View Full Version : Bug Bug Thread: Discussion
Pages :
1
[
2]
3
4
5
6
7
8
9
10
11
12
13
aldiss0
October 15th, 2006, 02:44 PM
2 little things:
#startspell does not seem to work so much
The spell appears in my spell list on the first turn but is gone the following turn.
Somebody please post if the can repeat this behavior.
Found an interesting quirk in the Marveni ai's unit selection.
If I manage to attach the image, you'll see an ai army composed of mostly their Horn Blower units.
The ai was set to whatever the default is when you add a player (normal/random?).
Cainehill
October 15th, 2006, 03:01 PM
Minor bug / Oversight : Shinuyama's hero "Yukinaga the Heart Hider" doesn't have any description at all.
Taqwus
October 15th, 2006, 03:21 PM
/threads/images/Graemlins/Bug.gif Thematic strangeness w/ MA Mictlan: National heroes include blood mages. If memory serves, they're the same heroes as in Dom 2... but if they're following the Lawgiver, they're not supposed to be blood-happy!
mivayan
October 15th, 2006, 04:48 PM
BUG: phoenix died from disease between battle death and immortality-resurrection.
In a multiplayer game, my phoenix was defeated in battle. The province was in friendly dominion both before and after tha battle. Should resurrect. But I got a message:
Ba'al Gorgon the Phoenix died from a disease.
Ba'al Gorgon was located in during the incident
There was two spaces between "in" and "during" in the last sentence, so clearly a province name should be there, but my phoenix had just died and was going to be resurrected so was in no province. It wasn't diseased, but could have gotten it during the killing blow.
attaching save game, but dont have the master file since multi. Edit: new attachment, with a map file that needs to put in the right directory
Foodstamp
October 15th, 2006, 05:14 PM
Daynarr said:
Foodstamp said:
I searched and found the game. What all needs to be uploaded? The entire folder compressed is well over the 3 meg (including the random generated map and a file called...ftherlnd)
Best thing is to zip all files in it. I think all are needed as you probably played on random map so noone else has it. Use maximum compression so it wont be really that big.
3.7 meg is the best I can get RARing it. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
Nerfix
October 15th, 2006, 05:29 PM
/threads/images/Graemlins/Bug.gif Late Caelum gets stealthy troops but not stealthy commanders apart from Scouts
Either an odd conceptual design or then a bug.
haileris
October 15th, 2006, 06:19 PM
Uggh found out what is causing my crash - casting Fate Morgana (sp). If I cast that spell & boost with enough air gems to ensure it makes it into the global enchantments (5 active) then the game crashes.
Graeme Dice
October 15th, 2006, 08:54 PM
/threads/images/Graemlins/Bug.gif The port input field on the second network connection dialog only remembers the first four digits of the port.
Manuk
October 15th, 2006, 09:35 PM
/threads/images/Graemlins/Bug.gif Leaderless indy army didn't rout. It stayed 2 more turns.
(It didn`t show the "independant forces routed" that usually appears when one group stays a while to cover retreat but after suffering more losses.
/threads/images/Graemlins/Bug.gif Called mercenaries on a province. Lost that province and the mercenaries appeared anyway so I retained control.
Quietly
October 15th, 2006, 09:54 PM
Amusing AI choice -- it gave its titan pretender 2 eyes of aiming... thereby making it blind with 0 precision.
Ermor (ashen empire I tested) has wonky behaviour with its neutral priests. The cheapie 50g priests can reanimate ghouls, and preach. All other ermor priests, including the 1H summonables that cost 10 gems, cannot preach. It seems odd that neutral priests that happen to be under control of ermor get unholy battle magic and the ability to reanimate the dead.
Graeme Dice
October 15th, 2006, 10:13 PM
Quietly said:
Amusing AI choice -- it gave its titan pretender 2 eyes of aiming... thereby making it blind with 0 precision.
It's possible that the AI won a battle where another unit with an eye of aiming died. It's a cursed item, so commanders tend to find them. Still, that's one thing I'd not mind seeing changed. Hopefully most intelligent creatures wouldn't end up in a "Head of Vecna" scenario.
Ighalli
October 15th, 2006, 11:34 PM
<font color="green"> Bug: Prender titles can become too long to display
I tried my first Ermor LA game and my pretender was "the Dead and Undying Goddess, God of Invincible Power, the One Always at the Shoulder, Guardian of the Dead, the Divine Shepherd, Goddess of poetry a" The rest was just never displayed. I had dominion 10, death 9, nature 5 and some very extreme scales with an awake lich queen. </font>
Beorne
October 16th, 2006, 04:37 AM
<font color="green">Wrong description on many units of Caelum Early age. They reference about the departure of the raptors (as in middle age) while thy are not banished yet. </font>
GrobRIM
October 16th, 2006, 08:15 AM
Nerfix said:
Sometimes move orders aren't followed.
Happened to move three times in a row once on the Silent Seas map as Late Ermor and once as Middle Tien. The ordered commanders just refused to move to a bodering province, even if the Move order clearly apperead for them.
I have experienced the same (irritating) problem several times, and I first thought I might have canceled my moves by accident. So I started to backup my moves before resolving turns, and I managed to isolate the two following cases, which the developers might analyse from attached zip file.
- 1st case, playing as Agartha, moving from Eal to Ferran Mountains (owned by Oceania), my armies didn't move;
- 2nd case, same game, moving from Phalicia to Cuna Eral (owned by Vanheim), again Agarthan armies didn't move.
In both cases, defending forces might have decided to attack my invading armies as well, and it might have been (incorrectly) decided by Dom3 that neither should move (instead of having a battle take place in one or the other province, or having both armies switch provinces).
In both cases, I had the end-of-turn re-computed by Dom3, using the same saved game file, but with possibly different orders decided by the AI for the opposing armies, and this time, my armies did actually move into the attacked province -- so it may take several tries with the attached saved games to experience the problem I have witnessed, depending on what the AI decides for the opposing armies (stay or attack).
Grob
ioticus
October 16th, 2006, 12:17 PM
The "no movement bug" also happened to me in Dominions 2 a few times.
Ballbarian
October 16th, 2006, 01:04 PM
Not saying that it never happened in Dom2, but I never experienced it. I have however experienced it several times in Dom3. Happened again in my current game. This time I had several armies in two provinces. They had orders to attack an adjacent province. The group attacking from a fortress switched themselves to patrol! The 2nd group from the 2nd province attacked alone. Something outside the normal move/attack rules is going on here. http://forum.shrapnelgames.com/images/smilies/Injured.gif
Ozymandias
October 16th, 2006, 03:49 PM
My copy of Dom3 only shipped today, so these are all from the demo.
The Sacred Statue pretender lacks the blind trait, and is presumably vulnerable to eyeloss and blindness, despite being a statue.
All the following bugs are spelling or grammatical errors with flavor text. They have no effect on gameplay, but should be easy to fix.
<font color="green">The description of the Drakaina uses hungers instead of hunger.
The description of the Ageless Olm uses lives instead of live.
The description of the Destroyer of Worlds has a misplaced comma in its list of weaponry.
The description of the Lady of Fortune uses affect instead of effect.
The first line of the Agarthan Wet one description uses lives instead of live.
The Seal Guard description uses lurks instead of lurk.
The description of all three sorts of Agarthan Oracle uses decide instead of decides.
In the descriptions of Ancient Lords and Ancient Ones Agarthan is not capitalized.
Maverni Horn blowers are described with "boomming" horns, should be booming.
Living Pillars are said to "stang guard", this should be written stand guard.
Not a bug, but stylisticly the double use of enormous in the first sentance of the description of the Wyrm is awkward. </font>
Resok
October 16th, 2006, 04:09 PM
/threads/images/Graemlins/Bug.gif Yomi - National Oni ghost forms are not immune to poison (they're ghosts right?). They show up as 'undead' but the latent resistances of their previous forms are not applied, and they're still vulnerable to poison (unlike almost every other undead/spirit/ghost in the game).
If this is not a bug, then I'm quite curious how/why a spirit or ghost could be poisoned if it doesn't have blood or a normal physical body?
Resok
Cainehill
October 16th, 2006, 04:16 PM
Sheesh. When Oceania's stealthy commanders go onto dry land, they change into a form that is a _poor_ amphibian. Worse, when the Capricorns go onto land, they can't _MOVE_. In fact, the only command available is _DEFEND_, removing their hide status and causing them to get into battle.
This one more or less makes Oceania unplayable until fixed, unless someone wants to play a game with no land masses.
Arralen
October 16th, 2006, 05:20 PM
Resok said:
/threads/images/Graemlins/Bug.gif Yomi - National Oni ghost forms are not immune to poison (they're ghosts right?). They show up as 'undead' but the latent resistances of their previous forms are not applied, and they're still vulnerable to poison (unlike almost every other undead/spirit/ghost in the game).
If this is not a bug, then I'm quite curious how/why a spirit or ghost could be poisoned if it doesn't have blood or a normal physical body?
Resok
Actually, they don't get poisoned, and they are 100% poison resistant.
But resistance is only checked (and calculated) when the poisoning hit occurs. The 'stored' per-turn-poison damage carries over to the 2nd form and isn't discarded.
This is a known bug, which applies not only to Onis but e.g. Machakan spiders as well, and most likely every other 2-form creature with poison resistant 2nd form.
The DarkOne
October 16th, 2006, 07:24 PM
I just noticed that grave consorts can't lead undead. Seems rather strange since they can create them.
Daynarr
October 17th, 2006, 05:12 AM
haileris said:
Uggh found out what is causing my crash - casting Fate Morgana (sp). If I cast that spell & boost with enough air gems to ensure it makes it into the global enchantments (5 active) then the game crashes.
That one has been reported in beta so it's already fixed for the patch or devs are one it. Nice catch though. http://forum.shrapnelgames.com/images/smilies/happy.gif
Don't forget to check patch progress (http://ulm.illwinter.com/dom3/dom3progress.html). You can notice that Tempest (unique item) and another spell (Horror Seed) cause CTD's as well. You may mod them out so that they cause no problems until patch is out.
Daynarr
October 17th, 2006, 05:22 AM
GrobRIM said:
Nerfix said:
Sometimes move orders aren't followed.
Happened to move three times in a row once on the Silent Seas map as Late Ermor and once as Middle Tien. The ordered commanders just refused to move to a bodering province, even if the Move order clearly apperead for them.
I have experienced the same (irritating) problem several times, and I first thought I might have canceled my moves by accident. So I started to backup my moves before resolving turns, and I managed to isolate the two following cases, which the developers might analyse from attached zip file.
- 1st case, playing as Agartha, moving from Eal to Ferran Mountains (owned by Oceania), my armies didn't move;
- 2nd case, same game, moving from Phalicia to Cuna Eral (owned by Vanheim), again Agarthan armies didn't move.
In both cases, defending forces might have decided to attack my invading armies as well, and it might have been (incorrectly) decided by Dom3 that neither should move (instead of having a battle take place in one or the other province, or having both armies switch provinces).
In both cases, I had the end-of-turn re-computed by Dom3, using the same saved game file, but with possibly different orders decided by the AI for the opposing armies, and this time, my armies did actually move into the attacked province -- so it may take several tries with the attached saved games to experience the problem I have witnessed, depending on what the AI decides for the opposing armies (stay or attack).
Grob
Armies will never switch provinces. Manual in that case is wrong. You will never see it happen in game. Instead of switching provinces armies stay in their current ones and no fight takes place. That is better mechanic too because if armies really do change provinces you would constantly getting enemy armies getting behind your lines because you decided to move at the same time they did. THAT would be irritating.
The reason why that doesn't happen every time in your save game is because chances that either of 3 cases will happen are random.
Endoperez
October 17th, 2006, 05:44 AM
Daynarr said:Armies will never switch provinces. Manual in that case is wrong. You will never see it happen in game. Instead of switching provinces armies stay in their current ones and no fight takes place. That is better mechanic too because if armies really do change provinces you would constantly getting enemy armies getting behind your lines because you decided to move at the same time they did. THAT would be irritating.
The reason why that doesn't happen every time in your save game is because chances that either of 3 cases will happen are random.
Well that's interesting. It is confusing, though, so could warrant a message. Mysterious, strange mechanic that seems like a bug will be reported as a bug many, many times otherwise.
Daynarr
October 17th, 2006, 05:53 AM
Agreed.
PDF
October 17th, 2006, 06:07 AM
The system is rather strange though : how is it possible that armies marching against each other (or at least towards one another) don't meet but then don't move neither ??
Province switching will be a bad thing game-wise but is at least explainable (armies didn't meet and moved to destination), but armies freezing is unrationalizable - given that if one army didn't move they will have met and fought !
Simplest solution would be that there are only 2 solutions, one of the army moves first and the other cancels move, and fighting occurs.
Tyrian
October 17th, 2006, 08:41 AM
Hidden in Snow can be poisonned (and die by this)
I use Catoblepas with them and the toxic cloud kill some of my undead commander. The Hidden In Snow haven't second form.
Edit: it isn't a bug, the unfrozen mage probably use invulnerability spell, who make them sensible to poison. Sorry for the mistake.
GrobRIM
October 17th, 2006, 09:09 AM
Daynarr said:
Armies will never switch provinces. Manual in that case is wrong. You will never see it happen in game. Instead of switching provinces armies stay in their current ones and no fight takes place. That is better mechanic too because if armies really do change provinces you would constantly getting enemy armies getting behind your lines because you decided to move at the same time they did. THAT would be irritating.
The reason why that doesn't happen every time in your save game is because chances that either of 3 cases will happen are random.
