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December 1st, 2007, 09:03 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Poison Barbs - bugged?
Them shark knights got long teeth! Probably that should be length 0 or 1, not 5. I realize that the stats popup window for shark knight does show ginormously long teeth.
I wonder if it's possible that somehow the teeth wpn length displays as 5 but is actually 0. And if it's possible that repel attacks occur even for unconscious defenders. Then your shark could have impaled himself on the triton's poison length-4 spear during his feeding frenzy.
Do you have a zip of the turn? Debug info should contain sufficient info to determine what happened. Actually, if you are interested, you can generate debug info yourself, just run with -ddddd, view the battle, and peruse the output.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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December 2nd, 2007, 12:23 AM
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Second Lieutenant
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Join Date: Sep 2007
Posts: 525
Thanks: 17
Thanked 17 Times in 10 Posts
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Re: Poison Barbs - bugged?
It is a MP game so there is no debug info, but yeah I do have the savegame in hand.
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December 2nd, 2007, 12:27 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Poison Barbs - bugged?
Even in an MP game, you run the Dom3 program to view your turn. When you do that, if you use -ddddd, you'll see the debug output when you view the battle. You don't need to host with -ddddd.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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December 2nd, 2007, 12:32 AM
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Second Lieutenant
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Join Date: Sep 2007
Posts: 525
Thanks: 17
Thanked 17 Times in 10 Posts
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Re: Poison Barbs - bugged?
Did not know that. You always learn something new from the board. Thanks!
Here is the relevant part from the logfile (I think):
gettarget player 22 targtype 5 unr 14509 eu 300 mode 2
292 striking with weapon Coral Spear. att15 def10
hitloc Shark Knight strikes Triton Trooper wl4 diff-7 -> 4
hitunit 292 301 dmg2 spec2097153 ba4
damage 7 on Triton Trooper, spec0x200001 ba4
hitunit 301 292 dmg5 spec8320 ba2
292 striking with weapon Shark Bite. att28 def4
hitloc Shark Knight strikes Triton Trooper wl5 diff-8 -> 4
hitunit 292 298 dmg22 spec136314880 ba4
damage 3 on Triton Trooper, spec0x8200000 ba4
The suspicious line is
hitunit 301 292 dmg5 spec8320 ba2
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December 2nd, 2007, 05:24 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Poison Barbs - bugged?
Yeah, looks like you got spiked with a poison barb. Where's you get the info about it affecting attackers with short weapons? I seem to remember something like that too, but I can't find anything in the manual, and the in-game description just says "This unit is covered in poisonous barbs."
"Armour of Twisting Thorns" says in the manual that it affects attackers with short weapons only, but wearing "Armour of Twisting Thorns" does not give the same icon (Purple sea urchin) that Triton Troopers have.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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December 2nd, 2007, 05:54 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Poison Barbs - bugged?
Take a look at the Spine Devil description.
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December 2nd, 2007, 06:42 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Poison Barbs - bugged?
Okay, I see.
I guess this just has to be chalked up as karma. Your shark knight is biting a big huge chunk out of a spiky poison trooper. So even if he's got teeth as long as halberds, maybe he swallowed a bit too much of the spiky stuff.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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December 2nd, 2007, 12:28 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Poison Barbs - bugged?
I don't think repel attacks would ever inflict poison damage.
I didn't realise that the shark has a length 5 bite. It's a bit weird.
As for trading a 70 gold unit for a 10 gold one,.. uh,.. the Shark Knight presumably kills more than one of the tritons before it dies. I didn't say they were good in that scenario, just that they still do ok even in cases where your opponent has coral armour (and it isn't common). Falling fires is useless against enemies with fire immunity, so what's the point of falling fires.
This does look rather like a bug though.
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