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

Migaaresno December 9th, 2006 06:33 PM

Wave Warrior
 
Wave Warrior Protection
EA Oceania wave warrior has zero basic protection.
The wave warrior is a mermen. And all other mermen have a basic protection of 1.

Endoperez December 10th, 2006 01:46 PM

Re: Wave Warrior
 
A random nation can end up being an underwater one despite #seaplayers 0. This, or something similar to it, happens with North-West Middle-Earth map, when starting a Late Age game with almost all nations.

The DarkOne December 10th, 2006 02:37 PM

Mandaha
 
Mandahas dosn't have darkvision as mentiond before but strangely enough their precision dosn't get lowered even thou it says it gives a -8 penalty to it.

Agrajag December 10th, 2006 04:47 PM

Re: Bug thread
 
I'm not exactly sure what forces are at play here, but when I try to play a game started in 3.01 (this could be unrelated) with the Sar Elad mod (And I'm under 3.04 with the Sar Elad mod turned off), I just get a blank list of nations to play (and therefore cannot play).
Turning on the Sar Elad mod doesn't help.
My guess is that perhaps in 3.04 Lanka has taken the slot that Sar Elad used to occupy, causing the game to become a bit crazy.

Endoperez December 10th, 2006 05:14 PM

Re: Bug thread
 
Quote:

Agrajag said:
I'm not exactly sure what forces are at play here, but when I try to play a game started in 3.01 (this could be unrelated) with the Sar Elad mod (And I'm under 3.04 with the Sar Elad mod turned off), I just get a blank list of nations to play (and therefore cannot play).
Turning on the Sar Elad mod doesn't help.
My guess is that perhaps in 3.04 Lanka has taken the slot that Sar Elad used to occupy, causing the game to become a bit crazy.

Have you tried adding #clearrer and such commands to the mod?

Agrajag December 10th, 2006 05:47 PM

Re: Bug thread
 
Quote:

Endoperez said:
Quote:

Agrajag said:
I'm not exactly sure what forces are at play here, but when I try to play a game started in 3.01 (this could be unrelated) with the Sar Elad mod (And I'm under 3.04 with the Sar Elad mod turned off), I just get a blank list of nations to play (and therefore cannot play).
Turning on the Sar Elad mod doesn't help.
My guess is that perhaps in 3.04 Lanka has taken the slot that Sar Elad used to occupy, causing the game to become a bit crazy.

Have you tried adding #clearrer and such commands to the mod?

No, I haven't (and I don't have the time right now. I have to go to sleep and then I'm away for two days :X)
But even if that does help somehow, the way the Sar Elad code is written I'd expect the game to just add Lanka's stuff into Sar Elad's, creating a nation with both Lankan units and Sar Eladian units, but with the Sar Elad name and description. Which obviously isn't the case since the selection in those old games just disappears.

Loren December 10th, 2006 08:46 PM

Re: Bug thread
 
Quote:

Agrajag said:
Quote:

Loren said:
I don't think he's actually carrying even one by himself. He's also got plenty of helpers in the army he's feeding.

Or maybe he doesn't? Maybe he is just a commander that is carrying 200 Cauldrons of Broth to the front lines because you recently acquired the ability to produce some and desperately need them at the front?
Or maybe all his troops died?


True, but I don't think it's an issue. Remember that you can get them to the front lines faster by building a lab there than by dispatching someone with them.

Quote:

How in the world would the ability to get rid of them be annoying?
Because then you'd have another thing to micromanage every turn.
Like getting rid of three of those X units in province Y and two of those W units in province Z to pay two less gold pieces in upkeep so you'll have exactly enough gold to recruit unit V. etc.



Just because it allows some micromanagement doesn't mean it forces it.

Loren December 10th, 2006 08:58 PM

Re: Bug thread
 
1 Attachment(s)
Here's a case that crashes the turn generation, presumably due to too many units storming a castle.

Turin December 10th, 2006 09:04 PM

Re: Bug thread
 
Stealth edit. Here is a real Bug:

Late age Caelum still gets the usual MA heroes, althoguh they donīt make any sense anymore with the return of the raptors.

