.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Dominions 2: The Ascension Wars (http://forum.shrapnelgames.com/forumdisplay.php?f=55)
-   -   Bug thread (http://forum.shrapnelgames.com/showthread.php?t=16584)

Chris Byler October 28th, 2003 11:16 PM

Re: Bug thread
 
Quote:

Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by LordArioch:
I figure it might be helpful to assemble a list of any bugs or errors we stumble across.

So far I've found

1:Alt-tab produces graphical errors (dom scales replaced by random pictures, same with units in build screen)
Seems to be sometimes fixed by alt-tabbing out and in again.

2:serpent cult serpent cataphract buildable everywhere, even without temple.
This might be intentional, but assuming sacred troops need a temple the sacred serpent cataphract leader should too

3:Abysian humanbred with 2-h weapons have shields too. The special theme letting you get more humanbred has humanbred with shields and 2 handed weapons...shields arent in cost or picture but add to defense and protection still. I think this wasn't intended.

All really minor though...I'm glad I trusted to pre-order because I'd be ordering it now anyway http://forum.shrapnelgames.com/images/icons/icon7.gif
It seems to be a bit hard on 3d cards though...mine can only really run it on normal and I have a radeon 9600 pro with newest drivers...but I dunno

<font size="2" face="sans-serif, arial, verdana">2) Sacred commanders are buildable regardless of temples. Priests are not. This is because Jotun only had sacred commanders.

3) Definite bug.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Are you referring to the Niefelheim theme, or to the standard Jotunheim theme in Dom II? (Or is Niefelheim the new standard for Jotunheim?)

In any case, I don't see what's so wrong with making Jotunheim build a temple in every fortress if they want to recruit Jotun commanders. It's not like they're going to be hurting for commanders anyway - when one commander can command 25 Jotuns, you rarely need another commander so you can have more troops. Jotun commanders have a really low casualty rate, too (especially if they have regen items, which are really good for them). And if you're using local troops or Vaettir you can use local commanders or Vaetti chiefs (the Vaetti part doesn't apply if this is a Niefelheim-only issue, though).

I usually build temples in most if not all of my forts _anyway_ - for dominion spreading, if nothing else; and they're hard to destroy and help boost my dominion strength (especially important for unusual-temperature nations).

So basically I think allowing sacred commanders without temples may be a solution without a problem.

Kristoffer O October 28th, 2003 11:21 PM

Re: Bug thread
 
Quote:

Originally posted by Pocus:
ok, attention to detail, I like that.

got a minor case of AI override (yes). My two sauromancers which are scripted to cast 4 animate deads in a row, always start to cast protection on my tomb wyrms (giving them the tremendous boost of 10->11 prot).

It seems there was no problem with corpses, as the 3 animates they each cast after were at full complement.

I remember a previous discussion where you said that AI override would only occurs on gems consuming spells. So whats give? If the AI start to think too much for us...

<font size="2" face="sans-serif, arial, verdana">Was it the animate dead that creates one solless? It might be that there were no unburied corpses in the province the first two turns of the battle. Then someone died and the casting worked as you scripted it.

Animate skeleton is preferable as it always works (regardless of corpses present).

Kristoffer O October 28th, 2003 11:27 PM

Re: Bug thread
 
Quote:

Originally posted by Chris Byler:
Are you referring to the Niefelheim theme, or to the standard Jotunheim theme in Dom II? (Or is Niefelheim the new standard for Jotunheim?)

In any case, I don't see what's so wrong with making Jotunheim build a temple in every fortress if they want to recruit Jotun commanders. It's not like they're going to be hurting for commanders anyway - when one commander can command 25 Jotuns, you rarely need another commander so you can have more troops. Jotun commanders have a really low casualty rate, too (especially if they have regen items, which are really good for them). And if you're using local troops or Vaettir you can use local commanders or Vaetti chiefs (the Vaetti part doesn't apply if this is a Niefelheim-only issue, though).

I usually build temples in most if not all of my forts _anyway_ - for dominion spreading, if nothing else; and they're hard to destroy and help boost my dominion strength (especially important for unusual-temperature nations).

