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ioticus
October 2nd, 2006, 11:09 PM
Received the game today and played one game. I found a bug that I thought was fixed in Dominions 2. An assassin with retreat orders will still retreat and die on an assassination attempt.
Kristoffer O
October 3rd, 2006, 03:16 AM
Hmm, annoying. http://forum.shrapnelgames.com/images/smilies/happy.gif
Kristoffer O
October 3rd, 2006, 03:26 AM
Better make this thread sticky. Collect bugs here.
Bug: This is an example
Make a nice header and a brief explanation of the bug so it is easy to find and sort bugs.
<font color="green">Bug: This is an example of a fixed bug
I will try to color fixed bugs green at times</font>
Daynarr
October 3rd, 2006, 05:51 AM
You can use /threads/images/Graemlins/Bug.gif symbol at the start as well.
DominionsFan
October 3rd, 2006, 05:51 AM
ioticus said:
Received the game today and played one game. I found a bug that I thought was fixed in Dominions 2. An assassin with retreat orders will still retreat and die on an assassination attempt.
Hehe. This is a historical event you know btw. You've found the first bug in the commercial release. http://forum.shrapnelgames.com/images/smilies/happy.gif
Endoperez
October 3rd, 2006, 11:13 AM
/threads/images/Graemlins/Bug.gif #maxage always sets the start of the unit's old age to 2397 years. Tested with #maxage 50, #maxage 100, #maxage 500, #maxage 1000 .
EDIT:
the maxage seems to depend on type of magic, or perhaps from the starting age which depends on the spider form of the God Spider of my mod. Either way, I couldn't use #maxage to properly set the start of the old age for a creature that uses #copystats and #shapechange, in that order.
Endoperez
October 3rd, 2006, 01:02 PM
/threads/images/Graemlins/Bug.gif Riderless Hunter Spiders(888) can't spit web. Their description claims they can, and the second form of Black Sorcerers (899) can. The weapon 899 has is Web (261).
The big spiders have Strength of only 10 or 11. Their weapons aren't affected by strength (18 no-str, death poison, web Spider Fangs for the Hunter Spiders), but higher strength would help them get free from Entangle and similar effects. Thus, I suggest that Great Spider (884, 898, 947) and Hunter Spider (888, 899) get some more strength. 898 and 899 are secondary forms of Sorceress and Black Sorcerer, 884 and 888 riderless mounts, 947 is shapechange form of Ainra the Lady of Spiders.
<font color="green"> Hunter spiders don't throw webs. They hunt prey. THats why they are hunter spiders http://forum.shrapnelgames.com/images/smilies/happy.gif. The sorceror doesn't care for such conventions and spits webs. The strength reflects the riders strength. The rider might still be entangled in webs after the spider is free. </font>
Endoperez
October 3rd, 2006, 03:19 PM
/threads/images/Graemlins/Bug.gif Adding descriptions to mods doesn't work properly. New lines entered in all text editors (tested on Notepad and Wordpad) don't start new paragraph; they seem to act as spaces. Also, the last #description command in the mod is used as the mod's description, even if the said command is actually a monster's description. This forces the modder to put the description of the mod to the very end of the mod.
Arralen
October 3rd, 2006, 03:29 PM
Endoperez said:
/threads/images/Graemlins/Bug.gif Adding descriptions to mods doesn't work properly. New lines entered in all text editors (tested on Notepad and Wordpad) don't start new paragraph; they seem to act as spaces. Also, the last #description command in the mod is used as the mod's description, even if the said command is actually a monster's description. This forces the modder to put the description of the mod to the very end of the mod.
Can't 2nd this. Use Unix-type linefeeds/newlines, that may help.
You need 2 newlines (an completly empty line) to get paragraphs in the description window. 'was this way in Dom2 as well.
If the #description does not work properly, you might have left out a " somewhere...
Arralen
October 3rd, 2006, 03:31 PM
/threads/images/Graemlins/Bug.gif Mods are not unloaded from the game if de-selected in the menue or invalidated by loading a mod-free savegame!
This is a known bug.
Workaround: Shut down and restart Dom3.exe after deselecting the mods.
Endoperez
October 3rd, 2006, 03:56 PM
Arralen said:
Endoperez said:
/threads/images/Graemlins/Bug.gif Adding descriptions to mods doesn't work properly. New lines entered in all text editors (tested on Notepad and Wordpad) don't start new paragraph; they seem to act as spaces. Also, the last #description command in the mod is used as the mod's description, even if the said command is actually a monster's description. This forces the modder to put the description of the mod to the very end of the mod.
Can't 2nd this. Use Unix-type linefeeds/newlines, that may help.
You need 2 newlines (an completly empty line) to get paragraphs in the description window. 'was this way in Dom2 as well.
If the #description does not work properly, you might have left out a " somewhere...
I didn't notice any missing quote marks in the Anansi mod I posted to the mod forum. All three descriptions started and ended properly, or at least I didn't notice anything out of order.
Regarding newlines: it just doesn't work for me. Didn't work in DomII either. It could well be problem with Notepad and Wordpad and the way they handle newlines.
Arralen
October 3rd, 2006, 04:23 PM
Endoperez said:
I didn't notice any missing quote marks in the Anansi mod I posted to the mod forum. All three descriptions started and ended properly, or at least I didn't notice anything out of order.
Regarding newlines: it just doesn't work for me. Didn't work in DomII either. It could well be problem with Notepad and Wordpad and the way they handle newlines.
#desciption: will have a look
# newlines: yeap. I'll pm you a link to an editor which does A) Unix-linefeeds and B) (incomplete) syntax-highlightning for Dominions.
Endoperez
October 3rd, 2006, 04:30 PM
Arralen said:#desciption: will have a look
# newlines: yeap. I'll pm you a link to an editor which does A) Unix-linefeeds and B) (incomplete) syntax-highlightning for Dominions.
http://forum.shrapnelgames.com/images/smilies/eek.gif Wow!
Any way, I still count it as a bug, because this is supposed to be multi-platform game. You know, not everyone has a fancy Linux or Mac! There are many Windows guys and gals even on the Shrapnel forums! http://forum.shrapnelgames.com/images/smilies/tongue.gif
Neophyte
October 3rd, 2006, 07:21 PM
I'd appreciate that link too, please. And is Unix style (Suse 9.x and 10.x if it matters) CR & LF, CR or LF? OpenOffice 2.x gives this as an option when you save a file as Text Encoded (.txt) and check the "Edit filter settings" box before clicking on Save. Answer appropriately when it asks if you're sure you want to save as txt and not native OpenOffice.
Thank's, and good luck - mine shipped today!
Arralen
October 3rd, 2006, 08:26 PM
LINUX = "\n" *nix uses the LF character
WIN32 = "\r\n" Windows uses both -- with the CR coming before the LF
MAC = "\r" Macs use the CR character
MAC_LEGACY = "\n\r"
Ballbarian
October 3rd, 2006, 08:39 PM
I too had problems in Dom2 as a windows user using notepad. Solution for me was to use Vim.
Bluebird
October 4th, 2006, 04:50 AM
A windows user switching from notepad to vim? You must be kidding.
Ballbarian
October 4th, 2006, 08:58 AM
http://forum.shrapnelgames.com/images/smilies/happy.gif I still use notepad when I can, but I love the power of Vim. Just a matter of choosing the right tool for the right job.
DominionsFan
October 4th, 2006, 09:03 AM
Ballbarian said:
I too had problems in Dom2 as a windows user using notepad. Solution for me was to use Vim.
So using Vim as a text editor should work properly to edit the mod files for Doms 3.?
Ballbarian
October 4th, 2006, 09:15 AM
Yes. I have used it for editing various dom2 mod files and all of my map files. The one Dom3 map file that I got my paws on was Vim friendly as well.
DominionsFan
October 4th, 2006, 09:17 AM
Ballbarian said:
Yes. I have used it for editing various dom2 mod files and all of my map files. The one Dom3 map file that I got my paws on was Vim friendly as well.
Nice, good to know. I'm gonna use Vim as well then. http://forum.shrapnelgames.com/images/smilies/smile.gif
Kristoffer O
October 4th, 2006, 12:34 PM
Hmm, could you please use this thread for bugs only and keep your discussions in another thread. It would make things easier for us http://forum.shrapnelgames.com/images/smilies/happy.gif
Endoperez
October 4th, 2006, 01:17 PM
Kristoffer O said:
Hmm, could you please use this thread for bugs only and keep your discussions in another thread. It would make things easier for us http://forum.shrapnelgames.com/images/smilies/happy.gif
There'd be no discussion about text editors that support whatever strange format .dm mods demand if your game supported Notepad. So there! http://forum.shrapnelgames.com/images/smilies/tongue.gif
Kristoffer O
October 4th, 2006, 01:32 PM
http://forum.shrapnelgames.com/images/smilies/happy.gif
PDF
October 4th, 2006, 05:35 PM
Do manual errors/typos qualify or should belong to a to-be-created thread ?
Caught one in the Magic Boost items table p 282, the Blood Stone is incorrectly indicated +1B instead of +1E. http://forum.shrapnelgames.com/images/smilies/wink.gif
The item description is correct.
=> "moved" to Typo thread as requested by SNSP (Shrapnel Nice Staff People) http://forum.shrapnelgames.com/images/smilies/wink.gif
Endoperez
October 4th, 2006, 05:43 PM
PDF said:
Do manual errors/typos qualify or should belong to a to-be-created thread ?
Caught one in the Magic Boost items table p 282, the Blood Stone is incorrectly indicated +1B instead of +1E. http://forum.shrapnelgames.com/images/smilies/wink.gif
The item description is correct.
I always make that same mistake. I sure hope it isn't my fault.
NTJedi
October 4th, 2006, 05:48 PM
Kristoffer O said:
Hmm, could you please use this thread for bugs only and keep your discussions in another thread. It would make things easier for us http://forum.shrapnelgames.com/images/smilies/happy.gif
Hopefully the moderators will delete all the NON-Bug posts... I'm sure Illwinter would strongly approve.
history:
In the previous Dominions_2 the graphs allowed the human players to toggle on/off the view of each nation thus any gamer could review the history statistics of any nation at the end of the game to determine which had the largest army or most gem income or most provinces and so on.
/threads/images/Graemlins/Bug.gifBug In Dominions_3 the functionality to review opponents has been removed once the opponent is killed. As a result by the end of the game there is no way to determine how well your opponents were doing or review the graph history. Hopefully the loss of this functionality will be restored within a patch.
Ygorl
October 4th, 2006, 11:40 PM
Two things, maybe not bugs but at least inconsistencies...
The manual lists the requirements for the Staves of Elemental Mastery as level 3 magic; in the game, they take level 4.
<font color="green"> Leviathan can be cast on land
The Leviathan summoning spell's description states that it can only be cast underwater; this is not the case. I just summoned one on land (in a coastal province, admittedly...)
</font>
More!
An alchemist with the Alchemist's Stone triggers cheat detection.
Armor of Virtue gives Berserk +2. This doesn't really make sense...
The Astral Travel spell given by the Gate Stone doesn't actually do anything. Not sure if the normal cast version works.
I tried a small random map with me as Dreamlands and two other random computer enemies. The flags were placed seemingly independently of the province boundaries, and the province tags (ocean, etc.) made no sense given the image.
<font color="blue">Edit: Enboldened posts to make sure I percieve them as bugs and not just comments. - Kristoffer </font>
biekert
October 5th, 2006, 01:13 AM
/threads/images/Graemlins/Bug.gif Anyone else have trouble renaming people? I'm getting an e.e. cummings effect where all my renamed commanders are forced to have, well, lower-caps names... perhaps they want to avoid a show of hubris in a game devoted to their master's ascension.
Second (possible) bug - in Dom2, you could hold the arrow key down to "pump up" province defense; now, you have to hit the arrow key once for each point of PD.
Arralen
October 5th, 2006, 03:07 AM
biekert said:
/threads/images/Graemlins/Bug.gif Anyone else have trouble renaming people? I'm getting an e.e. cummings effect where all my renamed commanders are forced to have, well, lower-caps names... perhaps they want to avoid a show of hubris in a game devoted to their master's ascension.
It's a known problem.
That's not only a problem with renaming - once this behaviour is triggered, you won't get ANY shift-key kombination to work - try and exit the current game, start a new one and type in capital letters for the game name eg. . Likewise, number pad etc may not work then any longer. Or try the "?" key, if it's some shift-key combination for you.
Restarting Dom3 normally gets rid of this annoying hiccup.
Mindi
October 5th, 2006, 08:34 AM
I've started a thread for typos in the manual, so lets put them there and leave this for bugs.
Kristoffer O
October 5th, 2006, 09:29 AM
Please make bugs bold to increase the chanses of us seing that they are bugs and not just discussions and elaborations on previous posts.
