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View Full Version : Dominions 3 Patch Now Available!


paplan
November 4th, 2006, 12:12 AM
Patch doesn't work for me.
I get an error msg Dom3.exe unkown version.
Any ideas?

Annette
November 4th, 2006, 12:15 AM
News Release For Immediate Release


Dominions 3 Patch Now Available!
Multitude Of Bug Fixes and Enhancements!


Hampstead, NC, 03 November 2006

Illwinter Game Design has just completed a patch for their fantasy strategy game,
Dominions 3: The Awakening, which is now available for all Dominions compatible
operating systems through the Shrapnel Games website. The patch, which brings the
game up to version 3.01, may be downloaded from:

www.shrapnelgames.com/Illwinter/Dom3/6.htm (http://www.shrapnelgames.com/Illwinter/Dom3/6.htm)

The patch corrects several minor bugs that unfortunately managed to slip past pre-
production testing, but more importantly tweaks several aspects of the game and
enhances the overall experience. The tweaks are numerous, and a complete listing of
changes may be found at the above link.

Dominions 3: The Awakening is the third installment of the insanely popular Dominions
series. Developed by a team of two, Johan Karlsson and Kristoffer Osterman, the game
is a strategic tour-de-force of limitless gameplay possibilities. A fantasy title of religion,
warfare, and might making right, with support for up to twenty-one players, the number
of possible variables to create a game is staggering. Featuring fifty nations, three magical
eras, thousands of units, spells, and items, and a random map creator, one could
experiment with all the various combinations from now until the grave. Factor in the
vibrant community support, with their legion of mods, and you have a game that could be
played well beyond the grave. If you've always worried that the afterlife would be one
dull eternity, just make sure you bring along a copy of Dominions 3. After an eon or two
you may end up scratching the surface.

While still early in the release Dominions 3 has been both selling like mad and being
talked about all over the world. From the official Sci Fi channel magazine, to Lloyd
Case's podcast, to Finnish, French, and American magazines, Dominions 3 is being
heralded as a superior example of strategy gaming. If you have not experienced
Dominions yet be sure to grab the demo, available for Windows, Mac, and Linux, located
on the same page as the patch link.

Dominions 3: The Awakening may be ordered through the Shrapnel Games e-store, the
Gamers Front, for only $54.95. All three binaries ship on one CD, and the game comes
with a spiral-bound, in-depth 300 page manual written by noted writer Bruce Geryk.
Access the Games Front here:

www.gamersfront.com/xcart/home.php (http://www.gamersfront.com/xcart/home.php)

Please visit www.shrapnelgames.com (http://www.shrapnelgames.com) for more information on Dominions 3: The
Awakening, or any of our other acclaimed titles, such as Weird Worlds: Return to Infinite
Space, Land of Legends, and The Star and the Crescent.

Nerfix
November 4th, 2006, 12:15 AM
Good good. http://forum.shrapnelgames.com/images/smilies/happy.gif

calmon
November 4th, 2006, 12:47 AM
Great http://forum.shrapnelgames.com/images/smilies/happy.gif

Caduceus
November 4th, 2006, 12:47 AM
Why is this not listed on the "press releases" column on the left? http://forum.shrapnelgames.com/images/smilies/wink.gif

PhilD
November 4th, 2006, 12:52 AM
Quick tests seem to show some loss of performance while doing graphics (battle replays, lab screen, and so on). This is with Windows.

I didn't change anything in the PC's setup, and I tend to have several apps running simultaneously. Switching to "graphical" screens was very sluggish.

Ygorl
November 4th, 2006, 01:20 AM
The instructions for the Mac OS X version, if followed, will leave you with only one map (as the new maps folder replaces the old one). Really, though, you should make a little script or installer or something that does the job. Or, I'd even be willing to do it.

Johan K
November 4th, 2006, 01:48 AM
I guess we should for both Mac and Linux. But lack of time made it this way instead. No auto patch = more time for patch contents.

