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isotropy
November 16th, 2006, 04:46 PM
Version: Windows 3.01 (Full retail )

I think this is an interface bug.

When I select 'game tools' and 'Design pretender God', after selecting Middle age Man, I then click 'physical form' where I am given a selection of 'Gods' to chose from. If I now left click on any of the dragon images the screen reverts to the previous screen as it should, but instead of showing the selected dragon, I get 'great sage'. Although I am only a beginner at Dominions I am fairly sure this is a bug. I find it strange that nobody else has reported it though.

thejeff
November 16th, 2006, 05:04 PM
Great Sage is the human form of one of the dragons.

I'm not sure why they display that form, possibly because he'll have the magic paths you choose in that form?

reverend
November 16th, 2006, 06:18 PM
Yes, that is not a bug. But confusing for beginners. (It even confused me, and I play with dragons often...)

isotropy
November 17th, 2006, 06:26 AM
Please accept my apologies! It is in the manual! ( P47 3rd paragraph ).

The best game manual since the 'good old days' of Microprose games.

The DarkOne
November 17th, 2006, 10:24 AM
/threads/images/Graemlins/Bug.gif Colossal fetisch doesn't have any description in 3.01.

Taqwus
November 17th, 2006, 04:38 PM
Trivial description /threads/images/Graemlins/Bug.gif -- Prince of Death is described as a demon prince, but he's undead, not demon.

NTJedi
November 18th, 2006, 10:15 PM
/threads/images/Graemlins/Bug.gif
Event Bug:
Slave labor improves resource production does not increase resources for the target province.
From my game observations the resources for the target province do not increase when this event occurs.

PhilD
November 19th, 2006, 09:48 AM
NTJedi said:

/threads/images/Graemlins/Bug.gif
Event Bug:
Slave labor improves resource production does not increase resources for the target province.
From my game observations the resources for the target province do not increase when this event occurs.



Interesting - how do you observe this? Systematic archiving of previous turns? (whenever I get such an event, I have a look, but the event doesn't create an additional "site" like "mine" events do, so it's hard to tell the difference...)

B0rsuk
November 19th, 2006, 08:14 PM
Dying Marverni chieftains don't trigger Berserk:1 for nearby units !

Their description says they do.
It is a disgrace to a Chieftain not to suprass his tribesmen in valor, and for a tribesman to leave a battle when the Chieftain has died means everlasting shame.

By the way: it's a shame, too, that Marverni doesn't contain woman warriors. Especially bare chested ones. Would feel very thematic. Right, Nerfix ?

Taqwus
November 19th, 2006, 11:01 PM
Fatal /threads/images/Graemlins/Bug.gif -- 'bad god unr' during turn computation.

Saved game attached. EA Pangaea, w/ HoH nerf and Worthy Heroes enabled. SnS also req'd.

Taqwus
November 20th, 2006, 05:03 AM
Fatal /threads/images/Graemlins/Bug.gif during turn computation: no error message or dialog box -- it simply crashes.

Saved game requires HoH nerf, Worthy Heroes, Sanguinia, Standards and Streamers.

Sheap
November 20th, 2006, 06:19 AM
All this is reported against 3.00, I avoid 3.01 because of HoH bug.


Tien Chi Immortal with the iron crotch died of a disease in a friendly dominion and stood dead. lol


This is probably the same bug that makes Twiceborn not work except in combat.
Also: Iron crotch!

* Two "move" orders appear for stealthy units when changing their orders
One of them gives the explanation of how to move units, the other switches him from "sneak" to "move"
* School of Sharks does not work
Spell is cast, but nothing is summoned. Turn file with example attached.
* Black Bone should have an item that allows his troops to breathe
Otherwise all his troops just drown. I know this is already reported, but it sucks and should be an easy fix.
* Forum will not allow .dm, .trn, or .2h files to be attached without zipping them
Slight nuisance for bug reports in this thread http://forum.shrapnelgames.com/images/smilies/wink.gif

* Does not seem to be any way to gray out researchers/hide them in the army setup screen
Not sure if this is a bug, I just can't find the key for it or if this (very useful) feature was removed for some reason.

Nickels
November 20th, 2006, 11:33 AM
/threads/images/Graemlins/Bug.gif Wild Hunt Bug

If wild hunt is active and your priest gets atked by the lord of the hunt while sieging a castle the castle will change ownership to the sieging force.

At one point I was sieging a castle for a few turns as it had 600 def. One of my priests suddenly got atked by the lord of the hunt. Then it was telling me my walls were being destroyed.

To test this bug I made a two player game with Pan and Ermor. Quickly got Pan up to level nine conj. Sent in an army with Ermor and lots of priests to siege their castle. Cast Wild Hunt three priests instantly got atked. That turn they got atked Ermor had the castle rather than Pan.

Jack_Trowell
November 20th, 2006, 02:01 PM
Taqwus said:
Fatal /threads/images/Graemlins/Bug.gif during turn computation: no error message or dialog box -- it simply crashes.

Saved game requires HoH nerf, Worthy Heroes, Sanguinia, Standards and Streamers.




I had too a crash during turn computation. (but deleted the game since)

Only mod used is HoH nerf (maybe an error while the HoH was attacking another nation ?)

Cor
November 20th, 2006, 02:28 PM
/threads/images/Graemlins/Bug.gif IF a Merc commander dies of disease while in service he/she leaves all his/her troops behind forever. You cant use them though, they just sit there eating your food.

Cor
November 20th, 2006, 02:40 PM
/threads/images/Graemlins/Bug.gif claymen does not give proper number of claymen. I cast claymen with a pretender with 3w9e and i only got 7 claymen. no drainscale. whats the deal?

Cor
November 20th, 2006, 02:44 PM
/threads/images/Graemlins/Bug.gif Dominion spreads buggy.
Playing with dominion 10 pretender, my dominion appeared on the other side of the map, several provinces away with no connection or concievable reason.

Cainehill
November 20th, 2006, 03:05 PM
Cor said:
/threads/images/Graemlins/Bug.gif claymen does not give proper number of claymen. I cast claymen with a pretender with 3w9e and i only got 7 claymen. no drainscale. whats the deal?



Non-bug. You got exactly the number you should have - 5, plus one per increased level of the primary magic path, so 7. You never get a bonus from having extra magic in the secondary path.

Cor
November 20th, 2006, 04:47 PM
Non-bug. You got exactly the number you should have - 5, plus one per increased level of the primary magic path, so 7. You never get a bonus from having extra magic in the secondary path.



thanks that makes more sense. I thought it was bonus claymen for every one above path requirement, which is 1e, with a 9e it would be 8. Silly me. http://forum.shrapnelgames.com/images/smilies/smirk.gif

Turin
November 20th, 2006, 05:10 PM
Cor said:
/threads/images/Graemlins/Bug.gif Dominion spreads buggy.
Playing with dominion 10 pretender, my dominion appeared on the other side of the map, several provinces away with no connection or concievable reason.



That´s probably not a bug but a "the people have started worshipping a false god event for a different empire". Turns out your pretender is the false god http://forum.shrapnelgames.com/images/smilies/wink.gif .

Cor
November 20th, 2006, 05:34 PM
That´s probably not a bug but a "the people have started worshipping a false god event for a different empire". Turns out your pretender is the false god http://forum.shrapnelgames.com/images/smilies/wink.gif .



Yeah, I thought about that, but the wierd thing is that the dominion was spreading from that province. It reached about +4 in one province and rose to +3 and +1 in two other provinces. It never decreased, only increased until the end of the game. I wonder if it is a problem with high dominions with lots of temples.

I saved a file if anyone needs it.

Hasslmaster
November 20th, 2006, 06:40 PM
If Cor played on a random map, this bug could rather be related to the wrong province connections bug. (Provinces connecting to far away provinces, visible by pressing "8" for neighborhood pointers.)

Cor
November 20th, 2006, 07:14 PM
Sorry, I should have specified map earlier. It was on Aran. thanks for the guess anyhow. http://forum.shrapnelgames.com/images/smilies/happy.gif

Taqwus
November 20th, 2006, 07:38 PM
AI bug/silliness: Saw an AI army sieging an empty castle whose defenses were almost certainly breached.

Probable bug: the defenses were almost certainly breached, because there were absolutely no defenders (owner had vaporized with no dominion left), and the besieging force had ca. 400 units including flyers, and had been sitting there for a number of turns. Even though it was an Agarthan cave city, it shouldn't have been THAT tough.

Silliness: If nobody's home, shouldn't it be even easier to breach the fortress? Unless the defenders have permanently blocked the entrances...

Ewierl
November 20th, 2006, 09:15 PM
Similar to the rhuax pact bug mentioned before:

Middle Age Agartha national spell Summon Umbrals works underwater, but units aren't amphibious, so they die immediately.

In this case, I suspect that the units should be pAmph. The description says they're supposed to be like undead pale ones, and pale ones are naturally amphibious even before becoming ethereal undead.

Interestingly, their other undead summon national spell, Summon Cave Wights, works correctly: non-amphibious units, not castable underwater.

josh_f
November 21st, 2006, 11:43 AM
Mod commands #clearmagic #clearstat #clear cause Macintosh client to hang.

Arralen
November 21st, 2006, 12:43 PM
Cor said:


Dominion spreads buggy.
Playing with dominion 10 pretender, my dominion appeared on the other side of the map, several provinces away with no connection or concievable reason.





That´s probably not a bug but a "the people have started worshipping a false god event for a different empire". Turns out your pretender is the false god http://forum.shrapnelgames.com/images/smilies/wink.gif .



Yeah, I thought about that, but the wierd thing is that the dominion was spreading from that province. It reached about +4 in one province and rose to +3 and +1 in two other provinces. It never decreased, only increased until the end of the game. I wonder if it is a problem with high dominions with lots of temples.

I saved a file if anyone needs it.


This is a known bug - to me.
I think sometimes dominions spreads to neighbouring province numbers, not provinces, and I suspect the "scale vanishing bug" is connected to this.

To the devs, on the other hand, it's just some perfectly fine random event.
Check out the Dom 2 thread "Dominion Spreading Effects" (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Board=UBB74&Number=331520&Forum= f74,f82,f127&Words=%2Bdominion%20%2Bspread&Searchp age=0&Limit=25&Main=329349&Search=true&where=bodys ub&Name=699&daterange=1&newerval=5&newertype=y&old erval=&oldertype=&bodyprev=#Post331520)

Nickels
November 21st, 2006, 12:50 PM
Sheap said:
This is probably the same bug that makes Twiceborn not work except in combat.
Also: Iron crotch!



Twiceborn seems to work fine for me while not in combat... I've cast it on mages that have died of disease and they have come back.

Cor
November 21st, 2006, 01:38 PM
Arralen said:

To the devs, on the other hand, it's just some perfectly fine random event.
Check out the Dom 2 thread "Dominion Spreading Effects" (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Board=UBB74&Number=331520&Forum= f74,f82,f127&Words=%2Bdominion%20%2Bspread&Searchp age=0&Limit=25&Main=329349&Search=true&where=bodys ub&Name=699&daterange=1&newerval=5&newertype=y&old erval=&oldertype=&bodyprev=#Post331520)





Thanks for assuring me I am not crazy, Arralen.At least not too crazy http://forum.shrapnelgames.com/images/smilies/wink.gif

Now that you mentioned it the dominion spread started in Indy province in the middle of the ocean as well. Unless the independants get random events too (i doubt that) then it could not have been a random event. I will check the province numbers tonight and see if they are numerically connected to my empire.

Arralen
November 21st, 2006, 02:18 PM
Cor said:
Now that you mentioned it the dominion spread started in Indy province in the middle of the ocean as well. Unless the independants get random events too (i doubt that) then it could not have been a random event. I will check the province numbers tonight and see if they are numerically connected to my empire.



Indies do get random events in Dom3 .. eg. they can get labs and temples and reinforcements by barbarian or knight attacks .. or Bogus, sometimes http://forum.shrapnelgames.com/images/smilies/wink.gif

But ONE random event cannot cause dominion spread for 5 turns or more ...

Nickels
November 21st, 2006, 03:02 PM
Arralen said:

But ONE random event cannot cause dominion spread for 5 turns or more ...



By spread do you mean it keeps growing and/or moving to other areas near it? Or do you mean you just keep whatever dominion you got when it first changed over to you?

Endoperez
November 21st, 2006, 03:10 PM
Spread as in growing/moving.

