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Edi
February 13th, 2008, 04:48 PM
Added new unit issues into the shortlist.
Taqwus
February 14th, 2008, 06:16 AM
Unit 1016, 'Commander of Ulm', for Late Era Ulm -- description says "The commanders of Ulm are clad in thick armor made from the Blacksteel of Ulm...", forging of which has been forgotten (and the commander has an ordinary Plate Cuirass, not Blacksteel).
Unit 739, Black Acolyte, should probably have a slightly different description from Black Priests; they don't yet know any magic, nor do they yet get an inquisitor bonus.
Edi
February 14th, 2008, 10:06 AM
Hadn't paid attention to the 1016 description. Thanks for reporting that.
The Black Acolyte is a known issue that I have discussed privately with Kristoffer when the Great Fixing was done prior to patch 3.10. It is very much a legacy of the conjoining of both Iron Faith and Black Forest themes from Dom2. It is among a number of issues that will be changed in the future if he gets around to doing that. If and when that happens, LA Ulm will have some thematic changes which will fix this.
You can see the same legacy issues in Ashen Empire Ermor mage descriptions when you compare EA, MA and LA Ermor. This is also a result of basically parallel histories forced into the same timeline and then divided into eras. These are issues that Kristoffer will solve in his own good time.
Kristoffer O
February 14th, 2008, 10:35 AM
That post by Taqwus actually made me work on the Ulms today.
I'm home today. I believe someone in the building is sneaking around with a bane venom charm. I figured I could as well do something about Ulm. I'm quite satisfied with developments.
Dedas
February 14th, 2008, 11:25 AM
Love and kisses from an Ulm fan.
Edi
February 14th, 2008, 11:30 AM
Kristoffer O said:
That post by Taqwus actually made me work on the Ulms today.
I'm home today. I believe someone in the building is sneaking around with a bane venom charm. I figured I could as well do something about Ulm. I'm quite satisfied with developments.
Yeehaa! Ulm always has been my favorite nation in all eras and that is good news indeed! Thanks, Kristoffer! http://forum.shrapnelgames.com/images/smilies/happy.gif
Endoperez
February 14th, 2008, 01:43 PM
Edi said:
Yeehaa! Ulm always has been my favorite nation in all eras and that is good news indeed! Thanks, Kristoffer! http://forum.shrapnelgames.com/images/smilies/happy.gif
* MA Black Priests.
* Black Halberds.
* Iron Darts.
So spaketh the Progress Page, and the Progress Page hath spoken! http://forum.shrapnelgames.com/images/smilies/shock.gif http://forum.shrapnelgames.com/images/smilies/eek.gif
Taqwus
February 14th, 2008, 04:18 PM
...and Iron Blizzard? http://forum.shrapnelgames.com/images/smilies/redface.gif
Velusion
February 14th, 2008, 08:28 PM
Any MA or LA Ulm help would be great!
Loren
February 14th, 2008, 11:22 PM
His pretender was called back to my province. On the first turn of battle he changed from dragon to human form. On the second turn he routed. He died on the retreat. I did *NOT* get the message about killing his pretender. This same battle has happened a few more times. If I kill him on the battlefield I get the message, if he retreats and dies I don't. (He's lost all his magic by now, I've got dominion 10 in the province and he's has this never healing wound affliction for quite a while--in theory he should have 0 hp but he always has a few.)
paparapapa
February 15th, 2008, 12:11 AM
Not sure if this was supposed to be intentional: I had a few sauromancers die in a battle as LA C'tis while another commander was holding the Ankh. They became soulless with all the old mage paths, but now they can use the reanimate command.
I'm assuming the game just gives any undead commander with priest paths the reanimate command for LA C'tis. It's not game breaking or anything, but I figured I'd point it out.
vfb
February 15th, 2008, 12:43 AM
The game gives any undead or demon commander with priest paths the reanimate command, by design. This applies to all nations.
You can summon a Black Servant and make him your prophet, for early access to undead troops. He will have the 'Reanimate' command available, instead of 'Preach'.
lch
February 15th, 2008, 09:01 AM
Loren said:
His pretender was called back to my province. On the first turn of battle he changed from dragon to human form. On the second turn he routed. He died on the retreat. I did *NOT* get the message about killing his pretender.
You never get a message about units killed while retreating. Only the controlling player gets a message stating that "XY died retreating from the battlefield". If he has diminished magical powers the next time that he appears, everything is in order.
Loren
February 15th, 2008, 04:13 PM
lch said:
Loren said:
His pretender was called back to my province. On the first turn of battle he changed from dragon to human form. On the second turn he routed. He died on the retreat. I did *NOT* get the message about killing his pretender.
You never get a message about units killed while retreating. Only the controlling player gets a message stating that "XY died retreating from the battlefield". If he has diminished magical powers the next time that he appears, everything is in order.
No--I'm saying I didn't get the message about them being mad about my killing their god. The message you get anytime you kill a pretender, even in the arena.
Endoperez
February 15th, 2008, 04:59 PM
Loren said:
No--I'm saying I didn't get the message about them being mad about my killing their god. The message you get anytime you kill a pretender, even in the arena.
As far as the game is considered, I don't think you did. You routed the pretender, who happened to die, but because one of your units didn't deal the killing blow the AI doesn't know it was you. Because either it attacked you or you it, you're in war any way, so I doubt it matters much.
Endoperez
February 15th, 2008, 06:37 PM
/threads/images/Graemlins/Bug.gif If a weapon has multiple attacks, and the unit using the weapon has been blessed via Fire 9, the weapon deals damage only once. :bug
Thus, if your Jotun Herse goes against a fire-immune unit with his Sword of Swiftness, he will only deal 9+str damage once, instead of twice.
ano
February 15th, 2008, 07:27 PM
I mentioned a very serious bug somewhere above, but it seems that it was left untouched. You can cast twiceborn on a demon (not sure about undeads) and it not only works perfectly (despite it shouldn't), but the demon returns in his original shape (tested with Raksharajas add Hannyas) and still has twiceborn in effect. Thus you buy an immortal for 10 death gems.
lch
February 15th, 2008, 08:28 PM
Loren said:
No--I'm saying I didn't get the message about them being mad about my killing their god. The message you get anytime you kill a pretender, even in the arena.
They're shameful that their god ran away, so they stay quiet. http://forum.shrapnelgames.com/images/smilies/happy.gif
Dedas
February 16th, 2008, 04:11 AM
Jotunheim
When the Vaette on the wolf dies the wolf you get always has old age.
Edi
February 16th, 2008, 04:20 AM
That's an age discrepancy issue. The vaetti starts with age 22/50 and wolf has something like 3/12 or 15/30 at best. So when the Vaetti becoems a wolf, its old age lowers, but the actual age of the unit stays the same as the vaetti had because it's tied to the unique id number of that particular unit and not the monster type.
I suppose it would be fixed by having the Dominions world wolves be extra long-lived and having them be something like 3/30 or 3/50 and Vaetti age staying the same.
Edi
February 16th, 2008, 04:30 AM
Shortlist reorganized and updated to reflect changelog. New entries based on this thread not added yet, but coming next week.
ano
February 16th, 2008, 07:24 AM
If machakan spider rider gets poisoned and dies, remaining poison will still affect spider who is poison immune.
atul
February 16th, 2008, 09:49 AM
I don't remember seeing this in here, but.
If nation A is being sieged by B in a province with a fort, nation C's scouts (etc) can be set to 'Defend' in said province with either hotkey command or by canceling some previous order. Usually, if you set your sneaking commander to 'Defend', it attacks the province it is in. But if the province is a sieged castle, then it won't.
However, should B storm the fort and win, nation C's defending scouts end up sieging the fort with B's stormers inside. Same happens if sieged gets a barbarian/knight attack in the province, because it would appear indies default to 'Defend', and don't appear until the siege is resolved.
I'd think the logical behaviour would be that the third-party 'Defenders' would attack the sieging force, instead of defaulting to some sort of sneaky defence.
Edi
February 16th, 2008, 10:02 AM
Atul, that seems to be a special case of the how third party units (whether indies or other nations) are handled in sieges and is already listed. There is a whole slew of siege related behavior and movement bugs in the shortlist.
Edi
February 16th, 2008, 11:35 AM
<font color="red">U 1856 Hydra</font> Wrong secondshape. Unit should have secondshape 1850 instead of 1856. Form 1856 is one of the intermediate forms of the Pythium SC sacred hydras, but it does not revert back to its base form due to wrong secondshape. All other hydra secondshapes seem to be okay.
lch
February 16th, 2008, 02:50 PM
I've had it a couple of times that I can't see the results of an (Earth Attack) assassination attempt. The casting is successful, there's a battle, but I can't see the battle. Clicking on the crossed swords icon doesn't switch to battle mode. Any ideas why this is? Or is this a bug?
Zeldor
February 16th, 2008, 04:00 PM
Doesn't it need a scout in that province for battle report?
lch
February 16th, 2008, 04:09 PM
I don't think so. And anyway, I can see other assassination reports from the same province, just some I can't see. Or do the assassinations have to be successful without scouts?
Loren
February 16th, 2008, 04:24 PM
Slaves are stored as a signed 16-bit integer.
(SP game, Large map, one AI left who actually holds most of the map. I'm up against the commander limit and there's not much to do with the slaves so they have been building up.)
NTJedi
February 16th, 2008, 08:57 PM
Loren said:
... AI left who actually holds most of the map. I'm up against the commander limit and there's not much to do ...
Yes I also have games which encountered the commander limit on maps without ERMOR or Ry'leh of only 700 provinces.
lch said:
I've had it a couple of times that I can't see the results of an (Earth Attack) assassination attempt. The casting is successful, there's a battle, but I can't see the battle. Clicking on the crossed swords icon doesn't switch to battle mode. Any ideas why this is? Or is this a bug?
The game has a commander limit and empty assassination spells(not working) are one of the many side-effects.
Ideally the best solution would be providing a game setting where the commander limit and unit limit could be increased as desired thus more powerful computers don't have to suffer these limitations. Considering computers are constantly becoming more and more powerful these limitations should be scalable.
