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

HJ June 21st, 2004 08:20 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by LintMan:

I did see it work correctly one time, which I belive was the one time I had a bunch of leftover death gems that I hadn't spent. (I usually spend nearly all of them every turn). So my suspicion is that the game is checking the cost of the spell vs my current gem total, prior to adding in the new gem income. So maybe it sees I have 0 death gems, and cancels the monthly ritual without factoring in that I actually have 40 gems for that month. Just a theory.

<font size="2" face="sans-serif, arial, verdana">In my experience, if you spend all your gems of the kind needed for the monthly ritual, the caster reverts to defend at the start of the next turn. So, for it to work, you basically need to have leftover gems sufficient for all monthly ritual casters to use if you want them all to stay on monthly orders.

HJ June 21st, 2004 08:26 PM

Re: Dominions II Bug Thread
 
I have encountered the heroic quickness bug again. If heroic quickness gives the commander more than 100% bonus in actions, he will forget his script after the first two actions in a turn.

For example:
I script a commander with over 100% heroic quickness bonus to cast 5 x Blessing and then attack; on turn 1 he does the following bless-bless-attack; turn 2 bless-bless-attack; turn 3 bless-attack.

LintMan June 21st, 2004 09:54 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by HJ:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by LintMan:

I did see it work correctly one time, which I belive was the one time I had a bunch of leftover death gems that I hadn't spent. (I usually spend nearly all of them every turn). So my suspicion is that the game is checking the cost of the spell vs my current gem total, prior to adding in the new gem income. So maybe it sees I have 0 death gems, and cancels the monthly ritual without factoring in that I actually have 40 gems for that month. Just a theory.

<font size="2" face="sans-serif, arial, verdana">In my experience, if you spend all your gems of the kind needed for the monthly ritual, the caster reverts to defend at the start of the next turn. So, for it to work, you basically need to have leftover gems sufficient for all monthly ritual casters to use if you want them all to stay on monthly orders. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yes, that's what it seemed like to me. It doesn't make sense to need to have enough gems for *next month's* rituals left in reserve this month for the monthly ritual to work next month. There's no special advantage to setting a monthly (vs just selecting it normally every month), execpt that it reduces some of the micromanagement needed. So there's no reason I see for it to have special requirements to have the gems reserved in advance. Hence, my bug report here. http://forum.shrapnelgames.com/images/icons/icon10.gif

calmon June 22nd, 2004 05:08 PM

Re: Dominions II Bug Thread
 
'Burning pearl' should give 50% fire protection (item text) but it gives 100% fire protection and the attack bonus for just 5 fire gems.

Frosted Flake June 23rd, 2004 04:42 AM

Re: Dominions II Bug Thread
 
Had a very strange bug happen to me as Jotun. A Neifel got diseased (beats me how..does hitting a diseased guy with a wraith sword infect you?) fine better use him while I can I figure. Next turn he wipes a province and ends the turn with 100 health cause he got more hps killing foes than hits scored on him. End of turn he cant heal (go back to his normal hps..so he stays at 100 then drops to 99 from the disease. Its possible he could end the next turn even higher..cant imagine this is an intended game result

Frosted Flake

HJ June 23rd, 2004 09:16 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Frosted Flake:
Had a very strange bug happen to me as Jotun. A Neifel got diseased (beats me how..does hitting a diseased guy with a wraith sword infect you?) fine better use him while I can I figure. Next turn he wipes a province and ends the turn with 100 health cause he got more hps killing foes than hits scored on him. End of turn he cant heal (go back to his normal hps..so he stays at 100 then drops to 99 from the disease. Its possible he could end the next turn even higher..cant imagine this is an intended game result

Frosted Flake

<font size="2" face="sans-serif, arial, verdana">Well, he drained his foes of their lifeforce and helped himself with respect to his disease. The same thing happens, i.e. the disease hitpoint loss is negated, if you equip him with a regeneration item, or if you have a nature 9 blessing and bless him in combat. http://forum.shrapnelgames.com/images/icons/icon7.gif

Molog June 24th, 2004 01:34 AM

Re: Dominions II Bug Thread
 
Noticed that a harbinger got to keep his heavenly horn if he first got equiped with a shield and then a sword, but lost it if the sword was equiped before the shield.

calmon June 24th, 2004 10:23 AM

Re: Dominions II Bug Thread
 
One more all players in a mp game got a message that my nation has a strong rising amount of gold and has probalby cheated.