Hrothgar
November 21st, 2006, 03:18 PM
Sorry if this has already been posted, but I've been experiencing a very annoying problem:

After playing for a while, the game begins crashing to the desktop nearly every time I click to end the turn. The turn still autosaves, and, so far, I've been able to continue playing by reloading and ending the turn again--altho it often takes more than one attempt to get past the crash. Once this begins, it happens by my estimate more than 90 percent of the time. This is a fairly large problem, plus I would be even more irritated if a turn persisted in refusing to advance, so that I had to abandon a game without achieving a resolution. The stats on my computer are:

Dell XPS laptop, running Windows XP Home Ed.
3.4 GHz Pentium processor
1 GB RAM
ATI Mobility Radeon 9700 Video

It's only been a couple of months since I checked for driver updates.

I have saved-game files which I could email, but I don't know where to send them, nor, for that matter, if they want/need them.



Another, minor, problem--whenever I use "Shift" or "Control" to select multiple commanders, afterwards, even in subsequent turns, selecting any commander from that group will cause all commanders in the group to become selected again.

I hope someone who handles this sort of thing reads this and that it's not too difficult to fix it.

thejeff
November 21st, 2006, 03:33 PM
The commander selection issue is working as designed. Intended to allow you to continue to issue orders to a group.
Control-click on a commander to remove him from the group.

You can attach the save-game files to a post here. Then people can at least see if the problem shows up on other machines.

thekossack
November 22nd, 2006, 02:30 AM
Here are some bugs I have found, after the patch;

1. C'tis Dominion income effect is broken, reducing income of friendly provinces.

2. Global enchantments of nations that have vanished stay in effect.

3. Hunter of Heroes Doom Horror attacks to early and often, making the Hall of Fame more like death row.

StellarRat
November 22nd, 2006, 05:15 PM
3. Hunter of Heroes Doom Horror attacks to early and often, making the Hall of Fame more like death row.

This is a really serious and annoying bug. It's basically ruined the fun of playing almost and should be fixed ASAP. Even a hot fix would be worth it. I lost six heros to this bug in one game! The heros seem to be defenseless against this "creature" which is even more annoying then it attacking constantly.

Agrajag
November 22nd, 2006, 05:27 PM
StellarRat said:
3. Hunter of Heroes Doom Horror attacks to early and often, making the Hall of Fame more like death row.

This is a really serious and annoying bug. It's basically ruined the fun of playing almost and should be fixed ASAP. Even a hot fix would be worth it. I lost six heros to this bug in one game! The heros seem to be defenseless against this "creature" which is even more annoying then it attacking constantly.


This is known and will not receieve a hotfix (thuogh I'm assuming will be fixed in the next patch).
If its really bothering you, just reinstall the game, it was accidentally reintroduced with the patch, so playing the unpatched version is your hotfix.
Another point I'd like to make is that it seems to me the bug is definitely not serious.* Through the course of a ~70 turn game, during most of which (atleast 30 turns) I completely dominated the hall of fame (8/10 places were mine), and the only HoH attack I saw happened two turns before I won the game, and was also the only HoH attack. I'm not sure if the commander was horror marked (forgot to check in my eagerness to finish the game :X), but either way one attack in 70 turns does not seem serious to me.

*-This is based on my experience, so don't go shouting at me that you lose a commander every other second.

Jack_Trowell
November 23rd, 2006, 12:34 PM
StellarRat said:
3. Hunter of Heroes Doom Horror attacks to early and often, making the Hall of Fame more like death row.

This is a really serious and annoying bug. It's basically ruined the fun of playing almost and should be fixed ASAP. Even a hot fix would be worth it. I lost six heros to this bug in one game! The heros seem to be defenseless against this "creature" which is even more annoying then it attacking constantly.



There's a simple mod in the mod forum that give the HoH the stats of a false horror :
Post#http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=468046&page=0&view=collap sed&sb=5&o=&fpart=1 (http://www.shrapnelcommunity.com/threads/showthreaded.php?Number=http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=468046&page=0&view=collap sed&sb=5&o=&fpart=1)

There's still a small chance that you might lose a commander (a fragile mage without any armor that fail the MR roll versus phantasmal claws), but I did'nt lost any unit since using this mod.

Blofeld
November 23rd, 2006, 02:45 PM
/threads/images/Graemlins/Bug.gif Twin Spear doesn't seem to raise soulless

I armed my SC with Twin Spear (the death one). She did quite well, killing a number of Pangea's cataphract centaurs yet I didn't see any emerging soulless.

CaptainGimpy
November 24th, 2006, 05:05 AM
1) By pressing 'y' on unknown provinces you can obtain their identity

2) When buying defense for Kailasa provinces in the Early Age you will gain armored bandar warriors who do not exist in the early ages.

ologm
November 24th, 2006, 03:55 PM
The little icon that appears in the batle replay when rain is cast is a picture of a fortress and the description is empty.

CaptainGimpy
November 24th, 2006, 07:40 PM
3) I don't know if this is a bug or not but provinces ARE able to be seperate by water provinces, making them unreachable unless you use special items/troops.

The DarkOne
November 25th, 2006, 07:42 AM
/threads/images/Graemlins/Bug.gif Reanimation doesn't work as it supposed to.
Level 2 priest can't reanimate longdeads, level 3 can't reanimate longdead horsemen and so on.
A level 3 priest that got killed and returned as a wight mage on the other hand could reanimate longdead horsemen just like the manual says they should be able too.

Cainehill
November 25th, 2006, 12:53 PM
CaptainGimpy said:
3) I don't know if this is a bug or not but provinces ARE able to be seperate by water provinces, making them unreachable unless you use special items/troops.



Umm, why would that be a bug? Do you think you _should_ be able to have your land troops simply walk over water to get to islands, etc?

Endoperez
November 25th, 2006, 01:12 PM
Cainehill said:

CaptainGimpy said:
3) I don't know if this is a bug or not but provinces ARE able to be seperate by water provinces, making them unreachable unless you use special items/troops.



Umm, why would that be a bug? Do you think you _should_ be able to have your land troops simply walk over water to get to islands, etc?



I'd quess he's talking about the random map generator, not human-made maps.

Sheap
November 26th, 2006, 03:51 AM
In any case it is not a bug, just like on some maps there are "lakes" that aren't connected to the ocean.

Ewierl
November 26th, 2006, 11:57 AM
AI units not sieging correctly

I had a castle containing a single mage, and estimated besieging forces of over 100 soldiers, but my castle defense was decreasing by ~3 points per turn. Perhaps this is another side of the same bug as "independents seem to besiege a fort forever without storming", but I can't tell for sure.


Using Esc to return from Research to Messages (if you view Rsr from a link on the Msg list) sometimes returns you to Msg window scrolled way way down past your actual messages

Happens fairly consistently with long message windows.

PhilD
November 26th, 2006, 03:53 PM
Ewierl said:
AI units not sieging correctly




I've seen this as well - AI had a 300+ army sieging a fortress of mine with no troops in it, and it took a very long time to breach - more than 10 turns, I'm sure of this.

(And I'd probably have a save to offer, IF the game offered a systematic way to back up each and every turn)

UninspiredName
November 26th, 2006, 04:35 PM
Not sure if this has been posted before, and I'm not wading through 37 pages to find out, but LA Udgrd (sp?) doesn't have a description. Sorry if this has already been posted, which I suppose it probably has.

B_Bond
November 26th, 2006, 07:51 PM
Yep, "Utgrd," Midgrd," The Colossal Fetisch" and "The Heart Hider Hero from MA Bakemono all lack descriptions and/ or are spelt incorrectly , Utgard and Midgard have already been reported and I belive someone mentioned that the Heart Hider lacked a description but I don't know if anyone has commented on the Colossal Fetisch. I'm not sure if it's a similar problem to Utgrd and Midgrd but maybe "Fetisch" should be "Fetish" as in "an object regarded with awe as being the embodiment or habitation of a spirit" (Dictionary def)?

PashaDawg
November 27th, 2006, 09:19 PM
/threads/images/Graemlins/Bug.gif Mods on Macs with #Clear Commands

Apparently, mods with various #clear commands make Mac computers freeze up. I had this happen with the latest version of Q.M.'s CB mod and Turn's Heroes mod.

(Sorry if this has already been reported. I would just SCREAM if I had to read the entire thread. Thanks.)

Singularity24601
November 28th, 2006, 10:32 AM
The turn resolves normally normally. I view the battles that took place. My saurolich, equipped with Nethgul, is in combat with Kurgi and is apparently hit by Kurgi's Horror Mark and Curse. Then it appears that Nethgul hits his own wielder with Soul Slay, killing him, then tries to cast his second spell for the round, but his wielder is already dead and the game crashes with "evalspell: bad unr".

calmon
November 28th, 2006, 01:51 PM
http://forum.shrapnelgames.com/images/smilies/Bug.gif Dragons in Human form don't change the shape when wounded like the description says, in moment they change the shape when dead (to a full health dragon).

The stupid thing: They get 0-3 afflictions before dead (because of the low hitpoints of the human form), which means you've a very crippled dragon after that. Maybe this part is intended, so take this just as a suggestion for improvement.

NTJedi
November 28th, 2006, 02:07 PM
/threads/images/Graemlins/Bug.gif
Anytime an opponent dies the graph of the opponent vanishes. At the end of the game there's no way to review the progress of the game because no one remains. If we want to remove a nation from view in DOM_2 all we had to do was click their flag... so please fix it. It's sad not being able to view the graph history at the end of a game!

Second bug:
/threads/images/Graemlins/Bug.gif
Summon Great Eagle... the description says these birds are sacred yet when summoned they do not have the sacred status. Either the description or the unit needs to be fixed.
I did verify two great eagles exists where one is sacred and the other is not sacred. The spell description says we recieve a sacred eagle yet the non-sacred eagle is what appears.

Sheap
November 28th, 2006, 04:45 PM
(dragons) get 0-3 afflictions before dead (because of the low hitpoints of the human form)

Doh, I never use dragons, but that seems wrong. I recommend that units which are actual shapechangers always base probability of getting an affliction on the damage taken relative to the HP of their toughest form (i.e. a dragon that has a 20HP human form vs. a 200 HP dragon form, and takes 18 points of damage, would check for an affliction like it is 182/200 instead of 2/20). But units with one-way shape change like cavalry that turn into just their mount when killed should work normally, of course.

Ewierl
November 28th, 2006, 05:53 PM
ologm said:
The little icon that appears in the batle replay when rain is cast is a picture of a fortress and the description is empty.



The same problem occurs when you bring the Ark artifact into combat; it shows a "blank" battle enchantment, with the picture of a fortress and a minimal description (fatigue cost 0, "no description available", "cannot be cast underwater"... is that last even true, for the Ark's effect?)

For what it's worth, the Ark does seem to function correctly. I dunno about diseases and blindness, but there's a whole lot of fireworks and smiting that don't result from any of my commander's spells.

UninspiredName
November 28th, 2006, 07:41 PM
All successful 'seduction' messages say the enemy commander was transported to your home with the help of the succubus, regardless of the actual unit.

Lasu
November 29th, 2006, 07:11 AM
This occured to me recently: I summoned an unique Demon Lord and prophetised him. A while after he died in combat, so I summoned him again and he had retained his prophet status, even though I was able to appoint another prophet, so in effect I could have had two prophets.

Ewierl
November 30th, 2006, 03:23 PM
On one late-game turn, all commander icons in the Message window have been replaced by question marks.

The commanders are all still there and alive and performing their mission, even if the game can't find them.
It did succeed in finding the first commander on the message list (my Pretender).
I don't see any particular reason why this might've happened on this turn.

I have made a backup of all the save files, and could send them upon request.

Sheap
November 30th, 2006, 09:28 PM
Two weirdnesses with communion in this turn. Version 3.00.
Priest who is also a communion master casts more than one "smite" spell per combat round (in the aquatic battle).
and
Mage who is a communion master is unable to cast spells he should be able to. (in the land battle). Note that he is scripted for blade wind but never casts it even though communion should boost him from 1E to 3E.

I suspect that communion is simply not boosting magic level at all in some cases. In others it seems to work as the priest is able to cast Fanaticism when he otherwise couldn't.

These problems occur in the battles involving R'lyeh, ignore the battles with Niefelheim that my scouts watched.

Agrajag
December 1st, 2006, 01:54 PM
Not that much of a serious bug but, and I'm hoping it hasn't been mention already, but:
Voice of Tiamat must be cast from an underwater province, yet doesn't say so in the description
I'd think this spell should be castable even from the ground, though it just might need a description update

Wazooking
December 2nd, 2006, 12:56 PM
--nonationselect and --noscoregraphs don't seem to work. When creating a game from the commandline in linux, use of either switch will reply with unkown switch.

kevzen151
December 2nd, 2006, 01:13 PM
Anyone know if this is a bug? I empowered my prentender from level 3 air to level 4. I have watched several battles with my sacred units and they are not getting the air shield buff. Do you only get the bless effects from the magic paths when you initially create your prentender? Any help would be appreciated. Thanks

Agrajag
December 2nd, 2006, 01:24 PM
kevzen151 said:
Anyone know if this is a bug? I empowered my prentender from level 3 air to level 4. I have watched several battles with my sacred units and they are not getting the air shield buff. Do you only get the bless effects from the magic paths when you initially create your prentender? Any help would be appreciated. Thanks


Only the paths your pretender has at creation time count toward blesses.

