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-   Dominions 3: The Awakening (http://forum.shrapnelgames.com/forumdisplay.php?f=138)
-   -   Patch 3.23 (http://forum.shrapnelgames.com/showthread.php?t=42602)

Poopsi March 17th, 2009 10:43 PM

Re: Patch 3.23
 
what kind of things can make you lost in the void? besides R'lyeh's void gate and dividing by 0, I mean

vfb March 17th, 2009 11:02 PM

Re: Patch 3.23
 
Wearing some items, especially Boots of the Planes.

There are other void gates too, like Strange House in the Mist.

How about getting hit by the Dimensional Rod? What does "Dimensional Shift" do?

Jazzepi March 17th, 2009 11:20 PM

Re: Patch 3.23
 
Quote:

Originally Posted by vfb (Post 680720)
Wearing some items, especially Boots of the Planes.

There are other void gates too, like Strange House in the Mist.

How about getting hit by the Dimensional Rod? What does "Dimensional Shift" do?

It turns your troops into one dimensional lines.

Jazzepi

P3D March 18th, 2009 02:28 AM

Re: Patch 3.23
 
I know it's a noob question, but what is the compatibility of the new patch with older savegames? Like do I need to run several copies of Dom3 if my MP games are of different patches (like with Paradox games), or just install new patch and all would go fine?

Gregstrom March 18th, 2009 02:36 AM

Re: Patch 3.23
 
There is full compatibility with saved games, so you needn't worry there.

In fact, for games on llamaserver you'll have to upgrade to play the next turn.

If you're playing games on other servers, you should have the same version of Dom3 as the host or there will be difficulties. If (and only if, pretty much) one of these servers isn't updating to 3.23, you'll need to keep a separate install of Dom3 to deal with it.

Edit: Is it clearer if I say that turn (.trn) files are more or less compatible but .2h files (the bit you submit to the host) aren't?

P3D March 18th, 2009 03:02 AM

Re: Patch 3.23
 
Apparently the other way around. 3.21 had CTD when I tried to load the new turn, so .trn is not compatible, with all the new stuff in that. 2h files, however, should be OK unless some old commands are not valid - which I'd doubt.

FaceLess March 18th, 2009 04:59 AM

Re: Patch 3.23
 
Maybe a slight warning/remark. I am playing a sp game (Acre EA) with the CBM 1.41 mod and after patching to 3.23, I played an additional two turns. In both turns I recieved a host message that I was cheating (too much income). Obviously the AI was very upset about it and maybe in multiplayer mode people might be even worse:)

FaceLess

lch March 18th, 2009 05:11 AM

Re: Patch 3.23
 
Well, *.trn files are from host to client, *.2h files from client to host. If either gets a file with a more recent version than the one that it has itself, then it will crash to desktop, stating that it received something with a newer version than its own.

Gregstrom March 18th, 2009 05:13 AM

Re: Patch 3.23
 
I got the same issue as FaceLess. I hadn't thought much of it, but...

lch March 18th, 2009 05:14 AM

Re: Patch 3.23
 
Quote:

Originally Posted by vfb (Post 680720)
Wearing some items, especially Boots of the Planes.

The only other item that does this is The Gift of Kurgi. You're twice as likely to get lost in the void with it, but it's still just a minimal chance.

Jarkko March 18th, 2009 05:54 AM

Re: Patch 3.23
 
I can confirm that there are *lots* of cheating messages in SP games now, and spesifically that it is me who is cheating. Don't know what is causing this.

Sombre March 18th, 2009 08:02 AM

Re: Patch 3.23
 
Well the simple fact that the save is from an old version, non?

I don't know why people act shocked when a new patch comes out and old stuff (from before the patch release) goes fruity. It's to be expected, same as if you combine mods which weren't made specifically to be used together.

Edi March 18th, 2009 08:05 AM

Re: Patch 3.23
 
There seems to be a problem with the cheat detection. I've experienced the same thing. I'm at work right now, but could someone please test with a plain vanilla game and see if there are cheat messages when cheat det is turned on?

If it occurs, send the save to IW to the address specified in the shortlist thread. We may be getting a new patch sooner than anyone thought if there's a problem here...

