appropriate fatigue. The only advantage of the lower path requirements is for the purposes of fatigue and penetration.
I would say it is a bug. It is confusing, there is no warning somewhere in the spell, nor in the documentation that these kinds of spells even excist. And at first it looks like the mage casts it. (I would would like it more if the replay said: [MAGE] Failed to cast Hell Power. [MAGE] Casts [other]).
thejeff
October 2nd, 2010, 12:14 PM
It's not a bug that the mage can't cast it. It is documented that a mage can't use more gems/slaves than he has levels in the path, so it should be clear that a B1 caster can't cast a B1 spell that uses 2 slaves. And it does have the useful effect of reducing fatigue to the point that the spell is actually useful for those who can cast it.
It is a bug that it is displayed as cast. That wouldn't be a major problem if it wasn't so confusing.
Muse
December 7th, 2010, 10:12 AM
Bug: Commanders underwater holding the Manual of Water Breathing cannot retreat into an adjacent sea province.
Bug: Border Mountains are not considered Mountains for the purpose of terrain-type rituals.
Bug: Forest of Joy is an Air site.
Save-file available on request, Jomon test game.
Edi
December 8th, 2010, 08:41 AM
The first one of those is a bug.
Border mountains not counting as mountains for terrain purposes of spells is not a bug as such, but is either a bug or a feature, depending on point of view. They tend to count as mountains for the purposes of sites and resources and as plains in all other regards (e.g. what forts you can build etc). In any case, change to border mountain mechanics are very unlikely.
Forest of Joy is supposed to be an air site. The Ashen Forest is a death site, Dragon Forest is fire and Cypress Woods iirc was also an air site. Site name does not need to determine its magic affiliation at all.
Lihaässä
December 10th, 2010, 02:18 PM
Bug?: Commander casts cloud trapeze - destination own fort which is sieged. Battle doesn't happen.. as I planned
Bug?: Crumble cast on enemy fort, message is correct = fort is temporarily breached.. commanders sieging the fort didn't however have an option to storm the fort
I have the turn files saved if you need them.. plese pm for further info.
Loren
December 10th, 2010, 10:34 PM
Bug?: Commander casts cloud trapeze - destination own fort which is sieged. Battle doesn't happen.. as I planned
Bug?: Crumble cast on enemy fort, message is correct = fort is temporarily breached.. commanders sieging the fort didn't however have an option to storm the fort
I have the turn files saved if you need them.. plese pm for further info.
No bugs here, although possibly a design problem.
1) When you teleport into a province where you hold the fortress and the enemy holds the land you end up in the fortress without a battle.
2) The defenders get to rebuild even after a crumble. If you can't do enough damage to overcome their rebuilding you won't get through even if you blow the walls down.
Lihaässä
December 12th, 2010, 05:07 AM
2) The defenders get to rebuild even after a crumble. If you can't do enough damage to overcome their rebuilding you won't get through even if you blow the walls down. That's a surprise for me.. I thought that Crumble's purpose was to breach castles with just a few troops. Do you know how much crumble inflicts sieging damage?
PriestyMan
December 12th, 2010, 09:44 PM
it tells you that in the spell description. but its bugged because if you have positive seige value on it, one cast will take the walls down to zero. at least iirc this is how it works
earwicker7
December 20th, 2010, 05:55 PM
Weird movement issue on Cradle of Dominions map (single player)...
I hired Magnus's Crossbows; both the leader and his squad have an overland movement of 2. I am unable to move them from 79 to 85; I'd think they would be able to move like this in one turn:
79 (waste)--->82 (open)--->85 (mountain)
What is even weirder is that I am able to get them to do the following move, which should take two turns:
79 (waste)--->75 (mountain, waste)-->72 (mountain)
Anyone know what would cause this?
archaeolept
December 20th, 2010, 06:20 PM
that the incorrect terrain types are in the .map file?
earwicker7
December 20th, 2010, 06:25 PM
that the incorrect terrain types are in the .map file?
