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Edi
October 18th, 2007, 04:00 PM
That one's already in the shortlist.
The DarkOne
October 18th, 2007, 06:52 PM
Demonbred's have become old.
They used to get old at 500 the new ones at 240. This results in about half of them starting with oldage.
Makes research even harder than it used to be, especially early on.
Not sure if this is a bug but i assume so.
Endoperez
October 18th, 2007, 07:00 PM
They aren't demons any more. Demons live longer than mortals. Probably not intended. http://forum.shrapnelgames.com/images/smilies/frown.gif
Professor_Chaos
October 19th, 2007, 01:36 AM
- Call Sirrush doesn't work. Message reports spell was cast, but no Sirrush appears
EDIT: Whoops - ignore that one. Call Sirrush does work; I was confusing it with Call Coatl
- Theurgs appear to have female gender rather than male. Then again, they are wearing pink...
Edi
October 19th, 2007, 02:05 AM
The DarkOne said:
Demonbred's have become old.
They used to get old at 500 the new ones at 240. This results in about half of them starting with oldage.
Makes research even harder than it used to be, especially early on.
Not sure if this is a bug but i assume so.
That's a bug. It stems from the way Dominions 3 autocalculates maxage based on certain factors. Undead have a base maxage of 500, demons 1000 and inanimate units 2400 (mixed units, as in being more than one type at the same time) may have something or other, I've not checked priorities. It seems that demonbreds should have a hardcoded maxage to remove this problem. Will be added.
Beren, I'll add those as well.
Ewierl
October 22nd, 2007, 03:31 PM
I don't know if this is old, or due to MA changes in the 3.10 patch, but I only just noticed it now while testing some things.
LA Tien Chi's Ceremonial Master is missing all abilities.
Description says he should be a Priest and a Fortune Teller, but he is neither, only Sacred.
Loren
October 22nd, 2007, 03:55 PM
3.10, got one, I don't know if it's new or not:
Flying creatures can't fly in or over the water. I've got a flier with a move of 3 I had given a ring of water breathing to go build underwater temples. I should get my move 3 regardless of the terrain, especially since Thetis' Blessing is now up.
Edi
October 22nd, 2007, 04:36 PM
Actually, you should not. That's WAD, in sea provinces you move 1 province per turn no matter what your start move is. Unless you are amphibian or flying and can move through adjacent land provinces in order to get where you're going. Always been that way.
Ewierl, the fortune teller thingy is in the shortlist, I'll add the holy too.
Loren
October 23rd, 2007, 12:57 AM
Edi said:
Actually, you should not. That's WAD, in sea provinces you move 1 province per turn no matter what your start move is. Unless you are amphibian or flying and can move through adjacent land provinces in order to get where you're going. Always been that way.
Ewierl, the fortune teller thingy is in the shortlist, I'll add the holy too.
I have no problem with units that actually move through the water being restricted to 1 province per turn. Why in the world should that apply to fliers, though?? They aren't in the water to be slowed down!
Edi
October 23rd, 2007, 01:39 AM
The distinction is not based on movement type but on terrain. Moving IN sea provinces, as opposed to OVER them (e.g. via sailing) assumes the creature is in the sea, in the water. Flyers are unable to cross water provinces like sailors in Dom3.
Kristoffer O
October 24th, 2007, 05:29 AM
> Why in the world should that apply to fliers, though?? They aren't in the water to be slowed down!
Quite few birds cross oceans. They need to land and eat. Imagine a turkey crossing the Atlantic http://forum.shrapnelgames.com/images/smilies/happy.gif
In earlier iterations of dominions seas were generally larger as well. So it is also a survival from these primal oceans that makes them uncrossable and restricts movement. With the deep seas added some movement restrictions should perhaps be removed, particulary regarding sailing.
EricM
October 24th, 2007, 06:33 AM
Hide Shield (armor 105) has an armor type of 5 (body), when it should be 4 (shield).
EricM
October 24th, 2007, 06:45 AM
From the manual (pg 124) EA Oceania should have providence defence at 20+ of Turtle Warriors and Mermen. It doesn't get the Mermen.
This is because the nation UW providence defence lists Mermen twice in the data files. One of this double listing should be renamed to land providence defence.
Edit: Corrected manual page number.
Loren
October 24th, 2007, 02:20 PM
You could make a reasonable case for fliers not being able to cross water because of that. When Thestis' Blessing is up, though, that's not an issue. It should remove the movement restriction on flying across water.
Loren
October 24th, 2007, 02:22 PM
3.10 still, SP game. The messages of spells cast and items forged are quite deficient. I'm not even getting half of them, turn after turn.
Zeppelin17
October 25th, 2007, 12:01 AM
I don't know if it is a game bug or something on my pc, but the fact is that I can't use any mods. I enable it, start the game and all, but as soon as i hit "end turn" for the 1st time, the game freezes on the middle of the next turn calculations ("research", "resolving battle", etc) or craches with the message "ConvArmyNbr: error!".
At first I thought it was an error on my mods, but then I tested other mods that should work, and the same happens.
Any ideas?
Edi
October 25th, 2007, 03:19 AM
Yes. Did you make sure you entered the CD-key that came with your manual correctly?
Taqwus
October 25th, 2007, 05:35 AM
Twice now in a 3.10 game, after sieging and capturing an undefended enemy fort, the enemy's recruitment queue (which had been unable to make progress because I'd driven the unrest high with Imperial Consorts) remained. This was particularly glaring because these were national troops (Ulmish) that I couldn't recruit normally...
Once the unrest is driven down below 100, recruitment of those Ulmish troops has continued, even though I'm T'ien Ch'i.
I have not yet seen this in the case of captured forts that involved a siege battle, or pre-3.10, or with forts that had unrest below 100 (although the latter may not be strictly necessary as I've been spamming spies, and undefended forts have been extremely rare).
(Edit -- attached save file. See Dershid, prov. 116.
SP game, w/ Ulm Reborn (irrelevant as an LA nation), Blinking Monkey (only disables some spells), and Streamers/Standards mod. MS Windows XP.)
Edi
October 25th, 2007, 06:21 AM
Known issue and already in the shortlist as item BHV Recruitment Queue 2. This has appeared as early as 3.04 or 3.06, I don't remember exactly.
Edi
October 26th, 2007, 05:39 PM
Shortlist roundup:
<font color="red">U 87 Demonbred</font> Maxage should be increased to 500, since removing demon attribute makes them old and they no longer get maxage increase from blood magic
<font color="red">U 121 Demonbred</font> Maxage should be increased to 500, since removing demon attribute makes them old and they no longer get maxage increase from blood magic. This unit needs the demon tag removed.
U 1537 Demonbred (EA, assassin) Maxage should be increased to 500, for the sake of consistency.
A 105 Hide Shield Should be type 4, shield, but it is type 5, body armor instead as far as the game engine is concerned.
SPELL Sea of Ice does not affect AI at all. In fact, AI seems to be somewhat immune to movement restrictions that completely prohibit movement. Discussion thread (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=558446)
SPELL Dance of the Morrigans does not work. Broken in several ways. Discussion thread (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=556771)
void
October 27th, 2007, 05:37 AM
BUG - ITEM - Armor of Virtue
TAG: Item, Important, *Behaviour?
Description:
The Armor of Virtue no longer casts Ritual of Returning at the beginning of combat. It now casts the spell at the end of first turn, meaning that if you got struck heavily on the first turn the armor cannot save you from your ghastly fate.
In additional to that, if your commander is ATTACKING at the first turn - that is, any action that involved a unit movement - the Ritual of Returning spell will never be casted.
Reproduce the bug:
Forge the Armor of Virtue.
Equip it to a commander.
Script commander to "Attack".
Use that commander to attack some province. View him in the combat; Note that he will NEVER gains the blue icon of Ritual of Returning.
Additional Info:
In the logfile you could still seeing the following lines:
item Armor of Virtue casting autospell cast returning (cr0)
Autospell is cast returning
castspell: cnr148 spl54 (cast returning) vis0 x14 y14 spldmg8388608
But this spell will fail to take effect. Could be caused by the reason that the item tried to cast the spell at "original" place which that commander no longer stands at.
Solution:
Make the Armor casts that spell at the beginning of combat.
Related possible bugs:
I DID NOT tested, but the same thing could applies to other item spells like the charge body armor.
Edi
October 27th, 2007, 05:50 AM
People, THAT there is a detailed, readable, good bug report. I'll add that after I manage to condense it to a suitable shortlist entry and link to the post.
Edi
October 28th, 2007, 03:04 PM
Added magic site locmask issues to the shortlist.
lch
October 28th, 2007, 03:46 PM
Wait, that's an issue in the game, not just the DB?
Edi
October 28th, 2007, 04:03 PM
The locmask issues in the shortlist are game issues.
The locmask issue in the DB is that I had them screwed up before, so the 3.10 RC1 DB is unreliable in that regard. I have fixed the DB to correctly show the current locmasks, rarities etc, but that does not patch the game, obviously. The fixed DB will be made available after I've checked the status of heroes and uniques.
Chris_Byler
October 28th, 2007, 04:03 PM
Regarding the locmask post to the shortlist: The Sunless Sea is probably intended to be cave only, based on Coleridge's poem "Kubla Khan".
In Xanadu did Kubla Khan
A stately pleasure-dome decree :
Where Alph, the sacred river, ran
Through caverns measureless to man
Down to a sunless sea.
Edi
October 28th, 2007, 04:08 PM
That could be. I do not claim to be nearly as widely read in mythology and poetry as KO, so I would obviously miss things like that. Hence the list entry. I expect Kristoffer will tell me where I've gone wrong.
lch
October 31st, 2007, 06:32 PM
Pak-ur doesn't command any men but is quite huge himself. and demands 72 pounds of gold for employment.
Chris_Byler
October 31st, 2007, 07:13 PM
Oh boy, that's an old one. I think it dates back to Dom:PPP.
The period should probably just be changed to a comma.
lch
November 1st, 2007, 10:08 AM
"The Citadel of Pyriphlegton" appeared for me in a province which is flagged as Sea and Border Mountains. I couldn't find this in the latest bug thread entry, so I think it should be added? Wizards recruited in the province will instantly drown. In case it should have given a Citadel as the name suggests, that didn't happen underwater, too.
Edi
November 1st, 2007, 12:19 PM
That's WAD, though with a twist. Citadel of Pyriphlegeton has a terrain mask that says "Any land, except caves" (223=1+2+4+8+16+64+128). Border mountains are counted as mountains for site locmask purposes, so the mask for that is 4. Since border mountains are eligible terrain, the site may appear.
Therefore this is not a site locmask bug, but a map error, though there may be a different bug there. Sea and Deep Sea terrain should never be combined with anything else to avoid strange behavior, but I need to look into the locmask issue some more when I get home. If the Citadel of Pyriphlegeton has some problems in the locmask, I'll add it to the list, but if not, then it's a map problem and a problem with mixing sea and land provinces.
Zeppelin17
November 1st, 2007, 10:56 PM
Just solved it. I used system recover and then reinstalled the game. Now it is back to normal.
