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

ioticus October 2nd, 2006 11:09 PM

Bug Thread: Discussion
 
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

Re: Bug thread
 
Hmm, annoying. http://forum.shrapnelgames.com/images/smilies/happy.gif

Kristoffer O October 3rd, 2006 03:26 AM

Re: Bug thread
 
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

Re: Bug thread
 
You can use [img]/threads/images/Graemlins/Bug.gif[/img] symbol at the start as well.

DominionsFan October 3rd, 2006 05:51 AM

Re: Bug thread
 
Quote:

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

Re: Bug thread
 
[img]/threads/images/Graemlins/Bug.gif[/img] #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

Re: Bug thread
 
[img]/threads/images/Graemlins/Bug.gif[/img] 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

Re: Bug thread
 
[img]/threads/images/Graemlins/Bug.gif[/img] 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

Re: Bug thread
 
Quote:

Endoperez said:
[img]/threads/images/Graemlins/Bug.gif[/img] 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

Re: Bug thread
 
[img]/threads/images/Graemlins/Bug.gif[/img] 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

Re: Bug thread
 
Quote:

Arralen said:
Quote:

Endoperez said:
[img]/threads/images/Graemlins/Bug.gif[/img] 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

Re: Bug thread
 
Quote:

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

Re: Bug thread
 
Quote:

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/image...ies/tongue.gif

Neophyte October 3rd, 2006 07:21 PM

Re: Bug thread
 
I'd appreciate that link too, please. And is Unix style (Suse 9.x and 10.x if it matters) CR &amp; 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

Re: Bug thread
 
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

Re: Bug thread
 
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

Re: Bug thread
 
A windows user switching from notepad to vim? You must be kidding.

Ballbarian October 4th, 2006 08:58 AM

Re: Bug thread
 
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

Re: Bug thread
 
Quote:

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

Re: Bug thread
 
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

Re: Bug thread
 
Quote:

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

Re: Bug thread
 
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

Re: Bug thread
 
Quote:

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/image...ies/tongue.gif

Kristoffer O October 4th, 2006 01:32 PM

Re: Bug thread
 
http://forum.shrapnelgames.com/images/smilies/happy.gif

PDF October 4th, 2006 05:35 PM

Re: Bug thread
 
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.

=&gt; "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

Re: Bug thread
 
Quote:

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

Re: Bug thread
 
Quote:

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.

[img]/threads/images/Graemlins/Bug.gif[/img]Bug 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

Re: Bug thread
 
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

Re: Bug thread
 
[img]/threads/images/Graemlins/Bug.gif[/img] 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

Re: Bug thread
 
Quote:

biekert said:
[img]/threads/images/Graemlins/Bug.gif[/img] 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

Re: Bug thread
 
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

Re: Bug thread
 
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

Re: Bug thread
 
&lt;i&gt; 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. &lt;/i&gt;

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

Re: Bug thread
 
[img]/threads/images/Graemlins/Bug.gif[/img]Toggling 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

Re: Bug thread
 
Quote:

Caduceus said:
[img]/threads/images/Graemlins/Bug.gif[/img]Toggling 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

Re: Bug thread
 
Quote:

[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

Re: Bug thread
 
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

Re: Bug thread
 
Quote:

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

Re: Bug thread
 
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

Re: Bug thread
 
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

Re: Bug thread
 
Quote:

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

Re: Bug thread
 
1 Attachment(s)
[img]/threads/images/Graemlins/Bug.gif[/img] 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

Re: Bug thread
 
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

Re: Bug thread
 
Minor typo - Can the word 'prophet' as shown on the info screen below be changed to 'Prophet'.

http://img.photobucket.com/albums/v4...er/prophet.jpg

Agrajag October 5th, 2006 03:48 PM

Re: Bug thread
 
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

Re: Bug thread
 
Perhaps it has something to do with Death scale?

ologm October 5th, 2006 04:04 PM

Re: Bug thread
 
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

Re: Bug thread
 
Risen Oracle pretender does not have fire susceptibility.

thejeff October 5th, 2006 05:15 PM

Re: Bug thread
 
<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

Re: Bug thread
 
Description typo:
In the text for Udum'ukinna, the C'tis hero,
reassebled -&gt; reassembled.


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