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-   -   Dominions II Bug Thread (http://forum.shrapnelgames.com/showthread.php?t=16593)

Nephelim March 28th, 2004 04:51 AM

Re: Dominions II Bug Thread
 
Global Dispel/replace bug? (in 2.08)

I did a search, but didn't come up with anything. Hopefully it wasn't just my poor searching skills.

Anyhow:
Enemy had a mother oak going. I dispelled it. On the following turn, I had the same mage who dispelled mother oak cast strands of arcane power. Instead of taking the empty slot, it dispelled one of my existing globals.

Manual doesn't give any indication that one nation can only have 4 out of 5 globals or anything along those lines, so I'm guessing it's a bug.

I have the game folder saved away in case it's needed for debugging.

PhilD March 28th, 2004 04:41 PM

Re: Dominions II Bug Thread
 
I just had a strange thing happen...

(2.08, playing with a few mods, mostly the shield mod, one of the balance mods, and PDF's increased precision mod, with Zen's map of Europe)

I had an Ice Devil (Gaap) fully decked in various items, including a 2-handed weapon (Wraith Sword), lose an arm. I was surprised that he kept his 2H weapon, but that's not the biggest surprise. Next turn he's back in my dominion, where Gift of Health heals him... and he loses 3 items (Horror Helmet, Shroud of the Battle Saint and Boots of Flying), though he keeps the Sword...

(he did keep his two misc. items, though)

My guess is that him keeping the weapon was the first bug, and the lost items are a secondary effect, but I'm not sure of course.

Johan K March 28th, 2004 09:15 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Nephelim:
I had the same mage who dispelled mother oak cast strands of arcane power. Instead of taking the empty slot, it dispelled one of my existing globals.

<font size="2" face="sans-serif, arial, verdana">There can only be one global of each type active at any time. So if you had another 'Strands' active he would have dispelled it.

Nephelim March 28th, 2004 11:03 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Johan K:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Nephelim:
I had the same mage who dispelled mother oak cast strands of arcane power. Instead of taking the empty slot, it dispelled one of my existing globals.

<font size="2" face="sans-serif, arial, verdana">There can only be one global of each type active at any time. So if you had another 'Strands' active he would have dispelled it. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">There were no other strands active.. it pushed a maelstrom out.

PvK March 28th, 2004 11:19 PM

Re: Dominions II Bug Thread
 
I expect this has been mentioned before, but I just had this happen.

I was beseiging an independant-held fortress (Poke in the eye map), when Vanheim attacked me with magic birds, and killed my units there. The message says they defeated my troops, but I still have my fortress.

Of course it's not my fortress, so the message is wrong.

PvK

mivayan March 29th, 2004 01:33 AM

Re: Dominions II Bug Thread
 
Quote:

There can only be one global of each type active at any time. So if you had another 'Strands' active he would have dispelled it.
<font size="2" face="sans-serif, arial, verdana">I believe it works like this when you cast a global enchantment.
1) If there are 0-4 globals, a free slot is taken.
2) If there are 5 globals, something else happens.
3) If there are 5 globals, rule #1 does not hold true ever again. This is the bug mentioned by Nephelim

Nephelim March 29th, 2004 05:50 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by mivayan:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> There can only be one global of each type active at any time. So if you had another 'Strands' active he would have dispelled it.
<font size="2" face="sans-serif, arial, verdana">I believe it works like this when you cast a global enchantment.
1) If there are 0-4 globals, a free slot is taken.
2) If there are 5 globals, something else happens.
3) If there are 5 globals, rule #1 does not hold true ever again. This is the bug mentioned by Nephelim
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Oddly enough, later in the same game (still in progress), there were 5 globals. The same mage dispelled a 'Dark Skies' put up by pythium, and the next turn cast 'Arcane Nexus', and it took the free slot... So it's not easily reproduced.

Edi March 30th, 2004 02:55 AM

Re: Dominions II Bug Thread
 
Probably been reported before, but Ritual of Rebirth doesn't work. Is that going to be fixed in the next patch?

Edi

Cainehill April 3rd, 2004 08:45 PM

Re: Dominions II Bug Thread
 
From what the experts tell me, this is a bug.

Turn 2 - a province is displayed as having a positive (1) friendly dominion. When the immortal pretender arrives for battle - it's somehow downgraded to neutral, pretender loses, 5 turns spent doing nothing but calling god collect.

From what I understand - the dominion should not have decreased until after the next combat phase was over. (Especially given a neutral province, no one preaching there, etc.)

-----

Not a bug per se, but imo a flaw : pressing 'e' shouldn't cause the game to automatically advance into the next turn on a quickhosted game.

