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

Hasslmaster October 14th, 2004 07:01 PM

Re: \"The Summit\" is bugged
 
Oh.

You're right.

How about this issue for Illwinter: How comes you can't summon devils when all are already taken, but you can sink lots of gems into trying to summon already taken elemental kings. That's a nuisance and an inconsistency. And it could easily be taken care of. It's already taken care of with devils.

deccan October 14th, 2004 07:34 PM

Re: \"The Summit\" is bugged
 
Heh? I wasted two castings of "Bind Archdevil' in Musical Chairs and got nothing...

The Panther October 14th, 2004 09:15 PM

Re: \"Summoning kings and queens
 
Quote:

Hasslmaster said:
How about this issue for Illwinter: How comes you can't summon devils when all are already taken, but you can sink lots of gems into trying to summon already taken elemental kings. That's a nuisance and an inconsistency. And it could easily be taken care of. It's already taken care of with devils.

This has already been discussed elsewhere in the forum. It is done by design. The purpose is to make one risk a ton of gems for a great and potentially game-turning troop that may or may not be available. It happens for all the commanders that come in limited numbers.

This feature rewards scouting and perhaps teaming. Allied players can tell each other how many they have seen already and whether or not it is worth the risk to try for another one. I have had games where a neighbor who I am at peace with warns me not to try for the third queen as he already lost 50 gems trying.

The only real problem with this is that when an air queen dies and several people try to re-summon it, it is pure luck as to who gets it. There could possibly be a feature to change the odds for this somehow, say, to favor the side that currently has no air queens over the side that has one or two.

It is kind of like the guessing game on how many gems to put into a global to cast or dispel. If the dispel fails, you lose the gems.

I think of it as part of the overall uncertainity and guessing games that makes Dominions work so well.

Hasslmaster October 15th, 2004 06:48 AM

Re: \"The Summit\" is bugged
 
Quote:

deccan said:
Heh? I wasted two castings of "Bind Archdevil' in Musical Chairs and got nothing...

This doesn't look good for me. I'm sure I wasn't able to summon a second arch devil in an SP game, while I lost lots of gems in a MP game by summoning a taken elemental king. But this game is so full of contributing factors and intermingling details that you can never be sure what you just witnessed. I'm sure I couldn't cast the devil summon despite of having all prerequisites... But who knows what's the real reason.

I really try to double check any bug suspicions, but seemingly that's not good enough...

deccan October 15th, 2004 06:54 AM

Re: \"The Summit\" is bugged
 
Perhaps you were trying to cast in on a site with a Blood bonus and counted on having the discount? Apparently, even if you get the discount you must have enough slaves / gems in inventory in order to cast the spell.

Chazar October 18th, 2004 03:52 PM

Re: Dominions II Bug Thread
 
Ahh, not sure if this bug is already known:

A stealthy commander can lead non-stealthy units out of a besieged castle: Remove all non-stealthy troops from the stealth-commanders command. Set him/her to move (not sneaking, ie. with ctrl-click) him to another province. Reassign the troops to him. The move command remains and is executed with all non-stealthy troops following their commander out of the besieged castle without a fight.

Tested with a Seraphine and a dozen of blizzard warriors. They are all flying, but since non-stealthy flyers cannot leave a besieged castle (why after all?) the aformentioned behaviour seems buggy to me...although from my point of view its a nice feature!

Soapyfrog October 19th, 2004 12:04 AM

The little known SIXTH Arch Devil!!! :D
 
Well I have encountered an interesting bug.

Turn 137 (!!) of the MP game Newbies Unite on Mosehansen's server.