I just alchimized some fire gems to gold (income normally low: panagaea CW)! This message is really annoying!

HJ June 24th, 2004 10:36 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by calmon:
One more all players in a mp game got a message that my nation has a strong rising amount of gold and has probalby cheated.

I just alchimized some fire gems to gold (income normally low: panagaea CW)! This message is really annoying!

<font size="2" face="sans-serif, arial, verdana">Is this the answer?
http://www.shrapnelgames.com/cgi-bin...;f=74;t=002948

calmon June 25th, 2004 01:27 AM

Re: Dominions II Bug Thread
 
<font size="2" face="sans-serif, arial, verdana">Yes, thank you.

NTJedi June 25th, 2004 04:41 PM

Re: Dominions II Bug Thread
 
I'm not sure if this has been mentioned before but there's a bug with the horned helmet.

I've tried this on many units which didn't have any default helm such as the Succubus. The helm says it does -1 for defense... but instead does -2 for defense.

Hopefully fixed in the next patch. http://forum.shrapnelgames.com/images/icons/icon7.gif

HJ June 25th, 2004 05:15 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by NTJedi:
I'm not sure if this has been mentioned before but there's a bug with the horned helmet.

I've tried this on many units which didn't have any default helm such as the Succubus. The helm says it does -1 for defense... but instead does -2 for defense.

Hopefully fixed in the next patch. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">You lose 1 def from gore attack, and 1 def from "full helmet" armor piece (stats of which are not listed when you rightclick the item, but are listed at the bottom of the unit screen). You also gain 2 prot as you would with any full helmet. So, check out the unit screen - the unit gains gore attack and full helmet, which turns into +2 prot and -2 def.

PvK June 27th, 2004 03:00 AM

Re: Dominions II Bug Thread
 
I think the #restrictedgod mod command is not entirely working. The part about:

Quote:


"Each additional #restrictedgod command will expand the range of nations that can choose that god."

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

Seems not to work - only the LAST nation listed that way gets that god.

Also, I would like to request an "#allowgodfor" Version, which would NOT clear all the other nations' access to that god. Without such a command, any mod that uses #restrictedgod on an existing god, even if the bug I mentioned was fixed, and if it goes and gives the god back to all others, will have possible side-effects on other mods to other nations.

PvK

Sheap June 27th, 2004 04:07 AM

Re: Dominions II Bug Thread
 
I found an unusual problem pertaining to blood slaves in a battle today as Jotunheim.

My opponent attacked a castle where I had a small number of troops, but I was still able to break the siege. I got a funny looking battle report:

http://benatar.snurgle.org:8080/~flu...ttlereport.jpg

It shows actually negative losses for my regular troops! I didn't use any hellbind heart, etc. I didn't lose many troops, but I did lose some.

I also have a strange problem:

http://benatar.snurgle.org:8080/~flu.../aftermath.jpg

Some of my blood slaves seem to have been converted into normal units. I believe the mage that entered the battle with those slaves died during the battle, but I'm not 100% sure; I had several blood mages and lots of things died. They're shown here under the command of my Skratti but in reality after the battle they were in the province garrison.

Can I convert them back to normal blood slaves somehow?

June 27th, 2004 04:12 AM

Re: Dominions II Bug Thread
 
When Blood Slaves are damaged but survive (rare) they then turn into normal troops. There is no way I know of to convert these back. But when they are on the battlefield, and near someone who casts a blood spell AFAIK they will be used.

Graeme Dice June 27th, 2004 05:42 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Zen:
When Blood Slaves are damaged but survive (rare) they then turn into normal troops. There is no way I know of to convert these back. But when they are on the battlefield, and near someone who casts a blood spell AFAIK they will be used.
<font size="2" face="sans-serif, arial, verdana">There is a possible bug with the blood slave unit, unless it has been fixed in recent patches.

