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MaxWilson
June 29th, 2008, 12:24 AM
I have had several inconsistencies lately, all since the last patch. I have no idea if that's significant. As far as I'm concerned, the battle report is the definitive version, and the replay is correct if I'm lucky.

-Max

Reay
June 29th, 2008, 01:18 AM
Ah yeah well the battle report seems to be correct. It was just the replays in these instances that were not. However the other player was getting the same incorrect replay.

I never use to see these inconsistencies before the last patch. However, I might have missed a few.

Endoperez
June 29th, 2008, 04:29 AM
Reay said:
Ah yeah well the battle report seems to be correct. It was just the replays in these instances that were not. However the other player was getting the same incorrect replay.

I never use to see these inconsistencies before the last patch. However, I might have missed a few.



These have happened from time to time, but they are usually caused by different versions. Sometimes spesific spells were handled differently on different operation systems, sometimes the host had patched the game before the players had, etc.
I suggest figuring out:
1) What OS and version of Dominions the hosting computer has
2) What OS and version the players have. If there are more players in the game than you and your friend, please contact them and ask if they've noticed any inconsistencies.

Xietor
June 29th, 2008, 06:22 AM
The errors are happening in Fallacy(i am Reay's opponent). Velusion has the correct version of the gsme I am quite sure.

I also saw in the Manatee thread, which is on Lllamaserver, a similar complaint, and I know Llamaserver has the correct version of the game.

It is too early to tell, but a trend may be occurring. This bug, which has always existed, is occurring more frequently since the last patch, but only in the late game. And I stress the word may. It bears keeping an eye on.

Reay
June 29th, 2008, 09:33 AM
I am not sure what OS Velusion is running on but I assume it is Windows. I have been playing games on his servers for more than a year and never had a problem seemingly until now.

I will keep my eye on it anyway.

Endoperez
June 29th, 2008, 01:23 PM
A "Huge number of people have immigrated into this province" event is or may sometimes be too weak. After two such events on a capital which has not, at any point, been affected by Growth or Death scales or ever had any unrest or been patrolled, the capital in question has 30600 people. After the first even, there were 30350 or so people.

lch
June 29th, 2008, 02:12 PM
Reay said:
I am not sure what OS Velusion is running on but I assume it is Windows.


Yes, Velusion is using Windows for hosting. I'm fairly certain that llamabeast's hosting server is using Linux.

NTJedi
June 30th, 2008, 01:35 AM
Endoperez said:
A "Huge number of people have immigrated into this province" event is or may sometimes be too weak.



I completely agree... every time I see this event the "huge number of people" provide virtually no increase to the province. I've had this event hit my capital and hit small wastelands, yet no matter the location the increase is pointless.

Considering how many methods drop population it's too bad this event doesn't work as described within the event.

thejeff
June 30th, 2008, 09:52 AM
The incorrect battle replay bug used to only (or at least mostly; maybe we assumed?) happen with different OS/version, but lately I've seen it even in SP, where the OS and version are obviously identical.

Reay
June 30th, 2008, 09:57 AM
Yeah, Xietor thinks this is not related to OS either. Xietor and I are both on Windows XP and Velusion's server is on WIndows XP so it seems like he is right.

Endoperez
June 30th, 2008, 12:02 PM
What kind of fights are affected? Early battles with no/just few spells, castle fights, late game fights?

Even one buggy spell or unit could be enough to cause incorrect replays. For unit to cause it, it'd probably have to have some special ability.
It can happen with Windows XP, at least. Has anyone experienced it with other OSs? Thejeff, what OS did you have it with?

Try sending the turns in which this happens to Illwinter. If you could send both the turn before it (both .trn and .2h files) and the result, it shouldn't be too hard to figure out what happens. You'd generate the turn and view the battle, compare the log files and examine where it goes bad.

thejeff
June 30th, 2008, 12:26 PM
It's happened on Linux (Debian unstable, not that it's likely to matter.)

I don't remember the details of the battles, though.

I'll have to start auto-saving turns, so I can catch it if it happens again.

NTJedi
June 30th, 2008, 01:05 PM
Endoperez said:
What kind of fights are affected? Early battles with no/just few spells, castle fights, late game fights?



I've never seen any specific spell, location or game turn related to the inaccurate battle report issue. There are so many different spells, province terrains and game turns it would be difficult to pinpoint.


Endoperez said:
Has anyone experienced it with other OSs? Thejeff, what OS did you have it with?


I've experienced the issue on WinXP and Win2000 .



Endoperez said:
Try sending the turns in which this happens to Illwinter.


I haven't experienced the issue for 6months and unfortunately I don't use any save game turn program. I plan to send Illwinter the files next time it occurs.

MaxWilson
June 30th, 2008, 01:47 PM
I've had the issue on Windows Vista in SP. Next time I see it I will save it and send in the turn.

-Max

Ewierl
June 30th, 2008, 02:02 PM
I ran into the replay bug when I was on Mac OS 10.4.11, and the server was on Windows of some variety; I reported extensively at the time, but it was many months and patches ago now (back here (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Board=dom3&Number=494708&Forum=f 187,f194,f195&Words=replay&Searchpage=0&Limit=25&M ain=451410&Search=true&where=bodysub&Name=6509&dat erange=1&newerval=5&newertype=y&olderval=&oldertyp e=&bodyprev=#Post494708)).

Gandalf Parker
June 30th, 2008, 09:10 PM
thejeff said:
It's happened on Linux (Debian unstable, not that it's likely to matter.)

I don't remember the details of the battles, though.

I'll have to start auto-saving turns, so I can catch it if it happens again.


Make sure you have the latest patch (I missed this myself). The Windows version is 3.17, the Mac version is 3.17, the Linux version is 3.17b due to an emergency change.

Reay
July 1st, 2008, 07:00 AM
It's happened 3 times to me in Fallacy at least, and each time they were long non-castle battles (20-30 turns+) with plenty of spells being thrown around. One battle probably had around 1000 units like Maeneds and the like. The others have had maybe 400 units with lots of Thug/SC's.

The .2h and .trn files from the previous turn? Hmm, so we will need to have some sort of auto save mechanism.

lch
July 1st, 2008, 10:52 AM
Endoperez said:
Has anyone experienced it with other OSs?


I've been hosting lots of games exclusively on Linux and I never heard that a player encountered the problem on my system. In which case I'd have backups from before and after the turn generation and could have provided them to debug.

MaxWilson
July 4th, 2008, 03:41 AM
Kristoffer O said:
Thematically:
The golem is animated with a divine word and it acts on that principle. It is in his nature to acts and not to rout. When forced to rout the divine principle is broken and the golem is rendered inanimate.

Mechanics:
We can't make exceptions on mechanics for all units that should behave in a particular way. Exceptions are fun and interesting, but are time consuming and makes the code more jumbled.

Argitoth:
I think it is fun when my enemy's golem dies.

Retreating mages lose control over their undead just like I lose control over my students, when I rout from my classroom. I wish I could have the necromancers prudence and skill to make my students disappear when I rout.
I'm also under the rule of 50 turns. I automatically rout from my class after 50 min. If I am prevented from fleeing, I will pass out after 75 minutes.

Also I don't care much about customer loss. By now I'm pretty certain there are people who like my game, as well as people who dislike it. I'm content with knowing that there are people who like what I made, and I'm happy to continue working on projects I believe they will like in the future. It is nice if I do fix things that people like, but I will not fix things I think are OK or good. I might change my opinion on different matters though.



<laughs> Kristoffer, you just made my day with this post. Especially with the students <=> undead analogy.

-Max

JimMorrison
July 4th, 2008, 04:57 AM
What page did you dredge that from, Max? That is pure comedy! http://forum.shrapnelgames.com/images/smilies/laugh.gif

It just kills me that something as brilliant as Dominions comes out of essentially a hobby. All of these large studios are fools for not approaching these 2 gentlemen like college football recruiters, offering to make all manner of salacious offerings, to get the chance to try and "bottle" that Illwinter goodness. http://forum.shrapnelgames.com/images/smilies/tongue.gif


We do need to work on Kris' morale though. Kris, you need to rely on your Awe aura, and just outlast them, I am sure you're not routing long before they would have. What happened to that Horror Helm we gave you? That should make them fail checks sooner in your lecture, resulting in a successful defense of the classroom with 0 Commanders killed.



Oh no Off Topic..... Wait, I have a bug..... a bug where every time I open Dominions, it runs on my computer for about a week, and I can't close it unless I am rebooting for some reason. http://forum.shrapnelgames.com/images/smilies/redface.gif

Edi
July 4th, 2008, 05:50 AM
Comedy of this value shall not be punished even if it does take the thread a bit OT. http://forum.shrapnelgames.com/images/smilies/biggrin.gif

Kristoffer O
July 4th, 2008, 06:05 AM
> We do need to work on Kris' morale though. Kris, you need to rely on your Awe aura, and just outlast them, I am sure you're not routing long before they would have. What happened to that Horror Helm we gave you? That should make them fail checks sooner in your lecture, resulting in a successful defense of the classroom with 0 Commanders killed.

The problem is I have morale, and my students don't. Some are mindless and unaffected by awe. http://forum.shrapnelgames.com/images/smilies/happy.gif

I did wear a high hat during a lesson the other day. It actually worked. They were impressed into obedience (or rather, were caught by the spirit of the time and produced good results).

I should deck myself up with more items. http://forum.shrapnelgames.com/images/smilies/happy.gif

Zeldor
July 4th, 2008, 06:08 AM
Take Gift of Kurgi next time http://forum.shrapnelgames.com/images/smilies/happy.gif Or send a group of sucide scouts with Slave Collars...

ano
July 6th, 2008, 08:14 AM
"Never-healing" magic beings not only heal when they come to friendly lab (as intended) but also when they siege an enemy castle with lab in it.

ano
July 6th, 2008, 08:34 AM
If Machakan spider rider is killed by poison and there's some poison remained, the spider itself will continue receiving poison damage even despite it is poison immune.

Edi
July 6th, 2008, 08:53 AM
ano said:
"Never-healing" magic beings not only heal when they come to friendly lab (as intended) but also when they siege an enemy castle with lab in it.


That's interesting, but I doubt there is much that can be done about it. *sigh*

NTJedi
July 7th, 2008, 03:45 PM
Tidal Wave (EVO_LvL9)-- bug

LINK:
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=621712

JimMorrison
July 11th, 2008, 03:23 PM
Nature magic (on pretender specifically, have not checked other casters) does not boost pre-existing regeneration as it is stated it should.

I can't see which category this should go under, so it's a dirty report. http://forum.shrapnelgames.com/images/smilies/frown.gif

calmon
July 11th, 2008, 03:26 PM
Indirect Magic (page 85 manual):

Nature: Supply Bonus +10, Magic Leadership +5

So no regeneration boost.

Do you mean the nature bless from N4 up? This isn't a bonus for your pretender.

JimMorrison
July 11th, 2008, 04:06 PM
No. During pretender creation, it specifically reads:

"A mage of this path can feed 10 troops per level of Nature magic, and any regenerative powers of the mage will be boosted."

Currently, it only gives the caster a bonus to regen if it is from a spell/item, not if it is pre-existing.

calmon
July 11th, 2008, 04:31 PM
I didn't notice this text but there is definitly no bonus so i think its just wrong and the manual is correct.

Even with item nature magic doesn't boost regeneration.

The spell Personal Regeneration give you 10%+(nature level *100/maxHP). Thats in the spell description so nothing special here.

However i like the idea boosting regeneration through nature spelllevels http://forum.shrapnelgames.com/images/smilies/happy.gif.

MaxWilson
July 11th, 2008, 04:44 PM
JimMorrison said:
No. During pretender creation, it specifically reads:

"A mage of this path can feed 10 troops per level of Nature magic, and any regenerative powers of the mage will be boosted."

Currently, it only gives the caster a bonus to regen if it is from a spell/item, not if it is pre-existing.