Right now, a typo can cause a turn to be lost, possibly without any orders given. You go into a multiplayer game where it's waiting on you as the Last player to go, hit 'e' instead of 'r' or 'd', and it immediately goes to the next turn.

Sure, it probably doesn't happen often - but I'm sure I'm not the only person to lose a turn like this. "Are you sure you want to end your turn?" wouldn't be such a bad thing.

Ed Kolis April 4th, 2004 03:17 AM

Re: Dominions II Bug Thread
 
I ordered one of my mages (a mercenary, by the way) to cast Astral Projection at an enemy province, and while the log showed the spell having been cast, he was killed in a battle the same turn and I didn't get the scrying effect... http://forum.shrapnelgames.com/images/icons/icon9.gif

edit... well, I tried again with a different mage (the Cardinal Carmont, no less) and his astral cord was severed and he was feebleminded... but the projection worked and I can see the enemy province! http://forum.shrapnelgames.com/image...s/confused.gif (But I'm getting the feebleminded message every turn now...)

[ April 04, 2004, 01:47: Message edited by: Ed Kolis ]

Another Wanderer April 4th, 2004 06:17 PM

Re: Dominions II Bug Thread
 
Might as well also post this here...

Machaka Spiders (at least Spider Knights) have nastier poison when they are mounted than when their rider has been killed (I think so, it could be the other way around).

Taqwus April 4th, 2004 06:19 PM

Re: Dominions II Bug Thread
 
It's probably already been reported, but my water-9 Nereid got only masculine titles in my R'lyeh game.

Ed Kolis April 5th, 2004 02:01 AM

Re: Dominions II Bug Thread
 
Telling a commander to transfer an item will clear his orders. Very annoying if you want a researcher to cast a ritual spell, so you tell him to cast, then remember to move all his research enhancing items to other researchers! http://forum.shrapnelgames.com/images/icons/icon8.gif

Gateway103 April 5th, 2004 05:27 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Ed Kolis:
Telling a commander to transfer an item will clear his orders. Very annoying if you want a researcher to cast a ritual spell, so you tell him to cast, then remember to move all his research enhancing items to other researchers! http://forum.shrapnelgames.com/images/icons/icon8.gif
<font size="2" face="sans-serif, arial, verdana">I think one of the reasons that this is the way it is because there are magic level boosting as well as forge cost reduction items around.

Would you not want the system to reset the forger/casters' order when you transfer away such items after giving a forge/cast order? As oppose to keep the order, which would be wasted (insufficient levels, or cost too much than you have), or actually worked which would be a bug.

Therefore, I think for programming simplicity sake, IW opt'd for reset of orders every time an item is transferred, rather than distinguish which items were transferred, nor detect if there are actually needs to reset order.

Pure speculation of course http://forum.shrapnelgames.com/images/icons/icon10.gif

-Gateway103

calmon April 7th, 2004 02:54 PM

Re: Dominions II Bug Thread
 
Pretender 'Great Warlock' for Abysia and C'tis vanished in patch 2.11

Kristoffer O April 7th, 2004 03:48 PM

Re: Dominions II Bug Thread
 
------ 2.11 ------

Bugs reported on this thread hereafter should be 2.11 only (this post is mostly for my convenience).

ioticus April 7th, 2004 11:50 PM

Re: Dominions II Bug Thread
 
The bug letting you recruit when under siege STILL exists.

Kristoffer O April 8th, 2004 10:38 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by splooger:
The bug letting you recruit when under siege STILL exists.
<font size="2" face="sans-serif, arial, verdana">But you get no units, only a recruitment queue.

AhhhFresh April 8th, 2004 02:19 PM

Re: Dominions II Bug Thread
 
The spell Blink still doens't work in 2.11

Or at least the AI refuses to cast it when scripted to... the artifact shoes that blink you around the battlefield works.

I know, I know, I'm the only person who even remotely cares about it. http://forum.shrapnelgames.com/images/icons/icon10.gif But it would be nice if it got fixed sometime.

Love the new patch though. Kudos all around.

Nephelim April 8th, 2004 06:27 PM

Re: Dominions II Bug Thread
 
Not so much a bug as something I find slightly annoying.

Numbers seldom add up in a unit's stats.

By this I mean:

Base HP: 90
Dominion Bonus: +180
Never Healing Wound: -18
Current HP: 218

This was at the very start of a battle. No damage had been taken.

There are other examples with less variable stats.

Attack Skill, Precision, Defence, etc...

It's my niggling curiosity more than anything else... Where did those other 34HP go? Where did that Last +2 attack come from, etc...