No clue... I'm still kind of a newbie. How do you check?
archaeolept
December 20th, 2010, 07:51 PM
open up the .map file (it's just text) and check by the province number - there'll be a number which tells the game what the terrain actually is. look it up in a modding guide, or post it here - I don't remember them all off the top of my head. But the early versions of cradle were notorious for having some errors, and those early versions (not the picture, or .tga, but the little .map files that tell the game what is in the provinces) still seem to be floating around.
thejeff
December 20th, 2010, 08:15 PM
Even if the map files terrains don't match the picture, they should match what is displayed for province terrain. Not the map picture, but the icons in the province section.
earwicker7
January 4th, 2011, 08:03 PM
open up the .map file (it's just text) and check by the province number - there'll be a number which tells the game what the terrain actually is. look it up in a modding guide, or post it here - I don't remember them all off the top of my head. But the early versions of cradle were notorious for having some errors, and those early versions (not the picture, or .tga, but the little .map files that tell the game what is in the provinces) still seem to be floating around.
It looks like province 75 an issue of border mountains vs. mountains, and the border mountains not actually matching the borders in the picture...
Is there a more accurate version than the one which comes with the game? Because I'm starting a new MP game with it soon.
earwicker7
January 4th, 2011, 08:23 PM
Not sure if this is a bug or just a gameplay quirk, but I have a mercenary assassin who has managed to get pretty deep into enemy territory. It's now time to rehire him, and....... I can only hire him in friendly territory!!! So is there no way to have an assassin on your team, for example, for twenty turns, after which he can put a cap in the proverbial *** of your foe?
thejeff
January 4th, 2011, 08:38 PM
I haven't tested this, but it shouldn't matter where you hire him. Once you're rehiring him, he'll just stay where he is, no matter where you pay the bill.
So if you're given the option to bid on him in one of your home provinces, go right ahead.
Gandalf Parker
January 5th, 2011, 12:18 PM
in general, I do my rehires always at my home castle. It makes no difference (the unit doesnt move) and Ive lost too many mercs because I lost the province where I was trying to process the rehire.
The only problem if I remember right, is units that must be hired in water also (illogically) require that you rehire them in water. :(
earwicker7
January 5th, 2011, 01:10 PM
Ah, so the hiring in a specific province only matters on the first turn... makes sense.
Edi
January 14th, 2011, 04:23 PM
The shortlist has been updated with the things known to be fixed for now. It had not been updated since 3.23b, so it was high time.
Colonial
January 15th, 2011, 12:20 PM
Just noticed that they are 'minister of magics', not 'ministers of magic'. kind of annoying, but I guess completely impossible to fix...
P3D
January 15th, 2011, 08:18 PM
The "Local Lord has employed slave labor" event won't have effect the capital.
Edi
January 16th, 2011, 04:49 AM
Just noticed that they are 'minister of magics', not 'ministers of magic'. kind of annoying, but I guess completely impossible to fix...
Not impossible, but I've understood it to be annoyingly difficult in comparison to the impact of the bug (only cosmetic), so at such a late stage, it is not likely to get fixed. It will not be fixed for this patch, that much is certain.
Bananadine
January 21st, 2011, 12:45 PM
Rat Tail increases morale sometimes. I used it in a test game against some Yakshinis that were well armored by equipment and magic, and it always seemed to increase their morale. Then I tried using it in the test game against some other units, and against Yakshinis that were not well armored, and it decreased their morale. I couldn't find the exact trigger for the change. Game files are attached.
Bananadine
January 21st, 2011, 12:54 PM
Whoops, I just remembered there's a new patch. I tried again with the patch in place and the bug seemed to be gone. I don't see anything about rat tails or fear increases in the patch notes. But maybe the problem was that when shields parried fear (as they supposedly no longer do as of 3.26), the morale loss could be reversed somehow?
Edi
January 22nd, 2011, 03:02 AM
Whoops, I just remembered there's a new patch. I tried again with the patch in place and the bug seemed to be gone. I don't see anything about rat tails or fear increases in the patch notes. But maybe the problem was that when shields parried fear (as they supposedly no longer do as of 3.26), the morale loss could be reversed somehow?
Yes, that particular shield bug has been fixed, so any bugs related to rat tail or otehr fear causing attacks against shield-bearing units should be investigated as new issues as of v3.26. If it crops up again, we'll add it to the shortlist.
Executor
February 2nd, 2011, 09:43 AM
I think I may have found another minor Armor of Virtue bug.
If used with elixir of life it will make the the user disappear, with any amount of damage not only death.
llamabeast
February 3rd, 2011, 10:13 AM
I think I've found a new bug!
