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

Saber Cherry April 30th, 2005 07:56 AM

Re: Dominions II Bug Thread
 
Big bug (2.16): My defending forces lost castle-storming battles, and some units retreated. To the adjacent province. In other words, they did not die like they should have.

Also, commanders set to "retreat" will retreat during castle battles, which they shouldn't do... IMO.

ioticus April 30th, 2005 01:00 PM

Re: Dominions II Bug Thread
 
Quote:

Saber Cherry said:
Big bug (2.16): My defending forces lost castle-storming battles, and some units retreated. To the adjacent province. In other words, they did not die like they should have.

Also, commanders set to "retreat" will retreat during castle battles, which they shouldn't do... IMO.

How do you know that defenders in a siege that retreat are supposed to automatically die?

The Panther April 30th, 2005 08:42 PM

Re: Dominions II Bug Thread
 
The R'lyeh Void Lurker Pretender appears to be bugged. On turn 2, maybe 70-80% of the time, I was losing my Order 3, Growth 3, and Heat 3 scales. The Sloth, Luck, and Magic were unchanged. Usually the scales would go to zero, but occasionally they would go to 1.

I had heard that the scale bug was pretender related and usually happened on Turn 1. But in the case of the Void Lurker, it would happen on Turn 2. Turn 1 was always fine in my tests. It was not just my computer because the game host (Alneyan) was getting the same bug on his computer and also when he hosted the game.

I was using the Zen Pretender plus Scale mods, so that might have had an effect on the bug.

Saber Cherry April 30th, 2005 11:02 PM

Re: Dominions II Bug Thread
 
Quote:

ioticus said:
Quote:

Saber Cherry said:
Big bug (2.16): My defending forces lost castle-storming battles, and some units retreated. To the adjacent province. In other words, they did not die like they should have.

Also, commanders set to "retreat" will retreat during castle battles, which they shouldn't do... IMO.

How do you know that defenders in a siege that retreat are supposed to automatically die?

They are not supposed to be able to leave the castle. If there was a back door, they'd be able to sneak out while under seige.

The Panther May 1st, 2005 12:22 AM

Re: Dominions II Bug Thread
 
There is a neat trick to save troops under seige:

Just attack with all your army on "Retreat", and they will all be saved as long as you own an adjacent province. Or let the enemy storm the castle and the same thing happens. I think this is not a bug but a 'feature'.

Zooko May 1st, 2005 11:22 AM

targetting \"Flight\"
 
I had a noble charioteer of Tien Chi Spring and Autumn, and a Celestial Master (who has innate flying ability).

I put the two of them in one corner of the battlefield, very far from all other of my troops. I wanted to be sure that the Celestial Master would cast Flight on the charioteer, so I scripted him to cast Flight three times.

You know what that stubborn Celestial Master did? He cast Flight on HIMSELF three times in a row.

He's fired. Next turn, I'm scripting him to "Attack Closest".

Boron May 6th, 2005 10:50 PM

Re: targetting \"Flight\"
 
What does this error mean?
I get it when i want to do my turn in my current sp game (around turn 50):
http://www.arcor.de/palb/alben/35/21...3265303030.jpg

I tried to host the turn 3 times, 3 times this error.

RonD May 7th, 2005 09:20 AM

Re:
 
I seem to be the only person having a problem with the newly-started "Invisible Swarm III" game.

I was able to connect and upload a pretender. But now that it is time to play turn 1: I get the "select nation" screen; I select the correct nation; I enter my password; the client downloads a little bit (probably enough for a turn 0 .trn file), but nothing happens - just black in the dom2 window. No new folder under dom2.

I tried a different password, and I do get "wrong password" then, so its not just that I forgot my password already. I shut down the firewall - same result. The other game I'm in is working fine, including downloading a new turn.

I'm pretty sure I have all the correct mod and map files (though if someone says "that's exactly how it will behave if you do not have the correct mod or map file" I will check those yet again).


Anyone seen this before, or have any ideas?

Boron May 17th, 2005 09:16 AM

Re: Dominions II Bug Thread
 
With stealthy commanders the move+patrol order is not useable.

Jurri May 17th, 2005 10:18 AM

Re: Dominions II Bug Thread
 
I think it is; you just need to first change the order to move, and then change it again to move and patrol.

