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Cor
May 21st, 2007, 03:49 PM
I am not sure if this is a bug or WAD.
Undead suffer afflictions from old age, despite the description of undead saying they are uneffected by old age.
This is usually not a problem but with Burden of Time up you start to see afflictions on LA ermors bishops and others with 500 max age.
Edi
May 21st, 2007, 04:31 PM
It's not a problem with undeath, it's a problem with lifelessness.
The aging mechanic priority order is 1) lifeless, 2) undead, 3) demon, 4) other, so lifeless undead are considered lifeless first, undead second, and aging mechanics are applied accordingly, which is why lifeless undead do not get maxage increase from death magic, but earth magic, and also why they suffer from old age afflictions. Non-lifeless undead should be unaffected. Unfortunately, a good many undead creatures are lifeless, among them all liches and the Ashen Empire Ermorian priests.
The problem would probably go away once and for all if the priority order was changed from the current one to 1) undead, 2) lifeless, 3) demon, 4) other.
EDIT: amended last statement to probable, because I do not know for certain. Earlier unequivocal statement was a mistake on my part.
Ska
May 21st, 2007, 05:46 PM
No one have the same problem??
Kalkkis
May 21st, 2007, 05:54 PM
Ermorian priests are not lifeless
Edi
May 22nd, 2007, 01:32 AM
Hmm, memory playing tricks on me again, I see. Should have checked that one. In any case, I've brought it up with IW.
Edi
May 22nd, 2007, 01:38 AM
Ska, can you give a bit more detailed descriptionb of your problem with non-responsiveness? Do the shortcut keys not work, or does the problem appear in some different way? Your current description is a bit unclear, it could be interpreted in more than one way.
Manuk
May 22nd, 2007, 02:35 PM
ska, search in this very thread. I think it happened before.
Manuk
May 22nd, 2007, 06:03 PM
In a MP im in some of last turn's report messages had the question mark that ussualy goes on a deceased mage casting a spell. And without the goto commander instance.
I thought they were dead, but they were all alive. odd.
Lazy_Perfectionist
May 23rd, 2007, 12:57 PM
Can you restrict the search feature in this forum to a single thread? How?
Anyways, I looked in the short list and didn't see the following. You know how you're supposed to be able to scroll by moving the mouse cursor to the edge of the screen? When I have that option enabled, I only get to scroll in two directions, that is, north and west. To be clear, the keyboard scroll works perfectly fine, but the mouse scroll doesn't.
So, is this something that just happens to me and likely caused by a software conflict/driver update required, or has this happened to other people?
Edi
May 23rd, 2007, 01:47 PM
Mouse scrolling in all directions works just fine for me in full screen mode, but not in windowed mode.
MaxWilson
May 23rd, 2007, 02:51 PM
I have had the same problem with scrolling, but I have to run on a coarser resolution (640x480) because my computer is slow.
I don't know of a way to search within a thread, other than by searching on [+"Short List" +whatever] (without the brackets) for the "Short List" thread. Doesn't work perfectly because people do change the subject as the thread progresses.
-Max
Saint_Dude
May 24th, 2007, 12:15 AM
Is there a bug with the "Wind Ride" spell? I have been trying to use it to grab my opponents immortal leaders and bring them to a province where they can be killed. I know where my opponents leaders are, I know there are no domes. Yet, I have cast the spell 6 times and have snagged 0 leaders. None of the leaders are large, none are earth mages. About half are ethereal.
Is this normal, or is this a bug?
Saint_Dude
May 24th, 2007, 12:38 AM
In the same scenario. . . I have been trying to spread my dominion to counter my opponents large collection of immortal leaders. My opponent has dom 10 and 3 temples, I have dom 8 and 4 temples. I have moved into a province adjacent to the edge of my dominion and built a temple and started to preach.
I have 15 level 1 priests and 5 level 2 priest preaching and I have a temple in the province. The starting dom of the province was -10. The way I understand the manual, each level 1 priest would have a 10% chance to raise the dom by 1 per turn, and the level 2 priests would each have a 40% chance. The temple would have an 80% chance of making a temple check and then would have a 40% chance of raising the dom in the province (for a total of 32%).
I mention all these probabilities because I have been preaching solidly for 4-5 turns and have not changed the dom by even 1 point.
The chance of this happening (discounting passive dom spread, which should have very little effect in this situation) is (0.90^15) * (0.60^5) * (0.68) = aprox 1% per month. The chance that this happens 4 or 5 turns in a row? Very small indeed.
I am wondering if there is some sort of bug with preaching? Or some bug with random number generation (I am using a mac which may make a difference)?
RamsHead
May 24th, 2007, 02:19 AM
Deleted for fear of multiplayer exploit.
jutetrea
May 26th, 2007, 03:33 AM
I've got a big SP game going, primarily to test out late game functionality. I reached a point where every time I end the turn it CTD and gives me the error message:
dnf: bg area 0
Is this the battlefield bug with too many units? I haven't done any troubleshooting (saving the game, removing all actions but 1, ending turn) yet. Wanted to see if this was a known issue with a known fix.
Thanks, I'll try to attach the files, but don't know if they're working yet.
lch
May 26th, 2007, 10:50 AM
Dunno if it's a bug or WAD (as it's the way with most things in Dom3), but Li T'ieh-Kuai, the master of the Iron Crutch, doesn't get any improvement with Winged Shoes, his movement stays at 1/7.
Lazy_Perfectionist
May 27th, 2007, 03:59 PM
Whenever I'm in windowed mode, the shift key is disabled. Is this a known, common, or unique to me problem? Or, is it a feature.
It's not worth browsing the forum for tips if I can't autocast my site searching spells.
Ballbarian
May 27th, 2007, 05:00 PM
Check your CAPS lock on your keyboard.
Lazy_Perfectionist
May 27th, 2007, 05:23 PM
Oh, I've done that. And even using that, I can't seem to acess the shortcuts. Even while toggling between capslock on and off, I can't get any capital letters while renaming a unit unless im in fullscreen.
Arralen
May 27th, 2007, 06:32 PM
Known, but seemingly forgotten again and again.
Might be a problem with the SDL library, though ...
Lazy_Perfectionist
May 27th, 2007, 07:32 PM
Thanks Arralen. I won't worry to much about it being a config problem then. Though if anyone else can weigh in on the issue, I'd appreciate it.
RonD
May 29th, 2007, 04:41 PM
Over on the QT3 forum, someone suggested that Stygian Paths might actually be a viable spell for Helheim, due to their stealth. Thanks to Boron's "testmap" and mod it took about 2 minutes to try this out. The results made me go "hmmm".
I gave 60 Helhirdlings + 40 Valks to a D6 Allfather (yeah, right, like any test with a non-F9W9 Helheim pretender is "realistic"), and had him cast Stygia Paths.
The message said that 14,445,592 troops had died in the attempt. What really happened was even stranger. The "Go to commander" button sent me to the target province, but the Allfather never made it there. All 60 of the Helhirdlings did arrive (but without a commander, so they were lost in the battle). All 40 of the valks were safe and snug at home, back in the garrison.
-- by the way - I don't often phrase things as "the devs ought to...", but the devs ought to remove this spell until it is truly fixed. This discussion arose after a relatively new player lost his whole main army (and, thus, any shot at being competetive) in a large MP game. He's taking it rather well, but I could see feeling really jerked around by a bug this bad that has been in the game this long.
Ewierl
May 30th, 2007, 07:43 PM
The LA Man spell "Summon Bean Sidhe" conjures a Tlahuelpuchi, the Mictlan blood summon.
vfb
May 30th, 2007, 09:21 PM
I made a mistake and summoned a Treelord in non-forest, and found the following problems:
Giving a Flying Carpet to a Treelord (U621) changes the description to "Move 1/2".
Clicking on "Move 1/2" shows "Map Movement Speed 1".
But the Treelord still cannot move on the map.
Casting "Faery Trod" with a Treelord in non-forest gives the message "The caster is too immobile to use this spell." (the spell is not cast).
Casting "Faery Trod" with any other unit in non-forest gives no message, but the unit orders are unchanged (the spell is not cast).
lch
June 4th, 2007, 05:50 PM
Modding in Dom3 v3.08 is quite limited: There seems to be a lookup table for descriptions where unit descriptions and descriptions/summaries/briefs from mod nations are added. If you add a couple of things then you soon run out of space, though: Tests with mod nations seem to indicate that there's a limit for a maximum of 183 concurrent user defined texts added via #descr for units and nations or #brief and #summary for nations. After that number is reached, no other texts can be added in that category. If you want to do a greater deal of modding, you'll soon reach that barrier.
Interestingly, #descr tags from new spells don't seem to go into that same table, they don't interfere in this manner.
thejeff
June 6th, 2007, 02:57 PM
I sent out a nice moderately equipped Skratti to solo PD. Scripted to Quicken Self, Breath of Winter, change shape, attack.
In werewolf form he won handily, but when I checked the province afterward he was in wolf form and most of his equipment was gone. Makes the nice werewolf form kind of useless.
The Skratti should not go to the wolf form after changing shape in battle. I suspect that the code simply executes another change shape if the unit changes shape in battle. This works for other units, because they (all?) only have 2 shapes. Since the Skratti has 3 it just cycles to the next.
Not only is the equipment lost, but this could cause serious problems if another battle occurs the same turn.
lch
June 7th, 2007, 05:21 AM
I'm not going to go through the 70 pages to find out if this has been posted yet and I can't find it on the shortlist, but the Patalan naga troops (Naga and Naga Warrior) are lacking Darkvision, while the commanders aren't.
Edi
June 7th, 2007, 05:39 AM
Ich:
Doesn't sound like an issue that has been reported so far, so I'll check that and add it to the shortlist later today.
Edi
June 7th, 2007, 11:53 AM
lch said:
I'm not going to go through the 70 pages to find out if this has been posted yet and I can't find it on the shortlist, but the Patalan naga troops (Naga and Naga Warrior) are lacking Darkvision, while the commanders aren't.
Took another look under patch 3.08 and they certainly have 75% darkvision under my install. It's the last ability icon they have. Did you check you were running a vanilla game?
lch
June 7th, 2007, 12:03 PM
Ah, now I see why that is, yeah. Sorry, my bad.
Another thing, which I think was reported before, but I'm not sure: If somebody cast Astral Window in a province and there's a battle inside it then it shows up as battlefield enchantment. Bug or WAD?
Edi
June 7th, 2007, 12:09 PM
I'm inclined to think that would be an oversight or a minor bug. Local enchantments that affect the whole province, such as domes, astral window etc show up as icons, perhaps because some spells indeed affect battles in the province. Some artifacts and items also cause stuff that appears as icons, so I suppose it lumps all local stuff in the same category and displays it. There's a related shortlist entry regarding the Ark in the CBT section, I suppose this would belong there.
However, no confirmation on the BUG/WAD issue.
Twan
June 7th, 2007, 01:57 PM
Not really a bug but a little strange mod behavior I've found making the Greyhawk mod : if copystats of a marignon inquisitor is used to give the ability "inquisitor" to a new monster, it's impossible to suppress the magic skills of the monster, even non holy magic (#clearmagic doesn't work with inquisitors, #magicskill 0 0 do nothing)
Sombre
June 7th, 2007, 02:23 PM
Did you enter #clearmagic multiple times?
Like this - #clearmagic#clearmagic#clearmagic#clearmagic
Ever since they 'fixed' the #clearmagic command I've had to do that in order to get it working.
Micah
June 7th, 2007, 06:52 PM
The multiple attack reduction for repel attempts doesn't seem to be working properly, at least in relation to the Swarm spell.
One unit with a 24 attack value cut through 120 Swarm dragonflies in 3 rounds with repels in one game I'm in, which is clearly close to a statistical impossibility if he was at a -78 attack skill penalty for the 40th fly on each round.