Daynarr,
I'm pretty sure that, at least in Dom2, armies could switch provinces -- they cross borders at different points and just don't meet; the bigger the armies, the less likely, though. And it makes more sense to me, rather than having no-one moving at all. And yes, that was irritating, chasing some small army raiding your provinces (and burning your temples down to ashes) far behind the frontline!
I have never experienced the "no-one moves" syndrom in Dom2.
Since the possibility of switching provinces already was there in Dom2, makes more sense (to me at least), and is explicitly documented as such, I think that the new behavior we see in Dom3 really smells like a bug.
But then, only the game designers can give a definite opinion. Guys?...
Arralen
October 17th, 2006, 09:30 AM
Tyrian said:
Arralen said:
Resok said:
/threads/images/Graemlins/Bug.gif Yomi - National Oni ghost forms are not immune to poison (they're ghosts right?). They show up as 'undead' but the latent resistances of their previous forms are not applied, and they're still vulnerable to poison (unlike almost every other undead/spirit/ghost in the game).
If this is not a bug, then I'm quite curious how/why a spirit or ghost could be poisoned if it doesn't have blood or a normal physical body?
Resok
Actually, they don't get poisoned, and they are 100% poison resistant.
But resistance is only checked (and calculated) when the poisoning hit occurs. The 'stored' per-turn-poison damage carries over to the 2nd form and isn't discarded.
This is a known bug, which applies not only to Onis but e.g. Machakan spiders as well, and most likely every other 2-form creature with poison resistant 2nd form.
/threads/images/Graemlins/Bug.gif Hidden in Snow can be poisonned (and die by this)
I use Catoblepas with them and the toxic cloud kill some of my undead commander. The Hidden In Snow haven't second form.
Be careful not to mix up bugs here http://forum.shrapnelgames.com/images/smilies/happy.gif .. the Oni definitly stay poisoned, but do not get poisoned as far as I have seem from battling some tritons...
Either your commanders wheren't poison resistant, or they were subject to irresistable poison (IIRC there is something like that in the game, but poison cloud 5 shouldn't do that)... what may be a(nother) bug!
Btw., what is a "Hidden in Snow" commander? http://forum.shrapnelgames.com/images/smilies/wink.gif
I guess you mean the "Unfrozen Lord" from the spell of that name .. it is listed in the manual as 100% poison resistant - what does the icon say in-game? Do you have a savegame where one can see them getting poisioned during combat? (Maybe you have a savegame at least from that game, so it is easier to recreate the situation. Ench-6 and 55 water gems isn't that fast to get in a test game, unless you do a specially modded test game)
Ezco
October 17th, 2006, 01:50 PM
<font color="green"> /threads/images/Graemlins/Bug.gifComputer accuses me of cheating (increase of money) for no reason. Happened at least 3 times. Maybe has something to do with using alchemy, but at least once happened when I didn't use it.</font>
/threads/images/Graemlins/Bug.gifRandom crashes when viewing battles in windowed mode.
Zen
October 17th, 2006, 02:10 PM
Reproducable:
Seduction is slightly off.
If you Seduce in the same turn that you have an army fighting in, the results of that battle (win or loss) dictate whether or not you will seduce (I think Seduce happens last in the turn). Also, units that are in the process of seduction, if your army loses the battle, rout without partaking of any battle or seduction attempt, just run away even under siege.
Tichy
October 17th, 2006, 02:33 PM
Gateway bug happened in LA R'lyeh game. Commander gated, army stayed behind. Fortunately it was gateway, so it didn't result in instadeath.
By the way, LA R'lyeh is HARD. Ulm thinks my armies are squishy. They squish them. Oooh! spooky they say. Here, have 300 crossbow bolts, they say. Maybe when I can make all my mindless hordes ethereal and cast master enslave I'll have a chance...but for now...squish.
Endoperez
October 17th, 2006, 02:36 PM
Ezco said:
/threads/images/Graemlins/Bug.gifComputer accuses me of cheating (increase of money) for no reason. Happened at least 3 times. Maybe has something to do with using alchemy, but at least once happened when I didn't use it.
This reminds me:
If I am under siege, and cancel recruitment queue, I'm accused of cheating.
I was EA Agartha when I did this. I think it only works on the first turn of the siege.
ologm
October 17th, 2006, 03:10 PM
Early age abysia has humanbred as milita, but can't recrute them
The early age abysia national spell "Inner furnace" also works on non-abysians. All my non-fire imune independent archers got a nice heat 3 aura on them.
Tyrian
October 17th, 2006, 03:53 PM
Yes it is the Unfrozen mage or lord (essentialy mage in fact... five of them in two battle in the same turn, my first use of the Catoblepas) . Sorry for using the name of the spell.
The Unfrozen have 100% Poison Resistance, the symbol is visible. And they are undead. All undead have 100% poison resistance, no?
Endoperez
October 17th, 2006, 03:57 PM
Tyrian said:
Yes it is the Unfrozen mage or lord (essentialy mage in fact... five of them in two battle in the same turn, my first use of the Catoblepas) . Sorry for using the name of the spell.
The Unfrozen have 100% Poison Resistance, the symbol is visible. And they are undead. All undead have 100% poison resistance, no?
Did any magical effects, like Invulnerability, make them more vulnerable?
Nerfix
October 17th, 2006, 04:21 PM
Sounds like Catoblepas is the new Bog Beast. http://forum.shrapnelgames.com/images/smilies/happy.gif
Tyrian
October 17th, 2006, 05:28 PM
Did any magical effects, like Invulnerability, make them more vulnerable?
Hum it's possible. I will make a test
Edit: You have probably the good answer. I have use the 4 catoblepas in guard commander next to Unfrozen Lord (not mage). After 6 turns of battle, he haven't any trace of poison. But I think that undead can be hurt by poison very strange. It isn't a real bug but it is a "roleplay" bug http://forum.shrapnelgames.com/images/smilies/tongue.gif
WVSeaBee
October 17th, 2006, 11:15 PM
Has anyone else had the problem where you finish your turn on a Network Game and you immediately get a Nagot Gik Fel?
I typically just re log in and it uploads the turn... but this is highly annoying and it does it nearly everytime I run a turn.
StellarRat
October 18th, 2006, 02:19 AM
I had that problem when my firewall wasn't configured correctly. You might want to check both players firewall settings and make sure they can through correctly.
bananafish
October 18th, 2006, 10:29 AM
<font color="green"> sharpest tooth error-
when my commander wields the sharpet tooth, it says it is holding a magic sceptre. click to get info on the magic sceptre and it doesn't have the description of the sharpest tooth. </font>
ologm
October 18th, 2006, 02:54 PM
Inner furnace also gets cast way too much, once a battle is enough
Taqwus
October 18th, 2006, 03:01 PM
Doesn't Inner Furnace have an easy MR check? It's probably not affecting everybody.
Ravingmad
October 19th, 2006, 02:20 AM
EA Helheim unable to select dragon form for pretender - selecting dragon form instead chooses Great Sage, Frost Father, or Master Druid
Foodstamp
October 19th, 2006, 02:26 AM
Ravingmad said:
EA Helheim unable to select dragon form for pretender - selecting dragon form instead chooses Great Sage, Frost Father, or Master Druid
Naw, those are the human forms. Finish setting up your scales, magic etc and start the game. You can toggle between the dragons and their human counterparts by choosing "change shape" at the command screens.
Ravingmad
October 19th, 2006, 03:19 AM
Foodstamp said:
Ravingmad said:
EA Helheim unable to select dragon form for pretender - selecting dragon form instead chooses Great Sage, Frost Father, or Master Druid
Naw, those are the human forms. Finish setting up your scales, magic etc and start the game. You can toggle between the dragons and their human counterparts by choosing "change shape" at the command screens.
Oh really? Ok, ignore then http://forum.shrapnelgames.com/images/smilies/happy.gif
moodgiesanta
October 19th, 2006, 04:32 AM
/threads/images/Graemlins/Bug.gif The Arch-Seraph costs 73 points instead of the listed 65.
Don't think this is mentioned so far, used the Find function on my browser so sorry if it has been mentioned.
bananafish
October 19th, 2006, 10:26 AM
too many commanders in a province-
not really a bug... but it does "break" the game- when u have more than the 24 commanders that are shown in the main page, you're unable to move these commanders. When you go to national statistics and highlight the commander, you are unable to give it a move command. it gives instructions to highlight from the main page and then click the province you want to go to... however, since the commander is not shown, it cannot be done.
2 thots to fix this is either renable the ability to move commanders from the national statistics page; or allow the ability to scroll for additional commanders.
Endoperez
October 19th, 2006, 10:29 AM
bananafish said:
too many commanders in a province-
not really a bug... but it does "break" the game- when u have more than the 24 commanders that are shown in the main page, you're unable to move these commanders. When you go to national statistics and highlight the commander, you are unable to give it a move command. it gives instructions to highlight from the main page and then click the province you want to go to... however, since the commander is not shown, it cannot be done.
2 thots to fix this is either renable the ability to move commanders from the national statistics page; or allow the ability to scroll for additional commanders.
There are two small arrows somewhere in the commander list. Mousewheel doesn't work, but you can resize the commander icons with '<' and '>'.
PhilD
October 19th, 2006, 10:47 AM
bananafish said:
too many commanders in a province-
Isn't this, like, the fourth or fifth time this "bug" has been mentioned in this thread over the last two weeks? (seems to imply that the UI is somehow "wrong" in there - you can't exactly blame posters for not having read the whole thread carefully, but if so many have this problem, it certainly means something [other than that they mass way too many researchers together])
Daynarr
October 19th, 2006, 10:50 AM
Endoperez said:
bananafish said:
too many commanders in a province-
not really a bug... but it does "break" the game- when u have more than the 24 commanders that are shown in the main page, you're unable to move these commanders. When you go to national statistics and highlight the commander, you are unable to give it a move command. it gives instructions to highlight from the main page and then click the province you want to go to... however, since the commander is not shown, it cannot be done.
2 thots to fix this is either renable the ability to move commanders from the national statistics page; or allow the ability to scroll for additional commanders.
There are two small arrows somewhere in the commander list. Mousewheel doesn't work, but you can resize the commander icons with '<' and '>'.
Or just use + and - keys to scroll the list.
AbysiaRocks
October 19th, 2006, 11:28 AM
In my second large single player game, as I am in the process of torching Pangeae (however u spell it) with Abysia ,I build a new forward base of operations for 1400 gold and wait five turns for my new Cave Castle. But apparently someone didn't hire union engineers and I got a ^$^$% Hillfort instead making it difficult to mass my awesome troops into battle.
Anyway, it's a bug that really does make it hard to use Abysia because their units are resource intensive. In the meantime I will try hard not to build on mountains.
I was using the map with the word "Dominion" in it, but can't remember the exact title.
Nerfix
October 19th, 2006, 11:40 AM
Cradle of Dominion.
The Abysian fort bug is quite well known. You're not the only one who gets it. =/
Oh, and welcome to the board.
GamerMan12
October 19th, 2006, 12:27 PM
With so many people posting non-real bugs (myself included!), and multiple postings of the same bug to this forum, it would be a much appreciated service if someone could collate the verified bugs into a single post in a new thread and then allow people to add to it - a cross reference to those bugs that have already been fixed, as per the developers lists - would also be great.
Sorry I don't have the time to do this.
GM12
Nerfix
October 19th, 2006, 02:16 PM
<font color="green"> /threads/images/Graemlins/Bug.gif #nratt doesn't work </font>
Cainehill
October 19th, 2006, 03:03 PM
The command line options to turn off the fade-in effect (when going to view battle scenes) don't work on Windows. Trying every single possibility of "-f", "--nofade", "-nofade", and "-f --nofade" all have zero effect, at least on the Windows version.
Even with "-xxx" plus those, the graphics are incredibly ugly, but it _still_ fades into the battle scenes.
Forrest
October 19th, 2006, 05:43 PM
Simple Error.
You put the "Options" button below the "end turn" button. So when I am tired and wanting to quit I have to watch it to avoid ending the turn instead. It makes me so angry to slip and end the turn accidentaly as I usualy quit when I want to think about a hard choice.
Could you change the "options" button position with the "map filters" button?
Taqwus
October 20th, 2006, 03:32 AM
/threads/images/Graemlins/Bug.gif Enslave Mind still lists damage as "death".
/threads/images/Graemlins/Bug.gif Both Cardinal Carmont and Barthomelew the Patriarch seem to still be H4, instead of being downgraded to H3.
<font color="blue"> They are supposed to be H4. They were H5 in dom2 IIRC </font>
Olive
October 20th, 2006, 08:41 AM
/threads/images/Graemlins/Bug.gif Playing Sauromatia, ancestral spirits are sacred, but can't be blessed.
Or did I miss a point ? http://forum.shrapnelgames.com/images/smilies/confused.gif
thejeff
October 20th, 2006, 08:54 AM
Cainehill said:
The command line options to turn off the fade-in effect (when going to view battle scenes) don't work on Windows. Trying every single possibility of "-f", "--nofade", "-nofade", and "-f --nofade" all have zero effect, at least on the Windows version.
Also true for Linux.
bananafish
October 20th, 2006, 01:17 PM
not sure if this is a bug... or where it really belongs... but-
The King of Earth Elementals don't start their Old Age until 2000 years old... but Illearth starts his Old Age and the ripe young age of 100...
Big difference, considering that Illearth used to be one of the King of Earth Elementals, but was corrupted... logic doesn't follow that his Old Age should be signficantly different than his uncorrupted brethrens.