Zeldor
November 2nd, 2007, 01:09 AM
I used by mistake Ankh and an Ark in one battle. Ankh made everyone who died because of Ark into soulless, except for Ankh carrier. Should it be like that?
Edi
November 2nd, 2007, 06:57 AM
Zeldor, yes, that's correct.
Ich, I checked the Citadel of Pyriphlegeton locmask and it's correct. 16607 is an all-terrain-but-caves mask for a unique site, so your problem stems from the mapmaker mixing land and sea terrains in the same province, which should not be done.
I also just noticed your post about giving forts and no, it doesn't do that either in land or sea.
lch
November 2nd, 2007, 08:06 AM
I can sympathize with the map creator that he didn't knew that "border mountains" was reserved for land provinces. Is this documented anywhere? Are caves automatically land provinces, too? Personally I'd be fine if there were underwater farm lands (algae farms), so the game should check if a site can be applied to a province or not depending on sea/deep sea flags.
Edi
November 2nd, 2007, 11:11 AM
Yes, caves are automatically land provinces. You'd probably need new terrain masks for sea farms, forests, mountains and underwater caves, which is going to get unwieldy in a hurry. You would then need to go through the sites and see which ones could have the corresponding locmask adjustment (which is further complicated that site locmasks and map file terrain masks do not match, so you need to recalculate them).
Taqwus
November 3rd, 2007, 07:00 PM
Is Patala really supposed to have access to the Lanka blood summons --
Summon Rakshasas, Feast of Flesh, Summon Asrapas, Summon Rakshasha Warriors, Summmon Sandhyabalas, Summon Dakini, Summon Samanishada, Summon Mandaha and Summon Davanas
?
Not that they have any recruitable blood mages or summonable national blood mages (although Lamia Queens can get there), but just wondering whether it's (a) WAD -- Patala's inheritance, perhaps inconvenient to access put a possible path, or (b) an oversight of some sort.
3.10.
Edi
November 3rd, 2007, 07:52 PM
Sounds like a bug, but needs confirmation from Illwinter. They should probably have some sort of naga summons instead, if anything, but such units are currently not in the game.
lch
November 3rd, 2007, 08:45 PM
I think the question came up before and the answer was WAD.
Endoperez
November 3rd, 2007, 09:21 PM
That was about Kailasa/Bandar Log IIRC. Patala doesn't have access to the old "good" side of the summons. No Apsaras, Gandharvas, Siddhas... In that light, removing the blood would be understandable.
lch
November 3rd, 2007, 10:33 PM
Endoperez said:
Patala doesn't have access to the old "good" side of the summons. No Apsaras, Gandharvas, Siddhas...
Huh?
Lord_Bob
November 3rd, 2007, 10:55 PM
I'd like to say two things:
1-Monkeys were taught how to summon these things, and they still remember how.
2-Patala doesn't need "rebalancing" in the direction of making it even weaker. It's bad enough all thier "good" summons can be killed by any race with Astral-1. Lookee, you spent 25 Astral summoning a Kinnari. Lookee, two 90 gold Astral-1 Wizards just cast "Magic Duel" and now he is is dead. Great. Of course there is no other reason they would be casting that, except to kill your 450 gold Astral-1 Nagarashi's. In fact, that is why Patala sucks. Right there. That is it. Move a point out of Earth, and put a point in Astral, and suddenly Nagarashi can't be killed super-easy by things that cost a fifth as much. That would be a big help for them. It basically makes me build Nagini's unless I am ABSOLUTELY CERTAIN no "astral" race is going to attack me. "Astral" being defined as having a reasonably cheap Astral-1 caster. Like a very large number of races. Basically your "change" takes away the only non-capital non-Astral mages I have access to. Unless I want to watch Guru's cast "Touch Of Madness" on my longbowmen. Or maybe I can communion so he can enlarge some dragon flies.
Endoperez
November 4th, 2007, 06:47 AM
Endoperez said:
Patala doesn't have access to the old "good" side of the summons. No Apsaras, Gandharvas, Siddhas...
It seems I misremembered - Patala DOES have access to Apsaras etc. I'm sure that when I tried the nation, I wondered why they were missing spells that they had in an earlier age... It was a long time ago. http://forum.shrapnelgames.com/images/smilies/frown.gif Sorry about that.
Loren
November 10th, 2007, 02:26 PM
Got a couple things to add:
1) Curse of Blood monthly casting doesn't work. It casts once but does not repeat.
2) The manual lists a couple of summoning spells that are apparently national only. I was trying to find a summonable preacher--both of the ones listed aren't available.
Edi
November 11th, 2007, 03:07 PM
1) Enough blood slaves in the lab at start of turn?
2) Which spells?
Loren
November 11th, 2007, 04:31 PM
Edi said:
1) Enough blood slaves in the lab at start of turn?
Yes.
2) Which spells?
I forget which off the top of my head. They are the ones that summon something holy.
I just found another that doesn't work right monthly: Gift of Reason. It did cast but it had no effect. It must have been targeted on a specific unit instead of a type of unit. (I've also had trouble casting multiple Gift of Reason's in the same province on the same unit type.)
lch
November 11th, 2007, 04:38 PM
There are no "types of units", it ALWAYS targets a specific unit. If there's more than one unit of the same type, then both are in the list, too. Choosing the same one twice isn't a smart thing to do and it's why it can't be done monthly, too.
lch
November 11th, 2007, 04:41 PM
Loren said:
1) Curse of Blood monthly casting doesn't work. It casts once but does not repeat.
Assuming that you did the same error of targetting a specific province when you set it to monthly, try NOT setting a specific one when casting it, but use the default one (which will directly depend on the province number). It should work.
Loren
November 11th, 2007, 10:23 PM
lch said:
There are no "types of units", it ALWAYS targets a specific unit. If there's more than one unit of the same type, then both are in the list, too. Choosing the same one twice isn't a smart thing to do and it's why it can't be done monthly, too.
But when you pick the target for it you are only given the types of units in the province, not all the units.
Loren
November 11th, 2007, 10:23 PM
lch said:
Loren said:
1) Curse of Blood monthly casting doesn't work. It casts once but does not repeat.
Assuming that you did the same error of targetting a specific province when you set it to monthly, try NOT setting a specific one when casting it, but use the default one (which will directly depend on the province number). It should work.
Curse of Blood is a summoning spell, it doesn't have a province target!
lch
November 12th, 2007, 05:11 AM
Okay, didn't look and thought you meant Bowl of Blood.
However, Gift of Reason does not show you types of units, it shows you every non-commander unit in the province. The one you pick is done by unit ID. There can be multiple units of the same type and they'll be in the GoR list in the same order as they're in the army list, when not assigned to a commander. Otherwise it wouldn't be possible to select specific units without afflictions, for example. You just can't sensibly cast GoR monthly, it is not possible.
Folket
November 12th, 2007, 06:07 AM
You can just avoid recruiting any ordinary units and you will be able to monthly cast gift of reason.
Loren
November 12th, 2007, 01:36 PM
Folket said:
You can just avoid recruiting any ordinary units and you will be able to monthly cast gift of reason.
I was monthly casting it on a summons, not a recruit. I had another mage monthly casting the summons, it worked fine. What *SHOULD* have happened is that every month the first mage GOR's the unit in the province and the second mage brings a new one in. I should have gotten one commander a month with no further orders.
Loren
November 12th, 2007, 01:37 PM
lch said:
Okay, didn't look and thought you meant Bowl of Blood.
However, Gift of Reason does not show you types of units, it shows you every non-commander unit in the province. The one you pick is done by unit ID. There can be multiple units of the same type and they'll be in the GoR list in the same order as they're in the army list, when not assigned to a commander. Otherwise it wouldn't be possible to select specific units without afflictions, for example. You just can't sensibly cast GoR monthly, it is not possible.
The GoR list showed me one entry for each type of unit in the province, not one entry per unit in the province.
cleveland
November 13th, 2007, 10:44 AM
/threads/images/Graemlins/Bug.gif: Behemoth
The Enchantment summon Behemoth seems to be working improperly, or has an improper description.
The description implies that you lose the casting mage (he's supposedly riding on top of it & can't cast spells), however, this isn't the case. I've tested in 2 different games, both times the mage is still there, and can cast both ritual and battlefield spells.
WAD with misleading description, or/threads/images/Graemlins/Bug.gif?
thejeff
November 13th, 2007, 10:53 AM
WAD with misleading description.
Conceptually, you actually summon a Behemoth and a mage to control it, but the controlling mage can't cast.
Humakty
November 13th, 2007, 10:57 AM
Don't think there is any pbm with mammoth, apart from an unclear description.
I've got a pbm once in a SP game : one of my fortress wasn't producing anything ( the order queue was preserved each turn). I stupidly erased the game, so I won't be able to prove my statement.
cleveland
November 13th, 2007, 10:58 AM
Fair enough. Pretty powerful summon, then.
thejeff
November 13th, 2007, 11:35 AM
Humakty: the fortress not producing anything was probably over 100% unrest.
Loren
November 13th, 2007, 07:23 PM
Situation: SP game. From a practical standpoint it's won, I'm just letting it run because I'm trying to see how effective The Looming Hells is.
One AI is left. Not too many turns ago I crushed half his empire. The score graph shows his income shooting *UP* at this point, it's now approaching mine. I've got 2/3 of the world + Gift of Nature's Bounty--he shouldn't be making anything like mine, nor should his have started skyrocketing when I took half his empire.
I also think it's got some sort of income cap in there as my income has been flat for some time now even when I took half his empire.
Loren
November 14th, 2007, 12:57 AM
Supposedly the unique (and semi-unique, like Arch Devils) summons call back the same critter you had if he dies and you summon him again.
Oops--I empowered one. He died, I summoned him again. The empowerment was gone. Obviously I didn't get back the same critter I had previously.
I think this is more a matter of the description than anything else.
Edi
November 14th, 2007, 03:00 AM
It's the same creature, but the unique ones are actually reset when they die unless you call them back via Ritual of Rebirth. This is WAD.
The score graphs have an upper limit that is much too low for big games, so that you could have triple or more what the ceiling shows, so if the AI is just approaching the ceiling, the score graphs lie. Known issue, shortlisted.
Loren
November 14th, 2007, 02:06 PM
Edi said:
The score graphs have an upper limit that is much too low for big games, so that you could have triple or more what the ceiling shows, so if the AI is just approaching the ceiling, the score graphs lie. Known issue, shortlisted.
This explains why my income line is flat but it says nothing about why his is increasing. Why should his income shoot up when I take half his empire???
Edi
November 14th, 2007, 03:40 PM
Maybe you killed off enough of his units that upkeep is no longer an issue? Especially if you were playing with the Better Independents gold mod, he might have had enslaved 9k (600 upkeep) units. If they went poof, his income would go up even with the province losses to you.
lch
November 14th, 2007, 04:32 PM
I think the income graph is not tied to covering expenses like upkeep but just the gross total of income from all provinces.
Edi
November 14th, 2007, 06:35 PM
Could be. I'm not completely certain about that. *shrug*
DireAussie
November 15th, 2007, 07:28 AM
I came across this in a multiplayer game in a swamp province.
http://users.on.net/~dfidge/forums/sitesbug.jpg
It looks like a bug to me - bile marshes allow recruitment of hydra hatchlings. In the army recruitment screen it has 3 duplicate hydra hatchling icons.