Nachtbringer
December 2nd, 2006, 02:52 PM
Casting Fata Morgana still causes the Turn Resolve to break right after the AI Thinking part in 3.1.

This is extremely nasty, unpleasant and annoying, since we just figured this out the hard way deep into a multiplayer game.

mehrunes_dagon
December 2nd, 2006, 04:01 PM
On 1 of my computers game falls when viewin battle (hangs under linux and reboots or tries to send bug report to ATI under windoz). Replacin motherboard+processor+memory (switchin from socket 939 to socket am2) did not help. The faulty computer has ATI X700 video, the good computer has Nvidia. I strongly suspect that closed-source ATI drivers I'm usin are incompatible with Dom3.

If you are playin on ATI X700 or similar, what's your video drivers version?

Endoperez
December 2nd, 2006, 08:31 PM
Storm Generals of Caelum can only lead 40 units. High Seraphs and Seraphines can lead the same amount, cost less resources and one is a mage, the other a stealthy priest. There's no reason to ever buy a Storm General. They should have better leadership value.

Taqwus
December 2nd, 2006, 09:31 PM
Possible AI silliness: a living, non-recuperating nation building and garrisoning fortress/lab complex on top of Inkpot End -- legal, but strange since Inkpot End is an always-visible disease-causing site.

Olive
December 3rd, 2006, 11:58 AM
/threads/images/Graemlins/Bug.gif When the right side menu is hidden - key (h) - , the access to the options menu - key (esc) - doesn't work anymore, the right menu must be unhidden to regain access to the options menu.

Cainehill
December 3rd, 2006, 02:03 PM
mehrunes_dagon said:
On 1 of my computers game falls when viewin battle (hangs under linux and reboots or tries to send bug report to ATI under windoz). Replacin motherboard+processor+memory (switchin from socket 939 to socket am2) did not help. The faulty computer has ATI X700 video, the good computer has Nvidia. I strongly suspect that closed-source ATI drivers I'm usin are incompatible with Dom3.

If you are playin on ATI X700 or similar, what's your video drivers version?



X800 GTO here, 8.205.0.0 drivers as reported by Windoze, Catalyst version 06.1 which reports 6.14.10.xxx for the sub-drivers.

Twan
December 3rd, 2006, 04:23 PM
/threads/images/Graemlins/Bug.gif The "inserted province" function in the map editor seem to do nothing.

http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=475676&page=0&view=collap sed&sb=5&o=&fpart=1

Olive
December 4th, 2006, 05:40 PM
Edit : no bugs at all, just a bad us of the shortcuts. Thanks for the help. http://forum.shrapnelgames.com/images/smilies/happy.gif

/threads/images/Graemlins/Bug.gif In two of my games (long games with a lot of turns), the national standards aren't displayed anymore. Same for castles : there should be some on that screen, but nothing :

http://img103.imageshack.us/img103/9165/missiconshk4.th.jpg (http://img103.imageshack.us/my.php?image=missiconshk4.jpg)

NTJedi
December 4th, 2006, 06:16 PM
Olive said:
/threads/images/Graemlins/Bug.gif In two of my games (long games with a lot of turns), the national standards aren't displayed anymore.



Looks more like somehow your map filter for standards and forts was turned off. Double check your map filters.

Olive
December 5th, 2006, 04:49 AM
I'll check (but I'm a noob in the .map syntax, what keywords do I have to check ? ). But I don't think it's this, the displaying was OK for a lot of turns. And the other game is on vanilla Aran.

Agrajag
December 5th, 2006, 07:28 AM
Olive said:
I'll check (but I'm a noob in the .map syntax, what keywords do I have to check ? ). But I don't think it's this, the displaying was OK for a lot of turns. And the other game is on vanilla Aran.


He probably meant the viewing filters you can turn on and off during the game by pressing the different number keys. Like pressing 4 shows you income and production of a province on the map.
I'm not sure, but I think the filters you are looking for are 1 or 2, just try all the numbers.

That is, if I understood what NT meant

Olive
December 5th, 2006, 02:01 PM
Ooops, yeah, it seems that it's the user who is buggy http://forum.shrapnelgames.com/images/smilies/redface.gif . Don't know how I hit the shif-1 key, but that's what I did. http://forum.shrapnelgames.com/images/smilies/confused.gif

calmon
December 7th, 2006, 09:19 AM
Thanks for the 3.04 patch.

Big http://forum.shrapnelgames.com/images/smilies/Bug.gif
Could you please have an eye on the dominions increase chance bug which is reported priviously here.

I tested with 3.04 and modded a map with 45 temples and starting dominion of 1 and without connection to enemy dominions.

So i should have 45 Temple increase chances with 100% success (no spread besites the home province because its the very first turn)

But i only get very few additional candles every turn (between 5-6 in average) which shows that the chance of dominions increase is still 10% (from starting dominion 1).

This is a very serious bug and should be fixed as soon as possible.

Dedas
December 7th, 2006, 10:09 AM
"Increase" and "spread" are two different tests:

The "Increase" test is as you described. If that test is failed for (example) a temple no "spread" test will occur.
But when the test is passed there will be another test called "Spread" (if not the province is neutral, then it will increase automatically by 1).

The spread test is as follows: 30% minus (3% multiplied by the current friendly dominion in that province).

If that test fails the dominion will try another province until all is tested or it bumps into an enemy dominion. The test for converting enemy dominion is 50% plus (your maximum dominion strength times 5%) minus (current enemy dominion in the province times 5%).

My point is:
The more dominion you have in a province the harder it will be for it to increase even if you have 1000 temples and 10 in starting dominion. Thas is because the the spread test is not affected by above factors, only your current dominion in that province and that is acting as a deterrent. 30% is the highest spread value you can have. 100% is the highest increase value you can have (I believe), needed to take those spread tests.

Cheers!

calmon
December 7th, 2006, 10:29 AM
I didn't write anything about "spread".

I mean (and wrote) the "increase" test which has a bug.

For example, i've 45 lands with 45 tamples at the start of the game. 1 Candle is burning in the home province.

In turn 2 all the temple provinces besites the home province should have 1 candle (because its a neutral province and so it just increase it with 1 candle). This happens without any problems when i start with a dominions 10 pretender but i only get 5-6 candles at all with a dominion 1 pretender.

Page 93 (example box) says the dominion increase chance is
(initial dominion + 1 for each 5 temples)*10 in percent.

And so a dominions 1 pretender and 45 temples should be absolute the same as if i use a dominions 10 pretender (both should have an increase chance of 100% per temple check).

But its not! The bug is that only the pretender creation dominions value is used for the increase chance and the temples don't increase anything on this "dominions increase chance"

Spreading occurs not in the very first turn (because all temple provinces are neutral and so no spread (besites home province)) and so its not important to consider for this testing!

Dedas
December 7th, 2006, 11:27 AM
I see, sorry for misunderstanding. http://forum.shrapnelgames.com/images/smilies/happy.gif
Most probably a bug then.

Teraswaerto
December 7th, 2006, 12:39 PM
Mandaha, a national summon of the new Lanka nation, does not have darkvision, which seems silly since they are the bringers of darkness. They cause darkness, and then can't see anything themselves. http://forum.shrapnelgames.com/images/smilies/tongue.gif

Spell Summon Davana has no description.

Spell Summon Dakini description has typos: "THe Daikini..."

Endoperez
December 7th, 2006, 01:03 PM
That reminds me:
If there are two Mandaha in a battle, and one of them dies, the Darkness vanishes. That is, only one Mandaha will cause the Darkness effect.

Ewierl
December 7th, 2006, 02:57 PM
The AI gives the Black Heart to mages without stealth.

There is no reason to do that, ever. But I've seen AIs do it twice now, spending their blood slaves to cripple their mages with chest wounds for no benefit.

Ewierl
December 7th, 2006, 05:23 PM
Game equivocates on whether AI gods are imprisoned

Twice now, I've met and killed an AI's god, yet a few turns later gotten the "X has broken free" message for the god I've already fought and killed. The god seems to be reset to full stats- no path loss for the previous death.

Ewierl
December 8th, 2006, 12:26 AM
Sometimes game decides to give me "enemy army reports" on all my armies.

A few turns ago, a game started giving me "spy reports" on all of my own provinces. All the normal information is still there too, I can still use and alter the province normally, but I see things like "The province contains about 9 hostile units..." Once it started, it has been in place for all my provinces and has not gone away. I've saved a copy of my game.

This is 1.04.

Ewierl
December 8th, 2006, 12:42 AM
To update: the "spy reports on own armies/provinces" went away after a few more turns. Quitting/reopening doesn't remove it; the saved copy shows it reliably.

pino
December 8th, 2006, 03:25 AM
when an army lost a battle of breaking out siege , should retreat back to fort

Loren
December 8th, 2006, 04:01 PM
The graph has a maximum income it can show. I exceeded that when I cast Gift of Nature's Bounty. Now, with 3.04 I cast Fata Morgana and my income took another major leap--yet my income graph is a flat line.

I've also run into an item stacking issue. Like items don't stack, period. While sensible for things like rings of wizardry, this is unreasonable when their effects are independent. If I have two kettles of broth I should have 200 units of supply!

I also think there should be another category of item a hero can carry: Those which have no tactical benefit. These should be unlimited. It's silly to have a whole bunch of heroes with kettles of broth trailing along with the guys actually leading the troops.

Also, I can find no means to get rid of useless troops. What good are tritons when I don't expect to ever fight in that water again?

NTJedi
December 8th, 2006, 04:51 PM
Loren said:
The graph has a maximum income it can show. I exceeded that when I cast Gift of Nature's Bounty. Now, with 3.04 I cast Fata Morgana and my income took another major leap--yet my income graph is a flat line.



/threads/images/Graemlins/Bug.gif
I confirm that army size and gold income do go flat line in Dominions_3 after being increased to a certain point. Even though the total limit for these has been increased for games the graphs haven't been updated. This can be a problem for those playing large maps and two or more reach the flat line... thus leaving other opponents unable to judge who is the strongest.
/threads/images/Graemlins/Bug.gif
In fact the graphs have lost functionality because now when an opponent dies its graph vanishes thus there's no way to view the graph history at the end of a game. I'm hoping this functionality is restored within an upcoming patch.

Agrajag
December 8th, 2006, 04:53 PM
Loren said:
The graph has a maximum income it can show. I exceeded that when I cast Gift of Nature's Bounty. Now, with 3.04 I cast Fata Morgana and my income took another major leap--yet my income graph is a flat line.
The graph does tend to scale in a somewhat wierd manner sometimes. Are you sure its completely flat and not just scaled down a bit?

I've also run into an item stacking issue. Like items don't stack, period. While sensible for things like rings of wizardry, this is unreasonable when their effects are independent. If I have two kettles of broth I should have 200 units of supply!
Items don't stack and that's the way it is. There are bug-exceptions, I don't think they have been fixed. (IIRC four misc. slots will allow you to stack identical items as long as they are in none-adjacent slots)

I also think there should be another category of item a hero can carry: Those which have no tactical benefit. These should be unlimited. It's silly to have a whole bunch of heroes with kettles of broth trailing along with the guys actually leading the troops.
If I understand correctly and you are suggesting that commander should be able to carry an infinite number of items like Cauldron of Broth, then that doesn't make sense either. How exactly is one commander carrying two-hundred cast iron pots from province to province all by himself?

Also, I can find no means to get rid of useless troops. What good are tritons when I don't expect to ever fight in that water again?
It would be nice to be able to get rid of useless troops. Though I have to admit it could also make the game more annoying (Yes, I can see how the lack of an ability to get rid of useless troops is also annoying)

Ewierl
December 8th, 2006, 05:45 PM
In fact the graphs have lost functionality because now when an opponent dies its graph vanishes thus there's no way to view the graph history at the end of a game. I'm hoping this functionality is restored within an upcoming patch.



This has always been the case, from Dominions2 up until now.

I agree that it should be changed, mind you; but if it is a bug, it's not a new one.

NTJedi
December 8th, 2006, 05:51 PM
Ewierl said:

In fact the graphs have lost functionality because now when an opponent dies its graph vanishes thus there's no way to view the graph history at the end of a game. I'm hoping this functionality is restored within an upcoming patch.



