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-   Dominions 2: The Ascension Wars (http://forum.shrapnelgames.com/forumdisplay.php?f=55)
-   -   List of known issues (http://forum.shrapnelgames.com/showthread.php?t=23603)

Johan K April 24th, 2005 10:52 AM

Re: List of known issues
 
Alneyan, the fixed I wrote means fixed for future versions (2.17+).

Alneyan April 24th, 2005 10:56 AM

Re: List of known issues
 
I see. I think I will add a bold "fixed" mention next to those items, and switch them to their own section once a new patch is out. Any opinion on the fate fixed "problems" should get?

And while I am speaking of opinions, I believe the linked posts are usually not a good idea, unless the quoted post is really lenghty. I will probably remove a few of the external links, and put a quote instead.

Endoperez April 24th, 2005 11:52 AM

Re: List of known issues
 
This is a great list! Thanks, Alneyan [img]/threads/images/Graemlins/icon44.gif[/img], for making and updating it, and thanks Johan [img]/threads/images/Graemlins/icon44.gif[/img] and Kristoffer [img]/threads/images/Graemlins/icon44.gif[/img] for taking a note on this!

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

PDF April 24th, 2005 06:26 PM

Re: List of known issues
 
Quote:

Johan K said:

- It is still possible to get killed in Magic Duels, even with a difference of more than 6 levels between the two mages.
* The thing with magic duel is that it uses your raw magic level. Items and enchantments have no effect. So the spell is probably working fine.


To me this looks like a serious issue : why should we have a (quite killer) spell that just not works like all other and ignore buffs ? http://forum.shrapnelgames.com/images/smilies/eek.gif
I understand it's maybe done to avoid total Pythium domination, but it still looks illogical. If you want to even chances just give a +1 for 2 levels difference, but allows buffs so that player can *think* about their MD stategies and not get stuck with their base unit stats ...

Boron April 24th, 2005 07:42 PM

Re: List of known issues
 
Quote:

PDF said:
To me this looks like a serious issue : why should we have a (quite killer) spell that just not works like all other and ignore buffs ? http://forum.shrapnelgames.com/images/smilies/eek.gif


At least it makes clams not entirely worthless with Zens mods http://forum.shrapnelgames.com/images/smilies/wink.gif .

Huzurdaddi April 25th, 2005 01:08 AM

Re: List of known issues
 
Clams in Zen's mod are just as fantastic/useless as they are without Zen's mod. That is to say that Astral gems are just as good as normal.

As to clams use/irrelevance it really depends upon type of game being played. In an FFA with a good number of players they are *the* strategy. In a game with 2 or 3 players on a tight map they are suicide.

Boron April 25th, 2005 07:52 AM

Re: List of known issues
 
Quote:

Huzurdaddi said:
Clams in Zen's mod are just as fantastic/useless as they are without Zen's mod. That is to say that Astral gems are just as good as normal.


I was just kidding http://forum.shrapnelgames.com/image...es/biggrin.gif .

But without Wish in Zens Spell mod clams are really less useful .
Taking out Wish was imho a really good idea this way not every nation looks the same in the lategame , with ermor it should now e.g. be almost impossible to transform into a bloodnation in lategame http://forum.shrapnelgames.com/images/smilies/happy.gif .
So more variety now also in the lategame .

And 100 clams with wish are 2-3 times more powerful then 100 clams without wish http://forum.shrapnelgames.com/images/smilies/happy.gif

ioticus April 25th, 2005 10:33 AM

Re: List of known issues
 
Another outstanding issue not fixed: some global spells are missing text or have no descriptions at all. Please, for the love of the game, fix this!

Ironhawk April 25th, 2005 04:56 PM

Re: List of known issues
 
One thing I noted a while back and forgot to mention on the boards was that it seems that movement orders are pre-computed by the client, not the server? Which sometimes results in behavior where it looks like you "move through" a recently captured enemy province.

For example, I had an army with 2 strategic move. I created a situation where they were moving through provinces in this order A->B->C. Where B was the only friendly province between A and C. I set that move order from A->C and then cloud trapezeed an enemy VQ onto province B to capture it. So to my surprise, on the next turn, province B was enemy, cutting off the travel route of the army... but the army had arrived in province C anyway...

quantum_mechani April 25th, 2005 05:43 PM

Re: List of known issues
 
Another semi-bug: When your army wins a battle and part of it routes, if there is no nearby province for the routed units to go, they die instead of ending up in the same province.


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