JaydedOne
October 5th, 2006, 11:21 AM
<i> In Dominions_3 the functionality to review opponents has been removed once the opponent is killed. As a result by the end of the game there is no way to determine how well your opponents were doing or review the graph history. Hopefully the loss of this functionality will be restored within a patch. </i>
A very painful issue, imo. I love being able to see where a game turned. Perhaps we can instead add a toggle that only shows remaining (live) nations?
Caduceus
October 5th, 2006, 11:39 AM
/threads/images/Graemlins/Bug.gifToggling with "w" for landscape will make units disappear against the background unless they move or you move the camera. Kind of negates toggling the landscape if you can't see the units at all http://forum.shrapnelgames.com/images/smilies/wink.gif
Maybe it is my video card.
Agrajag
October 5th, 2006, 12:01 PM
Caduceus said:
/threads/images/Graemlins/Bug.gifToggling with "w" for landscape will make units disappear against the background unless they move or you move the camera. Kind of negates toggling the landscape if you can't see the units at all http://forum.shrapnelgames.com/images/smilies/wink.gif
Maybe it is my video card.
I get that as well (in the demo)
Archonsod
October 5th, 2006, 01:00 PM
[b][i]Arralen said:
Restarting Dom3 normally gets rid of this annoying hiccup.
I got the same thing with Doms 2. Only seems to occur the first time you run the game after installing.
mathusalem
October 5th, 2006, 01:55 PM
Hi
Find a bug in the demo version.
I had the Arco Hero (Pathos), I gave to his a Characoal Shield.
After, He win the trident of the champion, the shield was move to the lab, but Pathos still have had the fire area from the shield
Endoperez
October 5th, 2006, 02:13 PM
mathusalem said:
Hi
Find a bug in the demo version.
I had the Arco Hero (Pathos), I gave to his a Characoal Shield.
After, He win the trident of the champion, the shield was move to the lab, but Pathos still have had the fire area from the shield
That sounds very bad. Good catch! I boldened it to make it for the developers to find.
Twan
October 5th, 2006, 02:34 PM
Not really a bug, but important for new players : the very useful "y" key is missing in the shortcuts list (when you press "?" to see the keyboard commands)
Cainehill
October 5th, 2006, 02:52 PM
Forest beneath the Waves site is bugged - it's an underwater site where "A nature mage may enter to summon an Archer", but even with an item on the nature mage to allow troops to breath underwater, the troops still drown and never show up for use. Somewhat comical, but presumably the intent is to allow archers to be gathered underwater. http://forum.shrapnelgames.com/images/smilies/wink.gif
<font color="blue"> I think archers are not the intended being, more likely sea stags or sea dogs or something </font>
Also in the shortcuts list : No mention of the Tab key which also doesn't conceal researchers on the map.
Agrajag
October 5th, 2006, 02:57 PM
Cainehill said:
Also in the shortcuts list : No mention of the Tab key which also doesn't conceal researchers on the map.
Apparently (from the demo) the tab key is used to toggle province names (that is, hold it to keep province names visible when filtering them out), so I don't think that's technically a bug.
However, I really miss the way the tab key worked, it was really useful.
Breschau
October 5th, 2006, 02:59 PM
/threads/images/Graemlins/Bug.gif Bug when using random map to start a new game that has the same name as the last game played:
This was with the demo. I started a small random map and, inventively, called the game "game". I quit that game and started a new one, also a small random map. I used the same game name and overwrote the old one at the prompt. The map for the new game was identical to the map from the overwritten game.. but it was using new underlying province boundaries etc. i.e. the map I could see had no bearing on the actual map the game was using.
I have been able to replicate this bug consistently. I've attached a screenshot of my replication. It shows the boundaries on the map having nothing to do with the underlying provinces, as shown by the golden lines and circles from the neighbours filter.
Steps to replicate (not sure all are strictly necessary, but it's what I did): Create a new game using a small random map. Name the game "game". Play a few turns. Quit without saving. Start a new game using a small random map. Name the game "game" and agree at the deletion prompt for the existing game. New game uses the first one's map as described.
Manually deleting the game before creating the overwrite didn't stop the bug. However, the bug did not occur when I created, ran and quit "game" then created "game2" - game2's map was fine. Then creating "game" after "game2" was also fine. It seems the bug only occurs if you create the same-named overwriting game *directly* after you've quit the one being overwritten.
Hope all that made sense http://forum.shrapnelgames.com/images/smilies/happy.gif
Cainehill
October 5th, 2006, 03:01 PM
I think the names is a bug - rather, it appears to be intended to display a banner indicating dominion, gold income, and resources for each province. Presumably if a player wants the province names on, they'd turn the filter on - the current behavior really clutters up the map display with no way to avoid it. And yes, it really probably should be on a different key, since Tab hides researchers when issuing orders / army setup, then goes schizo in the map display.
PheasantPlucker
October 5th, 2006, 03:17 PM
Minor typo - Can the word 'prophet' as shown on the info screen below be changed to 'Prophet'.
http://img.photobucket.com/albums/v448/Pheasant_Plucker/prophet.jpg
Agrajag
October 5th, 2006, 03:48 PM
Agarthan Oracles seem to have some problems with old age (?)
I'm not sure what the hell is going on, but my agarthans (in the demo) are having serious problems with old age. Despite the description of the Oracles stating a starting at age 385 out of 400 (fire ones live to 395), I've had oracles turn 410 only a few turns into the game.
I'm not sure if this is a bug of them rapidly aging (despite not partaking in combat where they could be hit with some spell), or just starting really old.
One thought that popped into my mind was that they can start at a range of ages (say, from 385 to 415), but the unit description shows 385 out of 400, which would make it just a display bug or something like that.
Nerfix
October 5th, 2006, 03:53 PM
Perhaps it has something to do with Death scale?
ologm
October 5th, 2006, 04:04 PM
Maybe bug: The void spectre doesn't have lifedrain.
Ilithids and spectres generally have lifedrain.<font color="blue"> My void spectre has lifedrain. Did you equip him with something? </font>
Also I had a void spectre with a bane venom charm several turns in an enemy province and I could find no enemies that were insane when I attacked with a scour, I did see diseased enemies. After getting rid of the bane venom charm I did see insane enemies appear after several turns. Some more testing might be needed.
josh_f
October 5th, 2006, 04:26 PM
Risen Oracle pretender does not have fire susceptibility.
thejeff
October 5th, 2006, 05:15 PM
<font color="green"> After taking the LE C'tis capital, the City of Tombs units (Keeper of the Tombs, Desert Ranger and Tomb Guard) seemed to be recruitable.
I say seemed only because I could add them to recruitment queue, but taking that province ended the game, so I never actually got any. </font>
thejeff
October 5th, 2006, 05:17 PM
Description typo:
In the text for Udum'ukinna, the C'tis hero,
reassebled -> reassembled.
Agrajag
October 5th, 2006, 05:19 PM
Nerfix said:
Perhaps it has something to do with Death scale?
I didn't take any death, and looking of the gamesave now shows no deathscale in any of my provinces.
And even if I did have a Death scale, is it really strong enough to make you age at ~x25 the normal rate?
RamsHead
October 5th, 2006, 06:54 PM
Three times in my last game I tried to get my pretender to bring a large army to the enemy capital by the way of Faery Trod. Both the origin and destination provinces were forests and the capital was already under siege by me. All three times only my pretender arrived at the capital, and my army remained at the origin province. In the manual it says that if they do get lost they should appear close to the destination, but the origin was far from the destination.
Cainehill
October 5th, 2006, 09:29 PM
Equipping magic weapons on commanders with 4 arms is very buggy : for example, the Destroyer of Worlds has 4 hand slots, starts with 4 weapons (2 melee, 2 ranged). Equipping a Thorn Spear costs _all_ 4 slots, while adding an Enchanted Shield gives back the Plague Bow and Lightning ranged attacks.
Same thing happens if a Serpent Kryss or Enchanted Sword is equipped. And, if two magical weapons are equipped, _plus_ a shield, the pretender now has 2 melee attacks, 2 ranged, _and_ a shield. In fact, a Black Steel Tower Shield can be added, for 2 (forged) magical melee weapons, 2 magic shields, and 2 missile weapons equipped. Take away the 2 weapons, he doesn't get the original equipped items back, instead gets a useless kick. And of course, equipping the shields _before_ the weapons takes away the missile weapons.
Cainehill
October 5th, 2006, 09:53 PM
Bugged Random Nations in demo : playing the demo, I just started a game with about 5 random nations, myself playing Arcoscephale.
Looking at the Hall of Fame, apparently there are at least 2 other Arco nations in the game. Worse, not only can I see the stats on their entries into the HoF, but I can see the units : one Prince of Death, and a Wyrm, with the exact same name as my own Wyrm pretender.
To put icing on the cake, the other two pretenders have heroic abilities. Mind, they might not be pretenders - they display as "Femur of Arcoscephale" and "Togrul Beg of Arcoscephale" rather than as "Togrul Beg, God of XyZ". In which case it seems pretty buggy that they're showing up as normal unit commanders for a duplicate nation.
Tichy
October 5th, 2006, 10:21 PM
<font color="green"> Shoreline province on the Orania map allowed me to recruit Triton Lords and Tritons. I tried it to see what happens, and on the next turn it says he drowned!
It was an independent province before I captured it, and it wasn't populated with Tritons, but Kuddus.
By the way, how do I make the neat-o bug icon? </font>
Cainehill
October 5th, 2006, 10:25 PM
The 'H' keyboard shortcut for healing doesn't work. Selecting an Arco Priestess and typing 'H' doesn't do anything, despite it being listed in keyboard shortcuts and on her individual command.
Edit: Actually, keyboard seems to get rather buggy in all. The Escape key stopped bringing up the Settings / game menu by Late Spring of Year 4, although it still closed other screens and menus. Quitting (by killing the process) and restarting returned Escape key behavior to normal, although 'H' still doesn't work to heal.
Tyrant
October 5th, 2006, 11:23 PM
<font color="green"> /threads/images/Graemlins/Bug.gif Helhirding listed twice on Helheim recruit screen </font>
Wick
October 6th, 2006, 12:03 AM
<font color="green"> Dwarven Smith listed twice on EA Vanheim recruitment screen. </font>
The mercenary groups Farstrikers, The Master Assassin, and Elephant Corps don't have commanders. (I know Terminius is sneaky but Hannibal isn't!) The mercenary commanders Gote and Madam Fortuna don't have group names. I haven't seen these in the game, I was just snooping in the .exe.
Foodstamp
October 6th, 2006, 12:18 AM
In the description for Arcoscephale, 4th sentence the word "have" is spelled "hve". (Demo version)
Cainehill
October 6th, 2006, 12:20 AM
I wrote:
Bugged Random Nations in demo : playing the demo, I just started a game with about 5 random nations, myself playing Arcoscephale.
Looking at the Hall of Fame, apparently there are at least 2 other Arco nations in the game. Worse, not only can I see the stats on their entries into the HoF, but I can see the units : one Prince of Death, and a Wyrm, with the exact same name as my own Wyrm pretender.
To put icing on the cake, the other two pretenders have heroic abilities. Mind, they might not be pretenders - they display as "Femur of Arcoscephale" and "Togrul Beg of Arcoscephale" rather than as "Togrul Beg, God of XyZ". In which case it seems pretty buggy that they're showing up as normal unit commanders for a duplicate nation.
Happened again, but this time I have score graphs on, and used a non-default name for my pretender. There isn't a second Arcosephale nation, but once again, there's a Moloch and another Wyrm (named Wyrm, just like my pretender) in the HoF when I started with 2 random nations in the demo, and a non-imprisoned pretender.
Tichy
October 6th, 2006, 02:43 AM
C'tis national summon Contact Couatl: Either a bug or a typo in the manual -- I have a Shaman N1S1 and Conj 6, and the spell doesn't show up in the list of available rituals. Not even greyed out.
Tyrant
October 6th, 2006, 03:14 AM
/threads/images/Graemlins/Bug.gif Move appears twice on action menu for stealth units
/threads/images/Graemlins/Bug.gif Legion of Steel does not appear to do anything. Can't tell if there is no effect or it's just not displayed.
/threads/images/Graemlins/Bug.gif Lone commander (Vanjarl) spams Sermon of Courage. (The icy wind keened across the sparse woodland as the doomed ice lord chanted a prayer and waited for death.) Does that count as a bug or did i post in the wrong thread?
Endoperez
October 6th, 2006, 03:33 AM
Agrajag said:
Nerfix said:
Perhaps it has something to do with Death scale?
I didn't take any death, and looking of the gamesave now shows no deathscale in any of my provinces.
And even if I did have a Death scale, is it really strong enough to make you age at ~x25 the normal rate?
Commanders start with a little bit of variation in their ages. It can go both ways. After being recruited, units should age at constant speed, and AFAIK Death scale only affects how fast afflictions accumulate, not the speed of aging. I'm not sure what the manual states on this.
Some old spells have changed and now cause aging. Decay, IIRC, at least. I doubt that's what happened in your case, but that's another thing that could happen.