This has always been the case, from Dominions2 up until now.

I agree that it should be changed, mind you; but if it is a bug, it's not a new one.



I was playing Dominions_2 last night... and dead opponents do not vanish from the graph as now seen in DOM_3. This is a loss of functionality which will hopefully be restored. Others have also recognized this change.

Blofeld
December 8th, 2006, 06:43 PM
/threads/images/Graemlins/Bug.gif 3.04 reanimation bug - LA C'tis still can't reanimate Tombworms

Checked with prophetised Tomb King

Endoperez
December 8th, 2006, 07:13 PM
3.04
Magic shields are too good against missiles, easily giving over 80% chance of arrows being deflected.

Thread (http://www.shrapnelcommunity.com/threads/showthreaded.php?Number=477390) with maths.

Loren
December 8th, 2006, 11:35 PM
Agrajag said:

Loren said:
The graph has a maximum income it can show. I exceeded that when I cast Gift of Nature's Bounty. Now, with 3.04 I cast Fata Morgana and my income took another major leap--yet my income graph is a flat line.
The graph does tend to scale in a somewhat wierd manner sometimes. Are you sure its completely flat and not just scaled down a bit?



Completely flat while my income increased severalfold.


I've also run into an item stacking issue. Like items don't stack, period. While sensible for things like rings of wizardry, this is unreasonable when their effects are independent. If I have two kettles of broth I should have 200 units of supply!
Items don't stack and that's the way it is. There are bug-exceptions, I don't think they have been fixed. (IIRC four misc. slots will allow you to stack identical items as long as they are in none-adjacent slots)



I know how the rules work, I just think it's silly in some cases.


I also think there should be another category of item a hero can carry: Those which have no tactical benefit. These should be unlimited. It's silly to have a whole bunch of heroes with kettles of broth trailing along with the guys actually leading the troops.
If I understand correctly and you are suggesting that commander should be able to carry an infinite number of items like Cauldron of Broth, then that doesn't make sense either. How exactly is one commander carrying two-hundred cast iron pots from province to province all by himself?



I don't think he's actually carrying even one by himself. He's also got plenty of helpers in the army he's feeding.


Also, I can find no means to get rid of useless troops. What good are tritons when I don't expect to ever fight in that water again?
It would be nice to be able to get rid of useless troops. Though I have to admit it could also make the game more annoying (Yes, I can see how the lack of an ability to get rid of useless troops is also annoying)






How in the world would the ability to get rid of them be annoying?

Horst F. JENS
December 9th, 2006, 04:21 AM
3.04: Bug:
The "flute" aura of the Shuten-doji (the "mortal vampire" of the MA Nation "Shinuyama, Land of the Bakemono") affect friends and not only foes.

Possible Bug:
When giving the Shuten-doji a weapon (one-handed) or a shield he loose his life-drain attack. Do he need both his hands to life-drain ? I think the life-drain weapon should made #bonus. Reason: He is a kind of vampire and suck blood with his mouth, not with his hands.

Agrajag
December 9th, 2006, 06:29 AM
Loren said:
I don't think he's actually carrying even one by himself. He's also got plenty of helpers in the army he's feeding.

Or maybe he doesn't? Maybe he is just a commander that is carrying 200 Cauldrons of Broth to the front lines because you recently acquired the ability to produce some and desperately need them at the front?
Or maybe all his troops died?

How in the world would the ability to get rid of them be annoying?
Because then you'd have another thing to micromanage every turn.
Like getting rid of three of those X units in province Y and two of those W units in province Z to pay two less gold pieces in upkeep so you'll have exactly enough gold to recruit unit V. etc.

B0rsuk
December 9th, 2006, 07:21 AM
A typo in Kailāsa. It seems that the game spells it 'Kailasa' in all cases (without dash above second 'a').
I demand that monkey people get equal treatment. I mean, there's Utgĺrd.
It's not so easy to fool a badger, especially one that makes nautical charts for a living. I've seen 'Kailāsa Range' on a chart covering India.
This is NOT what Nelson Mandela was fighting for !

Proof here:
http://www.highbeam.com/docprint.aspx?docid=1O101:Kailsa

Taqwus
December 9th, 2006, 07:44 AM
Devasura, having gone over to the Dark Side, is no longer seeking redemption from Kailasa but is with Lanka.

He's also the only Lanka hero I've seen, which is quite possibly not a bug but working as designed.


Devils from The Looming Hell can appear and fight underwater, even though they are neither amphibious nor aquatic. If I capture Ulm and can recruit amazons there... why couldn't Ulm have done the same?



Thematic bug: it's very odd that, after capturing a capital, one can recruit troops there based on the underlying indy poptype that the owner of the capital could not recruit.

Dedas
December 9th, 2006, 09:55 AM
Taqwus said:

Thematic bug: it's very odd that, after capturing a capital, one can recruit troops there based on the underlying indy poptype that the owner of the capital could not recruit.



Well, maybe the original people dwelled in deep holes and cellars - hiding from their oppressors - and now they see the nation that captured the city as their liberators, and wanting to join them.

Migaaresno
December 9th, 2006, 06:33 PM
Wave Warrior Protection
EA Oceania wave warrior has zero basic protection.
The wave warrior is a mermen. And all other mermen have a basic protection of 1.

Endoperez
December 10th, 2006, 01:46 PM
A random nation can end up being an underwater one despite #seaplayers 0. This, or something similar to it, happens with North-West Middle-Earth map, when starting a Late Age game with almost all nations.

The DarkOne
December 10th, 2006, 02:37 PM
Mandahas dosn't have darkvision as mentiond before but strangely enough their precision dosn't get lowered even thou it says it gives a -8 penalty to it.

Agrajag
December 10th, 2006, 04:47 PM
I'm not exactly sure what forces are at play here, but when I try to play a game started in 3.01 (this could be unrelated) with the Sar Elad mod (And I'm under 3.04 with the Sar Elad mod turned off), I just get a blank list of nations to play (and therefore cannot play).
Turning on the Sar Elad mod doesn't help.
My guess is that perhaps in 3.04 Lanka has taken the slot that Sar Elad used to occupy, causing the game to become a bit crazy.

Endoperez
December 10th, 2006, 05:14 PM
Agrajag said:
I'm not exactly sure what forces are at play here, but when I try to play a game started in 3.01 (this could be unrelated) with the Sar Elad mod (And I'm under 3.04 with the Sar Elad mod turned off), I just get a blank list of nations to play (and therefore cannot play).
Turning on the Sar Elad mod doesn't help.
My guess is that perhaps in 3.04 Lanka has taken the slot that Sar Elad used to occupy, causing the game to become a bit crazy.



Have you tried adding #clearrer and such commands to the mod?

Agrajag
December 10th, 2006, 05:47 PM
Endoperez said:

Agrajag said:
I'm not exactly sure what forces are at play here, but when I try to play a game started in 3.01 (this could be unrelated) with the Sar Elad mod (And I'm under 3.04 with the Sar Elad mod turned off), I just get a blank list of nations to play (and therefore cannot play).
Turning on the Sar Elad mod doesn't help.
My guess is that perhaps in 3.04 Lanka has taken the slot that Sar Elad used to occupy, causing the game to become a bit crazy.



Have you tried adding #clearrer and such commands to the mod?


No, I haven't (and I don't have the time right now. I have to go to sleep and then I'm away for two days :X)
But even if that does help somehow, the way the Sar Elad code is written I'd expect the game to just add Lanka's stuff into Sar Elad's, creating a nation with both Lankan units and Sar Eladian units, but with the Sar Elad name and description. Which obviously isn't the case since the selection in those old games just disappears.

Loren
December 10th, 2006, 08:46 PM
Agrajag said:

Loren said:
I don't think he's actually carrying even one by himself. He's also got plenty of helpers in the army he's feeding.

Or maybe he doesn't? Maybe he is just a commander that is carrying 200 Cauldrons of Broth to the front lines because you recently acquired the ability to produce some and desperately need them at the front?
Or maybe all his troops died?



True, but I don't think it's an issue. Remember that you can get them to the front lines faster by building a lab there than by dispatching someone with them.


How in the world would the ability to get rid of them be annoying?
Because then you'd have another thing to micromanage every turn.
Like getting rid of three of those X units in province Y and two of those W units in province Z to pay two less gold pieces in upkeep so you'll have exactly enough gold to recruit unit V. etc.





Just because it allows some micromanagement doesn't mean it forces it.

Loren
December 10th, 2006, 08:58 PM
Here's a case that crashes the turn generation, presumably due to too many units storming a castle.

Turin
December 10th, 2006, 09:04 PM
Stealth edit. Here is a real Bug:

Late age Caelum still gets the usual MA heroes, althoguh they don´t make any sense anymore with the return of the raptors.

Beorne
December 11th, 2006, 06:58 AM
in Rileh EA, time of the Aboleth, the descriputions of the slave and subdued units refers to Ryleh and not to the Aboleths, Ryleh has yet to come

Juton Gode descriprion cites furs but it is equipped with leather armour

Edi
December 11th, 2006, 09:19 AM
Possibly reported earlier, but here goes:
Keeper of the Tombs (recruited from the LE C'tis site City of Tombs) is not restricted to C'tis only. It can be recruited by other nations if they capture the province. Apparently it has not been coded to be recruitable only by original owner.

Of the various incarnations of Smouldercone, only one increases heat in the province.
If the 5 effects per site limitation from Dom2 is still valid in Dom3, then that is the reason, as at least two of them have gem income + 4 recruitables. Perhaps some recruitables could be transferred to other Abysian sites in the appropriate eras?

The site "Villa of Everchanging Fresques" should be named "Villa of Everchanging Frescoes" for proper spelling.

More site related bugs after I finish the magic site DB. Also a question related to sites: For sites like Crown of Darkness, The Rainbow Shroud, Inkpot End and so forth that spread diseases, give horrormarks, curses, holy fire, holy power and other such things that are not quantified in the site descriptions, do the Dominions 2 numbers still stand? If they do (which it looks like on a cursory glance), that would save me a lot of grief making that DB as complete as possible.

EDIT: Fixed spelling. Grr!

Edi

PhilD
December 11th, 2006, 05:10 PM
Playing as a Land nation (EA Ermor), patroling an underwater province (with Shamblers) doesn't seem to result in any unrest reduction, and doesn't get me a message about it.

Agrajag
December 13th, 2006, 01:34 PM
EA Ctis description says "prefers heat scale +1", but upon god creation you get no penalties at heat+2
I'm not sure if its a description problem, or a problem with a bit of Ctissian code, so I'm posting it as a bug.

aku666
December 13th, 2006, 04:37 PM
Not really a bug but still an error:

Negative death scale shows wrong % penalty to population (0.-6% instead of -0.6% for death 3 etc.).

Nobody has noticed it so far?

Actuarian
December 13th, 2006, 05:43 PM
I had a Joten Skratti that got the old age icon. However, when I changed shape the old age icon went away (max age is the same for all forms).

I have been changing form just before the mid-winter calculations and then changing shape back afterwards, and so far (5 years) there have been no old age afflictions to the spellcaster form. This could just be luck.

This might be a problem because there are three shapes for the Skrattis. My hero Vanlade is old in both his shapes.

Also, the picture of the 'old' Skratti hero on the map is stuck on the werewolf regardless of his actual shape.

Arralen
December 14th, 2006, 05:18 AM
aku666 said:
Not really a bug but still an error:
Negative death scale shows wrong % penalty to population (0.-6% instead of -0.6% for death 3 etc.).
Nobody has noticed it so far?


It's a GUI bug, and it's in the bug 'database' since v2.79 ... .
Thanks for reminding me of it, nevertheless.

Beorne
December 14th, 2006, 06:27 AM
I think the bug report as it is here is very messy, it is difficut to find bug report, to understad what is it corrected and wath not and so on .... what about a resume? Or a new thread?

Sandman
December 14th, 2006, 08:42 AM
Nation description oddities (apologies if these have been caught before):

Middle Era Arco doesn't have any air magic, yet is still described as having 'elements' magic.

Shinuyama has nature and water, but this is not mentioned, nor are its many national summons. The troops category should mention Kappas.

Middle Era T'ien Ch'i says it has fire magic when it actually has earth.

Middle Era Jotunheim's magic description should read 'Water, Blood, Death, Nature, Astral' to better reflect its relative power in these paths.

Barbarian Kings' magic description is completely wrong.

Conquerors of the Sea has air and astral magic, but this is omitted.

Early Era Abysia has earth magic, but this isn't mentioned.

Dedas
December 14th, 2006, 10:26 AM
Early Age Pangaea Minotaur Lord description is wrong.