Corpse counts are not always shown when they should be. For example, having cast Black Death on a province, no corpse counter is given for the province, although it actually has large numbers of corpses in it (as can be shown for example by casting Carrion Reanimation). Example files can be provided if desired.
Calahan
February 3rd, 2011, 10:46 AM
I think I've found a new bug!
Corpse counts are not always shown when they should be. For example, having cast Black Death on a province, no corpse counter is given for the province, although it actually has large numbers of corpses in it (as can be shown for example by casting Carrion Reanimation). Example files can be provided if desired.
Hhhmmm, this might sound like a bit of a newb question llama, but do you (or the player it's being cast against) have a Death mage in the target province? As the corpse info won't appear otherwise. (it can be a hidden Death mage as well). Edit - As if there are no corpses in a province, it will actually say "Corpses 0" (rather than the info only appearing if there are actually corpses present)
I've used Black Death several times, and can't say I remember corpses not appearing (in the info bar) when I expected to see them there. (unless someone else used them for reanimating or Raven Feasting). Can you post the game files, or is it from an on-going game?
Edi
February 3rd, 2011, 04:55 PM
Send the files to Illwinter, llamabeast. There's rather little that we can glean from them here.
llamabeast
February 3rd, 2011, 06:23 PM
Ahaha, I didn't know you had to have a death mage there. That would explain it then! :)
Calahan
February 4th, 2011, 04:53 AM
Ahaha, I didn't know you had to have a death mage there. That would explain it then! :)
I'm currently recruiting for a new newbie game llama, and you are welcome to join it if you like. As by the looks of it you could do with a refresher course or two :p
Bananadine
February 15th, 2011, 03:12 PM
The description of Returning says it doesn't work if the caster is in the province containing the home citadel. But I've just tried Returning and Ritual of Returning in my capital province in a test game, both inside and outside the fortress, and they both always worked. Seems like the description could use an update, unless Returning is really supposed to be limited in that way. (I'd be surprised if a mage couldn't "return" into the fortress from outside it, anyway.)
Soyweiser
March 19th, 2011, 05:38 PM
Ryujin dragon form doesn't have the magic being tag. While the normal form does.
CCRun
March 29th, 2011, 02:28 PM
Rust Mist should not affect armors like furs, only iron made armors can be rusted.
Edi
March 30th, 2011, 04:01 PM
Rust Mist should not affect armors like furs, only iron made armors can be rusted.
It affects everything now. The codebase is old enough that it probably doesn't support differentiating between types. As far as I know anyway, not in the sense that the spell would need.
Even if it does (which is by no means given), that would need every single armor type modified separately, which is not likely to happen.
Olive
April 26th, 2011, 03:46 AM
Bug: Commanders underwater holding the Manual of Water Breathing cannot retreat into an adjacent sea province.
Got the same with a Sea King's Goblet. I had 2 Ice Devils, one with a a Ring of Water Breathing and one with a Sea King's Goblet leading a few troops. There was no adjacent land province. The troops were killed and they routed. The one with the Ring retreated in an adjacent underwater province, the one with the Goblet didn't have any province to retreat. Just lost an Ice Devil. :(
Soyweiser
April 30th, 2011, 11:10 AM
- A diseased unit that is reincarnated stays diseased. (at least my yogi came back as a 1hp diseased yogi).
Globu
April 30th, 2011, 02:19 PM
Pretenders Seducible
I'm not sure if this is WAD, but I was able to seduce an AI player's pretender in one of my test games. Admittedly the unit had seduce 15, and the pretender was C'tis's serpent king with his rather mild MR, but I was under the impression it was a categorical bar rather than merely a really tough number to beat. Kinda cool, but I thought I'd better report it.
Savegame available if needed.
Edi
May 1st, 2011, 11:49 AM
Pretenders Seducible
I'm not sure if this is WAD, but I was able to seduce an AI player's pretender in one of my test games. Admittedly the unit had seduce 15, and the pretender was C'tis's serpent king with his rather mild MR, but I was under the impression it was a categorical bar rather than merely a really tough number to beat. Kinda cool, but I thought I'd better report it.
Savegame available if needed.
Send those savegame files to Illwinter as per the insturctions in the shortlist thread. Johan needs to take a look at that.