Jarkko
October 6th, 2006, 03:51 AM
PheasantPlucker said:
Minor typo - Can the word 'prophet' as shown on the info screen below be changed to 'Prophet'.
/threads/images/Graemlins/Bug.gif Shift key does not work always (Windows)
For example when renaming characters (You get 'prophet' instead of 'Prophet') or when selecting a commander to give a shortcut command that needs shift (selecting a mage and I want to give research command (shift R) -> recruit screen opens).
Agrajag
October 6th, 2006, 04:23 AM
Endoperez said:
Commanders start with a little bit of variation in their ages.
Then that must be it.
That means that this is in fact a display bug, where on the recruitment screen the initial age shows for a unit is a single number instead of a range of numbers.
Unless the confusion is intentional.
Taqwus
October 6th, 2006, 04:51 AM
/threads/images/Graemlins/Bug.gif Cradle of Dominion: Province 167, "Great Bear Gulf",is terrain type 0 (plains) instead of terrain type 4 (sea).
/threads/images/Graemlins/Bug.gif Mage with no possible communicants ex. Starchild during assassination (no other commanders with astral magic, blood magic, inherent communicant power, or communicant item) should not cast Communion Master.
GamerMan12
October 6th, 2006, 06:03 AM
/threads/images/Graemlins/Bug.gif Black Bone's Pirates do not turn up in Water Province just Black Bone
Playing the demo as Atlantis, was able to bid for Black Bone and his pirates, but the pirates didn't make it - I guess experienced users may know of this gotcha but I think it is a bug - they should have arrived in their ship.
GM12
Endoperez
October 6th, 2006, 06:07 AM
GamerMan12 said:
/threads/images/Graemlins/Bug.gif Black Bone's Pirates do not turn up in Water Province just Black Bone
Playing the demo as Atlanta, was able to bid for Black Bone and his pirates, but the pirates didn't make it - I guess experienced users may know of this gotcha but I think it is a bug - they should have arrived in their ship.
GM12
Actually, there are no ships in Dominions. Sailing ability allows units to move over a sea, but sea battles always take place in the bottom of the ocean.
There is a bug in this, but it's the fact the pirates would accept to come under water. I quess Black Bone himself had some kind of water-breathing item.
okiN
October 6th, 2006, 06:08 AM
GamerMan12 said:
/threads/images/Graemlins/Bug.gif Black Bone's Pirates do not turn up in Water Province just Black Bone
Playing the demo as Atlantis, was able to bid for Black Bone and his pirates, but the pirates didn't make it - I guess experienced users may know of this gotcha but I think it is a bug - they should have arrived in their ship.
The ship lets them cross oceans, not enter them. They can't survive underwater.
GamerMan12
October 6th, 2006, 06:09 AM
Yes Black Bone had a ring of underwater breathing
ologm
October 6th, 2006, 06:34 AM
Old Kingdom of Karan map doesn't show the map graphic anywhere in dominions 3 in game, the map itself works.
Daynarr
October 6th, 2006, 07:31 AM
ologm said:
Old Kingdom of Karan map doesn't show the map graphic anywhere in dominions 3 in game, the map itself works.
I wouldn't put that in the bug thread. It's one old map preview that doesn't work. It's more likely map problem itself then it is game problem.
Twan
October 6th, 2006, 08:25 AM
Something strange with slingers/javelinists behavior. I can't be more precise... sometimes they fire normally when ordered to, sometimes they run to melee range without throwing anything, sometimes they fire one time then go to melee. And it's not because they are engaged : I've seen several times after a volley a full squad of slingers moving from a normal range to melee without reason. I think slingers/javelinists become buggy when an unit unable to fire is mixed with them, or when one is wounded and can't use his weapon (but it looks like it's not systematic).
(see this thread (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=452863&page=0&view=collap sed&sb=5&o=&fpart=1) )
Another bug or perhaps they are just too stupid : archers and slingers without a commander outside the province defense one (units in garnison or recruited this turn) attack in melee instead of using their ranged weapons.
Beorne
October 6th, 2006, 08:46 AM
From the Aagartha pale one description one could think they are poor amphibious but they are all good amphibious.
From the wet ones description one could think they are good amphibious instead they are almost equal to pale one militia.
From the description the pale ones should be poor amphibious and the wet ones "normal" amphibious.
Tyrian
October 6th, 2006, 12:04 PM
/threads/images/Graemlins/Bug.gif Yukinaga, Bakemono hero, have no description
/threads/images/Graemlins/Bug.gif Corrected
Nerfix
October 6th, 2006, 12:13 PM
The latter one is WAD since The Arena is neutral dominion.
silhouette
October 6th, 2006, 12:31 PM
mathusalem said:Find a bug in the demo version.
I had the Arco Hero (Pathos), I gave to his a Characoal Shield.
After, He win the trident of the champion, the shield was move to the lab, but Pathos still have had the fire area from the shield
This existed also in Dom2, but it was a cosmetic problem only and the dropped item affect was gone the next turn. My bug report is the first one in Arralen's bug thread. (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=399813&page=0&view=collap sed&sb=5&o=&fpart=1)
Sill
Ballbarian
October 6th, 2006, 12:43 PM
http://forum.shrapnelgames.com/images/smilies/Penguin.gif Battle text colors incredibly hard to see much of the time. I noticed when it was snowing the text turned white! The black on forest provinces was hard to see as well. Perhaps red would make the text more terrain neutral? (Ideal solution would be a shortcut key to cycle through a few colors so the player could pick a default color during battle replay?)
Archonsod
October 6th, 2006, 01:13 PM
Jarkko said:
/threads/images/Graemlins/Bug.gif Shift key does not work always (Windows)
Only seems to effect your first game after install. Restarting should clear that up.
Minor "feature": Immobile pretenders (like the Monolith) can suffer from a Limp affliction
Not necessarily a bug as such, but kind of funny nontheless. I wonder how the Monolith became aware it was stuck with a permanent limp http://forum.shrapnelgames.com/images/smilies/wink.gif Don't recall it happening in Doms 2, but then don't recall ever finding an AI with an immobile pretender in Doms 2.
thejeff
October 6th, 2006, 01:54 PM
Life drain doesn't give the little floating damage numbers.
No effect at all, actually.
Observed with vampires attacking EA Argartha troops
PhilD
October 6th, 2006, 03:09 PM
Diseased unit not losing health
In Dom2, and in the description, a "diseased" unit should lose 1 hp per turn. I've had a diseased guy regaining health over a few turns of doing nothing (it might be a sacred unit, and my pretender does have a Nature blessing, but I don't think it should matter - and my Pretender is fast asleep)
This is in the demo version, in case it matters.
Nonexistent Pretender from an absent Nation shows up in Hall of Fame
While trying the demo, I mistakenly created a Pretender for Arcoscephale, named "a" (couldn't quit without typing a name, and the caps key wouldn't let me call him "A"). When I created a game, with no Arcoscephale nation, "a" showed up in the Hall of Fame as the Pretender for Arcoscephale.
thejeff
October 6th, 2006, 03:35 PM
Using the 'y' feature for Army Setup when there are troops in the targeted province works oddly.
The commanders and squads in the province appear and can be given orders but their position squares do not appear.
This may seem like an odd thing to do, since it's intended for coordinating attacks, but it seemed natural when I was reinforcing a seiging army.
Taqwus
October 6th, 2006, 04:05 PM
Magic Duel: If the spell behavior has changed to be less lethal except in heavy gap in astral magic, the description does not reflect this.
Frostmourne27
October 6th, 2006, 09:22 PM
<font color="green"> /threads/images/Graemlins/Bug.gifIn the demo, all of the provinces I've found (on different maps) with Kappa population (on land) can instead recruit tritons. Then, if I recruit tritons, the tritons drown (its not an underwater province)
Somepeople seem to be having the same problem, but I'm not too sure. </font>
Cainehill
October 7th, 2006, 12:39 AM
PhilD said:
While trying the demo, I mistakenly created a Pretender for Arcoscephale, named "a" (couldn't quit without typing a name, and the caps key wouldn't let me call him "A"). When I created a game, with no Arcoscephale nation, "a" showed up in the Hall of Fame as the Pretender for Arcoscephale.
Yeh - might just (hopefully) be the demo, but I get duplicates of my pretender in the HoF, for my nation. Also usually a PoD which I've never used with the demo, showing up for my nation.
Frostmourne27
October 7th, 2006, 01:50 AM
/threads/images/Graemlins/Bug.gif Coral Spears seem to be secondary effect allways... a bit weird... I don't think this is deliberate since it makes mermen etc way too powerful vs SCs. since defence isn't too powerfull vs masses. It makes poison resistance required which doesn't feel right.
Cainehill
October 7th, 2006, 09:49 AM
If you mean that their poisoned weapons always cause poison when they hit, it's always been that way. If you mean they cause poison even if they don't hit, that'd be a bug. But mermen and other troops with poisoned weapons have always been tough to take.
Nerfix
October 7th, 2006, 09:52 AM
I've noticed they are less tough in Dom 3.
thejeff
October 7th, 2006, 11:55 AM
/threads/images/Graemlins/Bug.gifUnrouted squad disbanding.
Battle won, squad still attacking at the end, but removed from commander. Stayed in the same province.
Turn attached.
The battle takes place in The Bottleneck.
LeSquide
October 7th, 2006, 05:20 PM
Playing Sauromatia; attempted to use Astral Travel to drop my prophet and his huge army into an enemy province. According to the spell description, this should work.
Only the prophet shows up, the 215 troops that should have been with him no longer attached and instead chilling in the province he left from.
He got slaughtered by the enemy.
I can't find a reason for this; was there something I missed, or is this a bug?
PDF
October 7th, 2006, 05:54 PM
Taqwus said:
Magic Duel: If the spell behavior has changed to be less lethal except in heavy gap in astral magic, the description does not reflect this.
Has it been changed and how ?
Taqwus
October 7th, 2006, 06:52 PM
Regarding Magic Duel, somebody posted a table once showing lesser effects ex. fatigue damage or paralysis. I haven't tested it to see if it's accurate.
<font color="green"> Maybe bug, maybe WAD: Cthugul the Stargazer still has feet slots, a bit inconsistent with all other Starspawn.
</font>
Maybe bug, maybe WAD: Illithid Lords are not immune to Dreamlands insanity.
<font color="blue"> THey are less likely to get insanity </font>
When trying to issue a different Forge order to a mage who already has a Forge order, the "can we afford this" check does not seem to take into account the gems which wouldn't be spent once we cancel the previous one.
Foodstamp
October 7th, 2006, 08:06 PM
<font color="green"> Vanheim early age heroine named Grid. In description, the Heroine's name is actually Solvis. </font>
BigJMoney
October 7th, 2006, 08:23 PM
/threads/images/Graemlins/Bug.gif Resources hold-over not functioning properly.
Example: If a province is producing 100 resources and I queue up units worth 105 resource points, to show -5 resource remaining, the next turn, I should have 95 resources remaining. Let's say the last unit in the queue costs 10 resources. The next turn, that unit will be queued up, and I will only have 90 resources available, as if none of the previous turn's excess resources were put to use.
=$= Big J Money =$=
Archonsod
October 7th, 2006, 11:55 PM
Leadership reduction from afflictions doesn't affect troops already with the commander
Example : If a commander who has already been assigned troops gains a leadership reducing affliction such as mute, the troops already assigned stay with the commander, even if the new leadership score would prevent the commander having that many troops.
Also seems to affect magic and undead troops if those totals are reduced.
Etaoin Shrdlu
October 7th, 2006, 11:56 PM
Description Typos (Marverni, Demo):
For the Hornblower: "boomming" --> "booming"
On the regular Chieftain: "The nobles or Marverni" --> "The nobles of Marverni"
For the equivalent soldiers, it's written correctly.
Frostmourne27
October 8th, 2006, 12:03 AM
Cainehill said:
If you mean that their poisoned weapons always cause poison when they hit, it's always been that way. If you mean they cause poison even if they don't hit, that'd be a bug. But mermen and other troops with poisoned weapons have always been tough to take.
They seem to be poisoning even when they miss, though it's hard to tell. i dont think that fifteen mermen should do fifty points of poison damage in one round agianst defense 27, though I'm not sure how much damage weak poison is.
FrankTrollman
October 8th, 2006, 12:10 AM
Map Bug: Parganos: Province 31 is not marked "no start".
That's not a playable starting position for most factions. It's a landprovince, and it borders many provinces, but every border province is water! You can't expand unless you're an amphibious nation.
It takes like 20 seconds in the map editor to fix, but the game should not be packaged with a map that produces starting positions that are so amazingly unplayable.
-Frank
Manuk
October 8th, 2006, 12:46 AM
Bug: When besieging a castle and recieving attacks from independants from events they do not appear. Later when you take the castle they all appear sieging you.
FrankTrollman
October 8th, 2006, 01:08 AM
Custom Maps do not display properly.