Beorne December 11th, 2006 06:58 AM

Re: Bug thread
 
in Rileh EA, time of the Aboleth, the descriputions of the slave and subdued units refers to Ryleh and not to the Aboleths, Ryleh has yet to come

Juton Gode descriprion cites furs but it is equipped with leather armour

Edi December 11th, 2006 09:19 AM

Re: Bug thread
 
Possibly reported earlier, but here goes:
Keeper of the Tombs (recruited from the LE C'tis site City of Tombs) is not restricted to C'tis only. It can be recruited by other nations if they capture the province. Apparently it has not been coded to be recruitable only by original owner.

Of the various incarnations of Smouldercone, only one increases heat in the province.
If the 5 effects per site limitation from Dom2 is still valid in Dom3, then that is the reason, as at least two of them have gem income + 4 recruitables. Perhaps some recruitables could be transferred to other Abysian sites in the appropriate eras?

The site "Villa of Everchanging Fresques" should be named "Villa of Everchanging Frescoes" for proper spelling.

More site related bugs after I finish the magic site DB. Also a question related to sites: For sites like Crown of Darkness, The Rainbow Shroud, Inkpot End and so forth that spread diseases, give horrormarks, curses, holy fire, holy power and other such things that are not quantified in the site descriptions, do the Dominions 2 numbers still stand? If they do (which it looks like on a cursory glance), that would save me a lot of grief making that DB as complete as possible.

EDIT: Fixed spelling. Grr!

Edi

PhilD December 11th, 2006 05:10 PM

Re: Bug thread
 
Playing as a Land nation (EA Ermor), patroling an underwater province (with Shamblers) doesn't seem to result in any unrest reduction, and doesn't get me a message about it.

Agrajag December 13th, 2006 01:34 PM

Re: Bug thread
 
EA Ctis description says "prefers heat scale +1", but upon god creation you get no penalties at heat+2
I'm not sure if its a description problem, or a problem with a bit of Ctissian code, so I'm posting it as a bug.

aku666 December 13th, 2006 04:37 PM

Re: Bug thread
 
Not really a bug but still an error:

Negative death scale shows wrong % penalty to population (0.-6% instead of -0.6% for death 3 etc.).

Nobody has noticed it so far?

Actuarian December 13th, 2006 05:43 PM

Re: Bug thread
 
I had a Joten Skratti that got the old age icon. However, when I changed shape the old age icon went away (max age is the same for all forms).

I have been changing form just before the mid-winter calculations and then changing shape back afterwards, and so far (5 years) there have been no old age afflictions to the spellcaster form. This could just be luck.

This might be a problem because there are three shapes for the Skrattis. My hero Vanlade is old in both his shapes.

Also, the picture of the 'old' Skratti hero on the map is stuck on the werewolf regardless of his actual shape.

Arralen December 14th, 2006 05:18 AM

Re: Bug thread
 
Quote:

aku666 said:
Not really a bug but still an error:
Negative death scale shows wrong % penalty to population (0.-6% instead of -0.6% for death 3 etc.).
Nobody has noticed it so far?

It's a GUI bug, and it's in the bug 'database' since v2.79 ... .
Thanks for reminding me of it, nevertheless.


Beorne December 14th, 2006 06:27 AM

Re: Bug thread
 
I think the bug report as it is here is very messy, it is difficut to find bug report, to understad what is it corrected and wath not and so on .... what about a resume? Or a new thread?

Sandman December 14th, 2006 08:42 AM

Re: Bug thread
 
Nation description oddities (apologies if these have been caught before):

Middle Era Arco doesn't have any air magic, yet is still described as having 'elements' magic.

Shinuyama has nature and water, but this is not mentioned, nor are its many national summons. The troops category should mention Kappas.

Middle Era T'ien Ch'i says it has fire magic when it actually has earth.

Middle Era Jotunheim's magic description should read 'Water, Blood, Death, Nature, Astral' to better reflect its relative power in these paths.

Barbarian Kings' magic description is completely wrong.

Conquerors of the Sea has air and astral magic, but this is omitted.

Early Era Abysia has earth magic, but this isn't mentioned.

Dedas December 14th, 2006 10:26 AM

Re: Bug thread
 
Early Age Pangaea Minotaur Lord description is wrong.

Edi December 14th, 2006 11:55 AM

Re: Bug thread
 
Would be a lot easier if people posted typos and erroneous description issues in the In-Game Typos thread I posted a couple of days back and leave the actual bugs for this thread.

