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

calmon September 2nd, 2004 05:32 PM

Re: Dominions II Bug Thread
 
Quote:

clhannah said:
recruiting bug

start a new game
choose a commander to pillage your home province
host
now you cannot recruit anything there forevermore

Are you sure your unrest isn't over 100? Then you can't recruit anything.

Johan K September 2nd, 2004 07:39 PM

Re: Dominions II Bug Thread
 
Check the unrest. It's impossible to recruit units when unrest is >99.

Graeme Dice September 2nd, 2004 09:19 PM

Re: Dominions II Bug Thread
 
Quote:

clhannah said:
recruiting bug

start a new game
choose a commander to pillage your home province
host
now you cannot recruit anything there forevermore

Pillaging would make your unrest increase. If it's over 100, then you have no actual resources in that province.

clhannah September 2nd, 2004 09:56 PM

Re: Dominions II Bug Thread
 
sorry -- that goes along with the under seige thing -- an interface issue
Cheers!

Taqwus September 3rd, 2004 01:09 PM

Re: Dominions II Bug Thread
 
Cthgul the Stargazer still has feet; probably unintended? Decent bonus if it is, 'tho.

Elemental Queens of Water still have less than the described 100% regeneration when underwater.

Stab West September 7th, 2004 12:05 AM

Re: Dominions II Bug Thread
 
I have found 2 bugs that keep recurring in my games.

The first one is minor but annoying: Whenever I give a commander the tartarian chains they are sometimes attacked by an ashen angel, the problem is that if I try to watch the battle it gives me an error (something like: bad vcr header) and kicks me out of the game. Like I said it's only minor because I can choose not to watch the battle and just check if the commander is still alive then that means he won.

The second bug is major as it makes the Amon Hotep helmet useless. Whenever I have commander with this helmet casting mummifaction, if I try to change his orders it gives me an error (roh: bad mt0) and kicks me out of the game.

Edi September 7th, 2004 06:10 AM

Re: Dominions II Bug Thread
 
Three item related bugs:

#1: Thunder Whip is not a magic weapon, even though it should be. The #magic mod command has obviously been forgotten when the weapon has been added.

#2: The Sharpest Tooth (artifact) is broken. When equipped on a commander, that commander displays his weapon as "Magic Sceptre" (weapon #172), instead of as "The Sharpest Tooth" (weapon #336). Wp 336 works as it should if you mod it into the unit, but the artifact item is broken.

#3: Evening Star (item) is broken exactly the same way as The Sharpest Tooth. Commanders get a Magic Sceptre when they equip Evening Star, instead of getting Evening Star (wp #304). Again, if #304 is modded for a unit's weapon, works just dandy, but the item is broken.

Edi

guybrush threepwood September 7th, 2004 08:05 PM

Overzealous cheat detection
 
I just had the dubious pleasure in a MP game to be confronted with a "Message from Host" stating "Abysia had an unexplainable increase of wealth this turn. This is probably caused by cheating."

The thing is that I am abysia in that game and I know as a fact that I did no such thing.

Since I back up (yeah, yeah, real men...) I have the .trn file from both this and the previous turns as well as my .2h file with the orders I gave Last turn. I will be happy to send them to illwinter along with my password for the game - just let me know where to send them.

Also, given the amount of false alarms of the cheat detection I really think that the text should say "might be caused by cheating" instead of "probably caused by cheating". This bug is way worse than the game crashing since here you might actually give innocent people reputations as cheaters.

archaeolept September 7th, 2004 08:09 PM

Re: Overzealous cheat detection
 
the only clear false alarm comes from using the alchemist's stone, which is well known. Were you using the alchemist's stone? (this is w/ 2.12. 2.13 I'm not sure about - would you mind mentioning what patch you and the server are using?)

guybrush threepwood September 7th, 2004 08:18 PM

Re: Overzealous cheat detection
 
Quote:

archaeolept said:
the only clear false alarm comes from using the alchemist's stone, which is well known. Were you using the alchemist's stone? (this is w/ 2.12. 2.13 I'm not sure about - would you mind mentioning what patch you and the server are using?)

