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

Pocus November 2nd, 2003 08:43 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Nagot Gick Fel:
What about the dominion scales bug I reported earlier in this thread?
(snip)
Of course these changes affect income, production and growth. So that's a major issue.

<font size="2" face="sans-serif, arial, verdana">I have not seen it, but have made only 4 serious testbeds. Will watch for it though. Does it appears later or only in the very first turn? Only on your capitol?

Nagot Gick Fel November 2nd, 2003 08:54 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Pocus:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Nagot Gick Fel:
What about the dominion scales bug I reported earlier in this thread?
(snip)
Of course these changes affect income, production and growth. So that's a major issue.

<font size="2" face="sans-serif, arial, verdana">I have not seen it, but have made only 4 serious testbeds. Will watch for it though. Does it appears later or only in the very first turn? Only on your capitol? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">So far I've seen it happen only in the capital just after I submitted my first turn.

Pocus November 2nd, 2003 09:49 AM

Re: Dominions II Bug Thread
 
I think it is related to your bug :I have my Abysia design at 184 pounds of gold for a 30.000 pop province.

At turn 1, before processing I'm at 184.
Starting from turn 2, and up to turn 7, it fell to 162.
At turn 8, it went back to 184 (I have 0 growth, so pop didnt change, and unrest always remained at 0).

Kinda strange.

Nagot Gick Fel November 2nd, 2003 10:05 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Pocus:
I think it is related to your bug :I have my Abysia design at 184 pounds of gold for a 30.000 pop province.

At turn 1, before processing I'm at 184.
Starting from turn 2, and up to turn 7, it fell to 162.
At turn 8, it went back to 184 (I have 0 growth, so pop didnt change, and unrest always remained at 0).

Kinda strange.

<font size="2" face="sans-serif, arial, verdana">Did you check your scales? In my case, some of them were reset in turn #2, but after that they started to revert to their original values.

Pocus November 2nd, 2003 10:35 AM

Re: Dominions II Bug Thread
 
yes, and it remained at the same values, but gold decreased.
???

Nerfix November 2nd, 2003 04:00 PM

Re: Dominions II Bug Thread
 
Elemental Hauberk gives you 100% protection from elements...
This migth not be a bug, but this is quite unbalancing.

If you make an Anathemant Dragon your prophet, you'll get description of a Warlock.

Pocus November 2nd, 2003 05:36 PM

Re: Dominions II Bug Thread
 
I have this "cannot create temp file" too in solo play, and then the game crash. The error log dont give any clue.

geo981010 November 2nd, 2003 10:37 PM

Re: Dominions II Bug Thread
 
Bug:
Niefel Jotun starts with the Illwinter spell, but if you try to cast it the demo Version it exits with the "Cannot cast this in demo Version!" msgbox.

I've gotten the scales problem too, primarily with low dominion pretenders (2-4). If you need a minimum candle dominion to get scales to a +3 amounts, I'd like to know cause that's a very big change!

Johan K November 3rd, 2003 01:14 AM

Re: Dominions II Bug Thread
 
Quote:

I have this "cannot create temp file" too in solo play, and then the game crash. The error log dont give any clue.
<font size="2" face="sans-serif, arial, verdana">I see two possible reasons for this. Either the disk where your temp files are stored (usually c:) is full or some disk cleanup program has remove some of dominions temporary files.

Or maybe the temp folder is write protected, but it really shouldn't be that.

Argitoth November 3rd, 2003 02:19 AM

Re: Dominions II Bug Thread
 
"Cannot Create Temp File"

This error appears almost everytime I run the turn script to end the turn of networked games.

This is only occuring on ONE of my networked game. This never occured before. I have no idea why it is occuring. Sometimes the error message appears and I have to restart the server, and sometimes it doesn't appear.

AND THIS IS PISSING ME OFF THAT I HAVE TO RESTART THE SERVER INSTEAD OF BEING ABLE TO TURN ON QUICKHOST!!!

Oh yeah, I forgot to mention that when the error message appears, the game exits out. This makes me have to restart the server and makes it so quickhost is pointless.

I created other servers and tested the server quickhost to see if that error message would appear. It doesn't. It is only happening to one of my servers. And who knows, another server might continually do this too.

[ November 02, 2003, 12:23: Message edited by: Argitoth ]

Treebeard November 3rd, 2003 04:31 AM

Re: Dominions II Bug Thread
 
I was playing C'tis with the desert tombs theme (why it costs 200 points while Niefelheim costs 50 is beyond me) with a death 9 pretender, hoping that the fallen blessed sacred serpents would come back to live as tomb wyrms, but they didn't even return as souless...