* Even a moddable commander limit and unit limit would be nice, allowing the game to be scalable with todays faster computers.
capnq
February 16th, 2008, 09:23 PM
lch said: I've had it a couple of times that I can't see the results of an (Earth Attack) assassination attempt. The casting is successful, there's a battle, but I can't see the battle. Clicking on the crossed swords icon doesn't switch to battle mode. Any ideas why this is? Or is this a bug?
I didn't know the Messages icons were hotlinks? I've always used the "View Battle" text link.
lch
February 16th, 2008, 09:35 PM
NTJedi said:
lch said:
I've had it a couple of times that I can't see the results of an (Earth Attack) assassination attempt. The casting is successful, there's a battle, but I can't see the battle. Clicking on the crossed swords icon doesn't switch to battle mode. Any ideas why this is? Or is this a bug?
The game has a commander limit and empty assassination spells(not working) are one of the many side-effects.
I don't think this is a commander limitation as we'll hardly have touched that in this game. And I guess the logs would show that the assassinations have actually taken place.
capnq said:
I didn't know the Messages icons were hotlinks? I've always used the "View Battle" text link.
Err, yes, that's what I meant. I was writing from memory.
Loren
February 17th, 2008, 12:06 AM
NTJedi said:
Loren said:
... AI left who actually holds most of the map. I'm up against the commander limit and there's not much to do ...
Yes I also have games which encountered the commander limit on maps without ERMOR or Ry'leh of only 700 provinces.
Yeah, I'm EA Oceania and breaking onto the land was hard as the one AI nation pretty much controlled it by the time I had cleaned out some pesky opposition underwater. Thus I did some pretty heavy clamming and it's one commander per clam.
Is there any way to make a mod item? I'm thinking of a superclam with 10x the cost that makes 10 pearls/turn.
Maraxus
February 19th, 2008, 12:40 PM
Just a typo:
Random event:
Heavy snowfalls has blocked important mountain roads.
Edi
February 19th, 2008, 01:22 PM
Most event typos are known. Since they are in different files than the unit descriptions, they were not affected by the Great Fixing. Though I wish I could have gotten my hands on them. That was one of them...
Sombre
February 21st, 2008, 11:47 AM
It says in the mod manual that nametypes are available up to 159 now, but in fact if you use any nametype 151+ the game will crash when you use or click on a unit that has that nametype.
So 150 is ok, but afaik 151, 152, 153 etc all the way up don't work.
NTJedi
February 21st, 2008, 01:27 PM
Sombre said:
It says in the mod manual that nametypes are available up to 159 now, but in fact if you use any nametype 151+ the game will crash when you use or click on a unit that has that nametype.
So 150 is ok, but afaik 151, 152, 153 etc all the way up don't work.
The Mod Manual and MapEdit Manual will hopefully updated in one of the future patches.
ologm
February 23rd, 2008, 08:58 AM
The bakemono(monster number 1963) scout lists its stealth value as +-25.
ano
February 23rd, 2008, 11:07 AM
Tartarian chains (item number 98). Description says (last sentence): "Anyone wjo wields these chains...". Should be "Anyone WHO wields these chains..."
Edi
February 23rd, 2008, 12:56 PM
Noted. Thanks.
ologm, that's already fixed for next patch.
Lingchih
February 23rd, 2008, 09:09 PM
What about this bug, Edi. Do you know if anyone is looking into it?
"The most annoying bug in the game is the so-called "syncinfo" bug, where playing a tcp-ip network game, when you try to connect to the server, you just get a "Waiting for info" screen. You have to start the game in windowed mode, and then keep launching more windows until you finally get one that gets past the bug. I hate it, and I wish someone would fix it."
Endoperez
February 24th, 2008, 11:58 AM
/threads/images/Graemlins/Bug.gif If Gift of Reason is cast twice on the same province on the same turn, and both spells target the same type of unit, only one of the units is made commander. I think GoR targets the lowest ID of a spesific type it finds when the command is issued, instead of checking for it when the spell is resolved.
The above causes all kinds of weird things. As an example, a unit that is teleporting somewhere via Astral Travel can move there first, and then become a commander, if GoR is completed after Astral Travel. It'd be nice if there were error messages for GoR (e.g. no units of the spesified type could be found in the province).
Edi
February 24th, 2008, 03:32 PM
Lingchih said:
What about this bug, Edi. Do you know if anyone is looking into it?
"The most annoying bug in the game is the so-called "syncinfo" bug, where playing a tcp-ip network game, when you try to connect to the server, you just get a "Waiting for info" screen. You have to start the game in windowed mode, and then keep launching more windows until you finally get one that gets past the bug. I hate it, and I wish someone would fix it."
Not familiar with that one, because I know almost nothing about the client-server interaction side of Dominions. I'll ask Johan about this.
Endo, noted. I noticed the same thing about trying to GoR more than one unit of the same type, doesn't work. I'll add that. GoR seems to need the kind of checks you talk about and an incrementing counter like the site search spells do.
lch
February 24th, 2008, 04:41 PM
Edi said:
Not familiar with that one, because I know almost nothing about the client-server interaction side of Dominions. I'll ask Johan about this.
It might not be game-related but OS-related, not sure. I don't recall that any of my games ran into that problem, ever. But I am resetting timers once in a while, too.
Edi said:
Endo, noted. I noticed the same thing about trying to GoR more than one unit of the same type, doesn't work. I'll add that. GoR seems to need the kind of checks you talk about and an incrementing counter like the site search spells do.
I was experiencing this GoR oddity a lot of patches ago, too, when I started playing. I just considered it a design oddity that I'd have to live with. In a recent game I did successfully GoR two Tartarian cyclops of the same type in the same province. So it might be a little more complicated.
llamabeast
February 24th, 2008, 05:19 PM
I just GORed two gargoyles in the same turn. But for some reason they showed up a separate choices in the list of unit types. I didn't understand that.
Edi
February 24th, 2008, 05:54 PM
Damn, so they do. It can get pretty damned confusing fast.
lch
February 24th, 2008, 06:11 PM
Oh yes, you obviously need to select different groups in the GoR screen. Not the same unit twice, even if there are more than one of that type in that group.
Edi
February 24th, 2008, 06:22 PM
No, what he means is that all the units appear separately in the GoR list, so picking up the right ones from it can be difficult and can lead to confusion. Needs a bit more testing, that one does.
lch
February 24th, 2008, 06:33 PM
No, multiple units in groups don't appear twice. Otherwise you'd have thousands of units in there. But I don't know the real mechanics behind the GoR list, this would really require some testing.
Edi
February 24th, 2008, 06:43 PM
Too late in the night, so maybe my memory is shot. Could be I'm remembering the time of Dominions - PPP when every single unit did show up separately in the list and it was long as all hell.
Loren
February 24th, 2008, 07:46 PM
lch said:
No, multiple units in groups don't appear twice. Otherwise you'd have thousands of units in there. But I don't know the real mechanics behind the GoR list, this would really require some testing.
Something certainly does happen. I've had the same unit type show up in several groups when casting GoR.
It's only happened to me when I was summoning more than one unit type in the province and only while the units were still sitting in the pool, not assigned to any commander. I have no idea on recruitment, I've never tried to GoR a recruitable.
Twan
February 25th, 2008, 02:16 PM
My ennemy had a wraithlord in a province in his dominion. I enslaved him in battle and he was then killed in this fight. He respawned for me in the province (not my capitol), and not as an enslaved unit but as a commander (with magic) and even if the province is still out of my dominion (he also kept his summon allies order, so I got a ghost with him).
Cool isn't it ?
llamabeast
February 25th, 2008, 06:37 PM
Here's a screenshot of the Gift of Reason thing. I have to say it doesn't really bother me, but it definitely does happen.
ano
February 26th, 2008, 06:37 PM
After attack of Thing of Many Eyes (monster 758) with weapon Weakness (294) affected unit has strength modifier +-2.
See screenshot
ano
February 26th, 2008, 09:18 PM
Again that annoying slot shifting bug...
My thug lost an arm (with a sword) last turn and this turn he's got it back. Yes, he's got a new hand, but all the items were gone except a misc and a shield.
That is really VERY annoying.
I can send a turn file if necessary.
Edi
February 27th, 2008, 02:41 AM
Please do. The address is info at illwinter dot com.
ano
February 27th, 2008, 05:20 AM
Done. Notify me if anything else is needed.
Edi
February 27th, 2008, 06:21 AM
Don't know if there is. The turn file from the previous turn would also be great, because then it could be observed happening. The thing is, despite my name showing in black and having those fancy wings next to it, I don't actually work at Illwinter, so it's up to Johan now to see if anything turns up. Thanks for this.
That bug has been around for a long time, but it's infrequent enough that it's very hard to get material where it could be pinned down. Best case would be if you run into it again, when item slots are lost, save a turn file then. Especially if two-handed weapons are involved, because that leads to strange situations.
ano
February 27th, 2008, 06:51 AM
I sent two turn files - from current and previous turn. Can't give the game file, 'cause it's MP game and I just don't have it.
Some pages before I posted a similar bug: a dryad lost her helmet after getting her hand back (there was a turn attachment there).
It's seems to me that bug is reproducible when a unit loses hand and then gets it back again.
Edi
February 27th, 2008, 07:55 AM
I know. The bug's in the shortlist under the item slots category.
Edi
February 28th, 2008, 06:30 AM
Taqwus said:
Unit 1016, 'Commander of Ulm', for Late Era Ulm -- description says "The commanders of Ulm are clad in thick armor made from the Blacksteel of Ulm...", forging of which has been forgotten (and the commander has an ordinary Plate Cuirass, not Blacksteel).
Unit 739, Black Acolyte, should probably have a slightly different description from Black Priests; they don't yet know any magic, nor do they yet get an inquisitor bonus.
The 1016 description bug has been fixed. The description was correct but there was an error in the description file which caused it not to display and the unit defaulted to the MA commander description.
The Black Acolyte has had his description reworked.
Bogarus typos fixed.