Gooles
June 7th, 2007, 09:13 PM
Favoring pans for their huge call of maenads (sp?), ability to do blood sacrifices and great ability to research, I've ~7 at my capitol creating an overwhelming number of the missile fodder. I've also an army abroad with a little over 1000 units, majority maenads (maenids, maeneds? maneids? bah...) attacking what's left of C'tis' nation. But, while cleaning up, I keep crashing. I'm not sure if it's the huge number of units or what... It crashes around the time the CPU starts handling battle loading (on turn "hosting", not actually watching battles).
I can post the savegame if you care to look at, fairly annoying and especially distracting.
Edit~ 2 mods running, both mostly cosmetic with only minor stat changes to pretenders. Posted savegame with mods I was running in a rar as attachment.
Gooles
June 7th, 2007, 09:48 PM
Splitting up my biggest army seemed to fix this... =/
Posted attachment of game after split (w.o. mods to save Shrap's BW)
mivayan
June 8th, 2007, 11:54 AM
Gooles - do you use the latest patch or an older one like 3.06?
A bug was fixed in 3.08 that crashed the game when too many units were on the battlefield.
Gooles
June 9th, 2007, 09:45 PM
3.08, that's why I was so surprised. I can have thousands of units in Ermor but for some reason crashes on Pang.
Edi
June 10th, 2007, 04:32 AM
That is not related to the battlefield overcrowding bug, but is another issue where there are so many units in one province that the game experiences some sort of memory error or something when you try to select too many via shift-click or doubleclick, because it needs to check all the units at once.
Gooles
June 10th, 2007, 08:43 AM
It isn't when I'm selecting units though, it's when I end a turn
Edi
June 10th, 2007, 04:54 PM
Probably a different problem then. Please provide an detailed description of when and how it happens.
Sandman
June 10th, 2007, 06:41 PM
The random map generator never makes mountain provinces, only border mountains.
Velusion
June 10th, 2007, 06:56 PM
Sandman said:
The random map generator never makes mountain provinces, only border mountains.
I wonder if that is a bug or intended? Personally I wish it would mark some of them as Mountains...
lch
June 10th, 2007, 07:49 PM
Sandman said:
The random map generator never makes mountain provinces, only border mountains.
That is because the random map creator never creates a mountain area for a province, but only mountain ridges on the province borders.
I created a random map once where two to three thin provinces were sandwiched between mountain ridges, it looked really weird especially because those provinces were basically tunnels, but it looked like a solid mountain mass. I manually removed their neighbors and set a few border mountains or cave province tags to their former neighbors and had a nice impassable terrain.
mivayan
June 11th, 2007, 03:29 PM
Sandman said:
The random map generator never makes mountain provinces, only border mountains.
Under game tools -> random map creator there's a checkbox for "Impassable mountains". If that's unchecked there should be just normal mountains and no border mountains.
No idea if changing the setting affects the map you get when you choose random map during game creation.
edit: the setting isn't saved. Perhaps it should be, or the default should be normal mountains?
Sombre
June 13th, 2007, 11:18 AM
Things that don't work in weapon modding commands:
#aoe (number) - simply doesn't appear to do anything
#secondaryeffectalways (weapon/effect number) - it does assign a secondary effect to the weapon, but it doesn't always go off, nor is it even the effect/weapon which corresponds with the number you gave.
For example I put in #secondaryeffectalways 183 I should get the snake bladder stick going off every time I swing that weapon, or every time that projectile lands. Instead I get a shortsword as a secondary effect and that only happens if I hit/wound someone, or not at all.
Things I thought worked properly:
#secondaryeffect (weapon/effect number)
But now I doubt that too. It works fine for effect/weapon 50 and 51 - weak and strong poison. But when I was trying to make my plague censer weapon, I ran into a problem.
Here's the code.
#newweapon 695
#name "Plague Censer"
#dmg 8
#att 1
#twohanded
#def -1
#len 4
#rcost 6
#flail
#secondaryeffect 183
#end
That should (I believe) fire off an aoe 4 snake bladder hit every time I land a blow with it. It doesn't. It doesn't appear to do anything, although the weapon /says/ the secondary effect is 'snake bladder stick'.
I've also tried it with,..
#secondaryeffect 167 - poison sling, which has aoe 1.
#secondaryeffect 342 - poison ink, aoe 2, which is actually listed in the mod manual as a suggested secondaryeffect.
Neither of those worked either. I don't think they even work against the single guy you do hit. I've never seen them get poisoned by them, for instance.
Sorry if this is a little bit disorganised, but I wanted to be clear about exactly what seems broken/buggy to me. Can the devs shed any light on this?
Edi
June 13th, 2007, 12:41 PM
#secondaryeffectalways will be fixed in next patch, it is already listed as such on the progress page. The #aoe problem has been shortlisted.
davegg
June 13th, 2007, 01:51 PM
When playing mp on a network server in two games Velusion's tempest and perpuality, I can download a turn fine and play it, but when i hit "End Turn" the game freezes and I have to use the task manager to force the dominions (3.08) to end.
Yet, when I go back to the server, after restarting the game, the server reports the turn uploaded.
So far I have discovered that as long as I don't move any units I can exit from the game properly, but if move anyone the game freezes as described above.
Hope this makes sense and helps,
D.
vfb
June 15th, 2007, 05:16 AM
Unit U932 Hama Dryad
Both the description of Hama Dryads and the description of the Spirits of the Wood spell says they can never leave their home province. But they have map move 2, and are able to leave their home province. They do appear to lose HP outside their home province.
The spell description "they never leave the land of their home."
The unit description is "they never leave the province they are summoned to."
Maybe the descriptions just need to be updated to "slowly die when they leave their home", like the Contact Naiad spell.
llamabeast
June 15th, 2007, 05:22 PM
I've just discovered (to my great cost) that fire resistance from Phoenix Power and Army of Gold don't stack. Why? Why, I ask? My poor mages...
suresir
June 15th, 2007, 08:19 PM
I recently upgraded from version 3.00 to 3.08, and have experienced a very strange bug since then. Every time a new turn starts, and I leave the messages to go to the map, the entire user interface disappears. The only thing I can see is the map and the background, but no more menus, map icons, armies, and so on. The icons and menus still exist however, you can still click on them and use hotkeys, you just can't see what you are doing.
If I kill the dominions process and restart the game, everything works fine again. When I go to the next turn however, it happens again immediately. The only time the bug doesn't show up is in the first couple of turns of the game, then it only happens about 1 new turn out of 5. In the later turns it happens every turn.
llamabeast
June 16th, 2007, 05:44 AM
Suresir - try deleting the 'key' file in your dominions directory. You'll then have to re-enter your serial number when you next play. Often this fixes the problem you're having (they key file can become corrupt somehow).
suresir
June 16th, 2007, 08:51 AM
Thanks for the tip, but it didn't help. The UI still disappears at every new turn.
lch
June 16th, 2007, 09:16 AM
You would be surprised how many people miraculously have this bug fixed once they're told that this is often an issue with illegal serial numbers from pirated versions of the game and that usually it helps to enter the serial that's shipped with the manual. In any case, contact Shrapnel's customer support.
JaghataiKhan
June 16th, 2007, 05:57 PM
That was one hell of an anti piracy policy. Even starforce designer would wet himself. At least he makes sure the game is pirated BEFORE one plays it.
Edi
June 17th, 2007, 04:47 AM
The thing is that the problem can appear on legit installs if the key file gets corrupted, so reentering the key from the manual will fix it for non-pirate installs, but pirate copies won't work.
Ballbarian
June 17th, 2007, 05:03 AM
From the shortlist:
CBT Cave Provinces are not automatically under Darkness as they should be There were several issues related to cave province in 3.06. Was this fixed in 3.08?
I can confirm no. Cave icon will appear when cave terrain is assigned, but no darkness effect during any battles that occur there. (My indy pale ones and Rlyeh lobo guards were very distraught over this. http://forum.shrapnelgames.com/images/smilies/frown.gif )
PurpleRhino
June 17th, 2007, 01:28 PM
Tempest warriors are spire horn clan, but have stats for caelum clan. str and hp should be 10 each, probably others, but those were the big ones I saw.
Sombre
June 18th, 2007, 09:40 AM
Further problems with the new and 'improved' auto site searching; when I set one mage casting dark knowledge and one augury, they targetted the capital. Oh well, I thought, I'll let them do the capital this turn, then next turn they'll get on with going through my other provinces.
No such luck. Every month they had to be reordered to cast the spell and each time they started by aiming at the capital.
EDIT - I just found out that if a province is searched to even lvl1 in a path, the autosearch of that path won't work. Pretty annoying. Used to work I think.
Taqwus
June 18th, 2007, 09:06 PM
Does Eyes of God not care whether the caster is blind? I've seen an AI recast it the turn after Fate of Oedipus is successfully cast. Might be another caster, so perhaps something to check.
(Can a neither-has-nor-needs-eyes Void Lord cast it? Hmmm.)
DireAussie
June 19th, 2007, 12:01 AM
I'm not sure if this is a bug or a feature. I'm playing Machaka and 2 of my black sorcerers got feeblemind. Afterwards I set them on the front lines with attack orders. As you may realise black sorcerers turn into great spiders when they 'die'. When this happened to both of my feebleminded sorcerers and they got all their magic skills back! They were able to cast during the same battle, then once the battle had finished and they reverted back to their normal human form, they had lost feeblemind and had all their magic skills.
sum1lost
June 19th, 2007, 12:02 AM
Transformation often cures afflictions. I put my hurt jaguar warriors as arrow catchers for this reason.
Edi
June 19th, 2007, 08:52 AM
Eyes of God has otehr strange behavior too. It doesn't go down when the nation that has it up dies, so it could be related to that. Johan has a savegame of the latter instance, so he is likely looking into it. If solved, it might take care of the "persistent global enchantments" (BHV SPELL Globals) bug.
RamsHead
June 20th, 2007, 03:59 PM
Horticulturalists (Hoburg Mages) are armed with sticks and firebrands. I am just guessing here, but they probably should not have firebrands.
Edi
June 20th, 2007, 06:17 PM
Known and reported.
Micah
June 20th, 2007, 07:03 PM
Boots of youth don't protect fully against Burden of Time. Unsure if there is partial protection or not, it's hard to tell. Might be intentional, but it doesn't seem unreasonable to let a construction 6 item stop a level 5 global, especially given how devastating Burden is for certain nations.
JaghataiKhan
June 23rd, 2007, 05:06 PM
Undead unit Mictlan EA hero has "old age" stuff on it. This is a bit quaint to affect him. He is just a fricking mummy.
Random event monsters MIX. Barbarian horde merged with Caspar's Troglodytes with Vampire count with a Vinemen horde is... strange. Though fun to rip apart if you have a good elite unit bunch and level 5 blood and fire mix.
Edi
June 24th, 2007, 03:10 AM
JaghataiKhan, that is not a bug per se, but a function of the aging mechanics. Lifeless beings gain maxage boost from earth magic, not death magic, even if they are undead, and mummies are lifeless. The game looks up aging mechanics in he order of lifeless, undead, demon, other. It considers the first condition it finds and ignores all following triggers, which results in this problem with lifeless undead and death magic.
I've reported that, but perhaps it is time to take it up with the devs again.
JaghataiKhan
June 24th, 2007, 01:55 PM
Don't forget the piling indies. Let them fight each other if a barbarian horde attacks the province of a vampire count.
Edi
June 25th, 2007, 03:46 PM
Known problem, but there is very little that can be done due to nation mechanics. I suppose if barbarian hordes, vampire counts etc should be handled as one of the two special monster nations instead of the nation of independents, it could work, but then the events would still pile up after they whacked the indie defenders.
No matter which way you fix it, it would give you similar sort of complications in certain situations (such as Ghost Riders not working, for example), depending on the method used.