I made a Hyborian Age map with 108 provinces and a .tga file that is 20 mb in size. This displays beautifully in Dominions 2, but when moved to Dominions 3 it shows all the provinces as points on a blank background.
It appears equally invisible in the map editor and the game itself. But the same .tga loads up fine in Dominions 2 both in the map editor and the game.
-Frank
BigJMoney
October 8th, 2006, 01:12 AM
/threads/images/Graemlins/Fish.gif[b] Not really a bug, but there is some old, DomII info lying around. The spell Sermon of Courage has an outdated and untrue description.
=$=
Daynarr
October 8th, 2006, 02:24 AM
FrankTrollman said:
Custom Maps do not display properly.
I made a Hyborian Age map with 108 provinces and a .tga file that is 20 mb in size. This displays beautifully in Dominions 2, but when moved to Dominions 3 it shows all the provinces as points on a blank background.
It appears equally invisible in the map editor and the game itself. But the same .tga loads up fine in Dominions 2 both in the map editor and the game.
-Frank
Can you attach that map here so we can see why it doesn't work?
Taqwus
October 8th, 2006, 03:16 AM
<font color="green"> Maybe bug, maybe WAD: National heroes' holy magic have not all been reduced by the same -1 applied to regular priests. Ex: Alcastor is still a level 4 priest for LA Ermor. </font>
FrankTrollman
October 8th, 2006, 03:23 AM
Daynarr said:
FrankTrollman said:
Custom Maps do not display properly.
I made a Hyborian Age map with 108 provinces and a .tga file that is 20 mb in size. This displays beautifully in Dominions 2, but when moved to Dominions 3 it shows all the provinces as points on a blank background.
It appears equally invisible in the map editor and the game itself. But the same .tga loads up fine in Dominions 2 both in the map editor and the game.
-Frank
Can you attach that map here so we can see why it doesn't work?
I've been puttering around with it quite a bit. And it shows the same problem on a lot of maps that Dominions 2 eats up just fine. Here's the old favorite "Kingdoms of Karan" which is flat not displayed by the map editor or the game itself. I'm putting it up because the graphics file is a lot smaller than the Hyboria one and it seems kinder to do it this way.
-Frank
PhilD
October 8th, 2006, 04:30 AM
BigJMoney said:
/threads/images/Graemlins/Bug.gif Resources hold-over not functioning properly.
Example: If a province is producing 100 resources and I queue up units worth 105 resource points, to show -5 resource remaining, the next turn, I should have 95 resources remaining. Let's say the last unit in the queue costs 10 resources. The next turn, that unit will be queued up, and I will only have 90 resources available, as if none of the previous turn's excess resources were put to use.
=$= Big J Money =$=
The display doesn't change to tell you that you have already "paid" 5 Resource to that first unit, but I believe the count is right, and in the situation you describe, if you queue an additional 95 resources worth of units, they will all be produced on that turn. At least, that was true in Dom2.
Resok
October 8th, 2006, 04:47 AM
/threads/images/Graemlins/Bug.gif Early Age Abysia's attempt to construct 'Cave Castle' in certain map squares but instead builds 'Simple Hillfort' even after paying the added cost.
Example: The provinces Muspel (441) and Silver Fangs (460) in the Glory of the Gods map appear to be valid places I can build a 'Cave Castle'. The tooltips indicate that a Cave Castle costs 1400 gold, 30 admin, 600 defense, 150 supplies and 6 monthes to build. I pay the 1400 gold, wait the 6 monthes and am rewarded with a 'Simple Hillfort' - 800 cost, 5 admin, 150 defense, 100 supply, 3 time to build.
In no province have I gotten 'Simple Hillfort' as an option for building. Again this is Early Age Abysia (Children of Flame) on the map Glory of the Gods. Hope this can be resolved as this is a considerable irritation to try to build one thing paying the full cost, and end up with something vastly inferior. If it matters at all, my Prophet (a Warlord) built the fort and I was attacked several times while building it (though never losing any commanders).
Resok
Endoperez
October 8th, 2006, 05:01 AM
Resok said:/threads/images/Graemlins/Bug.gif Early Age Abysia's attempt to construct 'Cave Castle' in certain map squares but instead builds 'Simple Hillfort' even after paying the added cost.
Example: The provinces Muspel (441) and Silver Fangs (460) in the Glory of the Gods map appear to be valid places I can build a 'Cave Castle'. The tooltips indicate that a Cave Castle costs 1400 gold, 30 admin, 600 defense, 150 supplies and 6 monthes to build. I pay the 1400 gold, wait the 6 monthes and am rewarded with a 'Simple Hillfort' - 800 cost, 5 admin, 150 defense, 100 supply, 3 time to build.
Both terrains seem to be mountains.
Daynarr
October 8th, 2006, 05:23 AM
FrankTrollman said:
I've been puttering around with it quite a bit. And it shows the same problem on a lot of maps that Dominions 2 eats up just fine. Here's the old favorite "Kingdoms of Karan" which is flat not displayed by the map editor or the game itself. I'm putting it up because the graphics file is a lot smaller than the Hyboria one and it seems kinder to do it this way.
-Frank
Ok, first of I used Gimp as it's free. When gimp tries to load Karan.tga you see this:
http://i46.photobucket.com/albums/f105/Daynarr/Dom3/karan1.jpg
As you can see, Gimp has problems with this file too.
After messing a bit with it I went to change its color levels. Why? The file is 32bit and recommended is 24bit. That means no alpha channels. This file has alpha channels, so I went to check them out.
http://i46.photobucket.com/albums/f105/Daynarr/Dom3/karan2.jpg
Then I reversed output levels for alpha channels ...
http://i46.photobucket.com/albums/f105/Daynarr/Dom3/karan3.jpg
As you can see in the background of the picture, map normalized. When I saved it loaded normally in Dom3.
Important thing to remember is; when choosing colors chose 24 bit instead of 32 bit. Difference is in alpha channels and that is exactly what was causing problems.
I assume that is the problem with your map as well.
Resok
October 8th, 2006, 05:58 AM
Endoperez said:
Both terrains seem to be mountains.
That's correct. I'd like to add that there is a new mountain type also: Border Mountains (low income, excellent resources) as opposed to Mountains (low income, excellent resources, hinders movement). Border mountain forts are 'Fortification', which build correctly. However 'Mountain' forts indicate they'll be built as Cave Castles but are instead built as 'Simple Hillfort's while still costing 1400 gold.
Resok
Arralen
October 8th, 2006, 09:57 AM
Daynarr said:
As you can see, Gimp has problems with this file too.
After messing a bit with it I went to change its color levels. Why? The file is 32bit and recommended is 24bit. That means no alpha channels. This file has alpha channels, so I went to check them out.
Best thing 'bout this is - Dom3 actually supports alpha channel - in contrast to Dom2, which simply ignores it. Look here - this is the Karan map loaded into the Dom3 map editor:
http://www.shrapnelcommunity.com/threads/uploads/454104-karan_transparent.png
But the karan.tga has the alpha-channel set to "0", as you can see from the Gimp screenshot .. "alpha 0" means 0% color coverage .. nothing to be seen, other than the background shining through and the province flags etc.
Set alpha to 100% or use 24-bit colors, as Daynarr said.
Caduceus
October 8th, 2006, 01:16 PM
Play an existing game > Choose game > should be Continue (from) where I left
MTCason
October 8th, 2006, 02:42 PM
/threads/images/Graemlins/Bug.gif In trying to play a game with a mod loaded, I get a crash to desktop whenever I try to proceed past the first turn, along with the message, 'No Holiness'
I'm trying to use a mod I've created for a new Pretender. Yes, I know it's overpowered, but I can't see anything that would cause the game to crash:
#modname "Tien Ch'i Supreme Ancestor"
#version 1.00
#domversion 3.00
#newmonster 2975
#copyspr 905
#copystats 905
#name "The Supreme Ancestor"
#description "Architect of the Empire many centuries ago, the Supreme Ancestor, first Emperor and august personage from which all subsequent Emperors have derived their ancestry, is chief amongst the pantheon of Tien Ch'i gods and worshipped spirits. Returned in an age of chaos and disorder for his people, the re-appearance of their god and progenitor has revitalised the stagnant and complacent Empire."
#clearmagic
#gcost 1
#mor 99
#immortal
#nametype 121
#magicskill 0 10
#magicskill 1 10
#magicskill 2 10
#magicskill 3 10
#magicskill 4 10
#magicskill 5 10
#magicskill 6 10
#magicskill 7 10
#magicskill 8 10
#startage 0
#startdom 4
#pathcost 10
#end
Twan
October 8th, 2006, 02:55 PM
MTCason : perhaps it's because Holy got 5 levels and not 10. Have you tested with #magicskill 0 5 ?
MTCason
October 8th, 2006, 03:07 PM
Twan said:
MTCason : perhaps it's because Holy got 5 levels and not 10. Have you tested with #magicskill 0 5 ?
Yes, I've tried that, and it has no effect. I've tried #magicskill 8 0 (as 8 corresponds to priest level), but no dice. It still crashes with that 'No Holiness' message.
Wick
October 8th, 2006, 03:54 PM
Is cheat protection on? I bet a pretender priest would trigger it.
Daynarr
October 8th, 2006, 03:55 PM
I don't think that pretenders should have any priest skills. Get rid of holy levels and it may work.
Wick
October 8th, 2006, 03:58 PM
<font color="green"> Sauromatia early age heroine named Klytaimnestra. In description, the Heroine's name is actually Kirke.</font>
Also, it appears that Ancestor Spirits cannot be blessed, at least by a Warrior Priestess. Maybe they need unholy? ;-)
Hadrian_II
October 8th, 2006, 03:59 PM
Switching from Window to Fullscreen mode causes Trouble
Im playing Dom3 on Ubuntu 6.06 and when i switch back from Windowed mode to Fullscreen, then the game gets very sluggish (about 1 Frame per 10 seconds, happens not always but most the time). When i switch back to the windowed Mode it runs fine again.
Blofeld
October 8th, 2006, 04:13 PM
/threads/images/Graemlins/Bug.gif Polypal spawn's tentacle attacks are useless
In demo version, during long underwater engagement with R'lyeh, their 60 Polypal spawns failed to do _any_ damage to my troops. They were fighting unarmoured tritons for several turns, so -some- damage should have gotten through. Perhaps the fact that they have strength 5 and tentacle damage is -5 AP has something to do with the bug?
Nerfix
October 8th, 2006, 04:27 PM
Yeah, that must be it. They essentially do 0 damage.
RoyalOak
October 8th, 2006, 04:39 PM
<font color="green">Shinuyama can recruit Kappa's for 0 gold in underwater fortress
Functiuns at least everytime in Kelp Fortress. Not tested yet on another underwater fort. </font>
Buffered
October 8th, 2006, 05:24 PM
/threads/images/Graemlins/Bug.gif Soulstone of the Wolves does not appear to summon any wolves in combat. - At least, it isn't working like it used to in Dom 2.
<font color="blue"> It casts howl once in battle. Summons 10 wolves or so. From the edges of the battlefield. Works for me. </font>
/threads/images/Graemlins/Bug.gif Graphics corruption after switching back to game after alt-tabbing out
I have an LCD and a CRT hooked up to an ATI Radeon X600, with the CRT designated as the primary monitor (which means it's on the secondary device). Both run at 1600x1200x32 which the game runs at as well.
edit: after switching out of the game, I have to click on the task bar icon once, wait a while and click it again to have the game come back.
/threads/images/Graemlins/Bug.gif When attempting to view a battle, game sometimes crashes with "out of memory" before the zoom-in effect on the world map shows up
This is with the Glory of the Gods map, and seemed to be consistently reproducible if it happens. It hasn't happened for several turns now, though. When it happens, if I look at the Task Manager entry for dom3.exe, the VM size jumps to around 1.5 GB of usage before the game quits. I've also had it jump around that high and play back the battle normally. The extra memory usage immediately drops down once the battle replay starts, though.
/threads/images/Graemlins/Bug.gif Summoned Limne, who is now in 5th place in Hall of Fame, but has received no hero ability. - does it have to be a recruited unit now?
<font color="blue"> Uniques don't get heroic abilities anymore. They are heroic and well known anyway. </font>
Taqwus
October 8th, 2006, 05:31 PM
/threads/images/Graemlins/Bug.gif Mind-blasters should not target immune targets when no other targets remain, because more may be summoned (rarely -- ex. mindless commander with a summoning item, it's possible if a bit contrived) and they should save their ammo.
Archonsod
October 8th, 2006, 07:06 PM
Buffered said:
/threads/images/Graemlins/Bug.gif Graphics corruption after switching back to game after alt-tabbing out
I see similar things, in addition, sometimes Alt + Tab doesn't work and I need to use the Windows key.
JaydedOne
October 8th, 2006, 08:37 PM
Magic site: The Wasted Sea does not grant summonable units. EDIT: NOT A BUG.
The Wasted Sea says that a death mage may enter to summon a Soulless of Atlantis. I've sat an aboleth with death magic there for three turns summoning and nothing comes out.
