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  #41  
Old October 31st, 2003, 03:46 AM
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Default Re: Dominions II Bug Thread

*************

Another Design Bug :

Melee units are able to attack rear units {this is fine}
Archers cannot fire at rear units and we're stuck with fire at archers.
~Sometimes there is no enemy archers.


~~Hopefully this gets fixed in a patch because it would save the lives of friendly units!
Thanks ~

[ October 31, 2003, 01:50: Message edited by: NTJedi ]
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  #42  
Old October 31st, 2003, 04:06 AM

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Default Re: Dominions II Bug Thread

Quote:
Originally posted by NTJedi:
*************

Another Design Bug :

Melee units are able to attack rear units {this is fine}
Archers cannot fire at rear units and we're stuck with fire at archers.
~Sometimes there is no enemy archers.


~~Hopefully this gets fixed in a patch because it would save the lives of friendly units!
Thanks ~
This is no design bug. It is an intentional feature. The idea is that it is hard to target at the rear since you do not know exactly where they are, but as you outflank you can discover what is on the other side of the enemy lines. It is also intended to combat what illwinter percieved to be the somehwat cheesy dom 1 tactic of putting all you archers on fire magic Users or commander. Thius was especially potent against indeps.
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  #43  
Old October 31st, 2003, 10:56 AM
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Default Re: Dominions II Bug Thread

Quote:
Originally posted by NTJedi:
*************

Another Design Bug :

Melee units are able to attack rear units {this is fine}
Archers cannot fire at rear units and we're stuck with fire at archers.
~Sometimes there is no enemy archers.


~~Hopefully this gets fixed in a patch because it would save the lives of friendly units!
Thanks ~
Good alternative is to order them Fire/None order. They will choose their target, which sometimes can even be enemy commander. They usually choose their target better with that order.
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  #44  
Old October 31st, 2003, 04:41 PM
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Default Re: Dominions II Bug Thread

Quote:
Originally posted by Pocus:
while we are at battle orders, I have a request:

Can we have units on bodyguard order fire their missiles weapons? We had already a discussion on the newsgroup about that, but got no feeback from IW, so perhaps there is a design decision about this.

My opinion is that allowing units on bodyguard to fire missiles would fix 2 problems at once:

1- it dont appears logical that - say velites - on bodyguards never use their pilum.

2 - more importantly, it would fix the problem of seeing our archers running to the front to get in range of the enemy, just to be caught in melee the next round because of advancing opponents. In essence, this would allow the much requested order of :

'fire, or stand still until you have somebody in range, you stupid archers!'.

Thank you for your time.
This should be added to the MASTER LIST. I will quote your message over there.
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  #45  
Old October 31st, 2003, 07:13 PM
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Default Re: Dominions II Bug Thread

What about the dominion scales bug I reported earlier in this thread? Unless I'm mistaken, none of the devs provided an explanation yet (?). I've seen it happen at least 5 times so far, out of maybe 15-20 games, so I can't believe noone else noticed it.

Bug description: some of your dominion scales are reset to non-optimal values (usually zero) in your capital as soon as turn #2. It is possible only some scales are affected. So far I've seen:

Order: +3 -> 0
Production: +3 -> 0 (often) or +1 (sometimes)
Growth: +3 -> 0
Luck/Unluck: no change
Magic/Drain: no change
Heat/Cold: sometimes vary by +1/-1, but I assume these changes are seasonal effects.

Of course these changes affect income, production and growth. So that's a major issue.
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  #46  
Old October 31st, 2003, 08:51 PM

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Default Re: Dominions II Bug Thread

Quote:
Originally posted by Nagot Gick Fel:
Wasteland Survival: unlike 'Forest Survival', does not seem to give movement bonuses, only extra supplies. The Moloch has it. But he also has the 'Need not Eat' ability - so what is WS good for for him?
Good point.
Btw, I guess wastelands do not incur movement penalties, and that's why their survival skill is not related to the movement?

[ October 31, 2003, 20:41: Message edited by: HJ ]
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  #47  
Old November 1st, 2003, 02:13 AM

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Default Re: Dominions II Bug Thread

while we are at battle orders, I have a request:

Can we have units on bodyguard order fire their missiles weapons? We had already a discussion on the newsgroup about that, but got no feeback from IW, so perhaps there is a design decision about this.

My opinion is that allowing units on bodyguard to fire missiles would fix 2 problems at once:

1- it dont appears logical that - say velites - on bodyguards never use their pilum.

2 - more importantly, it would fix the problem of seeing our archers running to the front to get in range of the enemy, just to be caught in melee the next round because of advancing opponents. In essence, this would allow the much requested order of :

'fire, or stand still until you have somebody in range, you stupid archers!'.

Thank you for your time.
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  #48  
Old November 1st, 2003, 05:40 AM
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Default Re: Dominions II Bug Thread

Just noticed that the 2 new sharks units (815 & 816) have slots for hands, head, body and feet ;-)
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  #49  
Old November 1st, 2003, 11:03 PM

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Default Re: Dominions II Bug Thread

Quote:
Originally posted by Nagot Gick Fel:
Heat/Cold: sometimes vary by +1/-1, but I assume these changes are seasonal effects.
[/QB]
I am not so sure it's a seasonal thing, or if it is, it seems out of synch:

Playing Niefelheim with a +3cold scale in the current turn (early fall I think) I have +1heat at the capitol while the temperature scale is cold all over my dominion.
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  #50  
Old November 2nd, 2003, 12:50 AM

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Default Re: Dominions II Bug Thread

Quote:
Originally posted by Nagot Gick Fel:
What about the dominion scales bug I reported earlier in this thread? Unless I'm mistaken, none of the devs provided an explanation yet (?). I've seen it happen at least 5 times so far, out of maybe 15-20 games, so I can't believe noone else noticed it.

Bug description: some of your dominion scales are reset to non-optimal values (usually zero) in your capital as soon as turn #2. It is possible only some scales are affected. So far I've seen:

Order: +3 -> 0
Production: +3 -> 0 (often) or +1 (sometimes)
Growth: +3 -> 0
Luck/Unluck: no change
Magic/Drain: no change
Heat/Cold: sometimes vary by +1/-1, but I assume these changes are seasonal effects.

Of course these changes affect income, production and growth. So that's a major issue.
Dude, you should know, that the devs won't reply usually. Just check out an threads about the AI...they didn't made a single reply..
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