View Full Version : Bug Bug Thread: Discussion
Pages :
1
2
3
[
4]
5
6
7
8
9
10
11
12
13
calmon
February 20th, 2007, 10:20 AM
Smiling_Spectre said:
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?
Looks like you use a bad cd key. Doublecheck the key on your manual with the key in the key file in your game directory.
Smiling_Spectre
February 21st, 2007, 03:37 AM
calmon said:
Looks like you use a bad cd key. Doublecheck the key on your manual with the key in the key file in your game directory.
Yes! Keys in the manual and printed on the disk are different! And key from manual work! http://forum.shrapnelgames.com/images/smilies/happy.gif Thank you!
But how can it be different? It seems, I have fake disk, yes? http://forum.shrapnelgames.com/images/smilies/frown.gif How pity... http://forum.shrapnelgames.com/images/smilies/frown.gif(
Szumo
February 21st, 2007, 07:04 AM
Numeric keypad arrows seem to have stopped working in 3.06 (they no longer scroll the map for example). They worked fine in 3.04.
Sandman
March 4th, 2007, 12:45 PM
The Atlantean national summon, the monster fish (1664), doesn't have any darkvision, despite it being strongly implied in the unit description.
Edi
March 4th, 2007, 01:04 PM
Pending addition to the bug shortlist, commentary on some already reported bugs so that I won't have to deal with those questions later.
WAD = Working As Designed
PAY ATTENTION:
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. If I capture Ulm and can recruit amazons there... why couldn't Ulm have done the same?
WAD. All provinces are assigned a random poptype during map creation. Nobody can recruit the indies of their own province. If there were some routine in the game that assigned poptype 88+ to home provinces after their locations were determined, then NO independent units would be recruitable.
A trivial enough issue that it is hard to justify using programming time to do anything about it unless the devs feel that way.
NT Jedi said:
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.
WAD. Undead do not seem to be affected by any age related effects of either nature or fire magic or presumably other age increasing/decreasing effects. At all.
NT Jedi said:
Victory Point Provinces with 2 or 3 Crowns only shows one crown on the map within randomly generated games. Not sure if the same is true for premade maps.
Fixed in 3.06 or earlier
GrobRim said:
Shift-click for selecting multiple units doesn't work when army setup screen is called up using 'y' rather than 't'
Fixed in 3.06 or earlier.
Frank Trollman said:
Map Bug: Parganos: Province 31 is not marked "no start".
Ygorl said:
In the Cradle of Dominion map, provinces 120 and 167 should be tagged as water provinces
Will be fixed in next patch. I will provide Illwinter with fixed map files for these two maps so that they can devote their time to more crucial issues instead of bothering with such relatively minor things.
cthulhu said:
independants have temples. happened in dom2 also, but seems much more common now
WAD. Independent provinces can suffer/benefit from random events just the same as the provinces of any nation. One event builds a temple in the province. Indie temples do not spread any dominion nor do they decrease the dominion of surrounding nations. They will be destroyed upon conquering the province.
Thematically, they can be regarded as temples to now vanished deities or some minor local god whose worhsip is stamped out by the invading nation to make room for the True God.
cthulhu said:
vampire lords can't use water breathing items, but national troops can? I guess this is probably intentional, one of the many, many ways that vampire lords have been nerfed
WAD. Vampires in mythology tend to be stymied by running water and are bound to land and the earth, specifically to the earth of their own graves in certain folklore. Therefore it is thematically inappropriate for them to be able to enter the sea.
cthulhu said:
vaetti hags start old age at 50. vaette cheiftains start it at 100. vaette at 50.
WAD.
cthulhu said:
vaetti hags don't require a lab to build
WAD. Due to the mechanics of the game, only mages who have one magic of a specified path require a lab to build. Mages who have no magic to begin with but who have a chance to get a random magic (no matter if that chance is 100%) do not. Thematically this can represent hedge wizards and witches who are not formally trained but stumble upon the gift of one magic path or another and puzzle their way to some basic understanding of it.
With the vaetti hag, this is especially appropriate given the starting age of the unit. A whole lifetime of practicing whatever it is such hedge witches practice to learn a single level of a single path and without any formal training. Doesn't need any expensive labs for that.
Lasu said:
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.
WAD. Unique summons in Dominions 3 are unique. Aside from experience, they seem to retain the characteristics they acquire during games. If a unique creature such as a demon lord or arch devil is placed on a map by map command and modified via map commands (renamed, magics removed with #clearmagic etc), then those characteristics will persist throughout that particular game. Even if killed and summoned again, they will keep their original name and will not automatically reacquire stripped magic. This has been verified with a test map.
cthulhu said:
hamas dryads still have flavor text that says they can't leave their home provinces... and still are perfectly capable of leaving their home province
WAD. Hamadryads can leave their home province, just as they could in Dom2, but will lose 1 hit point per turn as long as they are away and will eventually die. In that sense they are unable to leave their homes.
B_Bond: said:
I don't know if anyone has commented on the Colossal Fetisch. <snip reference to another fixed issue> maybe "Fetisch" should be "Fetish" as in "an object regarded with awe as being the embodiment or habitation of a spirit" (Dictionary def)?
Fixed in 3.06 or earlier
Cainehill said:
Equipping magic weapons on commanders with 4 arms is very buggy : for example, the Destroyer of Worlds has 4 hand slots, starts with 4 weapons (2 melee, 2 ranged). Equipping a Thorn Spear costs _all_ 4 slots, while adding an Enchanted Shield gives back the Plague Bow and Lightning ranged attacks.
Same thing happens if a Serpent Kryss or Enchanted Sword is equipped. And, if two magical weapons are equipped, _plus_ a shield, the pretender now has 2 melee attacks, 2 ranged, _and_ a shield. In fact, a Black Steel Tower Shield can be added, for 2 (forged) magical melee weapons, 2 magic shields, and 2 missile weapons equipped. Take away the 2 weapons, he doesn't get the original equipped items back, instead gets a useless kick. And of course, equipping the shields _before_ the weapons takes away the missile weapons.
WAD. This is related to the behavior of non-bonus missile weapons in the game. Non-bonus missile weapons behave as if they were bonus weapons with regard to intrinsic melee weapons. If a unit is not assigned an intrinsic melee weapon but is given a non-bonus missile weapon in a mod, they get weapon 92 Fist as default melee weapon. It is possible that they would keep any previously assigned intrinsic melee weapon, but I've only tested with units whose intrinsic weapon was fist, so the point is moot. In any case, addition of the missile weapon will leave the unit with both melee and missile weapon.
Giving the unit a shield item only will not affect the missile weapon. Giving the unit a weapon item only will eliminate ALL non-bonus weapons it intrinsically had. Giving both weapon and shield items will also eliminate all intrinsic items. IF the unit only has 2 hand slots, that is. It is NOT confirmed, but my speculation is that units with 4 arms will check after the first weapon and shield if there are any empty arm slots and keep missile weapons if there are. The case with two shields would probably work according to similar logic. A test case with three 1-handed weapons and 1 shield could be used to fully test out this behavior. Possibly as long as the last hand slot contains a shield, the DoW gets to keep both missile weapons due to their peculiar status as de facto bonus wrt melee weapons if they are intrinsic.
These are all of the things that I have gleaned from previous posts in the bug thread that seem to be completely WAD or which have a logical, consistent (if sometimes strange) explanation in light of observed game mechanics.
Unless the devs personally intervene to pronounce one of these issues as bugs, I DO NOT WANT TO SEE THEM REPORTED AGAIN.
Thank you for your time.
Edi
Gandalf Parker
March 4th, 2007, 03:11 PM
Of course any of these probably can be discussed as suggestions, wishlist, even debated as "it should be this way" on threads other than the bug list. Personally, I think I would recommend it even since calling something a bug, wrong, broken, etc etc can act against you on items which the devs dont agree are that way. Pushing a bug title onto something is not always helpful to getting it changed IMHO. It can speed things up, but only if the devs agree that its a bug.
Edi
March 4th, 2007, 04:00 PM
True that, Gandalf. Anything and everything is always a valid topic of discussion as feature requests, improvements (as much as these can be agreed upon) and such as long as those discussions are conducted appropriately. My posts in this thread are going to be strictly from the bug management point of view, which is why I'm going to take a fairly strict approach to what gets included.
I should also clarify one of the points in the above post in light of some new information: undead, inanimate creatures and demons apparently do benefit get increased maxage (=oldage), but nature magic is not a factor. Instead they use death, earth and blood magic respectively with the same mechanism.
Edi
Johan K
March 4th, 2007, 04:09 PM
1000yd_stare said:
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).
It turns out that it was Mind Hunt that made the game crash. Remove that order and it should work ok. It will be fixed in the next patch.
lch
March 4th, 2007, 05:17 PM
Check The 3.06 patch thread for some strange bug regarding the strategic overview and looking at commanders vs. army view and looking at commanders. It seems as if some return values are giving problems there and the interface vanishes...
BigDisAwesome
March 4th, 2007, 06:08 PM
Whenever I have iTunes running Dom3 won't load up. It'll stick on the Please Wait screen. Then when I close iTunes and try again, it works fine. Any ideas?
Wish
March 4th, 2007, 06:18 PM
turn off itunes before you start the game. turn off sound.
BigDisAwesome
March 4th, 2007, 09:52 PM
no other way? i keep the ingame music turned off, but i kinda like hearing the battle sound effects.
lch
March 4th, 2007, 10:59 PM
That depends on your system. I have no idea about Windows. It should either work magically, or not at all like you want.
I guess you are on a Mac. I have no personal experience with them, but AFAIK the system is structured somewhat like Linux. I can only speak about that: You have to look what sound daemon your system is using. Under Linux, Dom3 can use the aRts sound daemon (and it's the default) or the OSS sound daemon ("for better quality"). I think the OSS sound daemon is not capable of handling two sound sources at the same time, it locks the sound device for one source, at least on my system. The aRtsd however can handle two sound sources at the same time and has no problem to mix the sounds from the sources. So you can play something in the background and still hear the sound effects from the game.
Just make sure that all your programs are using the same sound daemon as output device. Check what audio options your Dom3 executable is offering with the "-h" switch, the audio options should be at the bottom.
mivayan
March 5th, 2007, 01:55 PM
Edi said:
GrobRim said:
Shift-click for selecting multiple units doesn't work when army setup screen is called up using 'y' rather than 't'
Fixed in 3.06 or earlier.
If my army is in province 1, and I select province 1 then press y, then it works yes.
If I order my army to move from province #1 to #2, then select #2 and press y, shift+click doesn't work in 3.06.
Edi
March 5th, 2007, 03:07 PM
The problem here is GrobRim failing to report the bug properly. I'll check this when I get home, then add it to the shortlist.
This should highlight why it is important to report bugs properly like mivayan here did. If a bug report is so vague that it is impossible to divine what the person reporting it meant, then it's likely to get dismissed out of hand.
I am no mind reader and neither are the devs, so when reporting a bug, it's better to go into detailed descriptions and step by step instructions on how to reproduce the bug (as mivayan did) rather than assuming that everyone knows what you meant. That will save everyone a lot of headache.
As an aside, I should mention that some of the bug reports gleaned from earlier readings of the thread only made sense when combined with other reports. In some cases things were so badly formulated that neither post (sometimes separated by several pages) by its lonesome made much sense or gave enough useful information to get anywhere, but together there was enough to produce a bug report. If ANYONE here thinks such reports are going to pass in the future, they had better think again, because in such events I WILL give them a piece of my mind. VERY firmly.
Edi
Edi
March 5th, 2007, 07:39 PM
Another post dealing with issues that were reported as bugs despite the bug status being questionable. We also get a new acronym: DAU = Dismissed As Useless. It will be applied to bug reports that are too vague or incoherent to give any useful information.
The next batch:
NT Jedi said:
***** queen pretender still not working for at least one nation... late age Midgard.
DAU. Report is too vague. ***** Queen is available for Midgård.
Horst F. Jens said:
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.
WAD. Shuten-doji has 2 hand slots and neither life drain or claw are bonus weapons. When shield is added, the second weapon is eliminated. If the order of the weapons were reversed, claw would disappear. Making life drain bonus would mean giving it as a bonus attack for every creature with life drain, which has deeper and more direct consequences than just switching the order of Shuten-doji's weapons. This is a matter of personal preferences related to game features, not a bug.
Taqwus: said:
Prince of Death is described as a demon prince, but he's undead, not demon.
Probably WAD. Description may need an update to refer to him as a demon prince of the Underworld, but this is more a matter of personal preferences than even much of a description error. Leaving that up for the devs.
PheasantPlucker said:
Major Bug: When any single member of a missile squad is - or becomes - unable to shoot, the entire squad will stop shooting and immediately charge in to close combat.
This needs a more detailed report and more independent confirmation. I have never seen this behavior and seems to be WAD. Are you sure you hadn't mistakenly given your missile squad attack orders?
Beorne said:
As 3.06
Units descriptions in Ryleh EA do mentions Ryleh instead of the Aboleths
WAD. This is nothing but pointless whining. The various slave trooper and slave guardian units and several of the slave commanders are used by EVERY SINGLE ERA OF R'LYEH. It is quite unreasonable to expect there to be a separate set of completely identical units except for the description, but no functional OR thematic difference.
For an example where there are functionally identical units with different descriptions, see Kailasa/Lanka/Bandar Log/Patala. Those nations have several units that are the same, but e.g. the Lanka and Kailasa Bandar Commanders are different units because the nations are thematically very different from each other despite superficial similarities. Such large scale thematic differences do not exist between EA and MA R'lyeh, which is the point that matters.
lch
March 5th, 2007, 10:25 PM
Edi said:
PheasantPlucker said:
Major Bug: When any single member of a missile squad is - or becomes - unable to shoot, the entire squad will stop shooting and immediately charge in to close combat.