My main concern is that the duplicate marshes add to the global magic site count, thus there will be less useful magic sites in the game.
Edi
November 15th, 2007, 08:25 AM
If those were randomly determined, then it's WAD, though very rare. It sucks to get 3 less useful sites of the same kind, but nothing you can do. Note that this is a swamp province, where this is more common, since there are not that many swamp only sites, so this can happen.
If it's something in the map file, then it's a map problem, not a game bug. So I'd chalk this up as a statistical fluke. I've seen 3x Arena in the same province myself.
vfb
November 15th, 2007, 10:39 AM
The '%' character in in-game messages gets used as a print token (with a possible crash if you have %s I think), for example I sent an in-game message:
" - I up my taxes to 120%-140% on turn 1, and patrol"
The message received was:
" - I up my taxes to 120%-14027771505110n turn 1, and patrol"
The "% o" was interpreted as "%o" and printed a stack value as an octal number.
Loren
November 21st, 2007, 01:24 AM
I've had this happen twice in a row now. I take a province and I get whatever he was building there.
Edi
November 21st, 2007, 04:31 AM
Loren said:
I've had this happen twice in a row now. I take a province and I get whatever he was building there.
Could be bug, could be WAD, depending on how you read the turn resolution sequence, since buildings happen only after movement and battles. Generally the money is lost and nothing is built if the commander building things is killed, but I do not know what happens if the commander with build orders routs and escapes. It could be that since he didn't die, the game determines that "X had orders to build <building> in province Z, X is alive, therefore complete building", when it should do
- X has build orders in Z for this turn
- Check if X is alive
- If yes, check if X is in Z after battles
- If yes, execute build
But that's just an educated guess on the basis of how mercenary hiring happens (if you hire them in a province you lose that turn, they will serve your enemy).
vfb
November 21st, 2007, 05:37 AM
I think mercenary handling has been changed.
Now when you hire a merc in a province which is lost on the current turn, the merc stays unhired. Repeated testing on the battle simulator map of hiring a merc in a province, which is invaded on same the turn and lost, leaves the merc in the unhired state. The money bid on the merc is returned to the Treasury.
lch
November 21st, 2007, 06:46 AM
vfb said:
Now when you hire a merc in a province which is lost on the current turn, the merc stays unhired. Repeated testing on the battle simulator map of hiring a merc in a province, which is invaded on same the turn and lost, leaves the merc in the unhired state. The money bid on the merc is returned to the Treasury.
That has always been the case in the exact same way. Movement/battles before mercs.
Edi
November 21st, 2007, 08:12 AM
lch said:
vfb said:
Now when you hire a merc in a province which is lost on the current turn, the merc stays unhired. Repeated testing on the battle simulator map of hiring a merc in a province, which is invaded on same the turn and lost, leaves the merc in the unhired state. The money bid on the merc is returned to the Treasury.
That has always been the case in the exact same way. Movement/battles before mercs.
Yes, but it used to be that if you hired a merc in some province and your enemy captured it, the mercenaries appeared under the enemy's command, bought and paid for with your gold, which is what vfb is referring to as being changed. I need to scratch that bug off the list then.
Edi
November 21st, 2007, 10:26 AM
Added Legions of Steel to the spell bug list. Greenified a number of entries based on progress page and discussions in the mods/maps forum.
vfb
November 21st, 2007, 11:52 AM
Edi said:
Added Legions of Steel to the spell bug list.
Thank you! Thanks from my overworked Yomi Sorcerers too, who have spent the last 10 battles trying and retrying to turn Aka-Oni skin into steel, and failing miserably, even though they were scripted to do something completely different.
calmon
November 21st, 2007, 12:23 PM
* ITEM 101 Twin Spear (death) Does not reanimate killed target as it should (related to Weapon 296, which this item gives?)
* ITEM 282 Gatestone Discussion thread here Also somewhat related to traveling spell issues above in this thread. Astral Travel cannot be cast from Gatestone unless Thaumaturgy lv 9 is researched first (or appropirate level if using mods that alter Astral Travel research level)
* ITEM 293 Soulstone of the Wolves See discussion link for Gatestone. Call of the Wild cannot be cast from Soulstone unless Conjuration 3 is researched first (or appropriate level if game is using mods)
* ITEM 296 Gift of Kurgi Discussion thread here Looks much like the the Gatestone/Soulstone problem, unable to cast Send Lesser Horror. Not tested extensively, but symptoms are the same.
Gatestone etc works fine for me /JK
Does it works now or didn't Johan notice the problem with researching the spell first to make the item workable? Maybe Edi you can write him something or edit his comment.
thejeff
November 21st, 2007, 12:40 PM
Edi said:
Loren said:
I've had this happen twice in a row now. I take a province and I get whatever he was building there.
Could be bug, could be WAD, depending on how you read the turn resolution sequence, since buildings happen only after movement and battles. Generally the money is lost and nothing is built if the commander building things is killed, but I do not know what happens if the commander with build orders routs and escapes.
Given the title of the post: The other guy's recruits
I think he was talking about troops not buildings. This may be the same as "BHV Recruitment Queue 2", but if it's happening in non-castle provinces that's a new data point.
Edi
November 21st, 2007, 01:22 PM
calmon, I'm going to test that one myself first, then talk to JK. Ideally, I should test everything I put into the shortlist, but realistically, if it's not a statfix, I probably won't be able to, unless it can be easily reproduced without games that have progressed very far. I have test setup that can address that particular set easily.
Edi
November 21st, 2007, 01:26 PM
thejeff said:
Edi said:
Loren said:
I've had this happen twice in a row now. I take a province and I get whatever he was building there.
Could be bug, could be WAD, depending on how you read the turn resolution sequence, since buildings happen only after movement and battles. Generally the money is lost and nothing is built if the commander building things is killed, but I do not know what happens if the commander with build orders routs and escapes.
Given the title of the post: The other guy's recruits
I think he was talking about troops not buildings. This may be the same as "BHV Recruitment Queue 2", but if it's happening in non-castle provinces that's a new data point.
Ah, recruitment. Then it's easy. WAD, because if the AI builds troops that require more resources than available, the production will be spread over several turns and popping in like that will just transfer ownership of the province to you, thus also any units that were being built there.
Building queues should probably reset to nothing if a province is conquered, that wouldsolve that problem.
Edi
November 21st, 2007, 01:26 PM
thejeff said:
Edi said:
Loren said:
I've had this happen twice in a row now. I take a province and I get whatever he was building there.
Could be bug, could be WAD, depending on how you read the turn resolution sequence, since buildings happen only after movement and battles. Generally the money is lost and nothing is built if the commander building things is killed, but I do not know what happens if the commander with build orders routs and escapes.
Given the title of the post: The other guy's recruits
I think he was talking about troops not buildings. This may be the same as "BHV Recruitment Queue 2", but if it's happening in non-castle provinces that's a new data point.
Ah, recruitment. Then it's easy. WAD, because if the AI builds troops that require more resources than available, the production will be spread over several turns and popping in like that will just transfer ownership of the province to you, thus also any units that were being built there.
Building queues should probably reset to nothing if a province is conquered, that would solve that problem.
lch
November 21st, 2007, 03:04 PM
Edi said:
Yes, but it used to be that if you hired a merc in some province and your enemy captured it, the mercenaries appeared under the enemy's command, bought and paid for with your gold, which is what vfb is referring to as being changed. I need to scratch that bug off the list then.
I've never seen that, and I used to run into the occasion a number of times. But I started playing with patch 3.04, I think, maybe it was a bug before that.
Loren
November 21st, 2007, 04:51 PM
thejeff said:
Given the title of the post: The other guy's recruits
I think he was talking about troops not buildings. This may be the same as "BHV Recruitment Queue 2", but if it's happening in non-castle provinces that's a new data point.
Yeah, it's the other guy's recruits. The queue is empty but I get one turn worth of whatever he was building.
No castles, these are water provinces and we are both land nations. I've got a SC smashing the main forces and a weaker follow-up unit keeping him from being flanked and building temples.
Edi
November 21st, 2007, 05:03 PM
The items have been tested and they are still buggy.
calmon
November 21st, 2007, 07:09 PM
Edi said:
The items have been tested and they are still buggy.
Thanks for the test. Hope JK fix this by time. I would love to have a working gatestone without researching the spell http://forum.shrapnelgames.com/images/smilies/happy.gif
llamabeast
November 22nd, 2007, 06:21 PM
Apologies if this has already been submitted: When LA Pythium's serpent cataphract rider is killed, the remaining serpent has silver armour, whereas it had gold armour before it's rider was killed.
archaeolept
November 23rd, 2007, 04:36 PM
Vale of the Silver Cattle magic site says +200 supply, which it doesn't give but is no surprise, but also says +40 gold, which it also doesn't give...
Endoperez
November 23rd, 2007, 05:46 PM
archaeolept said:
Vale of the Silver Cattle magic site says +200 supply, which it doesn't give but is no surprise, but also says +40 gold, which it also doesn't give...
Sites that produce gold increase the province's income (and thus are affected by taxation and unrest).
archaeolept
November 23rd, 2007, 07:16 PM
yah... that's not the case. income is almost identical to the neighbouring province w/ very similar pop and scales, whereas the +40 should almost double the relative value of that province.
Maraxus
November 23rd, 2007, 07:24 PM
Blood Lord: Unit #1389
Is equipped with (among other stuff)
Full chain mail (armor #18)
and
Leather Hauberk (armor #10)
Instead, it should be Full chain and: Iron Cap (#20)
vfb
November 23rd, 2007, 09:35 PM
Unit# 553 Jotun Skratti has old age at 200 in Skratti form, but this changes to 400 in U#1653 Jotun Wolf and U#1652 Jotun Werewolf forms. (U#1653 and U#1652 are already in the shortlist because of age issues with mods, but the change shape issue is not listed).
Burnsaber
November 24th, 2007, 05:55 AM
Weapon number 336 (the Deadliest Poison), which acts as a secondaryeffect for the artifact "The Sharpest Tooth", is bugged. It does not affect poison immune creatures, like hinted in the description of the artifact "The Sharpest Tooth" (weapon number 337, Item Number 112 ).
I tested this by making a quick mod whic gave some C'tis troops the Sharpest Tooth as a weapon and the bidding them against modded 100hp sitting duck units, some which had posionres 100 and others didn't. The poisonres 100 units did not take any poison damage from units using the Deadliest Poison or The Sharpest Tooth as weapons (I tested both possibilites).
The mod I used is attached to this post.
vfb
November 24th, 2007, 09:26 AM
Edit: Not a bug! http://forum.shrapnelgames.com/images/smilies/redface.gif http://forum.shrapnelgames.com/images/smilies/redface.gif http://forum.shrapnelgames.com/images/smilies/redface.gif If I had bothered to scroll down a little more, or paid attention to the icon more closely, I would have seen that the Kokythiad was leading 5 non-flying units. Duh. Sorry!