Edi March 18th, 2009 08:09 AM

Re: Patch 3.23
 
Quote:

Originally Posted by Sombre (Post 680809)
Well the simple fact that the save is from an old version, non?

I don't know why people act shocked when a new patch comes out and old stuff (from before the patch release) goes fruity. It's to be expected, same as if you combine mods which weren't made specifically to be used together.

It doesn't happen every turn, so it is not consistent. There is no rhyme or reason to it. With a co-op MP hotseat game Kaljamaha and I were alternately being accused of cheating every now and then and sometimes there were turns where there was no cheat messages, so it is hardly because a game was created on an older version. Not just because of that anyway. We did have some mods enabled, which is why this should be tested on a new SP game with vanilla.

The problem is that mods can't cause gold creation unless negative gold costs are feasible, and the mods we had did not do that anyway.

Sombre March 18th, 2009 08:42 AM

Re: Patch 3.23
 
If the problem doesn't come up in a new game made under the current version, then it is an issue with old games (from before the update) being used after the update is applied. What exactly the issue is doesn't even matter, because you already have your solution in this case.

I'd test this but I'm at work.

Caerun March 18th, 2009 08:51 AM

Re: Patch 3.23
 
I've noticed quite a few "Jomon is cheating" messages in a SP game that I started after the patch, playing as Jomon with no mods enabled (though I do have some installed) on Urraparand map. I haven't noticed any pattern to the notices yet, though that could just be me not paying attention.

But in this case I can with certainty say it's not caused by the save being old since like I said, the game was started after I'd applied the patch. The only reason I started the game was to check out the new Jomon goodies anyway. :)

Dunno if this helps any but thought I'd mention it.

Edi March 18th, 2009 08:55 AM

Re: Patch 3.23
 
Thank you, that helps. Please send a zip of the savegame folder to IW into the address listed in the bug shortlist thread.

"Savegame confirming cheat detection problem reported by Edi, new vanilla game started after patch, no mods" will be enough of a problem description, as Johan will know what it refers to.

Jarkko March 18th, 2009 01:56 PM

Re: Patch 3.23
 
I launched a new SP game with no mods in EA, all default settings except renaming allowed. I played Tien Chi, the random computer opponents were Agartha, Pangaea and Oceania. During the 50 turn test I didn't get a single cheat message (and yes, I have cheat detection on :) ).

The cheat messages I got yesterday were in a MA game that I had started under 3.21, with CBM 1.41 enabled. Without thinking further I deleted the install and reinstalled from scratch, should have taken a backup of that first...

Executor March 18th, 2009 02:15 PM

Re: Patch 3.23
 
One stupid question perhaps, in the games where some players sent their turn in with the old patch and some with the new patch, will it cause any problems, stales, strange reports or anything?

Zeldor March 18th, 2009 02:34 PM

Re: Patch 3.23
 
Not if the game uses the new version. Problem will be only if server has older version that one of the sent turn files.

llamabeast March 18th, 2009 02:45 PM

Re: Patch 3.23
 
So with LlamaServer (which has been patched) there's essentially no way of doing it wrong.

Executor March 18th, 2009 03:03 PM

Re: Patch 3.23
 
Thanks, I don't like to stale out of stupidity...

Poopsi March 18th, 2009 03:30 PM

Re: Patch 3.23
 
I do get cheat messages in single player. It's a game that started in the old version, though...

Johan K March 18th, 2009 03:36 PM

Re: Patch 3.23
 
There is a problem with cheat detection and forging new items. When forging a magic item you could get a false cheat message too. There will be a quick fix patch soon that takes care of this and get the mac version up to date as well.

Endoperez March 18th, 2009 03:45 PM

Re: Patch 3.23
 
Quote:

Originally Posted by Johan K (Post 680907)
There is a problem with cheat detection and forging new items. When forging a magic item you could get a false cheat message too. There will be a quick fix patch soon that takes care of this and get the mac version up to date as well.

Good to know.


Everyone else (except the unfortunate mac-users! a moment's silence, please...)