This needs a more detailed report and more independent confirmation. I have never seen this behavior and seems to be WAD. Are you sure you hadn't mistakenly given your missile squad attack orders?
Same thing happened for me once for the first and last time: I had cast Flaming arrows for my lot of ~100-150 archers. They fired their flaming arrows once, in turn 1. In turn 2, some enemy cavalry came close and into melee distance to some(!) archers. As soon as one of them was in melee, all the others stopped firing their much more useful flaming arrows, too, and switched to melee, even though they had no chance to hit anything in close range, yet, and most of them were surrounded by other archers.
Solution: Set them to Fire, then they will always use their ranged weapons if they can, and only use melee weapons if necessary. I was expecting that was the default that the AI would do, but I had to learn the hard way that this is not the case.
Gandalf Parker
March 5th, 2007, 10:33 PM
It might be that one of the units suffered an affliction such as blindness. Since it couldnt fire it attacked, since it attacked they all attacked.
Breaking up the archers into many units helps
thejeff
March 6th, 2007, 10:15 AM
I've seen the archers closing instead of firing into melee behavior, usually by AI/indy archers, but sometimes with my own. Hadn't thought that it might be connected to Fire orders vs unscripted.
The original bug (Any member of squad unable to shoot, whole squad charges) I remember seeing with Marveni. There was some discussion of it early on.
Edi
March 6th, 2007, 10:30 AM
Unscripted archers or archers set to fire archers sometimes advance far too close to the enemy front ranks in order to get in range to fire at their assigned target. Scripted ones are easy, set to fire closest and they'll stay back. Unscripted ones will pick their initial target stack at random, so either they close or they don't, it's rather hit and miss.
Edi
Sandman
March 6th, 2007, 10:39 AM
Could we have a bug sub-forum, rather than this ugly thread?
thejeff
March 6th, 2007, 10:59 AM
No, this is a different behavior. I've definitely seen (probably unscripted) archers stop firing when other troops close with their targets. The archers then close to attack in melee.
I think I've seen it most commonly with SC pretenders taking indies in the early game.
SlipperyJim
March 6th, 2007, 11:15 AM
Are the archers out of ammo?
Also, my Nature mages have picked up an annoying habit of casting berserker spells on my archers. I'll have to figure out a script to stop that.... Meanwhile, that creates another way for my archers to charge into melee: by going berserk.
thejeff
March 6th, 2007, 11:30 AM
Here's a link (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=452863&page=0&view=collap sed&sb=5&o=&fpart=all&vc=1)) to the discussion on the "Any member of squad unable to shoot, whole squad charges" problem. I don't know if it still exists. I may try it out tonight if get the chance.
Gandalf Parker
March 6th, 2007, 02:05 PM
If we made a subforum Id rather have one for suggestions than for bugs. Having a forum for bugs would encourage everything to be discussed as a bug. I think thats part of the problem now. It gives the impression that everything is broken rather than just being some peoples wishlist for tweaks.
Nick_K
March 6th, 2007, 03:49 PM
Edi said:
Beorne said:
As 3.06
Units descriptions in Ryleh EA do mentions Ryleh instead of the Aboleths
WAD. This is nothing but pointless whining. The various slave trooper and slave guardian units and several of the slave commanders are used by EVERY SINGLE ERA OF R'LYEH. It is quite unreasonable to expect there to be a separate set of completely identical units except for the description, but no functional OR thematic difference.
I'd like to take issue with this, if I may. Firstly, I don't especially like seeing aggressive language like 'pointless whining'. If it was my post you were replying to, I'd view this as a personal attack.
I think that immersion is important in games, and especially in ones like Dominions where the huge roster of interesting units etc is a major strong point.
Seeing this sort of description breaks immersion. If I were a new player looking at the demo, I would find this sort of reference to a nation that does not even exist in EA confusing and I'd certainly consider it a bug.
In fact, I do find that issues like this are annoying and I do view them as bugs. They may not be major ones, but they are certainly on the level of the other typos.
I also feel that naming EA "R'lyeh" as "R'lyeh" does not make much sense. After all, R'lyeh is clearly defined in the manual as the name of the sunken city that I thought was supposed to be the remnant of the fallen star. I'd prefer it if the name were changed.
As for the unit descriptions... I think it is perfectly reasonable to expect units to exist that differ only in their description, if this is needed to make the background actually make sense. After all, this doesn't seem like it would be a difficult change to make.
(edit) Just noticed the stuff about sub-forums... why not have one for bugs /and/ one for suggestions?
Teraswaerto
March 6th, 2007, 03:55 PM
I have to say that I agree with Nick_K. Having age specific descriptions on units that appear in multiple ages is not good. It breaks immersion.
Kristoffer O
March 6th, 2007, 04:06 PM
> I'd like to take issue with this, if I may. Firstly, I don't especially like seeing aggressive language like 'pointless whining'. If it was my post you were replying to, I'd view this as a personal attack.
I think you are right about Edi's language sounding a bit harsh. However, I do not think it is meant to be rude. Edi sometimes sounds that way.
Edi, could you try to sound more nice than you are ? http://forum.shrapnelgames.com/images/smilies/happy.gif
> I also feel that naming EA "R'lyeh" as "R'lyeh" does not make much sense. After all, R'lyeh is clearly defined in the manual as the name of the sunken city that I thought was supposed to be the remnant of the fallen star. I'd prefer it if the name were changed.
You have a point. The name is a remnant of old coding and a possibly misdirected intention to make newbies aware of a history of the nation and that it is in many ways the same nation. In some cases, as in Sauromatia, I didn't keep the name throughout eras, but in most I did, not to confuse new players. Arco could easily have another name in the early era. But you have a strong point in the fact thet the star is basically the origin of the name. Perhaps the Aboleths took the name from the sacred star they called down on the world.
> As for the unit descriptions... I think it is perfectly reasonable to expect units to exist that differ only in their description, if this is needed to make the background actually make sense. After all, this doesn't seem like it would be a difficult change to make.
Not too difficult, but annoying work. Descriptions are linked to units, so a whole bunch of duplicate units would have to be made and then inserted in the nation data for recruitment, province defence etc. Not difficult, but somewhat bug prone.
Teraswaerto
March 6th, 2007, 04:23 PM
Perhaps the descriptions could be slightly altered to not be specific to a certain Age? That way no duplicates would be needed, although obviously it would still be a lot of work.
Edi
March 6th, 2007, 04:27 PM
Note to self: Refrain from posting bug commentary at 0:47 am after working three hours on the bug shortlist.
Point taken about the use of language, I will be more diplomatic in the future. My apologies to Beorne and Nick.
The point about annoying extra work still stands, though. Getting all of the Aboleth R'lyeh recruitables to match the era in descriptions as well will require a minimum of 15 new units to the game that have to get their stats, abilities and other specials (such as land-forms and sea-forms) correct and have the descriptions altered by one word, making it start with "The success of the Aboleths is largely due..." instead of the "The success of the R'lyeh is largely due..."
If ever I've seen a nitpick, then this issue is it. In my personal opinion anyway. That may have something to do with how I perceive EA R'lyeh, though. To me, it seems thematically almost indistinguishable from the MA R'lyeh, barring the void gate summons.
Put crudely, the difference being that instead of squishy fish with mind control powers there are squishy squids with mind control powers running the show and both fish and squids regard everything else as slaves, fodder and food.
When we look at the ape nations and the evolution of Sauromatia to Pythium to Serpent Cult Pythium (Pretty please?), there is a great thematic difference between Sauromatia and Pythium and less so between Pythium and SC Pythium.
Edi
mivayan
March 6th, 2007, 06:47 PM
Edi said:
Put crudely, the difference being that instead of squishy fish with mind control powers there are squishy squids with mind control powers running the show and both fish and squids regard everything else as slaves, fodder and food.
I think it nags people because the starspawn crushed the aboleths, so they are enemies, so it's kinda like accidently having the wrong team's name on your shirt at the.. uh.. superbowl?
I dont have a suggestion for how to rephrase it to make it fit both though.
When we look at the ape nations and the evolution of Sauromatia to Pythium
Oh right. The hydras passed that way. But most of the sauromanian empire appears to have been wiped out, and only the hydras remained to become part of pythium.
thejeff
March 6th, 2007, 07:05 PM
So mark it as a Trivial description bug and let the devs handle it at their leisure. Or not.
Include it on the list so that people know it's been noticed and stop reporting it.
Edi
March 6th, 2007, 07:24 PM
mivayan said:
Edi said:
Put crudely, the difference being that instead of squishy fish with mind control powers there are squishy squids with mind control powers running the show and both fish and squids regard everything else as slaves, fodder and food.
I think it nags people because the starspawn crushed the aboleths, so they are enemies, so it's kinda like accidently having the wrong team's name on your shirt at the.. uh.. superbowl?
I dont have a suggestion for how to rephrase it to make it fit both though.
More like the star falling into the sea accidentally crushed the aboleths flat and only Auluudh and a few others survived. It also destroyed the Basalt Kingdom of the Atlanteans. The starspawns and aboleths could even have been allies as likely as enemies if things had turned out diferently. *shrug*
I'll put that and the DoW items issue in the bug list as low priority bugs so we can put an end to the current bickering here. Should suit everyone.
Edi
Amos
March 9th, 2007, 05:30 AM
MOD (monster) #castledef <nbr> always produces castle defense bonus of 1000
MOD (weapon) #dt_demon does not work. Weapons do not display the 2x dmg vs demons attribute.
MOD (weapon) #nratt does not work
#castledef works now.
#dt_demon works now.
#nratt works but with a bug (if you set the value beyond -3 it retains -3 value)
Edi
March 9th, 2007, 06:12 AM
Thanks, I'll mark them green. http://forum.shrapnelgames.com/images/smilies/happy.gif
The documentation on what all has been fixed and what has not hasn't been totally accurate, so I've had to include everything I didn't specifically see as fixed in the progress and patch download pages or marked so earlier in this thread and I also included some of the fixed bugs because they have not been mentioned too clearly elsewhere.
Hopefully we can rectify a lot of that with the shortlist. http://forum.shrapnelgames.com/images/smilies/happy.gif
Regarding the #nratt, the limit of -3 might be a feature WAD instead of a bug, since weapons that can be used only once every 4 rounds would seem to be pretty limited use. IMHO anyway, and depending on what they do, of course.
Edi
Amos
March 9th, 2007, 10:04 AM
Could you add the helm bug to the list please, its really annoying. All my mods suffer from it.
Edi
March 9th, 2007, 10:52 AM
Which one is that? If it has been reported earlier in this thread, I've missed it, and if it has not been reported in this thread, I have 100% certain not seen it.
So, how does it occur and what does it do?
Edi
March 9th, 2007, 11:47 AM
Never mind, I found it.
Ygorl
March 9th, 2007, 02:00 PM
Cave provinces, in addition to having a "Junk" icon, don't seem to actually be dark. At least, this was an issue in the MP game I'm in...
CyborgMoses
March 10th, 2007, 07:21 AM
The starting troops for Late Age Mictlan include Warriors with Mictlan Armor, which is not available to LA Mictlan; the recruitable troops have Scale Mail Cuirass, which is identical except for having 1 encumbrance instead of the Mictlan Armor's 2.
lch
March 10th, 2007, 11:38 AM
I think that when you hire mercenaries and won the highest bid, but lose the province where the mercs have been ordered to in the same turn, then they vanish without a trace. Maybe they should be open to hire again for one more month?
Sombre
March 10th, 2007, 12:25 PM
I thought mercs turned up before combat?
lch
March 10th, 2007, 01:04 PM
Mercenaries are hired at the very end of turn resolution, only before scouting reports are generated. Everything else, including movement and combat, happens before the mercenaries are hired.
NTJedi
March 10th, 2007, 01:44 PM
Astral travel... is marked as bug in the new bug thread list, yet the spell has worked perfectly everytime I've casted the spell.
Edi
March 10th, 2007, 04:24 PM
lch said:
I think that when you hire mercenaries and won the highest bid, but lose the province where the mercs have been ordered to in the same turn, then they vanish without a trace. Maybe they should be open to hire again for one more month?
No they don't. They show up and enter the service of the player controlling that province. So if you lost a province where you were supposed to get mercs on that turn, your money is gone and paid for the mercenaries to work for your enemy.
NT Jedi said:
Astral travel... is marked as bug in the new bug thread list, yet the spell has worked perfectly everytime I've casted the spell.
Judging by the reports I've been seeing, there has been problems with that spell (at least when cast from the Gate Stone), Faery Trod and Stygian Paths as noted by the discussion thread referred to in the report.
Frankly, I'm going to have to ask you whether you are referring to Astral Travel or Gateway here. Gateway works and always has. The reason why I have to ask is your prior bug report where you kept talking about Ritual of Rebirth over and over but were describing behavior of Twiceborn. I want to make sure you're not confusing your spells again.
If you want to question my judgment on which bug reports to include in the shortlist, then you should provide something other than an anecdote to counter the reports of others. Or you can show me how I've erroneously attributed this bug report to someone when it has not been reported by anyone. In that case, I will of course admit a mistake, otherwise the report stays so that it can be resolved for everyone to know as either a real bug or WAD.
aku666
March 10th, 2007, 04:26 PM
It's the final turn I think and the game crashed with strange error. I have no idea what is causing this. Here is a screenshot and I'm attaching a save file because the crash happens every time so maybe someone figures it out what's causing the crash.
screenshot (http://img103.imageshack.us/img103/4489/bugvj5.png)
Edi
March 10th, 2007, 04:35 PM
http://koti.welho.com/ehalttun/Images/Smilies/icon_eek.gif
That's one for Johan to decipher...