If you gift of reason one, then empower it in blood magic, then place it on the battlefield and order it to cast a spell that requires blood slaves, I believe that the program would crash in previous Versions.

drool June 27th, 2004 11:56 PM

Re: Dominions II Bug Thread
 
i havent read this thread, so i dont know if this bug has popped out allready. i built a temple on one of my provinces (and i know i built, cause i had a dominion battle with rlyeh), after couple of turns there were no temple, but an laboratory. no disasters were taking part of this happening.

maybe the great old one of rlyehs was playing mindgames with me. dunno. strange.

Regen June 29th, 2004 02:58 AM

Re: Dominions II Bug Thread
 
Sorry just couldn't let the post count sit on 666.

Ramgar June 30th, 2004 10:12 PM

Re: Dominions II Bug Thread
 
I was playing a single player game on vertion 2.12 of D2 Lastnight when the game informed me that my country had recieved money that the game could not account for and figured that my country was cheating. I had acually lost money, has anyone ever exprenced that? I am very very glad that that did not happen in a multi player game.

NM I found the answer I was using the Alchemist Stone.

[ June 30, 2004, 21:33: Message edited by: Ramgar ]

HJ June 30th, 2004 11:08 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Ramgar:
I was playing a single player game on vertion 2.12 of D2 Lastnight when the game informed me that my country had recieved money that the game could not account for and figured that my country was cheating. I had acually lost money, has anyone ever exprenced that? I am very very glad that that did not happen in a multi player game.

NM I found the answer I was using the Alchemist Stone.

<font size="2" face="sans-serif, arial, verdana">Just disable the cheat detection in SP.

Cainehill July 1st, 2004 04:36 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by HJ:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Ramgar:
I was playing a single player game on vertion 2.12 of D2 Lastnight when the game informed me that my country had recieved money that the game could not account for and figured that my country was cheating. I had acually lost money, has anyone ever exprenced that? I am very very glad that that did not happen in a multi player game.

NM I found the answer I was using the Alchemist Stone.

<font size="2" face="sans-serif, arial, verdana">Just disable the cheat detection in SP. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">A shame this work around doesn't work in MP. http://forum.shrapnelgames.com/images/icons/icon12.gif

Molog July 4th, 2004 03:16 AM

Re: Dominions II Bug Thread
 
The carrion dragon's head slot gets cleared if you shapechange. Can be annoying.

Endoperez July 4th, 2004 03:08 PM

Re: Dominions II Bug Thread
 
Smite looks to hit one grid too near the player. I didn't do extensive testing, but the damage seems to be done or resisted to/by the target like it should.

to make it clear:

.....
..T.. Target
..S.. Smite

Viewed from above, like in the troop placement screen.

[ July 04, 2004, 16:39: Message edited by: Endoperez ]

PvK July 5th, 2004 02:53 AM

Re: Dominions II Bug Thread
 
Centaur Chariot (unit #365):

* Description says bow, spear and shortsword; actual weapons are bow, and two spears.

* When I GoR one http://forum.shrapnelgames.com/images/icons/icon10.gif , it only has two hand slots. Seems like it should have at least four hand slots, and/or the bow should be intrinsic and not vanish when given a magic weapon. (If I then add one magic weapon, all three attacks vanish. http://forum.shrapnelgames.com/image...s/confused.gif If I add one shield, both spears vanish, but the shortbow remains. http://forum.shrapnelgames.com/image...s/confused.gif If I add two shields, I get a "useless kick" attack, and a shortbow attack. http://forum.shrapnelgames.com/image...s/confused.gif If I add a shield and a weapon, I get only the one weapon attack. Hard to make sense of.)

PvK

calmon July 5th, 2004 03:53 PM

Re: Dominions II Bug Thread
 
Juggernauts ability to increase dominions like a prophet don't work as long as they are only units. I've tested this with a 100 unit juggernaut army.

After some Gift of Reasons the prophet effect works fine!

There is no hint about this in the unittext so i think this is a bug.

