Warning: Illegal string offset 'type' in [path]/includes/class_postbit.php(294) : eval()'d code on line 65
Bug Bug Thread: Discussion - Page 290 - .com.unity Forums
.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #2891  
Old March 22nd, 2010, 12:07 PM

nordlys nordlys is offline
Corporal
 
Join Date: Jun 2008
Posts: 86
Thanks: 4
Thanked 5 Times in 4 Posts
nordlys is an unknown quantity at this point
Default Re: Bug Thread: Discussion

Levitation =/= flight.

Flight in dominion terms means very fast movement (instant on battlefield). Non-flying ethereals just hover over the earth moving with a pedestrian speed.
Reply With Quote
  #2892  
Old March 29th, 2010, 07:35 AM

ese-aSH ese-aSH is offline
Private
 
Join Date: Dec 2008
Posts: 32
Thanks: 1
Thanked 10 Times in 1 Post
ese-aSH is on a distinguished road
Default Re: Bug Thread: Discussion

Something I consider a bug :

I have a fort on a province, dominion 9 for me and luck 3 scale.
An ennemy take the province and besiege the fort.

On the next turn, I have lost my lab, without any message about it. I asked the guy that was besieging, he told me he had a negative event on that province that destroyed the lab.

I understand the game considered that the province was hosted by a nation (my ennemy), under hostile dominion (my dominion) with hostile luck 3, therefore deserved negative events. But if the event affects the nation whose dominion is ruling, it should not happen.
Reply With Quote
  #2893  
Old March 29th, 2010, 10:04 AM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Bug Thread: Discussion

Quote:
Originally Posted by ese-aSH View Post
Something I consider a bug :

I have a fort on a province, dominion 9 for me and luck 3 scale.
An ennemy take the province and besiege the fort.

On the next turn, I have lost my lab, without any message about it. I asked the guy that was besieging, he told me he had a negative event on that province that destroyed the lab.

I understand the game considered that the province was hosted by a nation (my ennemy), under hostile dominion (my dominion) with hostile luck 3, therefore deserved negative events. But if the event affects the nation whose dominion is ruling, it should not happen.
You can chalk that up as another siege related behavior bug. There are three tons and then some of those, even after everything that has been fixed.

Events that happen in provinces under siege are displayed to the besieger, since he has control of the province (just not fullowner). If the event affects some aspect of the province, it doesn't matter who controls that particular aspect of the partially owned province. This means that your temple or lab may blow up due to an event, the besieger may get PD increases to the besieged province (since he controls the outside of it) etc.

The most annoying of the various siege bugs is that when a siege is in progress, all attacks by independent sources (barbarian hordes, vampire counts, necromancers, knights, ghost riders etc) go into limbo instead of hitting the besieger as they should and only emerge after someone has sole control of the province. This was not bugged in Dominions 2, so you could get help from such events if you were under siege.

Most of these have been reported and are in the shortlist.

There is no easy way to fix these events either, since the fullowner requirement for events must be set to a specific nation, it cannot be set to nation_all. If it could, then it would be trivial to fix these, but would also remove the possibility of temples and labs burning down during sieges (which is actually pretty realistic).
Reply With Quote
  #2894  
Old March 29th, 2010, 10:23 AM

ese-aSH ese-aSH is offline
Private
 
Join Date: Dec 2008
Posts: 32
Thanks: 1
Thanked 10 Times in 1 Post
ese-aSH is on a distinguished road
Default Re: Bug Thread: Discussion

I understand. I was just reporting that behaviour since it happened 2 times in 10 turns to me on the same province no big deal anyway (I wondered which spell was breaking my labs).
Reply With Quote
  #2895  
Old April 1st, 2010, 11:42 PM
Graeme Dice's Avatar

Graeme Dice Graeme Dice is offline
General
 
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
Graeme Dice is on a distinguished road
Default Re: Bug Thread: Discussion

Battlefield wide spells should probably consider the size of the current battlefield for their area of effect instead of the whatever constant value they currently use.
Reply With Quote
  #2896  
Old April 2nd, 2010, 04:51 AM
Squirrelloid Squirrelloid is offline
Major General
 
Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
Squirrelloid is on a distinguished road
Default Re: Bug Thread: Discussion

Quote:
Originally Posted by Graeme Dice View Post
Battlefield wide spells should probably consider the size of the current battlefield for their area of effect instead of the whatever constant value they currently use.
Yes, having battlefield wide spells effect 1/10th of the battlefield because your opponent brought 9000 troops is rather annoying.

Similarly, enough troops to massively deform the battlefield should not let them walk around the *sides* of castle walls to get behind them.
Reply With Quote
  #2897  
Old April 2nd, 2010, 01:27 PM
kennydicke's Avatar

kennydicke kennydicke is offline
Corporal
 
Join Date: Feb 2010
Location: Winston, OR, USA
Posts: 87
Thanks: 153
Thanked 12 Times in 6 Posts
kennydicke is on a distinguished road
Default Re: Bug Thread: Discussion

I don't know if anyone else has noticed this but, since the new patch, many units without ranged weapons have the 'Fire' orders. No big deal, but I assume it's a bug.

Also, one of my sprites shows up backwards in battle and stays that way until it attacks or gets attacked, even when it casts spells it doesn't flip to the proper orientation. I assume this is a problem with the sprite, not an actual game bug.
Reply With Quote
  #2898  
Old April 2nd, 2010, 03:35 PM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
Default Re: Bug Thread: Discussion

are you sure it wasn't charmed or enslaved? But funny thing.. I've also seen a backwards sprite.
Reply With Quote
  #2899  
Old April 2nd, 2010, 04:27 PM
kennydicke's Avatar

kennydicke kennydicke is offline
Corporal
 
Join Date: Feb 2010
Location: Winston, OR, USA
Posts: 87
Thanks: 153
Thanked 12 Times in 6 Posts
kennydicke is on a distinguished road
Default Re: Bug Thread: Discussion

chrispedersen
Quote:
are you sure it wasn't charmed or enslaved?
Yeah, I'm sure. It's a totemic PD-leader for a mod. It always starts a fight backwards. On the world map, as a commander (or in a recruitment queue) it faces the proper direction. Weird.
Reply With Quote
  #2900  
Old April 2nd, 2010, 11:33 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Bug Thread: Discussion

Units which are onebattlespell summoned in battle appear backwards if the nation they belong to has an odd nation ID.

Strange but true.
Reply With Quote
The Following User Says Thank You to Sombre For This Useful Post:
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:12 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.