And, in case I haven't said this in every post so far.. I love the hell out of this game. It has sucked every bit of my attention from other games, and quite often from food and water... You bastards http://forum.shrapnelgames.com/images/icons/icon7.gif

The DarkOne April 8th, 2004 11:22 PM

Re: Dominions II Bug Thread
 
Burning pearl gives 100% fire resistens not the partial protection it is supposed to give.

ioticus April 9th, 2004 12:14 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by splooger:
The bug letting you recruit when under siege STILL exists.

<font size="2" face="sans-serif, arial, verdana">But you get no units, only a recruitment queue. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I know. The point is the game lets you waste the gold and resources but you get nothing in return. It's easy to screw yourself this way.

archaeolept April 9th, 2004 05:51 PM

Re: Dominions II Bug Thread
 
a minor, though still irritating, bug. http://forum.shrapnelgames.com/images/icons/icon7.gif

I play in a window, and specifiy a resolution (-w --res) in my specific MP game shortcuts. However, now most of the time the window will open up off center (down and to the right), thus meaning that I have to drag the window back up.

sometimes it remembers/centers its position, like it did in 2.08, but usually not.

the most common cause seems to be opening up a window in Internet Explorer. this will cause the next dominions window to be down and to the right.
http://forum.shrapnelgames.com/image...s/confused.gif

It wasn't like this before, but I have no idea what could have been changed.

April 9th, 2004 06:18 PM

Re: Dominions II Bug Thread
 
A minor bug : there are now two units with unit number 105 in the game. The Siren should have 1055 but the Last "5" is missing.
I dont know if this is a real problem, unless you try to script a siren on your map (you should have a druid, he has the same nr)...
Cheers.

Taqwus April 10th, 2004 06:46 PM

Re: Dominions II Bug Thread
 
Some strangeness I've observed in 2.11 playing with a Succubus w/ Tartarian Chains:
- The Ashen Angel attacks have -always- resulted in an unplayable battle, bad vcr header. This occasionally happens for Earth Attack castings, and never for regular battles.
- When seduction fails and the victim gets enslaved by the Chains, the enemy commander becomes a unit and apparently vanishes. He does not attack any province (that one or nearby), or at least I don't get a battle report for it; odd since he'd be one of my units. He doesn't end up in my capital, or where he was either.

Daynarr April 10th, 2004 07:28 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Taqwus:
Some strangeness I've observed in 2.11 playing with a Succubus w/ Tartarian Chains:
- The Ashen Angel attacks have -always- resulted in an unplayable battle, bad vcr header. This occasionally happens for Earth Attack castings, and never for regular battles.

<font size="2" face="sans-serif, arial, verdana">If you have a save game of this you should mail it to Illwinter.

Taqwus April 11th, 2004 06:02 PM

Re: Dominions II Bug Thread
 
Saved games mailed re: enslaved victims vanishing, broken battle recordings of Ashen Angel attacks.

AI quirk: Does it take into account magical sites that hurt units? Marignon AI, regular theme as far as I could tell (inquisitors, for instance; no Goetic Masters seen, no demons) had a Spectral Mage and dispossessed spirits hanging around the capital for many turns according to an Astral Window.

This may or may not be a bug, but prophets brought back with Ritual of Rebirth retain the prophet bonus even when there's a new prophet. Perhaps prophets reborn, enslaved, charmed, seduced, or hellbinded should lose the bonus unless they're made the current prophet of the new owner?

Additional RoRebirth oddity: When an ex-Bane Spider prophet came back as a holy-3 mummy, he came back on Hide. This would rarely actually be a gameplay issue I suspect since he couldn't sneak, but this was somewhat odd as it was no longer stealthy.

[ April 11, 2004, 17:16: Message edited by: Taqwus ]

mivayan April 11th, 2004 09:30 PM

Re: Dominions II Bug Thread
 
Quote:

When seduction fails and the victim gets enslaved by the Chains, the enemy commander becomes a unit and apparently vanishes. He does not attack any province (that one or nearby), or at least I don't get a battle report for it; odd since he'd be one of my units. He doesn't end up in my capital, or where he was either.
<font size="2" face="sans-serif, arial, verdana">A unit without a commander cant attack a province. My guess is that the unit will be treated like a unit fleeing from a battle, if there is no friendly province to run to they disappear without a trace. What happens if you control a neighbouring province?

I have had the lord of the hunt charm an enemy priest and the priest attacked the province it was in, but it was still a commander so it does not really apply.

calmon April 13th, 2004 02:56 PM

Re: Dominions II Bug Thread
 
i can select "Ceremonial Faith" with Mictlan Empire but after clicking the selected special dominion is "default"... order moved to 1 but there is no "Ceremonial Faith" selected (and visible).