Squirrelloid
May 2nd, 2011, 01:49 AM
EA Atlantis Basalt Kings and Mages of the Deep mysteriously get +1 to their melee and spellcasting encumbrance over base encumbrance while equipped with no gear whatsoever, and retain this extra encumbrance even if you specifically give them 0 encumbrance gear for all slots.
Note this does not show up in the infobox if you access it from the recruiting screen, where it will accurately show base enc 3, combat enc 3, spellcasting enc 3. But after purchasing a unit looking at its infobox will show base enc 3, combat enc 4, spellcasting enc 4.
This extra encumbrance is not just a display bug - the extra encumbrance accrues during combat or spellcasting as appropriate.
Reproduction of bug is easy, just start a game as EA Atlantis, open infoboxes for units and click the encumbrance line. Then use them in combat and track fatigue.
Also, obviously a bug: follows none of the rules for encumbrance and disagrees with unit hiring infobox.
thejeff
May 2nd, 2011, 08:02 AM
If I remember this correctly from my last EA Atlantis game, this encumbrance penalty only exists underwater.
I can't check right now, but check what happens when you get one of them on land.
Not sure that makes it any less of a bug, they're an underwater race after all. At least it should show up in flavor text or something...
thejeff
May 3rd, 2011, 06:39 PM
Actually, I take that back, everyone (to a first approximation) gets a 1 encumbrance penalty underwater. Not just the unarmored units and not just the mages.
Nor is it limited to Atlantis. I checked some indies and R'lyeh as well. Even aquatic only units. Fighting or casting underwater is just harder.
I didn't bother to check if poor amphibians get an extra 1 encumbrance on top of the poor amphibian penalty.
Oor-tael
May 28th, 2011, 06:21 AM
Don't know if this is already known or not...
anyway, I've taken screenshots of this affliction-based bug :
http://steamcommunity.com/id/0ortael/screenshot/558657972560494884?tab=public
http://steamcommunity.com/id/0ortael/screenshot/558657972560520974?tab=public
Bananadine
May 28th, 2011, 09:56 AM
anyway, I've taken screenshots of this affliction-based bug :
http://steamcommunity.com/id/0ortael/screenshot/558657972560494884?tab=public
http://steamcommunity.com/id/0ortael/screenshot/558657972560520974?tab=public
That almost makes sense... the unit still holds the staff in one hand and gets necromantic advice from it, but cannot swing it as a one-handed weapon because it's too long.
But then, how is there room for the Fist weapon still, when the one remaining fist is presumably holding the staff? Maybe the staff is strapped to the unit's back... or maybe it's just a bug. :)
Valerius
June 19th, 2011, 12:47 PM
Found this reference to Lugh the Long Handed from three years ago:
"U 1805 Long Handed Size 3. Intended, or should be size 2? Has glamour, but no stealth. -- Lugh doesn't hide. He has the splendour and the might of the sun."
Up until the most recent patch he did in fact have stealth +25. So should he get stealth back or was this an intended fix? I didn't see anything in the IW progress log about an intentional change to this unit in the last patch. He's a very good hero and I've gotten used to him having stealth. :)
Edi
June 19th, 2011, 01:35 PM
Valerius, Lugh not having stealth is as it should be, so that is not a bug. I don't remember him ever having stealth, but someone may have given it to him in a frequently used mod.
anyway, I've taken screenshots of this affliction-based bug :
http://steamcommunity.com/id/0ortael/screenshot/558657972560494884?tab=public
http://steamcommunity.com/id/0ortael/screenshot/558657972560520974?tab=public
That almost makes sense... the unit still holds the staff in one hand and gets necromantic advice from it, but cannot swing it as a one-handed weapon because it's too long.
But then, how is there room for the Fist weapon still, when the one remaining fist is presumably holding the staff? Maybe the staff is strapped to the unit's back... or maybe it's just a bug. :)
Strictly speaking, that's a bug that has to do with equipped items and item slots, but the contextual explanation is that the mage uses the staff whenever casting spells and holds it in his hand. When someone comes at him, he sticks it in the ground and starts fisticuffs, after which he will pick the staff up again for greater power.
;)
Samhain
June 20th, 2011, 09:04 PM
Is this the proper place to report a bug, or merely a forum for discussing bugs?