For the Last two turns, one of the many troop summons I am doing shows up as a commander, with VL magic paths (3D 3B)... 1st was a storm demon, then an iron dragon:

www.soapyfrog.net/dom2/plaguesinger.jpg
www.soapyfrog.net/dom2/plaguestorm.jpg

Then I summon an arch devil. not only does Furcas answer the call, but I get a 2nd Arch-Devil with stats and picture identical to Furcas, named Gravesoul:

www.soapyfrog.net/dom2/twodevils.jpg

Mystified, I equip Furcas, and then go check out Gravesoul only to discover that he has "inherited" the exact same equipment, including two artifacts.

www.soapyfrog.net/dom2/gravesoul.jpg

Both devils have identical equipment, no matter what I put on them. They can be individually selected and moved, although the turn has not hosted yet so I do not know what this will do to the game. They can individually have troops assigned to them without problem.

This seems like a very strange bug! Obviously this is a long running game that was started under v2.12, perhaps that is contributing to these VL-pathed commanders I am getting for free?

Have we hit the unit limit perhaps?

The Panther October 19th, 2004 12:04 AM

Re: Dominions II Bug Thread
 
"Mictlan had an unexplainable increase in wealth this turn. This is probably caused by cheating."

I have been testing Mictlan extensively in SP recenty. I have got this host message to myself several times, but usually later in the game.

Just now, I got this message on turn 12, and it truly was an unexplained increase in wealth. I had one Mictlan Priest with a jade knife and four blood slaves. I moved from my capitol to an adjacent province that had a tower and a temple already built plus a lab under construction. I had only one unused blood slave remaining in my gem pool, and maybe this had an effect on it.

After hosting the turn, I got the message about the increase in wealth and my priest now has 41 slaves, which is more than he can even normally hold.

This is clearly a bug, but at least the cheat detection caught it. Unfortunately, I did not check the other times I got this message to see if the same thing had occured. The previous times, I pooled slaves without noticing how many I had or should have gotten. My current game is so early that I easily noticed this time when I gained the 37 slaves.

archaeolept October 19th, 2004 12:38 AM

Re: Dominions II Bug Thread
 
boy, how come your bugs are cool, and not like "routing bug caused my pretender to die" sorts of bugs? ;p

that Iron dragon rocks, btw.

Edi October 19th, 2004 03:30 AM

Re: Dominions II Bug Thread
 
Soapyfrog, that seems like a variation of an older known bug. Every unit in every game has an ID number that the game uses to determine who goes first in battle, for example. When units die, their IDs become available for reassignment again. If a summoned unit gets the ID of a commander that died the same turn, they also "steal" the magic paths of the commander whose ID they got. I was very, very mystified by a S3B3 Shadow that just appeared in my commader lists in a SG Ermor SP game.

If somebody had two VLs whacked on the same turn, there's your explanation, and it would also indicate that the bug has not been fixed. Might also be that it cannot be fixed at all without breaking immortality.

The Arch Devil is more interesting, to date I'm not aware that anybody has reported a problem like this.

Edi

Soapyfrog October 19th, 2004 09:21 AM

Re: Dominions II Bug Thread
 
Interesting. They seem to have vampire-like names as well.

I am going to see how the Arch-devil twins behave when I move them around, get them into combat etc...

Maybe the devs should take a peek at the game files? It's Newbies_Unite on mosehansen.dk

Kristoffer O October 19th, 2004 01:26 PM

Re: Dominions II Bug Thread
 
It is probably a strangeness with immortality and individuals with immortalitylike powers. We recently investigated an initiate that cast phoenix pyre, was killed and divided himself into two identical initiates. When one died his mirror image remained on the battle field with negative HP's. JK has taken a look into the matter. Hopefully it is one immortality bug and not two.

Soapyfrog October 21st, 2004 01:03 PM

Re: Dominions II Bug Thread
 
Well my arch-devil twins are definitely inseperable, though they can command different bodies of troops.

I sent Furcas in one direction with a large body of troops, and his twin Gravesoul in the other. After the turn hosted, Furcas had, in fact, followed Gravesoul... but not before dropping all his troops off at his original destination!!

Very screwy.

Kristoffer O October 21st, 2004 01:15 PM

Re: Dominions II Bug Thread
 
Indeed!

Did he ever use Phoenix Pyre?

