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

PurpleRhino June 25th, 2007 10:40 PM

Modding commands
 
Using the 'specialeffectalways' command doesn't seem to work. For example, when you use 51... you get morningstar as the effect.
Also, on a related note, are there plans to release all the available modding commands?

Velusion June 26th, 2007 12:12 AM

Re: Modding commands
 
This isn't a bug as per say but rather an exploit - basically in a large late game a nation could easily overload another player's lab with crap items via messages making someone unable to construct items.

This could be fixed by making items from messages appear in your labs *after* forging or the lab size could simply be increased.

I haven't seen this but another player mentioned it and I would like it put up as an official bug/exploit.

NTJedi June 26th, 2007 12:51 AM

Re: Modding commands
 

Battlefield wide spell Growing Fury=1_nature does not work. Icon appears on top right of screen yet no units are affected.

Edi June 26th, 2007 01:44 AM

Re: Modding commands
 
Quote:

PurpleRhino said:
Using the 'specialeffectalways' command doesn't seem to work. For example, when you use 51... you get morningstar as the effect.
Also, on a related note, are there plans to release all the available modding commands?

Fixed in the next patch. The fix did not quitye make it to 3.08.

vfb June 27th, 2007 04:47 AM

Re: Modding commands
 
Magic sites which generate unrest continue to do so even after all the villagers are dead. I had a gold mine I wanted to tax at 200, so I killed off the peasants. A brigand lair in the same province bumped up the unrest even though the population is at zero.

llamabeast June 28th, 2007 08:51 PM

Re: Modding commands
 
Edit: Pointless post, removed

Edi July 7th, 2007 11:47 AM

Re: Modding commands
 
Roundup of issues added to the shortlist:
  • SPELL Growing Fury does not work. Icon appears on the top right of screen but no units are affected
  • SPELL Iron Will removes blessing from Shroud of the Battle Saint when cast. Tested on a non-sacred unit, not tested on sacred units and not tested on spell-blessed sacred units. Discussion thread here
  • <font color="red">MOD (monster) #reinvigoration</font> does not work
  • BHV SITES General, Unrest Sites that cause unrest will cause positive unrest in provinces with 0 population unless taxes are set low enough to eliminate all unrest.
  • <font color="red">CBT Battlefield Spells</font> Battlefield enchantments (e.g. Wrathful Skies, Darkness, Solar Brilliance etc) do not end when the mage who cast them leaves battlefield, even though they should.

lch July 7th, 2007 01:08 PM

Ritual of Rebirth
 
Ritual of Rebirth works on Tartarians, they get reborn as giant mummies. Siddhas get reborn as Caelian mummies (which look cool) and since they start with an age of about 4k and the mummies maxage is 500, they get huge old age effects (this was reported before, I think).

Edi July 7th, 2007 01:11 PM

Re: Ritual of Rebirth
 
I'll take that one up with KO and JK. JK's not due back from India for two or three weeks, so it has to wait at least that long, since this is his territory.

Szumo July 8th, 2007 02:09 PM

Re: Ritual of Rebirth
 
New bug i believe:

When sieging a fort, the sieging commander (happened with dryad if that matters) gets the option to perform a blood sacrifice in command list (though the temple naturally belongs to besieged).


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