EDIT: Heh. Boy, those Soulless of Atlantis sure look like lobos.
(hides head)
JaydedOne
October 8th, 2006, 09:32 PM
Blofeld said:
/threads/images/Graemlins/Bug.gif Polypal spawn's tentacle attacks are useless
In demo version, during long underwater engagement with R'lyeh, their 60 Polypal spawns failed to do _any_ damage to my troops. They were fighting unarmoured tritons for several turns, so -some- damage should have gotten through. Perhaps the fact that they have strength 5 and tentacle damage is -5 AP has something to do with the bug?
I wonder if this is a "Working as Intended"... I use my spawn (which are easily acquired and have the highest protection of any unit for R'lyeh EA) as fodder to soak up attacks from tritons while my blasters fire away and enslave. If they did damage, they might be overpowered, given how easy they are to produce. And they -can- do damage if you strength-boost with spells.
Ballbarian
October 8th, 2006, 10:20 PM
/threads/images/Graemlins/Bug.gif Problem with Armor of Virtue? In my current game I had 2 commander's with misc magic items. They started near each other on the battle map. For what it is worth, both commanders were trained in the same turn.
Commander 1 had Armor of Virtue (returns commander home if struck in combat). Commander 2 ended up with ritual of returning instead!
http://www.shrapnelcommunity.com/threads/uploads/454388-ARMVRTU2.jpg
BTW: I love the headless hoburg. http://forum.shrapnelgames.com/images/smilies/happy.gif
thekossack
October 9th, 2006, 04:04 AM
/threads/images/Graemlins/Bug.gif
1. R'lyeh: During battles in the Void Gate, starspawn scripted to cast Returning never do, instead attempt to fight. The manual advises them to cast the spell to escape (pg. 130).
2. Gateway spell leaves soldiers behind, thus acting like a teleport.
3. Gate Stone, which allows Astral Travel, is broken. Commanders attempting to use it do nothing.
Jarkko
October 9th, 2006, 04:25 AM
Jarkko said:
PheasantPlucker said:
Minor typo - Can the word 'prophet' as shown on the info screen below be changed to 'Prophet'.
/threads/images/Graemlins/Bug.gif Shift key does not work always (Windows)
For example when renaming characters (You get 'prophet' instead of 'Prophet') or when selecting a commander to give a shortcut command that needs shift (selecting a mage and I want to give research command (shift R) -> recruit screen opens).
Humm... Oddly enough I now *can* give orders with shift pressed, but still can't rename people to have capital letter first. Must be some freak set of conditions that cause that shift problem? http://forum.shrapnelgames.com/images/smilies/confused.gif
Blofeld
October 9th, 2006, 08:25 AM
JaydedOne said:
Blofeld said:
/threads/images/Graemlins/Bug.gif Polypal spawn's tentacle attacks are useless
In demo version, during long underwater engagement with R'lyeh, their 60 Polypal spawns failed to do _any_ damage to my troops. They were fighting unarmoured tritons for several turns, so -some- damage should have gotten through. Perhaps the fact that they have strength 5 and tentacle damage is -5 AP has something to do with the bug?
I wonder if this is a "Working as Intended"... I use my spawn (which are easily acquired and have the highest protection of any unit for R'lyeh EA) as fodder to soak up attacks from tritons while my blasters fire away and enslave. If they did damage, they might be overpowered, given how easy they are to produce. And they -can- do damage if you strength-boost with spells.
Dunno. According to game mechanics, they should inflict (5(str) - 5(tentacle damage) + 2d6+) damage against (0 (triton prot) + 2d6+). That is, half of the hits against unarmored opponents should cause damage (barring repel).
A words from devs would be welcome, claryfing whether 0 effective attack strength units are supposed to inflict damage.
Ygorl
October 9th, 2006, 10:57 AM
Blood Rite description still says vampires are almost impossible to hit without magic weapons.
In the Cradle of Dominion map, provinces 120 and 167 should be tagged as water provinces
Tichy
October 9th, 2006, 11:27 AM
If you hire away a mercenary by outbidding a nation they're working for, sometimes they show up with a build order. (i.e. they're building a fortification before you tell them to do anything)
I assume this has something to do with not clearing the orders they have from their previous employer?
I've seen it twice, only forts, not lab or temple orders.
B0rsuk
October 9th, 2006, 11:49 AM
Morskie Oko - the name is used for sea province.
It's common knowledge in Poland that Morskie Oko (Sea's Eye) is in mountains. The very name alludes to the fact that the lake suppedly (according to legend) has connection with sea.
Jelenia Góra is used as water province
This is very annoying for anyone knowing polish language, because:
1) Góra means mountain.(noun)
2) Jelenia means Deer. (adjective)
Bladess
October 9th, 2006, 12:30 PM
1) Scout 6 provences from my capital watchs a foe attack an independent defender. The next turn the scout has teleported to the provence adjacent to my capital (Demo game)
2) I am guarding my commanders with 5 troops in one squad with guard orders. Several times (but not every time) after loading a saved game, the 5 troops are in different squads and only one has the guard order. (minor)
3) I have been building temples in all my secure provences. After about 40 turns, I noticed that 2 provences near my capital no longer have temples. Thinking they may have been destroyed by enemy action somehow, I move a priest in and for 3 turns I spend money and buuld temples and it never appears the next turn.
4) I build a fort, for about 15 turns it works fine. Then I cannot build troops there anymore. I have money, the fort has resources. I schedule the troops, but then the next turn the troops are still schedules but not built.
I tried overbuilding, underbuilding, only building one troop ect. No luck. (4 other forts work fine in the same game) The problem started after i captured a foes nearby capital??
5) One crash to desktop while processing a turn. Reloading the game and the same turn worked fine.
3) and 4) are in the same game, could it be some kind of saved game corruption? (Map Aran) Can send savedgame if needed.
Agrajag
October 9th, 2006, 12:41 PM
Bladess said:
4) I build a fort, for about 15 turns it works fine. Then I cannot build troops there anymore. I have money, the fort has resources. I schedule the troops, but then the next turn the troops are still schedules but not built.
I tried overbuilding, underbuilding, only building one troop ect. No luck. (4 other forts work fine in the same game) The problem started after i captured a foes nearby capital??
Was unrest over 100 in that province?
Hadrian_II
October 9th, 2006, 02:32 PM
missing refresh
When i get the research completed message and then click on show research, after that click on a school and scroll down the list (bug happens only if i scroll down) then go back to the messages window it is not refreshed (just empty, but the scroll bar is where it was in the research menu).
Nerfix
October 9th, 2006, 02:35 PM
<font color="green"> /threads/images/Graemlins/Bug.gif A costal mountain province had the Triton poptype in a random map. Savegame avaitable.
I noticed I could recruit Tritons in one mountain province In conquered from Mictlan! </font>
I think this was fixed prerelease, but didn't make it into the release version. If problem appears after the first patch report again.
Bladess
October 9th, 2006, 03:12 PM
Was unrest over 100 in that province?
Yep 217 unrest, solved that problem, thanks
StellarRat
October 9th, 2006, 04:37 PM
If you generate a new map for a multiplayer game and you give the game the same name as a previously created game the map doesn't get re-sent to the client's PC. The client will use the map that is in their maps folder for OLD game with the same name. The server side player, however, will be running the new map. Obviously, this causes problems since the players are seeing different maps for the same game. The only way to fix this is to have the clients delete the save game folder for the game and delete old map from the maps folder (or create all new games with unique names.)
One other small problem with multiplayer: When my friends firewall was not set up correctly, we got a message saying "Bad neighbor" and some Swedish stuff when we tried to play the first turn. I think this should say "Cannot communicate with client" or something more meaningful.
Other than this bug I have played three games online without any problems. The multiplayer system seems to work well. http://forum.shrapnelgames.com/images/smilies/happy.gif
Darkrhyno18
October 9th, 2006, 05:54 PM
<font color="green">Playing EA Bandar Log when a Guru commander dies it says something along the lines of "[name] has come aas close to his god as possible..."
The "aas" should be "as"
very minor bug. </font>
B0rsuk
October 9th, 2006, 06:16 PM
http://i2.photobucket.com/albums/y26/Zeldor/phil1.jpg
Seems like my friend found a truly ugly bug.
Note research values on these guys. This is from windows version, of course. I can ask my friend for savegames, if necessary. <font color="blue"> Not a bug - see answer below </font>
thejeff
October 9th, 2006, 06:33 PM
Description:
"The Sorceress is a female mage specializing in Astral and Air magic."
But the paths are 1F1E1S 20%(WSDN)
No Air in sight.
thejeff
October 9th, 2006, 06:37 PM
Immortality bug
The AI had an immortal Lich pretender. I had seiged his capital and killed the Lich. He returned and attacked the sieging army several times, properly. When I stormed the castle, I had already killed him that turn in a fight outside, but he appeared inside to fight again.
I didn't think to save the game, unfortunately.
RamsHead
October 9th, 2006, 06:42 PM
B0rsuk said:
http://i2.photobucket.com/albums/y26/Zeldor/phil1.jpg
Seems like my friend found a truly ugly bug.
Note research values on these guys. This is from windows version, of course. I can ask my friend for savegames, if necessary.
That's not a bug. If you go with a productive scale with EA Arco the philosophers are not as effective, which forces you to choose between fast research or larger armies.
RamsHead
October 9th, 2006, 06:51 PM
I used a mod to check out all the units in the game and noticed several things:
<font color="green"> /threads/images/Graemlins/Bug.gifwatchers have Darkvision (1), should probably be 100</font>
/threads/images/Graemlins/Bug.gifone of the Ice Devils has a description that says he is a death mage, but he is currently a level 3 water mage and a level 3 priest<font color="blue"> As he is a deomon and priest he is able to reanimate the dead </font>
<font color="green"> /threads/images/Graemlins/Bug.gifthe hero for LA Atlantis who rides a tupilak or whatever that thing is called is currently only size 2
/threads/images/Graemlins/Bug.gifthe hog knight has a foot slot </font>
Corwin
October 10th, 2006, 12:23 AM
Agrajag said:
Cainehill said:
Also in the shortcuts list : No mention of the Tab key which also doesn't conceal researchers on the map.
Apparently (from the demo) the tab key is used to toggle province names (that is, hold it to keep province names visible when filtering them out), so I don't think that's technically a bug.
However, I really miss the way the tab key worked, it was really useful.
Yes, TAB hiding reseachers is much more useful than toggling province names, which are almost always turned off, since they make map unreadable due to obscuring all other information, which Dom3 now displays on the map.
Can we have our old TAB back? Or some other shortcut, which hides (or dims out) reseachers.
Corwin
October 10th, 2006, 01:31 AM
Cainehill said:
Equipping magic weapons on commanders with 4 arms is very buggy : for example, the Destroyer of Worlds has 4 hand slots, starts with 4 weapons (2 melee, 2 ranged). Equipping a Thorn Spear costs _all_ 4 slots, while adding an Enchanted Shield gives back the Plague Bow and Lightning ranged attacks.
Actually part of it is not a bug, but rather a feature. http://forum.shrapnelgames.com/images/smilies/happy.gif The 4 hands pretender would lose all its default weapons in Dom2 as well. Since it was never changed in any of the patches, one can assumed that it is working as intended.
The rest of your observation indeed sounds like it's buggy.
Ygorl
October 10th, 2006, 01:46 AM
The small version of Glory to the Gods should have provinces 71 and 85 connected (adjacent ocean provinces).
Corwin
October 10th, 2006, 02:30 AM
Taqwus said:
Magic Duel: If the spell behavior has changed to be less lethal except in heavy gap in astral magic, the description does not reflect this.
O.T. So what is the new behavior? I must have missed it.
Corwin
October 10th, 2006, 02:38 AM
BigJMoney said:
/threads/images/Graemlins/Bug.gif Resources hold-over not functioning properly.
Example: If a province is producing 100 resources and I queue up units worth 105 resource points, to show -5 resource remaining, the next turn, I should have 95 resources remaining. Let's say the last unit in the queue costs 10 resources. The next turn, that unit will be queued up, and I will only have 90 resources available, as if none of the previous turn's excess resources were put to use.
=$= Big J Money =$=
Yeah, it's been always bugging me in Dom2, and it was never fixed for some reason.
Resources *are* actually being carrying over from previous turn, but there is no way (other than to just remember it from the previous turn), to know how many resources were already spent on the last unit that partly completed in the previous turn.
I hope Illwinter will finally fix it with the patch, currently if you want to get max out of some important province with resource-heavy units, you may have to do notes on how much resources were really spent last turn on the last unit in query, which doesn't make any sense. (and which I don't do of course, sometimes there is plenty of MM without this thing >;( ).
Corwin
October 10th, 2006, 03:18 AM
Nerfix said:
Yeah, that must be it. They essentially do 0 damage.
It is still a bug I think. They should do 0+2d6 vs 0+2d6, meaning almost 50% of hits that landed should do some damage.