Soapyfrog October 21st, 2004 02:02 PM

Re: Dominions II Bug Thread
 
No... no phoenix pyre. Although I have seen it used by others on recent turns.

However I doubt it is related to phoenix pyre, more likely related to the death of Vampire Lords in friendly dominion.. when the capital is occupied. This has been happening quite a bit as I hold Man's capital and every turn I kill a few of his Vampire Lords. It seems logical since these commanders show up with exactly Vampire Lord magic paths, and Vampire Lord style names (Gravesoul, Plaguesinger etc).

Another player in this same game experienced the exact same phenomenon summon a Water Queen... he has duplicate Water Queens with Vampire Lord magic paths.

Pocus October 22nd, 2004 03:45 AM

Re: Dominions II Bug Thread
 
About Mist:

I'm unsure if Mist really works, so far I have tested how the range is supposed to be restricted, and crossbowmen can still fire at their maximum range under the spell.

Soapyfrog October 22nd, 2004 06:36 PM

Re: Dominions II Bug Thread
 
Ok, now it is my turn to complain about radically different replay/results.

Again in Newbies_Unite. Server and Client both on 2.14.

I assaulted a castle defended by numerous Vampire Lords and air queen with some mechanical men. I had a large body of wights, mechanical men, devils, an arch devil, king of elemental earth, a superb wraith lord.

IN THE REPLAY:
The defending vampires battle summoned a huge horde of undead and after a long and tortuous fight my force eventuall one through to the casters and slaughtered them, although my wraith lord died in the final stages.

IN THE ACTUAL GAME:
I lost the battle, losing 80% of my force, killing only 10 mechanical men. My wraith lord actually survived and retreated, but my arch devil died.

In short COMPLETELY different results. I have seen others recently posting of similar experiences, and I think I can now confirm them... something is borked!

Now, mind you, this game is already experiencing some interesting bugs, so maybe it is related somehow?

Soapyfrog October 22nd, 2004 06:44 PM

Re: Dominions II Bug Thread
 
Oh and, pursuant to my previous bug report:

www.soapyfrog.net/dom2/plaguestorm2.jpg

http://forum.shrapnelgames.com/images/smilies/laugh.gif

Kristoffer O October 23rd, 2004 10:18 AM

Re: Dominions II Bug Thread
 
The battle results are probably a side effect of the immortality bug. There seems to be plenty of repeated strangenesses in that game. Could the host send over the game to info at illwinter com? Fatherland and turn files.

A nice little fellow that tarrasque http://forum.shrapnelgames.com/images/smilies/happy.gif Best buy ever!

Peter Ebbesen October 23rd, 2004 06:12 PM

Re: Dominions II Bug Thread
 
Quote:


A nice little fellow that tarrasque http://forum.shrapnelgames.com/images/smilies/happy.gif Best buy ever!

Wow. A 3B 3D Tarrasque. Finally something that makes a Tarrasque useful.

Soapyfrog October 23rd, 2004 07:06 PM

Re: Dominions II Bug Thread
 
The game is Newbies_Unite, hosted on mosehansen.dk... I assume Esben has to fish out the neccessary files for you?

Cainehill October 24th, 2004 12:59 AM

Re: Dominions II Bug Thread
 

A resistance bug here : With the skull of fire on, my carrion dragon pretender doesn't show any cold susceptibility. Adding the elemental staff of fire/water, it then shows susceptible to cold (0) - taking off the skull of fire and cold resistance goes to 50.

Similarly, putting the skull of fire on my Tarrasque (or other commanders) doesn't add cold susceptibility.

rylen October 24th, 2004 11:05 AM

Re: Dominions II Bug Thread
 
A spell effect / global bug.

SP, enemy pretender had Ritual of Return and 2 Global Spells. Took the pretenders capital and the pretender fought but was RORed away. Then took the enemies Last province. Later, checked and saw his Globals were still in effect.

