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Re: Dominions II Bug Thread
It's still possible to trigger a deterministic game crash (bad unit number) when running up against the game unit limit; perhaps only possible when using multi-unit summons ala Ivy King/Ogres, Mound Fiend/Reanimation.
Some Earth Attack-style replays do not play (NOP), although these do not crash the game anymore. |
Re: Dominions II Bug Thread
My Astrologer casts Gale Gate at the same time an enemy casts Mother Oak; there are 4 globals up. Next turn, I get the message ("A Global Enchantment for My "), and right afterwards "Your Enchantment as been..." overridden by what must be Mother Oak. Fine. The bug: My mage died. There is no message regarding it, nothing. Mage was not assassinated, was in a friendly castle with positive dominion and not diseased. I know it was he who died, since he had a unique Artifact on him (Tome of High Power), which is now reforgeable (I no longer possess it).
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Re: Dominions II Bug Thread
I'll throw in here that the blood spell "Reinvigoration" (sacrifice a slave to remove all fatigue) still does not work in 2.15. It's too bad, because blood slaves are fun to sacrifice in battle http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Dominions II Bug Thread
I got this bug,
Error : Nagot gick fel automelee: molesting the dead What does this mean? |
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I seem to recall a similar post a long time ago. If it is the same case, one of the units in a battle is dead but hasn't been removed. I think that he was places inside castle walls then, and the 50-turn rule routed the attackers.
And if you hadn't heard it before, Något gick fel is Swedish (mother's toung for the Illwinter) and means "Something went wrong". |
Re: Dominions II Bug Thread
In a version 2.15 game, I attacked from a friendly province that remained in my control, yet a (very expensive) commander "died while retreating".
Is there a non-bug explanation for this? |
Re: Dominions II Bug Thread
Was it a flying commander? If it was, check if the provinces are actually connected by pressing the "8" key. If they arenīt connected, you canīt retreat there.
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Re: Dominions II Bug Thread
No, it could not fly, and it attacked from a province right next door (and officially connected).
Ugh - figured it out, and it has been reported before. It was an aquatic commander operating on land with ammy of fish. Of course, it would be extremely cheezy of you to make use of this to try to beat me to resommuning it http://forum.shrapnelgames.com/images/smilies/evil.gif - http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Dominions II Bug Thread
I had a battle where it said the enemy routed and there was nothing left but my army but I didn't get the province. Has this happened to anyone else?
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Re: Dominions II Bug Thread
Perhaps your own army was routing as well? I know I took a couple of provinces though my own army routed, so those provinces were left without a single unit (I only won the battle because some of my troops took a longer time to flee).
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Re: Dominions II Bug Thread
You can save a replay by copying the turn files into some other place before hosting the next turn.
Did this happen in a multiplayer game? Did the battle report say you won or did you only check the replay? Maybe it was because of server-host version incompatibility which is known to cause false battle replays (the battle report is always accurate though). |
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I think the fthrlnd file is only needed for hosting, and that the .2h files only hold the orders. That leaves only the .trn file to contain the actual turn. This is from memory, but should be correct.
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Re: Dominions II Bug Thread
This post (and the one that will follow, once I am done with some testing) has been made with the latest patch (2.16).
At least two players have reported an odd behaviour with the Mind Duel spell, where weak astral mages won against truly powerful ones: a six-level difference resulted in the lesser mage winning and living to tell the tale, while both mages should have been dead; an astral 3 mage also defeated an astral 10 mage and survived. All my tests have been done with the better mage casting the Mind Duel spell, and I was on the defensive both times. - Light of the Northern Star (and the banner) gives +1 to *all* astral mages on the battlefield, enemy mages included. This extra level can be used to cast spells: the Astral-1 R'lyeh Starspawns became Astral-2 Starspawns thanks to my own Banner of the Northern Star, and started casting Mind Burn (a level 2 spell). - An Astral 7 mage came into the battlefield, equipped with the Banner of the Northern Star; so he became a level 8 mage, but the Starspawns were actually level 2 mages. Regardless, my mage cast 200 Magic Duels without being killed in the process, so the Starspawns didn't manage to use their extra Astral level in the Magic Duels. - An Astral 7 mage went in, casting Power of the Spheres this time; all was fine, as expected. - An Astral 6 mage attacked the Starspawns, this time with Power of the Sphere and the Banner. He was a level 8 mage too, and the Starspawns were shown as being level 2 mages, but this mage got killed fairly quickly (the 19th Starspawn killed my mage). The target of the Magic Duel appears to have been killed too. So, it looks like there is something very odd in the behaviour of those two spells, and perhaps in other things as well (Communions?). Two mages, with exactly the same levels, had very different results against the same opponents; the only difference was in the spells used to reach that level. I will be doing further testing on the matter, to try *what* exactly creates that sort of situation. |
Re: Dominions II Bug Thread
Neither the Iron Walls spell (increase defence of a fort by 200 points) nor Arcane Masonry (increase the effective defence of a fort when besieged) appear to be working.
A test involved one unit with a siege bonus of 50; despite the presence of Iron Walls (lasting ten turns), the Watchtower (defence 50) fell in a single turn. Likewise, with a mere commander besieging the tower, and another commander defending the castle, Arcane Masonry failed to repair the walls; the defence was at 0 before the spell was cast, and remained at 0, even though the besieging force was very weak (so the spell had no effect). |
Re: Dominions II Bug Thread
It looks like it is not possible to mod an item by using its number (under the patch 2.16, which should make this sort of modding possible). Changing the path requirements of the Bane Blade/Sword of Sharpness doesn't work when using their unique numbers; using the name only alters the one-handed sword. It looks like it is possible to remove both from the game however. I will create a thread shortly about those two weapons, as it could be my mistake rather than any bug.