[ July 05, 2004, 15:37: Message edited by: calmon ]

PvK July 5th, 2004 09:02 PM

Re: Dominions II Bug Thread
 
The #nametype mod command seems to have no effect on national heroes, even applied to each hero number specifically. Ideally, they could be given new names, or #nametype could give them a random name from that list (different in each game, like Man's Knights of the Stone).

PvK

P.S. Of course, it would be great to be able to add any number of units to the hero list of a nation with mod commands, instead of just replacing the existing ones.

[ July 05, 2004, 20:09: Message edited by: PvK ]

Johan K July 6th, 2004 12:33 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by calmon:
Juggernauts ability to increase dominions like a prophet don't work as long as they are only units...

<font size="2" face="sans-serif, arial, verdana">That certainly sounds like a bug, they are supposed to spread dominion even as normal units.

msew July 6th, 2004 09:23 AM

Re: Dominions II Bug Thread
 
There is no battle summary for a siege.


After a siege you get a message saying if you won or lost. (which you can see on the map also)

You do NOT get a summary of the battle showing each sides troop losses.

~msew

Edi July 6th, 2004 02:37 PM

Re: Dominions II Bug Thread
 
There is a bug involving instant movement spells when targeted enemy province contains a fortress. Magical movement is supposed to happen before normal movement, so e.g. a phoenix cloud trapezing into an enemy province should engage the defenders in battle before they move, but this does not happen. The enemy army that should first battle the phoenix and either die, retreat inside walls or win instead executes its normal move orders and attacks the adjacent provinces at will, in violation of the orders execution sequence.

What gives? This problem only happens in fortress provinces, but in them it happens every single time.

Edi

PvK July 6th, 2004 04:47 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Edi:
There is a bug involving instant movement spells when targeted enemy province contains a fortress. Magical movement is supposed to happen before normal movement, so e.g. a phoenix cloud trapezing into an enemy province should engage the defenders in battle before they move, but this does not happen. The enemy army that should first battle the phoenix and either die, retreat inside walls or win instead executes its normal move orders and attacks the adjacent provinces at will, in violation of the orders execution sequence.

What gives? This problem only happens in fortress provinces, but in them it happens every single time.

Edi

<font size="2" face="sans-serif, arial, verdana">Seems to me this is more or less consistent with the way forts work. If you cloud trapeeze into (or otherwise attack) an enemy province which has a fortress, you only engage the PD and enemy forces who are patrolling the countryside - not the forces inside the fortress - even, in this case, forces which are leaving the fortress. So even though you can arrive early, you can't blockade the fortress before they can escape, because you have to engage the provincial defense and set up a seige first. Instantly arriving to attack is one thing, but instantly beseiging a fortress is another. I guess it could be implemented either way, without either being a bug, per se.

PvK

Cainehill July 7th, 2004 03:05 AM

Re: Dominions II Bug Thread
 
I suppose the 'bug' thread is semi-appropriate for this, and might be read by the developers.

Marignon's "Conquerors of the Sea" Theme has, I believe, two things that could loosely be called bugs.

One is that the theme starts with a Friar, which it can't produce - should be a Missionary, the non-stealthy sailing priest. (This is probably a slight advantage for CoS, since they get one stealth Preacher when they normally couldn't.)

The more significant flaw is the theme's Starting Spell, which is still "Holy Pyre" - a spell that can't be cast by any of the theme's recruitable commanders without use of gems, empowerment, etc. This is a fairly sizable disadvantage, and I'd like to think it was an oversight.

Perhaps Lightning Bolt might be subsituted, as another attack evocation, or Solar Rays, as another one with bonus damage to undead, as per Holy Pyre. (Solar Rays _do_ damage normal targets, right?)

LintMan July 7th, 2004 09:42 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 calmon:
Juggernauts ability to increase dominions like a prophet don't work as long as they are only units...