Rylen

Kelan October 24th, 2004 12:05 PM

Re: Dominions II Bug Thread
 
I am not sure if this is known or listed here, but in my recent game under 2.14 I had an army that was inside a castle and under siege by Marignon. When I went to the actions for a commander and would cursor over "Defend Castle", "Break Siege", or "Empowerment" it would say in text at the bottom of the screen the message for Destroying the Lab, "Destroy the lab to prevent the besiegers from getting hold of it".

I set my commanders to "Break Siege" and the function worked next turn, it just didn't display the correct message at the bottom of the screen while selected.

Agrajag October 24th, 2004 12:07 PM

Re: Dominions II Bug Thread
 
Just wondering if this is a bug (2.12):
I noticed that a mage of mine that won the championship trident could cast two spells each battle round, it is as if the "Number of Attacks: 2" attribute means "Number of ACTIONS: 2".
I don't know if this is known, fixed, or as is, just thought I should mention it having seen it yesterday.

Graeme Dice October 24th, 2004 01:15 PM

Re: Dominions II Bug Thread
 
The trident gives you quickness as well as having two attacks.

Soapyfrog October 24th, 2004 01:31 PM

Re: Dominions II Bug Thread
 
Quick update on the immortality/VL bug. It manifested twice this turn:

First during an earth attack... ever seen a D3 B3 earth elemental? One that... raises skeletons instead of trying to trample its target? http://forum.shrapnelgames.com/images/smilies/laugh.gif

www.soapyfrog.net/dom2/earthattack.jpg

And my little vampiric ghost:

www.soapyfrog.net/dom2/wormfeast.jpg

RedRover October 24th, 2004 02:16 PM

Re: Dominions II Bug Thread
 
Modding Manual Erratum

The command #magicpath (commander modding section) does not work. The proper command is #magicskill.

Taqwus October 24th, 2004 04:25 PM

Re: Dominions II Bug Thread
 
Hm. If the "new unit gets funky magic paths that belonged to somebody else" issue is really related to immortals dying, I'd have to worry about whether this can be deliberately exploited e.g. repeatedlysuiciding one's own magically powerful VQ or Phoenix or what-have-you in one's own dominion. Probably not, since it might be anyone's guess who benefits from the bug, but...

Soapyfrog October 24th, 2004 05:48 PM

Re: Dominions II Bug Thread
 
My guess it only happens when the immortal dies in friendly dominion, but its respawn point (i.e. your capital) is under enemy control... now this is just a wild GUESS, and there may be other factors involved of course, like an excess of units in play or something.

Cainehill October 24th, 2004 06:05 PM

Re: Dominions II Bug Thread
 

Hmm. Just had a Tartarian show up as a commander w/ magic paths on the turn it was summoned, without use of Gift of Reason. Guessing this is related, since I think Tartarians are supposed to require GoR to get to commander status. (It also wasn't feebleminded, which they usually are.)

Graeme Dice October 24th, 2004 06:17 PM

Re: Dominions II Bug Thread
 
Quote:

Cainehill said:
Hmm. Just had a Tartarian show up as a commander w/ magic paths on the turn it was summoned, without use of Gift of Reason. Guessing this is related, since I think Tartarians are supposed to require GoR to get to commander status. (It also wasn't feebleminded, which they usually are.)

This is normal behaviour. You sometimes get Tartarian titans that don't require anything to turn them into magic-capable commanders.

Edi October 24th, 2004 06:59 PM

Re: Dominions II Bug Thread
 
Quote:

Graeme Dice said:
Quote:

Cainehill said:
Hmm. Just had a Tartarian show up as a commander w/ magic paths on the turn it was summoned, without use of Gift of Reason. Guessing this is related, since I think Tartarians are supposed to require GoR to get to commander status. (It also wasn't feebleminded, which they usually are.)

This is normal behaviour. You sometimes get Tartarian titans that don't require anything to turn them into magic-capable commanders.