Agrajag
November 4th, 2006, 02:26 AM
Good good. http://forum.shrapnelgames.com/images/smilies/happy.gif

Nerfix
November 4th, 2006, 02:42 AM
Agrajag said:
Good good. http://forum.shrapnelgames.com/images/smilies/happy.gif

Are youn intentionaly mimicking me? http://forum.shrapnelgames.com/images/smilies/tongue.gif

Endoperez
November 4th, 2006, 03:10 AM
Nerfix said:
Are youn intentionaly mimicking me? http://forum.shrapnelgames.com/images/smilies/tongue.gif



Are you intentionally mimicking anyone who has said "Are you intentionally mimicking me?" before you? http://forum.shrapnelgames.com/images/smilies/tongue.gif

I think "Good Good" might come from IRC or something. I've seen "gg" used there.

Nerfix
November 4th, 2006, 03:16 AM
I though gg was Go Go! http://forum.shrapnelgames.com/images/smilies/tongue.gif

Lord Hammer
November 4th, 2006, 03:26 AM
Thank You!

atul
November 4th, 2006, 03:55 AM
Nerfix said:
I though gg was Go Go! http://forum.shrapnelgames.com/images/smilies/tongue.gif

The version I've heard is "Good Game". Let the confusion reign!

Oh well, whatever the abbreviation, gg for the patch! http://forum.shrapnelgames.com/images/smilies/happy.gif

DrPraetorious
November 4th, 2006, 04:21 AM
Has anyone had any luck getting the new spell-modding features to work? I pulled the spell-list from the Strings built into the game (it's attached as a .txt file) but I can't get any of this to work. Try the following minimod and play a fire pretender as mid-period Ermor to see what I mean (at the very least, this mod should start you with Flare.):

<font class="small">Code:</font><hr /><pre>
#modname "Burn things!"
#description "Fire is cool."
#icon "\themiskyra\AmazonEmpireMod.tga"
#version 0.1
#domversion 3.01

#newspell
#copy "Flare"
#school -2
#researchlevel 28
#end
</pre><hr />

Agrajag
November 4th, 2006, 04:28 AM
Nerfix said:

Agrajag said:
Good good. http://forum.shrapnelgames.com/images/smilies/happy.gif

Are youn intentionaly mimicking me? http://forum.shrapnelgames.com/images/smilies/tongue.gif


Yes.


Endoperez said:
I think "Good Good" might come from IRC or something. I've seen "gg" used there.


I know gg as Good Game.
If you want to start a new game (where someone else's "go go" would apply) you'd say gl hf (good luck, have fun).

Lollipop
November 4th, 2006, 06:10 AM
Great, thanks!

With regard to a support/manpower ratio, Illwinter beats every other company on this planet hands down.

Pia

DominionsFan
November 4th, 2006, 07:54 AM
Awesome! thanks IW! http://forum.shrapnelgames.com/images/smilies/cool.gif

The new spell modding commands are fantastic, however we still cannot add national spells &amp; summons, if I am correct.

MythicalMino
November 4th, 2006, 08:21 AM
i can't update. Something about the Urraparound tga file is an unknown version? Why would me having a map cause problems? I am playing a MP game using an updated map version of the map....what should I do?

Johan K
November 4th, 2006, 08:45 AM
You have an unknown version of that map. Just delete it and the patch will work fine and give you the latest version of the map as well.

Endoperez
November 4th, 2006, 01:47 PM
I caught this one, but I thought the map wasn't released in here yet. Hmm. Jason (Lutes, the mapmaker) started a test game on Quarter to Three, right? I quess you might've gotten the old version from there.

As Johan said, just delete the map. I deleted both urraparrand.map and urraparrand.tga from the \maps subfolder.

BigJMoney
November 4th, 2006, 04:11 PM
Are new bug reports supposed to go here or in the old bug thread? It looks like Legions of Steel wasn't fixed this time around.

=$= Big J Money =$=

NTJedi
November 4th, 2006, 05:35 PM
BigJMoney said:
Are new bug reports supposed to go here or in the old bug thread? It looks like Legions of Steel wasn't fixed this time around.

=$= Big J Money =$=



Legions of Steel works, but ONLY if your troops are wearing some type of armor. The spell will usually raise their protection by either 2 or 3 pts.