Boron May 26th, 2005 10:08 PM

Re: targetting \"Flight\"
 
Quote:

Boron said:
What does this error mean?
I get it when i want to do my turn in my current sp game (around turn 50):
http://www.arcor.de/palb/alben/35/21...3265303030.jpg

I tried to host the turn 3 times, 3 times this error.

I got this error now again in my new SP Faerun Game on turn 67. I was playing with Zens 4 mods and with my own small hoard+aimod which does the following :

<font class="small">Code:</font><hr /><pre>
#modname "easier hoard"
#description "revenant is now a clam with 10 pearls / turn"
#version 1.00

-newclam-
#selectspell "Create Revenant"
#path 0 2
#pathlevel 0 2
#fatiguecost 15000
#end

#selectmonster 396
#name "living clam"
#hp 200
#mr 30
#gemprod 4 10
#immobile
#end

-newFF-
#selectspell "Revive King"
#path 0 6
#pathlevel 0 1
#path 1 0
#pathlevel 1 1
#fatiguecost 15000
#end

#selectmonster 188
#name "living fetish"
#hp 200
#mr 30
#gemprod 0 10
#immobile
#magicskill 0 1
#end

-scales,Aifriendly-
#supplymult 1000
#resourcemult 500

</pre><hr />

What does this error mean?
It gets frustrating now because it seems i can't play sp anymore http://forum.shrapnelgames.com/images/smilies/frown.gif.

Taqwus May 27th, 2005 01:14 PM

Re: targetting \"Flight\"
 
unr = unit number.

The main time I've seen this happen is when I'm deliberately prolonging a game with vast amounts of unit generation (e.g. undead Ermor or Pangaea theme, or ludicrous amounts of Mound Fiend reanimation spamming plus Vine Ogre factories). Too many units could make the game crash with that error.

Agrajag May 28th, 2005 06:42 PM

Re: targetting \"Flight\"
 
Interesting, I guess that -1 number is supposed to be the bad unit number, which would suggest an overflow (that is, the unit number goes beyond what the assigned memory slot can contain, such as an integer being inserted a value over 32767).
Reminds me of a similar thing in the game Sacred, where your stats (Strength etc.) could overflow and suddenly be reset to 0.

Boron May 28th, 2005 09:16 PM

Re: targetting \"Flight\"
 
Hm according to the Unitsizegraph ermor should have not more than a maximum of 10000 troops.
If i understand Zen correctly each nation can have up to 32000 troops.

Could it be something else theoretically too?

Endoperez May 30th, 2005 07:38 AM

Re: targetting \"Flight\"
 
I thought is was 32000 units TOTAL, all nations combined.

Agrajag May 30th, 2005 02:15 PM

Re: targetting \"Flight\"
 
Most probably 32767 units Total, all nations combined, since each unit has its own special ID, there can't be identical IDs in different nations. And since the number you mentioned was 32000, I guess that actually means 32767, the size of an int =p

Boron May 31st, 2005 10:23 AM

Re: targetting \"Flight\"
 
Hm it is weird.
I edited the Minimap in order to test it.

Now the strange outcome :
A commander can have 999 Units per Squad.

For simplicity i made Banelords with 4 Squads a 500 Vine Ogres.

If i do 16 such banelords everything works fine.
With 17 too. 17 such banelords are 17x2001 units = 34017 units.
If i do though 20 or more Banelords only 17 banelords are shown and the last one is empty.

So the unitlimit is somewhere between 34000 - 40000 units for one nation.

In my Faerun game there were never that many units though, rather around 10-20k in total.
So my bug is probably something else http://forum.shrapnelgames.com/images/smilies/frown.gif.

If you have that many units there is another bug too :
You can only see around 5000 units in the army setup screen.
If you deploy them in the garrison though you see another 5000 units etc. so you see always only around 2-3 Banelords.
That could become a problem in a normal mp game too, at least for a successful AE ermor on faerun.

Boron May 31st, 2005 10:48 AM

Re: targetting \"Flight\"
 
1 Attachment(s)
I tried to do a battle with the 34000 Vine Ogres now but Dominions freezed while loading the new turn http://forum.shrapnelgames.com/images/smilies/frown.gif.