NTJedi
October 20th, 2006, 01:22 PM
/threads/images/Graemlins/Bug.gif
The summon great eagle spell has a description saying these birds are sacred yet when examining the birds they do not have the sacred status.
ologm
October 20th, 2006, 03:01 PM
Dominions 3 goes poof, if i click end turn in attached game
Graeme Dice
October 20th, 2006, 05:10 PM
/threads/images/Graemlins/Bug.gif Moving a commander into a break siege battle at a castle when that commander is going to be attacked by a lesser horror in the next turn can cause the game to crash during battle processing with a "unit2com inconsistency" error.
Graeme Dice
October 20th, 2006, 05:15 PM
Edit: Removed double post.
Ozymandias
October 20th, 2006, 08:44 PM
Glamorous province defence units aren't getting their free mirror image at the start of battle. Tested with both Vanheim and Helheim in the early era. D'oh, I see that the Glamourous PD was fixed on October 7th.
Middle era Abyssian Lava Warriors also have their encumbrance and precision switched.
AMF
October 21st, 2006, 02:54 AM
I have more of a noobie request than a bug: when in battle, the spellcasters and their spells scroll by ("Colonel Mustard cast Mustard gas") on only the left side of the screen. COuld it be set so that this information scrolls by on the right and the left (left side for the attackers mages, right for the defenders)? For a noob, it's hard to keep track yet of who is casting who, but if I knew which side they were one it would help a lot.
Cainehill
October 21st, 2006, 07:13 AM
Great idea, AMF - right/left, or at least a different color text would help a lot.
onomastikon
October 21st, 2006, 09:10 AM
The black screen is a bug, then. Feel free to report your OS, graphic card and details of the bug in the bug thread.
/threads/images/Graemlins/Bug.gif BUG: (At least in the demo), when I click "view battle", the screen will first go black for about 7 seconds before switching to the fade-in of the battlefield from the province.
Also, when I hit "e" in a hotseat-type game with more than one human player, the game will freeze up for about 7 seconds before letting me view screen with the nation I want to play.
This is on my laptop which has no problems with dom2, a WinXP Home edition (latest updates), 1.86Ghz Pentium M, 1gig RAM, 124MB Radeon Mobility X700, drivers all good.
Does anyone else have this issue or only me? Is the full game different from the demo in this respect?
thanks
thejeff
October 21st, 2006, 09:44 AM
I also get the blackscreen before the battle fade-in begins. Only last a few seconds though. Noticeable, but less than 7 seconds.
Full game under Linux.
Haven't tried the hotseat problem.
Nerfix
October 21st, 2006, 10:32 AM
Sometimes that happens to me too.
curtadams
October 21st, 2006, 02:35 PM
Endoperez said:
BigJMoney said:
/threads/images/Graemlins/Bug.gif Legions of Steel not working, or at least not showing up
It only works for armoured units. If whatever you tried to cast it on didn't have armour, it doesn't do anything.
Actually, it seems to be not working period. I was fighting a battle against Vanheim and the computer Legion of Steeled essentially its entire force - to no effect, even though almost everybody had armor.
Cainehill
October 21st, 2006, 03:52 PM
And in Dom2, I recall Legions of Steel working on everything regardless of armored or not.
PDF
October 21st, 2006, 05:09 PM
Got a pbem game with HoF at start (turns 1-3) filled with numerous commanders flagged as Arco, but Arco not in the game !
Can send the master file to SG/IW if they want to see that http://forum.shrapnelgames.com/images/smilies/wink.gif
bananafish
October 21st, 2006, 06:35 PM
I found it in the sea, i can enter it w/ a water mage to summon a warrior chief which has no ability to survive in the water... My guess is that it's supposed to let me summon something other than a land unit.
destroying huts of a vengeful witch events occuring in water provinces-
finding fire gems in a hot valley in water provinces-
sword of injustice description in EA... ermor hasn't had the cataclysmic fall due to it's corruption.
someone already mentioend the gatestone
Cainehill
October 21st, 2006, 11:22 PM
bananafish said:
I found it in the sea, i can enter it w/ a water mage to summon a warrior chief which has no ability to survive in the water... My guess is that it's supposed to let me summon something other than a land unit.
I posted something similar (archers recruitable in undersea forest) but deleted the game before I thought to try having troops already on the mage, _and_ item that gave water breathing to troops. Had the item, but without the troops already assigned, I'm guessing the archers just went into the water.
If not technically a "bug", it's still something that ought to be fixed, possibly by having units summoned by a mage via a site always showing up on the mage until the leadership value is exceeded.
Quietly
October 22nd, 2006, 02:26 AM
Sounds like it's a bug that philosophers ARE affected by magic/drain scales (as well as sloth/prod) ?
Kristoffer O said:
B0rsuk said:
http://i2.photobucket.com/albums/y26/Zeldor/phil1.jpg
Seems like my friend found a truly ugly bug.
Note research values on these guys. This is from windows version, of course. I can ask my friend for savegames, if necessary.
Philosophers have research value dependent on sloth in the province. Not magic. If you have a high productivity they philosophize less and make useful stuff such as work with their hands and organize society. If they are in a lazy land they just sit and think up magic systems.
Sandman
October 22nd, 2006, 05:11 PM
I'm going to be bold and suggest that the lack of a hoof attack on Middle Era Oceania's ichtycentaurs (even outside of the water) is a bug, rather than a 'feature'.
Agrajag
October 22nd, 2006, 05:40 PM
Sandman said:
I'm going to be bold and suggest that the lack of a hoof attack on Middle Era Oceania's ichtycentaurs (even outside of the water) is a bug, rather than a 'feature'.
If you are going to be bold, you might as well use 'bold', as is reserved for bug reports, to seperate them from the rest of the clutter on this thread.
Foodstamp
October 22nd, 2006, 07:30 PM
While we are on the subject of Oceania...
/threads/images/Graemlins/icon04.gif /threads/images/Graemlins/Bug.gif /threads/images/Graemlins/icon04.gif Capricorns get trapped if they sneak from water to an enemy province. The land version of the unit does not have stealth. /threads/images/Graemlins/icon04.gif /threads/images/Graemlins/Bug.gif /threads/images/Graemlins/icon04.gif
Capt_Jack
October 23rd, 2006, 04:32 AM
I seem to have a bug showing up on my Mac.(OSx 10.4.8 on a PPC Mini)
After I leave the game, the minimize (orange)button on all windows will be grayed out and disabled.
This happens if I play in full screen mode or window mode. It clears up if I restart.
Does everyone else with 10.4.8 see this problem or am I looking for a bug somewhere else in my system?
http://forum.shrapnelgames.com/images/smilies/Injured.gif Capt. Jack
kimmitt
October 23rd, 2006, 05:30 AM
As suggested in a different thread,
/threads/images/Graemlins/Bug.gif Decreasing graphics quality significant improves turn processing time
Presumably the two should be unrelated.
PDF
October 23rd, 2006, 08:41 AM
Foodstamp said:
While we are on the subject of Oceania...
/threads/images/Graemlins/icon04.gif /threads/images/Graemlins/Bug.gif /threads/images/Graemlins/icon04.gif Capricorns get trapped if they sneak from water to an enemy province. The land version of the unit does not have stealth. /threads/images/Graemlins/icon04.gif /threads/images/Graemlins/Bug.gif /threads/images/Graemlins/icon04.gif
Well, it does make sense that an unit expert in sea-sneaking is not necessarily so on land... I think the problem is how the game behave, because in this case it should not let you sneak the Capricorns out of water.
But as the game only uses the current form to determine if the unit can sneak or not it's not that simple http://forum.shrapnelgames.com/images/smilies/frown.gif
Tortanick
October 23rd, 2006, 01:13 PM
If a mounted unit is a prophet and gets killed the mount becomes a prophet. Saw that happen with one of the giant black spider riders in the arena. In a later arena battle the spyder was casting smite.
JaydedOne
October 23rd, 2006, 01:16 PM
Tortanick said:
If a mounted unit is a prophet and gets killed the mount becomes a prophet. Saw that happen with one of the giant black spider riders in the arena. In a later arena battle the spyder was casting smite.
Hey, that's no bug. That's just awesome. ;-)
Seriously though, I buy that the spider was gifted with additional intelligence by virtue of its bond with the god.
MarcinM
October 23rd, 2006, 01:38 PM
I searched for "blood slaves" and this thread didn't come up as a result, so ...
Blood slaves on fire! Blood slaves slaved to Abysian units burn just like anyone else - but you don't get to reposition them away from your fiery mage.
Admittedly they're just there for a brief time http://forum.shrapnelgames.com/images/smilies/laugh.gif, but you'd think Abysian blood slaves would wear asbestos shrouds until their PROPER time to die.
Arralen
October 23rd, 2006, 02:22 PM
JaydedOne said:
Tortanick said:
If a mounted unit is a prophet and gets killed the mount becomes a prophet. Saw that happen with one of the giant black spider riders in the arena. In a later arena battle the spyder was casting smite.
Hey, that's no bug. That's just awesome. ;-)
Seriously though, I buy that the spider was gifted with additional intelligence by virtue of its bond with the god.
This ain't a bug, that ain't a special gods gift:
If a Machakan spider rider dies, you'll get a big spider unit instead. If it was a commander, the spider will be a commander, too. That happens regardless of prophet status, and its either in the nations description or the units'. Btw., it has been this since Dom2.
(The spider is actually the 2nd form of the unit. Some units switch to 2nd form when they die. Most switch back .. Werewolfs, Jaguar Warriors, Dragons, some do not because the 2nd form is in fact the mount only)
This does not work with mounted units in general, though.
JaydedOne
October 23rd, 2006, 02:27 PM
Right. However, my understanding was that for Machaka, the spider continues on after the rider was killed, that it's not a transformation in the manner that the other death/wound transforms were.
That said, I was potentially mis-reading what the author meant. I'm familiar with Machaka's theme and thought maybe he felt it was thematically "buggy" to have a giant spider mount running around as a "prophet". It's correct that mechanically I've seen no bug wherein normal mounts become prophets when their riders die.
Taqwus
October 23rd, 2006, 03:00 PM
Ah... so the blood slaves haven't been changed. I was wondering about that, but I rarely bring them onto the battlefield...
Suggestions:
* A national trait that overrides the choice of unit for the 'blood slave'. Ex. Abysia, Niefelheim, Man might all have different blood slaves.
* If the trait isn't specified, use the normal blood slave, but add an elemental resistance based on the nation's preferred temperature scale ex. +3 heat pref. => 100% resistance to fire, maybe the same for +2.
~~~
As for the spiders... if an absolutely gigantic spider walked up to you, and started talking coherently, wouldn't you pay very close attention?
And of course it's not a bug. Spiders are arachnids, not insects. Bugs are Hemipterans. :p
Foodstamp
October 23rd, 2006, 10:35 PM
PDF said:
Foodstamp said:
While we are on the subject of Oceania...
/threads/images/Graemlins/icon04.gif /threads/images/Graemlins/Bug.gif /threads/images/Graemlins/icon04.gif Capricorns get trapped if they sneak from water to an enemy province. The land version of the unit does not have stealth. /threads/images/Graemlins/icon04.gif /threads/images/Graemlins/Bug.gif /threads/images/Graemlins/icon04.gif
Well, it does make sense that an unit expert in sea-sneaking is not necessarily so on land... I think the problem is how the game behave, because in this case it should not let you sneak the Capricorns out of water.
But as the game only uses the current form to determine if the unit can sneak or not it's not that simple http://forum.shrapnelgames.com/images/smilies/frown.gif
Try this out for yourself. The nature of what I am speaking of is very buggish. I don't care if the guy is supposed to be able to sneak once he becomes a land unit. If a capricorn is in a province hidden from the prior sneak movement, atm he is TRAPPED In that province if it is an enemy province or is later taken by an enemy.
Trapped in this context does not mean "I don't want to move him because he will get attacked". It means you CANNOT physically move the unit. The unit basically becomes useless.
Whether they want to give the unit's land version stealth, much in the same manner that the siren has sea/land stealth, or make it where the unit does not have stealth on land, but CAN move, that is up to illwinter http://forum.shrapnelgames.com/images/smilies/smile.gif
I am guessing the Capricorn is supposed to have land stealth as well, the reason why is because if it is not supposed to have land stealth, then Oceania has stealth units that are amphibious but NO commanders that can stealth ambhibiously. (Siren has 0 leadership).
Ozymandias
October 24th, 2006, 01:01 AM
Mictlan pretenders Lord of Night and Smoking Mirror don't get names from the Mictlan male names list. Colossal Head does get named properly though.
Edi
October 24th, 2006, 08:13 AM
/threads/images/Graemlins/Bug.gif Both Cardinal Carmont and Barthomelew the Patriarch seem to still be H4, instead of being downgraded to H3.
Sorry to disappoint you, but they HAVE been downgraded from Dom2. In Dom2 both of those heroes had H5 to start with and could be prophetized to H6. So if all priest levels have been reduced by 1 in Dom3, they are perfectly in line with the change.
Edi
Blofeld
October 24th, 2006, 10:15 AM
/threads/images/Graemlins/Bug.gif Reanimation does not match the manual
Tested with MA Ermor recruitable reanimators.
Reanimators get 1 more undead than described in manual on p. 70 (e.g. level 1 priest gets 5 ghouls insted of 4, level 4 prophet gets 7 horsemen insted of 6), BUT they don't get higher tier undeads, i.e. lvl 1 priest can reanimate only ghouls, not soulless, lvl 2 can't reanimate longdeads, lvl 3 can't get horsemen.