I heard about that bug before, but no I was not using the alchemist stone (or an alchemist for that matter).

I am playing in Tinktanks low-tempo pbem game where we (all players including the host) upgraded from 2.12 to 2.13 a couple of turns back.

Johan K September 8th, 2004 04:40 AM

Re: Overzealous cheat detection
 
Please send the files to me. I'm most interested in seeing how you managed to trigger it. The fatherland file would be great to have too.

guybrush threepwood September 8th, 2004 04:52 AM

Re: Overzealous cheat detection
 
Quote:

Johan K said:
Please send the files to me. I'm most interested in seeing how you managed to trigger it. The fatherland file would be great to have too.

OK, I have sent them to the email I found in your profile with the subject "Overzealous cheat detection". I asked the host to send you the fatherland file in the same mail.

Cheers,
Thomas

guybrush threepwood September 8th, 2004 02:08 PM

Re: Overzealous cheat detection
 
I just thought I would follow up on this one so it appears in the thread:

JK got the files and (quickly!) concluded that (I assume he doesnt have a problem with me quoting him here):

Quote:

The problem is a bug in the sacrifice blood slaves command. It can screw up the number of blood slaves you have. So please ignore any cheat detections originating from Abysia and Mictlan.

After Tinktank followed up with a question regarding whether this meant that abysia got extra slaves when sacrificing or whether only the cheat detection counting was wrong, JK replied:

Quote:

Both. Abysia can get too many blood slaves and trigger the cheat detection, but they can also (as in this case) just trigger the cheat detection without actually getting the extra slaves.

Cheers,
Thomas (now no longer a criminal! http://forum.shrapnelgames.com/images/smilies/wink.gif )

Ozymandias September 10th, 2004 06:46 AM

Re: Overzealous cheat detection
 
Broken Empire's Thaumaturgs are now able to preach. (2.13)

Graeme Dice September 10th, 2004 11:34 AM

Re:
 
Quote:

Ozymandias said:
Broken Empire's Thaumaturgs are now able to preach. (2.13)

They always could. Only undead cannot preach.

Pocus September 11th, 2004 03:13 AM

Re:
 
dunno if its a bug, a feature, or plain bad luck.

I had in a pbem the following thing occur: a Ulm army is in my territory, and for 5 turns in a row she move into one of my province, while my pursuing army (Man) take back the previous province where they were in.

The 5 times, Ulm managed to move before me. We were essentially both moving into enemy territory, Ulm in mine, me in his. So, I'm unlucky, or because of nation numbering (Man #3, Ulm #4), Ulm is bound to always invade before me. I would hate to hear that frankly. http://forum.shrapnelgames.com/image...s/confused.gif

Kristoffer O September 11th, 2004 10:14 AM

Re:
 
Movement into enemy territory is simultaneous. If you follow an army you will never catch it. You have to predict where he will move. Movement in your own territories always comes first.

Cheezeninja September 11th, 2004 11:32 AM

Re:
 
Not really a major glitch, and I dont know if its already been reported but I was sieging an enemy castle with a known magic site (skull temple) using a unholy priest (Carrion Lord if it matters) and even though I was outside the castle my Carrion Lord had the option to enter site (skull temple). It was the Faerun map and I was sieging Hellgate Keep which always has a known skull temple, I thought it was kinda funny that I couldnt see what the magic site was or get gems from it, but evidently I could enter it for free Longdead Horsemen. =)

atul September 11th, 2004 01:54 PM

Re:
 
Quote:

Cheezeninja said:
I couldnt see what the magic site was or get gems from it, but evidently I could enter it for free Longdead Horsemen. =)

Works for Academy of War (or something such) also. Free training for siegers and sieged alike, probably profitable to the establishment. http://forum.shrapnelgames.com/images/smilies/happy.gif (just to imply that it might be the case of all the "enter to"-sites)

atul September 12th, 2004 08:49 AM

Re:
 
In a MP I've recruited mercenary Tempestus, and in the screen you give gems to a commander it's displayed he's got "-2" air gems. As far as I know, I haven't done anything special. Trying to give him gems raises the number (-1,0,1,and so on), the gems won't appear before positive numbers, and I can't make it lower than zero after it's gone up.

guybrush threepwood September 12th, 2004 10:47 AM

Re:
 
Quote:

atul said:
In a MP I've recruited mercenary Tempestus, and in the screen you give gems to a commander it's displayed he's got "-2" air gems. As far as I know, I haven't done anything special. Trying to give him gems raises the number (-1,0,1,and so on), the gems won't appear before positive numbers, and I can't make it lower than zero after it's gone up.