Unit #1477 Kokythiad is amphibious and stealthy. I gave a Kokythiad in a coastal (land) castle a pair of winged shoes. The Kokythiad's possible movement did not change at all. The "Flight" icon appears on the Kokythiad view unit screen, but the Kokythiad does not get any overland flight.
The castle the Kokythiad is located in is friendly and not sieged.
Specifically, the Kokythiad is unable to fly over any enemy land territory. The Kokythiad is even unable to fly over 2 consecutive friendly land provinces into a 3rd friendly land province. If I give the winged boots to a Commander (Unit#34) instead, he can fly to any land province within 3 moves.
Twan
November 24th, 2007, 09:52 AM
To know for mapmaking :
/threads/images/Graemlins/Fish.gif Only aquatic magic sites seem to appear on Sea + (most land terrains) - so underwater mountains may be used for a sea with more ressources.
BUT /threads/images/Graemlins/Bug.gif Deep Sea + (a land terrain) may make land sites appear (at least seen with deep sea + cave and deep sea + mountain)
lch
November 24th, 2007, 03:02 PM
Twan said:
/threads/images/Graemlins/Bug.gif Deep Sea + (a land terrain) may make land sites appear (at least seen with deep sea + cave and deep sea + mountain)
Despite lots of people trying to combine sea provinces and caves, like last seen in the World of Geometry map, the sea / deep sea should not be combined with any other terrain modifier by design. I have asked about exactly the same thing some weeks ago and I was told that this is WAD.
vfb
November 29th, 2007, 08:19 PM
Info on two bugs:
If you start a new game after playing dom3, without exiting the application, then provinces can have "Ghost" neighbors. This causes dominion problems and counts towards the "more than 6 neighbors" bug.
If your province has more than 6 neighbors, and you do not have positive dominion in the 7th neighbor (in map file order), your beneficial scales will decrease in your province. If you also do not have positive dominion in the 1st neighbor, then the beneficial scales will evaporate in your province.
Please see:
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=567585
Twan
December 1st, 2007, 10:39 AM
MOD :
Game (may) crash at game creation stage if a mod using nametype 148 or 149 is enabled.
edit : It seems a really strange bug as other modders didn't have a crash using 148 (but if I only change a #selectnametype 143 by 148 I have a crash with Greyhawk mod).
Cor2
December 1st, 2007, 04:15 PM
Seige bonuses from items on commanders don't stack. In other words a cleaver (+50) and a wall shaker (+25) = 50.
I am not sure if this is a bug or intended. It seems both items use the same effect and that is why they do't stack.
calmon
December 2nd, 2007, 09:02 AM
In one of my current MP games i had it twice that a whole army didn't move (different turns). The commanders + units just stand still, ignore the move order and do nothing. I never had this before in all my other games.
The only special is that i used a mixed of stealth & non-stealth commanders but all got the "move" command (approved).
At least in one case i'm sure that no other army tried to intercept me. I never got a battle on the province. Mysterious for me. http://forum.shrapnelgames.com/images/smilies/confused.gif
lch
December 2nd, 2007, 07:26 PM
calmon said:
In one of my current MP games i had it twice that a whole army didn't move (different turns). The commanders + units just stand still, ignore the move order and do nothing. I never had this before in all my other games.
I've seen it a lot. This is not a new bug, it's a very very old one. Might even date back to Dominions 2. It's happening only occasionally, but pops up from time to time in games.
Torin
December 2nd, 2007, 07:43 PM
The game seems to look for network games only in LAN and ignore internet.
Creating a server uses local IP instead of the internet one.
conclusion: cant play TCPIP on internet
lch
December 3rd, 2007, 07:35 AM
Torin said:
The game seems to look for network games only in LAN and ignore internet.
Creating a server uses local IP instead of the internet one.
conclusion: cant play TCPIP on internet
That's not true. Conclusion: If you are playing on the host, use your local IP to connect to your game. You are confusing network things like this with real game limitations. Of course it is possible to play games on the WAN/Internet.
Torin
December 3rd, 2007, 07:46 AM
you are the one confused. i couldnt connecto to other players server over intenet while i could ping his ip.
It may be possible for you.
Edi
December 3rd, 2007, 08:14 AM
Then I suggest you actually take the time to look through your computer settings and other things before you claim a bug in Dom3.
You could have one of the following problems:
firewall prevents outgoing Dom3 connections
you have an Nvidia nForce piece of excrement network card that's gone tits up (essentially a severe case of the previous item)
your connections are blocked by the server (unlikely, as the ping gets through)
if it's a Windows machine running as server, particularly XP, simultaneous connections may be limited to x and your connection would be number x+1 >> blocked
other problems related to your internet connection
I work ISP tech support and I have to deal with computer illiterate morons who find it difficult to read the brand name on their PC every day and usually it's something like the above list that causes their problems.
Anyone who knows how to operate a ping command is presumably competent to check firewall settings and other network connection related issues first. If I have to start troubleshooting similar work-related crap here, I'm going to become VERY unpleasant to be around.
One more thing if you have an nForce network card on a Windows machine: Ditch that piece of liquid sh!t as soon as you can and get yourself a proper network card. They are prone to randomly denying some or all outgoing connections when the built-in firewall functionality drivers crap out (they ALWAYS do) and at that point you need either an experienced PC hand to fix it for you, get a new network card or start looking into reinstalling your OS. If it's a laptop with an integrated nForce, you have more limited options and the problem is likely to recur.
vfb
December 3rd, 2007, 09:28 AM
Torin, the host could also be firewalled and blocking the TCP connection to the port the server is running Dom3 on.
Just because IP (ping uses ICMP messages which are constructed at the IP layer) gets through a firewall doesn't mean that a TCP request will get through. The particular port the host is trying to use may be blocked. If the host runs a telnet server on the same port you were trying, can you telnet to that port? That would be a useful exercise to determine whether TCP connectivity to that port exists.
There is a large number of TCP Dom3 games that have been run or are running over the internet. I myself have run a few dom3 games behind a NAT server. It's just not working in your particular case.
You might want to consider creating a new thread in the forum and asking for help there, since this problem has nothing to do with any bugs in the Dom3 application.
Twan
December 3rd, 2007, 10:07 PM
MOD (minor and strange) :
Tried to use the following cycle of transformations...
(creature A the pretender) -> shapechange creature B (with shaphechange A, firstchape A) -> the creature B has a secondshape : creature C (with shapechange A, firstshape A) -> who has a secondshape : creature D (with shapechange A, firstshape A)
And the result is : the pretender A is directly shapechanged into creature D (creature D is displayed when the pretender is chosen, and the pretender starts as D), he can then shapechange to form A but will never have the form B or C (he gets the form D with the shapechange order when he is in form A, and the form A if wounded in form D).
(edit : it's not related to creature A being a pretender ; using a cycle of secondshapes after a shapechange seem to have this result)
(edit 2 : if I remove all shapechanges but the first (A>B) unit A can become B - B can't shapechange back to A and will take form C when wounded but the firstshape command won't work- ; if I then add a shapechange B->A, B will take form A instead of form C when wounded, even if B has secondshape C, firstshape and secondshape of B will be A)
It looks like #shapechange bugs the complex chains of transformations possible without.
lch
December 4th, 2007, 05:12 AM
vfb said:
Just because IP (ping uses ICMP messages which are constructed at the IP layer) gets through a firewall doesn't mean that a TCP request will get through.
Exactly. Just because something has an IP doesn't mean that everything is access the same way over the network. If you really believe that a bug exists, you need to isolate the problem to make sure it stems from the game (check if the problem manifests with other services aswell) and post a complete description of your operating system, internet connection type and firewall with maybe settings for it (hardware/software? I wouldn't be amazed if Microsoft's Internet Connection sharing or an incorrectly set up software router would cause trouble).
Please don't take it personally, I didn't mean to set you off, but just because you are experiencing a problem doesn't mean that it has to be a bug in the game.
QXel
December 4th, 2007, 09:51 AM
Hello everybody.
I report something I'm not sure is new, but I can't find anything on it (so, finding something relevant in this entire very active forum is now a big difficulty ...).
When you're on the map csreen and selecting a province with a hidden commander of yours in it (scout or something), you can see that there is discovered magic sites, but can not have access to the details.
In the Nation Screen, you CAN: with a right-clic, as for yours ...
I figure that it is NOT INTENDED.
I don't see it in the bug shortlist, or at least don't find it ... This issue is not a big pain nor a big problem, but just another annoying thing.
And perhaps something which can be corrected very easily. I don't know.
Well, I'm done.
You're welcome to flame me if I repeat something allready known http://forum.shrapnelgames.com/images/smilies/wink.gif
Edi
December 4th, 2007, 10:09 AM
Known and not considered a bug as such. Or if it is, it should be covered by this shortlist item:
BHV Nation Overview & Scouting Reports It used to be that in Dom2 spies were able to see the sites of the province they were in. This is not possible anymore (they just see the icons). However, if you lay siege to an enemy castle, you will be able to see the sites in that province fully through the Nation Overview screen. Is this WAD due to the nature of the F1 screen and the special situation of sieges?
I tested this to some degree at one point when I was investigating it. It's a minor glitch at best.
QXel
December 4th, 2007, 11:35 AM
Yep.
I missed it as I search for Nation Screen ... not Nation Overview ...
But it is not really described as it is.
Well, never mind, I just do my 'pinailleur' http://forum.shrapnelgames.com/images/smilies/wink.gif
As I said, this is really minor, so, let's correct the real troubles.
A remark: progress page is down today (http://ulm.illwinter.com/dom3/dom3progress.html). Troubles ?
Twan
December 4th, 2007, 11:43 AM
MOD/MAP :
Some kind of quotation marks, even if available in plain text format aren't recognized by the soft (quotations marks with a different symbol for beginning and end of quote, I think it's the default some text editors use).
To know : Wordpad uses correct quotation marks but don't change the wrong ones if text is cut-pasted inside.
(see in world of geometry thread)
Edi
December 4th, 2007, 11:47 AM
Twan, not a bug.
Non-standard quotation marks translate to a different ASCII code than normal quotation marks, so that is not a problem with Dominions but a problem with the choice of software and autocorrection settings on the part of the user.
Using a plain text editor or copy-pasting text to a plain text editor after it has been processed with fancier word processors should solve the problem. If you're using Windows, I recommend Crimson Editor.
Twan
December 4th, 2007, 12:03 PM
Yes but as the first symbol (beginning of quote) seem to be recognized (with wrong quotation marks I get wrong commanders/units/sites but with a correct number of commander/squads/sites) it may be a good idea to add the second ascii character to recognized marks as well (would avoid the problem for mapmakers/modders not aware of this issue like I was).
edit : forget I'm stupid, the correct number of things probablty came from the recognized # , not a recognized first quotation mark
Torin
December 4th, 2007, 04:23 PM
Will the encunbrance and precision switch of abyssian sacreds be fixed?
Edi
December 4th, 2007, 04:48 PM
Umm, what switch? In case you did not read the shortlist instructions on how to report bugs (which you should do), list the following:
unit name
unit ID number (shift+i while viewing unit)
what the actual problem is (in this case encumbrance and precision switched, and you need to tell me the actual values and/or explain why it's wrong.