Either it's a bug or the manual is wrong
Blofeld
October 24th, 2006, 01:28 PM
/threads/images/Graemlins/Bug.gif Darkvision doesn't work or doesn't show up
I was storming Agartha cave city and they units had full penalties for darkness listed, irrespective of their darkvision, which was 50 or 100
Edit: attached a savegame file with the bug - look at the assault on Bhamot
Taqwus
October 24th, 2006, 02:57 PM
Edi said:
Sorry to disappoint you, but they HAVE been downgraded from Dom2. In Dom2 both of those heroes had H5 to start with and could be prophetized to H6. So if all priest levels have been reduced by 1 in Dom3, they are perfectly in line with the change.
H5 to start ?! I remember them being strong, but not excellent-priest-already-prophetized strong. http://forum.shrapnelgames.com/images/smilies/redface.gif
thejeff
October 24th, 2006, 03:19 PM
At least in LA Ermor, my prophet centurion (H3) could reanimate horsemen.
And the hero with H4, could reanimate Lictors.
I'm not sure about the numbers.
Blofeld
October 24th, 2006, 04:51 PM
thejeff said:
At least in LA Ermor, my prophet centurion (H3) could reanimate horsemen.
And the hero with H4, could reanimate Lictors.
I'm not sure about the numbers.
I twiceborned some of my reanimators and it seems that
undead reanimators conform to the manual table (H2 were able to summon longdeads, H3 horsemen) while the living ones behave as if they were 1 level lower with regard to types of reanimated undead. Is it a bug or a feature?
While testing that I also discovered that
/threads/images/Graemlins/Bug.gif Drowned twiceborned mages are not reborn
I'm positive they drowned in friendly dominion (+7 IIRC)
thejeff
October 24th, 2006, 06:41 PM
If it's undocumented it's a bug. Document it, and it'll be a feature http://forum.shrapnelgames.com/images/smilies/happy.gif
Ballbarian
October 24th, 2006, 06:42 PM
Bug: /threads/images/Graemlins/Bug.gif In the Nation Overview screen, mouse over text stops working for provinces beyond #107. /threads/images/Graemlins/Bug.gif
More specifically, when you move the mouse over magic sites, search indicators, mage levels & magic items, the text box appears with information on that item, but after 100 or so provinces no box appears. Maybe an array cap?
Arralen
October 24th, 2006, 08:11 PM
Blofeld said:
While testing that I also discovered that
/threads/images/Graemlins/Bug.gif Drowned twiceborned mages are not reborn
I'm positive they drowned in friendly dominion (+7 IIRC)
Ain't a bug:
Twiceborn only works in combat, not for drowning, not for disease and all the other ways to get the mages state from "living" to "dead". Should be mentioned in the manual or the in-game descrption.
Oh, wait: IT IS in the in-game description, only the manual is wrong here...
NTJedi
October 24th, 2006, 09:02 PM
Arralen said:
Twiceborn only works in combat, not for drowning, not for disease and all the other ways to get the mages state from "living" to "dead". Should be mentioned in the manual or the in-game descrption.
Oh, wait: IT IS in the in-game description, only the manual is wrong here...
Actually twiceborn does work for mages outside of battle which have died from disease.
I've seen this within some of my current games.
Cainehill
October 25th, 2006, 03:57 AM
And frankly, I see no reason why twiceborn should no longer work for death outside of combat. http://forum.shrapnelgames.com/images/smilies/frown.gif
Ozymandias
October 25th, 2006, 11:48 AM
Commanders who go crazy under the effects of Dreamlands dominion are able to declare themselves to be prophets even when you already have a living prophet. The temple ui still only listed 10 spread for my prophet, but all of them got the increased holyness and stats... I had maybe a dozen prophets (Cthugal and many cultists) during my first Dreamlands testbed.
JaydedOne
October 25th, 2006, 11:49 AM
Ozymandias said:
Commanders who go crazy under the effects of Dreamlands dominion are able to declare themselves to be prophets even when you already have a living prophet. The temple ui still only listed 10 spread for my prophet, but all of them got the increased holyness and stats... I had maybe a dozen prophets (Cthugal and many cultists) during my first Dreamlands testbed.
Already determined to be a feature, not a bug. That's just how R'lyeh rolls.
Ozymandias
October 25th, 2006, 12:00 PM
Well Ia Cthulhu then, that rocks.
ologm
October 25th, 2006, 02:29 PM
Twiceborn worked for drowning in dominions 2.
GavinHawk
October 25th, 2006, 03:52 PM
I seem to Crash to desktop everytime I try to cast Fata Morgana. When I end the turn it runs through all the processes and then the game closes. This is a copy of the last line of my log, each crash log ends the same.
-----------------------------------------------------------------------------------------------------
(Gavin Hawk) is casting spell 400(Fata Morgana) (a2=100, a3=0)
Labspell: Gavin Hawk casts Fata Morgana created ench 4 Fata Morgana (might 20)
-----------------------------------------------------------------------------------------------------
Ive tried using diffrent levels of might and still the same crash to desktop result. if I load the game and play the turn it crashes everytime, if I load it and stop casting Fata Morgana it completes and I can continue playing. http://forum.shrapnelgames.com/images/smilies/rant.gif
Kojusoki
October 25th, 2006, 04:34 PM
Im not sure if the following are bugs or not...:
-how much are here, in DOm3, temples for MAN? I have to pay 400. In the "tips of the turn" (or whatever it is called) there was written that they are half cost (for MAN)
-during siege, my Castle has for example 300 Supply. After a few turns supply goes down to 50 and even lower - does it mean that the soldiers inside are eating out their supply? I thought it is an amount of food which is enough for a particular amount of defenders to hold their position for a long long time... And the dominion, death scale and other doesn't not impact.
-During creating a game you can choose the same nations - the game will not start, but if you dont know what is going on you will not proceed. I think there should be a message that duplicate nations has been taken or simply, like in DOm2, player wouldnt be able to take one nation twice
Question:
In the manual, there is written that up to 5 soldiers in a group have a morale penalty. Does it impact on a lonely commander as well? If so, what can be done to make him/her more brave?:) A group of at least 5 units with "guarding commander" order?
Edi
October 25th, 2006, 05:17 PM
GavinHawk said:
I seem to Crash to desktop everytime I try to cast Fata Morgana. When I end the turn it runs through all the processes and then the game closes. This is a copy of the last line of my log, each crash log ends the same.
Fata Morgana is a known bug, on the fix list for the next patch.
Edi
JaydedOne
October 25th, 2006, 05:19 PM
Edi said:
Fata Morgana is a known bug, on the fix list for the next patch.
Edi
So, have we seen any word about when to expect the first patch for Dom3? Any news about content?
Taqwus
October 25th, 2006, 05:59 PM
Kojusoki said:
Im not sure if the following are bugs or not...:
-during siege, my Castle has for example 300 Supply. After a few turns supply goes down to 50 and even lower - does it mean that the soldiers inside are eating out their supply? I thought it is an amount of food which is enough for a particular amount of defenders to hold their position for a long long time... And the dominion, death scale and other doesn't not impact.
That's how it's supposed to work.
Supply = (base supply of fortress / siege turn #) + supply from units or items
Break the siege; use troops that don't need to eat; or use magic items or units that add to supply.
Edit:
Well, technically, item/unit supply doesn't add to supply; it reduces supply required. Same effect, but it's reported differently.
Tyrian
October 25th, 2006, 08:39 PM
/threads/images/Graemlins/Bug.gif Problem during calculation of a turn, the game stop when resolving a battle
It seems to be a infinite loop or something like that, the processor is 100% used, but the music have no problem, the game just seems to resolve the turn battle 3 of the first battle for a infinite time. The savegame is in the zip attached.
HoneyBadger
October 26th, 2006, 01:14 AM
Another funny one: I've created two Polypal Mother pretenders for R'lyeh and both times the pretender, presumably female, has been gifted with male titles, aka 'He' etc and 'Prince of' whatever As a side note along this line, it would be nice if we could choose the sex of pretenders who don't have a set gender, such as great krackens or divine glyphs, and if we also got a message when creating pretenders that specified male or female, as some magic items are gender-affecting.
DeSangre
October 26th, 2006, 07:31 AM
A weird thing happened to me in my last game.
Basically all or my provinces are now considered "hostile" as far as tooltips are concerned. (e.g. The province contains about 60 hostile units. etc.)
I don't think this is anything more than a display problem, but it's very annoying. I can't remember exactly when that happened. Maybe I just tried to break a siege, and the suddenly I got these strange tooltips. I ended the turn, to see if it was temporary, but it seems like I'm "flagged" hostile for life as far as tooltips are concerned. I thought others would've had this bug, but after reading through the 25 pages, it seems not!
Nerfix
October 26th, 2006, 04:10 PM
/threads/images/Graemlins/Bug.gif Son of Heavens has no attack sprite
DominionsFan
October 26th, 2006, 04:56 PM
I've just discovered a map editor bug. If you would like to set a province to work as a starting position, the game won't recognize it as a spawn point, if the same province contains fresh water. [IE. "fresh water" flag on & "no start" flag off]
DominionsFan
October 27th, 2006, 09:41 AM
Ive found yet another bug.
Encase in ice is a w3 spell, and since some of my jotun skrattis have "spawned" with w3 magic, I've decided to try out this spell....however they cannot cast it! [its greyed out on set battle orders / cast specific spell list]
Nerfix
October 27th, 2006, 09:53 AM
It only works on underwater. I think.
DominionsFan
October 27th, 2006, 09:55 AM
Nerfix said:
It only works on underwater. I think.
Hehe yeah, imo that must be it. We've just discussed about it on IRC, and we figured it out. "transforms the water surrounding some enemies" ... I should've read the description more carefully. http://forum.shrapnelgames.com/images/smilies/redface.gif
Arralen
October 27th, 2006, 10:02 AM
DominionsFan said:
I've just discovered a map editor bug. If you would like to set a province to work as a starting position, the game won't recognize it as a spawn point, if the same province contains fresh water. [IE. "fresh water" flag on & "no start" flag off]
Are you sure? I think you hardly can be ... :
The "no start" flag is not meant to be set in ALL province other than those 5 you want the nations to start in, its only there to mark 'special' provinces which should not be used as starting positions when those are randomly distributed.
As soon as you overlook 1 province somewhere, you can't tell if either the "fresh water" province really wasn't considered as starting position, or if it was just the RNG that positioned the nation elsewhere.
If you want to give every nation its own fixed starting position, use:
#specstart <nation nbr> <provincenbr>
Use this command to assign a specific nation to a specific
start location. Nation nbrs can be found in the modding
manual.
If you want to specifiy provinces where a nation might start, but want to have them distributed randomly among those provinces, use:
#start <province nbr>
By creating at least one start location for each player,
every player will start at one of these locations.
DominionsFan
October 27th, 2006, 10:24 AM
Yeah, it gave errors indeed, and when I removed the "fresh water" flag, it worked after that.
*Edit* Now I flagged them as "fresh water" and it is working now. I have no idea that why it wasn't working before, since I haven't changed anything else. http://forum.shrapnelgames.com/images/smilies/confused.gif
DominionsFan
October 27th, 2006, 11:28 AM
Okay, now we have figured out that what is the problem. If you would like to play on my Clash of the Titans map for example against 3 random AIs, the game will crash with the following error message "can't find valid starting province", if one of the random AIs is a water nation, since there isn't sea provinces on that map. The game recognizes that there isn't sea provinces, however it is still trying to add water based nations for the AI players.
There won't be a problem in MP games on maps without sea provinces, since the players won't pick a water based nation anyways.
Blofeld
October 27th, 2006, 01:14 PM
/threads/images/Graemlins/Bug.gif Citadel battle graphics is corrupted
Happened to me twice in 1 game: I watched a battle replay from a citadel assault, the citadel had a very strange graphics: some disconnected walls and grates. Defenders started in the open.
See attached picture for details.
PDF
October 27th, 2006, 07:32 PM
I suggest a *new* bug thread be opened, now the thread is ridden with discussions/debates.
It'll even be better if someone could step up and maintain a running list of bugs...
Just an idea, don'take it harshly http://forum.shrapnelgames.com/images/smilies/wink.gif
PhilD
October 28th, 2006, 09:05 AM
/threads/images/Graemlins/Bug.gif Recruitment queue bug when undefended fortress is conquered
I conquered a fortress (undefended) where the AI had an uncleared recruitment queue, and the queue was still one for units I could not get (Arcoscephale national units, which was the AI nation, not mine). The queue was greyed out, and when I cleared it, I got Arco's money back...
Dhaeron
October 28th, 2006, 11:46 AM
I don't know if this has been reported before, i can't really read back all 25 pages. Just slap me if it's old (if it's not system-specific i suppose it is old).
/threads/images/Graemlins/Bug.gif Commander list does not scroll
I was playing Ermor, and when i wanted to select my pretender to cast i ritual spell i noticed that he was no longer displayed. The list only showed 24 (i think) commanders without the option to scroll down to see the others. Since i tend to just leave all researches in my capital in SP ermor there were a LOT more. I had to give them orders via the nation overview.
Arralen
October 28th, 2006, 12:10 PM
Dhaeron said:
/threads/images/Graemlins/Bug.gif Commander list does not scroll
I was playing Ermor, and when i wanted to select my pretender to cast i ritual spell i noticed that he was no longer displayed. The list only showed 24 (i think) commanders without the option to scroll down to see the others.
1) There is an option to resize the commander icons. Check the hotkey help page.
2) There are scroll arrows on the right of the list, on the outside .. hover over them with the mouse and they'll turn red.
.. better search the forum next time, will save us all some time. Thanks.
Dhaeron
October 28th, 2006, 02:42 PM
Ah thanks for the info. I tried searching, but probably didn't come up with the correct search terms.