I can confirm that this bug also exists in a 2.12 game I am in (and with another mercenary).

Alneyan September 12th, 2004 11:30 AM

Re:
 
I do not know if it will help you, but the same phenomenon happened to me when playing Gandalf's Poke in the Eye map. It creates random commanders here and there, and some of them end up with negative gem amounts. So the problem doesn't seem to be restricted to mercenaries.

Every time I have seen this happen, the commander in question had at least two magic paths (and three from time to time); it hasn't occurred with single-path commanders for now.

guybrush threepwood September 12th, 2004 11:36 AM

Re:
 
Quote:

Alneyan said:
Every time I have seen this happen, the commander in question had at least two magic paths (and three from time to time); it hasn't occurred with single-path commanders for now.

For me it happened with a single-path commander (1S).

atul September 12th, 2004 01:55 PM

Re:
 
Quote:

guybrush threepwood said:

For me it happened with a single-path commander (1S).

Same here, Tempestus is 2A.

Some bad checking done in random gem amount given to mercs et al, as in it won't check negative gems?

Pocus September 12th, 2004 02:58 PM

Re:
 
re : pursuing an enemy

ok thanks Kristoffer.

btw you should get an issue of pc4war with a french article on dominions within 1-2 weeks.

Johan K September 12th, 2004 03:55 PM

Re:
 
Splendid! I should probably get myself a dictionary.

Edit: oops, I posted as JK.

Hasslmaster September 14th, 2004 12:25 PM

Re:
 
I have a consistent bug in two games that were upgraded from 2.12 to 2.13. In both games I can benefit from a special magic site that I did not find.

Since the upgrade I'm able to hire Jade Sorceresses, Jade Priestesses, amazons and the like in one of my provinces in both games. I don't even know what site allows me to buy them, but I'm totally sure it's not one of the sites I already found there.

Please forgive me if I won't cast an Acashic Record to check: both are multiplayer games where I can't allow myself to throw away that kind of astral gems.

Endoperez September 14th, 2004 12:59 PM

re: amazons
 
You can recruit all the normal amazon units (onyx/jade/crystal/garnet amazon, sacred amazon riding mythical beast, priest-mage (priestess) and mage (sorceress) ) if you conquered the province they were defending because they live in there. Just like knights/longbowmen or hoburgs live in their own provinces. Amazons just happen to be more special and have mages and mage-priests. Amazon provinces are very valuable, as you already have noticed!

Soapyfrog September 14th, 2004 08:13 PM

Re: re: amazons
 
Should immortal units be permanently killed when they have no retreat path, even if they are in friendly dominion?

Becuase thats what I am seeing.

I did not think they should retreat at all but sometimes they seem to, and when there is no retreat path they die. Kinda sucks!!

archaeolept September 14th, 2004 08:30 PM

Re: re: amazons
 
routing is very quirky. I just watched a battle where one non-immortal unit non-berserk did not rout even though all other troops and commanders were killed. And Stormbinder reported having his banelord not rout when the PD was killed, while I certainly have had SC's rout under similar situations.

however, there is a longstanding "bug" wherein immortal units don't always come back when dominion is only 1...

Ygorl September 15th, 2004 01:31 AM

Petrifying!
 
I just wached Oreigenes, King of Rock and Mountain (or somesuch) petrify himself with the Stone Sword! It's not really a bug, but it would seem thematic for him to not be bothered by turning from stone to stone. Possibly also for Barathrus (though you could make a case that he's really turning from dirt to stone...) and maybe even some of the other stony summons? But I am convinced that Oreigenes should not die of petrification.
Anyway, thanks for making such a phenomenal game!