Edi

Sandman December 14th, 2006 04:32 PM

Re: Bug thread
 
Jotunheim's Dracolich costs 100 design points, rather than the 50 advertised.

Sheap December 15th, 2006 04:20 AM

Re: Bug thread
 
Sometimes units get afflictions for no reason.
This turn two of my mages, who were safely ensconced in my home castle, got limps. One of them was forging and the other researching; neither has ever seen battle. Neither is old. There is, however, a diseased, old unit in the province with them. I suspect it might be possible for this unit's disease/age to cause afflictions on these other units.

I have the turn file where the afflictions first occurred, but unfortunately not the previous turn's file (though I do have the previous turn's 2h).

edit: The afflictions were probably the result of hits from an enemy Wrath of God spell.

Endoperez December 15th, 2006 08:05 AM

Re: Bug thread
 
Quote:

Sheap said:
Sometimes units get afflictions for no reason.
This turn two of my mages, who were safely ensconced in my home castle, got limps. One of them was forging and the other researching; neither has ever seen battle. Neither is old. There is, however, a diseased, old unit in the province with them. I suspect it might be possible for this unit's disease/age to cause afflictions on these other units.

I have the turn file where the afflictions first occurred, but unfortunately not the previous turn's file (though I do have the previous turn's 2h).

That sounds really strange. I can't think of anything with just that. What type were the mages? What race? Were any globals active? Could a site have caused something that could have caused affliction?

Endoperez December 15th, 2006 11:24 AM

Re: Bug thread
 
MA Agartha can't recruit PD underwater.

Manual lists their PD as (includes underwater), but their first troops as Cave Captain and Agarthan Infantry and Light Infantry - they are human, not amphibious!

Jack_Trowell December 15th, 2006 12:41 PM

Re: Bug thread
 
Quote:

Sheap said:
Sometimes units get afflictions for no reason.
This turn two of my mages, who were safely ensconced in my home castle, got limps. One of them was forging and the other researching; neither has ever seen battle. Neither is old. There is, however, a diseased, old unit in the province with them. I suspect it might be possible for this unit's disease/age to cause afflictions on these other units.

I have the turn file where the afflictions first occurred, but unfortunately not the previous turn's file (though I do have the previous turn's 2h).

Could be the effet of a special site, or maybe you were under ennemy dominion, and the ennemy was Miasma C'tis ?

There's also some stealthy units that can give deseases to units in the same region

Edi December 15th, 2006 02:44 PM

Re: Bug thread
 
Jack, they got the limp affliction. Home province, hence no possibility of special site. Furthermore, there is no site that gives out afflictions except for the sites that cause disease (Inkpot End, Leper Fens, Chillsick Swamp and Crown of Darkness). The most likely cause is that the mages got the afflictions due to old age (practically all of the more powerful mages start old), which is worsened if you have death scales in your dominion.

Edi

Endoperez December 15th, 2006 06:48 PM

Re: Bug thread
 
Quote:

Edi said:
Jack, they got the limp affliction. Home province, hence no possibility of special site. Furthermore, there is no site that gives out afflictions except for the sites that cause disease (Inkpot End, Leper Fens, Chillsick Swamp and Crown of Darkness). The most likely cause is that the mages got the afflictions due to old age (practically all of the more powerful mages start old), which is worsened if you have death scales in your dominion.

Edi, they weren't old. This is VERY strange, if all the facts are indeed true. I can't think of anything else, really. Maybe Wight Mages in Mari home province could get something if House of Just Fires kills undead, or something, but that's pretty far-fetched.

Edi December 15th, 2006 07:02 PM

Re: Bug thread
 
The House of Just Fires (all eras) does do that (at 50% chance per unit of being hit with a 10AN damage roll) and it WILL sooner or later inflict injuries on undead mages. If it's not that, then there's a bug somewhere. You'd get the undead being hit by holy fire event message, though.

Edi

NTJedi December 15th, 2006 07:35 PM

Re: Bug thread
 
Quote:

Edi said:
The House of Just Fires (all eras) does do that (at 50% chance per unit of being hit with a 10AN damage roll) and it WILL sooner or later inflict injuries on undead mages. If it's not that, then there's a bug somewhere. You'd get the undead being hit by holy fire event message, though.