However a bug does still exist when viewing the graphs.
/threads/images/Graemlins/Bug.gif
Anytime an opponent dies the graph of the opponent vanishes. At the end of the game there's no way to review the progress of the game because no one remains. If we want to remove a nation from view in DOM_2 all we had to do was click their flag... so please fix it. It's sad not being able to view the graph history at the end of a game!

Second bug:
/threads/images/Graemlins/Bug.gif
Summon Great Eagle... the description says these birds are sacred yet when summoned they do not have the sacred status. Either the description or the unit needs to be fixed.
I did verify two great eagles exists where one is sacred and the other is not sacred. The spell description says we recieve a sacred eagle yet the non-sacred eagle is what appears.

MarcinM
November 4th, 2006, 05:50 PM
I'm not familiar with patching on linux, how do I patch my server? Do I just replace the dom3 file with what's in the archive, or is there something else I need to do?

Some documentation in the archive would be nice http://forum.shrapnelgames.com/images/smilies/tongue.gif

Johan K
November 4th, 2006, 06:56 PM
Just replace the old files with the new ones in the archive.
The two map files in the "maps" folder are new though, so just add them.

PDF
November 4th, 2006, 08:16 PM
DominionsFan said:
Awesome! thanks IW! http://forum.shrapnelgames.com/images/smilies/cool.gif

The new spell modding commands are fantastic, however we still cannot add national spells &amp; summons, if I am correct.



We should, there are special school and level values for that (look in the modding manual), but as far as I have tested just to lay with, it doesn't work...
I've tried to create a #newspell which effect is same than an existing one (Fireball, whatever) with #copy and give it as a national spell to a given nation. It doesn't appear at all...

FrankTrollman
November 4th, 2006, 09:07 PM
Also, as far as I can tell, the #copy command doesn't do anything for spells. At least, not if you call them by name, and I have no idea what spell numbers are or how to find them.

-Frank

Mind Elemental
November 5th, 2006, 12:48 AM
Hm, I guess it doesn't address the issues with monthly remote site searching that people mentioned?

DominionsFan
November 5th, 2006, 09:26 AM
PDF said:

DominionsFan said:
Awesome! thanks IW! http://forum.shrapnelgames.com/images/smilies/cool.gif

The new spell modding commands are fantastic, however we still cannot add national spells &amp; summons, if I am correct.



We should, there are special school and level values for that (look in the modding manual), but as far as I have tested just to lay with, it doesn't work...
I've tried to create a #newspell which effect is same than an existing one (Fireball, whatever) with #copy and give it as a national spell to a given nation. It doesn't appear at all...



Ah I see, but how can we add a nation specific spell for EA Ermor for example? What is the command for it?

#school -2 and??

Horst F. JENS
November 5th, 2006, 02:59 PM
Great Patch and nice new map. Good Work !

NTJedi
November 5th, 2006, 04:25 PM
sorry wrong thread... the patch is great!

Gandalf Parker
November 5th, 2006, 05:38 PM
It patched mostly bugs (and most of what Ive seen mentioned here I wouldnt call bugs. more like requests)

FrankTrollman
November 5th, 2006, 09:02 PM
DominionsFan said:

PDF said:

DominionsFan said:
Awesome! thanks IW! http://forum.shrapnelgames.com/images/smilies/cool.gif

The new spell modding commands are fantastic, however we still cannot add national spells &amp; summons, if I am correct.



We should, there are special school and level values for that (look in the modding manual), but as far as I have tested just to lay with, it doesn't work...
I've tried to create a #newspell which effect is same than an existing one (Fireball, whatever) with #copy and give it as a national spell to a given nation. It doesn't appear at all...



Ah I see, but how can we add a nation specific spell for EA Ermor for example? What is the command for it?

#school -2 and??



The Mod Manual claims that you would then set its Research level t the Nation number and it would appear as a non-school spell for that nation available from the beginning of the game.

This doesn't actually work because Dominions 3 doesn't recognize spells with no school like Dominions 2 did. So really I have no idea what's up with that.

-Frank

Cainehill
November 6th, 2006, 12:59 AM
Great Patch? I'm wondering what drugs you're on.

Endoperez
November 6th, 2006, 07:33 AM
Cainehill said:

Great Patch? I'm wondering what drugs you're on.