Edi
December 14th, 2006, 11:55 AM
Would be a lot easier if people posted typos and erroneous description issues in the In-Game Typos thread I posted a couple of days back and leave the actual bugs for this thread.

Edi

Sandman
December 14th, 2006, 04:32 PM
Jotunheim's Dracolich costs 100 design points, rather than the 50 advertised.

Sheap
December 15th, 2006, 04:20 AM
Sometimes units get afflictions for no reason.
This turn two of my mages, who were safely ensconced in my home castle, got limps. One of them was forging and the other researching; neither has ever seen battle. Neither is old. There is, however, a diseased, old unit in the province with them. I suspect it might be possible for this unit's disease/age to cause afflictions on these other units.

I have the turn file where the afflictions first occurred, but unfortunately not the previous turn's file (though I do have the previous turn's 2h).

edit: The afflictions were probably the result of hits from an enemy Wrath of God spell.

Endoperez
December 15th, 2006, 08:05 AM
Sheap said:
Sometimes units get afflictions for no reason.
This turn two of my mages, who were safely ensconced in my home castle, got limps. One of them was forging and the other researching; neither has ever seen battle. Neither is old. There is, however, a diseased, old unit in the province with them. I suspect it might be possible for this unit's disease/age to cause afflictions on these other units.

I have the turn file where the afflictions first occurred, but unfortunately not the previous turn's file (though I do have the previous turn's 2h).



That sounds really strange. I can't think of anything with just that. What type were the mages? What race? Were any globals active? Could a site have caused something that could have caused affliction?

Endoperez
December 15th, 2006, 11:24 AM
MA Agartha can't recruit PD underwater.

Manual lists their PD as (includes underwater), but their first troops as Cave Captain and Agarthan Infantry and Light Infantry - they are human, not amphibious!

Jack_Trowell
December 15th, 2006, 12:41 PM
Sheap said:
Sometimes units get afflictions for no reason.
This turn two of my mages, who were safely ensconced in my home castle, got limps. One of them was forging and the other researching; neither has ever seen battle. Neither is old. There is, however, a diseased, old unit in the province with them. I suspect it might be possible for this unit's disease/age to cause afflictions on these other units.

I have the turn file where the afflictions first occurred, but unfortunately not the previous turn's file (though I do have the previous turn's 2h).



Could be the effet of a special site, or maybe you were under ennemy dominion, and the ennemy was Miasma C'tis ?

There's also some stealthy units that can give deseases to units in the same region

Edi
December 15th, 2006, 02:44 PM
Jack, they got the limp affliction. Home province, hence no possibility of special site. Furthermore, there is no site that gives out afflictions except for the sites that cause disease (Inkpot End, Leper Fens, Chillsick Swamp and Crown of Darkness). The most likely cause is that the mages got the afflictions due to old age (practically all of the more powerful mages start old), which is worsened if you have death scales in your dominion.

Edi

Endoperez
December 15th, 2006, 06:48 PM
Edi said:
Jack, they got the limp affliction. Home province, hence no possibility of special site. Furthermore, there is no site that gives out afflictions except for the sites that cause disease (Inkpot End, Leper Fens, Chillsick Swamp and Crown of Darkness). The most likely cause is that the mages got the afflictions due to old age (practically all of the more powerful mages start old), which is worsened if you have death scales in your dominion.



Edi, they weren't old. This is VERY strange, if all the facts are indeed true. I can't think of anything else, really. Maybe Wight Mages in Mari home province could get something if House of Just Fires kills undead, or something, but that's pretty far-fetched.

Edi
December 15th, 2006, 07:02 PM
The House of Just Fires (all eras) does do that (at 50% chance per unit of being hit with a 10AN damage roll) and it WILL sooner or later inflict injuries on undead mages. If it's not that, then there's a bug somewhere. You'd get the undead being hit by holy fire event message, though.

Edi

NTJedi
December 15th, 2006, 07:35 PM
Edi said:
The House of Just Fires (all eras) does do that (at 50% chance per unit of being hit with a 10AN damage roll) and it WILL sooner or later inflict injuries on undead mages. If it's not that, then there's a bug somewhere. You'd get the undead being hit by holy fire event message, though.

Edi



Unless he uploads his map files and save game file the developers cannot help and we're stuck guessing whether or not a bug exists. If the issue does exists hopefully he'll upload his files.s

Taqwus
December 18th, 2006, 06:35 PM
/threads/images/Graemlins/Bug.gif If you capture a Late Era C'tis capital, you can recruit one of their national commanders.

Nephelim
December 18th, 2006, 10:22 PM
line 19 of patchme.command

cp Resources/doc/* ../Dominions3.app/Contents/Resources/doc

This results in a cp usage message, because a fresh (from CD) install doesn't have a doc directory to copy the files into.

I'd suggest putting the line:

<font class="small">Code:</font><hr /><pre>
[ -d ../Dominions3.app/Contents/Resources/doc ] || mkdir ../Dominions3.app/Contents/Resources/doc
</pre><hr />

just above it.

Jack_Trowell
December 19th, 2006, 07:06 AM
Might be my version because of a mod, but the Forge Lord pretender seems to be missing its second sprite : the sprite doesn't change when he attack/cast

Edi
December 19th, 2006, 07:26 AM
/threads/images/Graemlins/Bug.gif Site Bugs:
#558 The Sea of Dead Memories: Says that death mages may enter site to summon shades, but there is no Enter Site option in the command list for mages of any path. Tested.
#544 The Hippocampoi Fields: Underwater site that allows nature mages to enter to summon monster #1162, which is the Early Era Ulm Archer. The summoned unit dies immediately upon arrival and the player gets no announcement of the fact. When site is forced to a land province by map command, the summon works normally
#546 The Forest beneath the Waves: Underwater site that allows nature mages to enter to summon monster #1158, which is the Early Era Ulm Warrior Chief. The summoned unit dies immediately upon arrival and the player gets no announcement of the fact. When site is forced to a land province by map command, the summon works normally
#1 The Smouldercone (Middle Era): Does not increase heat, as it should. Has gem income and 3 recruitables for a total of 4 features, #5 should be heat increase, as this is not the LE (Blood of Humans) site.
#119 The Smouldercone (Early Era): Does not increase heat. The site has all 5 features full (gems + 4 recruitables), but this leaves Early Era Abysia without any heat increase via site in the home province since the Temple of the All-Consuming Flame does not increase heat either.
#63 The City of Tombs: Keeper of the Tombs (monster #1095) is recruitable by any nation, not just C'tis as it should be.
#443 Kelp Fortress: This underwater site should give fort #12 (Kelp Fortress). Instead, it gives fort #16 (Cave Castle).
#437 Academy Underneath: This underwater site should presumably give either fort #12 (Kelp Fortress), #13 (Kelp Citadel) or #19 (Living Castle). Instead, it gives fort #16 (Cave Castle).

Those are the ones I've found so far.

The modding manual also seems to have some rather unclear or outright incorrect stuff in the site modding section. It gives terrain mask 511 as being "any terrain" but that excludes terrain 512, which is coast (there is also terrain 64 that is coast, is there a difference? Sea coast vs deep sea coast?).

Additionally, the mod manual says 479 is terrain mask for sites that are on land but can't be in the sea. The problem with that is that is that 511-32=479 but 256 is Deep Sea terrain, so correct terrain mask for "any land" is either 511-32-256=223 or 1023-256-32=735.

Since the terrain mask information is so completely out of whack and/or unclear, any site modders are advised to calculate terrain masks from the ground up instead of relying on the readymade figures stated in the modding manual. I have no idea how those readymade numbers are derived, but they CAN'T be correct if the table information is right.

Edi

Blofeld
December 19th, 2006, 09:25 AM
/threads/images/Graemlins/Bug.gif Random on sorceress doesn't work

Sorceresses from Mirror Wall Palace site are listed as having 20% AWSD random. I've recruited 20 in one game and haven't seen a single random on them.
The probability of that is 1,15 %.

Edi
December 19th, 2006, 01:12 PM
Or you've just had [censored] luck. I remember one Dom2 game where on neutral luck I got my first national hero sometime around turn 120 and similar failures to get certain types of randoms that had a 25% chance of appearing. I wouldn't write the sorceress off yet. I can test the sorceress issue, though.

Edi

Strages Sanctus
December 19th, 2006, 04:09 PM
Whitelance bay 71 is not connected to the neighbouring water province South Sea of Sorrows 85, even though it should as it shares a long clear border with it.

It is only neighboured to the adjacent land provinces.

Ygorl
December 19th, 2006, 04:23 PM
I recently saw the event where your province defence increases by 15 at a besieged castle. It didn't have any effect, fortunately, but it probably shouldn't have happened.

Sheap
December 19th, 2006, 05:21 PM
I figured out what was causing the bizarre afflictions. One of the other players in the game has Wrath of God active (though, this being my home province, there's none of his dominion there) and the afflictions must have occurred as a result of the damage from that.

PhilD
December 19th, 2006, 07:51 PM
Dawn map: in underground provinces ("West Dripping Cavern"), the battlefield seems to have a hole in it. Sometimes units seem to get caught in it, and then the battle will last for a very long time - maybe until autorout, I don't know (nobody had missile troops in my battle).

Endoperez
December 20th, 2006, 11:36 AM
Battlefield Effects don't end when the caster leaves the battlefield without dying.

This leads into things like Staff of Storms carrier escaping during the first turn of the battle and leaving a fatigueless Air Queen to fight within storm that won't end until the battle ends.

ologm
December 20th, 2006, 05:42 PM
The citadel of ashen empire Ermor is weird, it is just a bunch of floating grates. Defenders also cn't retreat from this battlefield.

Sheap
December 21st, 2006, 09:56 PM
Not sure battlefield effects are supposed to end when the caster leaves without dying. Nothing says they should.

NTJedi
December 21st, 2006, 11:34 PM
Sacred Undead Bug:
Any sacred undead cannot be blessed

Even with divine blessing the sacred undead units do not receive blessing bonuses.
Bug verified with the most recent patch installed.

Strages Sanctus
December 22nd, 2006, 02:19 AM
I have created a controlled environment for the vanishing scales bug I detail it in this thread here:

http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&amp;Number=480981&amp;page=0&amp;view=collap sed&amp;sb=5&amp;o=&amp;fpart=1

I have also included the relevant files in that thread.

Blofeld
December 22nd, 2006, 08:55 AM
/threads/images/Graemlins/Bug.gif Combat replay reveals domes cast in the province

My patrollers and PD were attacked by a probing force recently and the battle display showed Dome of Solid Air and Freezing Dome, which I had cast earlier, as battlefield enchantments (pentagrams in upper right corner).
I don't think it's WAD, as they really don't affect combat, yet give undeserved intel to the attacker who watches the combat replay.

Endoperez
December 22nd, 2006, 02:55 PM
LA Ulm hero Blood Marshal can go underwater. Other vampires, including normal Vampire Counts of LA Ulm, can't.

Agrajag
December 23rd, 2006, 04:11 PM
BUG: Immoratility not working properly, check out This Thread (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&amp;Number=482065&amp;page=0&amp;view=collap sed&amp;sb=5&amp;o=&amp;fpart=1) for more details as well as save games

Wish
December 26th, 2006, 04:02 AM
Bug: the shadow brand doesn't always AoE, some fights it will every time, other fights it won't at all...

is this as it is intended to be?

is it supposed to be doing an AoE at all? the effect seems similar to the sword of many colors.

edit: I can't seem to reproduce it in the v3.04

Wish
December 27th, 2006, 08:10 AM
Bug: After initiating a scenario restricted to a single age, even after canceling out of the scenario, you cannot select the restricted ages when starting up a new game.

noticed this when I tried to play the one scenario that came with the disk. I wanted to try oni's with it, but it wasn't available. When I backed out and decided to do a random map instead all the scenario restrictions were still being applied to the random game.

Strages Sanctus
December 28th, 2006, 01:33 AM
hired indy commander, set indy commander to build fortress
indy commander is assasinated by a ninja.

Money from build order is gone. And the option to continue building does not exist so I lost 1200 gold.

This was in a mp blitz game on fourmageddon map.

jamesmcm
December 28th, 2006, 04:00 PM
Hey,
I just updated to latest patch and now whenever i finish my turn (on single-player or multi-player) the game closes down and i get a "nagot gik fel" error message.