True, roughly 5% (nearly 10%, if you're really lucky) of summoned Tartarian Creatures are commanders to begin with. It is NOT a bug.

Edi

Pocus October 27th, 2004 04:20 PM

Re: Dominions II Bug Thread
 
Ading my stone to the edifice:
Just got a devil commander with nature 2 air 1 and with a Chinese name. I suppose it has to do with the "immortal bug".

Nagot Gick Fel October 27th, 2004 04:39 PM

Re: Dominions II Bug Thread
 
Quote:

Pocus said:
Just got a devil commander with nature 2 air 1 and with a Chinese name. I suppose it has to do with the "immortal bug".

C'est dans Cradle in Flames? http://forum.shrapnelgames.com/image...es/redface.gif [img]/threads/images/Graemlins/Envy.gif[/img] http://forum.shrapnelgames.com/image...es/biggrin.gif

Soapyfrog October 28th, 2004 10:16 AM

Re: Dominions II Bug Thread
 
Quote:

Pocus said:
Ading my stone to the edifice:
Just got a devil commander with nature 2 air 1 and with a Chinese name. I suppose it has to do with the "immortal bug".

Oh yeah that would be one of the immortal Tien Chi heros. Does he have the "heal troops" ability? That would be sweet http://forum.shrapnelgames.com/images/smilies/wink.gif

Soapyfrog October 28th, 2004 10:01 PM

Re: Dominions II Bug Thread
 
Possible combat bug here.

Meet Othkar the Golem:
www.soapyfrog.net/dom2/othkar.jpg

He's pretty buff. I'd expect this guy to take some serious magical artillery to bring down, wouldn't you?

Well into combat he goes, supported by an illusionist casting wrathful skies. Looks like its going well. He mixes it up at midfield with some summer lions but they arent hitting each other. But wait!

www.soapyfrog.net/dom2/othkar1.jpg

Here come some Fiends of Darkness! Well no problem, they are strength 15 with a zero damage attack, not likely to even scratch Othkar's paint.

Neverthless, 3 turns later he looked like this:

www.soapyfrog.net/dom2/othkar2.jpg

Aye Caramba! WTF! The ONLY thing engaging him are Summer Lions (which ar enot hitting at all) and now 4 or 5 Fiends (which seem to be able to hit, and do damage, no problem! In fact they repeatedly inflict afflictions).

This was the melee the moment before he died to the Fiends:

www.soapyfrog.net/dom2/othkar3.jpg

Except some stragglers these were almost the only units on the field. All the damage was done by the Fiends in melee. No damaging hostile spells were being flung.

So, anyone have any theories about how this happened?? I am stumped!

archaeolept October 28th, 2004 10:08 PM

Re: Dominions II Bug Thread
 
the golem has very high fatigue which gives a very nice chance for armor piercing attacks. the FoD are quite potent, really, and have good stats and two attacks.

Soapyfrog October 28th, 2004 11:06 PM

Re: Dominions II Bug Thread
 
Ah, how does the fatigue/ap interaction work? I thought you only ran into to trouble at 100 fatigue. Also large number of afflictions is interesting, meanig the hits that got through were quite substantial.

Graeme Dice October 28th, 2004 11:42 PM

Re: Dominions II Bug Thread
 
Quote:

Soapyfrog said:
Ah, how does the fatigue/ap interaction work? I thought you only ran into to trouble at 100 fatigue. Also large number of afflictions is interesting, meanig the hits that got through were quite substantial.

Every 10 fatigue, your defense decreases by 1. Every 20 fatigue, your attack decreases by 1. To determine if an attack is armour piercing, you check 2d6oe - fatigue/15 < 2. (Manual page 15) So at 88 fatigue almost every hit will be armour piercing.

Soapyfrog October 29th, 2004 12:01 AM

Re: Dominions II Bug Thread
 
Good to know! Still they were inflicting a great deal of damage with their Strength 15, 0 damage attacks vs prot 39, even in the event of armour piercing hits.

Is there a chance for armour NEGATING hits?