I attached the edited Minimap-file, if someone wants to test it feel free to do so http://forum.shrapnelgames.com/images/smilies/happy.gif.

Edit:
Finally another test: I copypasted the 34000 Vine Ogres for the 2nd nation too. Result : The 2nd nation gets no Vine Ogres + Banelords at all while the 1st nation has 16 "full" Vineogre Banelords and 1 "empty" 17th banelord without Vineogres.

So the Unitlimit seems to be a little bit more than 34000 for all nations together.
That is far more limiting than i thought. Please consider this for Dominions 3 Illwinter and increase the Unitlimit to at least 10 Million units because i love to play on huge Maps like Faerun.
The "small" 34000 Unit limit might even affect us in mp in our new faerun mp http://forum.shrapnelgames.com/images/smilies/frown.gif.
Since we had a full faerun quite quickly i think i am not the only one who likes gigantic battles so it is imho an important issue for a further patch and dominions 3 http://forum.shrapnelgames.com/images/smilies/happy.gif.

Boron May 31st, 2005 11:43 AM

Re: targetting \"Flight\"
 
Finally another test:
I modified the unitview map by giving pythium 100 ermor AE arch bishops and put them on reanimate longdead horsemen and just clicked end turn for 60 turns, then they had 30000 Longdead Horsemen reanimated.
On turn 61 it stopped at 30420 and stayed there for 5 more turns. I tried to recruit other units, they simply didn't show up.

So the indeps count for the unitlimit too !

The game did not crash though i simply couldn't buy any more units neither with pythium nor abysia, the 2nd testnation which did nothing.

So my error i got in Faerun has to be something else http://forum.shrapnelgames.com/images/smilies/frown.gif

ioticus June 1st, 2005 12:23 AM

Re: targetting \"Flight\"
 
If you click on an action that a unit is performing on the nation overview screen, sometimes the menu that should let should change the action is too far to the right or completely off the screen so you can't change it.

ioticus June 2nd, 2005 12:08 AM

Re: targetting \"Flight\"
 
Recently, I started playing with the music off. Since doing this, I notice sometimes at random I can hear a static sound for a split second and the light in the front of my computer cuts off and comes back on quickly. Anyone know what could be happening?

Zooko June 21st, 2005 03:33 PM

.2h files corrupted or incompatible?
 
nevermind

Molog June 24th, 2005 12:32 PM

Re:
 
There is some strange stuff happening with the research sliders.

You can't select every number of research points. If you use the plus or minus keys research points sometimes increase with 1, 2 or 3 points. Increasing and decreasing will not use the same intervals. You can go from 62 to 64 to 67, but decreasing from 67 will get 67, 65, 64, 62.

Molog June 26th, 2005 10:48 AM

Re:
 
Playing in a game as carrion woods. The mercenary might Pak-Ur costs me 50 gold to hire ont he hiring screen and it says underneath that he costs 80 gold for other nations. All other mercenearies cost more for pangea.

Can provide turn if wanted.

Don't know if this is bug or feature.

SurvivalistMerc July 1st, 2005 05:25 PM

Re:
 
Is anyone else having problems recruiting from conquered independent provinces without fortifications? Sometimes the troop buy goes through and sometimes it doesn't. I particularly have this problem when I start and stop the game often.

Endoperez July 1st, 2005 07:23 PM

Re:
 
Are you sure the unability to recruit isn't because thereare no resources in the province? If it's really a bug that prevents from recruiting, it is a big one.

Agrajag July 2nd, 2005 05:32 AM

Bug?
 
I don't know if you can call this a bug or a feature, but if two province attack events happen in the same turn, both of the conquerers cooperate.
For example, in a SP game, I just had a "local lord revealed as vampire" and "evil necromancer wants your land for resources" and both of them cooperated (just like 2 ghost rider attacks).

Endoperez July 2nd, 2005 07:46 PM

Re: Bug?
 
Quote:

Agrajag said:
I don't know if you can call this a bug or a feature, but if two province attack events happen in the same turn, both of the conquerers cooperate.
For example, in a SP game, I just had a "local lord revealed as vampire" and "evil necromancer wants your land for resources" and both of them cooperated (just like 2 ghost rider attacks).