Dragonlord
December 28th, 2006, 05:22 PM
HI, am trying to do same as you mentioned here for the Parganos map, but am new to GIMP. How do i bring up the screen with the levels and alpha stuff ?
Thanks in advance

Hadrian_II
December 29th, 2006, 10:56 PM
/threads/images/Graemlins/Bug.gif Sirrush dont get Armor bonus from Earth 9 Bless

Im playing as Arco, and my Sirrushes dont get the +4 armor from the E9 bless as they should. (i dont know if this is already reported, but i had no interest to read 40 pages of bugs :/)

Arralen
December 30th, 2006, 04:47 AM
Hadrian_II said:
/threads/images/Graemlins/Bug.gif Sirrush dont get Armor bonus from Earth 9 Bless
.. my Sirrushes dont get the +4 armor from the E9 bless as they should. (i dont know if this is already reported, but i had no interest to read 40 pages of bugs :/)


You better use the search function next time - E9 bless is supposed to work on armor, not natural protection. As a Sirrush does not wear armor, it does not get a benefit.

Yeah, it doesn't make sense to me as well - especially, as "Flaming Weapon" works on hooves and claws very well...

GrobRIM
December 30th, 2006, 10:20 AM
Demons are affected by darkness

Description of spell Darkness says that "Undead, Demons and blind beings are unaffected". http://forum.shrapnelgames.com/images/smilies/cool.gif
But when storming an Agarthan cave, spell Darkness is up, and my Lanka demons do severely suffer from it.

TruePurple
December 30th, 2006, 12:03 PM
Demo issue but I'd thought I'd report it since someone told me the real game only has more, the basic stuff hadn't changed mostly.

When I load up the game and click on anything it minimizes. When ever the game is minimized I have to tell it to maximize via alt tab etc twice. Then when it comes back up the graphics are all screwy and things move slow. So I have to go into options and switch to a different resolution and back to the one I want. Then everything works.

But thats alot of work to load the game (and each action takes some time of waiting for it to process so it takes some time as well) and means I cant switch over from the game and back without even more hassle.

king_of_clouds
December 30th, 2006, 01:21 PM
Bug: Map displays as white on windows 98
I don't know if this is a bug or just my comp. But in win 98 with voodoo3 display card the whole map displays in white.

LDiCesare
December 30th, 2006, 07:10 PM
/threads/images/Graemlins/Bug.gif Bug: Holes in caves spoil fights
As PhilD said above (#480965 - 12/19/06 05:51 PM), but doesn't occur only in DoD map (West Dripping Cavern) but also in Agarthan forts (capital):
5 giants began the battle in a hole (trench) in front of the castle. When all of Niefelheim armies were routed, these 5 stayed there (couldn't move out). This resulted in two unpleasant things:
1) 75 turns of battle that the host had to wait through
2) Collateral damage as melee units neared the trench, couldn't fight the opponents inside and got hurt by blade wind while the regenerating Niefel giant inside was healing every wound he took.
I actually lost far more troops to collateral damage because of that stupid giant stuck in a hole than I did in the actual battle.

1000yd_stare
December 30th, 2006, 10:46 PM
Bug: Repeated hanging during the AI thinking phase. After the first time, i took out the .2h and .trn, giving me a stale turn. I gave orders for the next turn, and it hung again.

I strongly believe its because of my imprisoned pretender showing up the turn that it began to hang (ie, it showed up, I gave orders, hit end turn, and it hung.

Late era Ryleh, with Void Lurker (underwater tree).


EDIT: I found another post by someone who said the game hangs when they cast dreams of ryleh at a prov with only undead in it. This sounds like my possible problem as well; i had been trying out that spell vs ermor ai.

Nightblade
December 30th, 2006, 11:55 PM
Recently i had a game on Silent Seas in the late age with 2 AI (one was Atlantis and i don't remember the other) and me being R'lyeh with the Void Lord as a pretender.
To get more room to breath as i am not very experienced yet, i set all independants power to 8.

After lots of turns, as the 2nd AI was eliminated by Atlantis, i decided, after mastering the seas, to invade the main land with my troops.

After some turns i think it was touching the end as i was cornering Atlantis, suddenly the game hang during a battle resolution calculation during the turn loading (no idea if it was a battle between my troops and Atlantis and some independants agaisnt Atlantis or me), i had killed the sdl_app process to exit.

Before this turn i didn't bought anything different in my armies, so i really don't know why the game hanged there and not before.

Very often the prophet was renamed, as there were a lot of insane commanders in my citadels (as insane units often select a command randomly instead of always doing what i set them to, i noticed a lot of them , when uncontrollable had the "Call God" command)

EDIT : i forgot to add that after killing the hanging application , i was able to restart Dominions 3 and load the last turn i was playing with that specific setup, and despite doing exactly the same moves and battles in that turn it played normally and i was able to finish the game lot of turns after this.

That's why i was a bit puzzled , as the game freezing problem during the battle resolution between the turns was not reproduced.

GrobRIM
January 2nd, 2007, 07:00 AM
/threads/images/Graemlins/Bug.gif Shift-click for selecting multiple units doesn't work when army setup screen is called up using 'y' rather than 't'.

GrobRIM
January 2nd, 2007, 08:08 AM
GrobRIM said:
Demons are affected by darkness




More info about it:

First, I know that the problem is considered as fixed by the devs in patch 3.04 (seen in fixes on 24th of November on ulm.illwinter.com), but nevertheless...

During battle replay, if I click on a Palankasha demon to display its stats, I will see that Attack and Defense are reduced by 1/2, from Attack 13 to Attack 6, and from Defence 11 to Defence 5: when I click on these stats to get the details, it will show "Darkness: -6" (for basic Attack 13) or "Darkness: -5" (for basic Defence 11). However, when I watch the replay, it doesn't look like the demons are faring worse than usual, which means that maybe only the *displayed* stats do not take demons imperviousness to darkness into account.

What backs up that feeling is that there is a big discrepancy in Precision: if I have a look at Precision, it will display "Darkness: -6" for a Palankasha with basic Precision 9 (that's minus 2/3), which should yield a Precision of 3, but the stat remains unchanged: "Precision: 9"!

So, to sum it up:
- The Darkness penalty should not be displayed in Attack, Defence and Precision details;
- The Darkness penalty should not be included in the computation of displayed Attack and Defence.

All the above problems only occur with demons; everything looks okay with undead and blind units.

Edi
January 2nd, 2007, 10:20 AM
Nightblade, not a bug then but a temporary glitch. Please don't clutter up this thread with such posts.

Edi

FaceLess
January 3rd, 2007, 06:17 PM
Second time I noticed that the picture for Pedoseion changed into a regular Troll. Both times I used items to increase the magic power and possible the high earth magic is causing it. Picture and saved file available but have to find out how to attach them to a reply:). See Validor (489). Or is this maybe related to the armor (crown)?

FaceLess
January 3rd, 2007, 06:20 PM
attachment

Endoperez
January 3rd, 2007, 06:47 PM
FaceLess said:
Second time I noticed that the picture for Pedoseion changed into a regular Troll. Both times I used items to increase the magic power and possible the high earth magic is causing it. Picture and saved file available but have to find out how to attach them to a reply:). See Validor (489). Or is this maybe related to the armor (crown)?



I think it's related to the armor, but not the crown. The manual mentions that Pebble Skin Suit has a chance of transforming the wearer into a troll, and I guess the in-game description also warns of this.

Like non-unique Lychanthropos' Amulet, currently items that have a chance of transofrming their wearers are just a liability on units that are stronger than the creatures they would change to. This includes uniques (like Pedoseion) but also some national commanders of some non-human races (especially Jotunheim).

FaceLess
January 4th, 2007, 05:06 AM
I see, that makes sense. guess I should read the spell description a bit more carefull. Thanks for the help

Wish
January 4th, 2007, 04:13 PM
Bug: Leviathin counts as a normal unit, instead of an undead unit - despite the fact that it is undead.

Tals
January 4th, 2007, 08:16 PM
Bug: In the tutorial at the beginning the druid has 8 research points available when you recruit him. However the druid has been recruited he has 9 research points.

I can recreate this for the tutorial but not if I create the race from scratch.

Tals

Hadrian_II
January 4th, 2007, 08:35 PM
/threads/images/Graemlins/Bug.gif Game crashing after someone casts relieve

I just had a bug, that after my enemy casted relief, first all the sprites changed to white or light green squares and after that my game crashed.

Im playing the linux version.

Here is the console output:
N&amp;#65533;got gick fel!
spritewidth: unfetched spr
N&amp;#65533;got gick fel!
spritewidth: unfetched spr
N&amp;#65533;got gick fel +2 ()!

I hope the host of the game will add the necesarry files, so that you can test this bug. (i asked him to do so)

Endoperez
January 5th, 2007, 06:33 AM
A dragon changing from human shape into dragon shape keeps helmet and any equipped misc items. Dragon changing from Dragon shape to human keeps misc items but loses the helmet!

ologm
January 7th, 2007, 09:38 AM
I think there is something wron with LA mictlan hero Cimmeru. He appears as the other mictlan hero Quetzalcoatl without magic.

ologm
January 7th, 2007, 11:57 AM
LA Mictlan national summon Tzitzimitl works as a normal unit for leadership, while it is a demon.

FrankTrollman
January 8th, 2007, 03:01 AM
Deleted

normalphil
January 9th, 2007, 04:18 AM
Ighalli said:
/threads/images/Graemlins/Bug.gif Bug: The battle AI will cast raise dead when there are no corpses. Nothing is animated at all.



Reiterated. To the point that 8 Ermoran Spectators and a Dusk elder will line up and cast turn after turn of 'Raise Dead' in a corpseless battlefield, thus enabling a small force of Arssartuts to capture The Unholy Sepulchre.

/threads/images/Graemlins/Bug.gif [b]Bug: Bakemo hero "The Heart Hider" has no description. This isn't fixed.[b]

/threads/images/Graemlins/Bug.gif [b] Bug?: LE Atlantean character unit Tungalik doesn't have cold resistance. Not a particularly old unit, not sure if it predates the 2nd Fall of Atlantis (like the Mournful do). [b]

Borya
January 9th, 2007, 05:05 PM
Bug: Captured blood slaves sometimes dont't appear anywhere.

My mage ("heroic" Jotun Skratti) was hunting blood slaves for several turns. Each turns i received a message "4-9 blood slave were captured...", however they didn't appear in hero's inventory. They weren't placed in the laboratory as well, so they just didn't appear.

During the same turns my second Jotun Skratti was capturing slaves successfully in another province.

NTJedi
January 9th, 2007, 08:34 PM
Borya... the devs need your saved game file and the map files to investigate the issue you reported.
ANYONE reporting an issue which only 'sometimes' or 'rarely' happening needs to include the saved game file and the map files as evidence because the devs don't have time to try and reproduce a 'sometime' issue.

If the province they are blood hunting is attacked the blood slaves could be used in battle and thus may never be seen.

Borya
January 9th, 2007, 09:13 PM
I think slaves didn't appear even when there was peace in the province.

Could you please tell me how the savegame files are called and where I should send them?

Blofeld
January 11th, 2007, 07:27 PM
/threads/images/Graemlins/Bug.gif Lost an arm affliction caused a unit to lose protection from helmet

My Bane lord lost an arm on his first raid. He returned to base, I took wrath sword of him, equipped him with 1h weapon and saw that he no longer has default full helmet listed in armor or protection pop-up. When I put a starshine skullcap in his head slot, he got the MR bonus, but not head armor bonus.
Perhaps it's related to the fact that he had 2h magic weapon when wounded (the weapon didn't disappear).

ologm
January 13th, 2007, 06:14 PM
Pressing end turn in the attached savegame will cause an endless number of battles to be resolved. This means you can't continue the game.

normalphil
January 16th, 2007, 01:35 AM
Endoperez said:
Nearly all Flagellants from event come with afflictions.

34/39 units, 40+/50 units, etc.



In addition, the same applies for Flagellants recruited by Marignon.

Edi
January 16th, 2007, 02:06 AM
The flagellant issue could be and probably is a feature. These are, after all, religious fanatics who are more than likely drawn from the ranks of the destitute who suffer from all sorts of ailments and injuries. Being a flagellant probably beats starving to death in a gutter and the shared religious fervor and promises of rewards in teh afterlife would give their life (short as it may be) meaning. That's how I see it anyway. At least it is a logical explanation.

Edi

NTJedi
January 16th, 2007, 04:44 AM
Yes the flagellants are probably suppose to arrive with afflictions yet unfortunately since 92% have afflictions this means extra micromanagement and these average units are now less than average.

Agrajag
January 16th, 2007, 06:15 AM
I thought flagellants came afflicted because they... Flog themselves with their weapons, like the description says.
I'm thinking, you beat yourself to a pulp enough times, you're bound to atleast lose an eye ("Don't play with that! Somebody could lose an eye!").

normalphil
January 17th, 2007, 02:58 AM
The ME Ermor Praetorian unit has that feature, and it says it has that feature, complete with affliction marker when you check out the unit in the recruitment window. No such thing for recruiting flagellants; more along the lines of an unnanounced surprise making the horde of religious fanatics you paid for a bunch of shell-shocked cripples.