PurpleRhino
June 25th, 2007, 10:40 PM
Using the 'specialeffectalways' command doesn't seem to work. For example, when you use 51... you get morningstar as the effect.
Also, on a related note, are there plans to release all the available modding commands?
Velusion
June 26th, 2007, 12:12 AM
This isn't a bug as per say but rather an exploit - basically in a large late game a nation could easily overload another player's lab with crap items via messages making someone unable to construct items.
This could be fixed by making items from messages appear in your labs *after* forging or the lab size could simply be increased.
I haven't seen this but another player mentioned it and I would like it put up as an official bug/exploit.
NTJedi
June 26th, 2007, 12:51 AM
Battlefield wide spell Growing Fury=1_nature does not work. Icon appears on top right of screen yet no units are affected.
Edi
June 26th, 2007, 01:44 AM
PurpleRhino said:
Using the 'specialeffectalways' command doesn't seem to work. For example, when you use 51... you get morningstar as the effect.
Also, on a related note, are there plans to release all the available modding commands?
Fixed in the next patch. The fix did not quitye make it to 3.08.
vfb
June 27th, 2007, 04:47 AM
Magic sites which generate unrest continue to do so even after all the villagers are dead. I had a gold mine I wanted to tax at 200, so I killed off the peasants. A brigand lair in the same province bumped up the unrest even though the population is at zero.
llamabeast
June 28th, 2007, 08:51 PM
Edit: Pointless post, removed
Edi
July 7th, 2007, 11:47 AM
Roundup of issues added to the shortlist:
SPELL Growing Fury does not work. Icon appears on the top right of screen but no units are affected
SPELL Iron Will removes blessing from Shroud of the Battle Saint when cast. Tested on a non-sacred unit, not tested on sacred units and not tested on spell-blessed sacred units. Discussion thread here (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=532922)
<font color="red">MOD (monster) #reinvigoration</font> does not work
BHV SITES General, Unrest Sites that cause unrest will cause positive unrest in provinces with 0 population unless taxes are set low enough to eliminate all unrest.
<font color="red">CBT Battlefield Spells</font> Battlefield enchantments (e.g. Wrathful Skies, Darkness, Solar Brilliance etc) do not end when the mage who cast them leaves battlefield, even though they should.
lch
July 7th, 2007, 01:08 PM
Ritual of Rebirth works on Tartarians, they get reborn as giant mummies. Siddhas get reborn as Caelian mummies (which look cool) and since they start with an age of about 4k and the mummies maxage is 500, they get huge old age effects (this was reported before, I think).
Edi
July 7th, 2007, 01:11 PM
I'll take that one up with KO and JK. JK's not due back from India for two or three weeks, so it has to wait at least that long, since this is his territory.
Szumo
July 8th, 2007, 02:09 PM
New bug i believe:
When sieging a fort, the sieging commander (happened with dryad if that matters) gets the option to perform a blood sacrifice in command list (though the temple naturally belongs to besieged).
Beorne
July 9th, 2007, 06:13 AM
I'm playing with MA Ryle'h on turn 35, I was the only one with an awake pretender.
Even in my capitol the dominion level, that in the start was 5-6 (6 dom maximum) now is 2.
Even with massive preaching I can't raise dominion in my uw provinces.
No one of my enemies has massed temples on my shores, and most of the other pretender were dormant.
Now in my capitol I have only 2 dominion and I risk being swept away by enemy dom.
Another very strange issue, I have order 3 and, even when my capital had 5-6 dom (for about 20 turns) I never have seen any order level on its province.
Strangely, my few land provinces feel my dominion influency much more than uw provincies, even the the order level raises somehow.
I don't know if this is the "scales bug" previously reported, surely it is a deep red bug.
Edi
July 9th, 2007, 07:29 AM
Sure sounds like the scales bug, Beorne. It seems to hit certain nations far more than others and R'lyeh is one of the worst affected, so is Arco.
Szumo, yes, that's a new one. I'll tack it to the shortlist soon.
thejeff
July 15th, 2007, 08:46 AM
Edi, can you add this to the shortlist:
Monthly casting of site search spell does not target provinces with 2 or more revealed sites and targets capitals with only one site.
Strange behavior noted by many, but the actual pattern pointed out by Wyatt Hebert in the "We love Illwinter!" thread.
Edi
July 15th, 2007, 08:49 AM
Thanks, I'll add that.
By the way, in case people have missed it on the progress pages, next patch will see LA C'tis Tomb wyrm and Tomb Chariot reanimation restored to working order.
Humer
July 17th, 2007, 03:01 AM
/threads/images/Graemlins/Bug.gif A unit healing a lost arm due to immortal ability may lose items on head, torso and feet slots.
Whats more, if an artifact is lost this way, it is considered made and thus unavailable for reforging. Reloading the game brought it back available, though.
Unit in question was a wraith lord kitted with a frost brand, black steel helmet, Monolith Armor, flying boots, luck pendant and amulet of antimagic. Arm popped back, helm, armor and boots popped off.
Since I seemed to have continued playing said game (single player game), no save game is available.
Edi
July 17th, 2007, 05:03 AM
That's an interesting variation on this bug. It's been reported wrt armloss and helmets behaving oddly, this is more of the same but in more detail. I'll ask JK to look at it when he comes back.
lch
July 17th, 2007, 08:06 AM
"Rozuls Red Raptors" don't give a discount for EA Caelum. Shouldn't they? Or is it the wrong age?
Burnsaber
July 17th, 2007, 08:46 AM
I found a province with special defenders. Large amount of Ichtyids (both netters and shielded version) companied by a Starspawn with a Ring of Sorcery and a Cloak of Shadows. There also were some Ether warriors.
Not that odd, but when I conquered this LAND province, recruiment screen shows only; Triton Guard/Trooper, Shark Knight and Triton Lord. Wasn't there a similiar bug with Kappa provinces?
MaxWilson
July 17th, 2007, 06:25 PM
Umbral can get "Lost one eye" affliction. Should be "Lost only eye."
-Max
MaxWilson
July 19th, 2007, 09:02 AM
The shortlist says, "Undead H3 reanimators can reanimate longdead horsemen correctly, at least a reanimator killed and coming back as a wight mage can." My H3 LA Agarthan Tomb Oracle only has the option of ghouls/soulless/longdead. No longdead horsemen.
-Max
Edi
July 19th, 2007, 09:08 AM
Looks like the reanimation lists need to be rechecked then. The tomb stuff for C'tis works in the next patch, but there seem to be irregularities with the normal reanimation. If somebody could test this more with various undead H3 reanimators and various nations, that'd be great.
Kristoffer O
July 19th, 2007, 12:21 PM
> My H3 LA Agarthan Tomb Oracle only has the option of ghouls/soulless/longdead. No longdead horsemen.
Hmm, I think we need to fix it so that horses can't be reanimated underground.
Actually I'm not sure if anyone is supposed to be able to create horsemen. I think it's a national ability. And that should work fine now. Got to check when I get home.
MaxWilson
July 19th, 2007, 02:21 PM
Page 70 of the manual says that H3s are supposed to get 5 longdead horsemen per reanimation. No mention is made of it being national.
-Max
Kristoffer O
July 19th, 2007, 02:39 PM
No. I didn't think it would. In dom-ppp only ermor had priest skill high enough to reanimate horsemen. Later on C'tis got it.
To keep nations unique we made ermor the only horse summoner. Part of this was because the other reanimation nation, C'tis, shouldn't get horses. I'm not sure, but we might have discussed allowing horses on all after that, but IIRC the horses are restricted atm.
The manual reference is there to tell how many horses you would get if you reanimate. It also includes Lictors, which is also Ermor only. It should perhaps include a note that not all nations can reanimate horses or lictors. But I've not really given horse reanim any further thoughts.
MaxWilson
July 19th, 2007, 03:04 PM
Good to know, thanks!
-Max
Edi
July 20th, 2007, 02:00 AM
In Dom2 at least you could reanimate longdead horsemen with Mictlan if you got Mictlipoctli, he had high enough unholy for that. Now that he has changed to holy but being undead, he might still pull it off.
vfb
July 20th, 2007, 03:24 AM
No, Mictlipoctli's not able to reanimate Longdead Horsemen. I even gave him the Sword of Justice to bump him to H4, and it doesn't make any difference. He just gets Ghouls/Soulless/Longdead Warriors, like everyone else in Mictlan who's H2/H3 and demon/undead (including Bune, the Civateteos and Tlaloques etc).
Must be a nation-specific thing. Bune can reanimate Longdead Horsemen if he belongs to MA Ermor, but not Lictors. If Bune belongs to LA Ermor, he can reanimate both Longdead Horsemen and Lictors (if he's bumped to H4).
Edi
July 20th, 2007, 04:11 AM
That's nice to know. So it must be nation specifics, as Kristoffer said. So, everything seems to be in order. If the horseman thing in the shortlist, it won't be there for long.
Kristoffer O
July 20th, 2007, 09:57 AM
Some horse heavy nations like sauromatia might deserve a horse reanim ability, should they get an undead priest (Sauromatian got one with the new hero, Skögu's immortal spouse, but she is more likely used to summon her partholonian longdead allies than to reanimate).
Edi
July 20th, 2007, 10:05 AM
I suppose LA T'ien Ch'i would perhaps be another one? Can't think of any other nations with a lot of horse units.
Maraxus
July 20th, 2007, 12:52 PM
Not really a bug, but something that could get improved.
Currently for modding, there is only the "#cold" command, that gave a cold Aura of 4 or 5 I think. "#cold <strength>" shouldn't be to hard (I guess) and be useful.
Kristoffer O
July 20th, 2007, 01:23 PM
Reasonable. I guess the modding command is old, and uses the old dom2 cold mechanics (when the area was the same for all units).
NTJedi
July 20th, 2007, 02:48 PM
Kristoffer O said:
Some horse heavy nations like sauromatia might deserve a horse reanim ability, should they get an undead priest (Sauromatian got one with the new hero, Skögu's immortal spouse, but she is more likely used to summon her partholonian longdead allies than to reanimate).
/threads/images/Graemlins/Bug.gif
I have an undead mummy which is level_1 air and level_1 priest. Even being only level_1 I'm able to reanimate ghouls(LvL1), soulless(LvL2) or longdead warriors(LvL3)... in Dominions_2 the level_1 status meant only reanimate ghouls.
Seems like a bug.
PyroStock
July 21st, 2007, 03:58 PM
A bug with Move Patrol lets you move units at the speed of the commander rather than the speed of the slowest unit. This includes being able to move 0 move immobile units.
Easy to reproduce. Do Move Patrol on a commander with no units in his command that are slower than him. Now add any units that are slower. Not only does the 'red movement arrow' stay, but next turn the entire army has moved at the speed of the commander. This obviously does not happen with the regular Move command.
Ballbarian
July 21st, 2007, 10:52 PM
/threads/images/Graemlins/Bug.gifMap Editor 'm' key used for Mountain & Many Sites
Minor inconvenience really. http://forum.shrapnelgames.com/images/smilies/tongue.gif
vfb
July 22nd, 2007, 08:31 AM
Cave provinces can get inappropriate random events, for example, "A hailstorm has devastated the countryside killing cattle and shepherds."
Lazy_Perfectionist
July 22nd, 2007, 02:31 PM
Bah. In Jaguar, I've wasted 2400 gold trying to build a fort in this one mountain province. I've been unable to continue construction the same turn or the next, when remotely assassinated.
Edi
July 22nd, 2007, 03:17 PM
LP, that could be WAD, but it needs some more clarification. Was the commander killed via a spell like Seeking Arrow or Flames from Afar that cause X amount of damage, or was it a remote assassination spell like Earth Attack that causes an assassination attempt?