Hasslmaster September 15th, 2004 04:34 AM

Re: re: amazons
 
Quote:

Endoperez said:
You can recruit all the normal amazon units (onyx/jade/crystal/garnet amazon, sacred amazon riding mythical beast, priest-mage (priestess) and mage (sorceress) ) if you conquered the province they were defending because they live in there. Just like knights/longbowmen or hoburgs live in their own provinces. Amazons just happen to be more special and have mages and mage-priests. Amazon provinces are very valuable, as you already have noticed!

But why wasn't I able to recruit those units pre-patch? And I'm sure I wasn't!

Stormbinder September 15th, 2004 04:36 AM

Re: re: amazons
 
Quote:

archaeolept said:
routing is very quirky. I just watched a battle where one non-immortal unit non-berserk did not rout even though all other troops and commanders were killed. And Stormbinder reported having his banelord not rout when the PD was killed, while I certainly have had SC's rout under similar situations.


Archae is correct. Both events he was refering to have indeed occured to me in our Throne of Heavens game during the Last 2 turns.

In the first case I lost banelord who didn't retreat when he should. He was standing in the back on "5xhold" orders, and after PD was slaughtered by GR attack that I anticipated, he just keep standing there all alone in the corner and than he started fighing, when undead cavalery finally reached him (1 or 2 battle turns *after* PD was slaughtered).

He did have a hellsword (ptentila berserker) but he did not "gone bereserker", just standing still in the back, following his "hold orders".


I also seen others none-bereserker none-immortal SC who did not rout in my other games, like Cohen's Archdevil who didn't rout after all PD was killed. Again, no bereserker/immortal status, no friendly summons/troops left on the field.

Somebody suggested that this may be due to the fact that PD and other soldiers were killed before they had chance to rout. Could it be possible? http://forum.shrapnelgames.com/image...s/confused.gif


Another case of units not routing was with my AQ prophet this very turn(again, no bereserker ability). All commanders and soldiers except her were slowly killed one by one during the fort defense. None tried to retreat though, and AQ have finished the battle successefully by herslef about 20 battle-turns later. http://forum.shrapnelgames.com/image...s/confused.gif

Could it be due to the fact that she was defending the fort? But I was reasonably sure that commanders can rout from fort defenses just like from regular battles. http://forum.shrapnelgames.com/image...s/confused.gif


Anyway, could one of the devs comment on these cases please? Before these two battles I though I undersand routing mechanism in dom2 pretty well. Now I am not so sure... Were these bugs or features? http://forum.shrapnelgames.com/images/smilies/happy.gif


Regards,
Stormbinder

Arryn September 15th, 2004 04:47 AM

Re: re: amazons
 
Quote:

Hasslmaster said:
But why wasn't I able to recruit those units pre-patch? And I'm sure I wasn't!

In order to recruit Amazon priestesses, you must first build a temple in that province. For Amazon Sorceresses, you need a lab there. The non-commander amazons may be recruited anytime so long as you have sufficient gold and resources available to do so.

Soapyfrog September 15th, 2004 03:49 PM

Re: re: amazons
 
Quote:

archaeolept said:
however, there is a longstanding "bug" wherein immortal units don't always come back when dominion is only 1...

In this case candles were bright and in my favour. Two turns earlier a Vampire Lord had died in the same province and ressurected properly, but then twice I had VLs rout and they did not come back...

Alneyan September 15th, 2004 03:52 PM

Re: re: amazons
 
Quote:

Arryn said:
In order to recruit Amazon priestesses, you must first build a temple in that province

A minor nitpick, but you also need a Laboratory to recruit the Priestesses (at least the Jade Priestess needs both buildings; I have no game with the other Amazons to check at the moment).

Edi September 16th, 2004 08:12 AM

Re: re: amazons
 
All the amazon priestesses need both lab and temple, because they are both mages and priests.

As an aside, sacred non-priest commanders who are also mages(e.g. witch) are supposed to require both lab and temple to build (at least according to the interface), but they can be recruited after you have built a lab, you don't need the temple. Some Jotun commander is a sacred non-priest and non-mage as well, and can be recruited straight out without anything. Is this a bug?