Blofeld
March 10th, 2007, 09:19 PM
I repost some bugs I prevoiusly found that didn't make it to the shortlist:
1. Magic item #101 - 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.
2. 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.
3. Fort #8 - citadel has garbled graphics in battle replay: some disconnected walls and grates. Defenders started in the open.
See attached picture
Edi
March 11th, 2007, 05:36 AM
Blofeld, thanks. I actually had the twin spear thing listed but managed to miss it while organizing things. All three bugs added and will be posted shortly.
CyborgMoses said:
The starting troops for Late Age Mictlan include Warriors with Mictlan Armor, which is not available to LA Mictlan; the recruitable troops have Scale Mail Cuirass, which is identical except for having 1 encumbrance instead of the Mictlan Armor's 2.
See Shortlist thread instructions on how to report bugs that involve units. I want the unit numbers, otherwise this gets ignored.
lch
March 11th, 2007, 03:32 PM
BHV No arm, no helmet: Commanders wielding two-handed item weapons in combat and getting the affliction “Lost an arm” can lose their intrinsic helmet (but not the head slot). One of Blofeld's bane lords had his arm chopped off while wielding a wraith sword and when the item was later removed (it wasn't lost), the default full helmet was gone. Adding a starshine skullcap gave MR bonus but no head armor. Related to wielding 2-h item and “Lost an arm” affliction? Or 2-h item causing confusion between “Lost an arm” and “Lost his head” afflictions or something else?
Funny, it sounds like the 2h weapon just disables the slot after the one where the weapon is equipped, so in that case it accesses the head slot since the second arm is missing!? It might be worth to try if an unit which lost an arm and his head will lose his chest slot, too.
BHV Corrupt/Seduce: It is possible to assign these commands to units who do not possess them. Recruit bunch of scouts, add Succubus/Manyusha Rakshasi/Oreiad/other seducer, group them, move to enemy province. Select whole stack by clicking on the seducer, hit space, select “Seduce” from list and all units will perform seduce action.
Note that you don't need stealthy units for this, if you are being sieged you can use every commander you have against the sieging enemy in this way.
Amos
March 11th, 2007, 03:49 PM
I don't think #dyingdom is working. I left a capital province, the only province in the game, with no pretender for 10 turns and the dominion of 1 didn't change (shouldnt it drop to 0?). I don't know if its a bug or a normal game behavior.
FrankTrollman
March 11th, 2007, 03:59 PM
Deleted.
Nick_K
March 15th, 2007, 08:05 PM
I seem to remember a thread in Doms2 where it was mentioned that tramplers were /supposed/ to make a melee attack at the end of their trample. Is this supposed to be the case in Doms3 or is the current situation WAD?
Graeme Dice
March 16th, 2007, 01:24 AM
Tramplers have never made a melee attack except when they attack something their size or larger. Allowing them to make such an attack would make tramplers other than elephants and other size 6 creatures much more useful.
Endoperez
March 17th, 2007, 07:02 AM
#clearsites doesn't affect LA Pangaea starting site "The Carrion Grove". It could be related to old code that made Carrion Woods have different Carrion Groves depending on world richness.
Edi
March 17th, 2007, 07:57 AM
Ygorl said:
Cave provinces have a "Junk" icon rather than a cave icon on the main screen GUI. Also, cave provinces' battlefields are not dark (I think they should be?)
I got this sent by PM. Might as well put it here so it's visible to all. Time to add some more to the shortlist.
Sombre
March 17th, 2007, 09:56 AM
I believe I stated earlier that #clearsites doesn't work at all. On anything. I stand by that; although I haven't tested it extensively I've never seen it clear any sites at all from any nation.
So have you had a different experience?
Edi
March 17th, 2007, 10:02 AM
It's listed there as not working at all (my experience as well, but only cursorily tested), but I added a separate shortlist entry for the special case for Carrion Grove and Unholy Sepulchre due to their special nature.
Endoperez
March 17th, 2007, 10:26 AM
Sombre said:
I believe I stated earlier that #clearsites doesn't work at all. On anything. I stand by that; although I haven't tested it extensively I've never seen it clear any sites at all from any nation.
So have you had a different experience?
It is bugged, yes. I hadn't noticed that, but I havne't used it at all in Dom3 any way.
MA Mictlan using one #clearsites removes Temple of the Rain and Temple of the Sun, leaving those of Land and Moon. They appear in the order of Rain, Moon, Sun, Land. Using four #clearsites removes all sites. I didn't test it any further, but using couple of #clearsites instead of just one should do the job. It's still bugged, and should be reported, but the workaround is quite simple.
Sombre
March 17th, 2007, 10:44 AM
How weird. Still, that's actually very useful information for me to have.
Edi
March 17th, 2007, 11:03 AM
Reverend Zombie said
EXTRA gems for globals don't count until you exceed the original (undiscounted) base cost, which would make this kinda useless for globals.
Fascinating what you find when you go mucking around in the deep pages of the forum. This bug was in Dom2, so there's a good chance it's in Dom3 also.
Sombre
March 18th, 2007, 05:32 AM
I'm not sure if this has already been noted, but the EA ermorian equites have no secondary weapons (ie, swords). They only have light lance and hoof attacks.
Equite monster number 1107
Equite of the shroud monster number 1108
This might be because they are supposed to have 'long swords' when in fact no such weapon exists in dom3. Maybe there are other units with this problem.
If this has already been noted, that's my bad. Try not to bite my head off ;]
Edi
March 18th, 2007, 06:14 AM
It's not a bug. Light Lance has charge bonus, but it is NOT a once per battle only weapon the way the Lance is. You can use lance only for one strike, then it's gone and you have your actual primary weapon. With light lance, it IS your primary weapon and you can use it to whack the enemy as many times as you want.
Sombre
March 18th, 2007, 06:43 AM
Ah. Well then the description is inaccurate, because it mentions 'long swords'. Not as big a problem as it seemed.
RonD
March 18th, 2007, 11:23 AM
Edi said:
Reverend Zombie said
EXTRA gems for globals don't count until you exceed the original (undiscounted) base cost, which would make this kinda useless for globals.
Fascinating what you find when you go mucking around in the deep pages of the forum. This bug was in Dom2, so there's a good chance it's in Dom3 also.
Not so much a bug as just the result of the equation they implemented for globals. Part of the long list of things where more documentation would be helpful, yet arcane enough that its probably just as well to have the "documentation" be in the forums rather than a manual.
Edi
March 18th, 2007, 11:38 AM
I know. There's a discussion somewhere that discusses the relative merits ofa couple of equations, but I'm not going to try to comb through the forums to try and find it. As I recall, there was a fairly elegant solution to the problem by simply changing the equation a tiny little bit that would account for the discount in calculating dispel difficulty. As such, it could be fixed with relatively little effort as long as it's reported and if we can find that old discussion to save Johan some time in looking at and analyzing the code for why it behaves that way.
SurvivalistMerc
March 18th, 2007, 07:02 PM
I didn't have time or inclination to read throught he previous 55 pages so I apologize if this is already in the list bue I just had a battle in a SP game against Vanheim in its home fortress.
There were 10 commanders half of them vanherses/vanjarls and the like, another half or so dwarven smiths, and an A5F7 phoenix. The holy units cast the divine retribution spell (I think that's the name...the one that smites you when you kill the mob). They were then killed off by the phoenix's fire aura. That was kind of funny to watch as it's sort of poor positioning by the AI. But that's not the bug. The bug is that every turn after they died (and this included the vanheim prophet) my side would get smitten. Every turn. There was no text indicating what had cast the smite, and there was no holy unit on the field on the other side. I guess dying without a clear "killer" other than their own preternder's aura did this.
MaxWilson
March 19th, 2007, 07:08 AM
Unit bug (typo/discrepancy):
Hirdman #1510
Actual defense is 16, but from the "Recruit" screen is listed as 17.
Edi
March 19th, 2007, 07:26 AM
MaxWilson, since when has that been true? I've got recruited hirdmen of that type and they show a defense of 17. They have a base value of 14 for def and the modifiers raise it to 17. The only way they could have def 16 is by having an affliction or being otherwise hampered. Such as being in a swamp province.
Survivalist, I think that's WAD. If somebody with the divine retribution gets killed, the heathens get smited every turn. Doesn't matter why he died, it's the heathens' fault! http://forum.shrapnelgames.com/images/smilies/wink.gif
Juzza
March 19th, 2007, 07:29 AM
(um for the post above me, was that by chance in a swamp Province? swamp provinces lower attack and defence for most units, damn you Edi beat me to it.)
This looked like the place to report bugs, so please correct me if I'm wrong! ahem
1. Late Age Rhyla, the insanity causes commanders to do random things inclueding, Become prophet, this makes rhyla get multiple prophets, baaad, unless this is ment to be like this..
2. sieging a fort, it was taking a while and I had a random event to increase province defence on the province and I had 15 def there, when you shouldn't normaly be able to make province def in a sieged province.
I shall report more once I remember what they are, I'm very sure I saw others.
Edi
March 19th, 2007, 07:36 AM
1) It's supposed to be that way.
2) That's been reported, but from the POV of the sieged forces in the castle. Thanks for the confirmation. It's a bug.
You can also take a look at the Bug Shortlist Thread (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=500257&page=0&view=collap sed&sb=5&o=&fpart=1) to see if the things you have in mind are already reported.
Juzza
March 19th, 2007, 07:52 AM
1 hum , I thought it might have been but I wasn't sure, thanks too.
Folket
March 19th, 2007, 09:47 AM
Did someone report that MA Jotunheim and LA Marignon have bugged mages that can be recruited without labs.
Edi
March 19th, 2007, 10:07 AM
Do people bother reading this thread? AT ALL?
Edi said:
cthulhu said:
vaetti hags don't require a lab to build
WAD. Due to the mechanics of the game, only mages who have one magic of a specified path require a lab to build. Mages who have no magic to begin with but who have a chance to get a random magic (no matter if that chance is 100%) do not.
Thematically this can represent hedge wizards and witches who are not formally trained but stumble upon the gift of one magic path or another and puzzle their way to some basic understanding of it.
With the vaetti hag, this is especially appropriate given the starting age of the unit. A whole lifetime of practicing whatever it is such hedge witches practice to learn a single level of a single path and without any formal training. Doesn't need any expensive labs for that.
That bit is snipped from the first big bug commentary post on the previous page. TRY at least to pay some bloody attention to what is going on. It gets a tad annoying having to explain things several times simply because people are too lazy to use their own two eyes.
NTJedi
March 19th, 2007, 02:26 PM
Edi said:
NT Jedi said:
Astral travel... is marked as bug in the new bug thread list, yet the spell has worked perfectly everytime I've casted the spell.
Judging by the reports I've been seeing, there has been problems with that spell (at least when cast from the Gate Stone), Faery Trod and Stygian Paths as noted by the discussion thread referred to in the report.
Frankly, I'm going to have to ask you whether you are referring to Astral Travel or Gateway here.
Gateway works correctly... and so does Astral Travel. From my testing Astral Travel works every time. The #startspell only is available for one turn so you'll need to setup a map giving yourself astral travel and 2 astral mages with randomequip_4 which will supply the astral gems to cast the spell. I'm reporting they both work correctly because we don't want the developers wasting time investigating something which is not broken. The only piece which might be busted is the GateStone item.
Edi said:
Gateway works and always has. The reason why I have to ask is your prior bug report where you kept talking about Ritual of Rebirth over and over but were describing behavior of Twiceborn. I want to make sure you're not confusing your spells again.
I've never reported bugs with Twiceborn or Ritual of Rebirth so you're confusing me with someone else.
Edi said:
If you want to question my judgment on which bug reports to include in the shortlist, then you should provide something other than an anecdote to counter the reports of others. Or you can show me how I've erroneously attributed this bug report to someone when it has not been reported by anyone.
I'm questioning the bug report because I have yet to experience this spell failing. Your confusion is the bug is not the astral spell which works great... it's the gatestone item. If you spend just 8mins of testing Astral Travel you would see the spell works.
Edi
March 19th, 2007, 03:06 PM
Apologies. Looks like I did confuse you with somebody else. Probably happened when I was sorting the chaotic mess I gleaned out of the early thread where I also had the names so I knew who posted what.
Thanks also for clarifying the Gatestone issue. Better that it's just the item bugged than the spells. Sorry I was so snippy with you, riding herd on this thing gets on the nerves sometimes.
Taqwus
March 19th, 2007, 03:34 PM
The Sword of Injustice description (unchanged from D2) is probably missing a limitation.
A simple sword of ordinary appearance, this sword was once not unlike other swords. After it was worn and wielded by the Grand Censor of Ermor, who used it to mete out his depraved justice, it acquired considerable power from the innumerable innocents that died from it. The residue of these injustices residing in the blade was enhanced during the cataclysmic fall of Ermor, when it absorbed considerable amounts of unholy energies. The sword will now increase the holy might of its wielder and will strike anyone it hits with the rot of Hell. It also enables the owner to protect his undead minions from banishment.
It's supposed to grant the combat spell 'Protection of the Sepulchre', I believe. As T'ien C'hi, gave it to a GoR'd wight to protect his fellow wights; but this option wasn't listed in the order-assignment screen.
I'm not sure whether this is intended -- there are multiple possible causes here.
1. It's a national spell, and even items aren't supposed to break national-spell restrictions. In which case, this limit should probably be mentioned somewhere.
2. It's a holy spell, and there's something which prevents holy spells from being granted to non-priests. This would be unusual in so far as other itemspells work for non-mages ex. Phoenix Rod, skellipendant.
3. It's something specifically about this item.
My suspicion is #1, which should be testable via playing an Ashen Empire game. I don't have one active let alone at Cons 8; nor are there any other items which grant national spells, if memory serves. But if somebody does have an AE game and the Sword of Injustice, it might be interesting to check, and to also inquire as to whether the national-spell restriction is really intended here.