You have noticed the spell modding changes, haven't you?

Peter Ebbesen
November 6th, 2006, 09:52 AM
Cainehill said:
Great Patch? I'm wondering what drugs you're on.


Hey, they made the Hall of Fame more interactive guaranteeing hours of unexpected fun for the games in progress. http://forum.shrapnelgames.com/images/smilies/tongue.gif


Must say that I'm not best pleased with the entire category of army movement spells (and the Gate Stone artifact) still not fixed, despite the patch notes stating that at least one of them (Gateway) now works. Sure, all the changes to units, whether fixing bugs or just tweaking them a bit, are nice, and I note that a number of crash bugs have been fixed, but it sucks to have an entire branch of strategy based on a class of spells not working at all - spells that (for the most part - eyes Stygian Paths nervously) worked in Dominions 2.

WTS: Gate Stone. Highest bidder gets it. Do I hear 1 astral gem? Anybody?

Nerfix
November 6th, 2006, 12:19 PM
I'll pay 15. It still allows the commander to move... *shifty eye movements*

Johan K
November 6th, 2006, 01:38 PM
I'm glad someone likes the patch. Still it's unfortunate that the gateway isn't fixed, because I fixed it a long time ago and I have no idea why it has unfixed itself. But that's one more thing for the next patch then.

NTJedi
November 6th, 2006, 02:13 PM
Johan K said:
I'm glad someone likes the patch. Still it's unfortunate that the gateway isn't fixed, because I fixed it a long time ago and I have no idea why it has unfixed itself. But that's one more thing for the next patch then.



Yes, the patch was great !

Thanks!

Nerfix
November 6th, 2006, 02:16 PM
I also like the patch a lot. Spell modding is good.

reverend
November 6th, 2006, 02:39 PM
While I haven't even played the game pre-patch, I am glad to see that you continue the good history of patches and more content that made Dominions 2 so successful.

And with a game as huge as Dominions, it is perfectly understandable that a small team like Illwinter can't catch all bugs at once.

WraithLord
November 6th, 2006, 07:23 PM
I second your opinion reverend.
I think this is a good patch that represents hard work from IW to get many fixes quite fast. I'm glad to see that IW continues their history as you've said and I'm confident that IW won't rest until dom-III reaches at least the same level of stability as dom-II has, not a small thing considering how huge the game is.

So, thanks for the Patch IW and keep up the good work http://forum.shrapnelgames.com/images/smilies/happy.gif

alexti
November 6th, 2006, 09:35 PM
Great patch! We need more great patches http://forum.shrapnelgames.com/images/smilies/wink.gif

AMF
November 7th, 2006, 07:11 AM
I wish I wasn't so much of a noobie - then I could maybe appreciate the patch! It's a good sign for a game when the first patch fixes things that a noobie doesn't notice. so, yay! Great patch! uh...I presume.

http://forum.shrapnelgames.com/images/smilies/happy.gif

But, I am desperately trying to resist the urge to bring your attention to the 'patch improvement thread' that NTJedi started up, as it has some things that I and other noobies, and a bunch of veterans have noticed, and which are still in play...but they're really just requests for improvements...but I won't mention them here, becuase that would be inappropriate...I certainly won't mention how much help it would be for a noobie to have commander's items listed in the cdr's icons when in the army setup screen, or how much help it would be during battles to have my commanders spellcasting on one side of the screen and my enemies on the others...nope, I won't mention those things, that would be rude...

I'm really just kidding. The game is TOTALLY excellent, and anything that I might mention are really just "wished-for-cherries-on-top-of-the-sundae-that-is-Dom3"

http://forum.shrapnelgames.com/images/smilies/happy.gif

Thanks again, for ruining my sleep schedule.

HoneyBadger
November 13th, 2006, 04:43 AM
My only gripe about the otherwise excellent patch is that the R'lyeth Aboleth mothers lost their etherialness, which reduced an already-in my opinion-weak (but very fun to play!) unit/nation in power. Maybe etherialness isn't the answer, but I think the mothers could still use a boost-maybe a short range, constantly active, area-effect mindblast?