Not a bug, WAD. See Post #545984 (http://www.shrapnelcommunity.com/threads/showthreaded.php?Number=545984) by KO. The in-game message should be fixed, though.

-Max

JimMorrison
July 12th, 2008, 01:42 AM
Well further testing, it doesn't even give the bonus to items, only to spells. That really severely limits the usefulness of the bonus. I know this isn't the relative balance thread though. http://forum.shrapnelgames.com/images/smilies/tongue.gif

I guess it's just a text discrepancy. Should state that it provides a bonus to regeneration spells only.

Taqwus
July 12th, 2008, 05:27 AM
As the besieger of a castle (a vanilla 3.17 SP game), I've just benefited from the "Many commoners are volunteering to serve in the militia" event. They showed up during an attempt to break the siege.

Intentional? Province was strongly under my dominion, if that provides an excuse for the locals to prefer me. :p

Herode
July 14th, 2008, 03:04 PM
A minor bug report about the display in the battle screen.
Dom 3.17, Windows Vista, no mods except Worthy Heroes.

I'm playing Abysia EA.
The sacred have a fire shield and the units have a heat aura.

Both display OK on the battlescreen except when my prophet is sneaking/hiding in the same province (present, but invisible on the battlefield). In such a case, the aura and the shield do not display well, and there are some other portions of the battlescreen (mainly the sky) flickering in an unaesthetic manner...

I saved a copy of the last turn showing the bug, if necessary.

Edi
July 14th, 2008, 03:06 PM
Herode said:
A minor bug report about the display in the battle screen.
Dom 3.17, Windows Vista, no mods except Worthy Heroes.

I'm playing Abysia EA.
The sacred have a fire shield and the units have a heat aura.

Both display OK on the battlescreen except when my prophet is sneaking/hiding in the same province (present, but invisible on the battlefield). In such a case, the aura and the shield do not display well, and there are some other portions of the battlescreen (mainly the sky) flickering in an unaesthetic manner...

I saved a copy of the last turn showing the bug, if necessary.


Known issue. It happens every time there is a slanting battlefield that goes down from left to right. There's usually also a transparency effect on the battlefield background in some instances.

Edi
July 14th, 2008, 06:39 PM
Added three wrong nametype entries to statfix list:
1608 Bakemono Shaman
1712 Celestial Master
1963 Bakemono Scout (also added the leadership issue for this one).

Taqwus
July 15th, 2008, 04:41 PM
Should Sirrushes be cold-blooded? They're currently warm-blooded quasi-reptiles.

Edi
July 15th, 2008, 05:27 PM
They're dragons and dragons are not cold-blooded.

NTJedi
July 15th, 2008, 05:37 PM
Edi said:
Added three wrong nametype entries to statfix list:
1608 Bakemono Shaman
1712 Celestial Master
1963 Bakemono Scout (also added the leadership issue for this one).



Can we add the tidal wave bug which can target any province when casted by an AI opponent?

This includes a second typo bug where the description reads 40% population loss, yet the bad event reads 30% population loss.

Taqwus
July 15th, 2008, 08:59 PM
Ah, so the dragons are ruminants (http://groups.google.com/group/alt.humor.best-of-usenet/msg/2d67a98a17b896d8). :p

K
July 17th, 2008, 03:05 AM
SPELL Mists of Deception Keeps on producing phantasmal units even when all enemies are dead, causing combat to go on forever and autokilling all attacking units left on the battlefield



This is not exactly true. The combat ends if you kill all the phantasmal units on the field (and all enemies, of course). So it is working just like any other spell that produces independent units.

Attached games proving this are here: http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=625078&page=0&view=collap sed&sb=5&o=&fpart=1

Edi
July 17th, 2008, 08:12 AM
Your observations and findings on MoD noted. Will amend the issue from red to something less drastic, but I need to review that and other things when I get home.

ano
July 18th, 2008, 08:35 PM
Bakemono scouts(1963) receive standard commander names instead of national ones.

Edi
July 19th, 2008, 04:48 AM
Known and listed.

chrispedersen
July 20th, 2008, 10:19 PM
Setup: I have a territory, besieging a fort.
Enemy attacks territory.
Enemy routes. Last enemy is destroyed.

My SC has 69 hp.. then takes 7,6,6,5 damage - not enough to kill.

But it does - and the enemy, despite routing, takes the territory...

HUH?

llamabeast
July 21st, 2008, 05:06 AM
I have a good bug for you here. If you host using these files, the game will crash, with a "bad f error". These are from an actual game, and this situation does come up every now and again, so it would be a good one to hunt down.

Specifically, it returns:

Något gick fel!
build: bad f
Något gick fel!
build: bad f

llamabeast
July 21st, 2008, 06:09 AM
Here's the map to go with the above bug.

Loren
July 21st, 2008, 04:53 PM
chrispedersen said:
Setup: I have a territory, besieging a fort.
Enemy attacks territory.
Enemy routes. Last enemy is destroyed.

My SC has 69 hp.. then takes 7,6,6,5 damage - not enough to kill.

But it does - and the enemy, despite routing, takes the territory...

HUH?



This is the battle replay bug. Sometimes you don't see the same outcome of the battle that the game uses.

NTJedi
July 21st, 2008, 05:01 PM
I would classify this next issue as a bug since it can cause the caster to possibly go unconcious and the caster should have chosen different targets or a different spell.

/threads/images/Graemlins/Bug.gif

Priests will cast 'Sermon of Courage' on friendly units retreating from the battlefield. Units fleeing the battlefield should never be targeted.

Kristoffer O
July 21st, 2008, 05:20 PM
> Units fleeing the battlefield should never be targeted.

Not even by spells that make them survive (run faster, heal etc) or continue fighting (berserker) ? http://forum.shrapnelgames.com/images/smilies/happy.gif

thejeff
July 21st, 2008, 05:42 PM
I still like the suggestion that hitting a routing (due to morale failure) unit with a morale booster spell should let them recheck morale and maybe return to the fight.

MX
July 22nd, 2008, 01:00 AM
llamabeast said:
I have a good bug for you here. If you host using these files, the game will crash, with a "bad f error". These are from an actual game, and this situation does come up every now and again, so it would be a good one to hunt down.



I've tested it a little bit. Acctually the .2h file for Abysia is corrupted. A commander at province (78) caused that problem. He is trying to build a fort spending only 1 gold...

NTJedi
July 22nd, 2008, 02:40 AM
Kristoffer O said:
> Units fleeing the battlefield should never be targeted.

Not even by spells that make them survive (run faster, heal etc) or continue fighting (berserker) ? http://forum.shrapnelgames.com/images/smilies/happy.gif



That's different... what I meant was units fleeing the battlefield should never be targeted with 'sermon of courage'. Most other spells can make sense.

Kristoffer O
July 22nd, 2008, 04:45 AM
Is sermon a special case or are there more that should never be cast on routing enemies ? http://forum.shrapnelgames.com/images/smilies/happy.gif Aim?

NTJedi
July 22nd, 2008, 05:02 AM
Kristoffer O said:
Is sermon a special case or are there more that should never be cast on routing allies ? http://forum.shrapnelgames.com/images/smilies/happy.gif Aim?



Good catch, besides Aim and Sermon of Courage most other spells might help those routing escape. Sermon of Courage is probably the most common.

The only other spell to consider would be 'strength of giants'. The boost of strength is unlikely to provide any benefit in comparison with other earth spells.

llamabeast
July 22nd, 2008, 05:07 AM
I've tested it a little bit. Acctually the .2h file for Abysia is corrupted. A commander at province (78) caused that problem. He is trying to build a fort spending only 1 gold...



Good work, I can confirm that removing Abysia's 2h file fixes the problem.

chrispedersen
July 22nd, 2008, 11:00 AM
Kristoffer O said:
> Units fleeing the battlefield should never be targeted.

Not even by spells that make them survive (run faster, heal etc) or continue fighting (berserker) ? http://forum.shrapnelgames.com/images/smilies/happy.gif



Not when the caster has options that will help win the fight.
Routing units should be deprecated.

chrispedersen
July 22nd, 2008, 11:10 AM
Its turn two. Turn one, fighting some avi, 4 of my avvim light infantry got diseased. Ok. Thats kind of weird.

But worse is: they all have 12 hp. Instead of 24.
Diseased, no afflictions. And 19/20 units have an affliction.

I'm guessing:

a). Theres a magic site in the square that causes disease.
b). I'm guessing that they were wounded in the fight, and the disease prevented them from healing. But the uniformity of the hps is .. surprising. There were markata, bandarlog warriors and avi archers in the mix.

I just find the odds peculiar - that so many got afflicted, and that all the diseased units got exactly the same #of hit points without magic, or magic weapons to explain the result.

ArkkiMeisseli
July 22nd, 2008, 03:20 PM
Not sure if this should go here, but I wouldn't really want to make a new thread just for this, so...

/threads/images/Graemlins/Bug.gifI'm getting one of those multi-hero types on EA Caelum, called High Seraphine. They are stealthy (+0), have NO magic skills at all and are 4 years old, every last one of them.

Not sure if this is because of the Conceptual Balance mod I have on. I'm not complaining about free units, but it seems a bit odd that they have no magic, since the description says they should be more powerful than the basic Seraphine, and it's a bit disturbing they're four years old... doesn't feel right sending kids to battle. http://forum.shrapnelgames.com/images/smilies/frown.gif

Zeldor
July 22nd, 2008, 04:07 PM
It may be the magic paths bug in mods affecting some late WH heroes.

JimMorrison
July 24th, 2008, 03:46 AM
Oh! I finally found a real one. http://forum.shrapnelgames.com/images/smilies/tongue.gif

Pretender: Caelian "Arch Seraph" pretender starts with A2 with base cost of 65, but she costs 73 as if she started with A1 and was set to A2. Further, A3 costs 16, etc, as if she started with just A1.

chrispedersen
August 1st, 2008, 08:13 PM
Ritual of Returning (as cast by unit with Armor of Virtue):

A). The ritual remains after the armor is used in combat, then the armor is removed.

B). The ritual says - this commander will instantly return to the main citadel IF DAMAGED IN COMBAT.

Soooooooooo
Equip a diseased commander with Armor of Virtue, Sea Kings Goblet and Orb of Atlantis.

The commander teleport out, at the end of the turn, due to the disease damage and the army drowns.

~ ~ ~ ~ ~ ~ ~

C. Moding command to set ap = 0 does not work.
Unit will still move.

Dedas
August 5th, 2008, 08:57 AM
A graphics bug:
see: http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=555357&page=0&view=collap sed&sb=5&o=&fpart=1

Edi
August 13th, 2008, 02:39 PM
The bug shortlist has been fixed and is now readable again.

Loren
August 13th, 2008, 09:05 PM
Got a simple little bug:

Create new game. Oops, I spelled the game name wrong. Backup, try again--nope, it won't ask. You have to go back to the main menu and select "Create new game" again in order to enter the name.

ano
August 14th, 2008, 06:10 PM
Scripted Returning is sometimes ignored and that leads to very sad results. Here is the link to discussion thread. (http://forum.shrapnelgames.com/showthread.php?t=40195)
The debug log says that my golem didn't have enough gems while he did have enough. I may send both turns to Illwinter if there's a need in that.
Also, in my opinion scripted returning spells should never be ignored at all as they are very specific and such ignoring most probably leads to fatal results.

fungalreason
August 18th, 2008, 02:26 AM
Minor issue: units that "never heal" can use an opponent's lab to heal during a seige.

I had a few gargoyles take over a province, and at the start of the turn had less than 80 hp (you can see that during the battle against the PD). At the end of the turn, the fort is under seige and they have been repaired to full.