Bananadine
March 3rd, 2008, 12:56 PM
/threads/images/Graemlins/Bug.gifMy pretender had been told to cast various spells in a battle, including Call Horror and Personal Luck. For some reason, when he cast Personal Luck, the spell-message display also said he was casting Call Horror in the same battle round. But no blood slaves were consumed and no horror appeared.
The Personal Luck casting appears to have succeeded. It may be relevant that the caster was a communion master at the time.
I saved the .trn file and will send it to info at illwinter dot com in a moment.
Argitoth
March 3rd, 2008, 04:47 PM
/threads/images/Graemlins/Bug.gifJotun Skratti chanes to wolf after battle if before battle the change shape order is given (intending to change to werewolf) thus losing all items except misc.
Edi
March 3rd, 2008, 04:59 PM
Those two aren't going to make it to patch 3.16, so they will have to go to the next one. I'll keep them in mind, though.
Natpy
March 3rd, 2008, 07:14 PM
Why fire shield effect from Charcoal Shield works underwater? Is this a bug?
NTJedi
March 3rd, 2008, 07:41 PM
/threads/images/Graemlins/Bug.gif
I found a new bug with twiceborn and demons. If demons have twiceborn then once killed the demons will return to the capital in their original form. Essentially giving them a type of immortality in friendly dominion because the twiceborn remains on them as well.
This is quite useful for nations which have demon commanders with death magic such as Lanka.
Natpy
March 3rd, 2008, 07:57 PM
Twiceborn on demons is realy gamebroken bug playing against Lanka or Yomi
ano
March 3rd, 2008, 08:41 PM
NTJedi said:
/threads/images/Graemlins/Bug.gif
I found a new bug with twiceborn and demons. If demons have twiceborn then once killed the demons will return to the capital in their original form. Essentially giving them a type of immortality in friendly dominion because the twiceborn remains on them as well.
This is quite useful for nations which have demon commanders with death magic such as Lanka.
I posted this bug twice somewhere above. Raksharjas with twiceborn are unstoppable, believe me)
NTJedi
March 4th, 2008, 01:34 AM
ano said:
NTJedi said:
/threads/images/Graemlins/Bug.gif
I found a new bug with twiceborn and demons. If demons have twiceborn then once killed the demons will return to the capital in their original form. Essentially giving them a type of immortality in friendly dominion because the twiceborn remains on them as well.
This is quite useful for nations which have demon commanders with death magic such as Lanka.
I posted this bug twice somewhere above. Raksharjas with twiceborn are unstoppable, believe me)
You've posted the bug twice in different threads, but never posted the bug within the bug forum.
Natpy
March 4th, 2008, 03:31 AM
NTJedi, just read the replyes #581441 and #578417
Edi
March 4th, 2008, 07:21 AM
Twiceborn demons added to the shortlist spell section.
ano
March 5th, 2008, 04:09 AM
When you cast Carrion reanimation with Lanka, only soulless Vanaras are raised. Not sure that it is a bug but I can't see the reason why they don't get all the kinds of the undead monkeys with this spell like with reanimating.
I think, this also applies to other non-human nations with specific undead troops.
Upd: one more issue with Carrion reanimation. Soulless commander has undead leadership 40 but this spell revives 100 undeads. So, if you move someone from the squad, you won't be able to put him back.
And one more thing... Spell "life after death" creates soulless from normal units that die in combat, but after combat those soulless stay in the same squad even if commander has no undead leadership.
Edi
March 5th, 2008, 08:21 AM
Reanimation lists are nation specific, so the behavior of carrion reanimation is not a bug per se, but WAD. I suppose the lists could be tweaked, but I don't know for certain. It would depend on how the spell is tied to the reanimation lists and whether it can handle nonstandard reanimation lists the same as the default one.
The behavior of soulless commander is also WAD. Spells that summon units in that manner allow leadership capacity to be exceeded initially, but after that situation is altered, the game forces standard behavior. This is why you can't move the units back.
The behavior of Life After Death is, from what I can see, WAD. Units are assigned to squads on the basis of their individual unit identifier (the invisible one that keeps track of magic, afflictions etc). When they turn to soulless due to Life After Death, the monster ID changes to soulless, but the unique identifier stays the same. Therefore they must stay in the same squad or problems will start to occur. The alternative would be dropping them. After they are removed from the squad (i.e. unassigned), normal leadership rules start to apply.
ryo_akashi
March 5th, 2008, 11:12 PM
For LA Argatha
Cave Lord (1451) will #secondtmpshape to Cave Drake (522). Meaning that, the Cave Lord will change to a Cave Drake upon suffering fatal wound. The Cave Drake will be removed at the end of combat and count as casualty.
Cave Knight (1450) will #secondshape to Cave Drake (522). The Cave Knight will change to a Cave Drake upon suffering fatal wound. However, the Cave Drake will be remain AFTER the end of combat.
Considering difference of behaviour of the two units, is this intended by the designer?
Also, is it intended that all the spider riders in Machaka uses #secondshape to either Great Spider (884) or Hunter Spider(886)? Considering that there are the spiders have no upkeep cost and huge hp, this encourages ppl to suicide spider riders into spiders...
zzcat
March 6th, 2008, 01:07 AM
C'tis's description in all three ages said they prefer Heat+1, but actually they prefer heat+2 in game.
Edi
March 6th, 2008, 02:19 AM
Thanks for both of these.
The spider rider and black hunter secondshape thing is an oversight. The spider forms are the correct ones, but obviously they need to have gold cost added. I'll add that to the shortlist.
The cave drake thing I need to ask about, but if it works one way for Agartha, it should probably work the same way for Machaka and the Hunter Lords.
The C'tis Heat scale thing is an error. The descriptions were largely brought from Dominions 2 where C'tis did prefer Heat 1, but apparently it has been changed for Dom3 and the old description has been left. I'll add that.
vfb
March 6th, 2008, 02:32 AM
Are you sure it's not intentional? What are spiders going to want a salary for? http://forum.shrapnelgames.com/images/smilies/biggrin.gif Riderless Cave Drakes don't require gold upkeep either.
The riderless spiders have an MR of 5, I think. So it's not all good news when the rider dies. In fact, it's pretty terrible news if you're up against any MR-type magic or missiles.
Edi
March 6th, 2008, 02:42 AM
True. I need to ask about it. IF the cave drakes are changed, anew monster is needed, because 522 is also the one that comes from the summoning spell.
Endoperez
March 6th, 2008, 05:27 AM
ryo_akashi said:
Considering difference of behaviour of the two units, is this intended by the designer?
Cave Captain's drake would be a commander. While Cave Drake patrol dropping from the sky with the help of Magic Carpet is a cool idea and worked pretty well for the guy who did it (I think it was in DomII and with Gift of Reason), it's still silly.
ryo_akashi
March 6th, 2008, 03:56 PM
Just to clarify, the main question is...
Are the following units using #secondshape as intended?
Spider Rider (885)
Spider Knight (886)
Spider Lord (887)
Black Hunter (889)
Hunter Lord (890)
Cave Knight (1450)
It would be a moot point to change the upkeep cost for the spiders and cave drake if the above units are using #secondtmpshape. Most of the other rider/monster units (War Lobster (211), Gryphon Rider (612), Serpent Cataphract (764), Chariot Archer (1079), Tiger Rider (1140), Androphag (1176)) use #secondtmpshape. I would not be surprised if the #secondshape was unintended.
But hey, it could always be a feature for Mach and LA Arg... http://forum.shrapnelgames.com/images/smilies/biggrin.gif
thejeff
March 6th, 2008, 04:06 PM
It's been a feature of Machaka since Dom2. I think it would significantly weaken Machaka not to keep their spiders after the rider's death. And I don't think they've ever been accused of being overpowered.
I'll grant having a Hunter spider leading troops is a bit weird. Having one as my prophet was even weirder.
Edi
March 6th, 2008, 06:36 PM
Cleaned up the bug shortlist and added statfix issues for MA & LA Ulm priests and LA Abysian slayers.
Added also Vampire Queen cost issue as a red entry.
ryo_akashi
March 6th, 2008, 10:09 PM
Misbred (1661) has serious age issues...
The recruited Misbreds' age spread from ~130(250) to ~400(250). You can observe this in the Recruit Unit screen. Bring up the Misbred unit details, check the unit age, close the unit detail screen and reopen the unit detail screen again. The age will vary every time.
ryo_akashi
March 6th, 2008, 10:32 PM
For completeness, the following nations do not state their temperature preference in the descriptions.
EA Ulm +1cold
EA Lanka +2heat
EA Kailasa +2heat
MA Bandar Log +2heat
LA Patala +2heat
LA Atlantis +2cold
LA Bogarus +2cold
Edi
March 7th, 2008, 02:43 AM
Misbred is WAD. Thanks for the heat/cold listing.
Edi
March 7th, 2008, 04:57 AM
All statfix issues for new units appearing in version 3.15 added. Blacksteel Full Plate entry for armor added. Revisited some old units for MA Ulm due to possible hit point discrepancy.
<font color="red">U 862 Vampire Queen</font> Cost should be reduced from 175 to somewhere around 100. VQ has been nerfed since Dom2 and at current prices it is not a viable pretender even for SP games.
U 1964 Slayer Newt mapmove 1 should be 2
U 1965 Slayer Worm Base AP 12 should be 11 (Abysian base)
U 1970 Longdead Giant Leadership should be normal 10, undead 10 (or 40) instead of normal 40, undead 10
U 1977 Fossilized Giant Leadership should be normal 10, undead 10 (or 40) instead of normal 40, undead 10. Hit points should be more than 17?
U 1978 Dust Priest Should have base undead leadership 40, not 10.
U 1973 Black Priest should have weapon 14 Maul to match graphic, not weapon 13 Hammer
U 740 Black Priest should have weapon 14 Maul to match graphic, not weapon 13 Hammer
U 1982 Priest Smith Age should be increased. MR only 9, should be more? Hit points 10, should be 12 like Black Priests?
U 325 Master Smith Hit points 10, should be 12 like Black Priests?