Edi

Unless he uploads his map files and save game file the developers cannot help and we're stuck guessing whether or not a bug exists. If the issue does exists hopefully he'll upload his files.s

Taqwus December 18th, 2006 06:35 PM

LE C\'tis commander recruitable in captured capital
 
[img]/threads/images/Graemlins/Bug.gif[/img] If you capture a Late Era C'tis capital, you can recruit one of their national commanders.

Nephelim December 18th, 2006 10:22 PM

Bug in 3.04 patchme.command script for OS X
 
line 19 of patchme.command

cp Resources/doc/* ../Dominions3.app/Contents/Resources/doc

This results in a cp usage message, because a fresh (from CD) install doesn't have a doc directory to copy the files into.

I'd suggest putting the line:

<font class="small">Code:</font><hr /><pre>
[ -d ../Dominions3.app/Contents/Resources/doc ] || mkdir ../Dominions3.app/Contents/Resources/doc
</pre><hr />

just above it.

Jack_Trowell December 19th, 2006 07:06 AM

Re: Bug in 3.04 patchme.command script for OS X
 
Might be my version because of a mod, but the Forge Lord pretender seems to be missing its second sprite : the sprite doesn't change when he attack/cast

Edi December 19th, 2006 07:26 AM

Re: LE C\'tis commander recruitable in captured cap
 
[img]/threads/images/Graemlins/Bug.gif[/img] Site Bugs:
  • #558 The Sea of Dead Memories: Says that death mages may enter site to summon shades, but there is no Enter Site option in the command list for mages of any path. Tested.
  • #544 The Hippocampoi Fields: Underwater site that allows nature mages to enter to summon monster #1162, which is the Early Era Ulm Archer. The summoned unit dies immediately upon arrival and the player gets no announcement of the fact. When site is forced to a land province by map command, the summon works normally
  • #546 The Forest beneath the Waves: Underwater site that allows nature mages to enter to summon monster #1158, which is the Early Era Ulm Warrior Chief. The summoned unit dies immediately upon arrival and the player gets no announcement of the fact. When site is forced to a land province by map command, the summon works normally
  • #1 The Smouldercone (Middle Era): Does not increase heat, as it should. Has gem income and 3 recruitables for a total of 4 features, #5 should be heat increase, as this is not the LE (Blood of Humans) site.
  • #119 The Smouldercone (Early Era): Does not increase heat. The site has all 5 features full (gems + 4 recruitables), but this leaves Early Era Abysia without any heat increase via site in the home province since the Temple of the All-Consuming Flame does not increase heat either.
  • #63 The City of Tombs: Keeper of the Tombs (monster #1095) is recruitable by any nation, not just C'tis as it should be.
  • #443 Kelp Fortress: This underwater site should give fort #12 (Kelp Fortress). Instead, it gives fort #16 (Cave Castle).
  • #437 Academy Underneath: This underwater site should presumably give either fort #12 (Kelp Fortress), #13 (Kelp Citadel) or #19 (Living Castle). Instead, it gives fort #16 (Cave Castle).

Those are the ones I've found so far.

The modding manual also seems to have some rather unclear or outright incorrect stuff in the site modding section. It gives terrain mask 511 as being "any terrain" but that excludes terrain 512, which is coast (there is also terrain 64 that is coast, is there a difference? Sea coast vs deep sea coast?).

Additionally, the mod manual says 479 is terrain mask for sites that are on land but can't be in the sea. The problem with that is that is that 511-32=479 but 256 is Deep Sea terrain, so correct terrain mask for "any land" is either 511-32-256=223 or 1023-256-32=735.

Since the terrain mask information is so completely out of whack and/or unclear, any site modders are advised to calculate terrain masks from the ground up instead of relying on the readymade figures stated in the modding manual. I have no idea how those readymade numbers are derived, but they CAN'T be correct if the table information is right.

Edi

Blofeld December 19th, 2006 09:25 AM

Bug
 
[img]/threads/images/Graemlins/Bug.gif[/img] Random on sorceress doesn't work

Sorceresses from Mirror Wall Palace site are listed as having 20% AWSD random. I've recruited 20 in one game and haven't seen a single random on them.
The probability of that is 1,15 %.

Edi December 19th, 2006 01:12 PM

Re: Bug
 
Or you've just had [censored] luck. I remember one Dom2 game where on neutral luck I got my first national hero sometime around turn 120 and similar failures to get certain types of randoms that had a 25% chance of appearing. I wouldn't write the sorceress off yet. I can test the sorceress issue, though.

