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-   -   Bug: Bug Thread: Discussion (http://forum.shrapnelgames.com/showthread.php?t=30593)

Maraxus July 20th, 2007 12:52 PM

Re: Bug thread
 
Not really a bug, but something that could get improved.

Currently for modding, there is only the "#cold" command, that gave a cold Aura of 4 or 5 I think. "#cold <strength>" shouldn't be to hard (I guess) and be useful.

Kristoffer O July 20th, 2007 01:23 PM

Re: Bug thread
 
Reasonable. I guess the modding command is old, and uses the old dom2 cold mechanics (when the area was the same for all units).

NTJedi July 20th, 2007 02:48 PM

Re: Bug thread
 
Quote:

Kristoffer O said:
Some horse heavy nations like sauromatia might deserve a horse reanim ability, should they get an undead priest (Sauromatian got one with the new hero, Skögu's immortal spouse, but she is more likely used to summon her partholonian longdead allies than to reanimate).

[img]/threads/images/Graemlins/Bug.gif[/img]
I have an undead mummy which is level_1 air and level_1 priest. Even being only level_1 I'm able to reanimate ghouls(LvL1), soulless(LvL2) or longdead warriors(LvL3)... in Dominions_2 the level_1 status meant only reanimate ghouls.
Seems like a bug.

PyroStock July 21st, 2007 03:58 PM

Move Patrol Bug
 
A bug with Move Patrol lets you move units at the speed of the commander rather than the speed of the slowest unit. This includes being able to move 0 move immobile units.

Easy to reproduce. Do Move Patrol on a commander with no units in his command that are slower than him. Now add any units that are slower. Not only does the 'red movement arrow' stay, but next turn the entire army has moved at the speed of the commander. This obviously does not happen with the regular Move command.

Ballbarian July 21st, 2007 10:52 PM

Map Editor \'m\' key used for Mountain & Many Sites
 
[img]/threads/images/Graemlins/Bug.gif[/img]Map Editor 'm' key used for Mountain & Many Sites

Minor inconvenience really. http://forum.shrapnelgames.com/image...ies/tongue.gif

vfb July 22nd, 2007 08:31 AM

Caves get inappropriate random events
 
Cave provinces can get inappropriate random events, for example, "A hailstorm has devastated the countryside killing cattle and shepherds."

Lazy_Perfectionist July 22nd, 2007 02:31 PM

Re: Caves get inappropriate random events
 
Bah. In Jaguar, I've wasted 2400 gold trying to build a fort in this one mountain province. I've been unable to continue construction the same turn or the next, when remotely assassinated.

Edi July 22nd, 2007 03:17 PM

Re: Caves get inappropriate random events
 
LP, that could be WAD, but it needs some more clarification. Was the commander killed via a spell like Seeking Arrow or Flames from Afar that cause X amount of damage, or was it a remote assassination spell like Earth Attack that causes an assassination attempt?

The distinction is important since losing a battle in a province where a fort is being constructed will prevent resuming construction if the loss results in the fort construction orders being canceled. The most frequent occasion for this happening is somebody moving an army in before the fort is ready, in which case the province also changes hands. It would be easier to investigate if it was known whether the trigger is losing a battle or province ownership changing.

Lazy_Perfectionist July 22nd, 2007 03:52 PM

Re: Caves get inappropriate random events
 
The commander was killed by Mind Hunt, Soul Slay I presume.
There's no battle.

I'm confused about something else I thought was a bug, but some tests point to me being mistaken. I can't have two commanders starting the construction of a fort?

Edi July 22nd, 2007 04:17 PM

Re: Caves get inappropriate random events
 
Indeed, you can't. Only one commander at a time can start fort construction. Thanks for the clarification.


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