U 748 Siege Engineer Hit points 10, should be 12 like Black Priests? Almost all Ulm commanders have more than 10 hit points.
ARMOR
A 38 Black Steel Full Plate Has not been updated with the plate armor change. Should be -3 defense, not -4. Encumbrance should be 4, not 5
Lingchih
March 7th, 2008, 05:28 AM
Thanks Edi. Your dedication to this game is remarkable. And, you hardly ever play in the MP games.
Edi
March 7th, 2008, 05:41 AM
Thanks. With all the effort I've spent on the DB and other stuff, I've hardly had time to play MP games. Maybe I'll sign up for some newbie game or another sometime, because where MP is concerned, that's what I am, a newbie. Probably after midsummer.
Right now this stuff is something I have enough time for since the jump from 3.10 to 3.14 and then to 3.15 right afterward was much smaller than the jump from 3.08 to 3.10. They don't call 3.10 a megapatch for nothing...
EricM
March 7th, 2008, 09:56 AM
Regressions in the nation data files:
ver 3.10
EA Oceania
Providence defense above PD 20 - no longer includes Mermen
ver 3.15
LA Abyssia
Data Corruption with the fort defense weapons? Please check the data files for errors with this.
Edi
March 7th, 2008, 11:40 AM
Can you elaborate on that a bit? The Oceania PD is pretty self-explanatory, but the fort defense weapon draws a complete blank for me. I've never heard of that kind of problem.
However, it may be related to some fort bugs. What kind of fort was in question? Citadel and Ermorian Citadel both have broken graphics and a screwed up battlefield, so that could cause problems. A detailed description would be great, otherwise there's a risk that I'll get the problem wrong and it won't be fixed. If you could send a savegame where that problem occurs to info at illwinter dot com (be sure to include all active mods, if any), that would be even better.
Edi
March 7th, 2008, 03:24 PM
Fixed locmask issues updated to the shortlist.
fantasma
March 7th, 2008, 05:00 PM
A while ago (3.10, I think) it happened that I built a fortress the same time I discovered a magic site that gives a fortress (I think Kelp fortress). That was as EA Oceania, sea province.
This resulted in no fortress and until the usual time was spent to construct it. I'm not sure of what the intended behaviour should be. It seems strange that a site you discover loses its effect.
I haven't had registered then to post it immediately. Since this is a pretty rare coincidence, I'm not sure if this is a known issue.
Edi
March 7th, 2008, 05:25 PM
It's not a known issue, thanks for reporting it.
I suppose one way to test this kind of mechanics would be to cast a spell like Three Red Seconds or Wizard's Tower on a province where a commander is building a fort. It's not exactly the same thing, but it's similar.
Agrajag
March 8th, 2008, 04:52 AM
Or just put one of those sites in a map and test from that.
Edi
March 8th, 2008, 05:20 AM
Why didn't I think of that? That's what I get for posting at 1 am after tinkering with the DB all day, not thinking straight anymore...
Sombre
March 9th, 2008, 07:55 AM
Spells/Behaviour: Legions of Steel the spell is still being cast on units with no armour. In fact it seems to happen more often now than before, with no armour casters basically casting it on themselves rather than nearby troops.
Kristoffer O
March 9th, 2008, 10:22 AM
Strange. Might be a negative number or something. IIRC I made it less likely to be cast on casters. A negative would increase the chance instead.
vfb
March 9th, 2008, 07:35 PM
Sometimes armies refuse to move when they are given orders to do so. No events or battles or rituals affected the province when the bug occurred.
Here is a thread where this bug is being discussed:
http://www.shrapnelcommunity.com/threads/showflat.php?Number=586100
Other threads have also mentioned this problem.
I have sent my .trn and .2h files to the developers.
ano
March 9th, 2008, 08:56 PM
Found a nice bug recently.
If you order a mage to forge something and then give him a slave collar, he will still do his task. I understand this can be explained with "he forged that item before becoming feebleminded" but feeblemind is instantaneous and forging is not.
lch
March 9th, 2008, 09:33 PM
ano said:
Found a nice bug recently.
If you order a mage to forge something and then give him a slave collar, he will still do his task. I understand this can be explained with "he forged that item before becoming feebleminded" but feeblemind is instantaneous and forging is not.
The game carries out orders given in the previous turn regardless of what happened, as long as that unit is still alive in the next turn. Removing an item from a unit usually resets their orders, especially if it has to do with casting or forging. Other orders (like research) might not reset that fast. But giving an item to a unit doesn't change the orders given at all.
ano
March 10th, 2008, 07:49 AM
I know all that. But it is a bug. Probably, orders should be reset if the given item causes afflictions
ryo_akashi
March 10th, 2008, 06:33 PM
Spider Armor (A 111) is plate armor used by Machaka. It is not updated by the plate armor change. Currently -5 def +5 enc.
Sun Armor (A 95) does seem like plate armor that should be updated too.. Currently -5 def +5 enc.
ano
March 10th, 2008, 07:17 PM
I just thought, why losing of an eye causes stats reduction of a soulless and losing a head just disallows wearing helmets...
See attachment.
Or maybe he just cannot lose a head without losing both eyes?
Edi
March 11th, 2008, 05:00 AM
Ryo, thanks for the reminder about Spider Armor and Sun Armor
NTJedi
March 11th, 2008, 05:12 AM
/threads/images/Graemlins/Bug.gif
Hero - 'Master of the Games'
Description reads this individual is old, yet upon arrival his age is in the early 20s... making him just a young whipper snapper. This hero isn't very good compared to other heroes so perhaps increased skills, ambidextrious, reinvigoration, experience bonus(like Orion yet not as high), etc., .
My brother found this bug.
Edi
March 11th, 2008, 05:16 AM
Just noticed that the new item modding commands introduced in patch 3.14 did not make it into the modding manual.
Edi
March 11th, 2008, 04:16 PM
Holy crap...
No, no new bugs to report, I just realized that it's been a year and couple of weeks since I was put in charge of the bug lists. The Shortlist thread had its one-year anniversary on March 1st. Sure doesn't feel like it was that long on one count and on another it's as if I had been doing this a lot longer.
Where DOES the time go?
AStott
March 11th, 2008, 06:43 PM
UI: neighbor indicator scaling bug
If you are playing in a window and resize the window so that the size is a non-4:3 ratio, then the neighbor lines do not properly point to the center of the neighbor province. In cases where the line is particularly long, this can make it extremely difficult to tell where the link leads.
ComTrav
March 12th, 2008, 02:03 AM
The Marveni "Champion of the Horn" pretender is available as a pretender choice for EA Abysia, which doesn't make any sense to me.
Edi
March 12th, 2008, 02:27 AM
ComTrav said:
The Marveni "Champion of the Horn" pretender is available as a pretender choice for EA Abysia, which doesn't make any sense to me.
There is no such unit in the unmodded game. You're using the Worthy Heroes mod where that unit appears and since it has pretender characteristics due to being a copystatted mother of lions, it appears in the list. Not a bug.
ComTrav
March 12th, 2008, 06:49 AM
Oh, and it was really, really funny for me to make him the Pretender God of the Abysians.
fantasma
March 12th, 2008, 08:39 AM
Sorry if it got reported already.
I got the patrol message where many unruly subjects still need to be eliminated although unrest was at 0.
I have the .trn file if you need it.
Saulot
March 12th, 2008, 07:48 PM
I'm not sure if this has come up before or not, and if it hasn't it's certainly odd (I did search the shortlist, and the forum at large).
Anyway, the Staff of Elemental Mastery (the Air/Earth one) has the wrong description in game (though the manual is correct), where it mentions two forms of resistance, and does not mention the stoneskin.
Zeldor
March 13th, 2008, 05:40 AM
Treelord with Flying Ship cannot move between provinces, even though he gets mapmove 1.
Endoperez
March 13th, 2008, 05:52 AM
Zeldor said:
Treelord with Flying Ship cannot move between provinces, even though he gets mapmove 1.
Immobile creatures can't move. Giving them flying items gives them +1 mapmove (usually to mapmove 1), but they still can't move. Treelords, Oracles, Sphinx... anything and everything immobile.
Zeldor
March 13th, 2008, 05:59 AM
Well, then mapmove still should show 0. Bug anyway http://forum.shrapnelgames.com/images/smilies/happy.gif
Edi
March 13th, 2008, 06:03 AM
Saulot said:
I'm not sure if this has come up before or not, and if it hasn't it's certainly odd (I did search the shortlist, and the forum at large).
Anyway, the Staff of Elemental Mastery (the Air/Earth one) has the wrong description in game (though the manual is correct), where it mentions two forms of resistance, and does not mention the stoneskin.
WAD, as far as I know. Both elemental staffs use the same description and stoneskin is a resistance of a sort, since it gives resistance to damage (armor).
Edi
March 14th, 2008, 04:13 PM
feeble_dom_3 wrote
Bless Weapons
Earth 9 Protection does not seem to work
I was playing marignon with a pretender with earth 9. Simple test, create a high inquisitor, Knight of the Chalice, and a flagellant on turn 1, attack a province with them on turn 2 with the order to divine bless. Bless occurs, but protection value does not seem to change. Am I missing something?
Who doesn't get protection and where? Earth bless only affects armored units, which is indicated in the FAQ.
Edi
March 14th, 2008, 04:16 PM
And here's the answer Shovah32 posted:
Shovah32 wrote:
Knight of the chalice wont get +4, but he will get a bonus. Any unarmoured units wont get a protection boost at all.
Edi
March 14th, 2008, 04:32 PM
The above two posts quote two posts that were deleted from the shortlist thread. Looks like I had accidentally left it open.
Everyone (except Illwinter): DO NOT POST IN THE SHORTLIST THREAD EVEN IF IT HAS BEEN ACCIDENTALLY LEFT OPEN. EVER.
feeble_dom_3
March 14th, 2008, 04:58 PM
Edi said:
And here's the answer Shovah32 posted:
Shovah32 wrote:
Knight of the chalice wont get +4, but he will get a bonus. Any unarmoured units wont get a protection boost at all.