Corwin
October 10th, 2006, 03:24 AM
Bladess said:
3) I have been building temples in all my secure provences. After about 40 turns, I noticed that 2 provences near my capital no longer have temples. Thinking they may have been destroyed by enemy action somehow, I move a priest in and for 3 turns I spend money and buuld temples and it never appears the next turn.
I've seen temple vanished from my capital. I thought it was strange, since I never saw random event that would destroy temple in that game. Perhaps it is the same bug as yours.
Corwin
October 10th, 2006, 03:45 AM
Ok, first bug of my own:
The Sea Father's (indep water mage) description needs to be updated for Dom3.
It said: "Sea Father can bring more people with him underwater than ordinary Water mage". Since water mages can not bring people underwater now, the description is outdated.
ologm
October 10th, 2006, 04:34 PM
Deathmatch can give a mindless commander experience.
GamerMan12
October 10th, 2006, 05:24 PM
/threads/images/Graemlins/Bug.gifAlphabetical Mercenaries
After playing several games I notice that the mercenaries always turn up in alphabetical order - I always seem to get Edward Blackfist early and then the remainder of mercenaries turn up in alphabetical order - I think the selection should be randomised so it is possible that any mercenary turns up.
Edit: Only seems to hppen when you first install game 5 had random selection.
GM12
B0rsuk
October 10th, 2006, 06:03 PM
Sea King's Court spell description says Sea Troll King can lead ordinary people underwater.
More about philosophers: now that you mention, yes, there are some hints that philosophers work better in slothful dominion, but NOT in unit description. I think unit description should be updated to avoid further confusion.
Corwin
October 10th, 2006, 06:34 PM
B0rsuk said:
Sea King's Court spell description says Sea Troll King can lead ordinary people underwater.
Sure he can. Now if they will survive the trip or not, is entirely different matter... http://forum.shrapnelgames.com/images/smilies/wink.gif
Corwin
October 10th, 2006, 07:20 PM
Bug: Several times when I was using gem searching spell on some province in messages I got report "magic site has been found", but when I looked in the province in question there were no new sites there.
I am playing Glory of Gods SP map, the spell I was using was Earth Lore.
thejeff
October 10th, 2006, 08:16 PM
Not sure if qualifies as a bug, but it gave me a laugh.
Watching a battle, I saw a "-15" damage floating over one of my Machakan Spider Knights. The rider was hit when he had 2 hp left, then the resulting spider had 17.
Makes sense, but -15 damage doesn't really seem like the right way to show that.
PheasantPlucker
October 10th, 2006, 08:30 PM
Major Bug: When any single member of a missile squad is - or becomes - unable to shoot, the entire squad will stop shooting and immediately charge in to close combat.
This is having major repercussions. It arrives most commonly through injury in battle (eg. lost an arm), but can also come about because of disease, spell effects, or unit capabilities such as spirit form for the Yomi. It also prevents Marvarni Horn Blowers and the like being attached to missile squads.
Not only does the missile fire stop, but also as most missile troops are hopeless hand-to-hand they usually get slaughtered.
While I'm currently seeing this in solo play, I can also imagine that it could be an horrendous exploit in multiplay.
PheasantPlucker
October 10th, 2006, 08:41 PM
Major Bug: The AI can commit suicide if it chooses a sleeping pretender, as it has no idea how to avoid an almost immediate dominion defeat.
I have seen this particularly with Mictlan. With no or low dom spread the AI will implode very early (turn 5 in one game). It needs priests, and temples, and a prophet to be developed if their god is asleep to have any hope of surviving beyond turn 15 or so.
Also creating negative dominion effects and low dominion strength during setup should be looked at if the AI decides to have a sleeping pretender.
Twan
October 10th, 2006, 08:55 PM
Pheasant, this bug exist but is rare. After having it in my first game, I've tried many times to reproduce it, and it looks like this bug is far to be automatic when you mix melee and ranged troops, it happens sometimes but in about 1/20 fights with a mixed squad ordered to fire closest. I think only when melee units are the first in the squad.
This bug has also been listed in this thread 3 or 4 days ago.
Here a save with the bug.
Arralen
October 10th, 2006, 09:26 PM
Twan said:
Here a save with the bug.
Please include the 'monsterpretender.dm' mod file you started the game with ... .
Twan
October 10th, 2006, 09:31 PM
^^^monsterpretender.dm (sorry I should have made a save without it, as my game was just a test to recreate the bug)
The bug is easy to reproduce with Man (ME) : at game start take your archers, mix them with the melee squad, order the squad to fire closest and they will attack closest (tested 3 times). But if you create other mixed squads later, the bug won't happen everytime you do that.
Arralen
October 10th, 2006, 10:27 PM
This is not a bug - at least, not in the conventional way.
Why do you order melee troops to fire at closest? They can't fire anything and therefore advance to go into melee.
One may argue that the archers should stay put ... but the game cannot split up squads on its own and give those units individual orders, at least in general.
And here's where the bug might be: Missile troops run out of ammo, and otherwise devoid of missiles, are supposed to resort to their secondardy (melee) weapon and advance into melee. Now, your longbowman did have launchers and ammo, but the game failed to recognize this. Or maybe randomly fails to recognize this at times - maybe it does not check all units in the squad... .
However, what you saw is more a limitation of the game engine than a 'real' bug. A very realistic one, I must say - image some mediaval soldiers, half of them infantrymen, the other half longbowmen, all of a sudden squeezed into one squad .. I guess they would have been pretty confused http://forum.shrapnelgames.com/images/smilies/wink.gif
In short: If you want missile troops to fire at enemies, set up a missile squad and order it to fire.
That sometimes those Mavernian Slingers forget about their slings and charge even when on their own and set to fire, is another issue ... .
Manuk
October 10th, 2006, 10:38 PM
/threads/images/Graemlins/Bug.gif Independant temples?
An independant water temple defended by water trolls had a temple built. What dominion will it spread? anyone conquering that province will destroy it, i guess.
Demo game in glory of the gods.
Tichy
October 10th, 2006, 10:48 PM
Monthly site searching is erratic if there's more than one mage searching for the same type of site. Sometimes it realizes that a province is already being set to search and doesn't double up, but sometimes it doesn't. After the first 20 or so turns it doesn't seem to ever do it right.
Also, site searching rituals set on automatic will target capitals.
I'm assuming that capitals still don't have random sites, right?
Daynarr
October 10th, 2006, 11:52 PM
Manuk said:
/threads/images/Graemlins/Bug.gif Independant temples?
An independant water temple defended by water trolls had a temple built. What dominion will it spread? anyone conquering that province will destroy it, i guess.
Demo game in glory of the gods.
Thats not bug. Random events affect indie provinces. One of those events gives temple. Indie temples don't spread any dominion to my knowledge.
Frostmourne27
October 10th, 2006, 11:58 PM
Tichy said:
I'm assuming that capitals still don't have random sites, right?
Correct
JaydedOne
October 10th, 2006, 11:59 PM
<font color="green"> Bandar Log (ME) needs a description.
There's not even the standard description of priest-types, magic, etc. Very problematic. </font>
Meglobob
October 11th, 2006, 12:23 AM
Kind of a bug, putting it here anyway because the developers check this thread!
PATCH IMPROVEMENT REQUEST/BUG/S
Better starting AI at game start, turn 1 or 0 if u prefer (as that's where the problem lies), AI's r dieing of dominion death turns 1 - 10 or stagnating in there home province due to taking bad scales, becoming easy kills, lvls normal to difficult.
Overall the AI Is very good when it gets going, just a starting problem with a few who seem to get the game setup wrong.
JaydedOne
October 11th, 2006, 01:08 AM
thekossack said:
/threads/images/Graemlins/Bug.gif
1. R'lyeh: During battles in the Void Gate, starspawn scripted to cast Returning never do, instead attempt to fight. The manual advises them to cast the spell to escape (pg. 130).
Yeah, this seems quirky, but a mistake on the manual's part from what I can tell. The Returning spell description specifically states that it will NOT work if the caster is already in his home province. This gives the somewhat counter-intuitive result of the Void Gate actually working BETTER for non-R'lyeh nations in some respects as their Astral mages CAN cast Returning to their home province and then Teleport on back to the Void Gate and keep on with the Summoning. ;-)
JaydedOne
October 11th, 2006, 01:09 AM
Tyrant said:
/threads/images/Graemlins/Bug.gif Helhirding listed twice on Helheim recruit screen
Also, Helheim (EA) does not list Death among the Nation's Magic types, even though the school is clearly pivotal in both the nation's theme description and unit abilities.
NTJedi
October 11th, 2006, 04:06 AM
/threads/images/Graemlins/Bug.gif
Victory Point Provinces with 2 or 3 Crowns only shows one crown on the map within randomly generated games. Not sure if the same is true for premade maps.
The crown icon will sometimes appear on the province border making it difficult to determine the actual province which owns the crown... unless it's manually conquered. I recommend adding the crown icon to the province information next to the scales.
BigJMoney
October 11th, 2006, 04:09 AM
Arralen said:
This is not a bug - at least, not in the conventional way.
Why do you order melee troops to fire at closest? They can't fire anything and therefore advance to go into melee.
One may argue that the archers should stay put ... but the game cannot split up squads on its own and give those units individual orders, at least in general.
In short: If you want missile troops to fire at enemies, set up a missile squad and order it to fire.
Anything that acts in an unintended manner, even if only erratically, is a bug. This must be a bug, because this behavior has not happened to me yet. When I set my chariot archers with charioteers and tell them to hold and attack, the archers fire for two turns and then they rush forwards together. If I set them to no orders, then they split up and do different things. I will check to see what setting them to "fire at X" will do, but if they can handle all those other complicated situations fine, I don't see why they can't consistently just stay put and fire, too.
Even if this turns out to be non-buggy and completely consistent, then I will say that it would be nice for it to be altered in a patch, because the ability to place standard bearers and high morale units into archer squads is useful.
[Update]: I just tested it quickly, and it does look like consistent behavior. I guess archers are just supposed to be units that rout easily, unless a nation has a particular archer type that comes with high morale. I'm glad this doesn't affect my chariot use, because I never set them to just fire anyway. I can think of a way to exploit this behavior. Put archers and melee units in a squad with no orders. The melee units will charge forward and attack, but since a large portion of their squad is safely in the back and not taking casualties, the chance they'll rout is GREATLY reduced. An example would be something like War elephants which tend to rout easily when left on their own. Also, I can imagine if you have more melee units in a squad than archers, then opposing players who set orders to "fire archers" or "attack archers" will ignore those archer squads and possible go for another decoy archer squad that you set up. http://forum.shrapnelgames.com/images/smilies/biggrin.gif
=$=
PDF
October 11th, 2006, 08:33 AM
"Y" key buggy when Breaking out siege
When you order an army to break a siege and send another (or more) to help, y key "army setup on destination" is buggy : you can see all troops in the list but the castle defenders/breakers don't appear in the troop setup window (the one you place the squads on the battlefield) and can't be placed.
Twan
October 11th, 2006, 09:15 AM
It's the same for all troops staying in the target province. The y key only show the position of troops moving to it.
PDF
October 11th, 2006, 10:19 AM
Twan said:
It's the same for all troops staying in the target province. The y key only show the position of troops moving to it.
Kind'a unpractical in all cases (you can want to prepare defense...) but even more so when breaking siege (as you're the attacker).
So it's not a bug fix but an improvement that we need http://forum.shrapnelgames.com/images/smilies/wink.gif
Manuk
October 11th, 2006, 10:20 AM
/threads/images/Graemlins/Bug.gif In Scale Magic 3 Golden Eraīs Philosopher has research 4
It was posted earlier but someone said itīs not a bug. I think it is because their base research is 5 and It was my magic scale.
boltar
October 11th, 2006, 10:30 AM
alt tabing to windows and then alt tabing back messes up the graphics. to fix this you have to go to video setting and pick another resoultion. this wasnt a problem in dom 2.
Endoperez
October 11th, 2006, 11:16 AM
Manuk said:
/threads/images/Graemlins/Bug.gif In Scale Magic 3 Golden Eraīs Philosopher has research 4
It was posted earlier but someone said itīs not a bug. I think it is because their base research is 5 and It was my magic scale.
Productivity makes Philosophers weaker researchers. This fits the typo thread better, as their own description doesn't mention this.
PDF
October 11th, 2006, 11:35 AM
boltar said:
alt tabing to windows and then alt tabing back messes up the graphics. to fix this you have to go to video setting and pick another resoultion. this wasnt a problem in dom 2.
This was a problem also in Dom2 for me...
A simpler workaround is to get forth and back to fullscreen/windowed (Alt-Enter twice), graphics are redrawn.