On the same matter, both Staffs of Elemental Mastery appear to have the same ID (238), even though their effets are slightly different. They also have the same name ("Magic Staff", oddly enough), but otherwise behave as the Bane Blade/Sword of Sharpness. |
Re: Dominions II Bug Thread
Bug (v2.16):
A unit with 2+ strat moves and "Terrain Survival" cannot move at the full movement rate when commanding fliers. For example, a commander with Swamp Survival cannot move 2 spaces in swamp with Black Hawks under his command, since they lack Swamp Survival - even though they can fly. Try it; it feels very wierd. I would bet that it works the other way, too (giving a flying commander land troops with terrain survival reduces the movement to 1) though I have not tried it. |
Re: Dominions II Bug Thread
Damn, looks like there are still a lot of major bugs in this game http://forum.shrapnelgames.com/images/smilies/frown.gif. I hope Illwinter will fix them in their spare time.
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Re: Dominions II Bug Thread
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But sure IW will patch, but remember that they only work in their spare time anyway ! http://forum.shrapnelgames.com/image...es/biggrin.gif http://forum.shrapnelgames.com/image...es/biggrin.gif http://forum.shrapnelgames.com/images/smilies/happy.gif |
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About Arcane Masonry I suspect it affects the castle *after* the attackers reduce the defense, so is of no use if they can break in in one turn. Anyway even if it worked "properly" it is very seldom used, and quite useless. As for Banner giving increase to all mages I'm not sure at all it's a bug, it could be a feature .. http://forum.shrapnelgames.com/images/smilies/smirk.gif All in all I still don't see anything "major" (as in "game-breaking bug") here.. http://forum.shrapnelgames.com/image...s/rolleyes.gif |
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I just tested Arcane Masonry using version 2.15 and it doesn't work at all even if the walls are not breached in one turn. It does not repair the walls at all. It would be a worthwhile spell if it worked.
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Re: Dominions II Bug Thread
Self-quoting, with an edit (besieger has become besiging force):
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Its effects are supposed to happen before the attacker/defender contest (to the best of my knowledge), so it will only serve a purpose in battles where the besiegers are unable to fully bring down the walls in a single turn. The spell might also be useful in that kind of situation, if it prevents the besiegers from storming the fort: technically, the defence of the fort would go up after the spell is cast, thereby making any storming impossible. The spell is unlikely to have such effects though. |
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If they are working, how is that time considered "spare time"? =P Anyway, those bugs don't qualify as major in my eyes... But important nonetheless! |
Re: Dominions II Bug Thread
I also just tested Iron Walls and it had no effect on wall strength both before and after the walls were damaged. I disagree with PDF that these are not major bugs. Neither spell works at all so you end up wasting valuable gems if you don't know the bugs exist. Also, I think these spells would be *very* useful if they worked right. It's a real shame http://forum.shrapnelgames.com/images/smilies/frown.gif
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Re: Dominions II Bug Thread
By the way, what kind of bugs would you guys consider major? Does it have to reformat your hard drive or crash your computer?
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My definition of a major bug is a "game breaking" bug, such as not being able to move your pretender if you choose nation X, or militia costing -3000 gold (thus giving you 3000 gold per purchase plus 200 gold each day!). |
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I think the fact that this thread shows 69 pages of posts also takes care of the other comment also. Obviously the devs do fix the bugs.
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In any way, I tend to agree that non-functioning spells are certainly worse bugs than merely malfunctioning spells. However, long-term-unnoticed non-functioning spells might first of all be rather a balancing issue... http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/image...es/biggrin.gif |
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Re: Dominions II Bug Thread
Big bad bug - has anyone seen it before?
Spell Ironskin overwrites effects (and icon) from bless effects of "Shroud of The Battle Saint" ! .TRN file is available to the devs if there's interest. As it is from an still ongoing MP game, I wouldn't post it here http://forum.shrapnelgames.com/images/smilies/wink.gif |
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In the case of Iron Walls: one commander with 10 strength and one troop with 1 strength and a 50 siege bonus, one commander with 10 strength defending: watchtower is broken in a single turn, while it should have had 250 defence points (the same happens for forts with a higher defence too). |
Re: Dominions II Bug Thread
This thread is pretty messy http://forum.shrapnelgames.com/images/smilies/frown.gif Has anyone already proposed to open an individual discussion-thread for each bug and merely post the bug-description and the link to the individual thread here (Maybe also including an editable bug-status tag)? What happened to that proposal?
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Re: Dominions II Bug Thread
That has been suggested, as well as a bug-tracking forum. However, this thread was formed so that all bug reports wouldn't be scattered around the forum but be in a single thread. I quess it might work if the links to the threads were posted here.
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Re: Dominions II Bug Thread
is there a bug with relief?
Sometimes the game will lock up(refuse to continue the replay and you canīt exit it either) when you watch a big battle after relief is cast. |
Re: Dominions II Bug Thread
Another player has a similar problem (Jurri): he believes the problem comes from his computer, as the relief spell creates a *lot* of animations. So it could be that your computer is too slow to handle this spell easily, or perhaps the game engine itself has trouble with Relief.
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Re: Dominions II Bug Thread
Bug:
I had a Bane equipped with a Wraith Sword (Bane A) attack another Bane equipped with a Wraith Sword (Bane B) and steal hitpoints. Banes are undead, so isn't this against the rules? I should mention that Bane B was a prophet. |
Re: Dominions II Bug Thread
Lifeless critters don't yield hitpoints, others do (undead or not). I guess it's a feature, not a bug http://forum.shrapnelgames.com/images/smilies/happy.gif
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