Thanks to you (and the previous poster). When I open the Knight's Protection detail (pause the battle, select a Knight, select Protection heading) I do not see any addition. Should I?
Edi
March 14th, 2008, 06:13 PM
Yes. Check an unblessed knight's protection. After one has been blessed, check that the candles on the sacred marker are burning, then check the protection detail and you should see both head and body protection values increased by 4. Note that only Divone Blessing hits all units on the battlefield simultaneously. Lesser blessings may miss sacred units if they do not hit that square.
feeble_dom_3
March 14th, 2008, 08:51 PM
Thanks, I see my confusion now. I expected a marker indicating that the additional protection came from bless. I did not look soon enough. Indeed, a Knight of the chalice gets +4 protection, and a flagellant does not (because he has no armor).
EricM
March 15th, 2008, 04:37 AM
EricM said:
Regressions in the nation data files:
ver 3.15
LA Abyssia
Data Corruption with the fort defense weapons? Please check the data files for errors with this.
Sorry for the vagueness.
LA Abyssia previously had Ballista x 2 for each fort when attacked after a sieging enemy breaks down the walls. The data files have become corrupt and it now has some some strange sprite x 206, that get fired at the enemy each turn.
EricM
March 15th, 2008, 04:44 AM
EricM said:
Regressions in the nation data files:
ver 3.10
EA Oceania
Providence defense above PD 20 - no longer includes Mermen
This regression is in 3.15. I'm just quoting this as I noticed it wasn't in the shortlist.
Edi
March 17th, 2008, 04:02 AM
Added the Abysia fort defense and Oceania PD to shortlist. Also added Sun Armor and Spider Armor and Black Plate Infantry helmet issue based on the discussion of MA Ulm in the Halt Heretic thread.
Zeldor
March 17th, 2008, 09:51 AM
Hmm... shouldn't Maelstrom be possible to cast under water only?
Edi
March 17th, 2008, 06:56 PM
Added heat scale description errors to the shortlist. If I get to proofread the new stuff for the next patch, they'll be fixed at that time.
Micah
March 17th, 2008, 07:03 PM
I just noticed that some poor amphibian units I have have +3 encumberance underwater, as opposed to the ability description which specifies only 1.
Friendly currents also seemingly has no effect on enc values as stated in the spell description, although the movement effects do work properly.
I skimmed the shortlist and didn't see anything, sorry if this is a repost.
ryo_akashi
March 17th, 2008, 07:28 PM
The following is still missing from the heat scale description error.
"C'tis's description in all three ages said they prefer Heat+1, but actually they prefer heat+2 in game."
Kamamura
March 17th, 2008, 10:25 PM
I have persistent lockups when entering the "Create pretender tool". I can play the game okay otherwise.
NTJedi
March 18th, 2008, 12:47 AM
Kamamura said:
I have persistent lockups when entering the "Create pretender tool". I can play the game okay otherwise.
You are the only one having this problem... it's either a mod or an issue specific with your system.
Rathar
March 18th, 2008, 02:06 AM
I just grabbed a bug in Priori, a MP game that Velusion is hosting atm.
I had the good fortune to have the "Scholar finds such and such etc" gain 1000gp and a magic item occur twice in the same turn. It happened in two separate provinces. I only received the gold for one of them but I did receive the items for both.
I have or think I have noticed a rare but seemingly greater than normal tendency for the same event to occur twice in a row, more than would seem reasonable but RNG's are what they are and..
I shall attempt to bring this to Velusions notice and get you a copy.
Edi
March 18th, 2008, 04:58 AM
Micah, not a repost. Thanks.
Ryo, C'tis added as part of a general overview of the shortlist based on discussion with KO
Rathar, that's a new one. I'll see about adding it and the encumbrance issue later.
Kamamura
March 18th, 2008, 07:03 AM
Well, maybe there is someone else, it might be driver/graphics specific. I recently bought GeForce 8800GT, using driver 169.21 under Windows. Strange thing is that it happens also under Fedora Linux I have on the same system. On a different HW (Pentium 4 on 2,80Ghz) and FreeBSD (Linuxbase), I can play just fine. Can anyone with Geforce 8800GT confirm or refute?
chrispedersen
March 18th, 2008, 11:14 AM
My heat index went from +3 to 0 in my capitol in one turn.
It is gradually creeping up in adjoining territories, currently.
Zeldor
March 18th, 2008, 12:14 PM
No wolven winter cast on you?
chrispedersen
March 18th, 2008, 08:19 PM
No. Heat scale was gone first time I thought to look for it.. maybe turn 2-3.. with no random events and no cold units or pretenders.
hnchrist3
March 18th, 2008, 11:42 PM
With the introduction of 3.14 (and continuing into 3.15), the Conjuration-9 spell "Ghost Riders" is broken. It either does not work, or it sends a few riders without a commander.
I have confirmed this and have more information.
If the province is empty, nothing happens at all.
If there are enemies present, it seems that 3 Longdead Horsemen appear, alone and weary.
In the "empty" province I had both a human scout and a Black Servant.
In the provice full of Devils, I only had a human servant.
On the turn summary, it shows that the spell was cast, but there is no other entry regarding it.
Edi
March 19th, 2008, 06:02 AM
If Ghost Riders behaves like that consistently with everyone, then it belongs in the list. Can anyone else confirm this behavior?
One question I would ask is how big a game is it that you're playing? Because that sort of behavior would start happening if the game had reached the unit limit and/or the commander limit. There are only so many units that can be on a map all at once and only so many commanders. Once those limits are reached, new units or commanders can no longer be recruited and can no longer appear from spells such as Earth Attack, summons or Ghost Riders.
lch
March 19th, 2008, 08:57 AM
I am making heavy use of Ghost Riders in a game of mine and the spell works fine, like it always has. 3.14 and now 3.15.
thejeff
March 20th, 2008, 10:55 AM
I'm going to resurrect the complaint about Astral Shield overriding scripts for powerful Astral mages, mostly because a) it happened to me, and b) I ran debug and got some data.
E3S6D2N2 pretender scripted to start with Summon Earthpower.
Casts Astral shield instead.
Here's the relevant debug info:
com Sigbert cast spell (favspell Summon Earthpower) (mayusegems 1)
est. choices 80
<snip>
spellscore, Summon Earthpower score 265 (boost 110 scorat 0)
Eval: Summon Earthpower score 265 (fat 10)
comp_castspell: eval Summon Earthpower result 265
best spell so far Summon Earthpower (score100265)
<snip>
spellscore, Astral Shield score 95766 (boost 114 scorat 0)
Eval: Astral Shield score 102974 (fat 3)
comp_castspell: eval Astral Shield result 102974
best spell so far Astral Shield (score102974)
So it looks like there's a 100,000 bonus for a spell being scripted, but Astral Shield gets an incredible base score.
I'm not sure why the final number is bumped up, by 7000+, from the initial spellscore. (Hmmm, some others are reduced maybe based on fatigue?)
Summon Earthpower has a very low base, which I'd disagree with, but Astral shield is ridiculous. Only two other spells even rate above 10,000, much less have a chance at overriding the script.
Ironskin: 14283
Invulnerability: 47456
Body Ethereal, which I'd much rather have than the Shield only rates 5227
Personal Luck, which I'd also rather have as a buff, isn't even checked: comp_castspell: No eval Personal Luck, choices 80
I guess I just can't see why Astral Shield is so high. If it's multiplied because he had S6, then the multiplier is just too high.
If it is rated higher for being earlier in the battle, hopefully, I can adjust the order so that Earthpower isn't overridden. Other buffs get high enough ratings that with favspell boost, they'll get cast.
Kristoffer O
March 20th, 2008, 11:12 AM
Seems something is not right. Too high a multiplier might be the case.
ano
March 20th, 2008, 09:35 PM
From the description of Horse Tribe Cavalry (Monster number 137):
"...They use light lances and and bows..."
Should be:
"...They use light lances and bows..."
vfb
March 21st, 2008, 06:22 AM
Here's another weird one with random events and sieges working strangely:
The nation sieging the castle can get a 'Lab burned down' event. This burns down the lab in the castle, much to the surprise of the besieged nation. The besieged nation does not even get a message about the event. The lab just goes missing.
Edi
March 21st, 2008, 06:35 AM
vfb, that seems like another instance of special siege behavior, which has a slew of similar things. The game isn't too good about handling events in provinces where ownership is not clearcut.
Ano, I'll fix that typo for the next patch. Thanks for catching it since it's the result of my own mistakes.
capnq
March 21st, 2008, 08:02 AM
thejeff said:Body Ethereal, which I'd much rather have than the Shield only rates 5227
Body Ethereal doesn't automatically target the caster; I stopped trying to script it as a self-buff after I realized that.
thejeff
March 21st, 2008, 09:29 AM
But it's too good to pass up. A caster may occasionally miss himself, but if he's going solo or can be positioned away from other troops he won't target others.
Dedas
March 21st, 2008, 09:50 AM
Legions of steel often favor units with little armor over those with much. This is very bad for Ulm.
Weryl
March 21st, 2008, 12:53 PM
I recently installed dom3 on a toshiba satellite laptop running winxp and everything was fine at the beginning. a few days ago dom3 started mixing all the keys on my keyboard (replaces 'a' by 'q', ';' by 'm', etc) and I can't use most hotkeys. Nothing else's wrong with my laptop though, i didnt install anything since then and everything's fine in any other program.
Edi
March 21st, 2008, 01:03 PM
Not enough information in that to make any definite pronouncements, unfortunately. I've never heard of that problem with anyone else.
ano
March 21st, 2008, 02:18 PM
Weryl said:
I recently installed dom3 on a toshiba satellite laptop running winxp and everything was fine at the beginning. a few days ago dom3 started mixing all the keys on my keyboard (replaces 'a' by 'q', ';' by 'm', etc) and I can't use most hotkeys. Nothing else's wrong with my laptop though, i didnt install anything since then and everything's fine in any other program.