Wrana
August 21st, 2008, 12:39 PM
Another one. I think it's new: in MP I tried to get a mercenary called "Mamor, the White Wizard". What I got is Monster #100 - an old man with wizard stats, description of Adept of Silver Order and no magic at all. May be related with Worthy Heroes enabled...

http://forum.shrapnelgames.com/showthread.php?t=38692

fungalreason
August 21st, 2008, 01:50 PM
Another one. I think it's new: in MP I tried to get a mercenary called "Mamor, the White Wizard". What I got is Monster #100 - an old man with wizard stats, description of Adept of Silver Order and no magic at all. May be related with Worthy Heroes enabled...

http://forum.shrapnelgames.com/showthread.php?t=38692

I had that guy in a recent Multiplayer game with Worthy Heroes on. He was an astral/earth mage if I'm thinking of the right one. Was he feebleminded by chance? Or perhaps he came with a slave collar as one of the random items?

Edi
August 21st, 2008, 02:05 PM
Another one. I think it's new: in MP I tried to get a mercenary called "Mamor, the White Wizard". What I got is Monster #100 - an old man with wizard stats, description of Adept of Silver Order and no magic at all. May be related with Worthy Heroes enabled...

http://forum.shrapnelgames.com/showthread.php?t=38692
Related to the mod bug, too many mods modifying too many magics enabled, wipes out all magic. Fixed in v3.18, so it's not an issue after the next patch.

konming
August 21st, 2008, 02:26 PM
Bandar Log possible bugs:

Brahmin and Yogi both have a morale of 7, while even the non-sacred lower caste Vanara chief has a morale of 12.

And this is not a bug per se, but animal tag should only be given to non-intelligent, or semi-intelligent beings, how does a rishi, who masters astral magic more than most so called human "mages", still be an animal? Bandar Log units all have animal tag, which makes them very difficult in sieging. At least all vanara, bandars and esp. the white ones should not be animal. They lived in a fortified city after all.

Wrana
August 21st, 2008, 03:14 PM
Quite possible. I forgot to mention that he also got a different name in the process - "Mistaril".

Edi
August 22nd, 2008, 07:10 AM
The shortlist color coding has been updated for better visibility on the new forum color scheme.

Dedas
August 22nd, 2008, 08:16 AM
A graphics bug:
see: http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=555357&page=0&view=collap sed&sb=5&o=&fpart=1

Edi, could you please take a look at this as it is an obvious bug. :)

Here is the correct link: http://forum.shrapnelgames.com/showthread.php?t=36361

Herode
August 22nd, 2008, 01:32 PM
Bug Report :

One of my mages casted Haruspex on a province that I don't own.
NB 1 : this province was previously mine but it became indie controlled after a random event 2-3 turns ago.
NB2 : the ritual is "monthly casted"

Edi
August 22nd, 2008, 02:05 PM
A graphics bug:
see: http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=555357&page=0&view=collap sed&sb=5&o=&fpart=1

Edi, could you please take a look at this as it is an obvious bug. :)

Here is the correct link: http://forum.shrapnelgames.com/showthread.php?t=36361
I've added this into the GUI section. I've also included the problem with battlefield tearing in the same entry. It should be noted that these bugs were introduced in patch 3.10, as before that I had never encountered battlefield tearing and your description of map tearing fits the same symptoms.

Bug Report :

One of my mages casted Haruspex on a province that I don't own.
NB 1 : this province was previously mine but it became indie controlled after a random event 2-3 turns ago.
NB2 : the ritual is "monthly casted"
I'd like to see this tested and reproduced if possible. It's hard to track down otherwise.

Herode
August 22nd, 2008, 02:15 PM
I can send the .trn file if you wish. Just give me the address.
The game is "Victoria" (LA MP game, random map but I remember it has been saved and published here somewhere...)

Edi
August 22nd, 2008, 02:21 PM
I can send the .trn file if you wish. Just give me the address.
The game is "Victoria" (LA MP game, random map but I remember it has been saved and published here somewhere...)
Send it to the Illwinter info address (info at illwinter dot com) along with the map as well. Include an explanation of the issue. Johan has the kind of tools needed to dig out the reason this happened. I can't do anything about it and don't know where to start. I have a couple of guesses but more probably than not they are totally off.

thejeff
August 22nd, 2008, 03:05 PM
Bug Report :

One of my mages casted Haruspex on a province that I don't own.
NB 1 : this province was previously mine but it became indie controlled after a random event 2-3 turns ago.
NB2 : the ritual is "monthly casted"

This is probably a known issue.

The event where you lost control of the province probably occurred the same turn the mage selected that province as a target. It's a function of the order the turns are processed in.

1)Mage casts monthly ritual, then chooses target for next month.
2)Random events determined
3)Battles due to random events resolved.

He picked the province in 1, then it changed hands in step 3. Then the next turn you saw the results of the search, but the province was already in Indy hands.
Unless you're sure it was selected after it was lost, I'd be surprised if this was something else.

Herode
August 22nd, 2008, 03:14 PM
This is probably a known issue.

The event where you lost control of the province probably occurred the same turn the mage selected that province as a target.
Nope. The province became indie controlled several turns before the bug.

Edi
August 22nd, 2008, 03:34 PM
Added Flaming Arrows spell bug wrt small bow, because there is a "Fire Small Bow" weapon, nbr 405.

Note to self: Must add Battlefield Overflow bug (http://forum.shrapnelgames.com/showthread.php?t=40243) later.

Amos
August 30th, 2008, 07:21 PM
The #leper command is not working. It kills population but even with leper of 100 it doesnt infect soldiers.

Kristoffer O
August 31st, 2008, 06:01 AM
It is not supposed to infect soldiers IIRC. There are two fx's. In the code they are called fx_leper and fx_leprosy (not very intuitive), but they correspond to #leper and #reaper IIRC. One is the effect of mummies and the master with the iron crutch. The other is the popkill effect of harvesters and bane venom charms.

Amos
August 31st, 2008, 08:47 AM
It is not supposed to infect soldiers IIRC. There are two fx's. In the code they are called fx_leper and fx_leprosy (not very intuitive), but they correspond to #leper and #reaper IIRC. One is the effect of mummies and the master with the iron crutch. The other is the popkill effect of harvesters and bane venom charms.

I think you added reaper instead of leper. Thats the icon that the unit with leper gets.

7.10.11 #leper <percent>
The monster spreads a very deadly disease that
kills population and infects military units in the
province. The percent value is the chance for a
military unit in the same province to be infected.

Edi
August 31st, 2008, 11:04 AM
It's possible the #leper mod command is linked to the wrong icon. The leper icon is the one e.g. Eater of the Dead has (a diseased head different from the disease affliction head), while Harvester of Sorrows, Poison Golem and Mabakiel all have the reaper icon (a scythe).

So that's a relatively easy fix to put in and I must fix the manual accordingly. I went by what Johan told me, but I guess there was some confusion.

JimMorrison
August 31st, 2008, 05:57 PM
On that note, there is another small bug then:

The Harvester of Sorrows only has the Reaper effect, as you pointed out. However, in the spell text, it says "The Harvester will also stalk and spread disease among any military units in the province".

This tells me that he was intended to have the Leper effect as well.

Loren
August 31st, 2008, 08:24 PM
A wording error:

I wished for blood slaves and got:

Suddenly a huge amount of girls appeared in the laboratory.

Edi
September 1st, 2008, 03:29 AM
On that note, there is another small bug then:

The Harvester of Sorrows only has the Reaper effect, as you pointed out. However, in the spell text, it says "The Harvester will also stalk and spread disease among any military units in the province".

This tells me that he was intended to have the Leper effect as well.
Hmm, AFAIK no. Reaper is popkill + disease units. Leper is disease units only. So there is something more complex than that going on unless it's just linking the wrong icon for the mod command.

Kristoffer O
September 1st, 2008, 11:30 AM
> Reaper is popkill + disease units.

Hmm, not sure here, but I thought that there was only a popkill effect. I might be wrong.

Kristoffer O
September 1st, 2008, 11:30 AM
> Reaper is popkill + disease units.

Hmm, not sure here, but I thought that there was only a popkill effect. I might be wrong.

Zeldor
September 1st, 2008, 11:37 AM
Kristoffer:

Yes, forum is getting slow and double posts in that moments.

Edi
September 1st, 2008, 01:02 PM
> Reaper is popkill + disease units.

Hmm, not sure here, but I thought that there was only a popkill effect. I might be wrong.
The baselines I have seen in the vanilla game is that Mabakiel, who has the reaper icon causes disease in units and kills population. Eater of the Dead and Apparition (the spectral undead from Soul Gate Ermor in Dom2) has an ability that causes disease in units in the same province, but does not kill population at all. The #leper mod command gives the reaper icon. But apparently that should leprosy? I can't do more than speculate, Johan needs to check it to get to the bottom of it.

Zeldor
September 1st, 2008, 01:23 PM
So what is the ability of Li T'ieh Kuai [or smth like that], the T'ien Ch'i immortal hero? From description it looks like he spreads diseases in battle only, but I made no tests at all [but didn't notice any units getting diseases in same province as the hero or any pop killing].

Edi
September 1st, 2008, 04:31 PM
So what is the ability of Li T'ieh Kuai [or smth like that], the T'ien Ch'i immortal hero? From description it looks like he spreads diseases in battle only, but I made no tests at all [but didn't notice any units getting diseases in same province as the hero or any pop killing].
That's disease cloud and has been moddable for an eternity already.

ryo_akashi
September 3rd, 2008, 12:56 PM
LA Ryleh starts the game with 5 gems (2 Water, 3 Astral). This is the same as MA Ryleh. Is this intended?

ryo_akashi
September 3rd, 2008, 01:00 PM
Equite of the Sacred Shroud (M1108) has a base attack of 10, whereas the base defense is 12. Should the base attack be 12?

Kristoffer O
September 3rd, 2008, 01:06 PM
> LA Ryleh starts the game with 5 gems (2 Water, 3 Astral). This is the same as MA Ryleh. Is this intended?

Might be an oversight. 1 W perhaps.

Hadrian_II
September 4th, 2008, 12:29 PM
My game is crashing, when i try to connect to one of Gandalfs Chaos Games (game.dom3minions.com:7214) , im using the Linux amd64 version, and the debug output of the crash is the following:


get ipadr
done ()
Performing namelookup...
namelookup 1 63.199.8.158
connect 0 errno 0
sendpacket first:3 len:7
Waiting for packet
tcp_anypacket, got a fresh byte... len=1 data=102
got it
readinfo
era 1
done, can start 0
gamename chaos_spices
Installmods
sendpacket first:17 len:7
Waiting for astral packet
tcp_anypacket, got a fresh byte... len=1 data=102
got it
highestmod -1
ConfirmGameInfoMods -1
EnableGameInfoMods -1
starttcpclient: gamename chaos_spices nations 0
sendpacket first:1 len:102
Waiting for astral packet
tcp_anypacket, got a fresh byte... len=1 data=102
got it
sendpacket first:5 len:7
Waiting for astral packet
tcp_anypacket, got a fresh byte... len=1 data=102
got it
player 0 passreq 0
...
every player here
...
player 94 passreq 0
sendpacket first:3 len:7
Waiting for packet
tcp_anypacket, got a fresh byte... len=1 data=102
got it
readinfo
era 1
done, can start 0
Request turn file 18
sendpacket first:7 len:9
Waiting for astral packet progress
tcp_anypacket, got a fresh byte... len=1 data=102
uncompressing decomplen = 74021 (0x12125) complen 8984
got it
passres 32
tcp_getturnfile: gname:chaos_spices pl:18
expected turn file, got crap (32)
N�got gick fel!
expected turn file, got crap
N�got gick fel!
expected turn file, got crap
flushopengl
mem ok
DeinitPrint


gandalf says that it is working for him

Zeldor
September 4th, 2008, 12:31 PM
It looks like you are either not getting turn file or it is corrupted [unpatched?]

chrispedersen
September 4th, 2008, 05:01 PM
Oceania in stasis is also reporting a corrupted game file problem

llamabeast
September 5th, 2008, 06:16 AM
Don't know what's up with Oceania in Stasis, since I can open the file just fine.