Armor increases encumbrance and some Abysian units have very heavy encumbrance because of that to begin with. So having an encumbrance of 9 and a precision of 7 may not be a switch at all, especially if the province they are in is cold, since Abysians suffer more encumbrance in cold.
Torin
December 4th, 2007, 05:19 PM
Umm, what switch?
im asking because of this post?
Post#457664 (http://www.shrapnelcommunity.com/threads/showthreaded.php?Number=457664)
and this fix?
Post#463725 (http://www.shrapnelcommunity.com/threads/showthreaded.php?Number=463725)
I dont have a clue of the units numbers
they are the Burning One an the Lava Warrior.
Edi
December 4th, 2007, 06:32 PM
Right. I checked those. THERE IS NO BUG WITH THEM!
Now, listen carefully, because frankly I do not have enough time to waste on vague, completely useless reports of things that were fixed months and months ago and I'm not going to repeat this again, for you or for anyone else.
First off, READ THE INSTRUCTIONS IN THE SHORTLIST THREAD (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=500257) BEFORE YOU POST ANY MORE BUG REPORTS! In fact, read the whole damned shortlist thread to see which issues have been fixed and which are yet unresolved.
Second, make sure the reports you do make are detailed and accurate, as per those selfsame instructions.
Third, if you are making reports and queries based on old posts, then bloody well check if that issue has been fixed already. Those two posts you linked are over a year and more than six patches old, so the easiest way to verify that is fire up a patched to current version Dom3 and actually check what the values show now. The only possible statfix issue with lava warriors and burning ones now is that they have precision 10, when it should be 7-9.
As far as the unit numbers go, did you or did you not read my previous post? I explicitly told you that when viewing the unit, press shift+i and it will tell you the number! I hate repeating the obvious several times. I've also added that to the shortlist instructions now so that I do not need to do this again.
Right now, between checking this complete, months ago fixed NON-ISSUE and writing you personal instructions because you could not be bothered to do anything according to a clearly outlined procedure, I've had to waste far too much time I'd have much rather spent on something more useful or pleasant.
Next time you post a bug report about something along the lines of this Abysian issue or the bleeding network problem, you can expect me to reply with an RTFM at best, though I will probably just ignore you and your post altogether.
Torin
December 4th, 2007, 07:09 PM
yeah, i checked now. it is fixed
Loren
December 9th, 2007, 07:57 PM
Apparently I cast something that stole 3 cave drakes from the attacker. (They hit my Tartanian factory, there were all sorts of unscripted spells going off, watching the whole thing would have been a major exercise in patience.)
RonD
December 9th, 2007, 08:33 PM
That is the way it has always worked. You charmed/enslaved more creatures than you lost.
vfb
December 9th, 2007, 08:37 PM
Using a Crystal Matrix on a priest with only H path, with at least two communicants, lets him cast four spells per turn. If the priest has other paths, like an H1N1 mage, the priest can cast only one H spell per turn, until one of his communicants is killed, at which point he casts two per turn.
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=569792
Edi
December 10th, 2007, 03:53 AM
Thank you kindly for formulating the shortlist entry for me! http://forum.shrapnelgames.com/images/smilies/happy.gif
Edi
December 10th, 2007, 04:34 AM
Shortlist roundup:
SPELL Communion 2 Using a Crystal Matrix on a priest with only H path, with at least two communicants, lets him cast four spells per turn. If the priest has other paths, like an H1N1 mage, the priest can cast only one H spell per turn, until one of his communicants is killed, at which point he casts two per turn. Discussion thread (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=569792)
W 336 The Deadliest Poison does not affect undead or poison immune creatures as it should. Detailed post (http://www.shrapnelcommunity.com/threads/showthreaded.php?Cat=&Number=566573&page=0&view=co llapsed&sb=5&o=&vc=1)
U 1389 Blood Lord armor should be 18 Full Chain Mail and 20 Iron Cap, not 18 Full Chain Mail and 10 Leather Hauberk
Loren
December 10th, 2007, 04:24 PM
RonD said:
That is the way it has always worked. You charmed/enslaved more creatures than you lost.
Yeah, but the report seems very strange. How do you have negative deaths?
It seems to me that captured creatures should be reported separately.
RonD
December 10th, 2007, 04:28 PM
Maybe this isn't the right place, but it seems appropriate to me...
There a couple of really interesting notes in the latest update:
Dominion sometimes spread in incorrect ways, fixed.
Does this include fixing the disappearing scales bug? If so, thanks, presumably, to the recent work by several forum folks.
And:
* Caster of Stygian Paths took 1 an dmg for each unit under his command instead of units taking 1 an dmg each
* Stygian Paths reported random number of lost on the way
Does this mean that Stygian Paths will finally be useable???? Wow.
thejeff
December 10th, 2007, 04:31 PM
Yeah, looks like it. Looks like some nice bug fixes in the next patch.
Touch of Madness and Legion of Steel fixes
Also it's been versioned: V3.12. So it might be soon?
Edi
December 10th, 2007, 05:05 PM
Yes, RonD, this is the right place. It isn't named the Bug Discussion Thread for nothing. http://forum.shrapnelgames.com/images/smilies/happy.gif
The dominion spread entry looks very much like a fix for both Vanishing Scales and the erratically spreading dominion that sometimes appeared all the way across the map because they were essentially caused by the same thing, a corrupt geotable. It is unknown whether it affects some of the other issues related to Dominion spread. Both Johan and Kristoffer have made comments to the effect that the scale bug has been crushed underfoot and it was indeed thanks to the contributions of the people on the forum, notably vfb and calmon.
Stygian Paths, looks like it could get a long awaited fix, but to be honest, I don't know the specifics.
Loren
December 10th, 2007, 10:41 PM
Version 3.10. It doesn't matter what orders I give, I get the blowup. The old cause at least was too many troops in a storm castle operation, if that's the cause this time it involves the AI fighting the AI.
Edi
December 11th, 2007, 02:55 AM
Uhh, Loren, what blowup? Crash to desktop? I'm unable to keep 100% track of old issues that have been fixed without specifics, especially since IIRC that bug was not even reported in the shortlist, IW caught it from the forum discussions and fixed it before it even got listed.
Edi
December 11th, 2007, 03:04 AM
lch said:
It's probably too late for me to bring this up, but when starting a new game from the command line for a dedicated server there always end up victory points in the map, even if you didn't touch those settings and even if there is no VP victory in the game. Is this supposed to be WAD? Is it possible to turn this off? I'm not that sure if I managed to.
From the patch excitement thread in map/mod forum. Bloody red flags...
Panpiper
December 11th, 2007, 04:26 AM
I've created a ritual 'holy' spell that is reasonably thematic for the chaos mod I am working on. It creates a 'crossbreed' 'mutant' unit. It works as designed, as a ritual spell creating as many crossbreeds as the holy level of the caster. However if I use the <shift> <M> feature to set it as a monthly casting, I get a CTD as soon as I process the turn, with the warning message:
kv: bad mt0
The spell copy is as follows:
#newspell
#name "Chaos Blessed"
#descr "The blessings of Chaos are a mixed bag. Some find themselves truly blessed with useful or even great ability. Others are twisted into a cruel joke by the caprice of chaos."
#restricted 75
#school 7
#researchlevel 0
#path 0 8
#pathlevel 0 1
#fatiguecost 0
#effect 10035
#nreff 1000
#end
lch
December 11th, 2007, 09:48 AM
When connecting to a server which has mod nations for the very first time (no game files exist on the client side), a player is greeted to select between
Nation 71
Nation 72
Nation 73
Nation 74
Nation 75
Nation 76
and so on. Re-used nation numbers from existing nations show up as that existing nation. Only after providing the right password and continuing to the server status screen one can see the right flags and nation names for the game. I do understand that this has to do with the order in which mods are loaded (which probably is stored in the game files which have to be transferred first, I'd think), but it would be very, VERY helpful for the players if the server would provide the right nation names instead of just some nation number which has to be interpreted by the clients then.
Loren
December 11th, 2007, 04:38 PM
Edi said:
Uhh, Loren, what blowup? Crash to desktop? I'm unable to keep 100% track of old issues that have been fixed without specifics, especially since IIRC that bug was not even reported in the shortlist, IW caught it from the forum discussions and fixed it before it even got listed.
The old bug was when you stormed a fortress with too many troops on the battlefield. You got a message during processing "No space on bg", it dropped you to the desktop. IIRC it was fixed in 3.08.
Play the turn on the attachment, you'll see it.
NTJedi
December 12th, 2007, 02:40 AM
NTJedi said:
/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.
I don't see this listed in the bug thread... last I checked the bug still existed. Level_1 shouldn't have three levels of reanimation.
Edi
December 12th, 2007, 04:14 AM
Sorry. That one got lost in the shuffle earlier. Not on purpose, though. I'll test that and add it.
calmon
December 12th, 2007, 05:56 AM
NTJedi said:
NTJedi said:
/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.
I don't see this listed in the bug thread... last I checked the bug still existed. Level_1 shouldn't have three levels of reanimation.
I do not think this is a bug.
Level 1 reanimated undeads are ghouls and soulless, the longdeads are for level 2 and the horsemen are for Level 3 (this is even in the manual).
So a normal non-undead Lv 1 priest can reanimate ghouls + soulless but no longdeads.
In addition undead priests get holy +1 for all reanmitations. So the Lv 1 mummy truly can reanimate ghouls, soulless and longdeads.
Edi
December 12th, 2007, 06:03 AM
Well, that would explain that little thing neatly. Thank you, calmon.
Animating horsemen is not even available for most nations, it is restricted, as KO said in the shortlist thread.
cleveland
December 13th, 2007, 02:20 PM
Ice elementals do not regenerate underwater, as their water elemental counterparts do (see attached screenshot).
Also, though a bit more minor, they lack cold power...seems they should have it, as fire elementals have fire power.
Thematic errors or WAD?
Edi
December 13th, 2007, 03:08 PM
They never did have regen. Ice elementals are more like earth elementals than water elementals.
The lack of cold power has been noted in the shortlist in the section that raises a question about thematic cold/fire/storm/dark power or lack thereof.
cleveland
December 13th, 2007, 03:45 PM
Edi said:
Ice elementals are more like earth elementals than water elementals.
Please correct me if I'm wrong, but don't earth elementals have regeneration?
EDIT: Confirmed. See attached screenshot.
It would then seem appropriate for ice elementals to have underwater regen, no?
Beyond being thematic, it would improve EA Rlyeh's & EA Atlantis's chances of countering an EA Oceania early bless rush. An active thread is discussing counters to blessed Knights of the Deeps, and the consensus is that there's little that can be done until the mid-game. High prot, high HP, trampling, regenerating thugs might help rebalance the issue.
Edi
December 13th, 2007, 05:44 PM
I'm of no opinion on the ice elementals as such. I don't remember all of the stats all of the time, but aside from the regen, the ice elems are much more like earth elems than water. I didn't say they were fully equivalent. *shrug*
I'm not too hot on including the lack of underwater regen as a statfix issue, because it isn't a clear problem.
