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  #2011  
Old June 30th, 2008, 12:02 PM
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Default Re: Bug thread

What kind of fights are affected? Early battles with no/just few spells, castle fights, late game fights?

Even one buggy spell or unit could be enough to cause incorrect replays. For unit to cause it, it'd probably have to have some special ability.
It can happen with Windows XP, at least. Has anyone experienced it with other OSs? Thejeff, what OS did you have it with?

Try sending the turns in which this happens to Illwinter. If you could send both the turn before it (both .trn and .2h files) and the result, it shouldn't be too hard to figure out what happens. You'd generate the turn and view the battle, compare the log files and examine where it goes bad.
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  #2012  
Old June 30th, 2008, 12:26 PM

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Default Re: Bug thread

It's happened on Linux (Debian unstable, not that it's likely to matter.)

I don't remember the details of the battles, though.

I'll have to start auto-saving turns, so I can catch it if it happens again.
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  #2013  
Old June 30th, 2008, 01:05 PM
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Default Re: Bug thread

Quote:
Endoperez said:
What kind of fights are affected? Early battles with no/just few spells, castle fights, late game fights?

I've never seen any specific spell, location or game turn related to the inaccurate battle report issue. There are so many different spells, province terrains and game turns it would be difficult to pinpoint.

Quote:
Endoperez said:
Has anyone experienced it with other OSs? Thejeff, what OS did you have it with?
I've experienced the issue on WinXP and Win2000 .


Quote:
Endoperez said:
Try sending the turns in which this happens to Illwinter.
I haven't experienced the issue for 6months and unfortunately I don't use any save game turn program. I plan to send Illwinter the files next time it occurs.
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  #2014  
Old June 30th, 2008, 01:47 PM

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Default Re: Bug thread

I've had the issue on Windows Vista in SP. Next time I see it I will save it and send in the turn.

-Max
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  #2015  
Old June 30th, 2008, 02:02 PM

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Default Re: Bug thread

I ran into the replay bug when I was on Mac OS 10.4.11, and the server was on Windows of some variety; I reported extensively at the time, but it was many months and patches ago now (back here).
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  #2016  
Old June 30th, 2008, 09:10 PM
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Default Re: Bug thread

Quote:
thejeff said:
It's happened on Linux (Debian unstable, not that it's likely to matter.)

I don't remember the details of the battles, though.

I'll have to start auto-saving turns, so I can catch it if it happens again.
Make sure you have the latest patch (I missed this myself). The Windows version is 3.17, the Mac version is 3.17, the Linux version is 3.17b due to an emergency change.
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  #2017  
Old July 1st, 2008, 07:00 AM
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Default Re: Bug thread

It's happened 3 times to me in Fallacy at least, and each time they were long non-castle battles (20-30 turns+) with plenty of spells being thrown around. One battle probably had around 1000 units like Maeneds and the like. The others have had maybe 400 units with lots of Thug/SC's.

The .2h and .trn files from the previous turn? Hmm, so we will need to have some sort of auto save mechanism.
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  #2018  
Old July 1st, 2008, 10:52 AM
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Default Re: Bug thread

Quote:
Endoperez said:
Has anyone experienced it with other OSs?
I've been hosting lots of games exclusively on Linux and I never heard that a player encountered the problem on my system. In which case I'd have backups from before and after the turn generation and could have provided them to debug.
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  #2019  
Old July 4th, 2008, 03:41 AM

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Default Re: Bug thread

Quote:
Kristoffer O said:
Thematically:
The golem is animated with a divine word and it acts on that principle. It is in his nature to acts and not to rout. When forced to rout the divine principle is broken and the golem is rendered inanimate.

Mechanics:
We can't make exceptions on mechanics for all units that should behave in a particular way. Exceptions are fun and interesting, but are time consuming and makes the code more jumbled.

Argitoth:
I think it is fun when my enemy's golem dies.

Retreating mages lose control over their undead just like I lose control over my students, when I rout from my classroom. I wish I could have the necromancers prudence and skill to make my students disappear when I rout.
I'm also under the rule of 50 turns. I automatically rout from my class after 50 min. If I am prevented from fleeing, I will pass out after 75 minutes.

Also I don't care much about customer loss. By now I'm pretty certain there are people who like my game, as well as people who dislike it. I'm content with knowing that there are people who like what I made, and I'm happy to continue working on projects I believe they will like in the future. It is nice if I do fix things that people like, but I will not fix things I think are OK or good. I might change my opinion on different matters though.
<laughs> Kristoffer, you just made my day with this post. Especially with the students <=> undead analogy.

-Max
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  #2020  
Old July 4th, 2008, 04:57 AM
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Default Re: Bug thread

What page did you dredge that from, Max? That is pure comedy!

It just kills me that something as brilliant as Dominions comes out of essentially a hobby. All of these large studios are fools for not approaching these 2 gentlemen like college football recruiters, offering to make all manner of salacious offerings, to get the chance to try and "bottle" that Illwinter goodness.


We do need to work on Kris' morale though. Kris, you need to rely on your Awe aura, and just outlast them, I am sure you're not routing long before they would have. What happened to that Horror Helm we gave you? That should make them fail checks sooner in your lecture, resulting in a successful defense of the classroom with 0 Commanders killed.



Oh no Off Topic..... Wait, I have a bug..... a bug where every time I open Dominions, it runs on my computer for about a week, and I can't close it unless I am rebooting for some reason.
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