Pocus November 3rd, 2003 10:29 AM

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"> I have this "cannot create temp file" too in solo play, and then the game crash. The error log dont give any clue.
<font size="2" face="sans-serif, arial, verdana">I see two possible reasons for this. Either the disk where your temp files are stored (usually c:) is full or some disk cleanup program has remove some of dominions temporary files.

Or maybe the temp folder is write protected, but it really shouldn't be that.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I dont think lack of disk space can explain (I had 1.6 Go free as of now).
As for the temp file, where it is located? In the dominions directory, or elsewhere?

iRichard November 3rd, 2003 11:41 AM

Re: Dominions II Bug Thread
 
Province A and B are neighbor.

A contains an Army (J) (Jotun big giants)
B contains an Army (M) (Machaka big spiders)

J ordered to conquer B
M ordered to conquer A

Result : both province conquered. no combat

Do you find it realistic that both armies can swap without clashing ?

EDIT : added "without clashing"

[ November 03, 2003, 09:42: Message edited by: iRichard ]

Pocus November 3rd, 2003 03:30 PM

Re: Dominions II Bug Thread
 
for the windows API, you are using GetTempPath?

Kristoffer O November 3rd, 2003 07:44 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by iRichard:
Province A and B are neighbor.

A contains an Army (J) (Jotun big giants)
B contains an Army (M) (Machaka big spiders)

J ordered to conquer B
M ordered to conquer A

Result : both province conquered. no combat

Do you find it realistic that both armies can swap without clashing ?

EDIT : added "without clashing"

<font size="2" face="sans-serif, arial, verdana">This depends on the size of the armies. Large armies do clash, but smaller ones might cross the border at different places. It's not a bug.
http://forum.shrapnelgames.com/images/icons/icon7.gif

Wendigo November 3rd, 2003 07:58 PM

Re: Dominions II Bug Thread
 
Not exactly a bug, rather a design oversight/simplification:

Niefel Jarls that cast Twiceborn 'shrink' down to human sized Wights upon death & revival, so the result is kind of unimpressive. http://forum.shrapnelgames.com/images/icons/icon7.gif

iRichard November 3rd, 2003 08:36 PM

Re: Dominions II Bug Thread
 
Quote:

This depends on the size of the armies. Large armies do clash, but smaller ones might cross the border at different places. It's not a bug.
<font size="2" face="sans-serif, arial, verdana">Well, I have to improve my army building skill and try again http://forum.shrapnelgames.com/images/icons/icon12.gif

Karacan November 3rd, 2003 09:58 PM

Re: Dominions II Bug Thread
 
Got a bug or two myself:

Once, I am under the impression that friendly fire is a lot more evil than it used to be in Dominions I, but that might be just me.

Then, when successfully storming an enemy's castle (I have yet to fail a storm), there's no numbers in the message, like how many people I have lost, etc, even though its linked directly to a battle view.

In the demo Version, you can "info" an enemy nation via the score list, but if you do, the OK (the only avaiable option) is greyed out and when clicking it, I am informed I can't play this nation. Hmm. I never intended to, I was just taking a look. http://forum.shrapnelgames.com/images/icons/icon7.gif You have to close the window with ESC.


Hmm, I think I got two more bugs, but I forget about them while registering in this forum. :/

Johan K November 4th, 2003 02:57 AM

Re: Dominions II Bug Thread
 
Quote:

I dont think lack of disk space can explain (I had 1.6 Go free as of now).
As for the temp file, where it is located? In the dominions directory, or elsewhere?
<font size="2" face="sans-serif, arial, verdana">I think it something like c:\windows\temp, but it may differ depending on the type of Windows used.

[ November 03, 2003, 12:57: Message edited by: Johan K ]

Karacan November 4th, 2003 12:24 PM

Re: Dominions II Bug Thread
 
Now I remember again. (What a good night's sleep can do for you.)

First, there appears to be a minor issue with Umlaute... like ö, ü and ä. Ulm for one appears to use some, but they're never used in their units' names. I had two time a "Gnter" when I'm sure it should be Günter.