I found a typo. The magic site that allows the recruiting of Nemedian units; Warriors, Champions, and Sorceresses; is misspelled. It should be Rath Chimbraith, not Rath Chimbalth.
Edi
June 21st, 2011, 12:45 AM
Is this the proper place to report a bug, or merely a forum for discussing bugs?
I found a typo. The magic site that allows the recruiting of Nemedian units; Warriors, Champions, and Sorceresses; is misspelled. It should be Rath Chimbraith, not Rath Chimbalth.
The right place. I brought this up in the beta, since if the patch needs more tweaking, it is easy to do along with that. Not that it's a very big issue, so we may have to live with it.
brxbrx
August 2nd, 2011, 01:20 AM
Typo: Dragon Master's icon description (on the commander screen) has the word "creatures" spelled wrong.
Deathblob
September 10th, 2011, 04:56 AM
Here's an annoying bug:
Fly over to a province in Dragon form. Change shape to human to cast a spell with reduced fatigue (because human form has +2 in the path). The intent is to change back to Dragon form after casting buffs. But you instantly rout because of the reduced army HP total when in human form:
leftplayer teamhp 150 max 150
Mrlreport (left): good0 broken0 autobreak0 turn0
...
leftplayer teamhp 12 max 150
Army rout 50 for Agartha (no units left)
Mrlreport (left): good0 broken0 autobreak50 turn1
autobreak 50 for Agartha
earcaraxe
September 10th, 2011, 05:08 AM
a possible modding solution would be (cbm?) to make the dragon-wizard have 150 hp too.
Deathblob
September 10th, 2011, 09:26 AM
I really don't like that idea, sorry.
earcaraxe
September 10th, 2011, 10:59 AM
I really don't like that idea, sorry.
is it better to have it retreat? u dont have to like it, no need to sorry.
Deathblob
September 10th, 2011, 06:26 PM
Yeah, it's better to have it retreat, than give a human-form unit 150HP.
Soyweiser
September 21st, 2011, 08:49 AM
http://dom3.servegame.com/wiki/Kaijin
They do not lose any magical ability if they leave the seas.
Soyweiser
September 27th, 2011, 05:05 AM
http://z7.invisionfree.com/Dom3mods/index.php?showtopic=566
Shift-Select does not work in every army screen.
Edi
October 1st, 2011, 09:31 AM
http://z7.invisionfree.com/Dom3mods/index.php?showtopic=566
Shift-Select does not work in every army screen.
WAD. Shift-select is not supposed to work in y screen. You can't even reorder troops there a whole lot and the reason is that you can manage armies moving in from multiple provinces and if you could exchange units between stacks etc, that would be sort of a major bug.
The y screen is intended to make assigning squad battlefield positions and orders easier when managing large armies or multiple armies, but it's not intended to do unit transfers.
thejeff
October 1st, 2011, 09:56 AM
Silly design then. You can still move troops around between squads or commanders in the same province, it's just less efficient. You can do anything you can do in the normal army select screen, you just can't use shift-select to do it.
If it's not intended to make unit transfers, don't allow it at all. Making it clumsy is not a solution.
brxbrx
October 1st, 2011, 11:48 AM
http://z7.invisionfree.com/Dom3mods/index.php?showtopic=566
Shift-Select does not work in every army screen.
WAD. Shift-select is not supposed to work in y screen. You can't even reorder troops there a whole lot and the reason is that you can manage armies moving in from multiple provinces and if you could exchange units between stacks etc, that would be sort of a major bug.
The y screen is intended to make assigning squad battlefield positions and orders easier when managing large armies or multiple armies, but it's not intended to do unit transfers.
What? Then how the hell do you transfer units?
That's where I always transfer units.
Edi
October 1st, 2011, 12:46 PM
Hmm, thejeff, thanks for reminding me of that. Yes, normal tranfers work, the shift-select doesn't. I think I'll ask Johan about it just to make sure.
thejeff
October 1st, 2011, 04:04 PM
While you're at it, how about not being able to see the position of squads already in the province using the 'y' screen?
IIRC, you can actually position them, they're just no visible.
