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

Taqwus March 6th, 2005 06:50 PM

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.

tinkthank March 9th, 2005 08:59 AM

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).

Saber Cherry March 9th, 2005 03:16 PM

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

Stab West March 15th, 2005 12:05 AM

Re: Dominions II Bug Thread
 
I got this bug,
Error : Nagot gick fel

automelee: molesting the dead

What does this mean?

RonD March 25th, 2005 02:10 PM

Re: Dominions II Bug Thread
 
Quote:

Stab West said:
I got this bug,
Error : Nagot gick fel

automelee: molesting the dead

What does this mean?

I have no idea - but it sure gave me a chuckle.

Endoperez March 25th, 2005 02:16 PM

Re: Dominions II Bug Thread
 
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".

RonD March 25th, 2005 02:22 PM

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?

Turin March 25th, 2005 03:55 PM

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.

RonD March 25th, 2005 04:07 PM

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

ioticus April 3rd, 2005 02:55 AM

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?

Alneyan April 3rd, 2005 07:04 AM

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).

ioticus April 3rd, 2005 12:57 PM

Re: Dominions II Bug Thread
 
Quote:

Alneyan said:
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).

My entire army was still on the field. I watched the battle several times and it never said I routed. Is there any way to send a file of the replay? It's too late now, but in the future if it happens again?

Agrajag April 3rd, 2005 01:10 PM

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).

ioticus April 3rd, 2005 01:33 PM

Re: Dominions II Bug Thread
 
Quote:

Agrajag said:
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).

What turn files do I need to save? The game was single player vs. the AI. I forgot to check the battle report, but I didn't win the province even though the replay showed I did.

Endoperez April 3rd, 2005 02:26 PM

Re: Dominions II Bug Thread
 
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.

Alneyan April 20th, 2005 05:52 AM

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.

Alneyan April 20th, 2005 06:31 AM

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).

Alneyan April 20th, 2005 08:32 AM

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.

Saber Cherry April 20th, 2005 08:54 AM

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.

ioticus April 20th, 2005 12:25 PM

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.

PDF April 20th, 2005 01:05 PM

Re: Dominions II Bug Thread
 
Quote:

ioticus said:
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.

I hardly qualify the latest bugs here "major" http://forum.shrapnelgames.com/image...s/rolleyes.gif...
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

ioticus April 20th, 2005 01:11 PM

Re: Dominions II Bug Thread
 
Quote:

PDF said:
Quote:

ioticus said:
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.

I hardly qualify the latest bugs here "major" http://forum.shrapnelgames.com/image...s/rolleyes.gif...
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

You call spells not working at all or giving bonuses to your enemies "minor?"

PDF April 20th, 2005 01:24 PM

Re: Dominions II Bug Thread
 
Quote:

ioticus said:
Quote:

PDF said:
Quote:

ioticus said:
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.

I hardly qualify the latest bugs here "major" http://forum.shrapnelgames.com/image...s/rolleyes.gif...
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

You call spells not working at all or giving bonuses to your enemies "minor?"

What are you talking about ?

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

ioticus April 20th, 2005 01:47 PM

Re: Dominions II Bug Thread
 
Quote:

PDF said:
Quote:

ioticus said:
Quote:

PDF said:
Quote:

ioticus said:
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.

I hardly qualify the latest bugs here "major" http://forum.shrapnelgames.com/image...s/rolleyes.gif...
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

You call spells not working at all or giving bonuses to your enemies "minor?"

What are you talking about ?

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

I hope you are right about Arcane Masonry, but Iron Walls was already present and still did not increase the strength of the walls.

ioticus April 20th, 2005 02:10 PM

Re: Dominions II Bug Thread
 
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.

Alneyan April 20th, 2005 02:15 PM

Re: Dominions II Bug Thread
 
Self-quoting, with an edit (besieger has become besiging force):

Quote:

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).

In other words, the spell failed to repair already damaged walls (down to 0), with no actual besieging force, so the spell had simply no effect. Defence should have gone back up to 49 or 50 (the maximum), but instead remained at 0, despite the lack of besiegers.