Not so much a bug as a question but imo still in the right place:
Is there a reason the manual contains national summoning rituals and national non-ritual spells but not national non-summoning rituals? http://forum.shrapnelgames.com/images/smilies/eek.gif Maybe include that in the next edition if there is going to be one. http://forum.shrapnelgames.com/images/smilies/biggrin.gif
bananafish
October 28th, 2006, 04:12 PM
mercenary commanders dying of disease-
the units under their command becomes permanently stuck when u go to army setup. you're unable to select them and they never go away-
Frostmourne27
October 28th, 2006, 11:35 PM
Dhaeron said:
...
Is there a reason the manual contains national summoning rituals and national non-ritual spells but not national non-summoning rituals? http://forum.shrapnelgames.com/images/smilies/eek.gif Maybe include that in the next edition if there is going to be one. http://forum.shrapnelgames.com/images/smilies/biggrin.gif
Pages 259-263
ologm
October 29th, 2006, 06:11 AM
<font color="green"> EA Vanheim can recruit two identical dwarven smiths </font>
Dhaeron
October 29th, 2006, 07:13 AM
Frostmourne27 said:Pages 259-263
No. Those are non-ritual nationals. And summoning rituals are in the manual too. But not the other ritual spells. Try finding Soulgate or Dreams of R'Lyeh. They're not even listed in the spell index.
Frostmourne27
October 29th, 2006, 06:54 PM
Sorry, I misread/understood. You are correct. Howver, you might want to move this to the manual typos thread, since this isn't exactly a bug.
Cainehill
October 30th, 2006, 12:15 AM
Tien Chi Barbarian Kings display says it has Water, Astral, Air, and _Fire_ for magic. Since none of their mages can get fire, that's incorrect.
Also, says "Priests: Average" - with only H1 priests, so should display Weak. Also : some nations display Average, others Medium - what's the nominal difference?
Beorne
October 30th, 2006, 06:40 AM
Kojusoki said:
-how much are here, in DOm3, temples for MAN? I have to pay 400. In the "tips of the turn" (or whatever it is called) there was written that they are half cost (for MAN)
This is truly a bug, an should be bold
Blofeld
October 30th, 2006, 09:03 AM
/threads/images/Graemlins/Bug.gif ordinary unit was shown as the caster of global enchantment
During a battle replay I spotted a Velite (either PD or a recruited unit) with the symbol saying that he had cast a global enchantment - see the picture attached (green pentagram, got black when I put a mouse pointer over it, there's a tooltip Global Enchantment at the bottom of screen).
The unit in question fled from the battle, Pythium had no global enchantments, the only global was Arco's Darkened Skies.
GrobRIM
October 30th, 2006, 02:15 PM
Agartha's Rhuax Pact can be cast underwater.
It doesn't look right for "magma and fire" creatures...
RonD
October 30th, 2006, 03:10 PM
GrobRIM said:
Agartha's Rhuax Pact can be cast underwater.
It doesn't look right for "magma and fire" creatures...
You can cast it, but the Magma Children do not survive. It is just a waste of gems.
thekossack
October 30th, 2006, 09:33 PM
Stability Issues -
I don't know whether this has been raised, but I have had the program abruptly end and bounce me back to windows. Sometimes, I can relaunch the game and get through the turn, but about half the time I can never complete the turn - it simply shuts down.
NTJedi
October 30th, 2006, 10:49 PM
RonD said:
GrobRIM said:
Agartha's Rhuax Pact can be cast underwater.
It doesn't look right for "magma and fire" creatures...
You can cast it, but the Magma Children do not survive. It is just a waste of gems.
There is a global spell allowing any units to enter water provinces. I'm not sure if this would allow the magma children to survive the casting spell. Slight chance that maybe this spell was intended for underwater use when the global spell is active??
thekossack said:
Stability Issues -
I don't know whether this has been raised, but I have had the program abruptly end and bounce me back to windows. Sometimes, I can relaunch the game and get through the turn, but about half the time I can never complete the turn - it simply shuts down.
If you have a game turn crash to windows 3 times in a row then make a copy and attach the saved game and map files to your next post. Then proceed with trying to continue processing the turn successfully. Simply saying it crashes during the turn won't help fix the issue for a patch.
Don't attach the saved game if you already successfully went through processing the next turn... only a saved game which has not made it thru processing the turn.
Dhaeron
October 31st, 2006, 07:23 AM
Maybe not exactly a bug, but LA ermor gets auto-spawn commanders in underwater provinces that are not amphibious. (Namely censors) So they drown instantly.
/threads/images/Graemlins/Bug.gif The description of C'Tis says "preferred heat scale +1" while the scale effects indicate that it's indeed +2.
FrankTrollman
October 31st, 2006, 02:33 PM
Event Soldiers held in Stasis during Sieges.
This is a weird one. I am Atlantis and sieging a castle of Arco.
On Turn X I was sieging a castle and received a message that the province had been attacked by Knights. There was no battle report.
On a later turn, I stormed the castle and won the day. Yeah me!
And on that same turn, I got a message that Knights had taken over my undefended province, trapping my army inside the castle with the event generated troops from months past on the outside.
The really weird thing is that not all of my army was storming that castle, some were moving into the province. So the game didn't check for the Knight take over until after I had taken the castle and all of my units had reverted to Defense for the next turn.
I attached a turn file.
-Frank
GrobRIM
October 31st, 2006, 04:06 PM
The point is, most summoning rituals that summon non-aquatic/amphibious creatures cannot be cast underwater, so I think it makes sense that Rhuax Pact should be restricted to the surface as well -- unless there is some role-playing reason behind it, like Agarthans having a big time looking at magma children going poof-pshhhhhht when summoned underwater... http://forum.shrapnelgames.com/images/smilies/biggrin.gif
B0rsuk
November 1st, 2006, 04:42 AM
Temple of Light holy site often redundant
Not strictly a bug, but it's possible to find Temple of Light in provinces where priests can be recruited anyway. ToL lets you recruit priests and lowers unrest by 5. Not terribly useful, but when the province already has priests it's downright pathetic. As far as I remember, you even need a temple in both cases. You end up with a province with two identical priests to recruit, and impressive -5 to unrest.
Endoperez
November 1st, 2006, 06:49 AM
B0rsuk said:
Temple of Light holy site often redundant
Not strictly a bug, but it's possible to find Temple of Light in provinces where priests can be recruited anyway. ToL lets you recruit priests and lowers unrest by 5. Not terribly useful, but when the province already has priests it's downright pathetic. As far as I remember, you even need a temple in both cases. You end up with a province with two identical priests to recruit, and impressive -5 to unrest.
It'd be nice if it gave a building (Temple). That'd be pretty useful, saving you 400 gp and always appearing in a province where it can be used for recruitment.
NTJedi
November 1st, 2006, 01:32 PM
B0rsuk said:
Temple of Light holy site often redundant
Not strictly a bug, but it's possible to find Temple of Light in provinces where priests can be recruited anyway. ToL lets you recruit priests and lowers unrest by 5. Not terribly useful, but when the province already has priests it's downright pathetic. As far as I remember, you even need a temple in both cases. You end up with a province with two identical priests to recruit, and impressive -5 to unrest.
I agree... I found a monastery site just like this where it said "can recruit priests". However priests could already be recruited in the province and with or without the site I could not recruit priests without a temple!
Not a bug... but I agree the site is worthless.
Arralen
November 1st, 2006, 01:39 PM
Would make sense if one of the sites gave a temple and the other one holy-2 priests, wouldn't it??
Amos
November 2nd, 2006, 04:20 AM
-Moded healing is bugged. Healing of 100% hasnt healed any affliction for 10 consecutive turns .
Endoperez
November 2nd, 2006, 05:13 AM
Amos said:
-Moded healing is bugged. Casting healing of 100% for 10 turns hasnt healed any affliction.
The battle spell "Heal" (which isn't supposed to heal afflictions, but give 30+ hp back to target) or something else?
Endoperez
November 2nd, 2006, 05:14 AM
Nearly all Flagellants from event come with afflictions.
34/39 units, 40+/50 units, etc.
Amos
November 2nd, 2006, 06:14 AM
The battle spell "Heal" (which isn't supposed to heal afflictions, but give 30+ hp back to target) or something else?
Healing ability (like Arcoscephale priestess).
Tichy
November 2nd, 2006, 09:38 AM
Endoperez said:
Nearly all Flagellants from event come with afflictions.
34/39 units, 40+/50 units, etc.
Is this a bug? They are walking around whipping themselves. But the one's that are missing eyes...they might want to tone down the devotion a little, no?
Endoperez
November 2nd, 2006, 09:43 AM
Tichy said:
Is this a bug? They are walking around whipping themselves. But the one's that are missing eyes...they might want to tone down the devotion a little, no?
They are supposed to have some afflictions, but AFAIK, the majority should be relatively healthy (at least as long as they don't get into any battles, what with them being unarmoured...).
However, the recruited ones have just as many afflictions. I quess that's how things are and not a bug with the event.
Saxon
November 2nd, 2006, 10:33 AM
Flaming arrows. About half my army fire flaming arrows in the battle, while the other half fire regular arrows. When I check the unit description, they all show flaming arrows. It is my cheap monkey archers (Khalsi) who do not show the graphic. As they rarely hit, I have not been able to tell if their arrows are actually having the benifit of the flaming arrow.
Also, I never seem to win, but that may not be a bug with the game!
Endoperez
November 2nd, 2006, 10:41 AM
Saxon said:
Flaming arrows. About half my army fire flaming arrows in the battle, while the other half fire regular arrows. When I check the unit description, they all show flaming arrows. It is my cheap monkey archers (Khalsi) who do not show the graphic. As they rarely hit, I have not been able to tell if their arrows are actually having the benifit of the flaming arrow.
Also, I never seem to win, but that may not be a bug with the game!
I quess it's because the Markata have Small Bows, not Short or Long bows. As such, I'd quess the actual bug is that
Small Bows are not affected by Flaming Arrows.
Arralen
November 2nd, 2006, 10:44 AM
Saxon said:
Flaming arrows. About half my army fire flaming arrows in the battle, while the other half fire regular arrows. When I check the unit description, they all show flaming arrows. It is my cheap monkey archers (Khalsi) who do not show the graphic.
<font color="green">
Are these by chance Markata Archers #1120 of Kailasa / Bandar Log ??
Those have "Small Bows" , which seem to lack a "Fire Small Bow" variant ... bug, most likely. </font>
Blofeld
November 2nd, 2006, 09:09 PM
/threads/images/Graemlins/Bug.gif siege calculations seem to be bugged
My fort was unsuccessfully stormed, then I've been besieged in a fortified city for like twenty turns. Occasionaly the enemy sends in reinforcements, then "defence left" drops to ca. 160, then during the following turns, although I get the message "our walls are damaged" the "defence left" goes up until I got the message "they can't breach our walls". I've only got 20 soldiers + 70 mindless, no flyers nor defence bonus troops in the fort while the enemy has 120-200 besieging troops and plenty of commanders to lead them.
Either calculations are bugged or the enemy does something strange with besieging troops instead of sieging (no signs of pillaging here).
Savegame attached, if anybody feels like looking into the situation (the siege in Vanheim)
Saxon
November 3rd, 2006, 02:35 AM
I am sure they are the short bow weilding, 5gp one resource cost units, but can not check the name here in the office.
Arralen
November 3rd, 2006, 03:18 AM
Saxon said:
Arralen said:
Saxon said:
Flaming arrows. About half my army fire flaming arrows in the battle, while the other half fire regular arrows. When I check the unit description, they all show flaming arrows. It is my cheap monkey archers (Khalsi) who do not show the graphic.
Are these by chance Markata Archers #1120 of Kailasa / Bandar Log ??
Those have "Small Bows" , which seem to lack a "Fire Small Bow" variant ... bug, most likely.
I am sure they are the short bow weilding, 5gp one resource cost units, but can not check the name here in the office.
Those are the Markata Archers, and those have Small Bows, not Short Bows - of which no "Fire Small Bow" variant seem to exists ... .
cthulhu
November 3rd, 2006, 05:02 AM
my bug list (been saving them up for bit):
dwarven smith appears twice in early age Vanheim
typo in aboleth description "ot"
in one case a randomly generated map had my home province NOT CONNECTED TO ANY OTHER PROVINCES. provinces not connected to any other are common in randomly generated maps
menu still appears in wrong place when opened by pressing space while a commander is selected. appears partially off the right edge of the screen if the mouse is in the middle of the screen.
alt-key still sticks frequently.
window sometimes seems to... get lost... when un-fullscreening dom3
when in army setup screen, pressing tab can result in view being off the bottom of the list
upper right hand corner "face" of GUI boxes sometimes doesn't appear when near the right edge of screen
can scroll down using the plus key past the end (but only by one) of the units
sound screws up if I leave the program minimized for too long
battle sounds play during the betweeen-turns-calculations
strands of arcane power "...X enemy mages with the help of HIS..." on a female caster
bandar log middle era description is missing the "Race: blah...Magic: blah...Priests:..."
