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Re: Devasura description; underwater devils; capit
Due to some problems originating from the holy/unholy distinction of earlier Dominions games, sacred undead can't be blessed ATM. The problem has already been fixed, and will be included in the next patch... which, if you've seen the http://ulm.illwinter.com/dom3/dom3progress.html site, promises to be full of goodies.
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Re: Devasura description; underwater devils; capit
A controversial "bug" - if all of the attackers in a Vengeance of the Dead dream aren't killed by turn 75, the victim dies, even if unharmed. Fair enough if that's what's intended - but is this WAD? If so perhaps the spell description should reflect this? ("If the victim cannot fight off all of the spirits by morning, they never escape their nightmare").
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Re: Devasura description; underwater devils; capit
Apparently, a mage with twiceborn cast on it teleporting into an ocean of water to cause insta death does not count as having died normally, and the mage is not reborn. I'm not sure if this is a bug or not. Occured in chinchilla when I teleported an archtheurg with twiceborn into an adjacent, high dominion province.
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FeebleMinded Bug
Mindless units such as vine ogres can receive the battle affliction feeble minded. |
Re: Devasura description; underwater devils; capit
Quote:
Issue shortlist roundup:
NT Jedi, I'll add your mummy H1 reanimation bug into the list next time, but I would like to get one more piece of information: What nation were you playing when that bug appeared? If it was MA Ermor or Lanka, the (currently unmoddable except for removal) #undeadnation tag may have some effect on reanimation and I would like to make sure I have all the info. If you can attach the savegame, that would be even better. |
Re: Devasura description; underwater devils; capit
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Lifeless constructs get diseases.
see attched saved game. This happens to a mechanical man during a battle. See turn 9 of the battle in Werk Enum. I lost that battle so the mechanical man fell apart due to lack of leadership so you can only see it during the battle. This same turn also shows the drowning seduction bug and a bug where once in the water the seducer drowns instantly apparently, but the seduced stays to fight a battle before drowning. Very weird stuff. see the battle in lake puurple (71) to see a non water breather fight underwater. |
Re: Devasura description; underwater devils; capit
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Quote:
Also what about the other bug I recently posted: Mindless units such as vine ogres can receive the battle affliction feeble minded. |
Re: Devasura description; underwater devils; capit
Thanks, I'll take a look at that and see for myself.
As for the feeblemind on mindless units, I am loath to classify that as an outright bug. It's much in the same category as a wyrm getting a limp or some such where the results of getting a generic affliction are somewhat unusual due to some property of the unit. Most afflictions are general, i.e. most units can get them (limp, weakened, neverhealing wound etc) while some are specific (e.g. can't get your tail chopped off if you don't have one). So far as I know, feeblemind is a generic affliction. I have no idea if various unit properties affect the posibility of getting an affliction or giving immunity to it (blind units can't become blind or get eyeloss being the only exception to my knowledge). This is something that requires some developer input and may need some discussion on whether certain unit tags should give immunity to certain afflictions (inanimate, undead and demon to disease, mindless to feeblemind etc). It's too much of a question mark, so I can't include it yet. You DO make a logical point with it, so it at least merits the discussion. |
Modding nations
Addition to the shortlist, "MOD (monster/nation) Descriptions": The game doesn't crash, it just "forgets" other descriptions that come later in the mod. Mod nation descriptions seem to get added the last, so they're the first to get erased. Then the unit descriptions are cancelled out. The later a unit is created in the mod, the sooner the description is missing in case there are too many of them.
Spell descriptions seem to use another array for their descriptions, they don't interfere with unit/nation descriptions in any way. Don't know what the limit is there. |
Re: Modding nations
Starting a game with new nations via is not possible from the command line. This seems to be because the mod file is not loaded correctly, or something, Gandalf Parker wrote about this and may have further information.
During nation selection for a mod game, it says "Nation xx" instead of the mod nation name that was assigned to the nation, although that one is used once you make it to the actual server status screen with the flags in it. Makes it kinda complicated for people to pick their nation at first. |
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