Edi
October 1st, 2011, 05:06 PM
I'll do that. The y screen has had a number of bugs associated with it, one of the most serious having been that before some patch or another (3.08 or 3.10, I think) you could actually use it to determine the starting capitals of everyone in the game on turn 1 (or any other turn for that matter).
I'll send him an email tomorrow. It needs to be put fairly well in order first, since the main focus for Johan right now is the development of CoE3. I can't guarantee that he would do anything about it. The less complex work involved, the more likely that it will get fixed.
brxbrx
October 1st, 2011, 05:20 PM
I'm confused. I pressed y ingame, and came up with the army screen. These are the same, yes?
Deadnature
October 2nd, 2011, 01:40 AM
It looks the same but no, "y" lets you arrange armies that are currently going to the selected province as well as armies that are already there.
The only problem is that we currently can't see the colored blocks of the armies/commanders already present in the province when using the "y" function. But its true, you can still click on the little map and place them.
Soyweiser
October 4th, 2011, 01:13 PM
The Arch seraph pretender has bugged magic levels. It has air 1, air 1, not air 2. That stealthily increases the cost from 20 to 28.
http://dom3.servegame.com/wiki/Arch_Seraph
Soyweiser
October 6th, 2011, 06:42 PM
Sea of ice bugs:
- Units can still retreat into the water or out of the water. Ignoring the ice.
- Cloud trapezing into the ice still works. (Not out, but mages cannot cast cloud trapeze underwater anyway).
- Flying behaves oddly when underwater. If a flyer starts in an underwater province. It can still fly over normal provinces when the sea of ice is up. As long as it lands in a water province.
I didn't know the last one.
Bullock
October 11th, 2011, 11:13 AM
I ve got a weird bug, in one of my game, where i m playing LA Ermor, all my troops are gone, i have nothing left not even a ghoul or a zombie. But in the end of turn reports i have some actions of my troops (fight, spy ...)
We are playing with CBM1.92 and Streamers&standards.
I'm keeping a copy of the trn & 2h files if needed.
Bullock
October 11th, 2011, 11:39 AM
Nevermind it seems that i have done **** with the victory conditions ...
Disregard my previous message.
Soyweiser
October 23rd, 2011, 05:53 PM
If you are in a battle where the AI has decided not to uses gems/slaves. And the enemy is fleeing/routing. The AI will start to use slaves again. I lost all my bloodslaves because my spell casters finished the round casting after there was no enemy left. They used slaves even while there was no enemy to cast spells at.
You want to know the funny part. They used slaves casting thunderstrike and strength of giants, Phoenix power, Raise dead etc.
Soyweiser
October 25th, 2011, 06:32 PM
If you are in a battle where the AI has decided not to uses gems/slaves. And the enemy is fleeing/routing. The AI will start to use slaves again. I lost all my bloodslaves because my spell casters finished the round casting after there was no enemy left. They used slaves even while there was no enemy to cast spells at.
You want to know the funny part. They used slaves casting thunderstrike and strength of giants, Phoenix power, Raise dead etc.
Nevermind this. VFb checked it out. It was the pain transfer spell.
Kirill
October 31st, 2011, 12:31 PM
Nеgot gick fel! addequip: bad cnr
From what thing could it happen?
It appeared when AI-s count their move at 30-th turn. (Huge-maximum map)
Kirill
October 31st, 2011, 12:36 PM
here it is from log:
Warning: Out of units!!!!
*** Warning: popgang, many units 139999
random event 246
checking if event 246 is valid
random event 241
checking if event 241 is valid
Warning: Out of units!!!!
*** Warning: popgang, many units 139999
Nеgot gick fel!
addequip: bad cnr
flushopengl
mem ok
DeinitPrint
freeing old texobjs
Shutting down SDL sound
What could i do to fix the problem? (better independents - on ++ i've disabled some units even more)
/Huge map of 1500 provincies and about 50 opponents/
Edi
October 31st, 2011, 02:18 PM
There is nothing you can do without adding some nuking spells into a mod retroactively and then bombard any and all provinces with large armies with them.
Because you've hit the max unit limit of 140k units in game. It will be impossible to recruit more units, to summon more units or do anything else of the kind until there are less than 140k units on the map. And given the furious way the AI recruits hordes, that's not going to change either.