Edi

Strages Sanctus December 19th, 2006 04:09 PM

Glory of the gods multiplayer
 
Whitelance bay 71 is not connected to the neighbouring water province South Sea of Sorrows 85, even though it should as it shares a long clear border with it.

It is only neighboured to the adjacent land provinces.

Ygorl December 19th, 2006 04:23 PM

Re: Glory of the gods multiplayer
 
I recently saw the event where your province defence increases by 15 at a besieged castle. It didn't have any effect, fortunately, but it probably shouldn't have happened.

Sheap December 19th, 2006 05:21 PM

Re: Bug in 3.04 patchme.command script for OS X
 
I figured out what was causing the bizarre afflictions. One of the other players in the game has Wrath of God active (though, this being my home province, there's none of his dominion there) and the afflictions must have occurred as a result of the damage from that.

PhilD December 19th, 2006 07:51 PM

Re: Bug thread
 
Dawn map: in underground provinces ("West Dripping Cavern"), the battlefield seems to have a hole in it. Sometimes units seem to get caught in it, and then the battle will last for a very long time - maybe until autorout, I don't know (nobody had missile troops in my battle).

Endoperez December 20th, 2006 11:36 AM

Re: Bug thread
 
Battlefield Effects don't end when the caster leaves the battlefield without dying.

This leads into things like Staff of Storms carrier escaping during the first turn of the battle and leaving a fatigueless Air Queen to fight within storm that won't end until the battle ends.

ologm December 20th, 2006 05:42 PM

Re: Bug thread
 
The citadel of ashen empire Ermor is weird, it is just a bunch of floating grates. Defenders also cn't retreat from this battlefield.

Sheap December 21st, 2006 09:56 PM

Re: Bug thread
 
Not sure battlefield effects are supposed to end when the caster leaves without dying. Nothing says they should.

NTJedi December 21st, 2006 11:34 PM

Sacred Undead Bug
 
Sacred Undead Bug:
Any sacred undead cannot be blessed

Even with divine blessing the sacred undead units do not receive blessing bonuses.
Bug verified with the most recent patch installed.

Strages Sanctus December 22nd, 2006 02:19 AM

Re: Sacred Undead Bug
 
I have created a controlled environment for the vanishing scales bug I detail it in this thread here:

http://www.shrapnelcommunity.com/thr...o=&amp;fpart=1

I have also included the relevant files in that thread.

Blofeld December 22nd, 2006 08:55 AM

Bug
 
[img]/threads/images/Graemlins/Bug.gif[/img] Combat replay reveals domes cast in the province

My patrollers and PD were attacked by a probing force recently and the battle display showed Dome of Solid Air and Freezing Dome, which I had cast earlier, as battlefield enchantments (pentagrams in upper right corner).
I don't think it's WAD, as they really don't affect combat, yet give undeserved intel to the attacker who watches the combat replay.

Endoperez December 22nd, 2006 02:55 PM

Re: Bug
 
LA Ulm hero Blood Marshal can go underwater. Other vampires, including normal Vampire Counts of LA Ulm, can't.

Agrajag December 23rd, 2006 04:11 PM

Re: Bug thread
 
BUG: Immoratility not working properly, check out This Thread for more details as well as save games

Wish December 26th, 2006 04:02 AM

Re: Bug thread
 
Bug: the shadow brand doesn't always AoE, some fights it will every time, other fights it won't at all...

is this as it is intended to be?

is it supposed to be doing an AoE at all? the effect seems similar to the sword of many colors.

edit: I can't seem to reproduce it in the v3.04

Wish December 27th, 2006 08:10 AM

Re: Bug thread
 
Bug: After initiating a scenario restricted to a single age, even after canceling out of the scenario, you cannot select the restricted ages when starting up a new game.

noticed this when I tried to play the one scenario that came with the disk. I wanted to try oni's with it, but it wasn't available. When I backed out and decided to do a random map instead all the scenario restrictions were still being applied to the random game.

Strages Sanctus December 28th, 2006 01:33 AM

Fortress build bug
 
hired indy commander, set indy commander to build fortress
indy commander is assasinated by a ninja.

Money from build order is gone. And the option to continue building does not exist so I lost 1200 gold.

This was in a mp blitz game on fourmageddon map.


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