Amos
March 19th, 2007, 04:42 PM
From my past experiences with this sword, the spell 'Protection of the Sepulchre' is cast automatically when the battle begins as it was in Dom2. I may be wrong.
Taqwus
March 19th, 2007, 07:37 PM
Ahhhhh. Autocast? Didn't think about that possibility. Doh.
MaxWilson
March 20th, 2007, 04:04 AM
Er, never mind. It turned out the Hirdmen I was checking were in a swamp. Not a bug.
-Max
calmon
March 20th, 2007, 10:08 AM
I've read this bug some times ago but because i didn't find it in the short list so i bring it up again:
[b]Paralized summons stay paralized after death. It means for example a recast air queen still have the paralize(x) and is still paralized in her next battle! Same for all the unique summons.[b]
Edi
March 20th, 2007, 10:30 AM
Thanks, calmon. I'll add that one. I remember exracting it out of the thread, but it probably got lost in the shuffle as I organized the stuff into categories.
lch
March 21st, 2007, 02:07 PM
True, it was reported here: http://www.shrapnelcommunity.com/threads/showflat.php?Board=dom3&Number=500306#Post500306
Edi
March 21st, 2007, 02:27 PM
Thanks, Ich.
calmon
March 22nd, 2007, 06:16 AM
* BHV SPELL Paralyze Unique summonable monsters that are paralyzed and then killed in combat will remain paralyzed when summoned again, and the paralysis becomes permanent, it cannot be removed at all. Is this possibly tied to the way paralysis works in combat and the unique ID tag of the monster in the game?
Its not permanent at all. If you bring up the commander in a new battle it starts paralized but the paralize count down normally.
Edi
March 22nd, 2007, 07:11 AM
Thank you for the clarification. That also explains a lot of things. All units in the game have a unique identifier number that tells them apart from all other units and allows keeping track of afflictions, age, paralysis etc.
The unique monsters obviously also have these identifiers, and when they are resummoned, they will retain the characteristics they had previously (except maybe experience, which is afaik nullified). Seems that there is no similar nullification for paralysis, so when the unit dies and has the paralysis characteristic set to some value, it persists after the summon. So while it is a bug, it seems to be consistent with the game mechanics and not some totally bizarre behavior. I will amend the bug description.
calmon
March 22nd, 2007, 09:58 AM
U359 Queen of the Sea no regen, should have regen 90% Dev Comment: she regenerates under water
Dev Comment is correct. All Queens have regeneration in 3.06.
The problem is that all Water Queens have the huge Regeneration in water AND on land. They shouldn't regenerate without water.
BHV SPELL Blessing (all varieties) does not affect undead sacred units, making them unblessable. There is a thread with a mod attached that temporarily fixes this issue here and DrPraetorius can probably help pinpoint where the problem is if it's necessary.
I think the idea is that 'unholy bless' is the bless for the undead sacreds and 'bless' is for the non-undead sacreds. This would work fine for me!
The problem is that 'unholy bless' is a national spell for ermor only.
This means that nations like LA ulm can't bless the sacred ghouls, same for Sauromatia which can't bless her national (undead) sacreds ancestral spirits.
Edi
March 22nd, 2007, 10:52 AM
calmon said:
I think the idea is that 'unholy bless' is the bless for the undead sacreds and 'bless' is for the non-undead sacreds. This would work fine for me!
The problem is that 'unholy bless' is a national spell for ermor only.
This means that nations like LA ulm can't bless the sacred ghouls, same for Sauromatia which can't bless her national (undead) sacreds ancestral spirits.
This is a leftover from Dom2, where there were unholy sacreds and holy sacreds. Ermor had unholy ones. Everyone else had holy.
Right now, everyone has holy sacreds, whether undead or not, so normal blessing should work. Otherwise, what the hell good is any blessing? OR unholy blessing needs to be available for all. The best solution would be for even normal blessing to affect undead, but the special unholy undead boost spells (power of the Sepulchre, protection of the sepulchre, unholy power, unholy protection) being MA and LA Ermor only. So the bug report is correct and sensible.
calmon
March 22nd, 2007, 11:25 AM
Yes you're right. I'm thinking about the problem again and there isn't any good argument for not having 'one bless to bless them all' http://forum.shrapnelgames.com/images/smilies/wink.gif
Playing ermor it happened to me that i accidentally script the wrong bless spell which can be really annoying.
Maybe you can add it to the bug list that 'unholy bless' will become obsolete when fixing this bug.
Meglobob
March 22nd, 2007, 02:35 PM
calmon said:
Yes you're right. I'm thinking about the problem again and there isn't any good argument for not having 'one bless to bless them all' http://forum.shrapnelgames.com/images/smilies/wink.gif
I think the idea was to seperate holy into 2 seperate paths ie...holy and unholy but sadly its created alot of problems for certain nations. Its more thematic to have bless for living beings and unholy for the undead.
thejeff
March 22nd, 2007, 02:48 PM
But the whole point of the changes from Dom2 was to get rid of the Holy/Unholy distinction.
Why preserve this one relic of the two different types of priests?
Edi
March 22nd, 2007, 02:55 PM
It shouldn't be preserved. The special unholy stuff that Ermor and Desert Tombs C'tis had in Dom2 can be done with restricted national holy spells, and those were generally meant to boost the powers of undead creatures in ways other than bless. Note that they also generally affected ALL undead, not just unholy undead (which are precious few in number).
The blessings are separate and need to be applicable through normal bless. Why would a god who is the god of a nation that uses undead nad considers them sacred refuse to bestow his blessings on sacred undead? And why would the priests who also consider the undead holy refuse to do that?
UncleYee
March 25th, 2007, 09:17 PM
I'd like to reiterate Calmon's report because it seems like a major bug which I cannot find on the shortlist. I myself have experienced situations where, having started with a low dominion strength, my temples remain ineffective even after building enough temples to get my conversion rates up to the 10X modifier. I've also seen reports of this referenced in other threads, so I think it's an issue of long standing. Surely the numbers you get when you click "Temple" would not be detached from your temples' actual effectiveness if this were WAD?
calmon said:
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.
Reay
March 25th, 2007, 10:29 PM
The Tempest Warriors for EA Caelum seem to have icicle mail even if the description says that do not wear ice armours. It says they wear Ring Mail Hauberks and the protection is calculated correctly during recruitment. However during the battles I noted that the protection of both head and body seem to go up/down 2 for every cold/heat icon.
Edi
March 26th, 2007, 02:39 AM
From Kristoffer's Encouragement Thread:
sube said:
This has already been pointed out somewhere else by several people, but just as a reminder... There's currently a limit cap of ~110 new sprites for mods, game crashes if there are more than 110. Can this limit be raised to, like, a lot more?
This sort of thing should be posted here to make certain that it gets shortlisted in the next roundup.
Edi
March 26th, 2007, 07:46 AM
Reay said:
The Tempest Warriors for EA Caelum seem to have icicle mail even if the description says that do not wear ice armours. It says they wear Ring Mail Hauberks and the protection is calculated correctly during recruitment. However during the battles I noted that the protection of both head and body seem to go up/down 2 for every cold/heat icon.
Thanks for the report, but please read the instructions in the first post of the shortlist thread. This has now been reported, but the whole forum has now run out of exceptions.
GENERAL ANNOUNCEMENT:
Any future reports on units, weapons, armor, items or sites will be completely ignored unless the identification number for the object in question is provided.
The ID numbers for units, armor and weapons is available by viewing a unit and pressing shift+i. Item number by viewing item and pressing shift+i. Site numbers, poptype numbers and a lot of other stuff from the Dom3 DB.
I do not appreciate having to do extra work when the guidelines have been laid down and the special indulegnces and lenience end right bloody now. I don't give a damn if the bug is a complete game breaker, I will NOT shortlist incomplete bug reports that would necessitate additional research on my part. If it's an important bug in your opinion, then you WILL have time enough to go the effort to report it properly. Or you can make an incomplete report and pray that it gets fixed on its own.
Edi
March 26th, 2007, 12:11 PM
Thanks to Reay for providing the unit ID for Tempest Warrior by PM, saved me from doing that when I get home. http://forum.shrapnelgames.com/images/smilies/happy.gif
Juzza
April 3rd, 2007, 08:16 AM
Found a bug, when a fortress is being raided but nothing is inside and the fortress is just taken by your raiding forces, no battle, the recruitment orders that were previously given to the fortress are still there and you may dismiss the units in que for your enemies money back!
Edi
April 3rd, 2007, 08:24 AM
That's been reported and shortlisted already. Thank you in any case. http://forum.shrapnelgames.com/images/smilies/smile.gif
Juzza
April 3rd, 2007, 05:32 PM
Oh, I checked the shortlist, I must have missed it sorry..
Edi
April 3rd, 2007, 05:36 PM
It's the one marked BHV Recruitment Queue 2. No harm done, no need to apologize. http://forum.shrapnelgames.com/images/smilies/happy.gif
lch
April 3rd, 2007, 07:02 PM
I have searched on the forums a bit and looked at the shortlist, but it seems that this wasn't reported before:
Playing Mictlan, an earth slide destroyed a temple in one of my provinces. But the priest in that province who was already commanded to do a blood sacrifice kept that order. Because I was curious if it would really work without the temple I didn't change the order, and indeed, he raised my dominion there on the next turn (which was bad, since he got some bad scale effects in there that I didn't want there, but anyway...).
Is there some other random which destroys a lab or something? Then I guess all commands that require a lab should be checked if they correctly get reset after it is gone, aswell.
MaxWilson
April 3rd, 2007, 07:07 PM
Juzza said:
Found a bug, when a fortress is being raided but nothing is inside and the fortress is just taken by your raiding forces, no battle, the recruitment orders that were previously given to the fortress are still there and you may dismiss the units in que for your enemies money back!
Interesting. Can you *keep* the units in the queue to get your enemy's units?
-Max
Foodstamp
April 3rd, 2007, 07:20 PM
Here is a behavior bug I found while modding.
If you give a custom unit 0 map movement, it works as expected when player controlled. Trying to move the unit brings up the dialog screen to remove the units that cannot move to the selected province. So when the units are player controlled, they are not able to leave the province they started in through normal movement.
The bug happens when the AI controls the units. The AI ignores 0 map movement and moves the units where it wishes, disregarding the 0 map movement.
lch
April 3rd, 2007, 08:52 PM
Foodstamp said:
Here is a behavior bug I found while modding.
If you give a custom unit 0 map movement, it works as expected when player controlled. Trying to move the unit brings up the dialog screen to remove the units that cannot move to the selected province.
Just wondering, but can't you just give them the "immobile" attribute?
MaxWilson
April 3rd, 2007, 11:06 PM
lch said:
Is there some other random which destroys a lab or something? Then I guess all commands that require a lab should be checked if they correctly get reset after it is gone, aswell.
I know that if a lab burns down in a fire, monthly ritual spells and researching both revert to "Defend."
-Max
Ygorl
April 3rd, 2007, 11:48 PM
Regarding 45 temples with starting dominion of 1... Sorry if something's changed, or this has already been addressed, or something, I don't have time to hunt. In Dominions 2, at least, this was how it always worked. Your starting dominion determined the effectiveness of your temple checks (including blood sacrifices) for all time. Lots of temples would raise your maximum dominion, but not your temple check power. Made points spent on dominion more worthwhile...
Foodstamp
April 4th, 2007, 12:15 AM
lch said:
Foodstamp said:
Here is a behavior bug I found while modding.
If you give a custom unit 0 map movement, it works as expected when player controlled. Trying to move the unit brings up the dialog screen to remove the units that cannot move to the selected province.
Just wondering, but can't you just give them the "immobile" attribute?
Yeah, but I was under the impression they would not be able to move on the battlefield as well. I don't want them leaving their provinces, but I want them to move on the battlefield.
Graeme Dice
April 4th, 2007, 01:43 AM
Ygorl said:
Your starting dominion determined the effectiveness of your temple checks (including blood sacrifices) for all time. Lots of temples would raise your maximum dominion, but not your temple check power.
It was supposed to have been changed according to the manual. More temples are supposed to mean better dominion checks.
Juzza
April 4th, 2007, 08:38 AM
MaxWilson said:
Juzza said:
Found a bug, when a fortress is being raided but nothing is inside and the fortress is just taken by your raiding forces, no battle, the recruitment orders that were previously given to the fortress are still there and you may dismiss the units in que for your enemies money back!
Interesting. Can you *keep* the units in the queue to get your enemy's units?
-Max
I believe you can though, when it happened to me they were only recruiting amazons that were part of the province not from the racial tree that a fort has, but I don't see why you couldn't let those units be recuited.
thejeff
April 4th, 2007, 09:53 AM
MaxWilson said:
Juzza said:
Found a bug, when a fortress is being raided but nothing is inside and the fortress is just taken by your raiding forces, no battle, the recruitment orders that were previously given to the fortress are still there and you may dismiss the units in que for your enemies money back!
Interesting. Can you *keep* the units in the queue to get your enemy's units?
-Max
You can. I've tested this.
It's been reported before, but didn't make the shortlist. Probably should.
Edi
April 4th, 2007, 11:00 AM
thejeff said:
MaxWilson said:
Interesting. Can you *keep* the units in the queue to get your enemy's units?
-Max
You can. I've tested this.
It's been reported before, but didn't make the shortlist. Probably should.
Ahem:
Edi said:
It's the one marked BHV Recruitment Queue 2. No harm done, no need to apologize. http://forum.shrapnelgames.com/images/smilies/happy.gif
The unstated corollary in that bug description is that if you do not cancel the recruitment queue, you will get the uniyts since they are bought and paid for. Just as if you would get units from some stalled queue of your own after the stalling factor was removed. There is no reason to expect the game to behave differently from normal in this special case.
thejeff
April 4th, 2007, 11:17 AM
Oops, sorry.