Kristoffer O April 13th, 2004 04:14 PM

Re: Dominions II Bug Thread
 
Mictlan is not supposed to be able to choose Ceremonial Faith. They do not preach at all.

Taqwus April 13th, 2004 06:31 PM

Re: Dominions II Bug Thread
 
All three Queens of Elemental Water share a basic component of their description (the heal-all-wounds-when-underwater bit) bit, but even underwater their regenerative properties are actually different.
I have two QoEW underwater in the same province, dom 10 + GoHealth + 55 base hp (each identical) => 110 hp.
Without any regenerative items, one lists 77 hp/turn and the other 99 hp (70%, 90%?). The third one regenerates 50% (on land, so that might matter).
Oh, and the QoEW with greater regeneration (90% underwater; Bath-something) is wrongly named once in the description, if memory serves.

Peter Ebbesen April 13th, 2004 11:12 PM

Re: Dominions II Bug Thread
 
The nature site "The Primal Forest" cannot be entered by a nature mage. [Description of site: A nature mage can enter to summon a hama dryad]

Nonno Cicala April 14th, 2004 12:27 AM

Re: Dominions II Bug Thread
 
If a province's defence is raised, then another province's one, going back to the first it's now impossible to lower the defence of both even if the turn wasn't ended.
It's reproducible.

Some times I saw one or two battle afflictions right-clicking on the Flagellant unit in the recruit dialog.
I wasn't able to reproduce it (and the afflictions seemed to be random) (perhaps it's an harmless bug anyway http://forum.shrapnelgames.com/images/icons/tongue.gif ).

Johan K April 14th, 2004 09:23 AM

Re: Dominions II Bug Thread
 
You get a sample unit when you view then in the recruitment screen. Sometimes the flagellants come with afflictions, so that's why you may see a few afflictions on them.

Nonno Cicala April 14th, 2004 08:08 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Johan K:
You get a sample unit when you view then in the recruitment screen. Sometimes the flagellants come with afflictions, so that's why you may see a few afflictions on them.
<font size="2" face="sans-serif, arial, verdana">Thanks, I didn't notice that Flaggellants come with afflictions bundled http://forum.shrapnelgames.com/images/icons/icon10.gif

Minrhael April 16th, 2004 12:58 PM

Re: Dominions II Bug Thread
 
No idea how to even search for this so it may have been reported already, and it's not important anyway but it is a bug. Or at least a quirk.

I lost a fortress to Vanheim in a game I was playing, writing was completely on the wall so I quit, deleted that game. Started a new game with same settings and opponents and named it the same as the original game so as to keep my testing straight.

the start province I got was the same province I had lost the fortress in Last game. There was the combat icon in the province and I could watch that fight from the Last game. It had no other effect on the province, same normal starting troops gold etc, so it's a bug that has no effect that I can tell but I figured I'd report it just for the heck of it http://forum.shrapnelgames.com/images/icons/icon12.gif Who knows how these things work, maybe it'll have some significance in solving some real bug later.

Daynarr April 16th, 2004 02:33 PM

Re: Dominions II Bug Thread
 
If you started a new game with the same name as the old one, then one of the files won't be overwritten until turn 2 so it's possible to see combat icon. After you finish your first turn everything will be normal.

April 16th, 2004 08:58 PM

Re: Dominions II Bug Thread
 
Not exactly a bug, but its a correction : Bogus and his troll followers (random event)_still_ have the old dom1 orders like 'fire mages' and 'attack commanders'. Not very important, but not fair either...
Cheers

The DarkOne April 16th, 2004 11:11 PM

Re: Dominions II Bug Thread
 
There seems to be a little bug with stygian paths. I got a message saying i lost 9217632 units during the journey. I lost my pretender and part of my army but really shouldn't be any units left if i actually lost the number of units it told me. I was using a sacred statue so perhaps that is the problem but i didn't get any warning message like you get when trying to use gateway with a immobile pretender so i though it would work.

[ April 16, 2004, 22:27: Message edited by: The DarkOne ]

Kristoffer O April 16th, 2004 11:30 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Sunray_be:
Not exactly a bug, but its a correction : Bogus and his troll followers (random event)_still_ have the old dom1 orders like 'fire mages' and 'attack commanders'. Not very important, but not fair either...
Cheers

<font size="2" face="sans-serif, arial, verdana">Bogus is many things. Fair is not one of them http://forum.shrapnelgames.com/images/icons/icon12.gif

PhilD April 17th, 2004 12:51 PM

Re: Dominions II Bug Thread
 
I just found a Naval Academy, for which the description says "Can recruit Admiral here", but no special unit appears in the recruitment screen. Is the site bugged?