Amos
October 11th, 2006, 12:16 PM
Mod Bugs:
-Head armor is /2 for some reason (Helm of 18 gives 9 protection, helm of 36 gives 18)
-Awe is -1 of what it should be (#awe 1 is 0 in game, awe 2 is 1)
-Custom poisonous weapons dont poison(dont seem to have poison effect on them)
fmunoz
October 11th, 2006, 01:27 PM
<font color="green"> Azure Mage and Azure Iniciate can't enter underwater, even as their descriptions says so.
Demo, downloaded yesterday. Seems that the removal of the defaul water magic waterbreathing got some units broken. </font>
thejeff
October 11th, 2006, 01:31 PM
Re: Azure mages
Or more likely the descriptions simply weren't changed.
NTJedi
October 11th, 2006, 01:42 PM
<font color="green"> /threads/images/Graemlins/Bug.gif
Flame Corpse Construction spell doesn't work
When casting the spell a normal Iron Corpse is summoned instead. </font>
PhilD
October 11th, 2006, 04:01 PM
<font color="green"> Playing the demo...
I attacked a Kappa province - on dry land - and when I conquered it and tried to recruit units, the local population type was Tritons (and when I tried to recruit one, no surprise, he just drowned). </font>
Peter Ebbesen
October 11th, 2006, 04:40 PM
/threads/images/Graemlins/Bug.gif
Class: Showstopper.
Description: Game corrupted. Rightclicking anywhere on map results in "end-of-turn". This persists through saving/reloading and only applies to that specific game in progress, not to other games.
How to reproduce: Load the save game, exit the message summary, and right-click on the map.
Savegame attached. After 6 turns without taking any actions while testing the reproducibility of the bug, the game is looking really interesting (AIs have put up global enchantments like mad), so I'd love if the developers had time to hotfix my savefile while looking for the real problem (he said hopefully). Otherwise, I guess I'll just have to abandon ship, which sucks but then, that's life.
I would TRULY hate to have this happen to me in an MP game, effectively being eliminated from the game by a bug.
Nerfix
October 11th, 2006, 04:49 PM
PhilD said:
Playing the demo...
I attacked a Kappa province - on dry land - and when I conquered it and tried to recruit units, the local population type was Tritons (and when I tried to recruit one, no surprise, he just drowned).
http://forum.shrapnelgames.com/images/smilies/eek.gif
This just happened to me in my Mictlan game. I was like "Wooo Kappa! Oh...wait...Tritons. O_o"
Taqwus
October 11th, 2006, 05:36 PM
Must be freshwater tritons, living in lakes. The brighter ones stay behind. :p
Reminds me of the one time I saw a Ghoul Cave (enter to recruit free ghouls, w00t) in the same province as a magic site that caused local Purgatory. Braaaaains... http://forum.shrapnelgames.com/images/smilies/laugh.gif
Pocus
October 12th, 2006, 02:44 AM
no fireshield seen around units which should have one natively (some Abysian units of early age). One may wonder if the ability is really in effect then
<font color="blue"> IIRC there is no graphical representation of fire shield on units thet have the shield natively. There should still be an icon in their stats. The reason is thet most of these units have great flames on their sprite (like king of flames) and it looks a bit strange with stationary flames and real flames, but it might be a bit confusing. I should perhaps redraw the sprites and use the battle graphics instead </font>
Cainehill
October 12th, 2006, 03:23 AM
Late Era Agartha doesn't seem to have any heroes, _or_ there's some other bug keeping them from getting heroes. Have now run 6 games through at least turn 40 (sometimes over 60) and with Luck-3 each time, never had a hero show up. Made a separate thread asking if anyone else had seen LE Agartha's heroes, and apparently not.
<font color="blue"> There are some heroes still missing. I'm not sure if late agarta has the same ones as the early ones, but it might be that they deserve an update hero-wise. </font>
Cainehill
October 12th, 2006, 03:48 AM
National spells for Pangaea mention Panic Apostates casting Carrion Centaur/Lady/Lord - but there are no Panic Apostates except for Late Era. Having the most magical aspect of Pangaea only available in Late Era (when magic is at a minimum) seems odd.
Nerfix
October 12th, 2006, 04:20 AM
Pocus said:
no fireshield seen around units which should have one natively (some Abysian units of early age). One may wonder if the ability is really in effect then
Aye, it should show. And it would look cool. http://forum.shrapnelgames.com/images/smilies/happy.gif
PDF
October 12th, 2006, 07:07 AM
Pocus said:
no fireshield seen around units which should have one natively (some Abysian units of early age). One may wonder if the ability is really in effect then
Did you check the unit screen for the fire shield ?
Nerfix
October 12th, 2006, 08:46 AM
It does show up in stats, and the effects can be seen when an enemy hits it, but IMO it would be cool if Fire Elementals, Kings of Fire etc. were surrounded by the fireshield effect. It would also be cool if units with the Banefire shield would show up with green flames surrounding them...
ologm
October 12th, 2006, 04:18 PM
Attached battle replay in Hynaphe, shows commander Delling getting afflictions and dieing, after combat he's alive and well in the province.
Daynarr
October 12th, 2006, 04:57 PM
Actually, I checked it and it works. But it's true, it would be good if those units have fire shield effect on them.
Tortanick
October 12th, 2006, 05:14 PM
Units can radiate both heat and chill at the same time, for example by a phonix casting breath of winter.
Blofeld
October 12th, 2006, 05:40 PM
fmunoz said:
Azure Mage and Azure Iniciate can't enter underwater, even as their descriptions says so.
Demo, downloaded yesterday. Seems that the removal of the defaul water magic waterbreathing got some units broken.
I've seen hydromancers defending water indie provinces. They were amphibious in Dom2 and have stayed such. But I'm pretty sure I've seen Azure Mages/Initiates among indie defenders in Dom2. This brings about a question whether they're still created as indie provinces defenders in Dom3 and drown immediately.
dfsuther
October 12th, 2006, 06:38 PM
There are a bunch of "un-Mac-like" things in Dom III as currently implemented. Here goes:
Right-click is currently implemented as command-click, but it should be control-click to match the Mac standard.
Multiple selection is control-click, but it should be shift-click for contiguous selection or command-click for non-contiguous selection.
Clicking in a scroll-bar below the thumb should scroll down; above the thumb should scroll up. Neither does anything ATM.
Page-up and page-down should cause scrolling lists to scroll by one page, but does not.
up-arrow and down-arrow should cause scrolling lists to scroll by one line. They don't.
And of course, there's the one all-important non-bug: It runs on the Mac! http://forum.shrapnelgames.com/images/smilies/happy.gif
thejeff
October 12th, 2006, 10:04 PM
First time I've beseiged a castle with spies present.
/threads/images/Graemlins/Bug.gifThe game reports: The besieging army is about 230 units large. <snip> The army is besieging a Great City.
The snipped part gives a description of the defending army,
not the besieging one.
Which is correct, but it shouldn't say besieging.
Ubercat
October 12th, 2006, 11:53 PM
I don't recall seeing this one listed, so here goes. Gateway spell is bugged. The spell description both in the manual and in the game, state that this allows the caster to teleport himeself and units under his command to a friendly lab. Only the caster is moved. His troops stay behind.
Daynarr
October 13th, 2006, 03:09 AM
Ubercat said:
I don't recall seeing this one listed, so here goes. Gateway spell is bugged. The spell description both in the manual and in the game, state that this allows the caster to teleport himeself and units under his command to a friendly lab. Only the caster is moved. His troops stay behind.
It has been reported here (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=454898&page=2&view=collap sed&sb=5&o=&fpart=1). As you can see there, it's already fixed for the next patch.
Taqwus
October 13th, 2006, 05:43 AM
/threads/images/Graemlins/Bug.gif Omission: according to the manual, certain armors ex. dragon scale mails provide a morale bonus to the wearer, but this is not actually mentioned in the in-game description.
Arralen
October 13th, 2006, 08:38 AM
dfsuther said:
There are a bunch of "un-Mac-like" things in Dom III as currently implemented. Here goes:
These are no bugs!!
This isn't a Mac - game. Its a Windows- and Linux- game that accidently was compiled to run on Macs as well. http://forum.shrapnelgames.com/images/smilies/tongue.gif http://forum.shrapnelgames.com/images/smilies/wink.gif
In earnest - these things might be "un-mac-like", but don't expect them to change because that would mean the Mac version of the game would have vastly different GUI code than the other versions.
But without a whole team of developers, this would become unmaintainable soon - and Johan is all on his own ...
Buatha
October 13th, 2006, 09:08 AM
Is there an ETA on a patch or is it too early at this point?
dfsuther
October 13th, 2006, 10:32 AM
Arralen said:
dfsuther said:
There are a bunch of "un-Mac-like" things in Dom III as currently implemented. Here goes:
These are no bugs!!
This isn't a Mac - game. Its a Windows- and Linux- game that accidently was compiled to run on Macs as well. http://forum.shrapnelgames.com/images/smilies/tongue.gif http://forum.shrapnelgames.com/images/smilies/wink.gif
In earnest - these things might be "un-mac-like", but don't expect them to change because that would mean the Mac version of the game would have vastly different GUI code than the other versions.
But without a whole team of developers, this would become unmaintainable soon - and Johan is all on his own ...
I kind of figured this might be the case. That said, if ya don't report it, it certainly won't be fixed... By the way, I didn't realize that Johan is all on his own. I'm very impressed with this as a one-man product!
Dean
Nerfix
October 13th, 2006, 11:39 AM
Actually, he does have KO with him. So it's a two man product. Not such a huge difference though... http://forum.shrapnelgames.com/images/smilies/happy.gif
NTJedi
October 13th, 2006, 02:41 PM
/threads/images/Graemlins/Bug.gif
I haven't seen this mentioned yet, but on the top right of the screen a small icon for the time of year is displayed. The bug is when you highlight the icon it tells you the time of year yet says "of the ascension wars".
Agrajag
October 13th, 2006, 03:47 PM
NTJedi said:
/threads/images/Graemlins/Bug.gif
I haven't seen this mentioned yet, but on the top right of the screen a small icon for the time of year is displayed. The bug is when you highlight the icon it tells you the time of year yet says "of the ascension wars".
Yes, because that is (for example) Summer in the third year of the Ascension Wars. The Ascension Wars being the wars between all pretender to ascension, that started right about when you started the game.
Just because the game has a different name doesn't mean the wars in it should have a different name http://forum.shrapnelgames.com/images/smilies/happy.gif
EDIT: Unless you meant that the bug is that the number of the year or season are not properly displayed (in which case, I don't suffer from that bug)
The DarkOne
October 13th, 2006, 03:54 PM
/threads/images/Graemlins/Bug.gif Demonbreds can reanimate the dead now.
I assume that's a bug and not some new feature.
<font color="blue"> An unforseen effect. Will need some kind of fix I suppose </font>
NTJedi
October 13th, 2006, 04:29 PM
Agrajag said:
Yes, because that is (for example) Summer in the third year of the Ascension Wars. The Ascension Wars being the wars between all pretender to ascension, that started right about when you started the game.
I'm quite certain "the Ascension Wars" is specific for Dominions_2 consider the title of Dominions_2.
Agrajag
October 13th, 2006, 04:35 PM
NTJedi said:
Agrajag said:
Yes, because that is (for example) Summer in the third year of the Ascension Wars. The Ascension Wars being the wars between all pretender to ascension, that started right about when you started the game.
I'm quite certain "the Ascension Wars" is specific for Dominions_2 consider the title of Dominions_2.
I would instead consider the meaning of The Ascension Wars, ie The Wars fought in order to obtain Ascension (or to Ascend(!)).
Besides, what would you expect these times to be called?
Late summer in year 4 of The Awakening O_o
ologm
October 13th, 2006, 06:27 PM
<font color="green">The ghost mages created by the soultrap artifact don't have magical powers. Also item doesn't give undead leadership </font>
Artifact woundflame does not have disease aura anymore <font color="blue"> It only diseses the wearer. Anyone (not undead) struck is affected by plague (as per the plague spell) </font>
<font color="green"> Levithan can be created on land, in contradiction with its description. </font>
NTJedi
October 13th, 2006, 06:39 PM
Agrajag said:
I would instead consider the meaning of The Ascension Wars, ie The Wars fought in order to obtain Ascension (or to Ascend(!)).
Besides, what would you expect these times to be called?
Late summer in year 4 of The Awakening O_o
I doubt Illwinter would have all wars for godhood called "Ascension Wars" considering the title of Dominions_2 was "The Ascension Wars". If what you say is true then why use this for only one title??
[b]
In any case Illwinter will examine the icon on the top right which displays the time and stating "Ascension Wars" and decide whether or not it should be changed. Only they truly know if this is a bug or not, perhaps they will make a quick post or send us a PM and let us know the official opinion.
Kristoffer O
October 14th, 2006, 06:25 AM
MTCason said:
/threads/images/Graemlins/Bug.gif In trying to play a game with a mod loaded, I get a crash to desktop whenever I try to proceed past the first turn, along with the message, 'No Holiness'
Your unit is probably not made holy. Only sacred beings can be priests. Priests must have a holy tag on them IIRC.