The distinction is important since losing a battle in a province where a fort is being constructed will prevent resuming construction if the loss results in the fort construction orders being canceled. The most frequent occasion for this happening is somebody moving an army in before the fort is ready, in which case the province also changes hands. It would be easier to investigate if it was known whether the trigger is losing a battle or province ownership changing.
Lazy_Perfectionist
July 22nd, 2007, 03:52 PM
The commander was killed by Mind Hunt, Soul Slay I presume.
There's no battle.
I'm confused about something else I thought was a bug, but some tests point to me being mistaken. I can't have two commanders starting the construction of a fort?
Edi
July 22nd, 2007, 04:17 PM
Indeed, you can't. Only one commander at a time can start fort construction. Thanks for the clarification.
Szumo
July 22nd, 2007, 04:44 PM
As the one who's Mind Hunting LP, i can confirm it was indeed Soul Slay.
PurpleRhino
July 22nd, 2007, 08:48 PM
Ubas for MA Shinuyama when shape changing may become old age, due to ghost cats having much lower max age.
Also, is there any chance to either change or allow changing of hotkeys/shortcuts? I hate hitting 'e' when trying to hit 'r' to recruit... Or at least have a confirmation for end turn.
MaxWilson
July 22nd, 2007, 09:10 PM
Workaround: if you accidentally hit 'e,' just kill the process quickly. (Alt-control-delete on Windows, xkill or whatever on Linux.) Since the .2h file is written first thing on processing, and the .trn file is written last, you will be able to pick up your turn at the point right before you hit "End Turn." Unless your turn is so simple that it completes processing it before you kill the process.
-Max
Lazy_Perfectionist
July 22nd, 2007, 09:27 PM
Oh, and if its WAD, does that mean I'm supposed to lose all the money I invested, too?
Edi
July 23rd, 2007, 01:29 AM
LP, yes, it does. However, I think that may be an actual bug. Need to ask JK when he comes back if KO doesn't know.
Lazy_Perfectionist
July 23rd, 2007, 05:48 AM
Since I'm a n00b to these forums, who's JK? I know he's involved in the programming, but what's his full forum name?
llamabeast
July 23rd, 2007, 06:00 AM
Johan K. He's the programming side of the development duo (Kristoffer O being more the content side).
Endoperez
July 23rd, 2007, 09:50 AM
llamabeast said:
Johan K. He's the programming side of the development duo (Kristoffer O being more the content side).
There's also a Johan O, who helps with descriptions and ideas and stuff. Johan O currently uses a stone head (Mictlan pretender) as his avatar, while Johan K currently uses a demonic toad (Mictlan summon).
Edi
July 23rd, 2007, 01:41 PM
Bug thread roundup of recent shortlisted issues, in o particular order:
MAPEDITOR Shortcut 'm' is used to assign both mountains and many sites terrain.
<font color="purple">BHV Siege Blood Sacrifice</font> When sieging a fort, the sieging commander (happened with dryad if that matters) gets the option to perform a blood sacrifice in command list (though the temple naturally belongs to besieged).
FT Construction Commanders killed by Mind Hunt or other remote spells when constructing castle prevents continuing fort construction even if province does not change hands.
EVT Cave Provinces Cave provinces can get inappropriate random events, for example, "A hailstorm has devastated the countryside killing cattle and shepherds."
<font color="red">BHV Army Movement: Move & Patrol</font> When a commander is selected to move into a province with a castle and the move order changed to move and patrol, adding units to his squads will change the move order even if the units do not have sufficient map move. Thus units with strategic move of 0 can be moved from province to province and units with strategic move of 1 can be made to move farther than they should.
BHV Automatic Site Search Targeting Automatic monthly casting of site searching spells skips all provinces that have two or more visible sites. It also skips provinces which have been searched with a lower level of skill. Capitals with only one site are targeted. Is this bug or WAD?
BHV Eyeloss Units with lots of eyes will only get affliction "Lost a couple of eyes" even if they get repeated afflictions. They never go blind from eyeloss.
BHV MERC Gems: It is possible to steal blood slaves from a mercenary by selecting him and using the Z shortcut. This should not work.
BHV MERC Rozuls Red Raptors: No discount for EA Caelum. A discount would make thematic sense.
Multiple slots of one type If a unit has three or more item slots of same type, e.g. hand or misc, multiple identical items will stack if they are separated by a different item in between.
Item Slots Changing due to afflictions. Basically a different instance of the above case, an immortal unit healing from the "Lost an arm" affliction and getting its hand item slot back can cause unit to drop items. If an artifact is lost in this way, it will not be available for reforging unless the game is reloaded. In short, afflictions and item slots may result in very strange behavior. In the example case, a regrowing arm caused helmet, armor and boots to be dropped.
llamabeast
July 23rd, 2007, 01:45 PM
There's also the not especially important but annoying and non-obvious fact that fire resistance from Phoenix Power and Army of Gold don't stack. Killed a good number of my mages, that did.
NTJedi
July 23rd, 2007, 10:53 PM
Edi said:
Bug thread roundup of recent shortlisted issues, in o particular order:
MAPEDITOR Shortcut 'm' is used to assign both mountains and many sites terrain.
<font color="purple">BHV Siege Blood Sacrifice</font> When sieging a fort, the sieging commander (happened with dryad if that matters) gets the option to perform a blood sacrifice in command list (though the temple naturally belongs to besieged).
FT Construction Commanders killed by Mind Hunt or other remote spells when constructing castle prevents continuing fort construction even if province does not change hands.
EVT Cave Provinces Cave provinces can get inappropriate random events, for example, "A hailstorm has devastated the countryside killing cattle and shepherds."
<font color="red">BHV Army Movement: Move & Patrol</font> When a commander is selected to move into a province with a castle and the move order changed to move and patrol, adding units to his squads will change the move order even if the units do not have sufficient map move. Thus units with strategic move of 0 can be moved from province to province and units with strategic move of 1 can be made to move farther than they should.
BHV Automatic Site Search Targeting Automatic monthly casting of site searching spells skips all provinces that have two or more visible sites. It also skips provinces which have been searched with a lower level of skill. Capitals with only one site are targeted. Is this bug or WAD?
BHV Eyeloss Units with lots of eyes will only get affliction "Lost a couple of eyes" even if they get repeated afflictions. They never go blind from eyeloss.
BHV MERC Gems: It is possible to steal blood slaves from a mercenary by selecting him and using the Z shortcut. This should not work.
BHV MERC Rozuls Red Raptors: No discount for EA Caelum. A discount would make thematic sense.
Multiple slots of one type If a unit has three or more item slots of same type, e.g. hand or misc, multiple identical items will stack if they are separated by a different item in between.
Item Slots Changing due to afflictions. Basically a different instance of the above case, an immortal unit healing from the "Lost an arm" affliction and getting its hand item slot back can cause unit to drop items. If an artifact is lost in this way, it will not be available for reforging unless the game is reloaded. In short, afflictions and item slots may result in very strange behavior. In the example case, a regrowing arm caused helmet, armor and boots to be dropped.
What about the reanimate bug I posted?
/threads/images/Graemlins/Bug.gif
I have an undead mummy which is level_1 air and level_1 priest. Even being only level_1 I'm able to reanimate ghouls(LvL1), soulless(LvL2) or longdead warriors(LvL3)... in Dominions_2 the level_1 status meant only reanimate ghouls.
Seems like a bug.
/threads/images/Graemlins/Bug.gif
Edi
July 24th, 2007, 12:51 AM
Oh, that. Sorry, it got overlooked because my copy-paste of the various posts was such a mess. I'll check if I can duplicate that at home and add it then.
lch
July 25th, 2007, 06:36 AM
llamabeast said:
There's also the not especially important but annoying and non-obvious fact that fire resistance from Phoenix Power and Army of Gold don't stack.
Army of Lead doesn't stack with Antimagic, too. That's WAD I guess.
Somebody said that the broken "Wind Ride" spell isn't in the shortlist yet. According to qm it currently only works on adjacent provinces, or something. Please fix this spell... http://forum.shrapnelgames.com/images/smilies/tongue.gif
Micah
July 25th, 2007, 07:17 AM
Wind Ride seems like it'd be way too good if it was working like it was supposed to, I'd rather just see the description changed and have it made cheaper so it'd be usable.
A guaranteed commander kill (or a free ride into charm-land) for 10 gems would be pretty unbalanced, especially since there's no counter to the spell aside from hoping it picks up a decoy instead (unless you want to spend 100 earth gems empowering). Even accounting for having to double-cast it to bring a decoy along the spell would be a hugely good deal at 20 gems...wraith lords get yanked out of their dominion and killed, banes are toast. Even an astral mage with a returning script can be killed, since the wind ride forces them to be the attacker, giving the caster of the wind ride the first action...life for a life, paralyze or magic duel will pop your mage before he gets an action. On top of this heavy air nations already have the upper hand in raiding (Heim stealth and Caelum's flying).
Though the spell description should certainly be changed to reflect what it actually does (and something should probably be tweaked on it to make it worth casting, but bringing an enemy commander to exactly where you want them is more appropriate for a wish than a 5th level, 10 gem spell.)
Edi
July 25th, 2007, 07:18 AM
The various spells that confer mass resistance to something don't stack with other resistance spells or items and as far as I know, that's an intentional design decision. There was a discussion to that effect sometime long ago, might even have been back in the heydey of Dom2. If my memory is not failing me entirely, I think it was Kristoffer who said it too.
llamabeast
July 25th, 2007, 09:18 AM
Ooh dear. Does this mean that fire resistance from Army of Gold and Warriors of Muspelheim won't stack? This info might come just in time to save a lot more poor Marignese soldiers!
NTJedi
July 25th, 2007, 06:29 PM
/threads/images/Graemlins/Bug.gif
Gosh, did I ever discover a depressing bug. Well here it is... within a custom singleplayer game I provided a computer opponent with a SC named "sparky" which entered into the hall of fame. As the game has been progressing I decided to also name one of my SCs "sparky".
As you can guess my SC shows as being in the hall of fame however if I view his stats even when clicking on his name within the hall of fame and there's no heroic bonus!
This can be abused... if someone previously had someone within the hall of fame... let's say a mage with a research bonus and they wanted to continue raising that research bonus without risking the mages life... they only need to create a SC with the same name who eventually gets into the hall of fame.
My game files are very large, but let me know if you want them uploaded or if you understand how to reproduce on your own.
Edi
July 26th, 2007, 02:19 AM
Easier if you upload them and provide a link.
Does your Sparky have a heroic ability when you view him from somewhere other than the hall of fame? Like from the army setup screen?
NTJedi
July 26th, 2007, 12:04 PM
Edi said:
Easier if you upload them and provide a link.
Does your Sparky have a heroic ability when you view him from somewhere other than the hall of fame? Like from the army setup screen?
Here's where you can download the files for viewing this issue: http://www.mediafire.com/?2lcqdd0rw1o
Sparky is listed in the hall of fame yet when viewing his stats either from the province or the hall of fame there's no heroic ability. My Sparky commander/mage is an arch devil in the province of Troll Peaks found far on the East.
Micah
July 26th, 2007, 04:10 PM
Arch devils are unique and don't get Heroics.
Burnsaber
July 27th, 2007, 03:43 AM
I recently conquered Sauromatian capitol in a mp game and I'm allowed to recruit Hydra Hatchlings there. Is this bug or WAD?
Edi
July 27th, 2007, 04:12 AM
Burnsaber said:
I recently conquered Sauromatian capitol in a mp game and I'm allowed to recruit Hydra Hatchlings there. Is this bug or WAD?
Not sure. Hydras and hydra hatchlings have always been recruitable from the national sites, except the sacred Serpent Cult ones. Makes sense, as they are animals/monsters that are trained, not sapient creatures who would actually know which side they fight for. There is also a random magic site that allows hydra hatchling recruitment.