(Version 2.11, playing on Linux, Cradle map; I don't think any of this should matter except maybe the 2.11)

Johan K April 17th, 2004 03:03 PM

Re: Dominions II Bug Thread
 
Yup, that's a feature. He walks forward so that he will get a chance to cast his mid range spells if he has any.

Nephelim April 17th, 2004 05:55 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Johan K:
Yup, that's a feature. He walks forward so that he will get a chance to cast his mid range spells if he has any.
<font size="2" face="sans-serif, arial, verdana">Is the 'feature' part supposed to be sarcasm? [1]

Would he fly if the distance to get in range was more than he could move in one turn?


1 - (text and sarcasm, two great tastes that don't go great together)

PhilD April 18th, 2004 01:41 AM

Re: Dominions II Bug Thread
 
Don't know if it's supposed to be a feature, but I had a flying mage without orders (a Dragon pretender attacking a province, I forgot to give him explicit orders), and since he didn't have much to do (start of a game, few spells researched, he tried to close on the enemy - for which he walked instead of flying, even though the enemy was very far!

Kristoffer O April 18th, 2004 09:21 AM

Re: Dominions II Bug Thread
 
No, it was not sarcasm.

He would not fly. Walking is better as flying puts him in melee.

I wouldn't want my mages flying into melee just because they were out of spell casting range. It would often be a disaster I believe.

[ April 18, 2004, 08:24: Message edited by: Kristoffer O ]

Nephelim April 18th, 2004 05:54 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Kristoffer O:
No, it was not sarcasm.

He would not fly. Walking is better as flying puts him in melee.

I wouldn't want my mages flying into melee just because they were out of spell casting range. It would often be a disaster I believe.

<font size="2" face="sans-serif, arial, verdana">If you have a move of 8, need to move 16 to be in range of your spell, and melee is 32 away, wouldn't it make more sense to fly that 16 instead of taking two combat turns to walk there?

I take it from your statement that flying can presently only land you in melee, or be used to flee?

rabelais April 18th, 2004 07:03 PM

Re: Dominions II Bug Thread
 
Under 2.11 pretender order (and distribution?)appears to have been reworked, but Jotunheim now has 2 varieties of bog mummy and no skratti.


Rabe the RRBAMWB

rabelais April 19th, 2004 04:39 PM

Re: Dominions II Bug Thread
 
Update:

Interestingly, I found an old skratti god file, created under 2.11

Using it sets off the cheat prevention code. http://forum.shrapnelgames.com/images/icons/icon9.gif

The giant archmage is truly banished from our world....


Rabe the Considering Using the Enchantress


Quote:

Originally posted by rabelais:
Under 2.11 pretender order (and distribution?)appears to have been reworked, but Jotunheim now has 2 varieties of bog mummy and no skratti.


Rabe the RRBAMWB

<font size="2" face="sans-serif, arial, verdana">

[ April 19, 2004, 15:40: Message edited by: rabelais ]

atul April 21st, 2004 09:03 PM

Re: Dominions II Bug Thread
 
I have a feeling this one's reported before, but:

(Version 2.11) Item rituals don't seem to work unless the wearer could normally cast them. At least, putting Boots of the Planes on commander without astral 3 or more results in message "The ritual is too complex for this mage" when trying to teleport (in a province containing a lab, if that matters). An astral-3 mage can teleport all right.

There goes (one of) the Last and best chance(s) to world domination. Well, workaround under consideration...

Edit: same happens with crown of the ivy king and non-nature commanders trying to summon wine men. So, a more general problem?

[ April 21, 2004, 20:25: Message edited by: atul ]

PhilD April 22nd, 2004 09:44 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by atul:
I have a feeling this one's reported before, but:

(Version 2.11) Item rituals don't seem to work unless the wearer could normally cast them. At least, putting Boots of the Planes on commander without astral 3 or more results in message "The ritual is too complex for this mage" when trying to teleport (in a province containing a lab, if that matters). An astral-3 mage can teleport all right.

There goes (one of) the Last and best chance(s) to world domination. Well, workaround under consideration...

Edit: same happens with crown of the ivy king and non-nature commanders trying to summon wine men. So, a more general problem?

<font size="2" face="sans-serif, arial, verdana">I've been using Stone Spheres with normal commanders all right.

Are you sure you're not trying to use them as Monthly rituals? AFAIK, item rituals never worked as monthly rituals.


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