Searched, but didn't see it in the list.
And didn't check far enough back in this discussion.
Edi
April 4th, 2007, 11:36 AM
No problem. It's a fairly lengthy list, so easy to miss things. Makes my eyes bleed every time I need to go back there and update anything, like I just did with the Siege AI bug (observed it in action the other day). Bonus is you can find the recruitment queue bug right near that, easy to spot due to the azure "Update:" text near it, in the Behavior bugs section.
Hellboy
April 4th, 2007, 02:17 PM
Two points:
1) On the second to last post on the Bug Shortlist, the line:
ITEM ?? Rod of Death: Control the Dead not castable as item spell.
If this came up from the thread: link (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Board=dom3&Number=507179&Forum=f 187,f194,f195&Words=rod%20death&Searchpage=0&Limit =25&Main=507179&Search=true&where=sub&Name=&datera nge=1&newerval=5&newertype=y&olderval=&oldertype=& bodyprev=#Post507179), then I do not believe that this is in fact a bug. As I figured out eventually in that thread (with some help from RonD and others), it's not that the item doesn't work, it's just that commanders with using this item have rather odd behaviour when the item spell is out of range. I would like to see that AI behaviour improved, but it probably doesn't qualify as a bug. Sorry for having caused the extra work on the bug list!
2) I would like to request that the "BHV Dominion Spread" bug get rated as a "major" bug. Is this the appropriate place/thread to make that request? I can certainly imagine opposing views on this, but it's a discussion I'd like to see happen.
Amos
April 4th, 2007, 02:19 PM
#okleader command doesnt work with #copystats.
Edi
April 4th, 2007, 03:44 PM
Hellboy:
1) Noted. I'll fix that and remove it.
2) Yes, this is certainly the place to make such requests, comments and observations. It is not named the discussion thread for nothing. I'll mark it major, I just tossed it in without bothering to assign priority. It is generally not my place to do so unless the classification is obvious (such as the fixed-in-next-patch Mictlan research exploit and the also-to-be-fixed GUI Special). The dominions spread issue does fit in the major category, though, I agree.
In general, this thread is also a good place to post bugs too (even ones that have their own separate discussion threads), since trying to find a dozen and one different threads without linking posts from here is a real pain in the arse and makes it easy to miss something that should be shortlisted.
Amos: Noted. I'll add that.
Zulgaines
April 5th, 2007, 12:48 AM
I'v lurked for a while but this is the first time I felt the need to make an account to post.
Since I'v upgraded to 3.06 I'v found a bug that's a bit odd.(I know the bug has been mentioned a couple times but I'v seen no response so I'll try to expand on it from my experience)
When you right click a commander on the map screen and then exit the commander info screen(By either clicking exit or pressing esc) everything that's not the map image will sometimes vanish.
You can still click and work things(I'v gotten good at finding my way to the save and exit command...) but there doesn't seem to be anyway to get the menus and icons back after it happens. What's weird is it won't always happen, on some turns I can enter and exit the commander info over and over without a problem, then out of no where on a different turn it'll just vanish when I exit.
As mentioned before the bug never happens when you use the army setup to enter a commanders info screen- but that's pretty annoying when you're used to just Rclicking their picture.
Reay
April 5th, 2007, 09:12 AM
When you are besieging an enemy's castle, the magic sites show up on the location buttons list greyed out and not clickable. However if you look at the Nation Summary dialog (F1), it will allow you to click and see the details of the magic sites on the province being besieged.
I am not sure if this is a bug or working as designed, but it seems to be conflicting anyway.
Also I was able to recruit units at my capital even though it had unrest over 100. I sent the game files to Illwinter.
calmon
April 5th, 2007, 09:32 AM
Reay said:
Also I was able to recruit units at my capital even though it had unrest over 100. I sent the game files to Illwinter.
Are you sure you recruit them? You're able to select commanders and troops as normal with unrest>100 but it will not produce!
Reay
April 5th, 2007, 11:05 AM
Ah, I thought it would restrict you from setting a queue like it does when you are being besieged.
No worries then.
Hellboy
April 9th, 2007, 02:19 AM
It looks like magic item 203 (Boots of the Planes) makes a commander horror marked with every single usage of the item. The manual says "slight chance of horror mark" (as well as "slight chance of getting lost in time and space each month"). I guess it could be a typo in the manual but it seems more likely that it's a bug.
calmon
April 9th, 2007, 03:12 AM
In one of my MP games i used the boots several times and didn't get horror marked. Maybe you had another horror marking item or just bad luck?
Wish
April 9th, 2007, 03:50 AM
i find that if someone wears them for more than a few months they end up horror marked.
Hellboy
April 9th, 2007, 11:12 AM
calmon said:
In one of my MP games i used the boots several times and didn't get horror marked. Maybe you had another horror marking item or just bad luck?
I've seen it in two SP games, one of them I did it 10 times in a row, with 10 different commanders. There were no other items involved, or other possible sources of the horror mark in any of the 10 cases (at least I know the commanders carried no items, and there were no blood domes, and there were no battles where they could've gotten the horror marks). I can set up another SP test case, and attach it, if that's helpful.
JonathanCrane
April 10th, 2007, 05:15 PM
When I try to take my turn in a particular MP game (on turn 51), using the right mouse button doesn't select a province, it triggers the end turn box (what would happen if you hit 'e'). Taking my turn in SP games, or in the 3 other MP games I'm playing, the mouse behaves normally. I can select a province normally by hitting "#" and putting in the province number, and once I've selected a province, I can use the RMB normally to select a commander, for example.
What I've tried - I'm running Windows XP with a Logitech G5 mouse, and I've gone into the Logitech software to "reset defaults" in case there was some odd preference set - no help. I've tried deleting all local files for the MP game and redownloading the turn - no help. I've checked the mouse settings under the control panel, and again no help. I installed 3.06 on a different computer (also running Windows XP) and connected to the server for the files, and the bug continues unchanged.
I note that other users in the "Buggy UI" thread reported that the bug resolved on its own, but several weeks later, it continues, again only on that particular game, and with both computers I've tested.
Reay
April 11th, 2007, 12:24 PM
Tempest Lords of Caelum EA (unit number 1288) description refers to ring mail hauberks and says explicitly they do not use ice armor, yet they have #iceprot 2 ability. (protection goes up/down 2 depending on cold/heat scales)
Tempest Warriors (1287) also have the same problem, which is already on Edi's bug short list.
TheMenacer
April 12th, 2007, 12:36 PM
I've been using the game on version 3.00 because every time I've patched I've gotten the same error. When I end a turn regardless of whether or not I've done anything (issued orders, recruited units, etc.) the game crashes and gives me an error of "ConvArmyNbr: error!". It does this whether or not I have any mods enabled.
RonD
April 12th, 2007, 12:50 PM
Weirdness (with reference to the "what is a "bug" discussion):
In dom3, Air Queens (563,911,912) are not supposed to be able to enter water, but there is a loophole. An AQ with a ring of water breathing can cloud trapeze to a water province. Once there, she cannot move to another water province, or cast another cloud trapeze, but she can move back up onto land, if she is next to a coast. (Cloud trapeze her into the middle of the ocean, and I suppose you might as well throw away her ring and drown her - 'cause she's not leaving that water province otherwise)
Keith_
April 12th, 2007, 01:18 PM
OS X Bug
OS X 10.3.9
Dom3 3.06
1) Go to the Army setup screen in a province that contains multiple units of the same type.
2) Either Double-click on a unit to select all of that type in the row or Shift-click on a two units to select all the units in between.
3) Clicking once more on either the unit which was double-clicked or the first unit of the Shift-click will cause the game to crash.
4) Clicking on any other unit in the selected group simply removes that unit from the selected group as normal.
I started a new thread for this before I realized it may be more helpful to put this here.
Edi
April 12th, 2007, 03:59 PM
TheMenacer, I have no idea of how the various patches interact with each other, but I patched my install of the game straight to 3.04 and skiped 3.01 completely, then patched to 3.06 after that. Never had any problems. Perhaps you could try that?
If it works that way for you, that would indicate that some sort of conflict between the patches vs the unpatched game or more likely that something that was in the 3.04 patch got accidentally left out of the 3.06 version. Most people here have patched gradually, so if it is that sort of thing, the lack of reports would not be so surprising.
RonD, I'll see about testing that during the weekend to see if I can get consistent results and narrow it down a bit. Unless someone beats me to the punch, of course.
TheMenacer
April 12th, 2007, 05:16 PM
I tried patching one at a time, and my "ConvArmyNbr" problem is definately being caused by patch 3.04. Did anyone else get this problem from 3.04? Any help would be great.
Wish
April 12th, 2007, 07:39 PM
god i hope #aoe and #secondaryeffectalways gets fixed in the next patch.
Nick_K
April 13th, 2007, 10:04 AM
I think the AI and call god have been mentioned before, but I don't think people were certain there were issues there. Anyway...
I've recently finished a game as LE man against difficult AIs. Near the end, Arcosephale had two provinces - their home province and one other castle province. Both under siege.
I storm the home province and kill their god, a great enchantress.
The very next turn, I get a message "Our undefended province arcoscephale has been conquered...". Looking at it, I see that it is under siege by the enemy pretender. She was still a great enchantress and not a wight mage or anything.
That very same turn I had stormed the other castle. This means that the great enchantress appeared as an independent, but I don't think that should affect 'call god'. Anyway, the enemy had a single priestess.
It's possible I missed a prophet in the battle, but this was the very last of their armies and was far too small (maybe 20 units) for me to miss 40 points worth of priests.
It seems that the AI on difficult was able to complete 'call god' in one turn despite having far too few priests. Is this an intentional benefit for higher-difficulty AIs or a bug in the call god routine?
BouquetOfFlowers
April 13th, 2007, 05:25 PM
JonathanCrane said:
When I try to take my turn in a particular MP game (on turn 51), using the right mouse button doesn't select a province, it triggers the end turn box (what would happen if you hit 'e'). Taking my turn in SP games, or in the 3 other MP games I'm playing, the mouse behaves normally. I can select a province normally by hitting "#" and putting in the province number, and once I've selected a province, I can use the RMB normally to select a commander, for example.
What I've tried - I'm running Windows XP with a Logitech G5 mouse, and I've gone into the Logitech software to "reset defaults" in case there was some odd preference set - no help. I've tried deleting all local files for the MP game and redownloading the turn - no help. I've checked the mouse settings under the control panel, and again no help. I installed 3.06 on a different computer (also running Windows XP) and connected to the server for the files, and the bug continues unchanged.
I note that other users in the "Buggy UI" thread reported that the bug resolved on its own, but several weeks later, it continues, again only on that particular game, and with both computers I've tested.
I also have a game that is exhibiting this behavior on both computers I have tested it on. I will put a zip with the game at http://www.bouquetofflowers.net/files/RightMouseBugSave.zip (including the custom map files, which will probably need to be moved into the map dir?) in hopes someone can replicate it.
MaxWilson
April 13th, 2007, 08:34 PM
Nick_K said:
It seems that the AI on difficult was able to complete 'call god' in one turn despite having far too few priests. Is this an intentional benefit for higher-difficulty AIs or a bug in the call god routine?
Might be a bug. I say this because I sometimes get "Uthor the Shadow has broken free!" messages *after* I've already faced and/or killed Uthor in combat early on, indicating that Uthor wasn't really as imprisoned as the Pantokrator thought he was...
-Max
Arralen
April 15th, 2007, 06:14 AM
http://www.shrapnelcommunity.com/threads/uploads/511779-specialcharacter_missing.png
.. and it was only "Midgrd" on the 'm'essage screen as well ..
Nick_K
April 15th, 2007, 07:44 AM
I think there's a known issue with unusual characters in names. One of Sauromatia's heroes has his name displayed as just 'Sk' because of this
HappyUser
April 15th, 2007, 11:48 AM
*BUMP* on Zulgaines post.
I also use the ESC key alot. Exact same issue.
DOM3 3.06 WinXP SP2 Geforce 7800GT Forceware 93.71
EDIT: Indeed I missed a digit when entering the key. Strange the installer continued, and the game (sorta) worked with an invalid key. All is right in the world now though. Thank you for the quick response.
Edi
April 15th, 2007, 12:20 PM
HappyUser, Zulgaines, sounds like the bad CD-key issue. Contact Shrapnel Games support and they will help you.
Kalkkis
April 15th, 2007, 02:33 PM
I was playing with ME Ulm, and had one of its heroes fighting with few magic items alongside my army. During my latest turn game would crash during battle replay. I looked into it with debug command-switch and found following from end of log:
1737 striking with weapon Sword of Sharpness. att27 def25
hitloc Hero strikes Hero wl2 diff-1 -> 2
hitunit 1737 1737 dmg8 spec65 ba2
damage 1737 dmg26 spec65 ba2
looseallitems: cnr 83(Barthulf) unr 1737
1737 striking with weapon Hoof. att24 def19
Enemy mage had casted Rage (makes affected unit attack anything that is closest) and apparently Barthulf had failed his resist, so he attacked himself and died. Although this is probably incorrect behavior, what made the game crash (probably) was Barthulf's horse attacking something after he had died. Units shouldn't attack themselves while enraged, or at least they should stop after they die.
Arralen
April 15th, 2007, 04:02 PM
Stumbled into several minor troubles with the message screen:
1) no exit button
Workaround: ESC or by leaving "through" opening any message
2) only exit button (no screenshot, unreproducable)
When I re-entered the message screen using "m", once the screen showed only the last entry ("battle in ..") and the exit button. After scrolling upwards, I ended up at 1). Wasn't able to reproduce this behaviour, though.