AreaOfEffect
September 6th, 2008, 03:21 PM
As stated by KO in the Wishing for a Forger (http://forum.shrapnelgames.com/showthread.php?t=40463&page=2) thread, the Third Son of Anak (monster number 2049) is suppose to have a forge bonus.

Edi
September 6th, 2008, 03:42 PM
As stated by KO in the Wishing for a Forger (http://forum.shrapnelgames.com/showthread.php?t=40463&page=2) thread, the Third Son of Anak (monster number 2049) is suppose to have a forge bonus.
Noted. I haven't gotten around to updating the shortlist yet. Other stuff to do.

chrispedersen
September 6th, 2008, 03:57 PM
Patch 3.20 (without latest patch)
Running SP, windows xp.

Nagok error message

Host scales bad p

game then crashes.
Log attached.

Edi
September 6th, 2008, 04:20 PM
The latest 3.20b patch is only for 64 bit Linux version. So this is something else. I've asked Johan to look at it. I'm stumped.

Loren
September 6th, 2008, 04:44 PM
I'm playing Hinnom against the AI.

One province ended up at 370 people and I tried to wish for some more people.

I send a S9 seraph there (#97) and cast Wish. People appear in #29, a province adjacent to my capital. Note that I'm hit by a remote attack spell there.

I try it again. People appear in #5, my capital. #97 still has 370 people. No apparent related events.

Attempt #3: They appear in #139. An attempt is made to invade the province that turn.

Attempt #4: They appear in #131. An attempt is made to invade the province that turn. The supposed attacker has no forces within 1/3 of the world of me and it wasn't a stealth force.

#5: Appear in #34. An attack, I don't know by what. I was fighting a ghost, a sage and some deer tribe archers--there is no way they could have reached the province. My impression is that sages have no way of leading ghosts. (This sage was feeble-minded so I don't know what he might have had.)

Edi
September 6th, 2008, 05:04 PM
When wishing for population, the new population appears in a random province among the ones you control.

Wishing for population may also snatch military units (as in, whole armies, all units in the province where the population is taken from) along for the ride, but said armies do NOT revert to your control. They are treated as a magical attack on your province instead.

Sages have one astral normally, so they cannot lead ghosts.

All WAD.

Edi
September 6th, 2008, 05:08 PM
The shortlist has been updated, at least for the most part.

Loren
September 6th, 2008, 07:08 PM
When wishing for population, the new population appears in a random province among the ones you control.

Wishing for population may also snatch military units (as in, whole armies, all units in the province where the population is taken from) along for the ride, but said armies do NOT revert to your control. They are treated as a magical attack on your province instead.

Sages have one astral normally, so they cannot lead ghosts.

All WAD.

I sure thought it produced people in the province in question in the past.

If you don't get to choose the province they appear in it seems awfully useless. The only reason I was casting it at all was to replenish a depleted province so it wouldn't cause armies passing through to starve.

Zeldor
September 6th, 2008, 07:34 PM
Edi:

What 3.20b? Where is smth about it? And what does it fix? I am using 64-bit Linux.

Endoperez
September 7th, 2008, 03:57 AM
Edi:

What 3.20b? Where is smth about it? And what does it fix? I am using 64-bit Linux.

http://forum.shrapnelgames.com/showthread.php?t=40478

There is a network problem with 64-bit linux and the 3.20 patch. So if you use that combination you want to download the fixed patch. Shrapnel will replace the official patch, but in the meantime you can download it from this post.

chrispedersen
September 8th, 2008, 01:56 AM
BHV Bug

Flying SC, with Sea King Goblet, fails to retreat to an available sea province, but rather dies retreating into enemy terrain.

Zip attached, pw'd as its an active game file.


Also: has anyone *ever* had success casting wind ride. I've cast more than 28 times - and never gotten any result. (Casting on provinces with more a variety of enemies.

llamabeast
September 8th, 2008, 05:34 AM
I've never heard of anyone getting Wind Ride to work in Dom3.

chrispedersen
September 8th, 2008, 09:40 AM
I've never heard of anyone getting Wind Ride to work in Dom3.

Could we buglist it?

Does the same thing apply to the flying monkeys? Don't know if it caused an attack or not.. but have cast that a few times with similar lack of results.

AreaOfEffect
September 8th, 2008, 03:01 PM
I've never heard of anyone getting Wind Ride to work in Dom3.

I've tested the spell before. As far as I can tell it only carries the commander one province away and it isn't always in your direction. In one casting the opposing commander and the units he was leading landed in a nearby indy sea zone and drowned. If the units do not land in one of your zones then you won't know much of what happened. I guess your suppose to use it on enemy provinces that border your own or as a way to preempt a SCs normal movement. I can't imagine many instances where you would use it on your own commanders. All-in-all it isn't particularly worth the required skill, research, and cost.

chrispedersen
September 8th, 2008, 06:12 PM
Yeah, but the description of what you just said AoE doesn't match the spell description *at all*.

Still think its bugged.

Herode
September 9th, 2008, 04:30 PM
Dom 3.20 / Vista. EA Oceania, SP / Bering.

This one is fun. I think this one is the last mage I bought in this province. Anyway, is there any reason why he should lack 2 paths of magic ?

@AreaOfEffect : your avatar is nice but very agressive for my poor eyes... :sick:

chrispedersen
September 9th, 2008, 07:10 PM
Whats so surprising?

I have a lot of 2 water amber clan mages.

chrispedersen
September 9th, 2008, 07:56 PM
Logic question:

If Sea of Ice is strong enough to prevent units from transiting from water to land,

Shouldn't flying units be able to fly over water? They now have places to land.

chrispedersen
September 9th, 2008, 11:56 PM
I believe Edi has suggested in the buglist that wishing for an non unique item removes one from every player.

I'd like to posit some questions about this, and note some possible uses for it. First the questions:

Does it take it from every player, including the wisher?
Does it take it only from labs - or from heros as well?

A tiny, niche use - but if it takes it from everyone - and you have managed to pick up a cursed item, you might be able to remove it from your hero by wishing for it.

Case in point: a non stealthy unit picked up a black heart.
If it was your only HOF hero, perhaps it would be worthwhile to wish for black hearts.

Anyone know if this works?

konming
September 10th, 2008, 12:34 AM
It takes from every player, including the wisher. It takes from anywhere in the world, be it in lab or on some commander. And your S9 wisher is generally more valuable than even your HOF hero, so you do not stick a black heart on him. :)

Herode
September 10th, 2008, 02:55 AM
Whats so surprising?
I have a lot of 2 water amber clan mages.
I thought all Amber Clan Mages were F1W2N1. I didn't noticed that outside of a fort, they were W2?0... OK, not a bug then. Thanks for the tip :)

Edi
September 10th, 2008, 05:53 AM
Whats so surprising?
I have a lot of 2 water amber clan mages.
I thought all Amber Clan Mages were F1W2N1. I didn't noticed that outside of a fort, they were W2?0... OK, not a bug then. Thanks for the tip :)
There are two types of AC mages: Indies and Oceanian AC. That's why the difference.

Chris, the wish stuff has been added to the bug shortlist as reported, but I have not tested it myself. In fact, I have never cast Wish in Dominions, including Dom-PPP, Dom2 and Dom3.

Calahan
September 10th, 2008, 06:40 AM
I Wish for Edi to cast Wish :D

chrispedersen
September 10th, 2008, 09:50 AM
It takes from every player, including the wisher. It takes from anywhere in the world, be it in lab or on some commander. And your S9 wisher is generally more valuable than even your HOF hero, so you do not stick a black heart on him. :)

If the wisher has the appropriate slots full - it shows up in the lab. So it *is* a valid way to remove a cursed item from someone. Expensive. But valid.

Now me little brain wonders if they lose the afflictions they gained

Zeldor
September 10th, 2008, 10:07 AM
chrispedersen:

AFAIK if you wish for smth and you have no slots left for it it replaces old item in that slot. So you can replace a cursed item that way, but if you wish for a cursed you will equip it [unless you really have no slots, like no hands for cursed weapon].

chrispedersen
September 12th, 2008, 09:11 AM
Default Nagot gick fel!
mapmove: bad unr

Edi
September 12th, 2008, 11:11 AM
Default Nagot gick fel!
mapmove: bad unr
Patched to 3.20? I presume the answer is yes.
What mods are enabled?
Do you have scouts or otehr stealth troops moving more than one province per turn while sneaking? Are any of them flying?

Make a backup save of the game and try fiddling around with the movement orders of sneaking and hiding units you have and then rehost. When it goes away (and it should), make note of what you did. It might be helpful in conjunction with the log.

I experienced the same problem with a v3.19 game during the beta test and it was caused by a black harpy moving three provinces one turn and hiding the next. When I made the harpy move again, the turn hosted fine. At the time I was running CBM Pretenders 1.3, BI 2.1 and Worthy Heroes 1.8.

This may be related to something with a mod going wrong during hosting or something to do with move order validation, but I don't know for certain.

chrispedersen
September 12th, 2008, 08:10 PM
Edi, can you tell the nation at all? This is a live multiplayer game.

Worthy heroes only. Altho the computer that generated the turn has CBM on it.

atul
September 13th, 2008, 09:23 AM
Sibyl of Hermon (monster number 2070), Gath hero, according to description "most accomplished diviner and healer" but doesn't have Healing nor Fortuneteller icon. Also, according to description her name is Sabba, but apparently gets a random name (mine was Hana).

Don't know if already known, but quick search didn't come up with anything.

Edi
September 13th, 2008, 11:20 AM
Thanks for the reminder. Added to shortlist.

Edi
September 21st, 2008, 01:06 PM
Some event issues:

The Blood fountain wailing event reported earlier was a legitimate bug. The event has a trigger requirement of a blood fountain being present, but due to a data typo, it refers to monster 665 Principe instead of 656 Fountain of Blood. Fixed in next patch.

Lone hydra should produce the new hydra after next patch.

Amber Clan Mage from the Forest of Amber Kelp should be 575, not 1417. Fixed for next patch.

Roc eating an elephant should affect also elephants 1147 and 1555 and not just 150. This MAY be fixed in the next patch, but that is up to KO. I don't have permission to add code to the snippets I see.

Gadite rebel events (2) are not restricted to Gath or restricted by era.

All event text typo issues have been fixed.

archaeolept
September 23rd, 2008, 06:14 PM
vale of the silver cattle still gives no gold.

the dragon shape change and lose a hat issue still exists (since Dom II). if the dragon is wearing a hat, and changes shape to his humanoid form, he will lose his head slot item. Does not happen the other way 'round.

oh yeah, the "genius prospector" event says it adds 200 gold but actually seems to add 500. error in code or description?

Edi
September 24th, 2008, 12:19 AM
I'll check the prospector event. The dragon issue is known and in the shortlist.

Vale of the Silver Cattle, I'll add that. Can't check the code for sites, so I'll have to take your word for that. By the way, what's the income from the province total? Because money generating sites add it to the total. I'm not sure if they add it even before discovery.

chrispedersen
September 29th, 2008, 09:28 AM
Edi,

Flying creatures with an item that confers waterbreathing intermittently will not retreat to a valid province.

Also, any idea where the Glory game is? Couple few weeks now on a live game.

Chris

Edi
September 29th, 2008, 11:47 AM
I haven't heard anything from Johan on that score. Keep in mind that while the game is important to you and the other players, it simply does not have a similar priority for the developers. He will try to fix things as he can, but there is no guarantee that it can be done.

Gareth_Bryne
October 1st, 2008, 07:03 AM
Hello, everyone.

I have recently installed and patched to 3.20 Dominions 3 on my computer. After playing for some time I had to do a system cleanup, so I saved the save game separately, then reinstalled the game and put the savedgames folder back. The game starts.... and then everything but the map disappears!!!! The music plays, I can move around the map, but I can't see anything else, menus, details.