... Magic Site Mod has been updated, it has few more sites, and all the sites work properly. Barring any errors on my part, of course.

llamabeast March 18th, 2009 04:33 PM

Re: Patch 3.23
 
3.23 can cause crashes as well as cheating messages. JK's new version fixes that as well, happily.

lch March 18th, 2009 05:26 PM

Re: Patch 3.23
 
Quote:

Originally Posted by llamabeast (Post 680928)
JK's new version fixes that as well, happily.

It's out already?

llamabeast March 18th, 2009 06:00 PM

Re: Patch 3.23
 
It's in beta, but I think it's ready for release.

lch March 18th, 2009 06:04 PM

Re: Patch 3.23
 
Quote:

Originally Posted by llamabeast (Post 680946)
It's in beta, but I think it's ready for release.

Did you see Wrana's post in the bug thread? I wouldn't rush it.

Edi March 18th, 2009 06:27 PM

Re: Patch 3.23
 
Not getting any crashes with a vanilla test game of Patala with 3.23b, so that seems to have been taken care of as well.

VedalkenBear March 18th, 2009 09:45 PM

Re: Patch 3.23
 
Edi: I can say that testing Jomon post-patch, I did get messages about making too much money. In almost all cases, I had a random event the same turn that gave me money. In one case, I had a random event that lost me money.

While discussing it... Jomon is much more interesting now. I may have something of an overview of it by late next week.

Also, would it be too much trouble to have the exact game mechanics of the new Holy spells for Jomon? The description of the spell(s) are quite flavorful, but they make little sense to me.

I understand the Air one, and the Nature one. It would seem the Earth one is targeted at non-normal units (perhaps only Undead/Demon), but the Water one I don't understand. I haven't seen the Fire one yet.

lch March 18th, 2009 10:21 PM

Re: Patch 3.23
 
Quote:

Originally Posted by VedalkenBear (Post 680988)
I understand the Air one, and the Nature one. It would seem the Earth one is targeted at non-normal units (perhaps only Undead/Demon), but the Water one I don't understand. I haven't seen the Fire one yet.

Water sounds like it makes the caster recover fatigue, fire sounds like a Charm effect.

Slobby March 18th, 2009 10:47 PM

Re: Patch 3.23
 
:up: Thank you Illwinter, I adore the additions to Jomon. :D

VedalkenBear March 18th, 2009 10:59 PM

Re: Patch 3.23
 
Ich: Thanks. I must say, the range on the fire spell makes it... um, not ideal.

And wow, Jomon's underwater units are killer. I'm not sure how well they'll do against R'lyeh, but they're certainly as good as what anyone other than R'lyeh can field there. I'm not sure other than luck with mercs how you're expected to get that initial toehold. Kappa?

archaeolept March 18th, 2009 11:09 PM

Re: Patch 3.23
 
kappas, or any of the items. jomon can't be faulted for having insufficient path options. my first littoral foray playing jomon was with their hvy cav and pills of breathing.

Rysith March 19th, 2009 01:06 AM

Re: Patch 3.23
 
So, I just installed patch 3.23b and am now getting freezes on turn generation in SP at "AI Thinking", first turn. No mods or anything like that. Any ideas on cause/solution?

VedalkenBear March 19th, 2009 01:09 AM

Re: Patch 3.23
 
Archae: Yes, they have a few options, but the Kappa are expensive to summon and maintain (in every way). The real issue is that they have no starting Water income. That means that the Pills are really your only option, and particularly with the new patch, the Air gems are extremely valuable (Dai Tengu are incredibly good.)

Although, I guess a good option to blitz the water would be to take an Awake Lady of Fortune. As I recall, she grants waterbreathing to some people in her army.

If you can get into the water early enough, you can dominate by completely losing one of Jomon's crippling long-term problems: upkeep. Considering the Ryujin is your best recruitable mage (by a wide margin) and you can recruit Monks in your surface forts. That would make most of your mages sacred. (You'll want some Onmyoji for Astral magic.)

Also, I'll note that the Arrow Fend Holy spell scales with your Holy level. This means that an Air/Nature Prophet has AoE 4 Arrow Fend for 0 base Fatigue. (Also: Dai Tengu can do this naturally.)

For those that want to Prophetize a Mage, I suggest a Master Shugenja over an Onmyoji, as the Master Shugenja is guaranteed to get the Nature pick required for the personal buff (which allows him to throw Fanaticism).