So basically I think allowing sacred commanders without temples may be a solution without a problem.

<font size="2" face="sans-serif, arial, verdana">No, I'm referring to a residual effect of an early Version of Dom I. I'm not sure but I cannot remember any instances where there should be a problem to restrict recruitment of sacred commanders by temples. So basically it is an old solution to an old problem that isn't there any more. http://forum.shrapnelgames.com/images/icons/icon7.gif

Psitticine October 28th, 2003 11:53 PM

Re: Bug thread
 
I've made the same mistake with trying to cast animation spells that require bodies when there just aren't any bodies yet. It's easy to do!

The AI will avoid spells that cost gems or dangerous amounts of fatigue if it doesn't see a reason, but it isn't unreasonable about. It only gets really balky if you have set it to do something that simply won't help. A good example would be in the game I'm currently playing a turn or two a day in. (What is this 'free time' thing I hear so much about?) I had my Carrion Lord set to cast a spell that starts Manikin to regenerating. Alas, all his Manikin were dead (well, dead again) so he had nobody to "boost". He aborted the spell and did something a little less pointless instead.

A note on the graphical corruption: Alt-enter cleans it up, and you can alt-enter back to fullscreen instantly afterwords, obviously, if you so wish. I find that it usually strikes me only when something co-opts the program, like a TSR or something. Alt-entering and back works well, and makes a nice option when you are multi-tasking.

LordArioch October 29th, 2003 02:36 AM

Re: Bug thread
 
Ok, I just found something else that's probably a bug...
Commanders with retreat orders will retreat from assassination attempts and die. This just happened to my pretender. If it's meant to be like dominions 1 my pretender should have ignored the retreat order if i understand right.

You shoulda made me a beta tester. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 29, 2003, 00:37: Message edited by: LordArioch ]

Gandalf Parker October 29th, 2003 02:47 AM

Re: Bug thread
 
Quote:

Originally posted by LordArioch:

You shoulda made me a beta tester. http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="sans-serif, arial, verdana">Really? what Languages do you speak? (I understand that was one of the major deciding factors)

[ October 29, 2003, 00:47: Message edited by: Gandalf Parker ]

Gandalf Parker October 29th, 2003 03:12 AM

Re: Bug thread
 
Quote:

Originally posted by LordArioch:

1:Alt-tab produces graphical errors (dom scales replaced by random pictures, same with units in build screen)
Seems to be sometimes fixed by alt-tabbing out and in again.

<font size="2" face="sans-serif, arial, verdana">It might need some more testing but I seem to have better results if I dont just left-click the game when its down on the taskbar. If I right-click the game and select "restore" it seems to work more often.

LordArioch October 29th, 2003 03:42 AM

Re: Bug thread
 
I wasn't really serious about being a beta-tester...and I've found the best way to alt-tab out is just to alt-enter and then minimize. It causes a lot less trouble.

Kristoffer O October 29th, 2003 09:14 AM

Re: Bug thread
 
Quote:

Originally posted by LordArioch:
Ok, I just found something else that's probably a bug...
Commanders with retreat orders will retreat from assassination attempts and die. This just happened to my pretender. If it's meant to be like dominions 1 my pretender should have ignored the retreat order if i understand right.


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

Pocus October 29th, 2003 01:09 PM

Re: Bug thread
 
Quote:

Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Pocus:
ok, attention to detail, I like that.

got a minor case of AI override (yes). My two sauromancers which are scripted to cast 4 animate deads in a row, always start to cast protection on my tomb wyrms (giving them the tremendous boost of 10->11 prot).

It seems there was no problem with corpses, as the 3 animates they each cast after were at full complement.

I remember a previous discussion where you said that AI override would only occurs on gems consuming spells. So whats give? If the AI start to think too much for us...

<font size="2" face="sans-serif, arial, verdana">Was it the animate dead that creates one solless? It might be that there were no unburied corpses in the province the first two turns of the battle. Then someone died and the casting worked as you scripted it.

Animate skeleton is preferable as it always works (regardless of corpses present).
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">yes, soulless. So it explains. Thanks.


All times are GMT -4. The time now is 01:15 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.