3) Message screen not centered - runs into window frame
See screenshot. Running 1152x864 windowed, maximized.
http://www.shrapnelcommunity.com/threads/uploads/511900-message_screen_troubles.png
Arralen
April 17th, 2007, 05:55 PM
In deep sea procinve, LA Mictlan gets land PD
.. to the right: PD 11 .. the standard land units, not the (LA atlantian) underwater PD the manual mentions:
http://www.shrapnelcommunity.com/threads/uploads/512552-LAMictlanUnderWaterPD.png
Arralen
April 17th, 2007, 09:19 PM
LA Mictlan "Tribal King" drawn with javelin, equipped with sling
Unit #730
sling #22 instead of javelin #21
Edi
April 18th, 2007, 03:45 AM
The Mictlan UWPD issue has been reported and is in the shortlist. I'll add the tribal king later.
JonathanCrane
April 18th, 2007, 08:03 AM
JonathanCrane said:
When I try to take my turn in a particular MP game (on turn 51), using the right mouse button doesn't select a province, it triggers the end turn box (what would happen if you hit 'e'). Taking my turn in SP games, or in the 3 other MP games I'm playing, the mouse behaves normally. I can select a province normally by hitting "#" and putting in the province number, and once I've selected a province, I can use the RMB normally to select a commander, for example.
I've received email from the developers indicating that they have identified this bug and fixed it in the upcoming patch. It had something to do with having commander #999 as the highest number commander in your nation.
Go Illwinter!
Edi
April 18th, 2007, 10:05 AM
Jonathan, I've marked that as fixed in the shortlist. Thanks.
Micah
April 20th, 2007, 04:32 AM
I just noticed that my Niefel Jarl (unit 844) had his protection reduced to his base of 7 after being the victim of a destruction spell, even though he should have still been at a higher protection due to the cold-2 scale in the province. I haven't tested this with the non-commander giants (unit 845).
He had the +4 prot earth blessing at the time the destruction was cast, if that makes any difference.
mivayan
April 20th, 2007, 10:43 AM
Micah- Niefel giant's description say it's their body getting tougher when it's cold, so you have a point.
But it's probably working as designed since the cold protection mechanic was designed for caelum's ice armor, so the extra prot is part of the armor just like e9 bless.
HoneyBadger
April 20th, 2007, 06:30 PM
Probably it's been mentioned, but along with everything else, I'd like to add that ability in Nature magic still doesn't increase regeneration-or it didn't the last time I checked.
mivayan
April 20th, 2007, 06:39 PM
HoneyBadger said:
Probably it's been mentioned, but along with everything else, I'd like to add that ability in Nature magic still doesn't increase regeneration-or it didn't the last time I checked.
Did you mean the spell personal regeneration (where it's true as far as I know), or regeneration in general?
The description of nature magic during pretender creation states that "any regenerative powers of the mage will be boosted", maybe that decription needs a change.
HoneyBadger
April 20th, 2007, 07:05 PM
Actually, Personal Regeneration is buggy too-Casters won't use it even when it's scripted, if it's one of the first (I think) 2 scripted spells, which is a pain in the explitive because regeneration helps protect against afflictions, and not working immediately gives archers two extra shots to disable your mages.
But I was talking about the description, yes http://forum.shrapnelgames.com/images/smilies/happy.gif
HoneyBadger
April 20th, 2007, 07:11 PM
I'm much, much rather have nature magic heal afflictions, by the way.
calmon
April 21st, 2007, 05:51 AM
HoneyBadger said:
Actually, Personal Regeneration is buggy too-Casters won't use it even when it's scripted, if it's one of the first (I think) 2 scripted spells
I've tested personal regeneration and it works to me. Are you sure your caster is not lifeless?
ologm
April 21st, 2007, 09:59 AM
<font color="green"> After cancelling construction of an underwater fortress as LA atlantis, I can not continue construction of or build a fortress. See Sea of Silence or Wallwind Waters in attached svegame. </font>
HoneyBadger
April 21st, 2007, 06:32 PM
Yep, I was using an Ancient Kraken.
Wish
April 22nd, 2007, 07:14 PM
n/m i see its already on the shortlist
Cor
April 23rd, 2007, 03:33 PM
Cannot Annoint a Prophet while under siege.
llamabeast
April 24th, 2007, 10:54 AM
If you use the "y" key to organise armies converging on a province, it's not possible to set the battlefield position of any units that were already present in the province.
Micah
April 24th, 2007, 02:04 PM
The turn order description for when global enchantments take effect during the turn is incorrect.
I cast a ritual the same turn Astral Corruption went up and still got attacked by a horror, although AC shouldn't have taken effect until later in the turn.
Velusion
April 24th, 2007, 03:25 PM
Micah said:
The turn order description for when global enchantments take effect during the turn is incorrect.
I cast a ritual the same turn Astral Corruption went up and still got attacked by a horror, although AC shouldn't have taken effect until later in the turn.
If it's any consolation to you, I'm in the same boat. http://forum.shrapnelgames.com/images/smilies/tongue.gif
This certainly seems like a bug.
llamabeast
April 25th, 2007, 08:42 PM
Immortal units can die of disease, even in their own dominion.
Edit: I've now tested this properly and can't reproduce it. Sorry for posting prematurely!
Edi
April 27th, 2007, 07:31 AM
U774 Tartarian Titan (female) uses male nametypes. Seeing a female Titan named Odysseus sort of seemed off to me...
ologm
April 28th, 2007, 06:08 AM
Ritual of rebirth preserves the age of the original hero.
I returned the mercenary Orion as a mummy. The mummy has a max age of 500. Orion has an age of around 3500. This gives rather big old age penalties.
Edi
April 28th, 2007, 11:43 AM
That is not a bug per se, but a function of how the different game mechanics work and the properties of different units.
To elaborate, it functions in the following manner:
Each unit is of a specific type, which is the monster ID number, e.g. 323 is Dwarven Smith. Each recruited unit also has an individual identification number which is not visible to the player, to differentiate from all other recruited units of the same type.
Each recruited/summoned monster shares all characteristics of its type. Some of these characteristics are fixed, some are variable. An example of fixed characteristic are the basic stats of a unit like attack, defense, immunities, base leadership values etc. Examples of variable characteristics are magic paths (even with commanders who have no randoms), experience etc that can vary between different units of same type. Current age is also one of them.
When a commander is resurrected as a mummy, it becomes a different monster. The mummy retains all variable characteristics of the original monster. They are tied to the individual unit, not specifically the monster type. Thus when type changes, it assumes the fixed characteristics of the new type and this causes the problem because the new fixed characteristic (maxage) is lower than the old one while the variable (current age) is retained.
This issue could be fixed by modifying the various mummy units to have a maxage of 10k, which would effectively cover all units in the game and eliminate the aging problem.
Endoperez
April 28th, 2007, 12:01 PM
Edi said:
That is not a bug per se, but a function of how the different game mechanics work and the properties of different units.
SNIP
This issue could be fixed by modifying the various mummy units to have a maxage of 10k, which would effectively cover all units in the game and eliminate the aging problem.
However, the problem would still persist. Transformation, White One reincarnation, Lycanthropos' Amulet shapechange, even that troll skin armor shapechange can all make a unit's maxage considerably smaller than it started with. If the old age isn't changed, problems occur. White One reincarnation and Transformation are especially problematic because mages reborn as short-lived units don't really fare that well (White Ones reborn as soldiers and mages feeble-minded, thus losing their Nature magic).
mivayan
April 28th, 2007, 12:47 PM
Endoperez said:
White One reincarnation and Transformation are especially problematic because mages reborn as short-lived units don't really fare that well (White Ones reborn as soldiers and mages feeble-minded, thus losing their Nature magic).
Perhapas not a bug, but old age after magical reincarnation seems unthematical.
It was however hilarious when my polymorph spell creates a bunch of age 93 (max 21) pigs...
ologm
April 28th, 2007, 03:30 PM
The transformation spells should just not copy the current age of the unit.
Endoperez
April 28th, 2007, 03:33 PM
ologm said:
The transformation spells should just not copy the current age of the unit.
Ritual of Rebirth, Twiceborn etc spells SHOULD copy it, though. It's quite complicated.
ologm
April 29th, 2007, 08:18 AM
LA Man Cu Sith( monster number 1770 ) lacks description
Edi
April 29th, 2007, 10:13 AM
ologm said:
LA Man Cu Sith( monster number 1770 ) lacks description
In 3.06, it does. Later versions, not anymore.
Methel
April 29th, 2007, 02:41 PM
Mesmerized units (from the turkey from mictlan mage) can attack themselves. I've had two giants killing themselves http://forum.shrapnelgames.com/images/smilies/tongue.gif
Foodstamp
April 30th, 2007, 12:29 AM
Here is a funny bug for you that is fairly easy to replicate...
If you control a sea province and a land province, then send unit with seduction to seduce an enemy commander in a province along the coast, it is completely random which neighboring province the seduction unit and the new commander move to if the seduction is successful.
What this means is, there is a chance the seduction unit takes the commander underwater, where they both drown! The first time I saw this happen, I got a good laugh out of it.
Edi
April 30th, 2007, 03:24 AM
LMAO!
She: "Come on! Leading an army can't POSSIBLY be half as much fun as taking a swim with me...especially if I don't have any clothes on..." *bedroom eyes*
He: "Grrreat idea! Let's go already!"
*splash*
*low tide pulls lovebirds out to sea*
Both: "Helllpp!" *blublublublub*
Fishes: "Yummy!"
Micah
April 30th, 2007, 06:07 AM
Minor issue, might just be a missing description for a WAD feature, but Nephele (unit #912) cannot move underwater even with a water breathing item. Cloud trapeze works fine to get her there though, and she can move out of the province normally. I haven't tried the other queens.
Methel
April 30th, 2007, 06:20 AM
Shes not supposed to go underwater.
*whistles innocently*
Edi
April 30th, 2007, 08:28 AM
Micah, that one has been reported and - *checks* - yep, shortlisted already. It affects all air queens. Not going to get fixed in the new patch but the one after it, though, unless I miss my guess. If it gets that high priority, that is.
Once the next patch comes out, I've got to reorganize the snarled hassle that the shortlist thread has become in this short time. Done a wonderful job of messing it up all by myself in just 12 posts...
Micah
April 30th, 2007, 03:22 PM
Sorry about that Edi.
Edi
April 30th, 2007, 04:09 PM
No need to apologize. If something gets reported twice, it's no big deal. The reason I reply to the duplicate reports is that people know the issue is not being ignored.
GrobRIM
April 30th, 2007, 04:28 PM
Pillar of Fire (Evo-8, F2) does not set neighbouring units on fire
Whereas the spell description seems to imply so.
<font color="blue"> It gives a heat stun effect, that might and might not set units on fire </font>
Ewierl
May 1st, 2007, 03:28 PM
I had a very odd and subtle bug crop up in a MP game. Basically, the battle was inconsistent about the amount of dominion in the province.
My pretender lists "dominion penalty -6" for HP, yet (with Gift of Health up too), her actual final count of HP corresponds to a Dominion 10.
My Pangaean Maenads have a HP bonus from GoH that looks like about Dominion 7, but have a Hostile Dominion -1 penalty to their morale.
I haven't looked at every single unit, but other units seem to range from 70-100% HP bonuses.
Looking at the map this turn, my dominion in the province is 3. The previous turn, it had been 7.
Should I upload the .trn file?
Edi
May 1st, 2007, 03:40 PM
Did your armies move into the province where the battle took place from somewhere else? Because if they did, that would explain it. With GoH up, or in the case of prophets and pretenders, the hit points for units are calculated based on the values that are correct for province of origin. Afterward they drop to reflect the values of the province they moved into.
What I started wondering about is if you move a pretender from high dominion to lower one, he uses hit point values according to province of origin, gets wounded in battle but survives and then the dominion penalty kicks in, could it kill him? Because for example site effects can kill units wounded in combat before the healing phase.
The dominion morale penalty is stranger, so the game files could be helpful in that regard.
lch
May 1st, 2007, 04:03 PM
I suppose that it cannot kill them because dominion effects are calculated towards their final HPs in the healing phase. So when their HPs drop, they'll have full HP regardless.
Have I already told in this thread that diseased units ignore dominion effects because, as it seems, they skip their healing phase? So when you get your SC pretender diseased in friendly Dom10 dominion you'd be able to wreak alot of havoc deep inside enemy dominion as long as he doesn't get hit in combat...
Ewierl
May 1st, 2007, 05:00 PM
Pretender was moving in, while everyone else was breaking a siege. That does explain the pretender's HP (she was moving out of a Dom10 province), but the pretender's MR and strength both suggest a hostile dominion: no MR bonus/penalty is listed, while strength has a -1 penalty. Perhaps those values are calculated later, separate from the HP?
.trn file is attached now. The battle in question is in Pangaea.
Please don't download this if you're playing Dark Matter, folks http://forum.shrapnelgames.com/images/smilies/wink.gif
lch
May 1st, 2007, 05:23 PM
Ewierl said:
the pretender's MR and strength both suggest a hostile dominion: no MR bonus/penalty is listed, while strength has a -1 penalty. Perhaps those values are calculated later, separate from the HP?