Juzza
October 14th, 2006, 06:35 AM
<font color="green"> Hey guys, I noticed while I was playing the demo that when I sieged the pale one guys fort, I could use their Orical site and scry on provinces while they were still alive and in it. </font>
Kristoffer O
October 14th, 2006, 06:39 AM
B0rsuk said:
http://i2.photobucket.com/albums/y26/Zeldor/phil1.jpg
Seems like my friend found a truly ugly bug.
Note research values on these guys. This is from windows version, of course. I can ask my friend for savegames, if necessary.
Philosophers have research value dependent on sloth in the province. Not magic. If you have a high productivity they philosophize less and make useful stuff such as work with their hands and organize society. If they are in a lazy land they just sit and think up magic systems.
Kristoffer O
October 14th, 2006, 07:20 AM
Hmm, I suppose the wars are still ascension wars. The awakening gods still want to ascend. Switching to summer first year of the awakening would be a bit strange since the dormant gods haven't started to awake yet. Only the weak and cowardly ones that hid have emerged to wage war when the game begins.
Endoperez
October 14th, 2006, 07:37 AM
<font color="green"> Niefelheim doesn't get longdead giants from Reanimation. Haven't tested Raise Dead/Skeletons or Carrion Reanimation, but normal Reanimation only gives size 2 corpses.
</font>
PDF
October 14th, 2006, 08:29 AM
<font color="green">Not really a bug, rather an oversight from dom2 :
Max possible Dominion victory value at 2000
With 500+ provinces map it will cap the victory conditions to approx 25% of map only ! </font>
ologm
October 14th, 2006, 11:07 AM
<font color="green"> Attached game hangs in the AI thinking stage when I press end-turn. </font>
Edit: Horror seed spell could lock up the game if cast on a province without suitable targets.
dirtywick
October 14th, 2006, 11:14 AM
Drain scale 2 is listed as having -1 RP but it actually takes off 2 points. Not sure if that's a typo or a bug.
Endoperez
October 14th, 2006, 11:57 AM
Drain 1 and 2 are supposed to remove 1 RP. Drain 3 is supposed to remove 2 RP. That's it AFAIK.
Agrajag
October 14th, 2006, 12:00 PM
Endoperez said:
Drain 1 and 2 are supposed to remove 1 RP. Drain 3 is supposed to remove 2 RP. That's it AFAIK.
So why would you ever take Drain 1 instead of 2?
Wazooking
October 14th, 2006, 01:08 PM
<font color="green"> /threads/images/Graemlins/Bug.gifHelheim PD uses Huskarl unit with Glamour, but when the battle starts, Glamour isnt cast on them like with the recruited Huskarl unit.
From the note on the progress website, looks like it has been fixed.
</font>
Graeme Dice
October 14th, 2006, 01:25 PM
/threads/images/Graemlins/Bug.gif Niefelheim's Jotun Skin Shifters don't appear to switch forms when damaged.
I'm not sure if this has been reported before or not.
<font color="blue"> My skinshifters in my current game is switchi8ng fine, so if it isn't working it has either been fixed or something else is amiss </font>
BigJMoney
October 14th, 2006, 01:39 PM
/threads/images/Graemlins/Bug.gif Legions of Steel not working, or at least not showing up
I don't know what to attach for this. Do I attach the .2h file? I don't have debug turned on, so I don't have a log available, right?
=$=
Endoperez
October 14th, 2006, 01:45 PM
BigJMoney said:
/threads/images/Graemlins/Bug.gif Legions of Steel not working, or at least not showing up
It only works for armoured units. If whatever you tried to cast it on didn't have armour, it doesn't do anything.
ologm
October 14th, 2006, 01:53 PM
<font color="green"> Darkvision doesn't appear to help with the global darkness spell. My agarthan pale ones still have a -4 defense and attack penalty </font>
<font color="green"> The area of effect lightning effect of the artifact tempest is bugged when you watch it in the battle replay. It will play through whole bunch of different animations and end with a nagot gick fell! cst: bad sprnr </font>
dirtywick
October 14th, 2006, 03:28 PM
Agrajag said:
Endoperez said:
Drain 1 and 2 are supposed to remove 1 RP. Drain 3 is supposed to remove 2 RP. That's it AFAIK.
So why would you ever take Drain 1 instead of 2?
That's why I took 2. But it takes 2 points off research instead of 1 like it's listed. I'm not sure how it works with random paths adding to research exactly, but the ones with no randoms are taking -2 from what I've seen.
Foodstamp
October 14th, 2006, 04:42 PM
<font color="green"> /threads/images/Graemlins/Bug.gif AE Arcoscephales Oreiads cannot seduce commanders!
I believe the seduce value is set too low versus the commanders morale check. In 3 games with massed Oreiads I have NEVER had them seduce an enemy commander. This is with hundreds of tries. The reason I know it is hundreds of tries is because my Oreiads end up in the hall of fame by killing commanders they cannot seduce LOL. Most often the message appears "So and so was not even remotely interested in so and so's beauty. This is against the lowliest independent commander all the way up to pretenders, it just doesn't work at all.
For clarification, I am trying in provinces adjacent to mine, they just resist the seduce ability. The only way I can see this ability working in it's current state is possibly on the lowest morale commanders who also have the affliction "Battle Fright". </font> There was a bug in the seduction ability (oreiad, naginei and perhaps some more, not succubus though) thet has been fixed. They had a slight chance of seducing (like -10 on the 2d6 roll).
FrankTrollman
October 14th, 2006, 05:24 PM
I can confirm that Faery Trod doesn't work as advertised. Your wizard teleports to the target forest (where he is killed), and your army stays home and chills out (where they are useless.
In short, it works like Teleport. Which for the cost is no good.
-Frank
Nerfix
October 14th, 2006, 05:26 PM
/threads/images/Graemlins/Bug.gif Celestial General has no attack sprite
/threads/images/Graemlins/Bug.gif Sometimes move orders aren't followed.
Happened to move three times in a row once on the Silent Seas map as Late Ermor and once as Middle Tien. The ordered commanders just refused to move to a bodering province, even if the Move order clearly apperead for them.
Foodstamp
October 14th, 2006, 06:10 PM
Nerfix said:
/threads/images/Graemlins/Bug.gif Celestial General has no attack sprite
/threads/images/Graemlins/Bug.gif Sometimes move orders aren't followed.
Happened to move three times in a row once on the Silent Seas map as Late Ermor and once as Middle Tien. The ordered commanders just refused to move to a bodering province, even if the Move order clearly apperead for them.
I can confirm the "Sometimes move orders aren't followed". Happened to me in an EA game as Neifelheim. Around midgame, Atleast one of my stacks would only move sometimes if the command was given. They were not being attacked, and there were no other appearant special circumstances (IE Enchantments). The stack consistented mainly of neifel jarls and neifel giants.
Daynarr
October 14th, 2006, 07:01 PM
Foodstamp said:
Nerfix said:
/threads/images/Graemlins/Bug.gif Celestial General has no attack sprite
/threads/images/Graemlins/Bug.gif Sometimes move orders aren't followed.
Happened to move three times in a row once on the Silent Seas map as Late Ermor and once as Middle Tien. The ordered commanders just refused to move to a bodering province, even if the Move order clearly apperead for them.
I can confirm the "Sometimes move orders aren't followed". Happened to me in an EA game as Neifelheim. Around midgame, Atleast one of my stacks would only move sometimes if the command was given. They were not being attacked, and there were no other appearant special circumstances (IE Enchantments). The stack consistented mainly of neifel jarls and neifel giants.
That's actually not a bug but game mechanic. When you have 2 opposing armies move toward each other 3 things may happen:
1) Army A will move to the enemy territory and engage enemy there (Army B will appear as if it refused to move)
2) Army B will move to the enemy territory and engage enemy there (Army A will appear as if it refused to move)
3) Noone will move and no combat will occur.
From your reports it seems that no.3 happened.
ioticus
October 14th, 2006, 07:31 PM
Alt-tabbing out of the game causes the graphics to corrupt such that the right and top menu options become faded and are very hard to read.
Amos
October 14th, 2006, 07:59 PM
Mod Bugs:
-Custom anti-demonic weapons ether dont show the dmg type or like weapons with poison effect on them dont do anything
-Custom made ranged weapons fire faster than they should, ignoring #nratt command most likely
-Castle defense is always 1000
-Siege Bonus doesnt work at all
Foodstamp
October 14th, 2006, 08:16 PM
Daynarr said:
Foodstamp said:
Nerfix said:
/threads/images/Graemlins/Bug.gif Celestial General has no attack sprite
/threads/images/Graemlins/Bug.gif Sometimes move orders aren't followed.
Happened to move three times in a row once on the Silent Seas map as Late Ermor and once as Middle Tien. The ordered commanders just refused to move to a bodering province, even if the Move order clearly apperead for them.
I can confirm the "Sometimes move orders aren't followed". Happened to me in an EA game as Neifelheim. Around midgame, Atleast one of my stacks would only move sometimes if the command was given. They were not being attacked, and there were no other appearant special circumstances (IE Enchantments). The stack consistented mainly of neifel jarls and neifel giants.
That's actually not a bug but game mechanic. When you have 2 opposing armies move toward each other 3 things may happen:
1) Army A will move to the enemy territory and engage enemy there (Army B will appear as if it refused to move)
2) Army B will move to the enemy territory and engage enemy there (Army A will appear as if it refused to move)
3) Noone will move and no combat will occur.
From your reports it seems that no.3 happened.
Aye I know about those rules. This happened to me in friendly territory where I had the neifel jarls researching. I gave them some neifel giants and sent them south to the next province or two down. From that point on they had numerous difficulties moving even though "move" was selected. It is worth noting at this point in the game they had numerous afflictions, but I checked all the afflictions and could not find anything that would keep them from moving.
Daynarr
October 14th, 2006, 08:38 PM
Save game would help to hunt this one down.
thejeff
October 14th, 2006, 09:39 PM
/threads/images/Graemlins/Bug.gif
I got a message saying "Gravescreech, <titles> has broken free."
Problem is that was Ermor's pretender, a lich who had died when I took Ermor's capital. Ermor had attacked last turn and was sieging his old capital. Gravescreech did join in the battle and was killed again. Got the "You killed our God!" message from Ermor again.
I'm not sure how much of this is wrong. It's possible he'd called his god back, though it had only been a few turns.
Immortal gods don't return once they no longer hold the capital. Do they come back at once if it's retaken?
The "broken free" message is certainly wrong.
Foodstamp
October 14th, 2006, 09:46 PM
I searched and found the game. What all needs to be uploaded? The entire folder compressed is well over the 3 meg (including the random generated map and a file called...ftherlnd)
ioticus
October 14th, 2006, 10:00 PM
I notice that you cannot appoint a prophet in a besieged province. Is that a bug or WAD?
Taqwus
October 15th, 2006, 12:58 AM
<font color="green"> Minor /threads/images/Graemlins/Bug.gif -- Middle Age Mictlan should not list Blood as one of its paths.
Well, you CAN get blood off of one of your recruitable commanders -- but it's no better than a 2.5% chance (10% random, 1 of 4) -- so unless your pretender has it, the Lawgiver's ban is pretty solid. </font>
tka
October 15th, 2006, 04:31 AM
<font color="green"> Typos:
-EA Arco's description states that they have access to Death magic, but none of their mages have death magic. (Magic: Astral, elements, Nature, Death...)
-Also other typo in EA Arco description: "...and most free men hve plenty of time..." </font>
Daynarr
October 15th, 2006, 04:38 AM
Foodstamp said:
I searched and found the game. What all needs to be uploaded? The entire folder compressed is well over the 3 meg (including the random generated map and a file called...ftherlnd)
Best thing is to zip all files in it. I think all are needed as you probably played on random map so noone else has it. Use maximum compression so it wont be really that big.
Agrajag
October 15th, 2006, 04:59 AM
Daynarr said:
That's actually not a bug but game mechanic. When you have 2 opposing armies move toward each other 3 things may happen:
1) Army A will move to the enemy territory and engage enemy there (Army B will appear as if it refused to move)
2) Army B will move to the enemy territory and engage enemy there (Army A will appear as if it refused to move)
3) Noone will move and no combat will occur.
According to the manual (page 68):
1) Both armies will fight in territory A
2) Both armies will fight in territory B
3) They will miss each other and switch provinces
So according to the manual, you are wrong.
The DarkOne
October 15th, 2006, 10:13 AM
Moonvine circle doesn't let you recruit echanter as it is supposed to.
haileris
October 15th, 2006, 12:03 PM
Bug 1 - Major: My one player game crashes consistently and reliably when generating a turn straight after the "AI thinking" stage of the turn generation. If I do nothing but move existing armies around then the turn generates fine but if I do other stuff, such as building armies or casting spells, the game crashes. I'll try to tie it down at some point - save game available if anyone wants to look.
Bug 2 - A tip states that Man temples cost only 200, but AFAIK they still cost 400.
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