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-   -   Bug: Bug Thread: Discussion (http://forum.shrapnelgames.com/showthread.php?t=30593)

rdonj October 25th, 2008 07:47 AM

Re: Bug Thread: Discussion
 
I'm aware it was a known issue, I was just hoping there was a particular correlation between immortal ritual casters and globals not dropping that would solve the bug :) Specifically my point about the master w/the iron crutch was that having killed him and taken the fort in seperate battles on the same turn the game didn't think he actually was dead, which may or may not be a completely seperate bug.

Edi October 25th, 2008 08:25 AM

Re: Bug Thread: Discussion
 
rdonj, maybe. It'd be nice if the defeated nation globals one was solved first. Then we would have more conclusive premises to go from.

vfb, the Warlord has twin axes (17), but when prophetized and turned into a Warmaster (different unit), it also changes the axes to Battleaxes (18), which is a 2-h weapon. Make a test game with Abysia and prophetize the warlord, then pay attention to the details of the changed form. In that game you can't take a look because the trident and the affliction prevent you. As illogical as it sounds in this case, it's WAD.

A warmaster is so tough that what everyone else requires two hands to wield, he swings around one-handed. At least until he loses an arm, at which point I guess he overbalances or something and has to drop both of them... ;)

vfb October 25th, 2008 09:20 AM

Re: Bug Thread: Discussion
 
Thanks Edi! Sorry, I only had one Warmaster, and I didn't notice the weapon change because I'd already lost the arm, overbalanced, and dropped all my battleaxes. I was looking at the recruitable Warlord. My mistake. :banghead

Thanks for taking the time to explain it to me!

Micah October 27th, 2008 02:43 PM

Re: Bug Thread: Discussion
 
Pardon if this has been reported already, but an immortal unit casting a BE and then getting killed (at least in friendly dom) results in the BE staying up until the end of the battle. I would think that having your body be utterly destroyed would be slightly more detrimental to the concentration required to maintain a spell than, say, running away, but what do I know? =)

Edi October 27th, 2008 04:43 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Micah (Post 648519)
Pardon if this has been reported already, but an immortal unit casting a BE and then getting killed (at least in friendly dom) results in the BE staying up until the end of the battle. I would think that having your body be utterly destroyed would be slightly more detrimental to the concentration required to maintain a spell than, say, running away, but what do I know? =)

I think that's probably a side effect of an immortal in friendly dominion getting whacked not setting the kill flag or retreat flag for that unit than anything else. Interesting cosmic loophole, though.

rabelais October 30th, 2008 04:14 PM

Re: Bug Thread: Discussion
 
not sure if this is a bug or not... noticed that boar warriors don't get any extra armor for added berserk from a n9 bless... Specifically n9e9 boar warriors should be protection 22, (or 23 for the leader) but seem to top out at 20....is this WAD?

Given how weak the n9 power is I was rather disappointed, since I thought I had found a way to make it mildly useful.

thanks for your time,


Rabe

thejeff October 30th, 2008 04:48 PM

Re: Bug Thread: Discussion
 
Haven't checked the math for the Boar Warriors, but actual protection is some kind of average of natural protection and armor. Berserk adds to the natural protection, but since it's averaged the full bonus doesn't appear.

I suspect that's what's happening with the Boar Warriors.

AreaOfEffect October 30th, 2008 04:51 PM

Re: Bug Thread: Discussion
 
It has a to do with the way natural protection stacks with armor. The benefit is not exactly additive. As far as I can tell the protection from a berserked E9N9 boar warrior is correct at about 20.

Endoperez November 1st, 2008 08:07 AM

Re: Bug Thread: Discussion
 
Poisoned weapons cause poison even when Mirror Image negates the damage from the hit. This might be true for all secondary effects; that is, a hit is a hit even if mirror image negates the damage.



2368 striking with weapon Thorn Staff. att35 def15
hitloc Werewolf strikes Illusionist wl4 diff-4 -> 4
hitunit 2368 2476 dmg5 spec3 ba4
damage 28 on Illusionist, spec0x3 ba4
Mirror Image negated 28 pnts of dmg
hitloc Werewolf strikes Illusionist wl0 diff-1 -> 1
hitunit 2368 2476 dmg15 spec8320 ba1


For comparison, here's the next attack.


2368 striking with weapon Bite. att23 def12
hitloc Werewolf strikes Illusionist wl0 diff-1 -> 4
hitunit 2368 2476 dmg2 spec136314881 ba4
damage 31 on Illusionist, spec0x8200001 ba4
Mirror Image negated 31 pnts of dmg

Edi November 1st, 2008 11:12 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Endoperez (Post 649701)
Poisoned weapons cause poison even when Mirror Image negates the damage from the hit. This might be true for all secondary effects; that is, a hit is a hit even if mirror image negates the damage.



2368 striking with weapon Thorn Staff. att35 def15
hitloc Werewolf strikes Illusionist wl4 diff-4 -> 4
hitunit 2368 2476 dmg5 spec3 ba4
damage 28 on Illusionist, spec0x3 ba4
Mirror Image negated 28 pnts of dmg
hitloc Werewolf strikes Illusionist wl0 diff-1 -> 1
hitunit 2368 2476 dmg15 spec8320 ba1


For comparison, here's the next attack.


2368 striking with weapon Bite. att23 def12
hitloc Werewolf strikes Illusionist wl0 diff-1 -> 4
hitunit 2368 2476 dmg2 spec136314881 ba4
damage 31 on Illusionist, spec0x8200001 ba4
Mirror Image negated 31 pnts of dmg

Bug from user point of view, WAD from game mechanics point of view. Weapon with secondary effect hits unit, mirror image negates damage. Weapon secondary effect (another weapon in itself) then hits the unit and effect is applied since mirror image is no longer in existence. Don't know if that can be changed, but we can ask about it. Might require some more procedures to be written into the hit calculations, though, so it could get complex.


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