(monthly) casting still doesn't work for some spells (Curse Of The Blood)
also, (monthly) castings next-turn-gem-check still doesn't factor in that turns gem income
hamas dryads still have flavor text that says they can't leave their home provinces... and still are perfectly capable of leaving their home province
unit stacks get split in strange ways (ie click on a unit, press 'a' for all of them, select a commander to stick them on, and half a dozen slots may appear on the commander with a random assortment of units in each)
battle symbols (crossed swords) appear in the first turn on newly created random map, as if a battle had taken place there before the game started. these include provinces that I can't see.
sometimes interface doesn't seem to work... switching provinces and switching back fixes it. could just be confusion on my part?
vampire lords can't use water breathing items, but national troops can? I guess this is probably intentional, one of the many, many ways that vampire lords have been nerfed
vaetti hags start old age at 50. vaette cheiftains start it at 100. vaette at 50.
independants have temples. happened in dom2 also, but seems much more common now
vaetti hags don't require a lab to build
you can search in territories you are besieging, but cannot see the sites found in such a manner
if one of your forts was besieged, and you attack the besieging force and win, it may tell you that your province was conquered
Endoperez
November 3rd, 2006, 05:25 AM
Few things:
Make bugs bold. That makes them easier to find.
cthulhu said:
in one case a randomly generated map had my home province NOT CONNECTED TO ANY OTHER PROVINCES. provinces not connected to any other are common in randomly generated maps
vaetti hags start old age at 50. vaette cheiftains start it at 100. vaette at 50.
vaetti hags don't require a lab to build
These are bugs, or at least features working in unintentional ways, AFAIK.
can scroll down using the plus key past the end (but only by one) of the units
hamas dryads still have flavor text that says they can't leave their home provinces... and still are perfectly capable of leaving their home province
vampire lords can't use water breathing items, but national troops can? I guess this is probably intentional, one of the many, many ways that vampire lords have been nerfed
independants have temples. happened in dom2 also, but seems much more common now
These are working as intended. Seeing that the unit view is empty after this line is GOOD. Otherwise, you won't see that you are already at the end.
Hama Dryads and similar units will lose hp when away from their home province.
Vampires can't go under water.
And finally, independent provinces can be targeted by random events.
cthulhu
November 3rd, 2006, 05:42 PM
And finally, independent provinces can be targeted by random events.
They shouldn't get temples unless they have their own dominion. Which, so far as I know, they don't. Also, frequently their temples are *my* temples - a province can become independant without losing the temple to me there. Or maybe that was dom2?
calmon
November 3rd, 2006, 06:33 PM
if someone post this already just ignore
http://forum.shrapnelgames.com/images/smilies/Bug.gif Mictlan Water Defence in Late Era is the normal mictlan land defence instead of the atlantis troops (like the manual says). Sometimes with a greater defence there are some light atlantean infs but the main force are land troops
http://forum.shrapnelgames.com/images/smilies/Bug.gif Abyssia Growth/Death Scale works like a normal Growth/Death from every other nation. Same Income Malus/Bonus and the same Farming, etc.
Resok
November 3rd, 2006, 07:37 PM
Dominions 3 Version 3.01 -
/threads/images/Graemlins/Bug.gif Late Era Utgard and Midgard have no descriptions
/threads/images/Graemlins/Bug.gif Shinuyama (Middle Era) national hero 'Heart Hider' has no description. Monster#: 1670
Resok
Endoperez
November 3rd, 2006, 07:45 PM
Resok said:
Dominions 3 Version 3.01 -
/threads/images/Graemlins/Bug.gif Late Era Utgard and Midgard have no descriptions
Good catch. I quess it's because
å doesn't show up properly. On nation names, at least.
Resok
November 3rd, 2006, 07:46 PM
/threads/images/Graemlins/Bug.gif Machaka national hero 'King Triumphant' starts out as old - 63 (50). In his unit description it mentions specifically that he was granted a 'rather long life as king'. This may be a design issue... but with the slim chance of landing a national hero, having him start out as elderly isn't exactly 'heroic'. This is compounded by the fact that he would have made a good thug if not for being at the end of his life (Awe 0, priest 3, standard 10).
Admittedly this may be by design and I suppose I could just make a mod to change this... however I seriously question if this was an intentional age set for a unique (only ever will get one of him) national hero.
Resok
josh_f
November 3rd, 2006, 10:25 PM
Agartha recieves the same province defense under water as on the surface.
According to the manual Agartha should receive wet ones as provice defense under water. In a current MP game I noted that they are receiving Pale ones and earth readers under water.
ologm
November 4th, 2006, 05:00 AM
The skeletal ermorian legoinare with monster number 187 has a short sword, while his graphic shows spear.
ologm
November 4th, 2006, 08:44 AM
Dominions 3 keeps dissapearing on me in AI thinking stage in attached game when I press end turn.
FrankTrollman
November 4th, 2006, 08:47 PM
3.01
Modding National Spells does not work
Thought: the mod manual claims that you use the same procedure as for Dominions 2- where you assign the spell a path of -2 and it appears pre-researched for the appropriate faction. Obviously that's not how it works, because Dominions 3 does not recognize the "level zero non-school spells" that Dominions 2 had.
In Dominions 3, spells have a path and a research value even if they are specific to a nation. Therefore the actually modding command is something more like #restrictedgod. So in a way this is a manual bug more than a game bug. Although since I have no idea what the actual command is, I can't actually tell if national spell modding really works.
-Frank
josh_f
November 5th, 2006, 01:04 AM
Ctis Desert Tombs can no longer summon Tomb Wyrms.
I can find no way to summon Tomb Wyrms. I even made a Tomb King my prophet and still did not have the option to summon Tomb Wyrms.
LDiCesare
November 5th, 2006, 08:00 AM
Bug: Reincarnation message with Bandar Log
I've seen twice in a game with Bandar Log the message:
****v has died and been reincarnated as a fully grown White One.
The problem is '****v' is actually a series of squares followed by a triangle (point down).
So I have no idea who died, can't see it and have no idea where it happened either.
Renaming was allowed but I hadn't renamed any unit.
Endoperez
November 5th, 2006, 09:06 AM
LDiCesare said:
Bug: Reincarnation message with Bandar Log
I've seen twice in a game with Bandar Log the message:
****v has died and been reincarnated as a fully grown White One.
The problem is '****v' is actually a series of squares followed by a triangle (point down).
So I have no idea who died, can't see it and have no idea where it happened either.
Renaming was allowed but I hadn't renamed any unit.
Those symbols you see are probably unchecked checkboxes from e.g. Audio and Video Settings, and that triangle (point down) is probably the same as the "down" arrow in tax, PD etc screens. It sounds like a bug all right.
Blofeld
November 5th, 2006, 12:46 PM
/threads/images/Graemlins/Bug.gif Obsidian club sword is length 3
It should be 1, 2 tops by the look of it
Korosuke
November 5th, 2006, 01:51 PM
Gods with Lvl 9 or 10 earth don't grant Protection +4 to blessed units on Marignon Middle Ages (don't know about the rest).
Endoperez
November 5th, 2006, 02:04 PM
Korosuke said:
Gods with Lvl 9 or 10 earth don't grant Protection +4 to blessed units on Marignon Middle Ages (don't know about the rest).
They do. Unfortunately, it's bonus to ARMOR, and Flagellants don't wear any armor. It works on Knights of the Chalice, because they are wearing armor.
reverend
November 5th, 2006, 04:18 PM
/threads/images/Graemlins/Bug.gif (esc) shortcut to menu not working properly
(esc) brings up the option menu ONLY when the right hand menu is active. If the menu is not displayed (toggled with (h)), (esc) does not bring up the options menu.
NTJedi
November 5th, 2006, 04:28 PM
Found some map edit bugs
/threads/images/Graemlins/Bug.gif
#startspell <nation#> "spellname"
The spell is only available for the first turn. Upon hosting to the next turn all spells are forgotten.
/threads/images/Graemlins/Bug.gif
#fort <fort#>
Fort types in deep sea provinces don't work properly. I was unable to get any water type forts to appear in a deep sea province yet labs and temples work fine. Land forts seem to be working.
/threads/images/Graemlins/Bug.gif
#randomequip <#>
The description says a 4 will give many powerful items yet my testing reveals usually only 2 items will appear even tho the commander will have 7 open slots.
Hopefully more options will become available for randomequip.
Blofeld
November 5th, 2006, 09:08 PM
Blofeld said:
/threads/images/Graemlins/Bug.gif Obsidian club sword is length 3
It should be 1, 2 tops by the look of it
Mictlan obsidian sword as well
/threads/images/Graemlins/Bug.gif Freezing mist does more damage than listed
Freezing cloud seems to cause significantly more damage than listed 1 AN. Worse, cold resistance doesn't seem very effective, as my LA Atlantis units with 50 or 75 CR suffered heavily from it.
Korosuke
November 5th, 2006, 09:51 PM
Oh, ok. Thanks.
Now playing with Kailasa my Rishi casted gateway and his army of Apsaras was left behind. Also, my nature mages keep casting Berserkers on my archers when left with no orders. T_T
Actually, one of the mages was stupid enough to cast it on himself...
BluSteel
November 6th, 2006, 12:00 AM
<bold> Can't run the game in Ubuntu Draper </bold>
When trying to start the game in Ubuntu 6.06, the screen flashes briefly and I get the message:
Creating link /home/winkler/.kde/socket-ubuntu.
can't create mcop directory
The game worked before, but stopped a few days ago after a routine update that involved nvidia drivers and I can't remember what else. I reinstalled the game and installed the patch, but no go. Any suggestions?
Resok
November 6th, 2006, 12:35 AM
Blofeld said:
Blofeld said:
/threads/images/Graemlins/Bug.gif Obsidian club sword is length 3
It should be 1, 2 tops by the look of it
Mictlan obsidian sword as well
From what I understand, an obsidion 'club'/sword is a large two-handed sword-like weapon (since it's a long piece of wood with obsidian shards enbedded in it), and thus it being length 3 coincides with the length of all other 2-handed sword-type weapons.
There are plenty of other 2-handed 'clubs' in the game that are also length 3.
Resok
Cainehill
November 6th, 2006, 12:58 AM
Korosuke said:
Oh, ok. Thanks.
Now playing with Kailasa my Rishi casted gateway and his army of Apsaras was left behind.
That's a major bug, known (at least to the players if not the devs) that they didn't see fit to fix in the first patch. http://forum.shrapnelgames.com/images/smilies/frown.gif
Then again, they didn't look at fixed versions of maps, the CB mods, etc, that had been around for over a year. Feh.
FrankTrollman
November 6th, 2006, 03:28 AM
Freezing mist does more damage than listed
Are you sure? It's Armor Negating. That means that it's still increased by the open ended die roll. Fully half of the victims of Freezing Mist will take more than a point, the ther half will take less (which is to say: none).
Freezing Mist is a deadly spell, but from what I've seen I think it works as intended.
-Frank
Beorne
November 6th, 2006, 05:04 AM
Very little and unimportant bug:
Early age Caelum scout has the CR100 ability of a caelian but has the wing color of a raptor
thejeff
November 6th, 2006, 12:02 PM
BluSteel said:
<bold> Can't run the game in Ubuntu Draper </bold>
When trying to start the game in Ubuntu 6.06, the screen flashes briefly and I get the message:
Creating link /home/winkler/.kde/socket-ubuntu.
can't create mcop directory
Yeah, I ran into this as well. It's a known arts bug.
Essentially it thinks you're running kde and expects certain directories to exist.
Fix is simple though.
Just create the directory it's looking for:
mkdir -p $HOME/.kde/socket-ubuntu
Blofeld
November 6th, 2006, 01:28 PM
Resok said:
Blofeld said:
/threads/images/Graemlins/Bug.gif Obsidian club sword is length 3
It should be 1, 2 tops by the look of it
Mictlan obsidian sword as well
From what I understand, an obsidion 'club'/sword is a large two-handed sword-like weapon (since it's a long piece of wood with obsidian shards enbedded in it), and thus it being length 3 coincides with the length of all other 2-handed sword-type weapons.
There are plenty of other 2-handed 'clubs' in the game that are also length 3.
Resok
I concur with damage 7 mictlan obsidian sword, but damage 4 obsidian club sword as found on Jaguar tribe warriors is a one-handed weapon (they have hide shields)
ioticus
November 6th, 2006, 01:36 PM
Cainehill said:
Korosuke said:
Oh, ok. Thanks.
Now playing with Kailasa my Rishi casted gateway and his army of Apsaras was left behind.
That's a major bug, known (at least to the players if not the devs) that they didn't see fit to fix in the first patch. http://forum.shrapnelgames.com/images/smilies/frown.gif
Then again, they didn't look at fixed versions of maps, the CB mods, etc, that had been around for over a year. Feh.
Gateway was supposed to be fixed. You mean it still isn't working?
Blofeld
November 6th, 2006, 01:56 PM
/threads/images/Graemlins/Bug.gif Mournful of LA Atlantis are depicted with shields, yet they don't get them
They are armed with halberds, but assorted Shamblers (war shamblers, coral guards, mother guards) get huge coral glaives along with turtle shields.
It might be that coral glaives are one-handed code-wise and mournful's 2-h halberds override the shields
NTJedi
November 6th, 2006, 02:32 PM
Found some more bugs:
/threads/images/Graemlins/Bug.gif
***** queen pretender still not working for at least one nation... late age Midgard.
/threads/images/Graemlins/Bug.gif
AI opponent of R'yleh dreamlands will send anyone into the void gate instead of units with the summoning skill. This results in the death of commanders... even powerful commanders such as prophets. I setup a R'yleh computer opponent with a non-moving(0/2) commander with 9_astral, two items and over 100 life to make the game more challenging. By turn_5 the creature was dead. Perhaps a small AI adjustment can be done where the AI opponents with mages of magic path 5 or higher are not used for entering magic sites.
Korosuke
November 6th, 2006, 03:05 PM
Tien Chi Immortal with the iron crotch died of a disease in a friendly dominion and stood dead. lol
BluSteel
November 6th, 2006, 06:54 PM
Thanks thejeff. That worked great.