Burnsaber
July 27th, 2007, 05:20 AM
Oh yeah, forgot to mention. I can't recruit Hydras. If we go by the "not sapient" - explanation, shouldn't I get those too?
Edi
July 27th, 2007, 05:58 AM
Okay, then that's a bug with the magic site. Possibly if site code was copied from Bile Marsh and the hydra and other stuff added later, it'd be the difference between #mon and #homemon as to whether or not you can recruit.
I'll add that to the list in the next roundup.
Kristoffer O
July 27th, 2007, 07:27 AM
Nope it is WAD. Hydra hatchling is recruitable in other sites as well, but hydra is only recruitable by Pythium and Sauromatia.
Edi
July 27th, 2007, 08:41 AM
Kristoffer O said:
Nope it is WAD. Hydra hatchling is recruitable in other sites as well, but hydra is only recruitable by Pythium and Sauromatia.
So, there's a flourishing underground trade in hydra hatchlings and those who don't know well enough to release them before they grow up get eaten? http://forum.shrapnelgames.com/images/smilies/wink.gif
Kristoffer O
July 27th, 2007, 09:21 AM
http://forum.shrapnelgames.com/images/smilies/happy.gif
Right on!
NTJedi
July 27th, 2007, 12:45 PM
Micah said:
Arch devils are unique and don't get Heroics.
Al Khazim (the Djinn) still gets into the hall of fame. He's more unique than the arch devils. Bug??
http://forum.shrapnelgames.com/images/smilies/confused.gif
Lazy_Perfectionist
July 27th, 2007, 01:06 PM
My pretender has on occasion gotten into the hall of fame. It WAD, unless Al Khazim got a heroic.
lch
July 27th, 2007, 01:38 PM
Al Khazim got a heroic attribute for me too, his Legendary Cruelty. http://forum.shrapnelgames.com/images/smilies/happy.gif
My pretender and the air queens which are in the HoF didn't.
Kristoffer O
July 27th, 2007, 01:43 PM
The Djinn is not unique, but the last summoned djunn replaces him wiht himself. Thus he can get heroics. Might be considered a bug, but doesn't matter too much.
NTJedi
July 27th, 2007, 04:57 PM
Lazy_Perfectionist said:
My pretender has on occasion gotten into the hall of fame. It WAD, unless Al Khazim got a heroic.
Correct... Al Khazim receives heroic abilities.
Methel
July 29th, 2007, 02:48 PM
MA Tien Chi's red guards dont lose hp during winter when they are diseased.
As in, if they get diseased when they have 12 hp, they lose the normal 1 hp but not the seasonal (power of the spring)
Kristoffer O
July 29th, 2007, 02:51 PM
How nice of them http://forum.shrapnelgames.com/images/smilies/happy.gif
Methel
July 29th, 2007, 03:09 PM
not really, I've been spamming rain of toads to make them sick. But instead of being weakened by it, they get stronger http://forum.shrapnelgames.com/images/smilies/eek.gif
lch
July 29th, 2007, 07:20 PM
Methel said:
MA Tien Chi's red guards dont lose hp during winter when they are diseased.
As in, if they get diseased when they have 12 hp, they lose the normal 1 hp but not the seasonal (power of the spring)
The same can be said about the other things that would otherwise recheck HP numbers. Like pretender gods. Pump them up in high friendly dominion with lots of HP, get them diseased, continue having those HPs in enemy dominion...
DaMilano
July 30th, 2007, 11:48 AM
Unit #1536 Anointed of Rhuax's random magic pick doesn't seem to work.
Well either that, or I am truly unlucky, since I have played EA Abysia in three consecutive SP games and recruited 200+ of this unit without getting a single random magic of any kind. http://forum.shrapnelgames.com/images/smilies/confused.gif
NTJedi
August 1st, 2007, 12:10 PM
NTJedi said:
Edi said:
Bug thread roundup of recent shortlisted issues, in o particular order:
MAPEDITOR Shortcut 'm' is used to assign both mountains and many sites terrain.
<font color="purple">BHV Siege Blood Sacrifice</font> When sieging a fort, the sieging commander (happened with dryad if that matters) gets the option to perform a blood sacrifice in command list (though the temple naturally belongs to besieged).
FT Construction Commanders killed by Mind Hunt or other remote spells when constructing castle prevents continuing fort construction even if province does not change hands.
EVT Cave Provinces Cave provinces can get inappropriate random events, for example, "A hailstorm has devastated the countryside killing cattle and shepherds."
<font color="red">BHV Army Movement: Move & Patrol</font> When a commander is selected to move into a province with a castle and the move order changed to move and patrol, adding units to his squads will change the move order even if the units do not have sufficient map move. Thus units with strategic move of 0 can be moved from province to province and units with strategic move of 1 can be made to move farther than they should.
BHV Automatic Site Search Targeting Automatic monthly casting of site searching spells skips all provinces that have two or more visible sites. It also skips provinces which have been searched with a lower level of skill. Capitals with only one site are targeted. Is this bug or WAD?
BHV Eyeloss Units with lots of eyes will only get affliction "Lost a couple of eyes" even if they get repeated afflictions. They never go blind from eyeloss.
BHV MERC Gems: It is possible to steal blood slaves from a mercenary by selecting him and using the Z shortcut. This should not work.
BHV MERC Rozuls Red Raptors: No discount for EA Caelum. A discount would make thematic sense.
Multiple slots of one type If a unit has three or more item slots of same type, e.g. hand or misc, multiple identical items will stack if they are separated by a different item in between.
Item Slots Changing due to afflictions. Basically a different instance of the above case, an immortal unit healing from the "Lost an arm" affliction and getting its hand item slot back can cause unit to drop items. If an artifact is lost in this way, it will not be available for reforging unless the game is reloaded. In short, afflictions and item slots may result in very strange behavior. In the example case, a regrowing arm caused helmet, armor and boots to be dropped.
What about the reanimate bug I posted?
/threads/images/Graemlins/Bug.gif
I have an undead mummy which is level_1 air and level_1 priest. Even being only level_1 I'm able to reanimate ghouls(LvL1), soulless(LvL2) or longdead warriors(LvL3)... in Dominions_2 the level_1 status meant only reanimate ghouls.
Seems like a bug.
/threads/images/Graemlins/Bug.gif
This bug hasn't been updated yet... let me know if you need me to upload the game files.
Edi
August 1st, 2007, 01:42 PM
I haven't updated the list yet. Too much effort to be able to do it at work since I need to go back over posts, pick things up and then edit them in at the right places. It's stuff that requires JK to fix it, so I'd rather concentrate on ironing out the typos so that they will be gone in the next patch. My time IS limited, even though casual forum browsing and a few short posts from work may make it seem otherwise.
lch
August 1st, 2007, 10:06 PM
Am I the only one who uses seducing that much? I just encountered a /threads/images/Graemlins/Bug.gif/threads/images/Graemlins/Bug.gif/threads/images/Graemlins/Bug.gif major bug /threads/images/Graemlins/Bug.gif/threads/images/Graemlins/Bug.gif/threads/images/Graemlins/Bug.gif : rather than using the same code that's being used to check where units retreat to when fleeing from a battle, units from a successful seduction happily go to any random adjacent province. Even if it's underwater and none (seducer and seduced) can survive there or even go there normally. So basically what you get is a successful seduction and two drowned units. Yee-Haw. http://forum.shrapnelgames.com/images/smilies/tongue.gif
I guess that aquatic units would flee to land provinces, too.
http://i15.tinypic.com/4kcpvux.jpg
NTJedi
August 2nd, 2007, 02:12 AM
lch said:
Am I the only one who uses seducing that much? I just encountered a /threads/images/Graemlins/Bug.gif/threads/images/Graemlins/Bug.gif/threads/images/Graemlins/Bug.gif major bug /threads/images/Graemlins/Bug.gif/threads/images/Graemlins/Bug.gif/threads/images/Graemlins/Bug.gif : rather than using the same code that's being used to check where units retreat to when fleeing from a battle, units from a successful seduction happily go to any random adjacent province. Even if it's underwater and none (seducer and seduced) can survive there or even go there normally. So basically what you get is a successful seduction and two drowned units. Yee-Haw. http://forum.shrapnelgames.com/images/smilies/tongue.gif
I guess that aquatic units would flee to land provinces, too.
I don't think this is specific with seductions, but specific with assassinations. I recall a scenario where a commander retreated from one of my assassination attempts, yet a few turns later he appeared during a major battle. It was him with the same name, same battle wounds and same items.
I believe the bug is that sometimes a unit is allowed to retreat from an assassination to a nearby province. The retreating to an underwater province was a fun side effect you discovered. EDI may need you to upload your game files as a way for the developers to further investigate. Otherwise we just have a fish story.
Zath
August 2nd, 2007, 02:34 AM
Are R'lyeh Hybrid Troopers supposed to receive the dual wield penalty for having a spear in one hand and tentacles sprouting from their heads?
Edi
August 2nd, 2007, 03:43 AM
Ich, please make a copy of that savegame so that we can have Johan examine it. That looks like something he would find interesting, hence it would also have a high likelihood of being fixed soon.
Edi
August 2nd, 2007, 03:44 AM
Zath, I'm going to need to check that, but I think tentacles are supposed to be a bonus weapon.
Zath
August 2nd, 2007, 04:57 PM
The same dual wielding problem occurs with the R'lyeh freespawns as well whenever they have a weapon and tentacles (e.g. the plain "Hybrid" on land). The problem with Hybrid Troopers is definitely of higher priority though, since they are national troops and the dual wielding penalty cuts their attack rating down to 6 http://forum.shrapnelgames.com/images/smilies/eek.gif
Sandman
August 2nd, 2007, 05:31 PM
When one of Bandar Log's non-commander White Ones reincarnates, you get a load of squares instead of a name in the message.
lch
August 3rd, 2007, 09:57 PM
Edi said:
Ich, please make a copy of that savegame so that we can have Johan examine it. That looks like something he would find interesting, hence it would also have a high likelihood of being fixed soon.
Here is the savegame after turn generation...
lch
August 3rd, 2007, 09:58 PM
And here is the savegame before turn generation...
lch
August 3rd, 2007, 10:00 PM
The names for Japanese Males and Females which can be used in modding (133 and 134, or 134 and 135 or something) have been switched. If you use the number assigned to Japanese Males according to the modding manual you get names for Japanese Females and vice versa.
Stelteck
August 4th, 2007, 07:15 AM
Ii have the following problem :
In black forest ULM, ghoul gardian seems sacred undead unit but cannot be blessed by anyone.
Black priest and ghoul baron refuse to bless ghoul gardian, making them useless.
Stelteckk.
Endoperez
August 4th, 2007, 08:02 AM
Due to some problems originating from the holy/unholy distinction of earlier Dominions games, sacred undead can't be blessed ATM. The problem has already been fixed, and will be included in the next patch... which, if you've seen the http://ulm.illwinter.com/dom3/dom3progress.html site, promises to be full of goodies.
llamabeast
August 9th, 2007, 09:13 AM
A controversial "bug" - if all of the attackers in a Vengeance of the Dead dream aren't killed by turn 75, the victim dies, even if unharmed. Fair enough if that's what's intended - but is this WAD? If so perhaps the spell description should reflect this? ("If the victim cannot fight off all of the spirits by morning, they never escape their nightmare").
sum1lost
August 11th, 2007, 07:04 AM
Apparently, a mage with twiceborn cast on it teleporting into an ocean of water to cause insta death does not count as having died normally, and the mage is not reborn. I'm not sure if this is a bug or not. Occured in chinchilla when I teleported an archtheurg with twiceborn into an adjacent, high dominion province.
NTJedi
August 24th, 2007, 03:28 PM
Mindless units such as vine ogres can receive the battle affliction feeble minded.