The Knights of the Deep issue is a balance issue and a content one more than a bug, so I can't put that in the shortlist unless I create a separate section for potential balance problems that are not strict bugs. I can do that, though. The problem with that is that then I'll have everyone and their dog howling at me to include their pet issues and I'm going to have to take a VERY hard line if I do include such a category. If the devs haven't seen the KotD thread yet, I'll point them to it.
Kristoffer O
December 13th, 2007, 07:27 PM
I have SEEN
http://forum.shrapnelgames.com/images/smilies/happy.gif
Whollaborg
December 15th, 2007, 07:05 AM
possible bug with hydras regen
I tried sp ver 1.10 with Pythium. The new regen system for multiple headed hydras seems nice, but stopped working after a while.
Mostly they regen heads with out a clich but then they refused to regen heads lost in battles ans started half dead the next ones.
I only used current mods for balanced pretenders, scales and worthy heroes. Regen stopped atleast while outside of own dominion and the hydras were led by theurgs.
Edi
December 15th, 2007, 07:13 AM
There could be a set of bugs with the non-sacred hydra secondshapes, much like there was with the sacred ones. I'll look into that.
chrispedersen
December 16th, 2007, 01:56 AM
I always get prompted for the other players pw - and dropped to network.. this is the first time this has happened in several games. Is there a fix for this?
lch
December 16th, 2007, 09:00 AM
chrispedersen said:
I always get prompted for the other players pw - and dropped to network.. this is the first time this has happened in several games. Is there a fix for this?
Delete the game files (can be done in the Local Games dialog) and try again.
Tyrian
December 16th, 2007, 12:11 PM
sorry I didn't see the precedent subject on the same problem:
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=570278
Szumo
December 17th, 2007, 05:46 AM
My S8 tartarian, scripted with Master Enslave, Master Enslave, Returning is defending against 800-strong army.
What does he cast on first turn? Astral Shield.
On the second turn? Master Enslave. Of course after the enemy army has cast Antimagic.
Argh, the frustration!
Is there really a bug where casters will sometimes cast only a self buff on first turn, no matter what you script them for?
Kristoffer O
December 17th, 2007, 12:51 PM
Buffs are rated higher the earlier in the battle they are cast.
Buffs are also rated higher the more HP etc the target has.
Also astral shield is more powerful if you have high astral magic and the spell is likely rated higher if you are strong in astral magic.
Supposedly your tartatian was strong and powerful enough to warrant a hefty and early buff http://forum.shrapnelgames.com/images/smilies/happy.gif
Normally scripting gives spells very high ratings, but there are instances where a spell can get a higher, in order to save gems or avoid loops or other strange behaviors. This might be a case where the script rating is beaten by an unforseen rating due to an extreme situation (overly powerful tartarian).
Torin
December 17th, 2007, 01:40 PM
I would like the script to have priority over everything else (unless impossible to cast).
On an other issue, my Air queen casting aim on pikeneers?
maybe i missed it but ive found no mention on the shortlist.
Ver 3.10
It was pikeneers from PD and i wanted her to cast on the PD archers instead.
calmon
December 17th, 2007, 02:15 PM
Torin said:
I would like the script to have priority over everything else (unless impossible to cast).
On an other issue, my Air queen casting aim on pikeneers?
maybe i missed it but ive found no mention on the shortlist.
Ver 3.10
It was pikeneers from PD and i wanted her to cast on the PD archers instead.
Well the problem was discussed very often. Your armies will be attacked with scouts or random teleported mages and all your scripted mana intensive spells will be wasted for nothing. And believe it or not this is worse than the other side.
However i can agree that things needs some more tuning.
Torin
December 17th, 2007, 02:23 PM
Yes, i think that the gem saving feature is optimal and more often than not the AI was right. But self buffing instead of Master enslave is not gem saving at all since it was cast after.
In previous versions a call of the winds could make your mages spend your gems unnecesarily. Now thatīs fixed (at least for my experience).
You may need several castings of call of the winds to make the trick work now(many, many, many).
PyroStock
December 17th, 2007, 03:42 PM
Not a critical bug or anything, but the AI will cast Aim or Eagle Eyes even if Wind Guide was cast earlier. Aim & Eagle Eyes do not stack with Wind Guide so if Wind Guide has been casted I think the AI could choose something besides Aim or Eagle Eyes, even if they were scripted.
/threads/images/Graemlins/PointUp.gifEdit: Also mounted troops can use the barrier (artifact), which is a tower shield and contradicts the description.
Thilock_Dominus
December 17th, 2007, 04:31 PM
A minor mod bug:
#mapbackground is broken. It should change the background (the wooden stuff behind the map), but it doesn't.
Loren
December 20th, 2007, 05:10 PM
SP game, I'm looking at an enemy monolith.
With a *LIMP*.
Does someone mind explaining how a monolith can limp???
I also wonder why it has an attack and defense skill?
Torin
December 20th, 2007, 05:16 PM
That monolit has gone a splinter and does not roll evenly.
Itīs like the oracle fountain pretender having a protection value for its head.
(maybe the point where water flows)
Agrajag
December 20th, 2007, 05:49 PM
Ummm, I'm not really sure where to report typos so I'll just post it here.
In the Immortal trait description (the one you get when you click the Immortal icon on an immortal unit http://forum.shrapnelgames.com/images/smilies/tongue.gif) it says "capitial" instead of "capital".
Edi
December 20th, 2007, 07:54 PM
There's the in-game typos thread. Those typos I can't do anything about since they are not in the description files.
Loren
December 21st, 2007, 12:37 AM
Torin said:
That monolit has gone a splinter and does not roll evenly.
Itīs like the oracle fountain pretender having a protection value for its head.
(maybe the point where water flows)
Roll?? The #$^@!$%^ thing is immobile!
(I'm swearing at it because it's been a pain. I keep killing it, next turn it's called back. At first it had 9,9,7 magic, now it's lost them all. It can't harm my troops at all but it's as likely to win the battle as I am--autoroute before I manage to kill it. I can't reliably hold his capital because of this.)
vfb
December 25th, 2007, 10:34 PM
Commanders carrying underwater breathing items who flee an underwater battle battle can be killed instead of retreating, if the only friendly neighboring provinces are underwater.
vfb
December 26th, 2007, 10:04 AM
Mictlan MA and LA start with an army of Warriors (U#721) and Warriors (U#722). U#722 is the mapmove-1 Warrior from EA, with Mictlan Armor. But in MA/LA, Mictlan can't even recruit unit 722, instead they can recruit mapmove-2 Warriors (U#1545) with a Scale Mail Cuirass.
Shouldn't the MA/LA Mictlan starting army be a mix of #721 and #1545?
Edi
December 26th, 2007, 06:16 PM
Probably. Hadn't paid that much attention to it.
Torin
December 27th, 2007, 05:43 PM
Spell Growing fury is in the shortlist as not working, but ive seen it working casted by the AI. Random units will go berserk each combat round.
NTJedi
December 27th, 2007, 06:47 PM
Torin said:
Spell Growing fury is in the shortlist as not working, but ive seen it working casted by the AI. Random units will go berserk each combat round.
It's bugged because the description says it will affect all friendly units. Randomly beserking a few each round is not the same thing. Description also says these units will go beserk at the slightest provocation yet damage from fights does not make them go beserk.
Either the spell is bugged or the description needs fixing.
Torin
December 27th, 2007, 07:46 PM
the description says "provocation" not damage. I think itīs probably working as intended.
Slobby
December 27th, 2007, 08:05 PM
If the mage casting sabbath master has more than 1 blood slave, 2 blood slaves will be sacrificed. The spell will still be cast if he only has 1 blood slave available, with the single blood slave being sacrificed.
It's easily reproducible. I've done it with a pretender (B4), a priest (B2) (EA Mictlan), and a Vampire Count (B2) (LA Ulm).
vfb
December 28th, 2007, 01:14 AM
Slobby said:
/threads/images/Graemlins/Bug.gif If the mage casting sabbath master has more than 1 blood slave, 2 blood slaves will be sacrificed. The spell will still be cast if he only has 1 blood slave available, with the single blood slave being sacrificed.
It's easily reproducible. I've done it with a pretender (B4), a priest (B2) (EA Mictlan), and a Vampire Count (B2) (LA Ulm).
Any mage casting a spell will consider using up to one extra gem (or blood slave) to reduce fatigue.
Slobby
December 28th, 2007, 10:35 AM
http://forum.shrapnelgames.com/images/smilies/redface.gif I didn't think it worked that way with blood, thanks for the clarification.
NTJedi
December 28th, 2007, 01:40 PM
Torin said:
the description says "provocation" not damage. I think itīs probably working as intended.
"Slightest provocation"... I think an enemy warrior slashing you with a sword and causing damage is easily a slight provocation. http://forum.shrapnelgames.com/images/smilies/wink.gif
OBVIOUSLY either the description is wrong or the spell is bugged.
Micah
December 28th, 2007, 06:33 PM
Any mage casting a spell will consider using up to one extra gem (or blood slave) to reduce fatigue.
That should be "One or more" (subject to the normal maximum expenditure = to path level). "Up to one" is incorrect.
vfb
December 28th, 2007, 06:46 PM
You sure? I've never seen more than one gem used strictly for fatigue reduction, and also KO said "He will not use more gems then one to reduce fatigue":
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Board=dom3&Number=542605&bodypre v=#Post542605
Micah
December 28th, 2007, 09:32 PM
Yes, I am, and I double checked just now to be sure. KO is full of lies. Or at least unintentional falsehoods. =)
Endoperez
December 29th, 2007, 06:06 AM
One gem can be used to increase the caster's level so that he can cast a higher-level spell, and other gems may be used to further increase his level for fatigue-reduction purposes only.
The manual explains it quite well at page 89.
archaeolept
January 1st, 2008, 03:22 PM
further update on Vale of the Silent
3 neighbouring provinces, each w/ the same scales and 0 unrest, except for vale of the silent also having growth 3 instead of 0
pop 5220 income 55
pop 4200 income 45
Vale of the silent (+40 gold) pop 5090 income 23
should expect it to be around 60 base... looks like vale is deducting gold rather than adding.
Loren
January 1st, 2008, 04:43 PM
Once again I'm being attacked by a monolith that I've killed dozens of times. (I own his capital, he keeps calling it back every turn.)
Basic hit points: 200
Dominion Penalty: -160
Never Healing Wound: -40
Current Hit Points: 34
(This is at the battle start before anyone has done anything.)
Also, it seems to me something more should happen to that monolith due to it's dozens of deaths. It's magic is long gone and afflictions come and go every turn--it's continual deaths have no real effect anymore.
I'm thinking it should lose a point of something each time.
lch
January 10th, 2008, 08:27 AM
Happy birthday.
llamabeast
January 10th, 2008, 08:34 AM
Happy birthday Edi!
NTJedi
January 10th, 2008, 01:45 PM
This is a bug thread, not a birthday thread.