Can someone tell me what's going on??:confused:

Edi
October 1st, 2008, 08:02 AM
Hello, everyone.

I have recently installed and patched to 3.20 Dominions 3 on my computer. After playing for some time I had to do a system cleanup, so I saved the save game separately, then reinstalled the game and put the savedgames folder back. The game starts.... and then everything but the map disappears!!!! The music plays, I can move around the map, but I can't see anything else, menus, details.

Can someone tell me what's going on??:confused:
If resinstalling the game and double-checking your CD-key doesn't help, contact Shrapnel Customer Support (http://www.gamersfront.com/xcart/support_ticket.php). There is nothing that we on the forum can do to help you with this particular problem at that point.


Related to another issue: It looks like the Flying Ship artifact is bugged and causing problems in games, both SP & MP. It causes the mapmove: bad unr crash to desktop under certain circumstances. May be related to flyers and stealth. Under investigation.

Zeldor
October 1st, 2008, 10:36 AM
My tartarian decided to pillage one province. I have now 144 unrest there and it does not want to get down with 0 taxes [no one pillaging, no patrolling army either, just taxes at 0].

Terrement
October 2nd, 2008, 08:09 PM
Hi,
New to the game, and this page. Searched, but didn't find the answers to two different ?s that I have in playing - bug or operator error. I'm using the latest patch.

1. The manual suggests a tactic for "Man" on pg 139 of the manual about researching Wind Guide to increase the accuracy of missile fire. It reads in the manual as a one time cast / affects entire battlefield spell. I research it, have a spellcaster who is capable of casting, equip her with the gems to cast, order "cast a specific spell" in army set up, and designate Wind Guide as the first spell.

She never casts it, but does cast other spells.

2. Different game, using a Moloch as a super-combatant pretender. Research some significant equipment to arm and protect him, then send him into battle with the orders to attack rearmost enemy.

He attacks, but usually somewhere in the middle, not the rearmost. I'm trying to get him (it?) to take out the enemy spell casters & leaders and then be waiting for retreating enemy troops.

He gets sidetracked.

Are either of these things y'all have seen? Bugs or operator error?

Thanks,

JJ

AreaOfEffect
October 2nd, 2008, 08:42 PM
Both are WAD. (Working As Designed)

1) Is most likely the result of the enemy not producing sufficient threat. Mages won't use gems unless the opposing army is large enough. It isn't perfect, but it helps keep your mages from wasting spells on a casting of Call of Winds.

2) Attacking rear has some mechanic which I'm not entirely familiar with. Think of it as attack flank rather then attack rear.

JimMorrison
October 2nd, 2008, 09:09 PM
2) Attacking rear has some mechanic which I'm not entirely familiar with. Think of it as attack flank rather then attack rear.


The way that it was explained to me as far as flying units go - they select their target, and move invisibly towards it (to "simulate" their flight). If their path is blocked, they stop and attack whatever is in their way (rather than fly over it, and maybe get..... poked with a spear or something).

JimMorrison
October 2nd, 2008, 10:43 PM
New bug in movement resolution (resulting from patch)?

A flying commander refused to complete a 2 province move, to a province that was friendly when orders were issued, then was captured during magic phase. He was flying though, so COULD attack an enemy province 2 territories away, but instead he did not move at all.

I don't even know how to classify this, and the turn file is of no use since all you can see on the current turn is him sitting there on "Defend". :doh:

thejeff
October 3rd, 2008, 07:45 AM
2) Attacking rear has some mechanic which I'm not entirely familiar with. Think of it as attack flank rather then attack rear.


The way that it was explained to me as far as flying units go - they select their target, and move invisibly towards it (to "simulate" their flight). If their path is blocked, they stop and attack whatever is in their way (rather than fly over it, and maybe get..... poked with a spear or something).

It's not quite that deterministic. It's more like the behavior of anyone set on attack rear. You'll see your cavalry move down the side, then suddenly veer in to attack a group in the middle. But sometimes they'll pass everyone and reach the rear. Fliers do the same thing, you just can't see it. I think there's some kind of check (morale based?) for each squad they pass.

Edi
October 3rd, 2008, 11:21 AM
thejeff, yes, there is a morale check for each squad the attackers pass. If the fail, they attack that one. If they succeed, they continue toward the rear.

New bug in movement resolution (resulting from patch)?

A flying commander refused to complete a 2 province move, to a province that was friendly when orders were issued, then was captured during magic phase. He was flying though, so COULD attack an enemy province 2 territories away, but instead he did not move at all.

I don't even know how to classify this, and the turn file is of no use since all you can see on the current turn is him sitting there on "Defend". :doh:
Probably due to the move order validation thing. Can't move into an enemy province during move phase from 2 provinces away, unless a flyer. Validation was tightened, and I suspect that a "if stackmove = flying, ignore this" exception is missing somewhere for the specific cases of a province changing hands during the magic phase.

Loren
October 3rd, 2008, 11:43 AM
Speaking of flying movement, I found an annoyance that I would be inclined to call a bug:

Commander: Capable of reaching the target by flight but not by walking.

Troops: Capable of reaching the target by walking, not capable of flight.

Result: The army has to take two turns to reach the target.

My commander can't hop along flying while the troops walk? He has to babysit them every minute of the way???

AreaOfEffect
October 3rd, 2008, 05:46 PM
Let me see if I'm understanding the situation correctly. You want a commander to lead an army 2 (possibly 3) provinces away. However the commanders movement is more limited then the troops he would be leading... who walk and can't fly. So either the commander has a normal move of 1 (possibly 2) or he lacks some survival ability that all of the troops have. So you've decided to equip winged shoes (possibly flying carpet) and the army still can't move the 2 or 3 provinces needed?

-Are you sure the army can make the distance on their own with a move 2 commander with similar survival abilities?

-Are you sure the commander, with the additional flying ability, can still make the distance? The global spell "Perpetual Storm" limits the movement of fliers.

Loren
October 3rd, 2008, 09:02 PM
Let me see if I'm understanding the situation correctly. You want a commander to lead an army 2 (possibly 3) provinces away. However the commanders movement is more limited then the troops he would be leading... who walk and can't fly. So either the commander has a normal move of 1 (possibly 2) or he lacks some survival ability that all of the troops have. So you've decided to equip winged shoes (possibly flying carpet) and the army still can't move the 2 or 3 provinces needed?

-Are you sure the army can make the distance on their own with a move 2 commander with similar survival abilities?

-Are you sure the commander, with the additional flying ability, can still make the distance? The global spell "Perpetual Storm" limits the movement of fliers.

The commander's movement far exceeded the troops--it was a seraph. The problem was it was leading elephants through forest. Apparently the game negated it's flying since it had non-flying troops--but this meant it was limited to speed 1 through forest as it doesn't have forest survival.

If the army is required to maintain close contact for the entire march the behavior makes sense. It's just I don't really think the troops need that kind of babysitting. The seraph can't walk through the trees with the elephants fast enough but it can fly just above them and make it to the destination in time.

AreaOfEffect
October 3rd, 2008, 09:53 PM
I'll believe you're right, but only if admit to having monkey PD.

Edi
October 4th, 2008, 01:39 AM
WAD then, since groundpounders must have correct survival to pass the terrain, otherwise movement is limited.

Loren
October 4th, 2008, 12:36 PM
WAD then, since groundpounders must have correct survival to pass the terrain, otherwise movement is limited.

But why can't the seraph fly above the army as it's marching through the forest? You can't follow a commander because he's 200 feet up in the air???

I don't think WAD is right in this case.

Psycho
October 4th, 2008, 01:12 PM
I've had a problem trying to cast flaming arrows through communion. LA Man Magister Arcane as master and 4 more as slaves. Master has F1 and 2 fire gems. Communion should get him up to F3 and gems allow him to cast flaming arrows, but this doesn't happen.

Log shows that he may use gems (mayusegems 1), but the evaluation for spell flaming arrows returns -1. I presume that this means he doesn't have the paths to cast spell, because spells like hand of dust and others he doesn't have paths for return -1 as well.

He does get at F3, because he is able to cast flare. If I teleport in 4 more magisters as slaves he casts flaming arrows.

Is there anything that prevents magic level rise from both the communion and extra gems? Sorry if this is a known issue.

Tifone
October 4th, 2008, 01:27 PM
Maybe he considered the battle not worthy to use gems to win, Psycho? My Dragon did the same thing in some of the smaller battles, instead of Cast Flaming Arrows-Change Shape-Fire Enemy Archers as scripted, he used to cast something like fire shield before changing shape, if the army was engaged by little enemy forces - to save gems for more worthy battles, i'd say.

Loren, if I understood your problem correctly, it's working as intended. Armies, with their commanders, always go at the speed of their slowest unit; if you want the Seraph to go above the forest and immediately attack the target, you need another commander to lead the elephants in the forest the first turn, and to the target the second one. Armies don't move without commanders or to different (even half-way) provinces - so, yes they need to be "babysitted" (led? :happy:), and yes WAD I think.

Psycho
October 4th, 2008, 01:41 PM
The enemy army is worthy the spell. It's a SP simulation. Mayusegems = 1. With four more commanders on my side and the same enemy army the spell is cast.

Tifone
October 4th, 2008, 02:08 PM
Oh, wait. I may be horribly wrong (so I should better not talk probably :D) but I may try a guess. The communion brings your communion master to F3 and he has just 2 gems... to get to F4 he needs a gem, but possibly other 2 are required to cast the spell as required by the 200 fatigue and he has just 1 now? So maybe it works when you add 4 more slaves because now he has F4 and he uses the 2 gems to cast the spell normally. See if adding the 4 more slaves when he has cast Flaming Arrows he has gems left or not.

Psycho
October 4th, 2008, 02:31 PM
Flaming arrows is 100 fatigue and requires one gem.

Tifone
October 4th, 2008, 03:00 PM
Oh, sorry again. It's 200 fatigue with CBM 1.3 mod only so. I thought it could have been the case.

Psycho
October 4th, 2008, 03:15 PM
Nope, it's a game with no mods

AreaOfEffect
October 4th, 2008, 03:52 PM
Alright. Let me just tell you what the deal is before this thread runs any further down this track.

Your effective level for casting the spell is 3 via communion, but your mage is still only a fire 1 caster. As stated in the book you can only use as many gems for a spell as you have in actual skill level. Your mage can only use one gem at a time for this reason.

Research Phoenix Power to get the boost you need.

WAD

Psycho
October 4th, 2008, 04:00 PM
No, when communioned up to F4 he uses both gems when casting the spell.

AreaOfEffect
October 4th, 2008, 04:04 PM
Loren, Edi might not remember that Bandar Logs elephants have forest survival. Like I said, if you admit to having monkey PD then you might have a case. Could you please submit the turn file for me to examine.

Zeldor
October 4th, 2008, 04:07 PM
It's a good idea to give 1 more gem than needed to casters, sometimes they want to get more for lowering fatigue and refuse to cast some spells, even if able so [but ones that would give them a lot of fatigue].

Psycho
October 4th, 2008, 04:17 PM
He won't cast it with 3 gems either. Spends them on fire flies instead.

Tifone
October 4th, 2008, 04:34 PM
Fire Flies? the F1 Evo 0 20 fatigue spell? He uses gems for that?

AreaOfEffect
October 4th, 2008, 05:16 PM
If there is a bug it's that he's using 2 gems when communioned fire 4/actual fire 1, not that he can't cast the spell at communioned fire 3/actual fire 1.

I would assume that a check is missing post-success in meeting the conditional for casting the spell based on actual caster skill.

Psycho
October 4th, 2008, 05:50 PM
Your actual level doesn't determine how many gems you may use, but the level gained with all the buffs such as phoenix power, items and communions (even if the manual states otherwise).