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.

Agrajag April 20th, 2005 02:21 PM

Re: Dominions II Bug Thread
 
That's kind of an oxymoron, isnt it?
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!

ioticus April 20th, 2005 02:23 PM

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

ioticus April 20th, 2005 02:27 PM

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?

Agrajag April 20th, 2005 04:32 PM

Re: Dominions II Bug Thread
 
Quote:

ioticus said:
By the way, what kind of bugs would you guys consider major? Does it have to reformat your hard drive or crash your computer?

Those are good examples.
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!).

ioticus April 20th, 2005 04:54 PM

Re: Dominions II Bug Thread
 
Quote:

Agrajag said:
Quote:

ioticus said:
By the way, what kind of bugs would you guys consider major? Does it have to reformat your hard drive or crash your computer?

Those are good examples.
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!).

Ah, I see. I don't consider major bugs as necessarily game breaking. I would call those critical or "game-breaking" bugs. But this is semantics. My main point is that I don't consider the above bugs to be "minor" or unimportant. For me, a minor bug would be graphics glitches that don't really affect game play or, for example, a spell giving a +3 modifier instead of a +1. Major bugs for me are features that are broken or don't work at all like the 2 spells mentioned.

Gandalf Parker April 20th, 2005 05:12 PM

Re: Dominions II Bug Thread
 
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.

ioticus April 20th, 2005 05:46 PM

Re: Dominions II Bug Thread
 
Quote:

Gandalf Parker said:
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.

Agreed. As a personal example, I asked Illwinter to fix the bug that allowed you to recruit while under siege, and they fixed it. Dominions 2 is an awesome game and the developers give awesome support, no question. I wish other developers like Creative Assembly were as supportive.

Chazar April 20th, 2005 05:56 PM

Re: Dominions II Bug Thread
 
Quote:

ioticus said:Also, I think these spells would be *very* useful if they worked right.

Hmm, maybe the fact that this bug went unnoticed for so long shows that the spells we not regarded as useful by many players? http://forum.shrapnelgames.com/image...s/confused.gif Of course, it could have been the other way around: players ignored the spells because of the bug, but I really doubt it if you look at this forum and see how neatly almost all parts of the game have been dissected by the players...

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

ioticus April 20th, 2005 06:20 PM

Re: Dominions II Bug Thread
 
Quote:

Chazar said:
Quote:

ioticus said:Also, I think these spells would be *very* useful if they worked right.

Hmm, maybe the fact that this bug went unnoticed for so long shows that the spells we not regarded as useful by many players? http://forum.shrapnelgames.com/image...s/confused.gif Of course, it could have been the other way around: players ignored the spells because of the bug, but I really doubt it if you look at this forum and see how neatly almost all parts of the game have been dissected by the players...

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

Or maybe the spells were broken in a later patch. The spells look very useful to me, since you're getting a 20 point defense bonus for each earth gem invested. That's pretty cheap, I think. It could make the difference of getting reinforcements to the castle in time or losing it to an attack. It's not just that though, I think it gives the defender a cool way of boosting his defense if he buys a low defense building like a watch tower. Especially for a high level earth mage, Arcane Masonry would be a nice spell since you can increase your defense by an additional 25 (beyond the 100 base) points per earth level above 3!

Graeme Dice April 20th, 2005 09:31 PM

Re: Dominions II Bug Thread
 
Quote:

ioticus said:
I also just tested Iron Walls and it had no effect on wall strength both before and after the walls were damaged.

What were the parameters of your test?

Quote:

Also, I think these spells would be *very* useful if they worked right.

That's unlikely, since they are expensive both in gems and mage time compared to the fairly small benefit they give you. If they were low level, say around research level 3, took 5-10 gems, and only required an earth 1 or 2 mage, then they'd be powerful spells.

ioticus April 20th, 2005 10:46 PM

Re: Dominions II Bug Thread
 
Quote:

Graeme Dice said:
Quote:

ioticus said:
I also just tested Iron Walls and it had no effect on wall strength both before and after the walls were damaged.