Sending a PM will work just as good, hence this page has 3 off_topic posts. http://forum.shrapnelgames.com/images/smilies/frown.gif
/threads/images/Graemlins/Bug.gif
Sieging units which require a lab to heal will be healed if the defender of the fort has a lab. This is similar to the other bug where the temple is used by priests sieging a fort to perform blood sacrifices.
lch
January 10th, 2008, 02:14 PM
I have to report a bug with the forum software. There's a cake being displayed right next to Edi's name. I hope this bug is fixed until tomorrow.
Edi
January 10th, 2008, 06:26 PM
Thanks guys. I expect the cake icon bug will be gone in around 35 minutes (more depending on your time zone).
NT Jedi, noted. Seems like siege situations grant certain ownership benefits to both parties due to the way they are set up.
ano
January 13th, 2008, 09:54 AM
Two items that seem to be bugs
First one is that if you have added many units into queue (so that they are left for future turns due to lack of resources) and next turn your castle appears under siege, you can't add new units to queue (expected behavior), but those previously added units will still be recruited. I can't see logic in this so I think it's a bug.
Second one may not be a bug but who knows. This is it.
http://www.shrapnelcommunity.com/threads/showthreaded.php?Cat=&Number=575471&page=0&view=&s b=5&o=&vc=1
Zeldor
January 13th, 2008, 05:16 PM
ano:
And if enemy conquers that castle he will be able to recruit units in the queue. And I don't think that units can be recruited under siege, because with that it wouldn't leave commander to recruit for the one that conquers it.
ano
January 13th, 2008, 08:53 PM
Zeldor said:
ano:
And if enemy conquers that castle he will be able to recruit units in the queue.
Didn't get it. What did you mean?
When enemy conquers the castle he may recruit his national units and some indies - it is a normal issue. I said about the castle under siege.
And I don't think that units can be recruited under siege, because with that it wouldn't leave commander to recruit for the one that conquers it.
Didn't understand again. You don't believe that units who were in a recruitment queue will be recruited when a castle appears under the siege? Then you may run a small simple test. I did it and kept recruiting vans in the castle sieged by enemy PoD. One thing to mention is that castle had a half of normal resources (as far as I understand the logic, another half were left in the province outside the walls), but vans were still being recruited.
Edi
January 14th, 2008, 08:18 AM
Known issues. Units added to the queue before siege are produced normally within the limits of resources in the province. If there are any units left in the queue when the enemy storms the castle, he gets to produce those already bought and paid for units as soon as the resources allow it. He cannot add any more enemy nation units to the queue himself.
ano
January 14th, 2008, 09:20 AM
I didn't dig so deep:)
Edi
January 14th, 2008, 10:04 AM
Generally the shortlist thread is your friend. Some of the newer things aren't there yet, but most are.
Slogging through the whole of this thread is a bit much. I did it when it was only 32 pages long (64 for most people here, since I use a different posts per page value than the default) and it was hard enough then. It's grown by 50% since that time.
Sombre
January 15th, 2008, 03:37 AM
Archaeolept thought there might be a problem with the weapon "Banefire Strike" ID# 348, so I tested it out. I found that the weapon worked fine, but the secondary effect listed as "Decay" ID# 349 (which the database lists as having the same effect as the spell decay) actually seems to have the spell effect plague, just like "Plague" ID# 98.
So I think the spell effect of "Decay" ID# 349 is wrong.
Edi
January 15th, 2008, 06:37 AM
Possibly. There is more than one weapon named "Decay" in the weapons list and I had to put something in. It's more or less a guess as to which Decay it is, but it is possible that it is assigned by name in the code, in which case it would use the first one that matches. That would explain things.
It can be either a DB problem due to my assumptions or a game problem depending on how the code is written.
Acenoid
January 16th, 2008, 10:54 AM
Hi!
Is the bug that "soldiers" turn into "commanders" a known bug? or is it some kind of spell i dont know about http://forum.shrapnelgames.com/images/smilies/laugh.gif
Zeldor
January 16th, 2008, 10:58 AM
I guess it is a bug in that MP game. I am sending my trn files to illwinter.
Agrajag
January 16th, 2008, 02:15 PM
Acenoid said:
Hi!
Is the bug that "soldiers" turn into "commanders" a known bug? or is it some kind of spell i dont know about http://forum.shrapnelgames.com/images/smilies/laugh.gif
There's a spell called "Gift of Reason" that allows you to turn your regular units into commanders.
Torin
January 16th, 2008, 03:18 PM
i think it has to do with redoing the turn. But KO would know. No Gift of reason here.
Zeldor
January 16th, 2008, 05:30 PM
Did it happen to you too?
davegg
January 16th, 2008, 06:24 PM
My game continually freezes when ending a turn on a network MP game. It works after a forced exit/restart and has sent the turn. Also it only happens if you move a unit, not if you check score graphs for example
Torin
January 16th, 2008, 06:28 PM
I am in EpikBattel too, you had problems.
Zeldor
January 16th, 2008, 06:42 PM
Yeah and they lasted about 4 turns. I am curios if anyone else had strange things too.
ano
January 18th, 2008, 09:08 PM
Found a nice bug (maybe a known one, but still).
When I right-click on the magic resistance row of S9 blessed unit stats, it says "Blessed +4", but in fact MR is only +3 as it should be.
I may attach the turn file if needed, but I think it's a common problem
llamabeast
January 18th, 2008, 10:19 PM
Astral blessing will never raise the MR of a unit above 18, it isn't a bug. Just poorly documented.
ano
January 18th, 2008, 11:30 PM
I know that.
But a unit I'm speaking of had a base MR of 12 and with bless it was raised to 15, but in pop-up hint it was stated "Blessed +4". That is an interface bug, I think
llamabeast
January 19th, 2008, 07:49 AM
Oh, sorry.
llamabeast
January 19th, 2008, 07:49 AM
Maybe you were in magic dominion?
lch
January 19th, 2008, 08:41 AM
ano said:
But a unit I'm speaking of had a base MR of 12 and with bless it was raised to 15, but in pop-up hint it was stated "Blessed +4". That is an interface bug, I think
Fighting in magic dominion lowers MR by one, fighting in drain dominion raises by one.
vfb
January 19th, 2008, 12:41 PM
Yeah, but then he should see "Drain Scale +1" in the popup.
ano
January 19th, 2008, 09:23 PM
Well, it seems to me that you didn't understand what I was talking about) vfb is absolutely right, there is no effect of magic or drain scale, moreover, there's no special effect at all. Astral bless (S9) gives +3 MR exactly as it should, but in the popup it is stated that it gives MR+4 despite the difference between original and total MR is +3. This is just an interface bug, I think, and it is quite easy to reproduce. Just create a test game with any race that has sacreds and S9 bless, move those sacreds into a battle with a prophet, bless them and right-click the MR stat of any sacred.
ano
January 19th, 2008, 09:32 PM
And this is another bug found by my friend. In the turn file I attached watch the battle at province Nicia. Dryad fights a barbarian horde, loses an arm and retreats. She loses her sword, as expected. After battle her hand is back again due to recuperation, but where is her helmet?
p.s. Map is Kingdom of Karan by Targa. It can be downloaded, for instance, from here http://ulm.illwinter.com/dom2/karan.zip
lch
January 19th, 2008, 10:25 PM
ano said:
And this is another bug found by my friend. In the turn file I attached watch the battle at province Nicia. Dryad fights a barbarian horde, loses an arm and retreats. She loses her sword, as expected. After battle her hand is back again due to recuperation, but where is her helmet?
That's a known bug, too. Because the slots shift, the items become incorrectly assigned to the slots and get discarded. I thought it was already fixed, but it's been reported before.
ano
January 20th, 2008, 07:16 AM
I found the description of this bug in the shortlist, however there it is stated that some bane lord had a two-handed weapon and lost helmet. Dryad had a simple sword, and her shield remained at its place, so type of the weapon seems to be unimportant.
Endoperez
January 21st, 2008, 09:26 AM
MA Ermorian Censor (1655) has mapmove 1!
vfb
January 21st, 2008, 09:40 AM
Endoperez said:
MA Ermorian Censor (1655) has mapmove 1!
He's not (un)dead yet, and he's wearing a plate hauberk. Sounds reasonable to me.
Edi
January 21st, 2008, 10:02 AM
Not really when Arco commanders in full plate have mapmove 2.
vfb
January 21st, 2008, 10:05 AM
Edi said:
Not really when Arco commanders in full plate have mapmove 2.
But ... but ... Arco armor is gilded and shiny!!!
(Sorry, my bad. http://forum.shrapnelgames.com/images/smilies/redface.gif Please ignore my posts about mapmove and armor.)
Edi
January 21st, 2008, 01:07 PM
Don't worry about it. Mapmoves as a general aspect of things has been brought up with the beta group and we shall see what fruit that tree bears.
ano
January 21st, 2008, 01:10 PM
Edi, please take into account the bug with incorrectly hinted MR bonus from S9 bless. It was described above)
Endoperez
January 21st, 2008, 01:28 PM
http://ulm.illwinter.com/dom3/dom3progress.html
17th jan
* MR bless bonus was sometimes displayed incorrectly, fixed.
I think that means it's been corrected already.
Aapeli
January 21st, 2008, 03:30 PM
I dont know if its a bug but I think its a bit weird.
So heres what happened: My vampire had a black heart and was assasinating an enemy commander. He was in my dominion and was of course immortal, but, it happened so that my vampire had to flee. When he fled and the asassination attempt was over he didnt return to home but was actually dead. Is this quite normal? I mean its just a bit weird.
ano
January 21st, 2008, 03:53 PM
Endoperez said:
http://ulm.illwinter.com/dom3/dom3progress.html
17th jan
* MR bless bonus was sometimes displayed incorrectly, fixed.
I think that means it's been corrected already.
Oops, sorry! http://forum.shrapnelgames.com/images/smilies/smile.gif
Foodstamp
January 21st, 2008, 04:50 PM
Aapeli said:
I dont know if its a bug but I think its a bit weird.
So heres what happened: My vampire had a black heart and was assasinating an enemy commander. He was in my dominion and was of course immortal, but, it happened so that my vampire had to flee. When he fled and the asassination attempt was over he didnt return to home but was actually dead. Is this quite normal? I mean its just a bit weird.
I am not sure if this is working as intended, but it is normal. It happens to any immortal including pretenders in their own domain. It is easy to reproduce the bug/feature by targeting immortal SCs with spells like vengeance of the dead. If the SC cannot kill all the enemies before the round limit, they will retreat and become deceased even if they are in their own dominion.
ryo_akashi
January 22nd, 2008, 03:41 AM
I don't know if this is WAD or not.
Border Mountains has the same icon as Mountains. It helps to differentiate between the two icons so that the user do not have click on the icons to check.
Loren
January 27th, 2008, 01:06 AM
The bug with monthly casting of multiple site-search spells is still around on Voice of Tiamat.
Ewierl
January 28th, 2008, 12:19 PM
If you start a new game on a map with no water starts, the water nations' names are greyed out on the nation selection screen, sure.
However, if you then exit that game and go to the "Create pretender god" option from the "Game tools" menu, water nations remain greyed out.