AreaOfEffect
October 4th, 2008, 05:54 PM
Instead of waiting for Loren I decided to test the scenario myself. Here are the details:

-Map: Cradle of Dominion
-Friendly provinces located in 46, 29, and 28
-Province 29 is a forest, no other terrain tags
-Bandar Log Elephants with forest survival located in 46
-Bandar Noble with forest survival located in 46
-Manticor Pretender with flying (no survival) located in 46
-Bandar Noble can lead Elephants to 28 via 29
-Manticore can not lead Elephants to 28
-Manticore can travel to 28 by himself

See attached file for confirmation.

Tifone
October 5th, 2008, 03:38 AM
Mmh, yeah. That seems annoying

Loren
October 5th, 2008, 12:29 PM
Loren, Edi might not remember that Bandar Logs elephants have forest survival. Like I said, if you admit to having monkey PD then you might have a case. Could you please submit the turn file for me to examine.

Yes, it was bander log. I don't have the turn file anymore.

Edi
October 6th, 2008, 09:39 AM
EDIT: Yes, in that case it's not WAD. If the groundpounders have forest survival, then it's a bug and may run afoul of something that checks that stackmove != flying, therefore does entire stack have forestsurvival and if not, then mapmove 1. I'll ask Johan about that.

Adept
October 7th, 2008, 06:54 PM
A partholonian sorceress of mine (Fomori) got diseased. She was and is wearing a shroud of the battle saint, that gives her regeneration (N4E4D9 blessing). She is diseased alright, but her hitpoints aren't dropping at all, nor is she getting new afflictions.

JimMorrison
October 8th, 2008, 12:23 AM
I find all the fun bugs! :D

This is from the game that ChrisPedersen sent in because of the movement bug. IIRC, both of these were summoned last turn, so they weren't pre-existing, they were created like this.


(EDIT - Just to clarify, the Kokythiad whould be 3W3D, and the Spectre should have 1D + 2x100%WESD.)

Edi
October 8th, 2008, 01:24 AM
I find all the fun bugs! :D

This is from the game that ChrisPedersen sent in because of the movement bug. IIRC, both of these were summoned last turn, so they weren't pre-existing, they were created like this.


(EDIT - Just to clarify, the Kokythiad whould be 3W3D, and the Spectre should have 1D + 2x100%WESD.)
This is a known issue and there isn't anything that can be done about it. The game you are in has hit the commander limit or is close to it, so whenever new commanders are recruited or summoned, they get the unique ID of some other commander who died on the same turn and since the ID is immediately put to use again, it isn't sitting idle for one or more turns and doesn't therefore get reset. So looks like the spectral mage got the ID of a basic priest or some other H1 unit and the Kokythiad seems like having the ID of a Sidhe Champion.

This problem was far greater with Dominions 2 with the lower unit and commander limits, but the limits for Dom3 are somewhere in the vicinity of 150k units and 9k commanders after the last patch before this problem crops up.

licker
October 8th, 2008, 10:41 AM
Grrr...

I'm still losing the commander windows when playing my MP games, and support hasn't looked at my ticket in over a week.

Does this happen to anyone else??!?

I load the game, and everything comes up fine, but after issuing a couple of commands the commander windows disappear and I can't get them back. I can cycle using 'n' but can't see the commander other than through 't', which doesn't help that much :p

I have to repeatedly exit dom3 and restart it (which fortunately doesn't take too long, but still...) eventually the windows stick.

I rarely see this happen in my SP test games fwiw...

Ornedan
October 12th, 2008, 03:53 PM
Grrr...

I'm still losing the commander windows when playing my MP games, and support hasn't looked at my ticket in over a week.

Does this happen to anyone else??!?

I load the game, and everything comes up fine, but after issuing a couple of commands the commander windows disappear and I can't get them back. I can cycle using 'n' but can't see the commander other than through 't', which doesn't help that much :p

I have to repeatedly exit dom3 and restart it (which fortunately doesn't take too long, but still...) eventually the windows stick.

I rarely see this happen in my SP test games fwiw...This happened to me a few times in 3.17. Hasn't happened after upgrading to 3.20.
But it is happening in 3.20 to a player in a game I'm hosting.

I could provide the save files for that game if it would help? Can also ask him to do a debugmode log.

Would be nice to get this fixed, since it plays merry hell with actually getting any playing done if someone is suffering from this every 1.5 games or so.

Edi
October 12th, 2008, 04:22 PM
Then that someone should come forth on their own, create a support ticket and maybe give some details as to where they got the game. People who have that precise problem generally get zero or negative sympathy on the forums for a good reason and if you dig around, you may even find the reason why.

DrNietzsche
October 14th, 2008, 11:00 PM
Recently switched PCs to one with Vista. Most of my games worked fine after a little tinkering, and Dominions 3 runs fine in and of itself. The issue? Mods. I can't seem to activate them. Up to date patches..so what could be the issue?

konming
October 16th, 2008, 05:12 AM
Found a new (or existing for a long time?) bug. When castle is under siege, you can cancel any unfinished unit production and get the money back. But when you save the game by hitting end turn or save and quit, the unit production is reinstated but the gold remains. This will trigger cheat detection when the turn hosts.

konming
October 16th, 2008, 11:26 AM
I should have read the short list more carefully. The bug was reported. :(

thejeff
October 16th, 2008, 12:09 PM
I've got a Skratti thug refusing to cast Breath of Winter.
He's scripted to Quicken Self, Breath of Winter, attack
Several others cast it without problem.
He either casts something else or just closes to attack.
The main difference is that I've given him Lifelong Protection. Is it possible he's refusing to cast because of the imps?
I think there was a change in BoW behavior to avoid casting it unscripted, since it would often wipe out other nearby mages, but I'd hope that wouldn't override a scripted order.

Here's the relevant bits from the debug log:
com Fafner cast spell (favspell Breath of Winter) (mayusegems 1)
est. choices 15
<snipped>
BOW before 17
best Area10 cold dmg3 this far, 6 16 (-66 pnts)
spellscore, Area10 cold dmg3 score -66 (boost 104 scorat 0)
BOW after -49
spellscore, Breath of Winter score -49 (boost 115 scorat 0)
Eval: Breath of Winter score 0 (fat 20)
comp_castspell: eval Breath of Winter result 0


It gets a negative score, presumably due to hurting the imps?
It doesn't add in the favspell bonus, which seems wrong to me.

JimMorrison
October 16th, 2008, 12:56 PM
I think there was a change in BoW behavior to avoid casting it unscripted, since it would often wipe out other nearby mages, but I'd hope that wouldn't override a scripted order.


Well, recently I had a mage kill another with BoW. And a couple of days ago, I had an idiot Spectre wipe out my entire communion by casting BoW as a Master.

thejeff
October 16th, 2008, 01:11 PM
Actually a Communion Master casting BoW should work well. All the slaves should pick up the cold resistance as well as the Chill aura. Other mages or masters could be hurt, but the slaves should be fine. If not, that's a real bug.

Beyond that though, if they're still casting it unscripted, the AI certainly shouldn't overwrite my thug's script.

JimMorrison
October 16th, 2008, 01:33 PM
The CR is not permanent, as per the spell description, they are resistant to cold "while casting". Regardless of whether one might hope that it was good for a communion, it really did kill all of my slaves very very quickly.

thejeff
October 16th, 2008, 01:51 PM
Every time I've cast it, the caster has gotten +100% cold resistance for the battle. Puts my Frostbrand equipped Skratti up to 250% :)

If that's not happening in communions, it's a problem.

thejeff
October 16th, 2008, 04:30 PM
I just tested this. Communion slaves picked up both Chill effect and Cold resistance for the entire battle, as I expected.
Is it possible your masters just cast enough high fatigue spells to kill the slaves? Or cast something else that lowers cold resistance? I know Stoneskin drops CR by 50.

thejeff
October 16th, 2008, 04:44 PM
And back on my original problem, the debug output when one of the other thugs does cast Breath of Winter is:


com Oddvitner cast spell (favspell Breath of Winter) (mayusegems 1)
est. choices 23
BOW before 18
best Area10 cold dmg3 this far, 6 7 (0 pnts)
spellscore, Area10 cold dmg3 score 0 (boost 119 scorat 0)
BOW after 18
spellscore, Breath of Winter score 15 (boost 106 scorat 0)
Eval: Breath of Winter score 15 (fat 10)
comp_castspell: eval Breath of Winter result 15
best spell so far Breath of Winter (score100015)


I also tried it with a Starspawn next to illithids. He wouldn't cast it either.
I'm glad if it won't be cast unscripted, but if it's scripted I'd like to see it allowed.

Endoperez
October 16th, 2008, 05:25 PM
Could it be that the spell won't be cast unless there's someone in the AoE? It seemed to do damage calculations when evaluating whether or not to cast the spell. Try adding some militia nearby and see if it works then.

I doubt it's that, because I'm sure people would've noticed if lone thugs couldn't cast Breath of Winter.

thejeff
October 16th, 2008, 05:48 PM
No, the other thugs cast fine without anyone nearby. It seems it won't cast if there are (non cold immune?) friendlies in range.

chrispedersen
October 16th, 2008, 10:15 PM
The spell selection kind of cheats.
It runs the spell - analyzes all possible results
and then selects the best results to figure out which spell to cast.

So, if you kill a bunch of friendsly, thats going to deprecate the spell.

So, with imps, usually what happens is they go and fly off and engage the enemy.

I bet if you script something like
X X X X BoW
After all the imps are gone, it will cast it just fine. (Presuming fatigue, no close by enemies etc.).

chris

thejeff
October 17th, 2008, 08:25 AM
Not to helpful for Lifelong protection, since it keeps making Imps.

Since it's a thug, Quicken Self, Attack, Attack, Attack, BoW, might be worth trying. It might cast if there are more enemies than friendlies around him.

But it's not just a deprecation. My best guess from the log is No enemies hurt :0, Some allies hurt: -value. Since the result is negative, the spell is forbidden. The 100,000 bonus for being scripted isn't added in. If it was, 100,000 - 49 would be far above any other spellscore.

chrispedersen
October 18th, 2008, 09:52 PM
Gugner the Jotun hero, monster 2845. Text lists golden armor. However, he actually has no armor, and instead has two shields. And an iron cap.

CBM 1.3 is enabled.

chrispedersen
October 18th, 2008, 10:04 PM
Hydra 1839,

lists twice the regeneration of the earlier forms, (12hp regen) but doesn't actually regenerate in battle

chrispedersen
October 18th, 2008, 11:37 PM
Also, the hydra tamer says its the only unit that can catch and tame - however any unit can actually lead the hydras.

usually the catch and tame verbiage does restrict - aka see abysia's fire drakes.

AreaOfEffect
October 18th, 2008, 11:48 PM
Also, the hydra tamer says its the only unit that can catch and tame - however any unit can actually lead the hydras.

usually the catch and tame verbiage does restrict - aka see abysia's fire drakes.

The catching and taming part is simply flavor text. Beside catching and taming has nothing to do with leading. Once tamed (recruited), any unit with leadership can move them.

The Beast Tamer of Abysia can lead Salamanders because he has magic leadership. Again, the taming and training in the text is just for flavor. Any unit with magic leadership can lead the salamanders. There isn't some specially coded leadership with these units.

All leadership breaks down to regular, undead, or magic.

Edi
October 19th, 2008, 05:07 AM
Gugner the Jotun hero, monster 2845. Text lists golden armor. However, he actually has no armor, and instead has two shields. And an iron cap.

CBM 1.3 is enabled.
Vanilla Dom3 units end somewhere a little below 2100. That's a mod problem, not a Dom3 problem.

Edi
October 19th, 2008, 09:55 AM
The illwinter email address where files can be sent has been added (in broken format) to the bug shortlist opening post. But if you do send files there, detailed descriptions. And if you're playing with mod games, the mod files and everything else necessary as well. Use zip format when packing things. Kristoffer at least does not use rar at all and I'm not certain if Johan does either.

chrispedersen
October 19th, 2008, 11:18 AM
Also, the hydra tamer says its the only unit that can catch and tame - however any unit can actually lead the hydras.

usually the catch and tame verbiage does restrict - aka see abysia's fire drakes.

