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-   -   Manual Typos (http://forum.shrapnelgames.com/showthread.php?t=30654)

Mindi October 5th, 2006 08:27 AM

Manual Typos
 
We've had two typos reported in the manual, so I have started this thread for typos only. If there are enough of them, we will make changes in the next printing.

Thanks!
Mindi

Caduceus October 5th, 2006 10:00 AM

Re: Manual Typos
 
Page vi - A Note on the Music
"If you are lucky enough to love on the US west coast" should be "live". (A matter of taste, I suppose.)

Page 3 - A Note to Those...
Bullet 4 - "Certain nations have a lot of unqiue..." should be "unique"

Page 12 - Paragraph 3
"That's because these units cost 10 gold and 9 resources." Should be phrased with "each" as language is unclear.

Page 13 - Turn 3, Paragraph 2
"You can either left-lick on it..." should be "left-click". (Again a matter of opinion http://forum.shrapnelgames.com/images/smilies/wink.gif )

Page 39 - Chart
Order is underlined while all other scale names are not.


EDIT Fixed my own typos! http://forum.shrapnelgames.com/image...es/redface.gif

PDF October 5th, 2006 01:20 PM

Re: Manual Typos
 
Magic Boost items table p 282, the Blood Stone is incorrectly indicated +1B instead of +1E.
The item description is correct.

thejeff October 5th, 2006 02:29 PM

Re: Manual Typos
 
Turn resolution sequence:
"17. ... So if you forge a magic item with a special effect (like a Clam) you will gain the benefit of its effect on the same turn."

But they appear in your lab and have no effect until given to someone.

daesthai October 5th, 2006 04:16 PM

Re: Manual Typos
 
I'm not sure if this is a typo or if I'm doing something wrong..

p. 10 in the turtorial says "Left-click on Draam so he turns white, then hold down the [SHIFT] key and press [r]." to set Draam to be researching.

when I do that, it just opens up the recruit screen.

Caduceus October 5th, 2006 05:31 PM

Re: Manual Typos
 
Dominion Scales

Page 39 and Page 51

There are several discrepancies between the two charts.

1.) Turmoil - 10% more random events or 5% more random events
2.) Growth/Death - Increases/Decreases supplies by 20% or 15%
3.) Magic/Drain - Gives mages +/- 1 research or +/- 1/2 research per scale

thejeff October 5th, 2006 05:46 PM

Re: Manual Typos
 
daesthai:
You probably have Caps Lock on?

That's how I can duplicate it.

ceremony October 5th, 2006 06:00 PM

Re: Manual Typos
 
I found some too!

p. 225 Battlefield spells key: "plus several more are probably advisable just for fatiigue reduction"

p. 78 "2,2,2,1,1,1,1,1,1,1" should have an additional 1,1 at the end, as the damage only adds up to 13. The rest of the description in that paragraph is correct.,

I'm sure there are more. Sorry for the typos, guys. Hopefully the manual is a positive thing on the whole. I guess I underestimated the task of self-proofing a 300-page manual. I did my best to comb through the manual for corrections (and even caught a bunch just before printing, but I take responsibility for the errors which remain.

Now I know how IW feels when they make a patch.

Annette October 5th, 2006 06:15 PM

Re: Manual Typos
 
Bruce,

I think you did an incredible job. I've seen more typos in a hardback published novel. As Mindi said, if there are enough to warrant a new setup of the printers' files, we'll address these in the second printing.

Taqwus October 5th, 2006 06:33 PM

Re: Manual Typos
 
The destealth calculations did not make sense to me. While I don't have the manual here with me at the moment, I seem to recall --

destealth ~ sum{unit destealth} - (unrest/2) + {pd-9)

example cites 10 Black Knights w/ destealth each 1.4 (commander not counted?) (total 14), unrest of 14 (which should be a penalty of 7, if it's unrest/2), pd of 21 or so.

It says that 'the BK destealth is reduced to 1'.

It has to mean that the total destealth of all 10 BKs is 1, because plugging in 10 (reduced to 1 per BK, instead of 1 total) yields a different final destealth. If the total BK destealth is reduced to 1, that's a penalty of 13, not 7.

---

IIRC the paralysis damage example also is inconsistent.

The manual states that if a unit already has a non-zero paralysis duration of P1, and gets hit with a P2 paralysis damage attack, the unit takes hp damage based on the lesser value (min(P1,P2)/2 IIRC), and gets a new paralysis duration of max(P1,P2). The example, however, switches them -- the lesser duration is kept, while the greater does the hp damage.


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