Wow, that is COOL! Definitely something that should stay as a feature, possibly making sure some too strange combinations can't happen.

FrankTrollman July 8th, 2005 11:59 PM

Poison Resistance
 
Bug: A spellcaster who has any Poison Resistance will not cast "resist poison", even if you script it.

This means, for instance, that a Great Kraken won't set his Poison Resistance to 100% because he already has a PR of 50%. That's not good, because Great Krakens poison themselves all the time.

-Frank

Endoperez July 9th, 2005 04:10 AM

Re: Poison Resistance
 
Known, and also affects any other resistables (fire/cold/shock).

Ed Kolis July 12th, 2005 06:27 PM

Re: Poison Resistance
 
In the Linux version, if you try to connect to a server that's down using the command line, the screen goes black save for the mouse cursor and the only way to get out of the game is to switch to another virtual terminal and "kill -9" the process.

Ed Kolis July 21st, 2005 05:39 PM

Re: Poison Resistance
 
All right, that last one isn't all that reproducible, but here's one that is: set someone to research or something and then order him to forge something but hit cancel on the forge screen; his order will be reset to defend, not research or whatever he was doing before.

fmunoz July 21st, 2005 09:20 PM

Inmobile Patrol Bug
 
Immobile creatures could be set to patrol if you set the orders in group where you select a non-inmobile commander.
Not sure about storm castle and break siege.

Ed Kolis July 24th, 2005 09:45 PM

Re:
 
If you try to log in to a multiplayer game in which your empire is dead, the login screen kinda goes haywire... http://forum.shrapnelgames.com/image...ies/tongue.gif

Edi July 25th, 2005 01:00 PM

Re:
 
Quote:

Molog said:
Playing in a game as carrion woods. The mercenary might Pak-Ur costs me 50 gold to hire ont he hiring screen and it says underneath that he costs 80 gold for other nations. All other mercenearies cost more for pangea.

Can provide turn if wanted.

Don't know if this is bug or feature.

All mercenaries have some preferred nation over another. Pangaea gets favorable prices for Pak-Ur and the crossbreed mercenary companies. Marignon gets favorable treatment from the pikeman companies led by inquisitors and T'ien Chi from the Green Horde, for example. No bug.

Edi

NTJedi July 25th, 2005 06:05 PM

Better Map Editor
 
Moving this to the "WISHLIST" topic. With an improved and more user friendly map editor the game will have more maps made available. My suggestions below:

1) Ability to create a map, the provinces and basic settings within the map editor itself... instead of using GIMP or another tool.

2) Ability to create events which occur during specific turns or when a specific province gets occupied or when a specific graph measurement is reached.
This would allow for more interesting and creative maps.

3) Ability to disable specific spells, items, or units. Thus players could remove stuff they feel are unbalanced or weaknesses for the computer AI.
example... during a recent game I noticed the computer AI with high research summon at least 20 cave drakes during late game. Would be nice to sometimes disable a spell like this since I very rarely use the spell and it only wastes gems by the computer AI.

4) Ability to add or improve the computer AI via scripts. This was done within Neverwinter Nights with great success!

5) Ability to place a limit for the number of each building type(forts, labs, temples). Map makers can then provide maps where gamers would need to place these buildings in more strategic locations.

6) Ability to easily change the units which can be recruited within a province. Many of these weak units such as militia are purchased in mass numbers by the computer AI. Allowing map makers to easily provide more useful units within a province can make the AI more challenging.

7) Lots of other great ideas exist within other turn-based strategy games. The two best map editors I know would be AgeofWonders:ShadowMagic and HeroesofMight&amp;Magic_3. I definitely believe examining these map editors would provide some ideas for Dominions_3.

thejeff August 2nd, 2005 09:34 AM

Dying immortals?
 
I just had an immortal pretender lose a battle and not return. The province had +1 dominion both before and after the battle, and he had a dominion bonus to hit points during the battle, so it really should have been friendly dominion. Early in the game with no bordering enemy candles, so I don't see why dominion would have dropped anyway.

I've seen a few references to similar things as a bug, but not recently. Is this still known to be a problem? Is it related to the reincarnation bug? Should I expect someone else in the game to have an uberpowerful light infantry or something?