TwoBits
January 17th, 2007, 10:59 AM
Might make a pretender able to cast Gift of Health something to consider...

Ewierl
January 17th, 2007, 06:43 PM
"Created" monsters have high/nonzero age stats.

This makes no sense: didn't you just build that golem, rather than conjure it up from elsewhere?

There may be no practical difference, since lifeless things don't decay (and may not suffer age penalties at all), but it does look very odd to construct something and have it immediately register as being decades or centuries old.

Actuarian
January 18th, 2007, 12:59 AM
Attentive Statue description: It should be standing a vigil, not standing a vigour.

Ewierl
January 18th, 2007, 02:08 PM
Crash during turn resolution in SP game.

Nothing obvious/interesting done during turn; early game, so no global enchantments active. I haven't a clue what could've elicited this.

It is reproducible! Just end the turn, and D3 crashes during the "AI thinking" phase.

RamsHead
January 18th, 2007, 06:53 PM
I noticed that the Jotun Wolf form of the transforming Niefelheim mages retains the size 4 that the other forms have.

Edi
January 19th, 2007, 10:59 AM
Actuarian said:
Attentive Statue description: It should be standing a vigil, not standing a vigour.




RamsHead said:
I noticed that the Jotun Wolf form of the transforming Niefelheim mages retains the size 4 that the other forms have.



WHY are these in the bug thread?

The first instance is not a bug, but a typo. We have a thread for those (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&amp;Number=478095&amp;page=5&amp;view=collap sed&amp;sb=5&amp;o=&amp;fpart=1), though it has dropped from the first page.

I have asked before to have that thread stickied, and it was precisely to avoid having this thread cluttered up anymore than it already is.

The second bit is NOT a bug. A human skinshifter turns into a human-sized werewolf, so why the hell would a giant skinshifter or giant mage with an alternate werewolf form turn into anything other than a giant-sized werewolf?

Please, THINK before you post.

Edi

Jurri
January 19th, 2007, 01:00 PM
Umm, you do know that the Niefel mages have three forms, do you? (Indeed, the wolf-form should probably be the same size as a dire wolf, nice catch!)

Also, why should anyone be aware of the existence of your typo-thread? This bug-thread can certainly accommodate any and all stuff including typos as long as it has no moderation or other means of culling useless posts like this one and the one I'm responding to.

So... Take a chill pill, won't ya?

Taqwus
January 19th, 2007, 03:17 PM
/threads/images/Graemlins/Bug.gif AE Ermor: Landlubber Censors should not be spawned underwater.

/threads/images/Graemlins/Bug.gif Changing forge orders: The routine that checks whether you have the gems to build an item does not take into account the resources that you wouldn't be using forging your previous choice.

Possible /threads/images/Graemlins/Bug.gif, definite weirdness Dead mercenary Hall-of-Famers returned as mummies retain mercenary behavior in terms of item stickiness.

NTJedi
January 19th, 2007, 03:26 PM
Taqwus said:
Possible /threads/images/Graemlins/Bug.gif, definite weirdness Dead mercenary Hall-of-Famers returned as mummies retain mercenary behavior in terms of item stickiness.



That's not the only trait they maintain... such as retreating from the battlefield will kill them.
Another trait they maintain is that you cannot give them troops.

Jack_Trowell
January 19th, 2007, 05:53 PM
/threads/images/Graemlins/Bug.gif the war shamblers for a mercenary group are described as having a shark skin armor (and the sprite seems inded to wear something), but the War shamblers have no armor.

Wish
January 21st, 2007, 01:23 AM
bug: when you wish for a lady of fortune, you get the dom 2 fair skinned version instead of the dom 3 blue skinned version.

Edi
January 21st, 2007, 05:58 AM
That's probably because there is more than one monster with the same name and it picks the one with the lowest ID number from the list. The same thing used to happen with assigning magic sites by name to a map in Dom2 so that you could only assign the Fire Academy of High Magics, never Air, Water or Earth.

Just try wishing for Heavy Infantry or Infantry of Ulm or Light Infantry and I'm certain that you're going to get #38 for HI, #28 for LI and #67 for IoU, instead of #40, #29 or #71 respectively.

So it's not a bug per se. The game just doesn't know which one of the different options you want, so it provides the first one that fits the name.

Now, wishing for "monster &lt;id#&gt;" might work, but somebody needs to test it first...

Edi

Wish
January 21st, 2007, 03:43 PM
I guess what I meant was, why is the old version still in the game? does any nation have the option of selecting lady of fortune, but in her anglo-saxon version?

Edi
January 21st, 2007, 06:49 PM
No, it's not available. The Dom2 Lady is one of the obsoleted units, very much like the old legionnaires and Old Standard, which are the DomPPP era Pythium units. They are still in the game and can be put into map files as monsters guarding some province, but not available for recruitment or through events. Easier to just leave them than to hunt the individual units down and eliminate them from the list, I guess, plus that way nothing gets broken.

Besides, anybody wanting to wish a misfortune prevention unit would be better off with a Great Seer of the Deeps. 75% chance of preventing any given bad event in the province he is in is nothing to sneeze at...

Don't worry, it'll be in the DB, though. They all will. As of now, units 0-302 are all done as is everything that can be recruited or assigned as a pretender and it's just a few hundred more summons, heroes etc. to go and it'll be ready.

I'm also going to have a metric crap-ton of bugs, typos and other assorted things to list after I'm done...

Edi

Ewierl
January 23rd, 2007, 10:56 PM
Despite the occasional between-turn hint, Man's temples (both MA and LA) cost the full 400g.

NTJedi
January 23rd, 2007, 11:41 PM
/threads/images/Graemlins/Bug.gif
As already known drowning in a water province of friendly dominion will not allow ritual of rebirth to work which did work within DOM_2.
.........
also
/threads/images/Graemlins/Bug.gif
an attack from "the friendly ones" can also cause ritual of rebirth not to work when the pretender retreats even when the pretender was in friendly dominion.
Strangely enough when the pretender is called back it still has the ritual of rebirth mark as well.

KillerBunny
January 25th, 2007, 01:00 AM
Hey there, I'm new to the forums and I was wondering if anyone could help me with the probelm I'm having, I have just installed dominions and patched it and for some reason after I patched it it stopped working, when-ever I end a turn it either stops on 'Horrors' or on the first or second round of a battle can somebody please help? the game works fine unpatched and I'm running it on windows.

Ballbarian
January 25th, 2007, 02:42 AM
BUG: --mapbcol &amp; --mapsbcol command line switches appear to be reversed.

mapb is supposed to be border color, and mapsb is supposed to be sea border color. I can work around it, but it may save some poor souls a little time in trial and error were it fixed. http://forum.shrapnelgames.com/images/smilies/tongue.gif

Here is a screen showing what I mean:

http://www.shrapnelcommunity.com/threads/uploads/490115-weirdness.JPG

Ewierl
January 25th, 2007, 04:26 PM
The Rime Hauberk provides a 200% cold resistance.

I suspect this comes from the combination of the item's base CR value on top of the CR provided by Breath of Winter.

Cor
January 25th, 2007, 06:03 PM
Perhaps already posted, this list is far too unweildy...
/threads/images/Graemlins/Bug.gif <font color="red">Hall of Fame displays same hero twice. And/Or Hall of fame displays non-existant heros. </font> (ie it tells me that a vampire queen of my nation is in the hall of fame. I have no vampire queen. I had one last game...)

Seems to happen most during early game when playing with 15 slot hall of fame. Still present in 3.04.
/threads/images/Graemlins/Bug.gif

merlinme
January 29th, 2007, 07:38 AM
I was trying to understand how the Alchemist's Stone works. Gave it to a character and converted gems to gems... no effect. So then I thought, it must be gems into gold, that would make sense. So I tried converting one fire gem into gold with the alchemist's stone, and one fire gem into gold without the alchemist's stone, to see what the difference was.

Result: the guy without the alchemist's stone went up the normal amount, guy with the alchmist's stone went up 22 Gold! i.e. about a tenth what I would expect. Is there a decimal point issue somewhere?

Edi
January 29th, 2007, 08:50 AM
No, there is not.

The Alchemist's Stone gives a 50% bonus to alchemy, i.e. you would get 15 gold per earth gem with it and 10 without, 22 gold per fire gem with and 15 without. The only way you can get more than that is using it either with the Master Alchemist pretender or the Alchemist mage (available from the Alchmeists Guild site).

Edi

merlinme
January 29th, 2007, 10:07 AM
Fair enough- I guess I must have misread the manual, apologies.

haileris
January 29th, 2007, 07:46 PM
Tichy said:
If you hire away a mercenary by outbidding a nation they're working for, sometimes they show up with a build order. (i.e. they're building a fortification before you tell them to do anything)

I assume this has something to do with not clearing the orders they have from their previous employer?

I've seen it twice, only forts, not lab or temple orders.



I've seen this as well. Although I haven't tested this, this could allow 2 players colluding a chance to gain a free (ish) fort for one of the players. The merc building the fort is employed by antother player, the new employer gets a fort built for the costs of the merc but the previous employer (I assume) still has a fort half built? So for the cost of employing a merc you gain a fort. Not sure whether you can get a "better" fort or not.

Incidentally, if you cancel the fort, you get the cash back but the game "accuses" you of cheating http://forum.shrapnelgames.com/images/smilies/happy.gif

Cheers
D

Ewierl
January 31st, 2007, 12:49 AM
At least for high-MR creatures, the MR bonus from an Astral blessing has some bugs, the biggest of which being that it doesn't actually increase MR.

I have a wish-acquired Seraph hit squad, and an Astral-9 bless. They all get the MR bonuses from items and spells and dominions normally, things only go wrong with blessings...

First, while the info that shows up on the Sacred icon lists the correct MR+3 bonus, the Magic Resistance window shows a +4 bonus from blessing. (My pretender has Astral-10 this turn, but that shouldn't matter.) Most importantly, the final MR value doesn't change when the blessing lands.

Jurri
January 31st, 2007, 08:23 AM
Astral blessing won't increase your MR past 18. As it happens, Seraphs have an MR of 18, so they won't indeed benefit from the blessing. This is, incidentally, even mentioned in the manual http://forum.shrapnelgames.com/images/smilies/happy.gif

olaf73
January 31st, 2007, 03:46 PM
Maybe already posted.

Ritual of Rebirth only applies to the top 10 spots in the Hall of Heroes. The spell text indicates that it applies to any one in the Hall of Heroes.

Ewierl
January 31st, 2007, 11:54 PM
Jurri said:
Astral blessing won't increase your MR past 18. As it happens, Seraphs have an MR of 18, so they won't indeed benefit from the blessing. This is, incidentally, even mentioned in the manual http://forum.shrapnelgames.com/images/smilies/happy.gif



Aha, so it is. I'd scoured the section on MR, but not the secion on blessings!

Taqwus
February 1st, 2007, 03:09 AM
/threads/images/Graemlins/Bug.gif Land/water as drawn can vary wildly from land/water of province.

The first 3.06 map I generated had strange adjacencies; the second, has land provinces that look like water, land provinces that look like land, water provinces that look like water, and water provinces that look like land. I've also seen a province straddle a drawn boundary that didn't seem to actually mark a boundary between two provinces at all.

RamsHead
February 1st, 2007, 07:09 PM
The Summon Black Dogs and Summon Blaghest(sp?) spells have their effects switched.

Beorne
February 2nd, 2007, 05:35 AM
As 3.06
Units descriptions in Ryleh EA do mentions Ryleh instead of the Aboleths

Kamamura
February 3rd, 2007, 10:26 AM
When playing for relatively short time (1/2 hours), the game suddenly stops displaying any objects. Armies, names, all disappear, but you can move it and zoom in and out. if you try to invoke menus with ESC of F keys, you will receive empty page with the picture of the hand (background), but no menu. The game is not quittable, process must be killed. Bug is reproducible, happens every time now with 3.06 (never happened with 3.04), on two different computers with very different configurations, both WinXP SP2.

Johan K
February 3rd, 2007, 10:44 AM
Kamamura said:
... the game suddenly stops displaying any objects. Armies, names, all disappear,




That or a red screen will happen when you have a bad cd-key. This is an intended feature and not a bug.

NTJedi
February 4th, 2007, 03:39 AM
/threads/images/Graemlins/Bug.gif
Rejuvenate spell does not work on undead which cast the spell. The spell is still casted yet the age for the undead doesn't decrease.