The only reason you haven't run into the problem before is that you had the chaff disabled from the beginning, but now you're well and truly in it.
brxbrx
October 31st, 2011, 06:34 PM
Nеgot gick fel! addequip: bad cnr
From what thing could it happen?
It appeared when AI-s count their move at 30-th turn. (Huge-maximum map)
brings back memories (http://forum.shrapnelgames.com/showthread.php?t=42061)
Kirill
November 1st, 2011, 12:10 AM
why limit couldn't be bigger?
PriestyMan
November 1st, 2011, 12:12 AM
cause devs no want to
Edi
November 1st, 2011, 04:14 AM
why limit couldn't be bigger?
The limit was already increased twice. The game was not meant to play on 1500 province maps with 50 nations.
500 provinces with all the nations of a single era was considered huge when the game came out. Dom3 isn't designed to handle that kinds of loads.
The situation as described is much like having a bridge rated to carry 8 tons and driving a 10 ton truck loaded with 20 tons of steel wire on it. It's going to collapse.
Kirill
November 1st, 2011, 10:37 AM
stop stop stop!
Number of nations has no meaning - 5 or 50 nations control 1500 prov - no change! They would generate about the same money and res potential and recruits - so maybe not in 30th turn but in 50-th there would be the same situation.
And the ability to construct 1500 province maps - isn't my crazy modding - it's a rnd generated map from dom3 itself.
So another question - just why the limit even must be?
if i choose to wait long ai turns, but to play the max of what the game could give me - why it became a problem?
Edi
November 1st, 2011, 10:43 AM
Yes, the RMG in Dom3 is capable of creating 1500 province maps and possibly even larger numbers of provinces. That's only graphics with white spots and a text file.
It's an altogether different matter to run a game on that map, since that goes right into the performance parameters and other limitations of the game engine.
Much like if you had an assembly plant that could construct any kind of vehicles weighing up to 20 tons and had an exit ramp off the assembly line rated for 8 tons. Sure, you can build a 20 ton vehicle and as soon as you try to drive it off the line, things start breaking, so you're practically limited to 8 tons.
Kirill
January 14th, 2012, 03:19 PM
maybe some ++cap?
Edi, if it is a moddable thing - just say how to make it for solo.
:cool:
Edi
January 14th, 2012, 05:25 PM
The unit and commander limits are not moddable, they're hardcoded into the game.
Gandalf Parker
January 14th, 2012, 08:12 PM
But they have been raised I think 3 times since its release. Be sure to patch up
Soyweiser
September 4th, 2012, 05:47 PM
Found a new bug. Using spies.
A spy in enemy territory can get the create unrest command. This keeps the spy hidden and makes him start creating unrest. This status remains, even if you then attack and conquer the province and start sieging the fort there.
New spies cannot be given the order when they enter a province with a fort already being sieged.
So, if you start creating unrest before the siege it remains so. But during the siege you cannot create unrest.
And there is no shortcut for this command. So no cheating the command, like you normally can with searching for magic sites.
galahad
October 3rd, 2012, 04:10 PM
I just noticed that I am not able to select the pretender god "***** Queen" for LA Midgard. It doesnt work in 3.27 and with CBM 1.94 neither.
Soyweiser
October 3rd, 2012, 06:07 PM
I just noticed that I am not able to select the pretender god "***** Queen" for LA Midgard. It doesnt work in 3.27 and with CBM 1.94 neither.
What do you mean? I'm able to. Note, the bitc h queen has a second shape, in the selection screen it is a wolf, in the design screen it is the crone. (like the dragons).
galahad
October 3rd, 2012, 06:32 PM
I just noticed that I am not able to select the pretender god "***** Queen" for LA Midgard. It doesnt work in 3.27 and with CBM 1.94 neither.
What do you mean? I'm able to. Note, the bitc h queen has a second shape, in the selection screen it is a wolf, in the design screen it is the crone. (like the dragons).
ah ok, my bad! It said nothing about the werewolf form in the description so I thought it was a different pretender. Thanks for clearing that up.
Olive
October 5th, 2012, 09:44 AM
Hi, I had stopped playing dom for a few months and have now started a solo game in 3.27 / CBM 1.92 with Jotunheim.