<font size="2" face="sans-serif, arial, verdana">That certainly sounds like a bug, they are supposed to spread dominion even as normal units. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">This explains my experience with them: in one game, I had at one point 20 juggernauts stacked up in the same province, and my domain only hovered around 7 or so, going up or down a point occasionally, over a very long period of time. There were 3 neighboring, un-templed, enemy-held provinces, and those mostly fluctuated around -2 to 0 domain, and I don't think the AI was too heavily preaching in them.

drool July 11th, 2004 11:16 PM

Re: Dominions II Bug Thread
 
this aint no bug, but a feature request.

and this might have been come up earlier. an ingame server list would be nice to have. (list of games that im playing, and i could choose from list. not having to type ips and ports every time) plz. lol. imho. thx.

Endoperez July 11th, 2004 11:50 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by drool:
this aint no bug, but a feature request.

and this might have been come up earlier. an ingame server list would be nice to have. (list of games that im playing, and i could choose from list. not having to type ips and ports every time) plz. lol. imho. thx.

<font size="2" face="sans-serif, arial, verdana">You can make a shortcut for each game, and set up the server/port as command line swithces. Gandalf has made a great use of it, and has posted how he does it. I don't have a link, though, so you have to do a quick search...

Zapmeister July 12th, 2004 08:57 AM

Re: Dominions II Bug Thread
 
I've just used the master password for the first time to set an AWOL player to AI.

However, when I download and try to play my own turn, the game gives me a CD key violation.

I think that it thinks that the position I set to AI, and my own position, are being played from the same CD.

Cainehill July 12th, 2004 05:45 PM

Re: Dominions II Bug Thread
 
Bah! The Burning Pearl is supposed to "grant partial protection to fire" and is instead granting a full 100% immunity.

Inigo Montoya July 14th, 2004 04:39 AM

Re: Dominions II Bug Thread
 
After extensive testing, here is my understanding of the Fire Resistance Bug:

Burning Pearl is worth 100% FR.
Ring of Fire is worth 100% FR.
Red Dragon Scale Mail is worth 75% FR.
Elemental Armor is worth 50% FR (as well as 50% CR and 50% SR).
Three of these items work correctly. All will add FR to each other. Burning Pearl has an additional bug, see below.

The following items will offer 50% FR individually, but will add no additional FR if added to any other one of these items ["Norfleet's rule" = two or more 50%'s will add nothing -- with the strange exception of Elemental Armor, above]:
Fire Brand
Flambeau
Dragon Helmet
Charcoal Shield
Fire Plate
Staff of Elemental Mastery
Sword of Justice
Ember
Rober of Callius
Amon Hotep

If any of these items are paired with Burning Pearl, they will add nothing -- another strange quirk.

If the developers can find out what makes elemental armor work, that may be the key to fixing the other items.

http://forum.shrapnelgames.com/images/icons/icon7.gif

Graeme Dice July 14th, 2004 04:48 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Inigo Montoya:
After extensive testing, here is my understanding of the Fire Resistance Bug:
<font size="2" face="sans-serif, arial, verdana">Thanks for clarifying it. Have you tested for cold and lightning damage? I know that the elemental armour and sculuta volumnus stack properly, but haven't tried out the other items.

Inigo Montoya July 15th, 2004 04:14 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Graeme Dice:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Inigo Montoya:
After extensive testing, here is my understanding of the Fire Resistance Bug:

<font size="2" face="sans-serif, arial, verdana">Thanks for clarifying it. Have you tested for cold and lightning damage? I know that the elemental armour and sculuta volumnus stack properly, but haven't tried out the other items. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I tested for cold, but not for lightning resistance. Cold works exactly like Fire -- elemental armor works correctly, as does ring of frost and blue dragon scale mail. Other items do not stack their cold resistance, so one item gives you the right amount, but two do not add. I'm guessing lightning is the same way.

Demosthenes July 16th, 2004 07:32 AM

Re: Dominions II Bug Thread
 
I just was playing a turn on Cradle of Zen and on Turn four my Arco army lost a battle so I quit to start again. I created a new game with a different name, same players same map.

On Turn One of the new game There is an available battle replay in the province that my losing battle had just occured in in the Last game. And it is of course a replay of THAT battle from the prior game.

Don't know if this has been reported but I'll keep a save for a while if it is wanted.