Probably, you just pressed CapsLock http://forum.shrapnelgames.com/images/smilies/happy.gif
Twan
March 21st, 2008, 04:09 PM
IA : Bean sidhe (or perhaps any stealthy mage discovered in the patrol phase or any lone mage with level 1 paths and 3 gems) seem to not be weighted correctly. My army with about 400 troops and 40 mages didn't considered a lone bean sidhe discovered in patrol phase too weak to avoid to waste gems. Even after her was soul slayed by one of the first mages, the full round one script was followed by all (= about 25 gems of diverse mass spell).
atul
March 21st, 2008, 05:11 PM
Weryl, that sounds like you'd have turned your keyboard into French mode (or back). That area has this "awerty" layout instead of qwerty, and it also does some funny stuff with letter 'm'. IIRC.
stecal
March 21st, 2008, 06:14 PM
Ver 3.15 multiplayer. Just received this message:
"message from host:
Ulm had an unexplanable increase in weath this turn. This could be caused by cheating"
Now since I am hosting AND playing LA Ulm, I am pretty sure I am not cheating myself.
My income has not in fact gone up much at all. All I noticed was a random event that discovered increased tax revenues by 20 gold.
"An unexpected even has occurred in Garilon. Copper deposits have been found and a new mine is being built. Tax rewvenues have been permanently increased by 20 pounds of gold."
Endoperez
March 21st, 2008, 08:09 PM
stecal said:
Ver 3.15 multiplayer. Just received this message:
"message from host:
Ulm had an unexplanable increase in weath this turn. This could be caused by cheating"
Alchemy has sometimes reported similar problems when you've stacked enough multipliers on it (alchemist and Alchemist's stone, for example), and I think it can also happen if you cancel recruitment in some rare cases (I think it had to do with the province in question being besieged).
StormCrow434
March 23rd, 2008, 10:28 AM
Variation on a theme...Affliction (missing arm) and item slots:
Warenharis is missing an Arm. No big thing, gave him a single handed weapon and soldiered on. All other slots and items (just his original gear) were in place.
Gave him new armor. Evidently he put it on over his original gear. Now wearing Black Steel Full Plate AND a Scale Mail Hauberk. Helmet now gone, however...
The encumbrance values stacked, as did the body protection. With this rig he has zero head protection, but 35 body!
Head slot still exists, but I have no Helmet to check it with. Will build one this turn just to see if that 'fixes' the issue.
Worthy Heroes mod, game FruitBat on llamabeast's server.
Edi
March 23rd, 2008, 12:05 PM
Post the bloody turn file ASAP! We need examples of this, as it rarely happens! And I'd like to have the turn file for the next one as well. Thanks!
StormCrow434
March 23rd, 2008, 12:42 PM
Warenharis and the armor are in Province 51. At the start of the turn the Black Steel Full Plate was on an Ulmish commander, same area.
Happy to send where to whomever you want me to. I'll save this .trn file in a separate folder for posterity.
Edi
March 23rd, 2008, 01:05 PM
Send the trn file to info at illwinter dot com. The following one as well. Include a thorough but clear description of what happened, what you did and what resulted from it. That will allow Johan to take a good look at the item slot behavior and the underlying causes. Especially if the problem is interesting from a coding/problem solving point of view, it might get quick attention.
StormCrow434
March 23rd, 2008, 01:15 PM
I'll send the current turn now. I did decide against Forging a helmet just yet; my Smiths were otherwise engaged. But can make it a priority next turn.
Did you want to see the next turn to check out the Helmet affects? If so, even when Forged it will take another turn to get to Warenharis since there is no Lab in Prov 51.
Cor2
March 23rd, 2008, 01:17 PM
Not sure if this is a bug. Either way need more reports.
During an assainattion attempt AI victim cast gift of flight on the assassin as if it were an attack spell. Assasin pops across the feild and kills him in one round.
edit: one more relivant fact, the AI was Caelum and could fly, so the only vaild target on the feild was my assassin.
Edi
March 23rd, 2008, 02:01 PM
Stormcrow, please send the turn when Warenheris has the helmet so the behavior can be observed. http://forum.shrapnelgames.com/images/smilies/happy.gif
Cor, that's certainly unusual behavior. We'll see about it.
Weryl
March 24th, 2008, 09:00 AM
atul said:
Weryl, that sounds like you'd have turned your keyboard into French mode (or back). That area has this "awerty" layout instead of qwerty, and it also does some funny stuff with letter 'm'. IIRC.
I don't know how to stop it from happenening, but everytime I open dom3 I must switch to either fullscreen or window mode to fix it until next time. It doesnt matter which one im using as long as i changed mode on startup.
Also even when i do that SHIFT key still doesnt work so i cant use most hotkeys. And no I didnt press Caps Lock http://forum.shrapnelgames.com/images/smilies/frown.gif
chrispedersen
March 24th, 2008, 08:17 PM
A priest attacks a square with no PD and 0-6 undead.
Priest has
Case
1: Banish Banish Banish Retreat
2: Banish Banish Banish Retreat
3: Banish Banish Retreat Orders.
In all three cases, the priest casts blessing ... and retreats.
I can understand the AI decides to cast blessing.. because of range.. or AI reasons. But I can't understand why.. with NO ONE in the region - why it decides to go against orders and retreat early.
Ditto the second time.. with ONE undead on the other side of the battle field - without a commander, and with the other sides army already routed.. again the commander decides to retreat early!
I don't have the old trn files.. but I have this turns.
Also - the uncommanded undead do not undergo mindless dissolution they just route like other units.
Kristoffer O
March 24th, 2008, 08:38 PM
Might be ghouls. THey are not mindless.
Retreat seems strange.
thejeff
March 25th, 2008, 09:04 AM
I'm not sure why the priest would retreat. Maybe if he can't find a valid spell to cast he moves on to the next order, which would be the final retreat?
Can you replay the battle with debug on? That might give more info.
chrispedersen
March 25th, 2008, 03:14 PM
It has happened again. The first case was with NO undead in the province.
The second - fourth cases was with one ghoul. One case with a soulless.
The way it happens is this.
1. I attack.
2. Ermor routes. Ghoul moves back
3. I cast bless.
4. I route. (No idea why)
5. I move back (Second action for me - order is to retreat on 3rd action).
6. Enemy doesn't move
7. I route off the screen..
its -ddd or -ddddd... can I do this multiplay?
will try
chrispedersen
March 25th, 2008, 03:19 PM
It has happened again. The first case was with NO undead in the province.
The second - fourth cases was with one ghoul. One case with a soulless.
The way it happens is this.
1. I attack.
2. Ermor routes. Ghoul moves back
3. I cast bless.
4. I route. (No idea why)
5. I move back (Second action for me - order is to retreat on 3rd action).
6. Enemy doesn't move
7. I route off the screen..
It seems as if whats happening is the priest is ignoring orders and processing the next order in the queue, which is retreat - which I think is the reason for the Ryalleh routes message...
its -ddd or -ddddd... can I do this multiplay? Will try..
Endoperez
March 25th, 2008, 03:20 PM
chrispedersen said:
its -ddd or -ddddd... can I do this multiplay? Will try..
Log of the battle will be generated whenever you view a battle, even if it's a battle from MP, IIRC.
thejeff
March 25th, 2008, 03:21 PM
Yes. Just start the game from the command line or a shortcut with -ddd and play the battle out.
Kristoffer O
March 25th, 2008, 06:43 PM
If you have retreat as third order your priest might start retreating earlier if he cant cast any spells (due to range etc). If unable to follow one order he switches to the next one. If that is also impossible to perform he will go for the third order (retreat).
Cor2
March 27th, 2008, 04:27 AM
Global enchantment Icon appears randomly on one of my PD. I have only noticed this with Ulm but could be going on with other nations.
Here is a pic. attaching turn file and map.
http://i198.photobucket.com/albums/aa92/allothernamestakenreally/Dominions/Pikeneerbug.gif
Cor2
March 27th, 2008, 04:34 AM
Here is the map, called Likeside
quantum_mechani
March 27th, 2008, 04:52 AM
That looks an awful lot like a curse. A different icon would probably be helpful.
vfb
March 27th, 2008, 05:06 AM
What happens if you mouse-over it? Does it say "Global Enchantment"? Or "Cursed"? Maybe the green grass somehow made your brown curse icon look green? Looks weird though.
Edi
March 27th, 2008, 06:09 AM
Is that in late game in a large game?
There is a bug with persistent global spells that stay in effect even though the nation that cast them has been defeated. In such cases, the global is of necessity tied to the unique ID of the caster and if the caster is dead, the number may have been temporarily assigned to one of the PD units.
chrispedersen
March 27th, 2008, 12:19 PM
its what I thought - but your AI doesn't check to see if the enemy has already routed??????
Cor2
March 27th, 2008, 03:11 PM
In regards to the icon. It does say "global enchantment" and not curse. It is a PD unit, I think and starts the battle with it, so no way it could have been cursed.
Edi: It is fairly large late game. I think you may have it. Started with all MA nations on a map and now down to 5.
Its certainly not a game breaking bug, just kind of strange.
lch
March 29th, 2008, 07:23 AM
Bracers of protection are affected by earth bless, and stack. Bug or WAD? http://www.shrapnelcommunity.com/threads/showflat.php?Number=592714#Post592714
Edi
March 29th, 2008, 01:17 PM
The Bless thing seems to be WAD due to the protection being overall instead of either body or head. It may be that it would be non-trivial to code a separate check for the non-specified protection type. Two bracers stacking on the other hand seems like a bug.
thejeff
March 29th, 2008, 01:30 PM
It's WAD in the sense that we can make a guess how it happens. It doesn't seem like an intended effect. More likely a side effect of the new body/head armor system.
Are there any other non armor/helmet items that give protection?
Shields, but they're handled differently.
Edi
March 29th, 2008, 02:04 PM
Gift of Kurgi, but that's a unique artifact anyway. Skull necklace is an armor for some monsters but no item gives it. Some other artifacts also give non-specified protection.
ologm
March 30th, 2008, 07:21 AM
The fire helmet gives overall protection.