Got a E9S8 bless. When I give a shroud of the battle saint to an Ice Devil, the earth bless works, but the astral seems bogus. The ID has 18 basic magic resistance, blessed +3, current resistance 18. Is the bless bonus caped at 18 or is-it a bug ? Or a CBM problem (haven't restarted a vanilla game). The MR bonus works fine with the Skrattis.
Valerius
October 5th, 2012, 11:35 AM
It's because the devil's base MR is too high to benefit from the S boost on the bless (this is not CBM specific but part of the game mechanics). The wiki (http://dom3.servegame.com/wiki/Bless) has a nice explanation. Note that any MR boosting magic items are taken into account with these calculations (so you can't use a shroud to get to MR 18 and then use a MR boosting item to increase MR from that point).
Edi
October 5th, 2012, 01:26 PM
Yep, the bless is capped to 18.
Olive
October 5th, 2012, 02:56 PM
OK. Thanks guys. :)
Garud
November 3rd, 2012, 02:12 AM
I found a bug with "Secondly Effect with twice or more times attack weapons".
Secondly effect are replaced 2nd or later attack.
(This bug also happen all many times attack weapon with F9 or D9 bless.)
11832 striking with weapon Rat Tail. att28 def20 //Rat Tail 1st attack
hitloc Debug Sensei strikes Militia wl5 diff-4 -> 4
hitunit 11832 7952 dmg9 spec0 ba4
hitloc Debug Sensei strikes Militia wl0 diff0 -> 4 //Secondary Effect
hitunit 11832 7952 dmg10 spec128 ba4
11832 striking with weapon Greater Fear. att28 def24 //2nd attack. but... why?
hitloc Debug Sensei strikes Militia wl0 diff0 -> 2
hitunit 11832 7954 dmg10 spec128 ba2
15159 striking with weapon Rat Tail. att28 def32 //Rat Tail 1st attack. Missed.
15159 striking with weapon Greater Fear. att26 def22 //But same thing happens.
hitloc Debug Sensei strikes Heavy Infantry wl0 diff0 -> 1
hitunit 15159 4476 dmg10 spec128 ba1
9575 striking with weapon Sword of Swiftness. att30 def22 //1st attack
hitloc Devata strikes Heavy Cavalry wl2 diff-1 -> 2
hitunit 9575 2936 dmg9 spec1 ba2
damage 2 on Heavy Cavalry, spec0x1 ba2
hitloc Devata strikes Heavy Cavalry wl6 diff-5 -> 2 //Bless bonus
hitunit 9575 2936 dmg6 spec96 ba2
damage 4 on Heavy Cavalry, spec0x60 ba2
9575 striking with weapon bless fire. att25 def24 //2nd attack. Bless bonus only.
hitloc Devata strikes Heavy Cavalry wl6 diff-5 -> 2
hitunit 9575 2936 dmg6 spec96 ba2
damage 4 on Heavy Cavalry, spec0x60 ba2
Samhain
December 7th, 2012, 10:52 PM
The magic site that allows the recruiting of Nemedian units; Warriors, Champions, and Sorceresses; is misspelled. It should be Rath Chimbraith, not Rath Chimbalth.
This is a repost. But, it appears not to have been fixed in the 3.28 patch.
brxbrx
December 8th, 2012, 04:23 AM
I think your expectations of a two man developer team consisting of middle aged Swedes with day jobs working on a game that was released over six years ago are a little high.
Christ, most studios would have abandoned support by now.
Samhain
December 8th, 2012, 10:12 AM
Never underestimate a perfectionist in the midst of their "mid-life" stage.
And, I'm actually being deliberately cheeky with making a bugrep based on the mispelling of an extremely obscure reference from Irish prehistory/mythology. I was just waiting for someone to call me out on it.
Gandalf Parker
December 8th, 2012, 10:21 AM
Actually a reference like that I would not be at all surprised if Kristoffer responded even now. After all, that hits directly to his bread-and-butter. Literally. It applies to his day job.
Admiral_Aorta
December 9th, 2012, 12:54 AM
The magic site that allows the recruiting of Nemedian units; Warriors, Champions, and Sorceresses; is misspelled. It should be Rath Chimbraith, not Rath Chimbalth.
This is a repost. But, it appears not to have been fixed in the 3.28 patch.
I don't suppose that's one of those names that has multiple spellings in english, with no single spelling necessarily being the right one? There's certainly other names from old languages that are like that.
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