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Known bug, happens only with Bane Venom Charm and, IIRC, with Harvester of Sorrows.
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Edit: Edi is right!
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Not Mastema, Mabakiel.
Edi |
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Wither bones removes mist form from non-undead.
Minotaur manikin can still use gore attack after losing their head. Some undead don't have undead leadership when gift of reasoned(eater of dead is one of them i think). |
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I hired The Lost One and he came to me with -3 astral pearls... Perhaps the computer players are cheating and using more gems than it they are allowed to??? http://forum.shrapnelgames.com/image...s/confused.gif
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Re: Lightning Swarm bug / issue
Seems to me that the lightning swarm type weapons (low armor negating damage) shouldn't work the way they do. Right now, even though they're lightning damage and that's why they're armor negating, the weapon has full effect on units that are immune to lightning damage. Since the armor negation comes from lightning, it shouldn't be capable of doing anything to lightning immune troops like mechanical men. Currently, a bunch of spring chickens, er, hawks, or air elementals blow through mechanical men when they shouldn't be able to. |
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Edi |
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but it would be kind of cool to see the eater of the dead turn around and eat the army he was leading
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I had an airqueen cast mists of deception and then retreat. The mists of deception spell remained actived after the airqueen retreated.
The enemy troops kept running around for a long time killing illusions until their side retreated and because they were mindless mostly the army dissolved. Mists of Deception + retreat should be capable of stopping any army in its tracks, seems a bit too strong. Also repeated casting of puppet mastery, relief causes long lockups in the battle replay. It is something graphical, because if you move the view so that the animations aren't rendered, the lockups don't happen. |
Re: Holy Avenger & Poison
I just watched a deathmatch where a great mother killed Atlantis' prophet. Then she took poison damage for a while and was hit by Holy Avenger every round she was suffering it.
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Re: regen
Possible bug, possible terrible luck: I sent a Scorpion King in vs. a handful of Ulmites. Scorp cast Personal Regen and went to attack. Did not seem to regenerate [or took more damage than I realized] but got three Permanent Afflictions: Lost one eye, lost other eye, and lost pincers.
It was like the Regen was ADDING afflictions. Could have been a combination of bad luck and lots-of-little-injuries. |
Re: Rout
Troglodytes rose from a crack in the ground and attacked the PD and my Wyrm. They killed all the PD and my Wyrm *didn't* rout. That's good but, unless the rules have been changed, it's a bug.
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Flight spell targetting bogosity even worse
Earlier in this thread I complained about a mage casting Flight on the friendly unit who already had flight, even casting Flight over and over on the same friendly unit (who had already started the battle with flight) instead of on an adjacent friendly unit who didn't have flight and needed it.
However today I have discovered that targetting of the Flight spell is even more bogus: my mages cast Flight on enemy units instead of on friendly units! Perhaps they had some clever strategem in mind. They were going to make the Flying enemy units rout from the battlefield faster? They were going to cast some spell that destroys flying units? Who knows what they intended -- instead they lost the battle! |
bug: #castledef gives always castledef(1000)
Hi,
can you point me to a solution how to use the modding command #casltedef <value> ? No matter what number i enter for <value>, the unit description in the game says always: castledef(1000) here is a test mod: --castledef test with Tien Chi imperial Archer #selectmonster 801 #castledef 5 #end |
besieging army swapped with defending one
1 Attachment(s)
Active globals: Wild hunt
Mictlan's troops were sieging one of my (pangean) fortress. The lord of the hunt attacked one of the sieging priest and all my troops were suddenly ousted from the fortress. They stand now outside, with no lab, casting summonning spells or researching. It's a really weird bug. |
Re: Flight spell targetting bogosity even worse
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Re: Looks and feels like a bug, but may be not
I am running the latest patch of Dominions 2 (2.16) on Gentoo Linux. The game has two directories one at ~/dominions2 and one at /opt/dominions2. The first one is used to store pretenders, created games, etc. It also has the maps and mods sub-directories. The second one holds the game data and executables.
The mods I have placed in ~/dominions2/mods are recognized by the game and can be loaded. However, the maps I place in ~/dominions2/maps are _not_ picked up by the game. I have to place them in /opt/dominions2/maps in order for the game to load them. I am not sure if this has been discussed here before; a quick search returned nothing relevant and I am too bored to go through 74 pages of posts. So, I apologize in advance if this is a known issue. |
Re: Looks and feels like a bug, but may be not
Placing maps in ~/dominions3/maps doesn't work unfortunatelly.
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Re: Looks and feels like a bug, but may be not
Good to see that dom3 is heavily on your mind http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Looks and feels like a bug, but may be not
Yeah, that should be dominions2.
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Re: Apparent Astral Weapon
Astral Weapon is _supposed_ to work on all attack forms, but definately doesn't seem to work with Trample - my Astral-Weapon'ed uber-Freaklord decimated everything else in an army, but didn't do any damage to the ice devils commanding them. |
Re: Apparent Astral Weapon
Bear in mind that Ice Devils can have extremely high defense. IIRC trample does no damage on a save, but my memory is pretty bad.
Aside from that - I never even thought of Astral Trample. Pretty insane http://forum.shrapnelgames.com/images/smilies/happy.gif It's not really a weapon in MY book, though, and (regardless of the official rules) it seems strange for trample to be affected by Astral Weapon... |
Re: Apparent Astral Weapon
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Re: Apparent Astral Weapon
A few times when my succubus was successful seducing an enemy commander, the commander did not appear at my capital even though the succubus returned.
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Retook a magic site but was unable to use it
I'm using patch 2.16 and no mods.
I was playing on Talis Arco (me) vs Ermor. I found the site that allows you to build pyromancers and Adepts of Pyrolingin (I know the spelling is just wrong on this). I recruited an Adept and eventually I lost the province to Ermor, who happened to kill the adept in the battle (my only commander loss - he didn't run with the rest of the commanders, maybe he got lamed in the battle - I didn't think to check - was too busy cussing at his lazy butt to move). I recaptured the province in about 3 turns. The laboratory was still there, though (obviously) the temple I had built was destroyed. I was unable to recruit any adepts even though I had plenty of gold and resources. Am I missing something here? I could put the adept in the recruit queue and he'd still be there next turn. Did I have too many commanders on site (I used about 9 to retake the province, and needed to keep them there for defense)? Thank's! |
Re: Retook a magic site but was unable to use it
Check the unrest. If it's over 100 you can't recruit.
That's the only time I've seen something similar happen. |
Re: Retook a magic site but was unable to use it
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1) It might be that didn't have any commanders capable of leading magical units any more. Was you Niefel Jarl feeble-minded? 2) To stop never-ending battles (e.g. a Sphinx against creatures it can't kill with spells), all attacking units auto-rout at turn 50. Berserking units could stay and fight even after this. I don't remember whether the defenders are supposed to rout before or after any remaining units are killed, but it might be a case of a berserk Jarl fighting longer than the battles are supposed to last. I doubt it is a bug, although it isn't as clear as it could be. Quote:
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Not sure of the second. |
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The description of Devil's Den says it causes 15 unrest but it only causes 10.
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