I think there is a bug with AI taking over enemy AI castles. In a single player game I was playing. The AI had massive armies sieging enemy AI castles for a long time. But it never took over the castles. When I finally got rid of the large sieging AI armies and stormed the castles they were almost empty of enemy troops.
lch
March 30th, 2008, 09:38 AM
ologm said:
I think there is a bug with AI taking over enemy AI castles. In a single player game I was playing. The AI had massive armies sieging enemy AI castles for a long time. But it never took over the castles. When I finally got rid of the large sieging AI armies and stormed the castles they were almost empty of enemy troops.
That's already on the shortlist since a long time.
zzcat
March 30th, 2008, 11:00 PM
EA Abysia's income is affected by growth/death scale. According to the race description, They should immune to the bonus/penalty like MA abysia.
Edi
March 31st, 2008, 01:27 AM
zzcat said:
EA Abysia's income is affected by growth/death scale. According to the race description, They should immune to the bonus/penalty like MA abysia.
Widely known issue, but I suppose it has slipped being added to the shortlist.
ologm
April 1st, 2008, 01:24 PM
A mage of mine cast shark attack underwater and around 60 sharks showed up and completely decimated the enemy.
I think this was caused because the enemy has gift of health up and thanks to dominion shifts all his units started in battle with a red bar indicating that they had been wounded.
Kristoffer O
April 1st, 2008, 06:13 PM
Nice of him http://forum.shrapnelgames.com/images/smilies/happy.gif
Saulot
April 2nd, 2008, 07:21 AM
I was going to post this last week, but I got distracted. (Did not check if this was posted earlier.)
One of the transformation results is very strange (and presumably a bug) ;
Hydra Hatchling (#719) (size 3) - With the sprite image of a large (size 6) hydra with two heads missing.
Edit:
Oh, quick followup question for KO, is transformation affected by any scales like luck?
Wrana
April 2nd, 2008, 10:25 AM
It's probably already known, but I've seen at least 2 times the following: an island is generated on random map and has borders drawn. However, it can't be selected as a separate province. Another bug is wrong terrain type (i.e., plain province looking as sea, etc.)
sansanjuan
April 2nd, 2008, 12:58 PM
I have a Skratti in werewolf form with an affliction that state AP-4 (among a couple other minuses iirc). However the creature's AP now shows as 2 (with quickness cast it becomes a 5). Is this a bug?
-SSJ
Endoperez
April 2nd, 2008, 01:06 PM
sansanjuan said:
I have a Skratti in werewolf form with an affliction that state AP-4 (among a couple other minuses iirc). However the creature's AP now shows as 2 (with quickness cast it becomes a 5). Is this a bug?
-SSJ
Perhaps it's due to armor? Most humans have the same basic AP, but heavily armored troops are slower.
sansanjuan
April 2nd, 2008, 01:47 PM
Endoperez said:
Perhaps it's due to armor? Most humans have the same basic AP, but heavily armored troops are slower.
ahhh... I'll check when I get home. I think I did but that heavy green troll armor on him.
Sheepishly,
SSJ http://forum.shrapnelgames.com/images/smilies/redface.gif
llamabeast
April 4th, 2008, 08:03 PM
Very minor one: The description for the Grave Consort says she can "revive the newly dead". In fact she can also reanimate longdeads.
Cor2
April 5th, 2008, 04:09 AM
I think moss body explosions are killing poison immune troops. Is this intended?
I have a save game where I cannot discern any other cause for 100% immune serpent preists to be dieing.
Edi
April 5th, 2008, 05:47 AM
llamabeast said:
Very minor one: The description for the Grave Consort says she can "revive the newly dead". In fact she can also reanimate longdeads.
That's probably a Dom2 holdover from before the priest level adjustment downward and the accompanying changes in reanimation.
vfb
April 5th, 2008, 07:11 AM
Cor2 said:
I think moss body explosions are killing poison immune troops. Is this intended?
I have a save game where I cannot discern any other cause for 100% immune serpent preists to be dieing.
I've seen this before too. Poison immunity does not help.
Dedas
April 5th, 2008, 07:14 AM
That is... strange.
Edi
April 5th, 2008, 09:04 AM
Probably the poison tag is missing from the explosion damage type.
So, what I need to add:
- Mossbody explosion
- Serpent Cataphract and Hierogallus statfixes
- EA Abysia Death income issue (possibly MA as well)
- Gift of Flight issues
llamabeast
April 5th, 2008, 09:09 AM
When the LA Pythium Serpent Cataphract rider dies, the armour on the lizard changes from gold to silver.
thejeff
April 5th, 2008, 09:50 AM
The early Age Sidhe Lord has regular armor and weapons, not the bronze and Golden versions the other Sidhe and Tuatha use.
His description doesn't mention bronze armor, but the other Tir descriptions do talk about the Sidhe not using iron.
Lingchih
April 6th, 2008, 02:08 AM
Voice of Aspu should not be able to be used to break down domes in Enemy provinces. This is a site searching spell, and should not be usable in enemy provinces.
Reay
April 6th, 2008, 03:09 AM
Why is Current HP for the pretender based on the dominion in the province they were in last turn?
Max HP, strength and MR dominion bonuses seems to be based on the dominion in the current province. So why isn't Current HP?
It can cause strange regeneration rates since they are based on Max HP. It can also cause more afflictions since the chances of getting one are based on the damage percentage of the Max HP.
It just seems unintuitive to me.
Endoperez
April 6th, 2008, 03:50 AM
Reay said:
Why is Current HP for the pretender based on the dominion in the province they were in last turn?
Max HP, strength and MR dominion bonuses seems to be based on the dominion in the current province. So why isn't Current HP?
If you teleport/fly to a far-away province, you know how many hp your pretender will start with. If it was the other way around, if it happened to be dominion 8 province of your enemy, your pretender would just POOF! against the defenders.
Also, I'm not sure if current hp go all the way to max hp every turn, or if the change is more gradient. Having 2x hps and going into an enemy province (0.8xhp) might leave you at 1.3xhp or something.
Reay
April 6th, 2008, 04:36 AM
Yes, well I think it would be the risk you take for teleporting yourself into an unknown province. You are probably going to assume it has a reasonable amount of enemy dominion there.
It just seems very confusing for a newbie.
Kristoffer O
April 6th, 2008, 04:51 AM
Max HP is based on the current province, but current HP is based on the HP they had last turn. They gradually loose HP until it is at the level they should have in the province they enter. So it's more like you have some residual bonus HP hanging on even when you enter an enemy dominion.
This is to alleviate dramatic changes in HP if you go from one land and have like 100 HP and enter another and have 10 or 20. I think you loose half the excess HP each turn or something.
Reay
April 6th, 2008, 06:20 AM
Hmm.. I guess that sounds thematic.
Perhaps then, the Max HP should also do this?
Cor2
April 6th, 2008, 01:55 PM
At first it was confusing, but I have grow to like the rule quite alot.
ano
April 7th, 2008, 10:42 AM
Lingchih said:
Voice of Aspu should not be able to be used to break down domes in Enemy provinces. This is a site searching spell, and should not be usable in enemy provinces.
Why actually?
It is these "voices" specific feature that they are usable no matter who controls the target province. And the feature of Air dome is that it has a 20% chance to be dispelled.
Use more than one dome instead and better support Air dome with damaging ones - fire or water.
vfb
April 7th, 2008, 11:28 AM
ano said:
Lingchih said:
Voice of Aspu should not be able to be used to break down domes in Enemy provinces. This is a site searching spell, and should not be usable in enemy provinces.
Why actually?
It is these "voices" specific feature that they are usable no matter who controls the target province. And the feature of Air dome is that it has a 20% chance to be dispelled.
Use more than one dome instead and better support Air dome with damaging ones - fire or water.
KO's explanation is here:
http://www.shrapnelcommunity.com/threads/showflat.php?Number=595147&bodyprev=#Post595147
coolnathan01
April 7th, 2008, 05:57 PM
ever since i patched my game it freezes and I have to shut it off. What should I do?
Cor2
April 7th, 2008, 08:41 PM
I have been noticing a similar bug to the one i reported earlier about the global enchant icon showing up on normal units. This time its a ritual of returning showing up on units. I have seen this several times now. Here is a pic:
http://i198.photobucket.com/albums/aa92/allothernamestakenreally/Dominions/Ritualofreturnbug.gif
Seems to me to have started since the new patch (.15). Still not a major bug. I don't care if its ever fixed. Just wanted to let you know its happening.
lch
April 8th, 2008, 04:00 AM
Cor2 said:
Seems to me to have started since the new patch (.15). Still not a major bug. I don't care if its ever fixed. Just wanted to let you know its happening.
You probably have only noticed that recently since only recently there have been icons added for that stuff.
Dedas
April 8th, 2008, 04:07 AM
coolnathan01 said:
ever since i patched my game it freezes and I have to shut it off. What should I do?
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Board=dom3&Number=557734
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=555274
If this fits on you you should sail off and buy the game.
If not, contact Shrapnel Support.
Cor2
April 8th, 2008, 05:03 AM
lch said:
You probably have only noticed that recently since only recently there have been icons added for that stuff.
hasn't there always been a icon for ritual of returning?
Cor2
April 8th, 2008, 05:10 AM
Here is another. This one is really wierd.
Assassination attempt (3rd one down) the assassin has a living water bottle. Ice elemental kills all 4 body guards. Defender is a mage: casts Pheonix Pyre then smacks the Ice elemental with a magma bolt, the elemental survives. I get a message that my forces have routed. First question why? Then the elemental kills the mage, which explodes, CREATING TWO identical mages? http://forum.shrapnelgames.com/images/smilies/confused.gif WTF?
save game attached. You need the map "wraith bunny" to view
Cor2
April 9th, 2008, 12:02 AM
Okay, this ritual of returning bug is becoming serious. It actually works. Random units and commanders are popping up with rituals of returning and when they get hit they end up in my capitol.
Attached is a file. Notice the commander who found woundflame. He appears in my capitol after battle despite being 3-4 provinces away.
You need wraith bunny map to use this file.
vfb
April 9th, 2008, 12:30 AM
Cor2 said:
Here is another. This one is really wierd.