Traq
February 4th, 2007, 11:00 PM
I'm using an older XP sp2 and 3.06 constantly freezes up for 10-15 seconds at a time in all different places and with different video qualities. 3.04 worked fine. I've switched back to 3.04 and the freeze-ups stopped.

Ewierl
February 5th, 2007, 06:22 PM
Kamamura said:
When playing for relatively short time (1/2 hours), the game suddenly stops displaying any objects. Armies, names, all disappear, but you can move it and zoom in and out. if you try to invoke menus with ESC of F keys, you will receive empty page with the picture of the hand (background), but no menu. The game is not quittable, process must be killed. Bug is reproducible, happens every time now with 3.06 (never happened with 3.04), on two different computers with very different configurations, both WinXP SP2.



I have had this problem occur one one MP game I started playing since the 3.06 patch. It occurs semi-sporadically; it's definitely triggered when I hit the Esc key (on my Mac), probably hitting it one too many times.

When it happens, everything vanishes except the map image itself; further pressings of Esc will switch between that and the hand background.

lonwright
February 6th, 2007, 08:54 PM
I originally posted this as a support form through the Gamer's Front--apparently not the best place to post a bug report!

This occurs in 3.04 in full-screen (G3 running 10.3.9), and probably in 3.06. If I leave the machine without clicking on the rolling credits that appear after the quit command and return a couple hours later, a click no longer dismisses the credits. In fact there's no response. A force-quit doesn't work either, and I have to reboot. (From a design perspective, it seems that a program should quit when you issue the quit command! Many Mac programs have a button in the About Dominions 3 window that you can click for the credits.) Most important, this shouldn't crash my computer!

lonwright
February 6th, 2007, 09:06 PM
The update process that requires you to move the application to the desktop and then move it back is cumbersome. I have the app on a different volume, so this means copying the file each time. Most Mac programs use Apple's installer, which can be set up search for applications and patch them in place.

Also, the Info.plist file should be maintained with the correct version, mod date, and copyright information. This information is displayed in the Finder with a Get Info command and in some window views.

lonwright
February 6th, 2007, 09:09 PM
Mac v. 3.06 (G3 running OS X 10.3.9)

I don't remember exactly what I was doing, but I think I right-clicked on one of the commander icons. The program quit without any message. The only evidence I could find was in the console.log file:

NÂgot gick fel!
cltu: bad mnr
NÂgot gick fel!
cltu: bad mnr
2007-02-06 18:06:22.162 System Events[487] Command: Hidden.doAction
Direct Parameter: /
Receivers: (null)
Arguments: {"" = "/"; code = 1718579310; }
2007-02-06 18:06:22.181 System Events[487] Result: (null)

1000yd_stare
February 7th, 2007, 05:55 PM
Using the latest patch 3.06, on a win2k box, this attached game consistently fails with a nagot gick fel message:

acc: bad unr

All the players bought via shrapnel games, and we have been playing this game with the patch for at least a couple turns (i'm out of the game, but i host).

Ranger
February 7th, 2007, 08:04 PM
Post deleted by Ranger

NTJedi
February 7th, 2007, 11:46 PM
Ranger said:
Navigator with army will move to land, but not to water locations.




Navigators are for crossing water provinces... not for entering water provinces. If you want them to enter a province you have to provide him an item of water breathing.

Please delete the text from your non-bug post.

RedWurm
February 8th, 2007, 10:57 AM
Ewierl said:
I have had this problem occur one one MP game I started playing since the 3.06 patch. It occurs semi-sporadically; it's definitely triggered when I hit the Esc key (on my Mac), probably hitting it one too many times.

When it happens, everything vanishes except the map image itself; further pressings of Esc will switch between that and the hand background.


the hand background is the menu background when you normally press the esc key - all the menus and things are still there, but invisible. I've stuck some labels on the edge of my monitor to let me know where the options are that let me quit the game properly when this happens on my PC.

DrPraetorious
February 9th, 2007, 12:54 AM
Ewierl says there is an inconsistency with the battle report he saw and the strategic outcome.

I expect he will explain in more detail.

Ewierl
February 9th, 2007, 01:20 AM
DrPraetorious said:
Ewierl says there is an inconsistency with the battle report he saw and the strategic outcome.

I expect he will explain in more detail.



The battle between Agartha and Tien Chi in province 146 (Tirannea) shows a serious discrepancy between the two versions of the battle outcome, the battle replay and message/strategic map.

If you watch the battle replay, Agartha takes serious casualties but eventually wins, its last handful of soldiers driving Tien Chi's entire army off the map. As any viewer with patience can see, there is a "The armies of Tien Chi are routed" message, and no such message for Agartha.

However, according to the Message-window battle report, Tien Chi was victorious and defended the province successfully. The casualty counts in that message are reasonable, though difficult to verify precisely.

Stranger yet, after the battle, 146 shows a large force of Tien Chi soldiers, as if the forces hadn't actually routed during the battle.

All this is from Agartha's perspective; possibly Tien Chi's version of the battle replay turned out differently? That too would certainly be a bug.

calmon
February 9th, 2007, 05:11 AM
Sounds like a bug we had in dom2, where linux host and windows client gave us wrong battle reviews.

http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&amp;Number=245385&amp;page=&amp;view=&amp;sb=5&amp;o =&amp;fpart=1&amp;vc=1

Is it equal discribed in the dom2 thread above?

Reay
February 9th, 2007, 10:19 AM
Save and quit when connected to the server actually uploads the 2h file even though the warning message says it will not upload.

This can cause problems when the server is on quick host and you are the last player to take his turn. It can cause premature end turns.

I guess just changing the warning message would be handy. http://forum.shrapnelgames.com/images/smilies/happy.gif

Ewierl
February 9th, 2007, 05:39 PM
calmon said:
Sounds like a bug we had in dom2, where linux host and windows client gave us wrong battle reviews.

http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&amp;Number=245385&amp;page=&amp;view=&amp;sb=5&amp;o =&amp;fpart=1&amp;vc=1

Is it equal discribed in the dom2 thread above?



It's possible, but to find out for sure, we need to know what systems people are running on. Regardless, it seems unlikely since my opponent says he saw the same thing I did, so the source of the bug is more likely to be the server than an inconsistency based on the difference between server and player OS's. Although I suppose I really don't understand this OS-based bug, since someone in D2 claims to have seen it in SP?


I'm running 3.06 on a Mac. DrPraetorius, what system is the server running?

Terrel, my opponent, says he saw pretty much the same thing I did. I'll try to get him to comment here with any additional details from his side, especially what OS he's using!

Hellboy
February 9th, 2007, 06:05 PM
Ewierl said:
...

Terrel, my opponent, says he saw pretty much the same thing I did. I'll try to get him to comment here with any additional details from his side, especially what OS he's using!



Its like Ewierl said, I saw the same thing he did, so that doesn't sound like the OS bug to me. FWIW, I'm running WinXP.

DrPraetorious
February 9th, 2007, 07:06 PM
I'm also running Windows XP, dominions version 3.06.

Potatoman
February 9th, 2007, 10:05 PM
Units revived via Ritual of Rebirth who were thousands of years old at the time of their death (even if they were not old!) result in a mummy with old age.

The starting age for the mummy should be 0 (it was just created), or the maxage should be 1000 + the base age of the creature being revived.

normalphil
February 10th, 2007, 03:23 AM
Jack_Trowell said:
/threads/images/Graemlins/Bug.gif the war shamblers for a mercenary group are described as having a shark skin armor (and the sprite seems inded to wear something), but the War shamblers have no armor.



The same unit (War Shambler) is a ME Atlantis recruitable; again description mentions sharkskin armor, sprite has the armor, unit doesn't have armor.

FrankTrollman
February 10th, 2007, 03:56 PM
Deleted.

lch
February 14th, 2007, 09:00 AM
Spelling errors: PD should be called Defense, not Defence in the map screen. There's no fence in Defense. http://forum.shrapnelgames.com/images/smilies/wink.gif There is no such word as Shamen - it's called Shamans in english, too. It is not a man from Sha or something, so you can't build the plural like that.
I got lots of other spelling errors, but I don't know if I should list all of them?

Bug: It is possible to assign "Corrupt Commander" and "Seduce enemy Commander" actions to other units who don't have the necessary skill to do so. This should have already been reported, otherwise ask me via PM how to reproduce it.

Bug: The hero Sköge has only the name "Sk" when you get him. In his description it is correctly listed as "Sköge".

--

I am fairly certain that for every map that you randomly generate, the computer "forgets" to assign neighbors for at least one province, so that this province only gains neighbors through adjacent provinces which reference it. But I haven't been doing extensive enough testing on that.

Graeme Dice
February 14th, 2007, 03:59 PM
lch said:
Spelling errors: PD should be called Defense, not Defence in the map screen.



Defence is the British spelling, so most of the world spells it that way.

lonwright
February 15th, 2007, 08:17 PM
I had an aquatic pretender who teleported to a land province, and the message said he drowned! But I'm not sure what you call it when you die from air exposure--dehydration?

Xox
February 15th, 2007, 09:48 PM
I have been using the soulstone of the wolves and it does not seem to be working.

I have the option to use the item on the leader equipped with it. I select it, it pops up with a province selction. I choose a privince and hit ok and everything looks good. I can see the leader with the notation saying he is doing call the wild. But next turn, no wolves or werewolf. I have only done this on my own provinces.

Is this a bug or just something I am missing, like this works only on hostile provinces?

NTJedi
February 16th, 2007, 02:53 AM
Xox said:
I have been using the soulstone of the wolves and it does not seem to be working.

Is this a bug or just something I am missing, like this works only on hostile provinces?



I have Dominions3 version 3.06 installed on two computers and Soulstone of the Wolves works perfectly bringing the werewolf and his wolves.

1000yd_stare
February 16th, 2007, 07:45 PM
A bump (second occurrence) for my nagot gik fel - acc: bad unr

This crashes the game during hosting. Temporary resolution was /is to remove all 2h and trn files, staling everyone but the AI. This will be the second time i have received this error during hosting, within about 3 turns of each other.

The attachment is on page 49.

Xox
February 16th, 2007, 11:31 PM
NT Jedi

Hmm, not sure what to say, it (soulstone) is definitely not working for me. Tried multiple times, different ways, different target provinces, it just has not worked at all in any of those seven turns.

I never get any message of failure or success the next turn and ... never any wolves.

Perhaps just bugged in my particular game. Its an MP game btw.

calmon
February 17th, 2007, 07:42 PM
2 bugs found by playing ermor:

one major bug:

stygian paths is still heavy bugged. If you send a commander with an army it says something like "212000129 died during transport...". In real the commander died (every time) and the units reach the target province without commander. And of course there weren't 212000129 units like the dom3 message says. Without troops the spell seems to work.

and one minor bug:

Revive Wraith Senator (Ermor Ashen Empire national) should bring up a Level 3 priest (see manual). Instead he is only level 2. (especially annoying because i cast this spell for an immortal level 4 prophet, now i have a level 2 gimp)

Ranger
February 17th, 2007, 09:56 PM
I just loaded my saved game and can't play it anymore, if I try to enpower a magic user, when I click on a magic area the text just moves up/down in the window all magic resets to level 1.

I've seen issues with text scrolling, sometimes after reloading a game the message window will not scroll down to bottom where you see the exit link!

See Attachment for Saved Game.

CyborgMoses
February 18th, 2007, 02:14 AM
For Middle Age Ermor: the description for the Hastatus has the sentence "The Hastati wield shorts words and javelins." This should be "short swords". Additionally, all of the priest descriptions still refer to them as having unholy powers. Is this intentional?

Edi
February 18th, 2007, 04:46 AM
The unholy references are appropriate since MA Ermorian priests can reanimate undead and they have access to holy (formerly unholy) spells that boost undead on the battlefield.

Good catch with the other typo, I'll add it to my list.

Edi

Smiling_Spectre
February 20th, 2007, 09:16 AM
I live in Russia, and there is no Dominions 3 in the shops. But recently I receive Dominions 3 with version 3.00 as a gift from my friend. It works good, but I want patches, of course. After any patch (I have already 3.04 and 3.06) game stops working! I still can do anything - from map making and game starting to issue orders and look into parameters. One turn. After pressing "end turn" game randomily hangs on any shown steps. It can be "AI thinking", "battles (turn 1)", "horrors" - you name it. It cannot name "true hang" - I can do Task Switching, and music in game still playing, changing melodies, and game eats approx 85% of my Athlon 2000+. But that's all. I waited approx 20 minutes - without result. I bring game to work, and install it on my P4 Duo - it's the same. On the same time non-patched game work as expected, without any hangs. What it can be?