Yep, since you are fighting in enemy dominion you are experiencing all the ill effects of it. The same would happen if you're in another heat/cold scale. Those effects are determined when the battle starts. Your pretenders HP are determined in the healing phase of the previous turn, so you can "pump him up" in friendly dominion before entering an enemy dominion. If he enters a province with friendly dominion from one with enemy dominion, then his Max HP are higher than the HP that he used to have the turn before, too, which show as "wounds" (a red bar), and which he can regenerate to the amount of HP he'd get from dominion effects. In the same way, if you enter enemy dominion from friendly dominion, you can't regenerate more HP than would be allowed in the enemy dominion during that battle.
lch
May 1st, 2007, 06:25 PM
Wyrm, monster id #269 (dunno if there is another one for the pretender)
If you give it an item which causes eyeloss, then the description reads "lost a couple of eyes", even if it's only one Eye of aiming. I suppose the same holds true for afflictions from battle. Here's the strange thing: If you give him a couple more eyes, then it stays at "lost a couple of eyes", the Wyrm never goes blind. Even if you give it four eyes by modding the unit to allow it. How many eyes does the Wyrm have to lose before it turns blind? <font color="blue"> Should be four. He has 2 extra eyes according to the code. Hmm, perhaps a magical eye doesn't remove more than the first eye. Hit him in the head a couple of times and see if he looses all eyes </font>
ano
May 1st, 2007, 07:05 PM
Hi, everyone)
I've noticed a rather annoying bug that makes a generally not bad tactic almost unplayable.
It is about "flight" spell. Flying commander not only may cast "flight" on himself (i think that he shouldn't be able to do this) instead of one units nearby, but he may also cast it twice onto the same unit. This is really bad.
Regeneration, for example, cannot be cast on a unit that already has it (or maybe I'm mistaken?).
thejeff
May 1st, 2007, 07:24 PM
He shouldn't target an already flying unit, but it's not a 100 precision spell. He could miss.
Hard to say if that's happening.
What happens if he's solo and scripted to cast fly twice?
MaxWilson
May 1st, 2007, 08:12 PM
Even a low-precision spell should have 100% precision when cast on adjacent units. Within (Prec/2 - 2) squares it's supposed to be totally accurate.
-Max
Endoperez
May 3rd, 2007, 01:26 PM
Marble Oracles have two eyes, and they can become blind. I suspect that Granite Guardiaans also have two eyes can lose them. They also lack darkvision. I'm not sure if magical constructs are immune to darkness, or if they need their eyes to be able to see, but #darkvision and/or #blind might be needed.
Ewierl
May 3rd, 2007, 02:16 PM
Regeneration ignores disease. It allows the unit to regenerate to its full normal HP total.
I don't know if this is a bug or WAD, but it produces some odd effects, where you need to put your old-age mages into combat every once in a while so they can heal up the damage lost by disease. IMO, there's an inconsistency going on if units can do something easily during combat that can never be accomplished outside of a battle!
Taqwus
May 3rd, 2007, 05:30 PM
Apparent weirdness:
Had a mercenary company participating in a siege.
Mercenary leader, Gote, dies outside of battle -- probably by a lucky hit from _Wrath of God_ which nobody was bothering to dispel. Units belonging to the company stick around, but still have the 'mercenary' flag and cannot be reassigned to any other leader AFAICT. Obvious resolution is probably to have had them vaporize, just as if they'd fled during battle.
I've also reanimated their former leader, so should be able to check whether the mercenary flag sticks around in the afterlife in 3.08 once I get home.
MaxWilson
May 3rd, 2007, 06:07 PM
I think it does in part; mercenaries revived with Ritual of Rebirth don't demand contracts but still won't give up their items (or give BACK items that you give them).
-Max
DrPraetorious
May 3rd, 2007, 06:40 PM
The fir bolg champion is GC 13 (MA Eriu). I'm pretty sure that was meant to be at least 30.
Edi
May 4th, 2007, 02:27 AM
It's supposed to be 45 gold. Known issue.
Endoperez
May 4th, 2007, 04:08 AM
Shortlist:
MOD Sprites: There is a hard limit of 110 new sprites added in mods. Any more and the game crashes. Unknown if 110 is a total limit from all enabled mods together, or the limit for how many can be included in a single mod.
Johan K said: (http://www.shrapnelcommunity.com/threads/showthreaded.php?Number=516400)
The image limit in Dominions is 1000 images from enabled mods. So it should be quite a while before you reach that.
Endoperez
May 4th, 2007, 04:16 AM
shortlistNAT 011 Bandar Log reincarnation: Player receives message &#8220;****v has died and been reincarnated as a fully grown White One.&#8221; The problem is '****v' is actually a series of squares followed by a triangle (point down). No idea what happened, who died and where. Ask LDiCesare for more information.
I think I meantioned this earlier somewhere. This happens whenever a unit-White One dies and is reincarnated (as a unit).
lch
May 4th, 2007, 11:40 AM
Dunno if it's a bug or WAD, but my Caelian hero Isvat has always 2 prot less than he should do. He has a 15 prot fire plate by default (which gives him 13 prot), but even giving him other armors always results in 2 prot less than the armor has. He currently is in Cold 2 dominion by the way, if that makes any difference. This applies to 3.06, haven't tested 3.08 yet but as Isvat can only be found in the Worthy Heroes mod thread I guess it isn't fixed since it was never reported.
Endoperez
May 4th, 2007, 01:54 PM
lch said:
Dunno if it's a bug or WAD, but my Caelian hero Isvat has always 2 prot less than he should do. He has a 15 prot fire plate by default (which gives him 13 prot), but even giving him other armors always results in 2 prot less than the armor has. He currently is in Cold 2 dominion by the way, if that makes any difference. This applies to 3.06, haven't tested 3.08 yet but as Isvat can only be found in the Worthy Heroes mod thread I guess it isn't fixed since it was never reported.
I immediately thought of some form of ice-affected armor... But if it was LOWER in cold 2, something's wrong with it. I guess it can be negative as well, to give bonuses in warm provinces, though.
Ewierl
May 4th, 2007, 03:44 PM
lch said:
Dunno if it's a bug or WAD, but my Caelian hero Isvat has always 2 prot less than he should do. He has a 15 prot fire plate by default (which gives him 13 prot), but even giving him other armors always results in 2 prot less than the armor has. He currently is in Cold 2 dominion by the way, if that makes any difference. This applies to 3.06, haven't tested 3.08 yet but as Isvat can only be found in the Worthy Heroes mod thread I guess it isn't fixed since it was never reported.
Does he have a helmet? A suit of armor with protection X provides about 80% of X to the unit's overall protection score, since it leaves the head uncovered, and the "Protection" value listed on the unit's infoscreen is the average protection over the whole body. Click on that value to see separate values for head and body; if you're lucky (ie, not bugged), he has full 15 on body and a much lower value on head.
Endoperez
May 4th, 2007, 05:02 PM
Scorpion Man has no body slot, but wears a Plate Cuirass! Either Scorpion Men and Scorpion King should get the body slot, or the King should also get to wear an armor he can't replace with a magical one.
lch
May 4th, 2007, 05:24 PM
Here are screenshots of him, without any additional gear. Taken after updating server and client to 3.08. The latest Worthy Heroes mod version 1.6 is active, by the way.
http://img519.imageshack.us/img519/4577/isvat1wd5.th.jpg (http://img519.imageshack.us/img519/4577/isvat1wd5.jpg) http://img504.imageshack.us/img504/2092/isvat2mk5.th.jpg (http://img504.imageshack.us/img504/2092/isvat2mk5.jpg) http://img504.imageshack.us/img504/6430/isvat3tp5.th.jpg (http://img504.imageshack.us/img504/6430/isvat3tp5.jpg) http://img153.imageshack.us/img153/5098/isvat4bq4.th.jpg (http://img153.imageshack.us/img153/5098/isvat4bq4.jpg)
thejeff
May 4th, 2007, 07:27 PM
So 15 protection body and 8 protection head.
If body protection is 75% that comes to 13.25, round to 13
If body is 80%, then it should be 13.6, which I would expect to round to 14, but it might just truncate.
Try giving him a better helmet (or worse armor) and seeing if it does what you expect.
Or try Fire Plate and Crown of Command on someone else. You should get the same results.
lch
May 4th, 2007, 07:41 PM
Okay, it seems I missed this body/head armor calculation so far and didn't expect that his Crown would reduce that value. So only when the head armor piece is as good or better in protection as the body part, the body part will count 100%, otherwise it will be divided like this?
Endoperez
May 4th, 2007, 07:57 PM
lch said:
Okay, it seems I missed this body/head armor calculation so far and didn't expect that his Crown would reduce that value. So only when the head armor piece is as good or better in protection as the body part, the body part will count 100%, otherwise it will be divided like this?
Actually the protection usually shown is an approximation. The body and head prot are used to calculate it. In battle, the game doesn't use the approximation but either body or head armor, depending on where the hit was.
<font color="blue"> The approximation is used with AoE attacks only </font>
calmon
May 5th, 2007, 03:37 AM
In one of my MP games i had some really strange transformations of commanders.
The turn was made by 3.06 and hosted by 3.06. I used 3.08 to show the results.
I teleported/cloud trapezed a seraph and a tartarian in battle and in the new turn the seraph changed to a tartarian and the tartarian to a mummy.
Stats like HP, endurance, etc. are from the transformed type and magic from the former type e.g. my Seraph transformed to a tartarian has still the seraph magic but now the tartarian stats.
I attach the TartarianSeraph.jpg to this post. It needs some further investigations.
Olive
May 5th, 2007, 02:50 PM
Since 3.08 patch, site searching spells are targeting capitol cities.
OK, before, when all owned provinces had been searched and you asked to cast the spell, they targeted the capitol and you knew all had been searched (most of times, but sometimes provinces were forgotten) and could assign the mage to other tasks. Now the capitol are normal parts of their searching cycle. They cast the spell on some province, one capitol, some other provinces, one other capitol if you have conquered some, etc...
Arralen
May 5th, 2007, 03:08 PM
Olive said:
Since 3.08 patch, site searching spells are targeting capitol cities.
'Been this way since 2.97 ... .
Provinces are searched by number, from lowest owned to highest ... .
Olive
May 5th, 2007, 04:29 PM
I may be wrong, but I'm 99% certain than before 3.08, when a mage where monthly assigned to cast a site searching spell, when he stopped because he didn't find any province to cast the spell, the capitol(s) were spared by the colored 9 meaning the spell had been cast on it. Today I've started test games with man towers of chelms and mages casted the spell on the capitol during the cycle - and the 9 appears on the capitol city.
mivayan
May 5th, 2007, 05:35 PM
Olive said:
I may be wrong, but I'm 99% certain than before 3.08,
In 3.06 I've seen it happen both ways in different games. Might depend on the map used or something else.
TurboNoob
May 5th, 2007, 05:41 PM
A pretty big bug, I can't start the game because all I see is this:
http://xs.to/xs.php?h=xs115&d=07186&f=dominions3brok.jpg
I have the necessary requirements for the game (RAM and video card) but I'm running vista, is that the problem?
lch
May 5th, 2007, 05:58 PM
Have you got Vista-certified drivers from your graphics card manufacturer? Do you have any similar problems with other games?
Edi
May 5th, 2007, 06:22 PM
The problem is probably related to Vista. Dom3 has been developed mainly on Linux and intended to be multiplatform (Windows, Linux, Mac, Solaris). Vista was nowhere near out when Dom3 was completed, so not meshing with Vista, especially given the dismal state of Vista driver support at the moment, is no surprise.
TurboNoob
May 5th, 2007, 06:58 PM
is there any way to uninstall vista and install xp?
Ballbarian
May 6th, 2007, 02:03 AM
Not sure if it will help, but I use another pc as a server and had some really strange graphics glitches until I adjusted the video settings via the command line switches. Then everything worked like a charm.
<font class="small">Code:</font><hr /><pre>******* Video Options *******
-T --textonly Use this with --tcpserver to get graphicless server
--opacity X Set gui opacity 0 - 100
-r --res X Y Set screen resolution / window size (default=800 600)
--animback Use animated backgrounds
-a --noanimback Don't use animated backgrounds
--fade Use fade effects
-f --nofade No fade effects
--nopopups No helpful popups
--fps X Aim for this nbr of frames per second (default=20)
--maxfps X Maximum nbr of frames per second (default=50)
--filtering X Quality of OpenGL filtering 0-3 (default=2)
--maxtexsize X Max texture size in pixels 32-4096 (default=unlimited)
--treequal X Tree quality 1-5 (default=3)
--texqual X Texture quality 1-5 (default=3)
--nolightfx No light effects in battles
--partamount X Max nbr of particles 0-8 (0=none, 4=default, 8=max)
--nograss Don't draw the grass
--noarcade Don't draw floating damage numbers
--noglext Don't use any OpenGL extensions
--vsync Enable vsync
-V --novsync Disable vsync
--renderpath X Use different optimizations 0-1 (0=good for low mem cards)
-x --fastgrx Faster graphics (use 3 times for best performance (-xxx))
-p --perftest Run a performance test and exit</pre><hr />
MaxWilson
May 6th, 2007, 03:25 AM
Blessed Sepulchrals don't get full blessing effects. In attached save game (Wisp's Home battle or Upper Skelde battle), D9E9N4S4 Sepulchrals appear to receive the E9 blessing but no other effects (including +2 morale). Unknown whether this generalizes to all sacred undead.
-Max Wilson
Edit: 2 things. It turns out that there was no partial blessing applied--Protection was boosted by another mage casting Legions of Steel, not by the blessing. Also, DrPraetorious' hotfix (message #500877, "Black Tome of Alisophocus / Blessing Hot Fix", not sure how to create a link to it) corrects the problem. Nice work, Dr. P!
[Of course it's not really a .txt file.]
Edi
May 6th, 2007, 04:13 AM
The blessings have always been either straight out broken or otherwise strange with undead, so that issue is on the list.
Olive
May 6th, 2007, 05:00 AM
mivayan said:
Olive said:
I may be wrong, but I'm 99% certain than before 3.08,
In 3.06 I've seen it happen both ways in different games. Might depend on the map used or something else.
That's it, it happens on Glory of the Gods (small), but not on Cradle of Dominions.