What were the parameters of your test?

Not sure what parameters you want, but I set up a test 2 player game and let an army siege a watch tower while an earth 3 mage cast Arcane Masonry inside the tower. I looked at the amount of defense remaining after repeatedly casting the spell and it never once increased the defense. I tested this both before and after the tower was breached. I tested the same way with a higher level earth mage casting Iron Walls, which also had no effect on tower defense.

Quote:

Also, I think these spells would be *very* useful if they worked right.

That's unlikely, since they are expensive both in gems and mage time compared to the fairly small benefit they give you. If they were low level, say around research level 3, took 5-10 gems, and only required an earth 1 or 2 mage, then they'd be powerful spells.

Perhaps so, but I think they are nice spell concepts that I hope to see return in useable form in Dominions 3 at least.

Graeme Dice April 20th, 2005 11:18 PM

Re: Dominions II Bug Thread
 
Quote:

ioticus said:
Not sure what parameters you want, but I set up a test 2 player game and let an army siege a watch tower while an earth 3 mage cast Arcane Masonry inside the tower.

What I need is how many defenders and besiegers you had, what the strength on each unit is, and whether any of them flew or had siege bonuses.

ioticus April 20th, 2005 11:33 PM

Re: Dominions II Bug Thread
 
Quote:

Graeme Dice said:
Quote:

ioticus said:
Not sure what parameters you want, but I set up a test 2 player game and let an army siege a watch tower while an earth 3 mage cast Arcane Masonry inside the tower.

What I need is how many defenders and besiegers you had, what the strength on each unit is, and whether any of them flew or had siege bonuses.

I don't know since I didn't write it down. I don't see why it would be necessary though because I watched the defense value of the tower go down every turn despite casting the spell multiple times. Why would you need more info than that?

Graeme Dice April 21st, 2005 12:09 AM

Re: Dominions II Bug Thread
 
Quote:

ioticus said:
I don't know since I didn't write it down. I don't see why it would be necessary though because I watched the defense value of the tower go down every turn despite casting the spell multiple times. Why would you need more info than that?

If we don't know how many troops and what their sieging strength is, then we can't be certain that the spells aren't working.

ioticus April 21st, 2005 12:27 AM

Re: Dominions II Bug Thread
 
Quote:

Graeme Dice said:
Quote:

ioticus said:
I don't know since I didn't write it down. I don't see why it would be necessary though because I watched the defense value of the tower go down every turn despite casting the spell multiple times. Why would you need more info than that?

If we don't know how many troops and what their sieging strength is, then we can't be certain that the spells aren't working.

But if I see the the tower defense decreasing every turn how could the spell possibly be working? If it worked, you would see the defense increase (from the previous turn) on the turn you used it. You do know you can check the defense value of the tower during a siege, right?

Graeme Dice April 21st, 2005 02:40 AM

Re: Dominions II Bug Thread
 
Quote:

ioticus said:
But if I see the the tower defense decreasing every turn how could the spell possibly be working?

Without complete information, it's impossible to determine whether the behaviour you are seeing is a bug, or is the normal behaviour.

Arralen April 21st, 2005 05:51 AM

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

Alneyan April 21st, 2005 06:13 AM

Re: Dominions II Bug Thread
 
Quote:

Graeme Dice said:
Quote:

ioticus said:
But if I see the the tower defense decreasing every turn how could the spell possibly be working?

Without complete information, it's impossible to determine whether the behaviour you are seeing is a bug, or is the normal behaviour.

One commander with 10 strength besieging, one commander with 10 strength defending, defence sticking at 0 after multiple castings of Arcane Masonry; that looks clear enough to me.

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).

Chazar April 21st, 2005 06:23 AM

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?

Endoperez April 21st, 2005 12:50 PM

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.

Turin April 21st, 2005 03:35 PM

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.

Alneyan April 21st, 2005 03:38 PM

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.

Saber Cherry April 27th, 2005 07:50 AM

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.

Jurri April 27th, 2005 08:13 AM

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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