Edi March 19th, 2009 03:22 AM

Re: Patch 3.23
 
Master Shugenja has guaranteed nature, but no astral. Onmyo-ji will take a while to get nature, but then he can pathboost twice (sign, then Power of the Spheres, and if he has water, meditation sign), which will be deadly in a reverse communion.

The water sign halves current fatigue.

Micah March 19th, 2009 04:36 AM

Re: Patch 3.23
 
teaching sign and PotS aren't the same effect? That's surprising.

Meglobob March 19th, 2009 05:37 AM

Re: Patch 3.23
 
Just like to thank Illwinter for another great patch and the additions to Jomon look great.:)

Edi March 19th, 2009 06:19 AM

Re: Patch 3.23
 
Quote:

Originally Posted by Micah (Post 681045)
teaching sign and PotS aren't the same effect? That's surprising.

Hmm, could be the same, but I'm not sure. Teaching sign is caster only, +1 all paths. Power of the Spheres should do the same thing a different way. At least it should be tested, because if you can get +2 all paths with two spells and then perhaps use another booster spell to add to certain ones, it could lead to all kinds of funny business on the battlefield.

Poopsi March 19th, 2009 07:39 AM

Re: Patch 3.23
 
A comment on site searching spells: They might not autoaim on your capital anymore, but they DO autoaim on enemy capitals.

lch March 19th, 2009 07:45 AM

Re: Patch 3.23
 
Quote:

Originally Posted by Edi (Post 681050)
Quote:

Originally Posted by Micah (Post 681045)
teaching sign and PotS aren't the same effect? That's surprising.

Hmm, could be the same, but I'm not sure. Teaching sign is caster only, +1 all paths.

According to the data, Power of the Spheres and Teaching Sign work exactly the same way, they have the same effect & "damage".

Edi March 19th, 2009 08:04 AM

Re: Patch 3.23
 
Quote:

Originally Posted by lch (Post 681056)
Quote:

Originally Posted by Edi (Post 681050)
Quote:

Originally Posted by Micah (Post 681045)
teaching sign and PotS aren't the same effect? That's surprising.

Hmm, could be the same, but I'm not sure. Teaching sign is caster only, +1 all paths.

According to the data, Power of the Spheres and Teaching Sign work exactly the same way, they have the same effect & "damage".

Then the question becomes, since they are different spells, can they be stacked? If not, then the Shugenja is indeed a better prophet than onmyo-ji

llamabeast March 19th, 2009 08:07 AM

Re: Patch 3.23
 
I doubt they can be stacked if they're the same effect. Mostly that kind of thing doesn't work (e.g. Iron Will and Resist Magic).

Sombre March 19th, 2009 08:17 AM

Re: Patch 3.23
 
I bet my farm they can't be stacked.

lch March 19th, 2009 09:23 AM

Re: Patch 3.23
 
Quote:

Originally Posted by Edi (Post 681061)
Then the question becomes, since they are different spells, can they be stacked?

Spells buffs work by adding flags to the units. Since those two enable the same flag, I'm pretty sure they won't stack, same as "Iron Will" doesn't stack with "Antimagic". The effect would stack with e.g. a Ring of Wizardry, which uses a different mechanic to raise magic levels.

VedalkenBear March 19th, 2009 06:34 PM

Re: Patch 3.23
 
Mm, sorry to raise such a controversial issue. As I recall, you can't use a Matrix to do a reverse communion? If so, that's an easy way out.

Besides, I was more meaning to use a Master Shugenja to power early expansion. Once you have the need (and capability) to fuel a mass reverse communion, you can always kill off the Shugenja and prophetize an Onmyoji.

Gregstrom March 19th, 2009 07:01 PM

Re: Patch 3.23
 
Matrix does the same communion effect as the spell, so there's no reason a reverse communion wouldn't work with it.

archaeolept March 19th, 2009 07:02 PM

Re: Patch 3.23
 
it's not controversial, there's just no reason to think the spell will stack w/ PotS, and reason to think that it wouldn't. As such, there is no reason to wait to prophetize some onmyoji; i'd either recruit a shugenja first turn, or just do the usual and prophetize the starting ninja.


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