Then, there's obviously something wrong with targetting ranged attacks. I have an army with two powerful earth mages running around right now casting bladewinds. The 30+ projectiles always make a nice wide circle around the obvious designated target. I have three consecutive turnfiles saved where those mages engagte in battle against moderately sized squads (of ten to twenty enemy units).
It's very aesthetic, true, but somewhat lacks in purpose.

[ November 04, 2003, 10:25: Message edited by: Karacan ]

HJ November 4th, 2003 04:10 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Wendigo:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Nagot Gick Fel:
Heat/Cold: sometimes vary by +1/-1, but I assume these changes are seasonal effects.

<font size="2" face="sans-serif, arial, verdana">I am not so sure it's a seasonal thing, or if it is, it seems out of synch:

Playing Niefelheim with a +3cold scale in the current turn (early fall I think) I have +1heat at the capitol while the temperature scale is cold all over my dominion. [/QB]</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I don't know if it's a bug or not, but I think I've noticed these things as well. All other scales seem to be fairly stable, but the heat/cold scale seems to wobble in ways I cannot explain even later in the game. It's not in sync with seasons, and it happens even in a strong dominion in the middle of my provinces (meaning no enemy dominion near). Does it have something to do with terrain, or is it harder to get +3 cold in a province than it is to get +3 order?

Wendigo November 4th, 2003 04:59 PM

Re: Dominions II Bug Thread
 
Karakan, try selecting your evocation-scripted mages among mages with a random (or not) pick in Nature or Air.

Have them open up with Eagle eyes or Aim before bLasting away.

Nagot Gick Fel November 4th, 2003 05:03 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 Wendigo:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Nagot Gick Fel:
Heat/Cold: sometimes vary by +1/-1, but I assume these changes are seasonal effects.

<font size="2" face="sans-serif, arial, verdana">I am not so sure it's a seasonal thing, or if it is, it seems out of synch:

Playing Niefelheim with a +3cold scale in the current turn (early fall I think) I have +1heat at the capitol while the temperature scale is cold all over my dominion.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I don't know if it's a bug or not, but I think I've noticed these things as well. All other scales seem to be fairly stable, but the heat/cold scale seems to wobble in ways I cannot explain even later in the game. It's not in sync with seasons, and it happens even in a strong dominion in the middle of my provinces (meaning no enemy dominion near). Does it have something to do with terrain, or is it harder to get +3 cold in a province than it is to get +3 order? [/QB]</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I think we have 2 separate bugs here. I too noticed the same heat/cold weirdness you report throughout the whole game. The other scale changes are less frequent (although I've seen them ~10 times now), and seem to happen only in the capital just after you submit your first turn.

From what I've seen so far my conclusion is: positive order/production/growth scales can sometimes be reset to zero in your capital in turn #2, and when it happens it affects all said scales. These scales will then tend to revert to their natural values as your dominion kicks in.

tka November 4th, 2003 05:21 PM

Re: Dominions II Bug Thread
 
Burning Pearl gives fire protection(100).

I think it should be less...

Saber Cherry November 4th, 2003 08:06 PM

Re: Dominions II Bug Thread
 
Or cost more. Currently, the rings still seem pretty worthless... if you can get protection AND another effect in one slot for 5 gems, why would you bother with a 5-gem ring that only provides protection?

Nerfix November 4th, 2003 08:23 PM

Re: Dominions II Bug Thread
 
I think IW has said that most of the items shouldn't give 100% prot from fire/shock/ice/poison. Must be somekind of leftovers from time before percentual resistances...

HJ November 4th, 2003 09:46 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Nerfix:
I think IW has said that most of the items shouldn't give 100% prot from fire/shock/ice/poison. Must be somekind of leftovers from time before percentual resistances...
<font size="2" face="sans-serif, arial, verdana">Elemental armor definitely seems like one....

Pocus November 5th, 2003 08:27 AM

Re: Dominions II Bug Thread
 
another bug (or is it a strange work as designed feature?):

mixing units (in same formation) with missiles capability (velites) and units without, will prevent the first Category to fire.

velites + triari
peltasts + hoplites
etc.

Karacan November 5th, 2003 12:18 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Wendigo: Have them open up with Eagle eyes or Aim before bLasting away.
<font size="2" face="sans-serif, arial, verdana">Ah, true, but the point is that I perceive it to be much harder to cast a perfect circle with half a hundred blades, than an even covering of a great area, as the spell suggests. Instead, it's a nice concentric ring quite obviously surrounding my mage's designated target, which looks fairly ridiculous with the Blade Wind spell in particular.