Now, why am I no longer able to go to fullscreen after I patch?
Peter Ebbesen
November 6th, 2006, 08:04 PM
/threads/images/Graemlins/Bug.gif
C'tis Miasma in 3.01 applies the -5% income/dominion, which is supposed to affect other nations, to C'tis. This makes the nation unplayable except for masochists, who are presumably only a small part of the market.
Arralen
November 6th, 2006, 08:51 PM
Blofeld said:
/threads/images/Graemlins/Bug.gif Mournful of LA Atlantis are depicted with shields, yet they don't get them
They are armed with halberds, but assorted Shamblers (war shamblers, coral guards, mother guards) get huge coral glaives along with turtle shields.
It might be that coral glaives are one-handed code-wise and mournful's 2-h halberds override the shields
No override - they would need a "Bone Shield", which simply seems not to exist.
Here's a quick fix - copy into mournfulfix.dm and drop into your mod directory:
<font class="small">Code:</font><hr /><pre>
#modname "Fix: Mournful, Atlantis(LA)"
#description "Gives Atlantis' Mournful the missing Bone Shield"
#version 0.01
#domversion 3.01
===============================================
-- ATLANTIS, Frozen Sea (LA) --
===============================================
-- missing shield for Atlantis (LA)
#newarmor 200
#name "Bone Shield"
#type 4
#prot 12
#def 3
#enc 1
#rcost 2
#end
* Mournful * - FIX
#selectmonster 1703
#armor "Bone Cuirass"
#armor "Bone Helmet"
#armor "Bone Shield"
#end
</pre><hr />
AMF
November 7th, 2006, 02:33 AM
Am I doing something wrong? I conquered a coastal region that allowed me to recruit tritons and triton commanders. I did. The commander drowned the next turn. Seems wrong to me...has anyone else had this problem? I am using the 3.01 patch.
thanks.
Endoperez
November 7th, 2006, 02:42 AM
AMF said:
Am I doing something wrong? I conquered a coastal region that allowed me to recruit tritons and triton commanders. I did. The commander drowned the next turn. Seems wrong to me...has anyone else had this problem? I am using the 3.01 patch.
Tritons are aquatic. The bug is that they are recruitable on land.
Boldened for visibility.
calmon
November 7th, 2006, 09:13 AM
In my 3.01 Testgame i just want to try out an Awe Pretender
I don't know why but when using F3 (Hall of Fame) There are 3(!!!) Arco Pretenders (my nation) in the Top 10, 2 of them are Virtues (which i chose) and 1 is a Mother of Serpents. I can click on each of the 3 Prtenders and got detailed inforamtions, but only 1 can be found on the board (the true one)
Very weird.
I attach my save game zip.
PhilD
November 7th, 2006, 09:51 AM
AMF said:
Am I doing something wrong? I conquered a coastal region that allowed me to recruit tritons and triton commanders. I did. The commander drowned the next turn. Seems wrong to me...has anyone else had this problem? I am using the 3.01 patch.
thanks.
I'm pretty sure I had this several times too (in 3.00). Was the province initially defended by Kappas? This was my experience - when an independent province has Kappas as defenders, the poptype there lets you recruit tritons instead, who will "drown" instantly.
thejeff
November 7th, 2006, 10:19 AM
I've got the same no fullscreen problem. I'd assumed it was a consequence of the fix to some of the Windows GUI issues.
I've just been playing in a maximized window, but it's still irritating.
Did full screen mode go away on Windows too?
/threads/images/Graemlins/Bug.gif No full screen mode in Linux.
Theophile
November 7th, 2006, 01:47 PM
Tien Chi EA : Ancestors from the Call Ancestors spell are Holy but are never blessed ! (same as Sauromatia)
Théophile
www.cyberstratege.com (http://www.cyberstratege.com)
Endoperez
November 7th, 2006, 02:04 PM
Theophile said:
Tien Chi EA : Ancestors from the Call Ancestors spell are Holy but are never blessed ! (same as Sauromatia)
Théophile
www.cyberstratege.com (http://www.cyberstratege.com)
3.0 or 3.1? Undead sacred units needed an undead priest's blessing in 3.0, but the normal Blessing was supposedly changed to work in 3.1.
calmon
November 7th, 2006, 05:24 PM
3.01:
My pretender (White Bull) has under enemy Dominion
Basic Hit Points 181
Dominion Penality -144
Current Hitpoints = 325(!?!)
In enemy Dominion it should have 35 (181-144=35) Hitpoints and not the shown 325 hitpoints!
And i tried this in battle, he dies after taking 325 damage, so the 325 was real.
Blofeld
November 7th, 2006, 08:20 PM
/threads/images/Graemlins/Bug.gif Ekishnugal the First King, LA C'tis hero is a holy-5 priest
he was unholy-4 in Dom2, so it doesn't go in line with the general decrease in priest levels. Anyway, there are no "unholy" level 5 spells. Can't tell if he can reanimate anything fancy and thus be unique in this way since due to a bug C'tis can't reanimate anything better than longdead.
Singularity24601
November 8th, 2006, 12:46 AM
Several times, the Abysian AI pretender has stood too close to Abysians (especially mages) and fallen unconscious or died.
NTJedi
November 8th, 2006, 01:08 AM
Singularity24601 said:
Several times, the Abysian AI pretender has stood too close to Abysians (especially mages) and fallen unconscious or died.
It's even worse when multiple computer opponents send their pretender into the death match arena.
http://forum.shrapnelgames.com/images/smilies/fear.gif
It seems to happen less often in Dominion_3 yet I still see this happen.
Theophile
November 8th, 2006, 10:16 AM
Tien Chi EA : Ancestors from the Call Ancestors spell are Holy but are never blessed ! (same as Sauromatia)
Théophile
www.cyberstratege.com (http://www.cyberstratege.com)
3.0 or 3.1? Undead sacred units needed an undead priest's blessing in 3.0, but the normal Blessing was supposedly changed to work in 3.1.
Endoperez
Good remark! I was talking about 3.00, I deleted 3.01 because of the infamous Hunter of Heroes bug... I will try.
Thanks !
Théophile
PDF
November 8th, 2006, 10:42 AM
Singularity24601 said:
Several times, the Abysian AI pretender has stood too close to Abysians (especially mages) and fallen unconscious or died.
It's not a bug, I've seen human players do the same !! http://forum.shrapnelgames.com/images/smilies/redface.gif
Won't tell who as he's still honorably known here http://forum.shrapnelgames.com/images/smilies/biggrin.gif
Taqwus
November 9th, 2006, 03:21 AM
3.01. Random map.
http://www.shrapnelcommunity.com/threads/uploads/468802-say_what.jpg
AMF
November 9th, 2006, 07:53 AM
Taqwus said:
3.01. Random map.
Well, clearly those are underground dwarven tunnels carved through those mountaints to emerge at distant locales. Duh.
http://forum.shrapnelgames.com/images/smilies/happy.gif
Actaully, it is pretty neat...unless it was happenning all over the map, it could lead to interesting situations.
Olive
November 9th, 2006, 09:20 AM
Blofeld said:
/threads/images/Graemlins/Bug.gif Ekishnugal the First King, LA C'tis hero is a holy-5 priest
he was unholy-4 in Dom2, so it doesn't go in line with the general decrease in priest levels. Anyway, there are no "unholy" level 5 spells. Can't tell if he can reanimate anything fancy and thus be unique in this way since due to a bug C'tis can't reanimate anything better than longdead.
Same for Mictlan with Mictlipoctli (lv 3 undead priest, even at lv 5 (prophet + sword of injustice), he can only reanimate longdeads, there are no longdead horsemen available).
Olive
November 9th, 2006, 12:24 PM
Theophile said:
Tien Chi EA : Ancestors from the Call Ancestors spell are Holy but are never blessed ! (same as Sauromatia)
Théophile
www.cyberstratege.com (http://www.cyberstratege.com)
3.0 or 3.1? Undead sacred units needed an undead priest's blessing in 3.0, but the normal Blessing was supposedly changed to work in 3.1.
Endoperez
Good remark! I was talking about 3.00, I deleted 3.01 because of the infamous Hunter of Heroes bug... I will try.
Thanks !
Théophile
Tried with 3.01 with Sauromatia (seems to be the same spell), it doesn't work either.
I'll give a try with an undead priest (i.e. bane lord prophet ?).
Twan
November 9th, 2006, 12:36 PM
/threads/images/Graemlins/Bug.gif Extreme scales changes in turn 2 see my post. I was thinking it was just bad luck but some have answered it's an old bug from dom2.
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=468847&page=0&view=collap sed&sb=5&o=&fpart=1
Taqwus
November 10th, 2006, 05:50 AM
/threads/images/Graemlins/Bug.gif Kirke of Sauromatia is rather unusual: she has Glamour, but no stealth.
Omission, or deliberate?
Hullu
November 10th, 2006, 09:58 AM
Hmm, I remember seeing this bug with the demo version. It had something to do with using repeat game name or something like that... Anyway had something to do with 'creating new games with more or less same parameters'.
Beorne
November 10th, 2006, 03:50 PM
I posted it in a separate thread, I'm postng it here too.
I have an error on "end turn" in this mp game, the error message is "unit2com inconsistency". The error comes even if I don't take any action. The turn is the fourth and i've not had problems before. I've reinstalled the game and have tried executing it with and without the patch. It does not seem to function. I'm attaching the game.
GwyrgynBlood
November 10th, 2006, 04:40 PM
This is kind of a dumb bug but I figured I would point it out anyway. I'm running on a Dell Inspiron 9300 laptop and there is a mute button on it. When I hit it, the buy province defense menu comes up. Yeah I don't know.
Also, if there's a ? command to bring up a list of hotkeys in the game, it doesn't seem to be working at all for me anywhere. The > and < commands don't seem to work either.
Johan K
November 10th, 2006, 05:05 PM
Beorne, I'll take a look at it.
Ballbarian
November 10th, 2006, 05:50 PM
Also, if there's a ? command to bring up a list of hotkeys in the game, it doesn't seem to be working at all for me anywhere. The > and < commands don't seem to work either.
Try SHIFT + "?".
Ighalli
November 11th, 2006, 02:53 AM
/threads/images/Graemlins/Bug.gif Bug: The battle AI will cast raise dead when there are no corpses. Nothing is animated at all.
Ozymandias
November 11th, 2006, 03:23 AM
Indy Kappa Chiefs have a resource cost of zero.
Johan K
November 11th, 2006, 09:39 AM
Beorne said:
I posted it in a separate thread, I'm postng it here too.
I have an error on "end turn" in this mp game, the error message is "unit2com inconsistency". The error comes even if I don't take any action. The turn is the fourth and i've not had problems before. I've reinstalled the game and have tried executing it with and without the patch. It does not seem to function. I'm attaching the game.
Remove all your .trn and .2h files and you will be able to generate a new turn and continue.
Hasslmaster
November 11th, 2006, 04:53 PM
Here are some fresh bugs. If I'm repeating known issues, you are allowed to sue me. Wait, no, the word I was looking for is "disregard". Anyway,
1. Fighting against a T'ien Chi AI, I noticed that all ghosts conjured in the battle spell "Wrath of the Ancients" abided after the battle and showed up on the world map.
2. AI seems to be unable to storm castles. I've seen multiple giant stacks of AI warriors siege enemy castles forever; even empty ones.
I can't rule out that this behavior is caused by playing on a random map.
3. There's someting wrong with the code for immortals dying in friendly dominion. I sent my Phoenix pretender to a dominion 1 province. He was needle-cushioned by enemy archers and stayed dead. Next turn dominion of that region had even increased to 2. He really should'nt have died.
I hope I'm helping here.
Edit: I still have the files for the game in question, in case someone is interested.
fmunoz
November 11th, 2006, 05:21 PM
Really a cople of minor slips
Doai Shide wear iron caps even as the description says that they dislike iron and use bronze
The demon skeletons arent amphibian like other skeletons
Agrajag
November 11th, 2006, 05:26 PM
I don't know if this has been mentioned or is known, but if you unequip an item from a mage that was set to cast a spell, it cancels the order to cast the spell. (An I'm not talking about removing a magic booster item)
I found this out when I wanted several of my researchers to cast a site-searching spell, and to conserve RP I wanted to move their RP boosting items to other mages and ended up canceling their orders :\
GwyrgynBlood
November 11th, 2006, 09:46 PM
Ballbarian said:
Try SHIFT + "?".
I had and it didn't work. I restarted and for some reason it was working again. Once again I have no idea. :/
But as for the laptop keys... other ones do stuff too.
Volume up goes to 'Hire Mercs' and Play/Pause goes to the keyboard help. I have no idea why these would do that.
Cainehill
November 12th, 2006, 01:16 AM
Hasslmaster said:
Here are some fresh bugs. If I'm repeating known issues, you are allowed to sue me. Wait, no, the word I was looking for is "disregard". Anyway ...
2. AI seems to be unable to storm castles. I've seen multiple giant stacks of AI warriors siege enemy castles forever; even empty ones.
3. There's someting wrong with the code for immortals dying in friendly dominion. I sent my Phoenix pretender to a dominion 1 province. He was needle-cushioned by enemy archers and stayed dead. Next turn dominion of that region had even increased to 2. He really should'nt have died.
http://forum.shrapnelgames.com/images/smilies/frown.gif Those are two more issues / bugs that apparently _still_ remain from Dom2.
Ygorl
November 12th, 2006, 05:10 AM
When there's only one badass in a province, the badass "appears to be very powerful none then less" - should be "nonetheless" or "none the less".