The catching and taming part is simply flavor text. Beside catching and taming has nothing to do with leading. Once tamed (recruited), any unit with leadership can move them.

The Beast Tamer of Abysia can lead Salamanders because he has magic leadership. Again, the taming and training in the text is just for flavor. Any unit with magic leadership can lead the salamanders. There isn't some specially coded leadership with these units.

All leadership breaks down to regular, undead, or magic.

A couple of comments.

It might be flavor - but the hydra tamers never get built - so what flavor is that?

Second, if the bugs in hydra regeneration get worked out, sauromatia becomes a little bit stronger. I mean, poison, multi headed, nasty temper - and it took the greatest hero in Great Mythology to slay *one*. I think it should require magical leadership. And it balances Sauromatia just a little.

lch
October 19th, 2008, 12:55 PM
Hydra 1839,

lists twice the regeneration of the earlier forms, (12hp regen) but doesn't actually regenerate in battle
Are you sure about that? I just placed her on a battlefield with the Shift+U command for testing, but she regenerated just fine for me that way. She won't regrow any heads, of course, only up to the 40 HP that she has. Even as a secondshape from unit number 1838.

chrispedersen
October 20th, 2008, 12:23 AM
No, I'm not sure Ich. Now that I retry it, it seems to regen for me as well. But I was sure the base hydra was sitting at 36 hp (vs the 40 its supposed to have).

But even if it is being technically correct, can this really be whats intended?

Ie.,

Form 1: X heads. 6Hp 6 reg
Form 2: X-1 head 6hp 6 reg
Form 3: X-2 heads 6hp 6 reg
Form4: X-Y heads 40 hp, 12 reg

So every time the hydra takes 6 points of damage - it wacks off a head, which *willnot* regenerate.

The only use for the regenerate is if the hydra takes less than 6pts of damage.

So, more or less most of the time, the only time a hydra regenerates is when its down to 40 hp or less.

Endoperez
October 20th, 2008, 01:14 AM
So, more or less most of the time, the only time a hydra regenerates is when its down to 40 hp or less.

On the other hand, a knight hitting with a lance, or even spells like Gifts from Heaven or Soul Slay, won't deal more than 6 points' worth of damage, since the form changes after that.

It works out okay, hydras are now considered much more powerful than they used to be.

Edi
October 20th, 2008, 04:24 AM
No, I'm not sure Ich. Now that I retry it, it seems to regen for me as well. But I was sure the base hydra was sitting at 36 hp (vs the 40 its supposed to have).

But even if it is being technically correct, can this really be whats intended?

Ie.,

Form 1: X heads. 6Hp 6 reg
Form 2: X-1 head 6hp 6 reg
Form 3: X-2 heads 6hp 6 reg
Form4: X-Y heads 40 hp, 12 reg

So every time the hydra takes 6 points of damage - it wacks off a head, which *willnot* regenerate.

The only use for the regenerate is if the hydra takes less than 6pts of damage.

So, more or less most of the time, the only time a hydra regenerates is when its down to 40 hp or less.
This is completely WAD.

vfb
October 21st, 2008, 12:38 AM
Bah ... I just got killed by the IMMORTALITY 001 bug. Some extra weirdness happened when I had Phoenix Pyre up with my immortal Phoenix: the third time he blew up, he somehow made a copy of himself and there were two Phoenixes on the battlefield. I sent the turn to Illwinter.

Edi
October 21st, 2008, 06:44 AM
Bah ... I just got killed by the IMMORTALITY 001 bug. Some extra weirdness happened when I had Phoenix Pyre up with my immortal Phoenix: the third time he blew up, he somehow made a copy of himself and there were two Phoenixes on the battlefield. I sent the turn to Illwinter.
That's a good thing that you sent a file. The bug has been around for ages, but it's so rare it has been hard to catch.

fungalreason
October 21st, 2008, 01:11 PM
I'm just curious if this would consider this a bug/exploit. I equip a Jotun Skratti with a Black Heart. Sneak him in his wolf form to an enemy province, along with a scout to carry some extra items. (The stealthy form only keeps the two misc slots). Next turn, I change to a werewolf, transfer the items over and assassinate a leader.

I thought that after the assassination I would see him attack the rest of the PD and/or whatever army remained in the enemy province, since the werewolf form doesn't have stealth. However, nothing happened. At the beginning of the next turn, the skratti keeps the "hide" command and appears to be free to move away, assassinate again,or even stay hidden.

chrispedersen
October 21st, 2008, 04:27 PM
WAD, in my opinion.

If you think about it, a stealthy preacher in a province isn't giving the 'hide' order - he's preaching.

Its my personal opinion that stealth is only checked at specific occassions. Off the top of my head, when you sneak *into* a territory, when destealth is checked by the province, and when new units take control of territory. Also, when you have a stealthy succubus, with stealthy troops, and she succeeds and flies off - her troops *will* be discovered.

It seems to me that on the occasions that the stealth check is made, that it just goes against the stealth rating of the unit.
Aka the Destealth of the province compared to the stealth of the unit - its irrespective of the order your stealthy unit is giving.

I've often thought it would be cool if a stealthy scout could use a lab stealthily....

vfb
October 24th, 2008, 02:46 AM
More on the item slots bug:

I made an Abysian Warlord (#119) my Prophet, turning him into a War Master (#118).

He got a "lost an arm" affliction in the second month of the game. He wasn't wielding any extra equipment, just the 2 axes (#17) he gets by default.

But when he "lost an arm", instead of being reduced to attacking with just one ax, he's got two fist (#92) attacks instead.

But wait, it gets weirder!

In the fourth month, there was an arena tournament, and he beat up some poor old guy and won the Champion's Trident. Which is two-handed. But he's now wielding it. But he doesn't get a trident attack. He's got one fist (#92) weapon now, instead of two.

He does have the quickness bonus from wielding the trident.

rdonj
October 24th, 2008, 04:11 AM
I encountered the bug with globals not going away after the nation is defeated today in an EA game against t'ien chi. A somewhat frustrating occurence of it as they had cast wrath of god and I only have lizard shamans for astral....

But anyway, they had cast it with the master with the iron crutch. I killed him at least twice in their territory. One of the times was in the capital, while I had it under siege and I don't precisely remember but I MAY have taken the fort on that turn. In any case I don't think it ever counted him as actually having died, though I never saw him again. Unfortunately I don't have turn files of that time period, I was figuring the global would drop when I killed t'ien chi off and just brushed it off. I must be too used to playing MMOs.

Edi
October 25th, 2008, 06:37 AM
vfb, the item slots behavior with your Warmaster is, as strange as it sounds, WAD. That's because a battleaxe is a 2-handed weapon. You can assign multiple two-handed weapons to a unit during creation and it won't check number of arms until you get the Lost an Arm affliction, at which point it checks that for all of the weapons. Hence the two fists. And the Champion's Trident is also 2-h, plus it has hard-coded behavior, so you get the item but the checks apply to whether the unit gets the weapon. For a normal 2-h item, the unit could not even find it.

I encountered the bug with globals not going away after the nation is defeated today in an EA game against t'ien chi. A somewhat frustrating occurence of it as they had cast wrath of god and I only have lizard shamans for astral....

But anyway, they had cast it with the master with the iron crutch. I killed him at least twice in their territory. One of the times was in the capital, while I had it under siege and I don't precisely remember but I MAY have taken the fort on that turn. In any case I don't think it ever counted him as actually having died, though I never saw him again. Unfortunately I don't have turn files of that time period, I was figuring the global would drop when I killed t'ien chi off and just brushed it off. I must be too used to playing MMOs.
Known issue, globals staying up after a nation has been defeated. I've sent files to Illwinter in the past, but it has not been resolved. The reason why the global didn't dispel when the Master of the Iron Crutch was killed in combat in its own dominion is that it's an immortal unit, hence it does not count as killed unless it dies outside its native dominion and thus globals it has cast are not dispelled either.

So this is possibly a confluence of WAD behavior and an existing bug.

vfb
October 25th, 2008, 07:32 AM
It's not a battleaxe, it's #17, an Axe, and it's one-handed according to the DB (thanks for the DB Edi!). The Warlord (#119) in the DB is also listed as wielding 2 Axes: wpn 1 and wpn 2.

rdonj
October 25th, 2008, 07:47 AM
I'm aware it was a known issue, I was just hoping there was a particular correlation between immortal ritual casters and globals not dropping that would solve the bug :) Specifically my point about the master w/the iron crutch was that having killed him and taken the fort in seperate battles on the same turn the game didn't think he actually was dead, which may or may not be a completely seperate bug.

Edi
October 25th, 2008, 08:25 AM
rdonj, maybe. It'd be nice if the defeated nation globals one was solved first. Then we would have more conclusive premises to go from.

vfb, the Warlord has twin axes (17), but when prophetized and turned into a Warmaster (different unit), it also changes the axes to Battleaxes (18), which is a 2-h weapon. Make a test game with Abysia and prophetize the warlord, then pay attention to the details of the changed form. In that game you can't take a look because the trident and the affliction prevent you. As illogical as it sounds in this case, it's WAD.

A warmaster is so tough that what everyone else requires two hands to wield, he swings around one-handed. At least until he loses an arm, at which point I guess he overbalances or something and has to drop both of them... ;)

vfb
October 25th, 2008, 09:20 AM
Thanks Edi! Sorry, I only had one Warmaster, and I didn't notice the weapon change because I'd already lost the arm, overbalanced, and dropped all my battleaxes. I was looking at the recruitable Warlord. My mistake. :banghead

Thanks for taking the time to explain it to me!

Micah
October 27th, 2008, 02:43 PM
Pardon if this has been reported already, but an immortal unit casting a BE and then getting killed (at least in friendly dom) results in the BE staying up until the end of the battle. I would think that having your body be utterly destroyed would be slightly more detrimental to the concentration required to maintain a spell than, say, running away, but what do I know? =)

Edi
October 27th, 2008, 04:43 PM
Pardon if this has been reported already, but an immortal unit casting a BE and then getting killed (at least in friendly dom) results in the BE staying up until the end of the battle. I would think that having your body be utterly destroyed would be slightly more detrimental to the concentration required to maintain a spell than, say, running away, but what do I know? =)
I think that's probably a side effect of an immortal in friendly dominion getting whacked not setting the kill flag or retreat flag for that unit than anything else. Interesting cosmic loophole, though.

rabelais
October 30th, 2008, 04:14 PM
not sure if this is a bug or not... noticed that boar warriors don't get any extra armor for added berserk from a n9 bless... Specifically n9e9 boar warriors should be protection 22, (or 23 for the leader) but seem to top out at 20....is this WAD?

Given how weak the n9 power is I was rather disappointed, since I thought I had found a way to make it mildly useful.

thanks for your time,


Rabe

thejeff
October 30th, 2008, 04:48 PM
Haven't checked the math for the Boar Warriors, but actual protection is some kind of average of natural protection and armor. Berserk adds to the natural protection, but since it's averaged the full bonus doesn't appear.

I suspect that's what's happening with the Boar Warriors.

AreaOfEffect
October 30th, 2008, 04:51 PM
It has a to do with the way natural protection stacks with armor. The benefit is not exactly additive. As far as I can tell the protection from a berserked E9N9 boar warrior is correct at about 20.

Endoperez
November 1st, 2008, 08:07 AM
Poisoned weapons cause poison even when Mirror Image negates the damage from the hit. This might be true for all secondary effects; that is, a hit is a hit even if mirror image negates the damage.



2368 striking with weapon Thorn Staff. att35 def15
hitloc Werewolf strikes Illusionist wl4 diff-4 -> 4
hitunit 2368 2476 dmg5 spec3 ba4
damage 28 on Illusionist, spec0x3 ba4
Mirror Image negated 28 pnts of dmg
hitloc Werewolf strikes Illusionist wl0 diff-1 -> 1
hitunit 2368 2476 dmg15 spec8320 ba1


For comparison, here's the next attack.