Graeme Dice October 29th, 2004 12:17 AM

Re: Dominions II Bug Thread
 
Quote:

Soapyfrog said:
Good to know! Still they were inflicting a great deal of damage with their Strength 15, 0 damage attacks vs prot 39, even in the event of armour piercing hits.

That's only armour 19 against armour piercing attacks, and with 10 of those attacks per round they will add up quickly. It's no different from the rather common occurrence of having a squad of barbarians kill something through a protection of 30.

Agrajag October 29th, 2004 06:17 AM

Re: Dominions II Bug Thread
 
Quote:

Soapyfrog said:
Also large number of afflictions is interesting, meanig the hits that got through were quite substantial.

IIRC, being cursed increases the chance of getting afflictions, and your golem was cursed.

Edi October 29th, 2004 08:27 AM

Re: Dominions II Bug Thread
 
Sour about having your precious golem stomped flat, Soapy? http://forum.shrapnelgames.com/images/smilies/wink.gif You got a more than fair trade for it, I'd say... The point is, SCs can and will fall down when they get mobbed by enough decent units.

The golem has a def 8 to start with, which means that most attacks will hit. Add in the fatigue (and the reinvigoration -7 from the Flame Helmet builds that up FAST!), and that IIRC every additional attack beyond the first (or was it every additional enemy beyond the first) also lowers the def by 1, and the FoDs having two attacks apiece, the outcome was not unexpected at all. Now just let me get my hands on Wrathful the !#$& Illusionist and exact just punishment...

Edi

Soapyfrog October 29th, 2004 10:15 AM

Re: Dominions II Bug Thread
 
I have learned my lesson! Fatigue kills! Only undead tanks, with decent attack and life drain, from now on! http://forum.shrapnelgames.com/images/smilies/laugh.gif

I am gratified that I killed... what was it, 15 commanders, 151 troops and 1 magic being before the Golem went down http://forum.shrapnelgames.com/images/smilies/wink.gif

Kristoffer O October 29th, 2004 10:18 AM

Re: Dominions II Bug Thread
 
Also the golem was cursed. Curse=afflictions. If he became blind by one of the first blows he would have been hit by every following strike.

Graeme Dice October 29th, 2004 10:24 AM

Re: Dominions II Bug Thread
 
Quote:

Soapyfrog said:
I have learned my lesson! Fatigue kills! Only undead tanks, with decent attack and life drain, from now on! http://forum.shrapnelgames.com/images/smilies/laugh.gif

Getting rid of the flame helmet would have probably been enough actually.

Soapyfrog October 29th, 2004 11:08 AM

Re: Dominions II Bug Thread
 
Well actually I (foolishly, in retrospect) cast body ethereal and personal luck at the outset, immediately boosting my fatigue to 60+. Ok the flame helmet did not help, but I think this fatigue finished me...

Actually I was really hoping the life-draining blood thorn would restore my fatigue. This it did not do, however, presumably becuase my attack was pitiful enough to miss entirely. Doh!

Edi October 29th, 2004 01:53 PM

Re: Dominions II Bug Thread
 
That's why the summer lions didn't hit then, they have no magic weapons. The claws of the Fiends of Darkness on the other hand ARE considered magic weapons, so body ethereal is useless against them.

Edi

alexti November 4th, 2004 01:37 AM

Re: Dominions II Bug Thread
 
Effects of enchantment bonus from sites on domes seems to be slightly borked. I did few tests in 20% bonus province. I cast astral dome (it tells that 8 gems were put into spell) adding 1 extra gem (total=9). Dome Lasts 1 turn (as 10 gems without bonus). With 2 extra gems (10 total) it still Lasts only 1 turn. I did few tests with Fire Dome with similar results. It looks that when dome duration is calculated, Dom2 subtracts the initial cost ignoring bonuses. This looks wrong. Also, I wonder, if the extra gems are supposed to be 1/turn or (1-0.2)/turn (for 20% bonus).


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