SurvivalistMerc August 5th, 2005 07:54 PM

Re: Dying immortals?
 
Yes, Endoperez. This was in a situation in which the resources listed would allow me to recruit the unit on the individual turn. You can try it with priests.

I recruit a priest in one turn with plenty of resources for him. (The little 2-holy guy I use mainly against undead.) The following turn, still a resource surplus, he is still in the queue, and I can get the 50 gold back if I want by removing him from the queue.

May have something to do with my system which is a laptop and with frequently interrupting the game. It only happens when I leave the game, let it exit, then come back.

Endoperez August 5th, 2005 08:53 PM

Re: Dying immortals?
 
Well, the only other non-bug reason I can think of is high unrest, but that would probably be quite easy to notice... And I rarely have over 100 unrest in my provinces! I would have to work for it!

Kristoffer O August 6th, 2005 03:42 AM

Re:
 
How come there is a page 73 that i can't see?

Kristoffer O August 6th, 2005 03:44 AM

Re:
 
Now I can see it. I seems to have answered a post from NTJedi. I suppose there was a removed post or something.

Endoperez August 6th, 2005 06:38 PM

Re:
 
In fact, it is a minor forum bug: every time a page is full, a new page is added. The new page won't have any visible posts on it before yet another message is posted.

Agrajag August 7th, 2005 01:41 AM

Re:
 
Actually, on the bug thread, it happens much sooner, sometimes three messages before the next page should have even been created.
Atleast from where I'm standing http://forum.shrapnelgames.com/images/smilies/happy.gif

The DarkOne August 15th, 2005 06:20 PM

Re:
 
Here is interesting bug i have never heard of. I had one of my abyssian slayers lose an arm and later when i gave him a fire plate he kept his chain mail cuirass as well and ended up with 21 in protection instead of 12 as he should have.
Guess being one armed isn't so bad after all http://forum.shrapnelgames.com/image...es/biggrin.gif

Cainehill August 21st, 2005 01:12 PM

Vanishing Berserk Status
 

Disappointing little bug : sometimes a commander or unit will already have gone berserk, be sitting there fighting after the rest of the army has routed, and then... Berserk goes away, lowering strength, protection, etc, and causing the unit to run away when it never should have.

Seen it before, and just had it happen with a berserk+7 commander in a test game.

ioticus August 22nd, 2005 09:55 PM

Graphics glitch
 
Does anyone else get a strange shimmering effect on the bottom edge of the maps?

Zooko August 28th, 2005 12:08 PM

-preexec does what exactly?
 
The help text made me think that -preexec would go off once per turn, before the new turn is generated, and -postexec would go off once per turn, after the new turn is generated. But in practice, -preexec seems to do nothing at all and -postexec seems to work as I expected.

FrankTrollman August 28th, 2005 04:17 PM

Re: -preexec does what exactly?
 
Quote:

Disappointing little bug : sometimes a commander or unit will already have gone berserk, be sitting there fighting after the rest of the army has routed, and then... Berserk goes away, lowering strength, protection, etc, and causing the unit to run away when it never should have.

If a berserk unit passes out from fatugue, they wake up not berserk. I don't think that's a bug, although I haven't found reference to this in the documentation anywhere - thus making it a "hidden feature".

-Frank

archaeolept September 23rd, 2005 06:06 PM

Re:
 
another global bug.

we are using the combined balance mod, but the only change to one of the spells was lowering the path requirement for mechanical militia.

Situation: only globals cast so far were (in order) mother oak, mechanical militia, stellar focus.

My pretender then cast gift of health. everyone got the message that it had been cast, along w/ appropriate flavour text; but it did not exist in the globals screen. Moreover, mechanical militia also ceased to exist. While it is possible that AI c'tis cast a dispel, this seems highly unlikely since its pretty early, and hard to believe that c'tis had the astral. Most likely, I think these two occurrences are related somehow.

spirokeat October 1st, 2005 07:55 AM

Re:
 
I equiped a black servant with bane venom charm. His first turn he spent in a neutral province, that had no defenders as I had just lesser horror'd it to clear defences.

The message stated he had killed 270 people. upon selecting him to move him again, he had gained 25700XP and was top of the hero list with a special ability, though his kills were listed as 0.

Spiro


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