Merely opening a game in an open-water map does not make the problem go away. Starting a new game does, however.
ano
January 28th, 2008, 07:17 PM
A new 3.14 Bakemono scout has stealth "+-25". Maybe, it has some sense I don't understand?)
ryo_akashi
January 28th, 2008, 07:28 PM
The Bakemono scout also has leadership 40. Not sure if that is intended or not...
vfb
January 28th, 2008, 08:13 PM
ano said:
A new 3.14 Bakemono scout has stealth "+-25". Maybe, it has some sense I don't understand?)
ryo_akashi said:
The Bakemono scout also has leadership 40. Not sure if that is intended or not...
Unit #1963. I think the leadership is thematic, so you can lead around a bunch of stealth Bakemono with a Bakemono leader. It's slightly weird that the scout has Ashigaru armor instead of furs, though ... all the recruitable Bakemono with stealth have furs, not Ashigaru armor.
Juzza
January 28th, 2008, 08:23 PM
I have an issue with dragons.
1. When the blue dragon goes into it's human form, it can be distinguished from the frost father because it loses some abilites, cold power (2) and frost aura, it isn't a major bug but it bugs me.
Amos
January 28th, 2008, 11:19 PM
The new coldpower command doesnt work but gives the unit chill instead.
Taqwus
January 29th, 2008, 01:57 AM
Regarding
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BHV Corrupt/Seduce: It is possible to assign these commands to units who do not possess them. Recruit bunch of scouts, add Succubus/Manyusha Rakshasi/Oreiad/other seducer, group them, move to enemy province. Select whole stack by clicking on the seducer, hit space, select Seduce from list and all units will perform seduce action.Supposed to be fixed a while ago. Is it still there? If this was fixed, it was not listed on the progress page, therefore it was never listed as fixed here either. I will assume it to be fixed, if not, people can report it again.
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This is still possible. "Xeran failed to seduce Witterich and a battle ensued. In fact Witterich wasn't even remotely interested in the beauty of the Scout."
NTTAWWT...
Reay
January 29th, 2008, 09:44 AM
The new Bakemono Scout for Shinuyama (Unit #1963) has stealth listed as (+-25). I don't know what that represents but I think it is a bug http://forum.shrapnelgames.com/images/smilies/happy.gif.
Endoperez
January 29th, 2008, 09:57 AM
Reay said:
The new Bakemono Scout for Shinuyama (Unit #1963) has stealth listed as (+-25). I don't know what that represents but I think it is a bug http://forum.shrapnelgames.com/images/smilies/happy.gif.
Perhaps Stealth is always shown as Stealth +(value), but in this case the value is -25. Is the Bakemono Scout easier to catch with PD or patrollers?
This is just a guess, of course. I'm not sure if it's even possible to set stealth into negative.
ano
January 29th, 2008, 02:56 PM
It's just a mistake, I think. Btw, Reay, I've said about it a few posts earlier.
Reay
January 30th, 2008, 12:53 AM
Oops yeah.
I do think there is a few mistakes with this unit however since Shinuyama already has the Bandit as a scout with leadership of 40. Why would you need two of a similar unit?
Also, as vfb said, I think it is a bit strange they have Ashigaru armour and bow considering all units who wear Ashigaru armour have stealth removed.
Loren
January 30th, 2008, 01:09 PM
I thought it was dead but it's not. It was killed IIRC with 3.08, then came back in 3.10 and I'm looking at it right now in 3.14.
ano
January 30th, 2008, 08:30 PM
Twiceborn spell works on demons. Moreover, if they die on friendly dominion, they still have it in effect. This seems to be a very serious bug.
Reay
January 31st, 2008, 11:58 PM
The 'y' fix listed in the bug fixes for the current patch only seems to be half working.
Currently you can not see the position of an already existing unit in a province when you select the province and press y. You can only see the position of units moving into that province.
However, you can change the position of an already existing unit in a province after pressing 'y'. The units position just won't show up until you go into the army setup for the same province instead of pressing 'y'.
Olive
February 1st, 2008, 05:57 AM
From the bug shortlist thread :
VANISHING SCALES: The infamous and elusive vanishing scales bug from Dom2. Strages Sanctus has managed to create a situation where this issue is 100% reproducible and has included the relevant files. Link. An older report/discussion regarding the Dom2 version is here, but it is obsolete now. UPDATE! CAUSE ISOLATED! The Vanishing Scales bug is caused by a corrupted geotable, which tells the game what provinces are neighbors. A corrupted geotable will cause ghost neighbors, which cause the problem.
I've this in all my new games and it really hurts the first years. http://forum.shrapnelgames.com/images/smilies/frown.gif
What's the meaning of "Corrupted geotable" ? Is this the effect of a corrupted install, so I could fix it by editing/removing a file, or reinstalling the game, or do I have to wait a patch ?
Endoperez
February 1st, 2008, 06:35 AM
Olive said:I've this in all my new games and it really hurts the first years. http://forum.shrapnelgames.com/images/smilies/frown.gif
What's the meaning of "Corrupted geotable" ? Is this the effect of a corrupted install, so I could fix it by editing/removing a file, or reinstalling the game, or do I have to wait a patch ?
I understand it had to do with the number of neighbours. I don't remember the exact details, but it only appeared if there were more than 6 or 7 neighbours for a given province. This happens because something (geotable?) doesn't work as it should.
vfb
February 1st, 2008, 08:12 AM
It happens when there are more than 6 neighbors to your province. I think this bug is fixed in Dom3.14, isn't it?
You can solve the problem by getting positive dominion in either neighbor 1 or 7 of the province with the problem. That's according to neighbor order in the map file.
The corrupt geotable problem occurs when you started a game in Dom3 without exiting the game first. The geotable holds province neighbors, and it will hold ghost neighbors from the previous game. The neighbor list is truncated with a zero, but the scales code ignored that zero terminator.
In short, there's not much you can do if you're still seeing the bug, other than get white candles in your neighbors. That's not an instant fix either, but your scales will eventually return.
Olive
February 1st, 2008, 08:21 AM
I'm runnind dom 3.14
Yes, with many neighbours and big scales loss, scales returns, but it takes lot of turns.
Even with 4/5 neighbours it seems to happen, but effects are much less important. I've tested with Bogarus and scales O3 P3 C3 G3 L3 M1, on turn 2 I have O2 PO2 C3 G3 L3 M1.
Edi
February 1st, 2008, 08:38 AM
Kaljamaha and I are having a little test game and his Heat 0 MA Ermor is getting all kinds of heat even in midwinter in several provinces.
I haven't seen any anomalous scales yet myself, but I'll be keeping an eye on this.
Endoperez
February 1st, 2008, 08:41 AM
Olive said:
I'm runnind dom 3.14
Yes, with many neighbours and big scales loss, scales returns, but it takes lot of turns.
Even with 4/5 neighbours it seems to happen, but effects are much less important. I've tested with Bogarus and scales O3 P3 C3 G3 L3 M1, on turn 2 I have O2 PO2 C3 G3 L3 M1.
I think the scale-loss bug meant that you lost ALL your positive scales. That is, you'd have C3 on turn 2. I never suffered much from it (probably because I mostly play on smaller maps, which rarely have lots of connections), so I could be wrong, but I distinctly remember that people complained of losing all of their Order, or Magic, or Growth. This could be new form of the old bug, or some other bug, though.
EDIT:
Edi said:
Kaljamaha and I are having a little test game and his Heat 0 MA Ermor is getting all kinds of heat even in midwinter in several provinces.
I haven't seen any anomalous scales yet myself, but I'll be keeping an eye on this.
Could it be that Midwinter is actually considered summer? I think the "midwinter/summer was celebrated in the province" events have been switched around for a long time, offuring on the opposite turn.
Also, MA Abysia has the old DomII dominion effect that spreads Heat even outside his dominion. Could that be the cause?
Zeldor
February 1st, 2008, 10:22 AM
Is it normal to have missing scales in dominion strength 8? I have Order 1 [instead of 3], Prof 1 [2], Heat 2 [0, winter, I have even 1 in my capitol, dom str 8, winter there too], Growth 1 [2]. That is MP game on llamaserver, so 1.4 patch applied.
vfb
February 1st, 2008, 11:45 AM
Yes, it can take a while for your scales to catch up to your dominion, and if your dom 8 province borders an enemy province with opposite scales, your scales could take a hit.
The scale bug only occurred in provinces with more than 6 neighbors, or in games created without first exiting the app after an old game. If the patch does fix these bugs, then it would still take a while for your scales to get back to normal if you are playing in a game started prior to 3.14.
Edi
February 1st, 2008, 12:22 PM
No Abysia in that game, Endo, so that's not a factor. If the seasons are reversed, that would explain things. But not entirely.
Zeldor
February 1st, 2008, 01:04 PM
I got a strange bug with battle view. It happens only in that battle, it repeats if I restart Dominions. There were battles in that province previous turns and nothing like that happened:
http://img505.imageshack.us/img505/685/dombughe3.th.jpg (http://img505.imageshack.us/my.php?image=dombughe3.jpg)
vfb
February 1st, 2008, 09:58 PM
Edi said:
No Abysia in that game, Endo, so that's not a factor. If the seasons are reversed, that would explain things. But not entirely.
Could he be lucky enough to have heat-scale sites in those provinces? They seem to be a bit more common since the 3.10 patch. Or maybe it's just my imagination. (Misfortune generating sites seem more common too! Maybe that's just my misfortune http://forum.shrapnelgames.com/images/smilies/happy.gif).
Humakty
February 2nd, 2008, 10:00 AM
I don't know if it is a bug, but I've seen a Pan casting Legion of Steel on himself, ignoring the 40 centaurs on hold and attack, who got murdered by indep archers...
I thought they had corrected such problems.
Anyway, I'll continue this game, and see if it repeats.
Edi
February 4th, 2008, 09:26 AM
Be mighty hard to have heat scale sites in the Ermor home province, vfb. No, it's not sites.
Zeldor, I've had that bug several times. It seems to happen when there is supposed to be the "misty battlefield" effect due to terrain etc. We've seen it half a dozen times in that game already.
vfb
February 4th, 2008, 11:24 AM
Edi said:
Be mighty hard to have heat scale sites in the Ermor home province, vfb. No, it's not sites.
Ah, sorry, had no idea his capitol also had heat in it.
PyroStock
February 8th, 2008, 07:09 PM
The description for EA Pangaea's minotaur lord (unit#1534) is "armored in plate hauberk and wearing a helmet." However, currently he's only equipped with furs and a battleaxe like a basic minotaur. A minotaur warrior has a leather hauberk. So the description and/or equipment is wrong. Plate hauberk is armor#14. Shouldn't he have at least leather hauberk (armor#10) like the minotaur warrior?
Edi
February 8th, 2008, 08:05 PM
Need to check the descriptions file. Could be it doesn't have the :mon1534 tag for description but the :"Minotaur Lord" one instead, which makes things go wrong. For example, that same problem made the EA Abysian Salamander and Dragon descriptions not show and the middle era ones were used instead, but the Great Fixing got rid of that. I'll see about it.
Edi
February 9th, 2008, 07:57 PM
Shortlist thread may have all kinds of strangeness during next week since it needs post-patch reorganization. Statfixes and some other things have already been reorganized. More to follow later.
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