This one is a bit more than a typo. When you look at Pretenders of the World, Utgård and Midgård show up as Utgrd and Midgrd. Presumably as a result of that, their nation descriptions, etc., don't load.
aku666
November 12th, 2006, 01:14 PM
Casting spell: "fata morgana" crashes the game.
Anyone else has the same problem? By the way it crashes when ending turn and I think it happens after the AI thinking phase.
DG1
November 13th, 2006, 01:31 AM
I have had this problem as well, among numerous crashing bugs.
Beorne
November 13th, 2006, 05:27 AM
Now it's working, thx
Johan K said:
Beorne said:
...
Remove all your .trn and .2h files and you will be able to generate a new turn and continue.
Ewierl
November 14th, 2006, 12:34 AM
Apologies if either of these have been posted before, but an automated search showed nothing, and I'm not going to hand dig through a 30+ post thread.
1) My commanders retreat from assassination attempts all the time. I recall a Dom2 patch removed that option (wisely), and it looks like it needs going again.
2) Magic-Path-9 blessing bonuses don't seem to be working, in the two cases I've tried. When my pretender had Water 9, my blessed troops and prophet didn't get Quickened, and when he has Earth 9, I'm not seeing a Protection bonus either. (The bonuses are listed correctly when I right-click the little "blessed" icon, yet the stats block hasn't changed.)
I am playing version 3.01 on Mac OS 10.4.8.
Jack_Trowell
November 14th, 2006, 08:44 AM
Ewierl said:
Apologies if either of these have been posted before, but an automated search showed nothing, and I'm not going to hand dig through a 30+ post thread.
1) My commanders retreat from assassination attempts all the time. I recall a Dom2 patch removed that option (wisely), and it looks like it needs going again.
You mean he add a "reatreat" order scripted, or did he retreat after taking a hit ?
For the second, dom3 has changed the way morale works, and lone commander can now fail a morale check and retreat, ... meaning instant death in assassination.
2) Magic-Path-9 blessing bonuses don't seem to be working, in the two cases I've tried. When my pretender had Water 9, my blessed troops and prophet didn't get Quickened, and when he has Earth 9, I'm not seeing a Protection bonus either. (The bonuses are listed correctly when I right-click the little "blessed" icon, yet the stats block hasn't changed.)
I am playing version 3.01 on Mac OS 10.4.8.
Look at your blessed units action points, you will see them augment by 50%.
For earth blessing, think "enchanted armor" => units without (manufactured) armor don't get the +4 armor bonus
For sacred commanders, just equip them with any forged armor and you will see they get the bonus.
I love using "shroud of the battle saint" on non-sacred mage s with earth 9 blessing => less upkeep (sacred = 1/2 upkeep, cool for expensive mages), armor (body) 12 (8 base +4 blessing, enought for standard arrows), +4 revigoration (cool for combat casters), no penalty from this armor, +2 morale (can be sometimes useful), and any other bless bonus you could have
calmon
November 14th, 2006, 09:01 AM
Jack_Trowell said:
I love using "shroud of the battle saint" on non-sacred mage s with earth 9 blessing => less upkeep (sacred = 1/2 upkeep, cool for expensive mages)
I use the shrouds of battle saint as well. The descition in manual means they are blessed even if not sacred. They get the bless effect but should not get the sacred bonus for 1/2 upkeep. Are you sure, they only cost the half upkeep?
Ewierl
November 14th, 2006, 02:48 PM
Jack_Trowell said:
You mean he add a "reatreat" order scripted, or did he retreat after taking a hit ?
For the second, dom3 has changed the way morale works, and lone commander can now fail a morale check and retreat, ... meaning instant death in assassination.
After taking a hit (or in some cases, when all bodyguards died). This is still a bug compared to how Dom2 used to work, IIRC; retreat was simply impossible during an assassination attempt. I definitely think the Dom2 way makes more sense- if someone's snuck into your tent to assassinate you, you either can't get away at all, or you can; there's no reason to a retreat to mean instant death.
Look at your blessed units action points, you will see them augment by 50%.
If that's all that happens (I can't double-check, I deleted the game after it ended), then the game and manual's text are misleading; the spell-based Quickness effect also involves a attack/defense bonus and a second attack in combat. If the blessing provides "quickness" without providing the actual Quickness effect, something is either malfunctioning or mis-written.
For earth blessing, think "enchanted armor" => units without (manufactured) armor don't get the +4 armor bonus
For sacred commanders, just equip them with any forged armor and you will see they get the bonus.
That does seem to work, though it's hard to tell for certain with the math of mixed natural/armor Protection and the way specific sources aren't listed in the Protection details.
thejeff
November 14th, 2006, 03:19 PM
Extra action points does lead to extra attacks.
I don't think the bless effect gives the attack/defense bonus of the spell. That would be too much, on top of the +4 def from the W8 bless
spirokeat
November 14th, 2006, 04:59 PM
Mictipoctli the Mictlan national hero possess priest level 3 despite it clearly stating in his bio that he has lost his priestly powers but has gained unholy ones.
Playing early era.
In Dom 2 this hero also had a similar bug. Although he listed as having unholy priest powers none were available to cast by him in the orders lists.
C'mon guys !! give this hero some luvin and sort him out !!
Bugged accross 2 titles ! not good.
Spirokeat
http://forum.shrapnelgames.com/images/smilies/mad.gif
Turin
November 14th, 2006, 05:18 PM
Some possible bugs I found while testing for my worthy heroes mod:
Missing heroes:
Atlantis middle age:
Heroes seem to be disabled: They never showed up during a 1k turns testgame with luck3, which should be close to impossible statistically.
Agartha early age:
Deepthought seems to be intended as a hero, but he never shows up.
R'lyeh middle and late age:
Traitor king doesn´t show up, even though he fits thematically. In addition it seems as if the Spectator was intended as a hero, but he doesn´t show up either.
Mictlan late age: Quetzocouatl the Couatl doesn´t seem to show up, even though he fits thematically.
One oddity in addition to the one mentioned above:
Mictlan middle age: Eagle priest has blood magic even though blood magic is banned in that age.
Endoperez
November 14th, 2006, 05:19 PM
spirokeat said:
Mictipoctli the Mictlan national hero possess priest level 3 despite it clearly stating in his bio that he has lost his priestly powers but has gained unholy ones.
Playing early era.
In Dom 2 this hero also had a similar bug. Although he listed as having unholy priest powers none were available to cast by him in the orders lists.
C'mon guys !! give this hero some luvin and sort him out !!
Bugged accross 2 titles ! not good.
Spirokeat
Unholy isn't Death. There used to have different array of unholy spells, but now all priests have Holy levels. Undead with Holy magic can reanimate corpses and cast spells from a different spell list than normal priests, and are unable to preach - like the old unholy priests.
spirokeat
November 14th, 2006, 05:55 PM
Endoperez said:
Unholy isn't Death. There used to have different array of unholy spells, but now all priests have Holy levels. Undead with Holy magic can reanimate corpses and cast spells from a different spell list than normal priests, and are unable to preach - like the old unholy priests.
I may be misunderstanding you here Endo but I didn't think that Unholy was death. Mictipoctli in Dom 3 has standard holy magics (banish, bless etc) listed in his spell availability.
Hes undead and his bio says he has lost his priestly powers but gained unholy ones. Which as per Dom 2 and what I think you just said to me means he should have a different set of spell availability in his cast specific.
Spirokeat.
Endoperez
November 14th, 2006, 07:03 PM
spirokeat said:
I may be misunderstanding you here Endo but I didn't think that Unholy was death. Mictipoctli in Dom 3 has standard holy magics (banish, bless etc) listed in his spell availability.
Hes undead and his bio says he has lost his priestly powers but gained unholy ones. Which as per Dom 2 and what I think you just said to me means he should have a different set of spell availability in his cast specific.
I got what you meant, now. I was wrong. There's just holy magic now, so the priest spells that help undead are national (otherwise all priests could cast them). For some reason I was thinking that undead priests were still unholy mages, just shown as holy instead of unholy. Mictlipoctli can Reanimate undead, just as he should, and can't preach, due to being undead, but he doesn't have any undead-buff spells - which, I think, is what was intended.
Sorry for the confusion.
spirokeat
November 14th, 2006, 07:17 PM
Good, it's not just me being crazy then. It is a bug.
As I said it was an issue in Dom 2 that never got sorted either.
Poor Mictipoctli...bugged forever.
Beorne
November 15th, 2006, 05:09 AM
I think, to help the devs, this thread should be as clean as possible and containing almost only bugs.
In addition I'd report here the very severe (and not found by me)
hunter of heroes bug
ref
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Board=dom3&Number=467272&page=0& view=collapsed&sb=5&o=&fpart=all
Olive
November 15th, 2006, 05:45 AM
Endoperez said:
spirokeat said:
I may be misunderstanding you here Endo but I didn't think that Unholy was death. Mictipoctli in Dom 3 has standard holy magics (banish, bless etc) listed in his spell availability.
Hes undead and his bio says he has lost his priestly powers but gained unholy ones. Which as per Dom 2 and what I think you just said to me means he should have a different set of spell availability in his cast specific.
I got what you meant, now. I was wrong. There's just holy magic now, so the priest spells that help undead are national (otherwise all priests could cast them). For some reason I was thinking that undead priests were still unholy mages, just shown as holy instead of unholy. Mictlipoctli can Reanimate undead, just as he should, and can't preach, due to being undead, but he doesn't have any undead-buff spells - which, I think, is what was intended.
Sorry for the confusion.
Maybe the "lost his priestly powers but gained unholy ones" is the old Dominions 2 description which hasn't been updated.
But as lv3 priest, he should be able to reanimate longdead horsemen, which is not the case (Oops, I think I've already posted this, but I'm playing Mictlan in 3 pbem, so I hope it will be fixed soon http://forum.shrapnelgames.com/images/smilies/biggrin.gif ).
Talking about description problems, Utgard description is missing, ant the units are exactly the same than in Dom 2 (except the the sprites). Maybe will the content come in a further patch ?
HappyUser
November 15th, 2006, 12:38 PM
Dom 3 Retail 3.01 Windows
BUG: Province defence goes negative after several (defence boosting) random events.
After buying my way to defence 125, multiple defence boosting random events in the same province (on seperate turns) gives defence of 126 , 127 , -126 , -111 respectively.
thejeff
November 15th, 2006, 01:16 PM
So what does a PD of -126 look like when attacked?
NTJedi
November 15th, 2006, 01:31 PM
Beorne said:
I think, to help the devs, this thread should be as clean as possible and containing almost only bugs.
Yes I completely agree and the devs even posted this thread is bugs only!!
Anyone with a question, concern or issue with a posted bug should PM the individual or open a new thread. This way the individual who posted the bug could edit his post and delete his comments. The developers don't have time to scan thru all the random chit chat.
Now for my bug to make the post have value in future patches:
Within Game Tools it's possible to generate maps and adjust settings to customize the map as desired.
/threads/images/Graemlins/Bug.gif
Unfortunately the percentage for the sea doesn't always return accurate results. I've generated maps where I set the sea for only 4% yet over 50% of the map became sea... even when using 0% sea I've seen maps still generate sea. This is for provinces of 700 or more.
The other unusual effect is in most cases the sea is all deep sea with very little or none shallow sea.
/threads/images/Graemlins/Bug.gif
Map Edit command #fort "<fort number>" does not always provide the fort specified. I've custom made 5 maps and they all have had problems not using the fort specified within the .map file. The forts which appear are different then what I specified in the .map file.
HappyUser
November 15th, 2006, 02:02 PM
I'm not sure, this has happened to 4 seperate provinces in the heartland of my empire, hence they have not been attacked yet since bugging. I can however spend a buttload of gold and buy them back to +125 again.
EDIT:
No I do not get gold back increasing a negative PD. And gold is not an issue when you poke memory address 01055EE0 http://forum.shrapnelgames.com/images/smilies/redface.gif (which of course has no bearing on this bug)
And, several turns later all 3 of my TC immortal heroes were slaughtered by that evil Hero Munching Horror, which for me unfortunately is a game breaker, so it's back to Marvel Ultimate Alliance until that is fixed. http://forum.shrapnelgames.com/images/smilies/tongue.gif
I guess that is the definition of Karma.
Agrajag
November 15th, 2006, 02:39 PM
Do you get gold back if you increase PD from -100 to -90? (numbers are just as an example)
If so, then buying your way back to abs(PD) should be free.
Either way, this is obviously an overflow bug, should be easy for the devs to fix by adding one bit to the PD variable.
Anyway... What are you doing messing around with 15750 gold's worth of PD (in one province!)? It could have been much better used on units (especially mages)
reverend
November 15th, 2006, 02:43 PM
Agrajag said:
Anyway... What are you doing messing around with 15750 gold's worth of PD (in one province!)? It could have been much better used on units (especially mages)
Trying to find out if it overflows, obviously. http://forum.shrapnelgames.com/images/smilies/wink.gif
Easy to fix, but should have been found much earlier. http://forum.shrapnelgames.com/images/smilies/tongue.gif
PhilD
November 16th, 2006, 03:45 AM
Dominion spread doesn't seem to conform to what is announced in the manual
See the discussion in this thread (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=469589&page=0&view=collap sed&sb=5&o=) for details, but independent testing made by various people strongly indicates that dominion spread does not follow the "rules" as described in the manual. Namely, the chance for successful temple checks don't seem to really increase with number of temples.
One possible hypothesis, which seems coherent with experimental results, would be that the chance of successful "check" from the home province (and maybe prophet or pretender) does increase with number of temples, but checks from temples don't.
vBulletin® v3.8.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.