Edi

Horst F. JENS September 16th, 2004 12:10 PM

Ritual of Returning not working if fatigue > 100 ?
 
Did anyone of you noticed that a ritual of rturning did not work ?
I had this, in a multiplayer game (patch 2.12), and lizards killed my arch Theurg. He had Ritual of Returning cast some turns before. My main citadel was still in my hands. I wonder if ritual of returning did not work when the mage is too fatigued (>100) ? Or can there be other reasons ?

Taqwus September 16th, 2004 12:18 PM

Addn\'l notes
 
The "Soulstone of the Wolves" still summons helper wolves underwater. Seems a touch strange. Call of the Wild can also be cast from underwater, not sure if that's an issue.

Has the Void Summoning logic been changed? I'm taking a -long- -long- time with a R'lyeh SP game (e.g. forced myself to clear all the indy-9 water provinces before making any serious push onto land), and my Starspawn summoner has never been feebleminded. Yes, there's luck dominion (something like +2), and the Starspawn is holy, with starshine skullcap and further empowerment, but it'd surprise me if the odds somehow went down to 0%. He has been attacked, however.

Heavy snowfalls can occur in an underwater province.

I once ended up with a preaching starspawn inside a fortress somehow ending up on the outside, besieging a (small) enemy inside, without a battle. The castle might have been cast that very same turn, and IIRC the Wild Hunt (which appears to attack as the owner's side, and not Special Monsters) attacked an enemy commander in that province that turn.

Cainehill September 16th, 2004 03:06 PM

Re: Ritual of Returning not working if fatigue > 100 ?
 
Quote:

Horst F. JENS said:
Did anyone of you noticed that a ritual of rturning did not work ?
I had this, in a multiplayer game (patch 2.12), and lizards killed my arch Theurg. He had Ritual of Returning cast some turns before. My main citadel was still in my hands. I wonder if ritual of returning did not work when the mage is too fatigued (>100) ? Or can there be other reasons ?

Pardon what may be a silly question, but was your arch theurg in friendly dominion? RoR, like immortality, only works in friendly domain.

Horst F. JENS September 16th, 2004 04:19 PM

Re: Ritual of Returning not working if fatigue > 1
 
i see, i was in unfriendly dominion :-(
thank you for the hint.

Edi September 16th, 2004 04:34 PM

Re: Addn\'l notes
 
Quote:

Taqwus said:
Has the Void Summoning logic been changed? I'm taking a -long- -long- time with a R'lyeh SP game (e.g. forced myself to clear all the indy-9 water provinces before making any serious push onto land), and my Starspawn summoner has never been feebleminded. Yes, there's luck dominion (something like +2), and the Starspawn is holy, with starshine skullcap and further empowerment, but it'd surprise me if the odds somehow went down to 0%. He has been attacked, however.

You've just been extraordinarily lucky. I'm playing a friendly co-op hotseat game with a friend as Atlantis while he's got R'lyeh, on the small Faerun map, and by turn 20 or so, he's already had two starspawn priests feebleminded from playing with the gate. We're jsut about to start taking bets on how long the next one is going to Last...

Edi

Alneyan September 16th, 2004 04:48 PM

Re: Addn\'l notes
 
Unless there has been a change in the 2.13/2.14 patches, your friend has been incredibely unlucky and should consider suing Lady Luck. The odd for feeblemindedness is supposed to be of 2% (per turn or per summon, I am not sure) for Starspawn priests, and of 1% for R'lyeh priest hero. So losing two priests in 20 turns seem a tough luck case.

Neither luck nor astral magic mattered when I ran my own tests (2.12), and only the priest status had any influence I could check. Even under Luck 3, the national hero eventually got feebleminded, although it was very late in the game (he had a Summoning Skill of... Well, 150 or so. I was trying to see if something else came after the odd Vastness and the swarm of Greater Othernesses, but nothing else was summoned).

On another matter, is experience supposed to have no incidence on Undead leadership (or Magic leadership for this matter)? I can understand for the Heroic Valour and other similar abilities, but I am not sure if experience should have an effect over all kinds of leadership talents.