I still believe there's something pretty odd with the "missing" algorithm. It currently looks like something like: "If (precision smaller than specific number) and (range greater than another specific number) then set minimum distance for scattering around target to a third specific numer". Which doesn't make much sense to simulate scatternig.... It's not as obvious with arrows, or with other mass projectile spells, like flying shards. Just Bladweind seems to suffer from that, I guess an additional scatter routine seems to miss...

Pocus November 5th, 2003 05:57 PM

Re: Dominions II Bug Thread
 
demonbred are not demons as of now, but one named as prophet get the demonic ability.

LordArioch November 5th, 2003 10:08 PM

Re: Dominions II Bug Thread
 
I think there's a bug where you can get the hydra hatchlings if you take over pythium's capital.

Also somewhat OT of bugs, but a virtue with 10 air is pretty accurat with those spells. I do agree that the "ring surrounding target army" doesnt seem quite like what should happen with fire flies and such spells.

Nerfix November 5th, 2003 10:19 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by LordArioch:

Also somewhat OT of bugs, but a virtue with 10 air is pretty accurat with those spells.

<font size="2" face="sans-serif, arial, verdana">Uhhhh sir, precision over 10 has been boosted to give more results...
10 Air Virtue has something like 23 precision...
1+1=Virtue has a good prec and it is a feature

LordArioch November 6th, 2003 12:04 AM

Re: Dominions II Bug Thread
 
I realize that...but its still fun to see a 10 air 10 fire virtue kill hundreds of units from a long distance with incredibly precise fire darts (25 precision)
Expensive but you get a super combat support mage. http://forum.shrapnelgames.com/images/icons/icon7.gif And you dont really need ten in either, I'm just excessive.

Nerfix November 6th, 2003 03:23 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Pocus:
why not giving him a air 3 water 1 need? Now that would be difficult to forge it, which should be justified (and water is still in theme with the storm)
<font size="2" face="sans-serif, arial, verdana">But it would still be open for Caelum...

Pocus November 6th, 2003 03:45 PM

Re: Dominions II Bug Thread
 
right. The best solution would be to push him back to construction 6. I dont quite understand why it was lowered to 4.

licker November 6th, 2003 05:59 PM

Re: Dominions II Bug Thread
 
As posted elsewhere (but this is the offial palace for bugs? http://forum.shrapnelgames.com/images/icons/icon12.gif )

The naga's cost for new paths is wrong (it should be 20, but it costs 30) the golden naga is ok.

Undead are becoming diseased in a miasma domain, though the effects of disease do not appear to affect them. Maybe this is intentional? But does it lead to the diseased undead spreading disease to the supposedly immune cold blooded units?

Nagot Gick Fel November 6th, 2003 07:00 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by licker:
Undead are becoming diseased in a miasma domain, though the effects of disease do not appear to affect them. Maybe this is intentional? But does it lead to the diseased undead spreading disease to the supposedly immune cold blooded units?
<font size="2" face="sans-serif, arial, verdana">Same as in Doms 1. Undead may get diseased, but it has no effect on them (disease actually works as a "joker" card for them). Your other troops are safe as well, the diseasing effect of units like mummies or some crossbreds works differently.

licker November 6th, 2003 07:06 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Nagot Gick Fel:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by licker:
Undead are becoming diseased in a miasma domain, though the effects of disease do not appear to affect them. Maybe this is intentional? But does it lead to the diseased undead spreading disease to the supposedly immune cold blooded units?

<font size="2" face="sans-serif, arial, verdana">Same as in Doms 1. Undead may get diseased, but it has no effect on them (disease actually works as a "joker" card for them). Your other troops are safe as well, the diseasing effect of units like mummies or some crossbreds works differently. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Ok, well that's good to know, but I'd ask then what's the point of showing the affliction on them? Besides confusing me http://forum.shrapnelgames.com/images/icons/icon12.gif

Nagot Gick Fel November 6th, 2003 07:32 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by licker:
Ok, well that's good to know, but I'd ask then what's the point of showing the affliction on them? Besides confusing me http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">Maybe that's an inocuous form of osteoporosis? http://forum.shrapnelgames.com/images/icons/icon12.gif

Tiltowait November 6th, 2003 07:50 PM

Re: Dominions II Bug Thread
 
The magic item Dancing Trident is supposed to fight seperately, yet it counts as a weilded weapon and subtracts it's length from my abysian assassin's attack skill. Shouldent this misc. item have it's own base attack skill (12 or something?)