Assassination attempt (3rd one down) the assassin has a living water bottle. Ice elemental kills all 4 body guards. Defender is a mage: casts Pheonix Pyre then smacks the Ice elemental with a magma bolt, the elemental survives. I get a message that my forces have routed. First question why? Then the elemental kills the mage, which explodes, CREATING TWO identical mages? http://forum.shrapnelgames.com/images/smilies/confused.gif WTF?
save game attached. You need the map "wraith bunny" to view
I know why you routed. Your forces started with a total of 10+45 = 55HP. You will auto-route when you go below a total of 55/4 = 13HP. Your Ice Elemental has multiple forms, but at morale check time, its current form had 1HP. Probably the morale check code should add up the HP remaining in all forms of all creatures in the battle, not just the current form's HP.
The combat bug is very weird, with the defending mage appearing to be in two places. Just before it dies, it has 9 HP in both locations. The elemental squishes just one of the image, but both go down to 8 HP. Weird! It's the same unit, it's just in two places at once. You've discovered the particle-wave duality of Shugenjas!
Cor2
April 9th, 2008, 01:08 AM
vfb said:
You've discovered the particle-wave duality of Shugenjas!
LOL!
I love quantum physics, I used to always make jokes like these. Was alway met with blank stares. http://forum.shrapnelgames.com/images/smilies/frown.gif
I have never understood the more complicated routing mechanics. I should study up.
Cor2
April 9th, 2008, 05:44 AM
I think the ritual of returning bug is linked to the Armor of Virtue. I have only seen it appearing in the same province.
Amhazair
April 9th, 2008, 07:40 AM
Units retreating from a combat started by autospawning maenads in your province (spawned by stealthing Pans) seem to disappear after the combat, instead of actually retreating to any adjacent province.
( http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=595413&page=0&view=collap sed&sb=5&o=&fpart=1 )
I can attach the gamefiles if they're needed, but someone will have to explain how to go about it. (sorry, I'm no good at computer stuff - except gaming of course) The bug is very easy to reproduce though. Just have a Pan stealth around anywhere, and have an opposing force with retreat orders lounging in that province, et voilą.
Aezeal
April 10th, 2008, 11:07 AM
KO if you read this there is a bug in the game, this turn (currently played) I just put my turn on save and exit, the game explicity says that i need to finish the game via end turn if I want it to be send (which is good, I didn't want it send yet) but when I look at the status page it's send none the less.
3 turns ago this got me into war with dr P. it's not good.
llamabeast
April 10th, 2008, 11:12 AM
I can confirm Aezeal's bug there, I think it's well known.
Zeldor
April 12th, 2008, 03:26 PM
1. Undead can be affected by Decay, gets 5 years per batttle turn then starts to get old age sympton and new affliction from that [lots of them].
2. With a big number of affliction you may lose some after battle or one can change into a different one.
3. Elixir of Life works on lifeless beings.
4. Maelstrom castable on land.
Agrajag
April 12th, 2008, 04:42 PM
1 makes sense for some undead (mainly the corporeal none-immortals)
EDIT: Thematically, that is.
Gregstrom
April 12th, 2008, 06:44 PM
This is probably a known issue, but...
It appears to me that if you have an Air Dome and an Astral Dome on a province and a spell breaks the Air Dome, all spells cast after that automatically penetrate the Astral dome.
[edit] Cancel that. The Astral Dome did work - once. More like a 5% than a 50% stop rate, but it was still having an effect.
chrispedersen
April 13th, 2008, 02:23 AM
As if Oni didn't have enough problems.
I have 25+ times now, attempted to have two generals with appropriate gems, and mage levels cast End of Weakness and End of Culture national spells.
I could *never* get the spells cast. The AI apparently found better things to do .. ALL the time.
Case in question: Cast with the armies with only flame throwing demons.....
vfb
April 13th, 2008, 05:38 AM
Don't worry, you're not missing out. I should put my "End of Culture" cast in the Hall of Doh thread.
Step one: Recruit large quantities of Hannya, I think I was going to blast Banefire or something on my foes. Prepare to rain some smack down with Aka and Kuro Onis, before charging into battle.
Step two: Cast "End of Culture" because it sounds cool.
Step three: Watch in horror as my Onis stop throwing flames, and my Hannya ignore their spells and charge into battle. Doh!
Are you sure your mages are carrying the gems needed for the casts? And do your really want to do this to your poor flame throwing Aki Onis?
Zeldor
April 13th, 2008, 06:11 AM
Gregstorm:
Didn't you cast the astral dome the same turn when attacking spell were cast? I think you didn't have astral one turn before. So if you cast it then it gets randomly added to the line, with enemy spells. Your air dome seemed to fall down on first spells, then there was nothing. So probably your new astral dome got a far roll and got cast just before few last enemy spells.
ryo_akashi
April 14th, 2008, 10:02 PM
Monster Boar (M1910) and Brigand Leader (M1912) do not have their stealth updated with the recent change to scout updates. Should their stealth be increased?
Edi
April 15th, 2008, 01:33 AM
Monster boar, perhaps, but I wouldn't bet on it. For brigand leader, no. Commander stealth affects all stealth units under his leadership if I've understood some dev comments correctly, so non-scouts don't too easily get given a stealth bonus.
Endoperez
April 15th, 2008, 03:42 AM
Edi said:
Monster boar, perhaps, but I wouldn't bet on it. For brigand leader, no. Commander stealth affects all stealth units under his leadership if I've understood some dev comments correctly, so non-scouts don't too easily get given a stealth bonus.
I thought Brigand Leader is only used in the monster boar-type event.
Edi
April 15th, 2008, 04:38 AM
He is.
Edi
April 15th, 2008, 07:50 AM
Added to shortlist:
- Sidhe Lord statfix
- Abysian death scales
- Mossbody explosion damage not poison as it should be
- Gift of Flight being cast on enemies when it shouldn't
- Stacking domes of same type
- Voice of Apsu castable on hostile provinces as conditional dependent on stackable domes
lch
April 15th, 2008, 09:51 AM
There's some issue with the Hydra heads again it seems, a small mod was made by DrP to fix it. More info in the PPP game thread (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=597672&Main=586994#Post59 7672).
Edi
April 15th, 2008, 10:40 AM
Yes, form 1856 has firstshape 1856 instead of 1850. Been on the list for over a month. Can someone run a test for me and tell me which regular hydra has the same problem?
capnq
April 15th, 2008, 05:56 PM
If a bug listed on the shortlist is in black rather than color-coded, does that mean its severity hasn't been determined yet?
Edi
April 15th, 2008, 06:53 PM
Yes, it means indeterminate/average classification. I should probably change the notation, since purple has come to denote something that is a bit more important than a completely regular thing while red is still major stuff.
Wick
April 15th, 2008, 10:28 PM
Hydra 1837 also is it's own firstshape. Edi, thanks for all you work in the buglist and DB and...
Edi
April 16th, 2008, 08:38 AM
Thanks.
I updated the hydra entries to include 1837. I also corrected the mistake I'd made in the entry text where I had confused firstshapes and secondshapes. Should be correct on all counts now.
Also upadted the classification section so that purple is now a significant bug (wrt other bugs in same category without an assigned priority), while red is reserved for the big bastards.
Cor2
April 16th, 2008, 02:24 PM
Am I the only one experinceing the ritual of returning bug (about two pages back)? Seems to be linked to armor of virtue.
Loren
April 16th, 2008, 03:03 PM
Am I the only one running into the battlefield overload bug? I've posted multiple games that will crash due to it. It was killed some time ago but it came back.
Edi
April 16th, 2008, 06:09 PM
Cor, I've never heard that report from anyone else. It looks much like the persistent global enchantments bug. I bet that if people used Dragon Mastery, that would show up exactly the same way and so would Inner Sun and Twiceborn but only if those units died due to dominion killing a nation or retreating from battle with all avenues of escape cut off.
Loren, no, I have not heard additional reports on that one either. Nor have I had time to look at the games you posted.
Cor2
April 16th, 2008, 06:15 PM
Thanks Edi. With the regularity that it pops up for me, I imagine we will be getting more reports. Not the worst bug out there for sure.
Edi
April 16th, 2008, 06:34 PM
IS that only n late game large games when it appears?
Cor2
April 16th, 2008, 06:56 PM
I guess it depends where you place late game. I my opionion it started mid-game, but cerrtainly seemed to get worse with late game.
BUT there seems to be a problem with the thoery of recycled unit numbers in that commanders I have had for many rounds (sometimes with 3-4 stars of xp) pop up with ROR. It is not isolated to new commanders.
BTW, I am not casting ROR at all, but that is most likely moot as the AI is.
ano
April 16th, 2008, 07:20 PM
When insane, commanders can perform actions that are impossible at all (I don't mean many prophets as it seems a feature, not a bug).
For example, during the siege of enemy castle my priest performed a site search and found several sites that benefited the besieged nation.
Edi
April 17th, 2008, 02:26 AM
Cor2 said:
I guess it depends where you place late game. I my opionion it started mid-game, but cerrtainly seemed to get worse with late game.
BUT there seems to be a problem with the thoery of recycled unit numbers in that commanders I have had for many rounds (sometimes with 3-4 stars of xp) pop up with ROR. It is not isolated to new commanders.
BTW, I am not casting ROR at all, but that is most likely moot as the AI is.
Then that's just you for some reason. I have not heard this report from others.
ano said:
When insane, commanders can perform actions that are impossible at all (I don't mean many prophets as it seems a feature, not a bug).
For example, during the siege of enemy castle my priest performed a site search and found several sites that benefited the besieged nation.
WAD. Insane commanders do what they will when not lucid. Other possible commands are "Ftaghn" and "That is not a star" and other equally strange one.
thejeff
April 17th, 2008, 08:52 AM
Not a bug, but a request: I really wish the weird insanity commands were one-turn actions.
I can deal with commanders disobeying orders and ftaghning for a turn, but it's really annoying that they continue doing it once they've returned to sanity. If they went back to defend, I could find them with 'n'. As it is you have to manually check every province.
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