Edi
August 26th, 2007, 10:52 AM
sum1won said:
Apparently, a mage with twiceborn cast on it teleporting into an ocean of water to cause insta death does not count as having died normally, and the mage is not reborn. I'm not sure if this is a bug or not. Occured in chinchilla when I teleported an archtheurg with twiceborn into an adjacent, high dominion province.
Known issue, already shortlisted.
Issue shortlist roundup:
U1760 Bandaraja Incorrect nametype, should use Bandar Log nametype instead of indie nametype. Same problem seems to affect a lot of the Lanka/Bandar Log/Kailasa/Patala units. This one is the only commander currently known to be affected.
MOD (monster) nametypes for Jomon: Jomon male and female nametypes are listed incorrectly in mod manual, they should be switched (female number is listed as male and vice versa)
SPELL Flight almost never affects caster, even when there are no friendly units. Comments by Kristoffer indicate spell should be caster only (?). Should perhaps be tiered in the manner of Quicken Self/Quickness/Quickening to give personal/small scale/large scale effect.
SPELL Rigor Mortis affects lifeless units such as gargoyles and living statues unless they are undead. This is correct according to spell description, but logically and thematically incorrect.
SPELL Vengeance of the Dead If combat stretches past 75 turns, attackers are not killed by autorouting as they should be and the defender dies. Discussion thread here (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=541714) Bug or WAD?
<font color="red">BHV Corrupt/Seduce Retreat:</font> Non-amphibian commanders and victims may retreat to a sea province after a successful seduction attempt, which results in both of them drowning.
BHV Affliction Disease affects inanimate/lifeless units such as mechanical men, though logically it should not. Lifelessness should give immunity to disease like undeath does.
NT Jedi, I'll add your mummy H1 reanimation bug into the list next time, but I would like to get one more piece of information: What nation were you playing when that bug appeared? If it was MA Ermor or Lanka, the (currently unmoddable except for removal) #undeadnation tag may have some effect on reanimation and I would like to make sure I have all the info. If you can attach the savegame, that would be even better.
Cor2
August 26th, 2007, 05:35 PM
Lifeless constructs get diseases.
see attched saved game.
This happens to a mechanical man during a battle. See turn 9 of the battle in Werk Enum. I lost that battle so the mechanical man fell apart due to lack of leadership so you can only see it during the battle.
This same turn also shows the drowning seduction bug and a bug where once in the water the seducer drowns instantly apparently, but the seduced stays to fight a battle before drowning. Very weird stuff.
see the battle in lake puurple (71) to see a non water breather fight underwater.
NTJedi
August 27th, 2007, 11:35 AM
Edi said:
NT Jedi, I'll add your mummy H1 reanimation bug into the list next time, but I would like to get one more piece of information: What nation were you playing when that bug appeared? If it was MA Ermor or Lanka, the (currently unmoddable except for removal) #undeadnation tag may have some effect on reanimation and I would like to make sure I have all the info. If you can attach the savegame, that would be even better.
My saved game is very large it's easier for me to just provide a .map file. I've attached an edited .map file for the Aran map where the human player can play early age Arcos which starts with a level_1 undead priest. The map file currently has a txt extension. The reanimate bug for a level_1 undead priest provides all the way up to longdead.
Also what about the other bug I recently posted:
Mindless units such as vine ogres can receive the battle affliction feeble minded.
Edi
August 27th, 2007, 12:27 PM
Thanks, I'll take a look at that and see for myself.
As for the feeblemind on mindless units, I am loath to classify that as an outright bug. It's much in the same category as a wyrm getting a limp or some such where the results of getting a generic affliction are somewhat unusual due to some property of the unit. Most afflictions are general, i.e. most units can get them (limp, weakened, neverhealing wound etc) while some are specific (e.g. can't get your tail chopped off if you don't have one).
So far as I know, feeblemind is a generic affliction. I have no idea if various unit properties affect the posibility of getting an affliction or giving immunity to it (blind units can't become blind or get eyeloss being the only exception to my knowledge). This is something that requires some developer input and may need some discussion on whether certain unit tags should give immunity to certain afflictions (inanimate, undead and demon to disease, mindless to feeblemind etc).
It's too much of a question mark, so I can't include it yet. You DO make a logical point with it, so it at least merits the discussion.
lch
August 27th, 2007, 01:05 PM
Addition to the shortlist, "MOD (monster/nation) Descriptions": The game doesn't crash, it just "forgets" other descriptions that come later in the mod. Mod nation descriptions seem to get added the last, so they're the first to get erased. Then the unit descriptions are cancelled out. The later a unit is created in the mod, the sooner the description is missing in case there are too many of them.
Spell descriptions seem to use another array for their descriptions, they don't interfere with unit/nation descriptions in any way. Don't know what the limit is there.
lch
August 27th, 2007, 01:12 PM
Starting a game with new nations via is not possible from the command line. This seems to be because the mod file is not loaded correctly, or something, Gandalf Parker wrote about this and may have further information.
During nation selection for a mod game, it says "Nation xx" instead of the mod nation name that was assigned to the nation, although that one is used once you make it to the actual server status screen with the flags in it. Makes it kinda complicated for people to pick their nation at first.
lch
August 27th, 2007, 01:15 PM
When creating games from the command line the game tends to always get VP provinces, even if you don't use them as victory condition. With manual creation, you can set the number of VP provinces to zero, effectively disabling them, IIRC. Maybe the other way around, but I have created a MP game without them.
llamabeast
August 27th, 2007, 07:51 PM
I also know a good bit about this last point, if more information is wanted. Spent a fair while fooling about with it.
Edit: I mean the thing about being unable to create mod nation games from the command line. It's unfortunate because it means the llamaserver can't run mod nation games without a degree of hassle.
NTJedi
August 28th, 2007, 12:28 PM
Edi said:
while some are specific (e.g. can't get your tail chopped off if you don't have one).
(blind units can't become blind or get eyeloss being the only exception to my knowledge).
Feebleminded affliction on mindless is the same as becoming blind without eyes or having your tail chopped off when not having one. These units have no minds... if the game is reporting mindless units as becoming feebleminded this would actually be an upgrade.
If given the choice anyone would choose being feebleminded over being mindless.
Yrkoon
August 28th, 2007, 12:33 PM
Did anyone experience problems with the frozen seas spell ?
I am in a SP game with MA Oceania as a neighbor and I casted frozen seas to avoid having to fight them, but I still get attacked by troops traveling from Oceania sea province to my land provinces. I thought frozen seas prevented that.
Could it have anything to do with Oceania units having a different form on sea and land, so that the game mechanics make oceania sea troops vanish from his provinces and "teleport" land troops to my provinces, rather than walk from his provinces to my provinces ?
Edi
August 28th, 2007, 01:15 PM
NTJedi said:
Feebleminded affliction on mindless is the same as becoming blind without eyes or having your tail chopped off when not having one. These units have no minds... if the game is reporting mindless units as becoming feebleminded this would actually be an upgrade.
If given the choice anyone would choose being feebleminded over being mindless.
Don't be obtuse. I know that and it's a logical disconnect, but it's still only tangential to the point of my above post, which was specific afflictions (only some can get them) vs. generic afflictions (everyone can get them).
In the case of feeblemind, it is from the game mechanics point of view a generic affliction, since as far as I know, it is NOT tied to the mindless flag on a unit. If it is tied to the mindless flag with some kind of a hook, that would solve the problem, but whether that is feasible is up to the devs. It merits discussion, but this is in my opinion a lesser problem than stone beings (such as gargoyles, staues tec) not being immune to petrification, which is another thing I need to add.
NTJedi
August 29th, 2007, 12:12 AM
Edi said:
NTJedi said:
Feebleminded affliction on mindless is the same as becoming blind without eyes or having your tail chopped off when not having one. These units have no minds... if the game is reporting mindless units as becoming feebleminded this would actually be an upgrade.
If given the choice anyone would choose being feebleminded over being mindless.
Don't be obtuse. I know that and it's a logical disconnect, but it's still only tangential to the point of my above post, which was specific afflictions (only some can get them) vs. generic afflictions (everyone can get them).
In the case of feeblemind, it is from the game mechanics point of view a generic affliction, since as far as I know, it is NOT tied to the mindless flag on a unit. If it is tied to the mindless flag with some kind of a hook, that would solve the problem, but whether that is feasible is up to the devs. It merits discussion, but this is in my opinion a lesser problem than stone beings (such as gargoyles, staues tec) not being immune to petrification, which is another thing I need to add.
Didn't mean to rattle your cage... maybe you're having a bad day.
Simply revealing a logical flaw within the game. This logical flaw is the same as a fire elemental being vunerable to fire. Whether or not either can be fixed doesn't change it from being a flaw.
PurpleRhino
August 29th, 2007, 02:28 AM
When you have a spy or are assaulting a castle, if there are any sites that have been discovered they show as 'magical site'... however in the F1 screen hovering over them reveals what the site is.
Edi
August 29th, 2007, 02:59 AM
NT Jedi, no problem, I just felt we might have been talking past each other and wanted to clarify. Not angry at you or anything. http://forum.shrapnelgames.com/images/smilies/happy.gif
PurpleRhino, known issue, already in the list.
Gandalf Parker
August 30th, 2007, 01:50 PM
On modded nations and game creation....
the basic problem seems to be that in multiplayer mode, Dom3 does not look at the mods until it comes to creating the game. mod changes (# of nations, AIs, name of nations, flag changes) do not reflect in the signup screens. This is also a problem with scenario maps that add AIs since players can be offered a nation which becomes modified or unplayable when the game is created (first turn hosting).
The "workaround" is that mods work for manual game creation. So a game can be manually created by the host adding in all of the gods that were provided, and can then be RUN by internet connection.
Two methods have been used to start games where the modded nations did not appear in the online selection menu. An email start where everyone used the mods to create their gods then mailed them to the host. Or, in the case of the mega games, using multiple onine servers to collect the gods then gather them together to create the first turn with the updated fatherland file.
Once a game is created with the mods, the online menus did properly reflect the numbers of players, the proper nation names, and the proper flags that were set by the mods.
Gandalf Parker
lch
September 1st, 2007, 02:28 AM
Having reinstalled my system from scratch, I receive these messages regularly after I quit from Dom3, and from this game only. What is this? Have I unlocked some debug functionality of the aRts deamon? Does the game leak somewhere?
<font class="small">Code:</font><hr /><pre>warning: leaving MCOP Dispatcher and still 4 object references alive.
- Arts::FlowSystemSender
- Arts::ByteSoundProducerV2
warning: leaving MCOP Dispatcher and still 60 types alive.
warning: leaving MCOP Dispatcher and still 7 data packets alive.</pre><hr />
Szumo
September 3rd, 2007, 10:44 AM
Visual bug that is present both in map editor and in game when using 'province neighbours' filter (yellow lines):
Only 20 neighbours, those with lowest numbers, are drawn.
Example:
25 provinces. Province 25 is set to be neighbour to every other one (1-24). No other neighbours are set. When active province is 25, only lines to provinces 1-20 are visible. When active province is 21-24, line to province 25 is visible.
This might be the source of one-way province travel route illusion.
Taqwus
September 8th, 2007, 07:50 PM
A prophetized, HOF'd, deceased Helheim Dis was reborn as a... cold-immune winged mummy with an Ice Blade (Caelian mummy?).
Endoperez
September 9th, 2007, 04:05 AM
Taqwus said:
A prophetized, HOF'd, deceased Helheim Dis was reborn as a... cold-immune winged mummy with an Ice Blade (Caelian mummy?).
The game probably considers all size 3 fliers Caelians. IIRC, the nametype is chosen according to some abilities (i.e. fire resist, heat immunity -> abysian nametype), so I guess the game also tries to choose a correct undead form. It doesn't work so well for the exceptions, like fliers without wings.