PvK November 6th, 2003 08:01 PM

Re: Dominions II Bug Thread
 
I don't know if this has been reported before, or if it's a feature I don't know about rather than a bug, but my Arco Shedu pretender died, and returned with no magic (expected) and when I check the empowerment costs, they are 50 for any of the magic fields. The description says new paths cost 80, so I expected them to all say 80, or all 80 except perhaps the ones it starts with, which might be lower.

BTW, as a point of possible general interest (non-bug) he died when he flew into any enemy group of about 15 crossbowmen. I thought they'd get squashed and flee, but they held and managed to chop him up with swords - he probably got fatigued from squashing folks.

PvK

Nagot Gick Fel November 6th, 2003 08:46 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by PvK:
I don't know if this has been reported before, or if it's a feature I don't know about rather than a bug, but my Arco Shedu pretender died, and returned with no magic (expected) and when I check the empowerment costs, they are 50 for any of the magic fields. The description says new paths cost 80, so I expected them to all say 80, or all 80 except perhaps the ones it starts with, which might be lower.
<font size="2" face="sans-serif, arial, verdana">Feature not bug. The "new paths cost x" bit is relevant only in the initial design phase. Ingame, empowerment always costs 50 gems for the first level of magic. 2nd level always costs 30, extra levels cost 15 more than the previous one (45, 60, 75, etc.).

Quote:

BTW, as a point of possible general interest (non-bug) he died ...
<font size="2" face="sans-serif, arial, verdana">Excellent. Now you have a magic duel-immune pretender. http://forum.shrapnelgames.com/images/icons/icon10.gif

Pocus November 6th, 2003 09:52 PM

Re: Dominions II Bug Thread
 
Warning, big bug coming!

step by step procedure to name your god as his prophet:

1- select all commanders of the province
2- click on the first one (not the god), order become prophet
3- notice that your god is ordered to be his own prophet
4 - deselect everybody but the god

Proceed to the next turn, and enjoy (x4 max HP).

Ought to be fixed, IMHO http://forum.shrapnelgames.com/images/icons/icon7.gif
Nagot, dont use the trick in our oncoming pbem, lest I do the same http://forum.shrapnelgames.com/images/icons/tongue.gif

Nagot Gick Fel November 6th, 2003 10:08 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Pocus:
Nagot, dont use the trick in our oncoming pbem, lest I do the same http://forum.shrapnelgames.com/images/icons/tongue.gif
<font size="2" face="sans-serif, arial, verdana">Don't worry, I'll wait for you to proclam your prophet before I do the same. http://forum.shrapnelgames.com/images/icons/icon10.gif

Pocus November 7th, 2003 02:58 AM

Re: Dominions II Bug Thread
 
staff of storm is now only a level 4 construction item. With his secondary effect (cast lightning), its a far superior item to say a wand of fireball. Even with only the storm effect (ground flyers, worsen precision of missiles IIRC), a level 6 would be justified.

Please reconsider the item.

Pocus November 7th, 2003 02:59 AM

Re: Dominions II Bug Thread
 
why not giving him a air 3 water 1 need? Now that would be difficult to forge it, which should be justified (and water is still in theme with the storm)

Pocus November 7th, 2003 04:01 PM

Re: Dominions II Bug Thread
 
new storm effect : bug or feature ?

the storm now divide by two the precision stat.Including the stat of the mages. This render all evocation spells far less useful in battle (they were unaffected by storm in dom1)

So was it planed?

Bawlfman November 8th, 2003 01:20 AM

Re: Dominions II Bug Thread
 
I’m not sure this is a bug or if it’s been reported before…

I had a black hunter lose an arm, which left him his lance instead of his spear. If lances are single shot, he should keep his spear instead. Or does it randomly decide which to lose and I got unlucky?

Johan K November 8th, 2003 02:54 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Pocus:
step by step procedure to name your god as his prophet:
<font size="2" face="sans-serif, arial, verdana">That sounds just awful. Don't do that! http://forum.shrapnelgames.com/images/icons/icon12.gif

HJ November 9th, 2003 01:06 AM

Re: Dominions II Bug Thread
 
I've noticed that Prince of death and Dracolich pretenders are not poison resistant even though they are undead, while all other undead pretenders (that we're able to see so far) are. I guess this is a design choice, but I thought it doesn't hurt pointing out in case that it isn't.
Cheers


All times are GMT -4. The time now is 04:05 AM.

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