Edit : no, I've run some tests, it's not that. I've still one of the games where the capitol has been searched by spells, but I'm not able to reproduce it. Don't know how it happened. http://forum.shrapnelgames.com/images/smilies/confused.gif
Edi
May 6th, 2007, 05:10 AM
Bug Shortlist has been updated to reflect the currently unresolved issues of version 3.08.
MaxWilson
May 6th, 2007, 06:20 AM
Thanks, Edi! I'm glad to see that #startspell is considered a major bug.
-Max
lch
May 6th, 2007, 06:46 AM
Victory Point provinces can pop up on your map if the server is started from the command line. Discussion here. (http://www.shrapnelcommunity.com/threads/showflat.php?Number=507643&fpart=10#Post518014)
Maybe not a bug, but I'd be interested how that happens and if I maybe need to add some switch to turn those provinces on/off.
Edi
May 6th, 2007, 06:51 AM
You're welcome, Max.
Originally, the 3.06 list did not have much color coding because I thought to leave the determination to Johan and Kristoffer, but that didn't pan out too well because they have so many things pressing on their time that things can get easily overlooked. Maintaining the color coding on the list is also mind-numbing gruntwork from some perspectives and they can use that time better. It is probably easier that I make some judgment calls to draw attention to certain problems. Especially now that I also have access to the beta forum and the additional information there, such judgment calls are easier to make without just shooting blindly in the dark.
The new way of organizing the shortlist will also help keep things from becoming too muddled up.
Edi
May 6th, 2007, 07:00 AM
TurboNoob said:
is there any way to uninstall vista and install xp?
If you buy a legit copy of XP, format the drive and install that, then yes, but the first thing I would try is checking what kind of graphics card you have, then check the manufacturer's site for Vista-compatible drivers and install those. It helps if you have a big brand graphics card. For example, I have an Asus card, so drivers are generally not much of a problem.
TurboNoob
May 6th, 2007, 01:19 PM
I have a 945GM/GU from acer which is a pretty bad video card, but I'm on a laptop so I can't really replace it. It says it has installed the new drivers just fine, but I don't notice any difference with them in any games.
All in all, I think Best Buy sold me a lemon and I definitely won't be buying another acer laptop. I'll also be more careful to research what I'm buying in the future.
thejeff
May 7th, 2007, 12:50 PM
There's definitely some kind of bug with monthly site-searching and capitals. It's been around from the start, but it should be easier to pin down now that all searching can be done monthly.
Sometimes capitals (including captured enemy capitals) are targeted, usually they are not. If a capital is targeted, it will be a valid target for all paths. Which capitals are valid targets changes from game to game with no pattern I've been able to spot.
Some non-capital provinces are skipped. I haven't yet seen this in 3.08, but I've only had a few test games, none of which lasted very long.
My guess is that there's something wrong in the "Is this a capital?" check, that causes both problems. Now that all searching can be done with monthly casting, it should be possible to see whether there's a correlation between capitals searched and provinces not searched.
Other site-searching problems:
A mage set to auto cast searches can target a province lost the same turn. (Not lost the turn it's cast, but the turn it's targeted.) You cannot manually set a mage to cast on that province, since you no longer own it. This is an artifact of the turn order. Targets for monthly rituals are determined right after the ritual is cast, before battles occur.
For the same turn order reasons, a mage auto casting searches will not target a province gained that turn, though you can manually target that province.
The first of those I would call a bug, since it lets you do something you can't do by other means. The second would be nice to have, since it would let you keep your empire searched with less effort, but the same fix would probably address both.
Blofeld
May 8th, 2007, 11:16 AM
W85 - tentacle should be bonus weapon, as of now it hurts hybrids and hybrid troopers (U 969, 970) - they have club or spear + tentacle and thus suffer from dualwielding penalties
U908 - Queen of the Lake, U359 - Queen of the Sea regenerate while not underwater. U907 - Queen of the Deeps doesn't. Bug or WAD?
Map Parganos - province #31 (a small island SW completely surrounded by water) is not marked as #nostart
MaxWilson
May 8th, 2007, 11:48 AM
About Parganos: I believe there are several other problems with the map. There's a fixed map done by Edi, IIRC, posted in the map forum.
-Max
Edi
May 8th, 2007, 11:55 AM
Parganos has been fixed (see shortlist, 3.06 issues) and there has been an improved fix that I have not yet posted on the main forums. I'll try to see that the fixed maps make it to the next patch. Some of the other maps also need looking at, they have screwey mapzooms due to the editor having deleted the #defaultmapzoom values at some point.
Blofeld
May 13th, 2007, 05:29 PM
U907 - Queen of the Deeps has no darkvision
Thematically she should, also Queen of the Sea has darkvision 100
ologm
May 13th, 2007, 07:00 PM
Replay inconsistency: In the attached savegame in the province Florien there is a ice captain called "Lord of Decay". If you look at the replay of the battle in Florien he ends up with a never healing wound affliction during the battle. However after the battle he has no affliction.
lch
May 13th, 2007, 07:05 PM
ologm, are you using a Mac, and the host Linux or Windows? Then you're not the only one who has replay inconsistency.
ologm
May 14th, 2007, 02:22 PM
It's a single player game. I don't have the chalice or GOH.
Saxon
May 17th, 2007, 02:24 PM
When designing a Pretender, I went to Early Age Ulm. I can not selcet the red dragon, instead I am given the Great Sage. The Blue dragon gives me the frost father while the green one the master druid.
I then tried selecting dragons for other nations and encountered the same problem.
I am running 3.08. Game is otherwise running well.
BigDisAwesome
May 17th, 2007, 03:01 PM
Thats how it's supposed to work. The dragons can transform into their caster counterparts. When they transform into the dragon, they lose 2 in every magic path they have, but gain those nice dragon stats.
Try it out. An W9 blue dragon not only gives an awesome bless for not many points, and he makes a rather respectable SC/thug.
Baneslave
May 17th, 2007, 03:02 PM
Saxon: Use command "change shape" to have your dragon. All dragons have special second human special form. They change form if they are hurt.
Edi
May 17th, 2007, 03:35 PM
Saxon said:
When designing a Pretender, I went to Early Age Ulm. I can not selcet the red dragon, instead I am given the Great Sage. The Blue dragon gives me the frost father while the green one the master druid.
I then tried selecting dragons for other nations and encountered the same problem.
I am running 3.08. Game is otherwise running well.
As the others said, it always has been that way. If you check the various dragon entries in the DB, you will see a value in the shapechange field. Check the monsters with that number. All pretenders who can shapechange (except the Smoking Mirror) will show their alternate form after being selected. The dragons will show great sage, frost father and master druid, dracolich will show bog mummy, carrion dragon will show carrion lord and ***** queen will show crone. It was through this mechanism that some of the earlier and since fixed cost mismatch bugs were found, because the cost of the alternate shape determines the point cost of the pretender.
Saxon
May 18th, 2007, 01:51 AM
Huh, interesting. I last used dragons in Dom 2 and do not remember having the graphic change on the selection screen. Probably my oversight. What was confusing me was that I clicked on a picture of a dragon, but then got a little man. When I checked the first screen, the little man was right underneath the dragon, with the same name. It truly does look like I am selecting a dragon and am then being given another pretender type. As that second pretender type is also available for selection, the interface is not 100% crystal clear about what is going on.
In any case, thanks for sorting this out so easily, I am glad one can still select dragons. I don’t think this is a bug, but I do think the interface could be clearer.
And yes, having the human shape cast some strong buffs, then switching to dragon form and attacking as a SC is a powerful strategy. I always disliked losing a turn to the shape change and, for this game, went with the God of War. Silly fool got a never ending wound in his second battle and a limp later on. He is now the Retired God of War, sitting in a lab telling stories about the good old days…
ologm
May 18th, 2007, 10:14 AM
Ritul of Rebirth works on undead Unfrozen lord( id 1201 )
Igni
May 18th, 2007, 01:33 PM
I'm playing on a Mac iBook. When I'm in the Army Setup screen, sometimes when I double-click on troops, it crashes me out the game and I'm looking at the desktop.
I've been encountering it over and over again as I try to identify wounded troops by clicking one one of them and hitting 'w'. That part works fine. Shortly thereafter when I'm trying to deselect someone is when it crashes.
Is this a known problem? Thank you in advance to everyone for your help and thank you to Ilwinter for such an addictive game.
Edi
May 18th, 2007, 02:44 PM
That is one problem that has been reported for the Mac version. I probably need to add it to the shortlist, but even though I'm largely in charge of collecting bug reports, I've got almost no idea of what issues affect the mac version and how severely. That's due to my zilch experience with Macs.
ologm
May 19th, 2007, 03:28 PM
Another replay inconsistency: In the battle in C'Tis the only siege golem gets killed, after battle it is still alive.
Also commander with winterbringer loses an eye in battle, but after battle has his eye back.
vfb
May 19th, 2007, 06:56 PM
lch said:
ologm, are you using a Mac, and the host Linux or Windows? Then you're not the only one who has replay inconsistency.
I'm using Linux, host is Linux too (Gandalf's server). An Arch Devil of mine got his tail chopped off in a battle replay, but when I look at him on the main screen, it grew back (no more missing tail). He has regeneration, but does not cure afflictions.
Edi
May 20th, 2007, 01:14 PM
Igni said:
I'm playing on a Mac iBook. When I'm in the Army Setup screen, sometimes when I double-click on troops, it crashes me out the game and I'm looking at the desktop.
I've been encountering it over and over again as I try to identify wounded troops by clicking one one of them and hitting 'w'. That part works fine. Shortly thereafter when I'm trying to deselect someone is when it crashes.
Is this a known problem? Thank you in advance to everyone for your help and thank you to Ilwinter for such an addictive game.
I took a closer look at the Dom3 Progress page at Illwinter's web site and it has an entry that says there is a problem with the game sometimes crashing on Mac when you use shift-click to select units and that the problem will be fixed in the next patch. If your problem is related to that, it is possible that it will disappear with the next patch, but don't take that as a guarantee.
Lazy_Perfectionist
May 20th, 2007, 09:48 PM
Hmmm... I just randomly generated a map with no way out of my starting province. When I press eight to display the connections, theres none at all between my capital and any of the surrounding land. Should I upload the map, and if so, where is it located?
Edi
May 21st, 2007, 02:42 AM
The map file and the graphic are located in the maps folder. There are some issues with the RMG, but this is the first I've heard of a province with no neighbors at all.
Micah
May 21st, 2007, 04:21 AM
I've got one of those in one game I'm playing, took it over with a remote attack spell (of course I can't get the troops out, but I think it's paying enough for upkeep...) Luckily it didn't contain anyone's capital.
lch
May 21st, 2007, 05:34 AM
When using the random map generator myself I noticed that there always seems one province that doesn't have any neighbor nodes. It only inherits those connections from the nodes pointing to it, but usually lacks some that probably would have to originate from it. Never had time to investigate closely, but I agree that there's definitely something odd.
Ska
May 21st, 2007, 10:39 AM
Hello everyone! -my english is bad sorry-
I'm a new dominions player http://forum.shrapnelgames.com/images/smilies/happy.gif great game !
But have too some problem with the patch 3.08 !
I've installed it and since that the game "not responding" when I want go to the next turn (game is bloked on the loading windows between two turn)
I don't understand, don't use any crak, please tell me if you know the problem.
My computer is monocore 3200+ 6600gt 1go ddr2 dx9d and relatively recent drivers nvidia on windows xp sp2.
Thanks a lot !
I remember an error message told me which there was a problem with the army files (have seen this message error only onetime) (and after re-installation there's the same prob)
<font color="#5bebe5">Post moved fromn patch thread ~Edi</font>
Capt_Jack
May 21st, 2007, 10:52 AM
Edi said:
Igni said:
I'm playing on a Mac iBook. When I'm in the Army Setup screen, sometimes when I double-click on troops, it crashes me out the game and I'm looking at the desktop.
I've been encountering it over and over again as I try to identify wounded troops by clicking one one of them and hitting 'w'. That part works fine. Shortly thereafter when I'm trying to deselect someone is when it crashes.
Is this a known problem? Thank you in advance to everyone for your help and thank you to Ilwinter for such an addictive game.
I took a closer look at the Dom3 Progress page at Illwinter's web site and it has an entry that says there is a problem with the game sometimes crashing on Mac when you use shift-click to select units and that the problem will be fixed in the next patch. If your problem is related to that, it is possible that it will disappear with the next patch, but don't take that as a guarantee.
I was able to confirm the bug on 2 different Mac's today. Click on a troop in the troop setup and select w will give you the wounded. Click on the highlighted troop and Dom3 will close down. It happens in any case of Multiple highlighted troops and another click. The crashlog for Dom3 does not show this as a crash. The game in play does not show any changes when restarted i.e. nothing was written to the file.
Lazy_Perfectionist
May 21st, 2007, 12:43 PM
Turns out the RMGs are in the save folder. There were several broken provinces in this game, not just the one. The northern landmass, for instance, and some of the lower ones have some funny connections.
Can the random map generator be interfered with by other running processes? While the map was going up I was running uTorrent, resident protection AVG antivirus free edition, windowsblinds, watching an avi, browsing the internet and so forth. If that's the origin of the problem, it'll be easy enough to replicate and avoid. I hadn't noticed such random map problems when all I did was wait for randomization.
I'm uploading the savegame folder in the 7z archive format (http://www.7-zip.org/) because its a free format with about 40% savings. I can up it as a zip file to, and probably will edit it in after uploading finishes.
The file can be found at rapidshare.
Save game in 7z (http://rapidshare.com/files/32563191/Burny.7z.html)
Save game in zip (http://rapidshare.com/files/32564845/Burny.zip.html)
vBulletin® v3.8.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.