2368 striking with weapon Bite. att23 def12
hitloc Werewolf strikes Illusionist wl0 diff-1 -> 4
hitunit 2368 2476 dmg2 spec136314881 ba4
damage 31 on Illusionist, spec0x8200001 ba4
Mirror Image negated 31 pnts of dmg

Edi
November 1st, 2008, 11:12 AM
Poisoned weapons cause poison even when Mirror Image negates the damage from the hit. This might be true for all secondary effects; that is, a hit is a hit even if mirror image negates the damage.



2368 striking with weapon Thorn Staff. att35 def15
hitloc Werewolf strikes Illusionist wl4 diff-4 -> 4
hitunit 2368 2476 dmg5 spec3 ba4
damage 28 on Illusionist, spec0x3 ba4
Mirror Image negated 28 pnts of dmg
hitloc Werewolf strikes Illusionist wl0 diff-1 -> 1
hitunit 2368 2476 dmg15 spec8320 ba1


For comparison, here's the next attack.


2368 striking with weapon Bite. att23 def12
hitloc Werewolf strikes Illusionist wl0 diff-1 -> 4
hitunit 2368 2476 dmg2 spec136314881 ba4
damage 31 on Illusionist, spec0x8200001 ba4
Mirror Image negated 31 pnts of dmg
Bug from user point of view, WAD from game mechanics point of view. Weapon with secondary effect hits unit, mirror image negates damage. Weapon secondary effect (another weapon in itself) then hits the unit and effect is applied since mirror image is no longer in existence. Don't know if that can be changed, but we can ask about it. Might require some more procedures to be written into the hit calculations, though, so it could get complex.

thejeff
November 1st, 2008, 11:27 AM
Is that correct, Edi?
I thought mirror image either negated the damage or was dispelled.
Actually if that second attack is the next attack in the same battle the mirror image is still in place, since it negates the bite as well.

What I thought happened is that the poison bypasses the mirror image and then dispels it when the first damage from the poison is applied, at the start of the next turn.

Endoperez
November 1st, 2008, 12:24 PM
Is that correct, Edi?
I thought mirror image either negated the damage or was dispelled.
Actually if that second attack is the next attack in the same battle the mirror image is still in place, since it negates the bite as well.

What I thought happened is that the poison bypasses the mirror image and then dispels it when the first damage from the poison is applied, at the start of the next turn.

Yes, the poison damage dispels the mirror image next turn.

It's hard to fix without changing how Mirror Image works in the mechanics, and because both the spell and Glamoured units are often seen, fixing it might cause more trouble than leaving it as-is.

Loren
November 10th, 2008, 12:09 PM
Two little bugs:

1) I am sieging a castle. On the map I see "Magic Site" without details. On the F1 screen I see exactly what the sites are.

2) Same province. I can't assassinate anyone in the castle--the order simply doesn't appear. Bug or WAD?

Edi
November 10th, 2008, 12:31 PM
Two little bugs:

1) I am sieging a castle. On the map I see "Magic Site" without details. On the F1 screen I see exactly what the sites are.

2) Same province. I can't assassinate anyone in the castle--the order simply doesn't appear. Bug or WAD?

1) Known and listed, no idea on priority but probably very low

2) Presumably WAD. I know if I was under siege I'd post a ton of sentries to prevent any enterprising assassin from sneaking inside the walls.

chrispedersen
November 10th, 2008, 01:40 PM
Two little bugs:

1) I am sieging a castle. On the map I see "Magic Site" without details. On the F1 screen I see exactly what the sites are.

2) Same province. I can't assassinate anyone in the castle--the order simply doesn't appear. Bug or WAD?

1) Known and listed, no idea on priority but probably very low

2) Presumably WAD. I know if I was under siege I'd post a ton of sentries to prevent any enterprising assassin from sneaking inside the walls.


Maybe so, but the person in the castle can assasinate people *outside* the castle.

Loren
November 10th, 2008, 06:59 PM
Two little bugs:

1) I am sieging a castle. On the map I see "Magic Site" without details. On the F1 screen I see exactly what the sites are.

2) Same province. I can't assassinate anyone in the castle--the order simply doesn't appear. Bug or WAD?

1) Known and listed, no idea on priority but probably very low

2) Presumably WAD. I know if I was under siege I'd post a ton of sentries to prevent any enterprising assassin from sneaking inside the walls.

But I could assassinate there before I owned it. They weren't on patrol then so I must have been able to assassinate into the castle.

JimMorrison
November 10th, 2008, 08:05 PM
Before you laid siege to it, yes.

I know if I were in a castle that had been laid siege to, I would declare a state of martial law, and I'd expect that would make it very hard for anyone to operate covertly, let alone even get -over- the wall in the first place.

rabelais
November 12th, 2008, 02:01 AM
Getting lots of crash bugs (post patch to 3.21) using CBM, the message is something like:

Nagot got Fell!!!

myloadmalloc: cant load /mod/worthyheroes1.8/dogfriend.tga


the precise syntax is difficult to derive because of ellipses and a non copyable dialog box.

Anyone else experiencing this and/or have a fix?


Will amend this if I can get a more precise error code.

AreaOfEffect
November 12th, 2008, 02:51 AM
In regards to the assassination issue I'm sure it is working as designed. When you siege a castle you technically own the province. This means that all random events go to the sieging nation. The sieging nation gets to control the tax rate and they also have the ability to declare prophets. All of these are abilities that only work when the province is yours.

Assassination is designed to only work when in a province controlled by the enemy. I'm sure the ownership of the province is the flag that decides if the ability is active. It would logically be a pain to program assassination for the sieging faction as this is a very special case.

lch
November 12th, 2008, 03:52 AM
While I agree that this is likely the issue here, it wouldn't be that illogical to have assassinations work the same way like remote spells.

DonCorazon
November 12th, 2008, 11:31 AM
I had a province go from 44 resources to 0 resources with no apparent explanation between turns in an MP game. No events, no change in population, no unrest. Just my resources vanished. And it was a province i had built a lab/temple to recruit indies. Can't do that anymore...

JimMorrison
November 12th, 2008, 11:49 AM
I had a province go from 44 resources to 0 resources with no apparent explanation between turns in an MP game. No events, no change in population, no unrest. Just my resources vanished. And it was a province i had built a lab/temple to recruit indies. Can't do that anymore...

Did you build another castle adjacent to the province?



Also:

The new Jomonese spells Jigami and Mori-no-kami, both appear to be available to all nations. This seems unintended.

Edi
November 12th, 2008, 12:04 PM
That's a new bug then.

DonCorazon
November 12th, 2008, 12:20 PM
Doh...yes-didn't realize there was a movement vector. False alarm. Been having other wierd things happen like random pearls appearing in another game and ability to summon jomonese uniques so I have been overly alert.

Edi
November 12th, 2008, 12:27 PM
No biggie. Was referring to the unrestricted Jomon summons, not the castle thing, DC. I figured it was probably a new fort causing things. I know I've messed up enough times that way.

"No more enchantresses for you, Awakened Lord. The governor of province X built a fortress and is now taxing all the rest of our meager resources..."

"What?! Off with his head!"

*demolish badly placed fortified city*

DonCorazon
November 12th, 2008, 12:38 PM
Hehe, exactly. I need to enforce a self-ban on posting before I drink the morning coffee to avoid idiotic posts.

Anyway, that game has been one endless string of bad luck and blunders. As for the fort, we'll just use the philosophy of Kramer(from Seinfeld) and of every US bank and just "take a write off".

Loren
November 12th, 2008, 05:19 PM
In regards to the assassination issue I'm sure it is working as designed. When you siege a castle you technically own the province. This means that all random events go to the sieging nation. The sieging nation gets to control the tax rate and they also have the ability to declare prophets. All of these are abilities that only work when the province is yours.

Assassination is designed to only work when in a province controlled by the enemy. I'm sure the ownership of the province is the flag that decides if the ability is active. It would logically be a pain to program assassination for the sieging faction as this is a very special case.

While I agree that this is what's going on that doesn't mean it's right. Checking for a siege situation wouldn't be hard.

Edi
November 12th, 2008, 05:43 PM
Siege situations are actually more complex than that. There are three types of conditions on provinces with regard to this:

1) Full ownership. Your province, no other factors
2) No ownership. Fully independent or full ownership by another nation. Stealth units may be present.
3) Partial ownership. Under siege.

Assassination can apparently only happen when you have no ownership. Some events may only happen when you have full ownership. Some may happen even when ownership is not full. E.g. PD events go to sieger, indie attack events happen against the besieged and thus take place only when the siegers have left or are victorious and the ownership is no longer contested. This last one looks like a bug, but is consistent with event mechanics and conditions. It is classified as a bug and probably needs some adjustment of event trigger conditions, because it used to work just fine in Dom2.

As far as tax rate etc, KO posted once that the besieging army gets tax rate minus castle admin value of the tax money and the besieged side gets castle admin value in money. The besieging side controls the tax rate, though. This also explains why even when your last castle is sieged and you have no other provinces, your income is not 0, as I have personally seen in a vanilla MP game.

vfb
November 15th, 2008, 07:33 AM
I just had a barbarian chief fight a siren in the arena. The siren cast Freezing Touch on the barbarian chief, for 9HP of damage, and the barbarian chief did not berserk.

Sombre
November 15th, 2008, 08:09 AM
Damage doesn't always cause berserk.

Edi: Assassins from an under siege castle can target siegers.

vfb
November 15th, 2008, 08:23 AM
Thanks Sombre!

I'd never noticed it before, it was just this time there were only the two units in battle. I just looked up berserk in the manual and it says that the unit has to pass a morale check versus 12 for berserk to trigger. So, not bug at all!

Sombre
November 15th, 2008, 08:43 AM
Hmm so if they have high morale are they more or less likely to go berserk?

vfb
November 15th, 2008, 08:49 AM
More likely to berserk with high morale. If the manual is right, a morale 10 unit like my barbarian chief will only have a 30% chance to berserk from each hit. Of course, whenever I attack barbarians, it seems the chiefs always berserk when they get hit. :(

Herode
November 16th, 2008, 01:40 PM
Is there any probability units can ignore their scripts ?
I just had a cavalry unit with "attack cavalry" scripted going on to attack infantry, ignoring the ennemy cavalry outflanking it. A very bad deal indeed ^^

JimMorrison
November 16th, 2008, 02:19 PM
Were there other cavalry on the other side of those infantry? Perhaps light cavalry with bows in the back? They randomly acquire -any- cavalry unit as target, and run straight to them, attacking anyone in their way. It can be a little annoying, but we all get the same odds, so it works out. :p

Herode
November 16th, 2008, 02:42 PM
OK, checked and... confirmed. There was one cav behind the infantry screen.
I just forgot how stupid can be the AI :doh:

Ghill
November 16th, 2008, 03:26 PM
I was playing Pythium for the first time and sent a unit of mixed Hydras to conquer a independent province. For some reason the commander charged in with the hydras and got killed by the poison fumes. I thought I just misscripted the commander but it happened again with two other commanders that I had scripted for 'stay behind troops'.

lch
November 16th, 2008, 03:28 PM
Stay behind troops just does that: He stays directly behind them. Which means as close as possible. You should have scripted him to "Hold, Hold, Hold, Hold, Hold, Stay behind troops" with as much space between the Hydras and him or the better and obvious choice to send a poison immune commander.

Endoperez
November 16th, 2008, 04:47 PM
Alternatively, give the commander some archers as well, and he'll stay behind them instead. Even a single archer is sufficient, unless it loses an arm, and thus its bow, and charges.

lch
November 16th, 2008, 05:29 PM
Ah, yes. Can be any single troops set to Guard Commander, I think?