Papastoss
September 9th, 2007, 04:55 AM
Did anyone experience problems with the frozen seas spell ?
I am in a SP game with MA Oceania as a neighbor and I casted frozen seas to avoid having to fight them, but I still get attacked by troops traveling from Oceania sea province to my land provinces. I thought frozen seas prevented that.
Have had the same issue. I believe the spell is actually called Sea of Ice.
lch
September 9th, 2007, 02:23 PM
Endoperez said:
The game probably considers all size 3 fliers Caelians. IIRC, the nametype is chosen according to some abilities
That could very well be. As I reported earlier, Siddhas are reborn as Caelian mummies, too.
Herode
September 9th, 2007, 05:34 PM
Hi gentlemen,
here is a bug, or a en error in the manual : I'm playing Mictlan LA and the underwater province defense is not the Atlantian Militia + Atlantian Shield Wearer anounced. Instead, I have plain old standard warrior with a tribal king, not really confortable at fathom five http://forum.shrapnelgames.com/images/smilies/biggrin.gif
Saint_Dude
September 9th, 2007, 09:04 PM
Are you sure the province is underwater? On some maps, provinces that "look" like water provinces are in fact land provinces.
To be sure look at the info bar in the upper left of the display. If it is an underwater province, the bottom right of this bar will have small blue waves (which if you mouse over, will say either "sea" or "deap sea").
mathusalem
September 18th, 2007, 10:11 AM
I have a bug with map editor in 1.08, mac os version.
when I want to save a map, the game crash just after I have confirmed
don't know if it's a known bug.
llamabeast
September 18th, 2007, 10:26 AM
Sure you don't have another map already present with the same name? Could be that dominions is trying to overwrite it and failing. That kind of thing often kills it.
Lazy_Perfectionist
September 18th, 2007, 12:23 PM
lch said:
Having reinstalled my system from scratch, I receive these messages regularly after I quit from Dom3, and from this game only. What is this? Have I unlocked some debug functionality of the aRts deamon? Does the game leak somewhere?
<font class="small">Code:</font><hr /><pre>warning: leaving MCOP Dispatcher and still 4 object references alive.
- Arts::FlowSystemSender
- Arts::ByteSoundProducerV2
warning: leaving MCOP Dispatcher and still 60 types alive.
warning: leaving MCOP Dispatcher and still 7 data packets alive.</pre><hr />
Try disabling sound and let me know if that helps any.
I presume you're running Linux with KDE? Is that correct?
Does anyone remember the command line switch to disable sound? I don't.
lch
September 18th, 2007, 11:36 PM
Lazy_Perfectionist said:
Try disabling sound and let me know if that helps any.
I presume you're running Linux with KDE? Is that correct?
I have since just reverted to use Alsa as sound architecture and disabled the Arts daemon completely. I don't know if the sound is less buggy this way, but at least I don't see error messages. http://forum.shrapnelgames.com/images/smilies/happy.gif aRtsd sucks anyway, I'm 100% on Alsa now.
Edi
September 24th, 2007, 02:14 PM
Late update, two spell issues
SPELL Mists of Deception Keeps on producing phantasmal units even when all enemies are dead, causing combat to go on forever and autokilling all attacking units left on the battlefield
SPELL Maggots Damage is capped at 110 points, making it useless against Tartarians, which are corporeal undead and should thus die from this spell.
Apologies for my sporadic participation lately. I've had quite a bit to do and I've been suffering somewhat of Dominions fatigue, what with the bug list, FAQ, Faerun map in need of updating, the upcoming task of updating the Dom3 DB. If any issues have been left out of the list, you can probably chalk them up to that.
llamabeast
September 24th, 2007, 02:46 PM
You have every right to be sporadic for a bit Edi, the amount of contribution you make to the Dominions community is incredible. I'm still in awe of the database.
Aezeal
September 25th, 2007, 06:34 AM
I have a thingie that might be bug but might be as you all want it..
I'm currently summoning tartarians and my battleground is in waterarea's
MOST tartarians are (undead as they are) able to enter the water.. the "female" tartarians in the blue dress cannot do that (I'm sorry no unit number I'm a 100Km from my game comp atm)
Burnsaber
September 25th, 2007, 01:55 PM
Apparently artifact the Sharpest Tooth isn't Armor Piercing, althought the game has it printed on uhh.. white on darkish-red?
I have a save game where my Strenght 19 Arch Devil with the Tooth duels with prot 33 Earth King for like 20 turns. The Earth King didn't even take a single point of damage from the Tooth (how do I know? He didn't take even a single point of poison damage in the fight). Hitting the Earth King wasn't an issue.
Folket
September 25th, 2007, 02:18 PM
I think the prot 33 Earth king is buged. I just saw him fight a arch devil with a infernal sword. Somehow the arch devil did not hit the Earth king for 15 rounds, since a hit would banish him to Inferno.
Burnsaber
September 25th, 2007, 02:37 PM
Folket said:
I think the prot 33 Earth king is buged. I just saw him fight a arch devil with a infernal sword. Somehow the arch devil did not hit the Earth king for 15 rounds, since a hit would banish him to Inferno.
Well, that was my Arch Devil with the sword. I didn't report it since I thought that perhaps it needs to damage for it to take effect (althought the manual says: "On hit: Banish to Inferno", but it wouldn't be only thing where manual is incorrect).
Micah
September 26th, 2007, 12:47 AM
The bug with the sharpest tooth seems like the poison not working on poison immune creatures like it says it does. The armor piercing seemed to work just fine given the amount and frequency of the damage over the battle in question. Plus I'm going to err on the side of the oddball mechanic being broken as opposed to the fairly standard AP tag.
The Infernal Sword allows an MR roll according to the weapon DB, so the chance of it banishing my SC was fairly low (as it should be, given that it's a 10 gem item, and an irresistable banish would be much more on par with the 65-gem Mage Bane)
Micah
September 26th, 2007, 01:00 AM
And now a couple of new bugs:
The Tartarian Monstrum (unit 776) has no misc. slots, which is just weird. Normal manticores have the misc slots.
Attacking golems (unit 471) die due to the 50th turn auto-rout function. (Or if given a retreat order at any time) This may be WAD, but it certainly seems like a bug to me. I'd imagine it would apply to any other mindless commander (via GoR, etc) as well, but have not tested it.
LDiCesare
September 26th, 2007, 04:41 AM
Voice of Tiamat always target same province
When casting Voice of Tiamat by several casters in the same turn, they all auto target the same province, whereas other search spells (Voice of Apsu, etc.) target a new province.
Szumo
September 26th, 2007, 04:57 AM
Underwater Province Defense of EA Agartha
EA Agartha gets the same UW PD as land PD. According to manual, they should get Wet Ones instead.
I suspect this is very simple to fix with modding, but would be nice if it was fixed in unmodded games too.
thejeff
September 26th, 2007, 08:24 AM
I've used multiple casts of Voice of Tiamat successfully. Did they all target the caster's province? Were there any valid targets? (Remember that VoT won't target provinces that have been searched in any of the elemental paths.)
Olive
September 26th, 2007, 04:23 PM
/threads/images/Graemlins/Bug.gif Units can't retreat to underwater provinces, even when equipped with water breathing items.
I was storming a castle on an island. Most of my armies came by the sea, at least the 2 commanders had water breathing items (Sea King's Goblet, Barrel of Air). My army was rather weak, so they were defeated and the commanders retreated. The sea province where they could flee were occupied by troops of mine and no enemy attacked it. But they didn't retreat into that province ant I got the message "CommanderName died when retreating into enemy territory."
I can send the turn by mail.
Frostmourne27
September 28th, 2007, 03:16 AM
LDiCesare said:
Voice of Tiamat always target same province
When casting Voice of Tiamat by several casters in the same turn, they all auto target the same province, whereas other search spells (Voice of Apsu, etc.) target a new province.
Are you sure? I'm pretty sure I got this working in an oceania game, and I don't remeber targetting manually, although it's certainly possible.
thejeff
October 2nd, 2007, 10:27 AM
I can confirm VoT auto-targeting doesn't work. Multiple casters during the same turn targeted the same province.
There were other provinces available and when I left one caster on auto search he happily worked his way through them.
Dedas
October 8th, 2007, 11:30 AM
Death curse blessed units being trampled upon do not give any curse or horror marks.
PyroStock
October 8th, 2007, 11:42 AM
This is from the death of a mind enslaved guru and no I didn't rename him.
Kristoffer O
October 8th, 2007, 12:28 PM
> This is from the death of a mind enslaved guru and no I didn't rename him.
I think the guru transmigration works as per 3.10
okiN
October 9th, 2007, 09:31 AM
/threads/images/Graemlins/Bug.gif Serpent Cult hydras lose their holiness with form change.
After the first form change, the hydras lose their holy status, which causes a huge drop in their combat performance if they're blessed. They don't even get it back when they regenerate the heads after combat, they remain mundane units forever after the loss of their first head.
Edi
October 9th, 2007, 10:54 AM
okiN said:
/threads/images/Graemlins/Bug.gif Serpent Cult hydras lose their holiness with form change.
After the first form change, the hydras lose their holy status, which causes a huge drop in their combat performance if they're blessed. They don't even get it back when they regenerate the heads after combat, they remain mundane units forever after the loss of their first head.
Known issue, but it was too late to fix it for this patch.
Ozymandias
October 9th, 2007, 02:09 PM
My Hydra & Hydra Hatchlings claim to have only 6 and 3 hp respectively.
Dedas
October 9th, 2007, 02:28 PM
its their heads that have that many hps. Try them in battle and you can watch the awesomeness that is hydra decapitation.
Edi
October 9th, 2007, 02:47 PM
Each hydra has 9 different forms and so long as it survives in any form, it reverts back to the first form afterward. The things are absolutely goddamn brutal. That's what makes it such a shame that the SC hydras have wrong secondshapes and firstshapes, because give them a F9/W9 bless and they will wipe the floor with practically anything. Doesn't matter if it's a Niefel or Fomorian Giant with N10 bless (20% regen), they WILL go down.
The hatchlings only have 3 forms, so they die much more easily.
lch
October 9th, 2007, 03:40 PM
Do the hydras stay true to legend, they don't grow new heads if confronted with fire?
Kristoffer O
October 9th, 2007, 04:04 PM
Unfortunately not http://forum.shrapnelgames.com/images/smilies/happy.gif
Borya
October 9th, 2007, 06:56 PM
I installed the patch - windows version.
After the first turn I get "Negot gick cel! ConrArmyNbr: Error!" and the game crashes. I reinstalled Dominions but it didn't help.
Ewierl
October 9th, 2007, 06:59 PM
I don't know if these are needed unitfixes or WAD, but:
The pretenders Lady of Fortune and Lord of Plenty (TC) are described as bringing good fortune, but they do not have the "Fortune Teller" icon. Is that just meant to be meaningless flavor text, or do they do other things (e.g. spread Luck dominion)?
Edi
October 10th, 2007, 02:00 AM
Lady of Fortune and Lord of Plenty increase the luck scale of he province instead of preventing bad eventes through the fortune teller ability. That is what their description seems to suggest. Much like Siddhas increse magic scale.
NTJedi
October 10th, 2007, 04:59 AM
:edit:
will do more testing and report back later
lch
October 10th, 2007, 06:17 AM
Edi said:
Much like Siddhas increse magic scale.
Devalas, you mean.
Edi
October 10th, 2007, 07:26 AM
lch said:
Edi said:
Much like Siddhas increse magic scale.