Ozymandias July 23rd, 2004 06:50 AM

Re: Dominions II Bug Thread
 
Two things that seemed likely to be bugs that I noticed are: Man's Mother of Tuathas has glamour but only stealth +0, unlike all other glamour'ed units that I have encountered; R'lyeh's Stargazer has feet, unlike all other Illithids.

Arryn July 27th, 2004 10:05 AM

Re: Dominions II Bug Thread
 
The modding.pdf that's updated in patch 2.12 refers to the "latest Version" of the game as 2.11.

Endoperez July 29th, 2004 11:08 AM

Re: Dominions II Bug Thread
 
I played singleplayer Broken Empire, and were doing well. I had taken control of the home province of Pangaea (New Era) and he attacked in an attempt to retake it. Pangaea's pretender had 5E 4F, so her Centaur Commander prophet was capable of going berserk.

During the battle, this prophet first goes berserk (during my turn) and then comes back to his senses (at the beginning of their turn). I have never seen unit stopping berserking, so I assume this is a bug.

I have the turn file, if that is needed.

Ozymandias July 30th, 2004 02:20 AM

Re: Dominions II Bug Thread
 
I have had berserk Niefel Jarls stop berserking during battle before. They would get to one hundred fatigue, pass out and stop berserking. Then they would wake up, fight normally until some scratch caused them to start berserking again. I have seen this cycle repeat several times during the course a single battle.

[ August 01, 2004, 23:19: Message edited by: Ozymandias ]

Endoperez July 30th, 2004 07:03 PM

Re: Dominions II Bug Thread
 
That explains it, he passed out.

Hasslmaster August 1st, 2004 06:10 PM

Re: Dominions II Bug Thread
 
The "lost the head" affliction for undead does not work. A Knight of the Unholy Sepuchre of mine got it and still wore his full helmet/still had 18 protection.

Ozymandias August 1st, 2004 07:21 PM

Re: Dominions II Bug Thread
 
I just started my second mp game, which is using vp. I had noticed that the score graphs had an option I hadn't encountered before, the vp graph. After examining it and discovering without suprise that we all had a single vp on turn two for our capitol, I closed that game and opend my first mp game. Belle_air (my first game) has vps on the map, but no victory condition based on them. Imagine my surprise when I went to the score graph screen and discovered it was *still* on the vp graph (actually I can't be completely certain, as that option was not available but none of the available graphs had a check in its circle) and it was displaying that two players had acquired a single vp each, and one had started with one. This gave me some strategic information that was probably not supposed to be available.

[ August 01, 2004, 22:41: Message edited by: Ozymandias ]

Borg August 1st, 2004 08:28 PM

Re: Dominions II Bug Thread
 
Great Sage Bug ?

I started a game with the Great Sage.
A3 E2 D2 , Magic1, which makes him an 8 point researcher IMO, no ?
I started the game and he has 18 !! RP's.

Is that correct ?

Ozymandias August 1st, 2004 08:38 PM

Re: Dominions II Bug Thread
 
It is correct, the Great Sage receives a potent sage bonus because he's such a, well, *great* *sage*. The faq thread says it is an eight rp bonus.

[ August 01, 2004, 22:29: Message edited by: Ozymandias ]

Borg August 2nd, 2004 05:57 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Ozymandias:
It is correct, the Great Sage receives a potent sage bonus because he's such a, well, *great* *sage*. The faq thread says it is an eight rp bonus.
<font size="2" face="sans-serif, arial, verdana">Glad to hear that http://forum.shrapnelgames.com/images/icons/icon7.gif
I think though that that "tiny little detail" should at least be mentioned in the figure description (when choosing a Pretender)
I had always been wondering why anybody would ever pick the Great Sage over the Virtue for example as for a mere 15 points you'd get so much more .......... now I know .......... be it by accident. http://forum.shrapnelgames.com/images/icons/icon12.gif

The 8RP bonus matches indeed my Pretender.
A3+E2+D2+Magic1 = 8 +2 (standard for a Magician) = 10 + 8 (Great Sage bonus) = 18 which are exactly the RP's that he's showing. .... yummie http://forum.shrapnelgames.com/images/icons/icon7.gif


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