Edi September 16th, 2004 05:20 PM

Re: Addn\'l notes
 
Experience has no effect on Undead or magic leadership, afaik. At least it hasn't had pre-2.13, and I don't expect it to have changed. There are heroic abilities that affect them (at least for undead ldr, Undead General).

Edi

Alneyan September 16th, 2004 05:23 PM

Re: Addn\'l notes
 
Yes it doesn't have any (not under 2.14 or any previous Version when I toyed with undeads at any rate). My question was whether this is intentional or not, as I have seen no such mention in the manual or its addenda. A quick research on the Boards has brought up little either; though that is likely due to my inability to search my way out of a paper bag without any sort of assistance.

Stormbinder September 16th, 2004 06:42 PM

Re: Addn\'l notes
 
Quote:

Taqwus said:
The "Soulstone of the Wolves" still summons helper wolves underwater. Seems a touch strange. Call of the Wild can also be cast from underwater, not sure if that's an issue.



Do they die instantly when you summon them underwater?

Schmoe September 16th, 2004 08:58 PM

Luck
 
I think that the dev's might want to take a long, hard look at how Luck is working. Here are some facts for reference:

1. I have only ever lost a temple or lab in the first 10 turns when I had POSITIVE Luck. This has happened 3 times in about 10 games with positive luck.

2. The only time I ever *gained* a temple from an event, I had NEGATIVE Luck.

From the number of other people complaining about suffering catastrophic events early in the game with a positive luck scale, it really seems like there is something borked with the way that Luck works.

Arryn September 16th, 2004 09:14 PM

Re: Luck
 
Schmoe, have you considered that events are determined by the scales per province, thus even if you took negative luck for your nation the province the event took place in might have positive luck due to outside dominion? And vice versa.

With due respect, this issue of "unexplainable" events keeps cropping up from time to time and in each case it's always been shown to be faulty comprehension of how the event system works. If you say that a "number of people" are complaining, my first question is how well do they understand the system, and have they done comprehensive, reproducible tests (preferably with saved games on hand as evidence)?

Schmoe September 16th, 2004 11:16 PM

Re: Luck
 
Yes, I have considered that. In each unlucky case it was my capitol, which had positive luck.

I honestly didn't look too closely at the event that gave me a temple, but it took place in a province that had been under my dominion for at least 7-8 turns.

I'll continue to watch closely for what you've mentioned, but I have had more than several extremely negative events occur in my capitol within the first 10 turns of a game with a Luck +3 setting.


Quote:

Arryn said:
Schmoe, have you considered that events are determined by the scales per province, thus even if you took negative luck for your nation the province the event took place in might have positive luck due to outside dominion? And vice versa.

With due respect, this issue of "unexplainable" events keeps cropping up from time to time and in each case it's always been shown to be faulty comprehension of how the event system works. If you say that a "number of people" are complaining, my first question is how well do they understand the system, and have they done comprehensive, reproducible tests (preferably with saved games on hand as evidence)?


Hasslmaster September 17th, 2004 04:45 AM

Re: re: amazons
 
Quote:

Arryn said:
Quote:

Hasslmaster said:
But why wasn't I able to recruit those units pre-patch? And I'm sure I wasn't!

In order to recruit Amazon priestesses, you must first build a temple in that province. For Amazon Sorceresses, you need a lab there. The non-commander amazons may be recruited anytime so long as you have sufficient gold and resources available to do so.

Two things: First off, I'd like to report another bug: The Wrath of God spell can electrocute even armies on the bottom of the sea. This is perhaps conforming to the rules, but it flies in the face of the spirit of the game, which normally acts like you would expect a fantasy world to act intuitively. Those lightning strikes shouldn't reach the ocean bottom. Except for... is it magic water piercing lightning?

The other thing is my former problem with the jade sorceresses et al. So these units don't come from a magic site, OK. But I'm still sure I didn't see them in the recruit screen before the patch. And normally you're able to see units you cannot buy grayed out.
So is this issue of mine perhaps a bug that was corrected by v2.14??


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