Devalas, you mean.
http://koti.welho.com/ehalttun/Images/Avatars/Items/Weapon_Bludgeon_Club_100x100.gif
*whack*
Quiet, you! Nobody is allowed to poke holes in the illusion of my omniscience! http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/images/smilies/tongue.gif
lch
October 10th, 2007, 09:15 AM
Let's address something that isn't a bug per se but rather a feature request regarding the interface which has always bugged me:
The game should treat "errors" less severe. At the moment, if an error occurs, you crash down to the command line. Even if it is minor stuff like "game version too old". I'd like to suggest that the game should rather become aware of exceptions instead of bailing out. It would be better if you get the error message as ingame window and after hitting "ok" the game just cancels/ignores your last action, or backtracks. So if the exception involved generating a new turn, the game will stop processing the turn and drop back to the game window. Same for joining a network game. In the worst case, the game may drop back to the main menu, but not kill the whole process. There's no reason for it to have effects that are this drastic, and I think it scares users.
Further improvements of the UI: Always give a user the choice to cancel a menu. Most of the times, you can get out of a menu by pressing the "Escape" button. Sometimes the menu window has a tiny "X" on the top right to do that, too. But there are still times when you can't cancel an action, no matter what, for example when you have chosen to create a new game and are prompted for the game name. Until you enter something that works, you are not allow to do anything else.
I really think that it's important to make the UI more user-friendly to gain their acceptance, don't disregard it.
Edi
October 10th, 2007, 09:20 AM
That's a very good point. Especially the part about game creation. There was some way to cancel it after that, by selecting exit at the game options screen, but it's not intuitive.
lch
October 10th, 2007, 09:38 AM
Yes, you can cancel it afterwards, but it will still create the game directory first.
Another thing, regarding the current patch: At the moment, the game errors out as soon as a client receives a *.trn file with a newer version than it has itself from the server, or if a server receives a *.2h file with a newer version than it has itself from a client. This leads to what we all know as "omg, don't connect to my server when you have updated your game, or you will crash it!". Since the protocol to authenticate a nation and store/retrieve game data from a network server hasn't changed at all, apparently, since the error only fires upon inspection of the version tag inside the files, I'd recommend to make the error appear in-game for clients, like suggested above, and to let the server just refuse to host the turn (or crash) if a newer version *.2h file is present, but accept the files before that without any problems at all.
Edi
October 10th, 2007, 09:45 AM
I'll bring this to Johan's attention. It's deep into his territory and even though it might sometimes seem so to some people, I'm not one of the developers. So I can't do anything else about that. I'm also up the creek without a paddle in a leaky canoe when it comes to the server side stuff (you for example have probably forgotten more about it than I know), so all I can do is pass it on.
Kristoffer O
October 10th, 2007, 12:38 PM
Lady of fortune has a chance of adding an extra event that is dependent on terain and stuff, but is automatically good.
Meglobob
October 10th, 2007, 12:56 PM
Kristoffer O said:
Lady of fortune has a chance of adding an extra event that is dependent on terain and stuff, but is automatically good.
Cool, I never knew that.
Dedas
October 10th, 2007, 01:01 PM
Grand. I wonder if there are more of these unit related events. I remember reading about them a while back.
Kristoffer O
October 10th, 2007, 01:06 PM
She doesn't bring unique events, just one mor event, that is good.
OTOH there are new events that are unit related. Skögu and some other heroes got some, as did a couple of other units.
Dedas
October 10th, 2007, 01:09 PM
Aha, my misunderstanding.
(Skögu and other heroes got unique events! *runs off testing*)
lch
October 10th, 2007, 01:10 PM
Dedas said:
Aha, my misunderstanding.
(Skögu and other heroes got unique events! *runs off testing*)
Pro-tip: put him together with his wife into the same province and see what happens. (if I remember that right)
Edi
October 10th, 2007, 01:23 PM
Another tip: You won't necessarily like the results...
lch
October 11th, 2007, 06:35 AM
Edi said:<font color="red">MOD (monster/nation) Descriptions</font> There seems to be a hard limit of 183 user defined description texts for modding in Dom3. Any more than that and the mod crashes the game.
It does not crash the game (to my knowledge), what it does is it doesn't accept new descriptions anymore. It seems like new units are added before new nations are added to the game via mods, so the latest added units would be the first to lose their descriptions if it goes over the fixed limit, and modded nations would lose their descriptions before units do. Spells, however, are unaffected because they seem to use a different lookup table. This issue was not fixed by 3.10.
Edi
October 11th, 2007, 07:05 AM
Thanks. I'll amend the shortlist entry. It's sometimes difficult to keep it all straight, especially if I need to go from memory.
EDIT: Fixed
lch
October 11th, 2007, 07:16 AM
To try out the new nations, I designed a crappy pretender and played a few turns in a new game. In this, my god entered the death match tournament (just for giggles). He was quickly afflicted with Blindness by his opponent, but seemed virtually unaffected by it, killing his opponent soon afterwards. Now, what I know is that he could still make an attack in case he tried and got lucky with the DRN, but from experience I know that units that went blind usually stopped fighting at once. Furthermore, he still would need to get by the defense value of the opponent. It seems, however, like he does two successful attacks in a row, with little to no trouble. Bug?
Edi
October 11th, 2007, 07:21 AM
Perhaps. The Arena sometimes does strange things to the normal combat sequence. I've had several blind Fomorian giants (they only need one eyeloss hit to become blind) and they just stood around doing nothing in combat.
lch
October 11th, 2007, 07:39 AM
Another issue addressed by the savegame is how shapechanging units and the Champion's trident should work together. It's awfully easy for them to lose it. I have no preference though.
Burnsaber
October 11th, 2007, 02:19 PM
Hama Dryad (monster number 932) states in description that "They never leave the province they are summoned to". Apparently they can move out of their home proivnce if they flee from a battle in that province.
NTJedi
October 11th, 2007, 02:51 PM
Burnsaber said:
Hama Dryad (monster number 932) states in description that "They never leave the province they are summoned to". Apparently they can move out of their home proivnce if they flee from a battle in that province.
For some units/commanders the description means when they leave the home province they continously lose more and more hitpoints. For some other units/commanders the description means the units instantly vanish.
Baneslave
October 11th, 2007, 03:55 PM
lch said:
Endoperez said:
The game probably considers all size 3 fliers Caelians. IIRC, the nametype is chosen according to some abilities
That could very well be. As I reported earlier, Siddhas are reborn as Caelian mummies, too.
So they really get wings in the afterlife? http://forum.shrapnelgames.com/images/smilies/happy.gif
Edi
October 11th, 2007, 04:32 PM
Bug Shortlist updated with v 3.10 statfix issues for units, magic sites and weapons as well as Mictlan pretenders. Other reported bugs will be edited into appropriate posts when my eyes stop bleeding from working on the DB update.
lch
October 12th, 2007, 03:12 AM
The 3.10 patch seems to have added some 250 sprites or something, at least that's the sprnbr difference that the game gives if somebody wants to use some extensive mods. One of our MP games have become unusable because of this. It seems, however, that this is purely a GUI design problem, because there is no problem if nations are given to the AI or if turns are hosted with a text-only server. See http://www.shrapnelcommunity.com/threads/showflat.php?Number=555996#Post555819
Aristander
October 12th, 2007, 10:43 PM
I think I have found a bug.
I am trying to load a pretender for LA pythium to lamaserver for BAG.
Every pretender I design is saved as pythium_0.2h
Should the pretender be late_pythium_0.2h ?
I tried renaming the file but it still gets rejected.
Works fine single player as pythium_0.2h
Can someone try creating a pretender for LA pythium and see if it saves the same way?
Thanks
Aristander
Edi
October 13th, 2007, 03:39 AM
Yes, it does. The middle era Pythium gods are saved as mid_pythium_0.2h, so there is a difference. This is a problem if the game expects the SC pretender to be named late_pythium_0.2h. I'll add that to the shortlist.
Notes to self, add the following:
permanently dead prophet
mod sprites issue update
armor assignment to mod issues
rainbow SC bug
Stygian Paths (again)
1920x1200
Mac patch 3.09/3.10
file time stamp issue for MP games when Quit without saving
Ultan, Ultan
AI bodyguards too many
golem does not run away on turn 50 rout, dies immediately
Amber Clan event monster nmbr
Edi
October 13th, 2007, 04:43 AM
Roundup of various bugs that have not been gathered up along the way:
<font color="red">SYS Resolution 1920x1200</font> The 1900x1200 resolution does not work correctly. Discussion threads are here (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=556036) and here (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=555072)
<font color="red">SYS Mac patch 3.09/3.10</font> Mac Patch is apparently v3.09, not 3.10
SYS File time stamps File time stamps are updated on the server in MP games even when the player elects to Quit Without Saving
EVT Amber Clan event monster nmbr Event that gives an Amber Clan Mage to UW player should give monster 575, not 1417
<font color="red">MOD Armor Assignment to Creatures</font> Armor can be selected for modding by armor number but cannot be assigned to units by armor number, the name must be used. This breaks mods if there are ever changes to armor names and makes it impossible to assign various armors of the same name (e.g. Centaur Barding) because the game always picks the first one. Weapons can be assigned by number, so armor should as well.
MOD Sprite Limits v3.10 Discussion (http://www.shrapnelcommunity.com/threads/showflat.php?Number=555996#Post555819) Patch 3.10 breaks games with several modded nations due to sprite limits being stretched. Bug Thread Post (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=451410#Post556001)
NAME Ultan, Ultan The Great Fixing did not affect name lists, so MAn/Eriu/Tuatha name list still has one entry as "Ultan, Ultan" instead of just "Ultan"
<font color="red">BHV Y-key Eye of God</font> Still not as blind as it should be, details provided earlier by PM
BHV Unable to get new prophet This behavior may happen if a prophet dies of disease, player is unable to assign new prophet even after 20 or more turns. Possibly related to the late winter disease bug (units lose 1 hp to disease, then an extra HP, which also permanently kills immortal units in friendly dominion if it happens). Discussion thread and uploaded files here (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=554331)
BHV Golems & Turn 50 Rout Golems do not run away from the battlefield after a Turn 50 rout ends the battle. They die immediately instead. Bug or WAD?
BHV Pretender Creation Reported in detail earlier by PM, Dom3 behaves very strangely if a pre-created pretender is selected for loading, deleted and a new pretender created from the default form suggestion. Results can look like this. (http://koti.welho.com/ehalttun/Dom3Bugs/RainbowVirtue.jpg)
BHV AI Bodyguards AI sometimes assigns far too many units as bodyguards, such as entire stacks of 20 or more that would be much more effective directly in battle.
SPELL Stygian Paths still broken, cannot be used at all or causes strange behavior and kills all units being transported.
SPELL Internal Alchemy Increases age by 15 years instead of decreasing it
The Permanently dead prophet has been added to the Vanishing Scales & Immortality section since it seems t a a casual glance to be related.
atul
October 13th, 2007, 12:48 PM
One of the Hydra's damaged shapes doesn't revert to healthy (missing firstshape?). Monster number 1837.
Edi
October 13th, 2007, 03:05 PM
CRAP! Well, that's just going to get added too then. Looks like all of the secondshape/firstshape pairs for all hydras must be checked for the next patch. I suppose I'll have to make a new shape table for regular hydras in addition to the SC ones.
Lazy_Perfectionist
October 14th, 2007, 02:12 PM
Lanka's Rakhasi (both forms) don't have gluttony, but rather supply (2). I suppose its due to the nature magic, I suppose that's why the supply is 10, not 2. Now that I think about it, it isn't a bug at all, just combined icons?
Lazy_Perfectionist
October 18th, 2007, 10:40 AM
It's not exactly a bug... but LA Pythium is a bit troublesome for PBEM because its the only nation that follows the format name.2h - the order/turn files are pythium.2h while even yomi and maverni are early_nation.2h and MA pythium is mid_pythium
For more on this, you can check out the BAG thread. It's linked to in the Halls of Valhalla.
Ozymandias
October 18th, 2007, 03:52 PM
LA Mictlan Sun Priests lack forest survival.
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