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

Endoperez October 1st, 2005 09:17 AM

Re:
 
Known bug, happens only with Bane Venom Charm and, IIRC, with Harvester of Sorrows.

Zen October 1st, 2005 04:07 PM

Re:
 
Edit: Edi is right!

Edi October 2nd, 2005 04:55 AM

Re:
 
Not Mastema, Mabakiel.

Edi

Molog October 21st, 2005 11:55 AM

Re:
 
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).

Ed Kolis October 21st, 2005 08:49 PM

Re:
 
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

Cainehill November 1st, 2005 05:26 PM

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.

Edi November 2nd, 2005 06:56 AM

Re:
 
Quote:

Molog said:Some undead don't have undead leadership when gift of reasoned(eater of dead is one of them i think).

That just means that the monster type has no undead leadership specified (default 0), whereas normal leadership other than 25 (the default) must be specified separately. Ghouls and soulless at least have a base undead ldr 25. Don't know about the longdead. Eater of the Dead is a special case that is going to go on a rampage anyway, so it's irrelevant if it doesn't have any leadership at all.

Edi

shovah November 2nd, 2005 08:51 AM

Re:
 
but it would be kind of cool to see the eater of the dead turn around and eat the army he was leading

Molog November 6th, 2005 05:32 PM

Re:
 
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.

Wick December 11th, 2005 05:09 AM

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.

boltcutter December 11th, 2005 03:30 PM

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.

Wick December 13th, 2005 01:53 AM

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.

Zooko December 26th, 2005 04:58 PM

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!

Horst F. JENS January 27th, 2006 10:34 AM

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

lebarjack February 5th, 2006 03:13 PM

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.

shovah February 5th, 2006 07:16 PM

Re: Flight spell targetting bogosity even worse
 
Quote:

Zooko said:
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!

ive noticed it too, although unless against strong enemys (jotuns/sacred cavalry ect) i like it when my mages cast flight on enemys because then they come over one at a time and are slaughtered

nihilistic February 8th, 2006 07:10 AM

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.

Johan K February 8th, 2006 05:28 PM

Re: Looks and feels like a bug, but may be not
 
Placing maps in ~/dominions3/maps doesn't work unfortunatelly.

Oversway February 8th, 2006 06:18 PM

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

Johan K February 9th, 2006 12:58 PM

Re: Looks and feels like a bug, but may be not
 
Yeah, that should be dominions2.

Cainehill March 6th, 2006 11:58 PM

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.

Saber Cherry March 7th, 2006 12:08 AM

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...

Graeme Dice March 7th, 2006 03:20 AM

Re: Apparent Astral Weapon
 
Quote:

Saber Cherry said:
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.

It does at least 1 damage no matter what IIRC. It can be useful that way for inflicting afflictions on a cursed unit.

ioticus July 5th, 2006 02:12 PM

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.

Neophyte August 3rd, 2006 01:41 PM

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!

thejeff August 3rd, 2006 02:22 PM

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.

Endoperez August 4th, 2006 12:45 PM

Re: Retook a magic site but was unable to use it
 
Quote:

thejeff said:
Check the unrest. If it's over 100 you can't recruit.

That's the only time I've seen something similar happen.

Probably that. And it's 'Pyriphlegaton' IIRC.

Endoperez September 12th, 2006 08:55 AM

Re:
 
Quote:

For 2, I include a wide variety of... strange happenings... which I think are bugs, but I'm not entirely sure. Yeah, I patched to 2.16 as soon as I switched to the full game from the demo (ie before any of the observations that my current complaints are based upon). Here's the strangeness lumped under #2 that I saw happen in my most recent game, where I was Neifelheim on the Orania map against 16 "Difficult" AI players, playing on dom2 2.16 on win32.


2A. Around turn 50 or so, I couldn't find my prophet. My last recollection of him placed him underwater in Atlantis' capital (he was a Jotun Scout w/ a sea kings goblet). My temple conversion info screen said I had no prophet, but I didn't notice him die. I was never allowed to declare another prophet for the rest of the game (which ended on turn 162). Actually, I guess there's not necessarily any combat involved, so maybe this isn't properly under #2, but it's still under "bugs", most of which are vaguely combat related.

I'm not sure about what happened. In theory, your prophet might have sneaked somewhere where you didn't look, but IIRC he should still be shown to spread dominion in the Temple screen.


Quote:

2B. A while later, I had a force of one Neifel Jarl SC and 400 Vine Ogres attacking a castle... I think it was a Man castle... after a while all of the VOs routed (actually dissolved) for a reason unknown to me. My impression is that mindless units are not supposed to route unless their commander dies. The SC continued attacking, but was killed. He appeared to have been killed by either a human militia man or a sea troll - they were the only units within range of him at the time of his death, but a fraction of a second before dieing he was at 70+ health, and by my understanding of the mechanics they should have had less than a 1 in a million chance of killing him (19 protection, 70+ hit points, 26 defense... vs the sea troll of 23 strength, -2 damage and 12 attack... the militia is even worse). I watched the battle several times watching the scrolling text for a spell that could be responsible for either the route or the SC death, but couldn't find anything. Save available.

There are at least two possibilities:
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:

2C. A while later, I attacked a province with 102 vampires and a few commanders. They were led by a VL w/ sea kings goblet & barrel of air. They attacked from the ocean. The vampires routed but the commanders won the battle anyway. It was within friendly dominion, and the battle summary said that they lived (well, that most lived, but I've found that the battle summary seems to often make up a few spurious deaths for no reason). The only adjacent friendly territory was the ocean province that I attacked from. So where did the routing vampires end up? Answer: nowhere, so far as I can tell. There were no vampires left in the province that I took, and none in adjacent territories. Some vampires were in my capital, but only 68, too few to account for my 100-odd missing vampires. Save available.

The Vampires couldn't rout anywhere, so they died. Units can only retreat to friendly, neighbouring provinces. Even fliers, sneakers, etc follow the same rules. It seems that immortals killed by retreat aren't reborn; that might be a bug.


Quote:

2D. A while later, I decided that I had enough spare resources to try to make an ultimate unbeatable combat squad. I figured that I'd build it around the principle of making SCs be communion slaves, and sharing powerful self-buffing spells with them via the communion-slaves-share-self-buffs principle. Unfortunately, I found that communion slaves behave somewhat oddly in battle. I had 4 pure slaves, 3 master/slaves, and 2 pure masters. That is, a pure slave had a slave matrix, a pure master had a crystal matrix, and a hybrid had both. All were mages. All were set to cast spells for the first round, and the 4 pure-slaves were set to attack for the rest of the battle while the pure-masters and hybrids cast self-buffs. However in combat, the 2 hybrids and 3 of the 4 pure-slaves did nothing. The 4 pure slaves each had identical orders, identical equipment, identical unit type etc, and yet one of them cast while the other 3 just stood there. Even the one that cast stopped following his script after the first round, even when it told him to attack at the same time he was bezerked. I end up with the impression that the combat AI has communion slaves stand still and disregard normal orders, but every once in a while a bug causes one to do what it's told for a turn instead. Save available.

You quessed it: Communion Slaves are supposed to do nothing for the rest of the battle, but a bug may cause them to act strangely.

Quote:

2E. One of my Ivy Kings found a lychantropos amulet and stupidly put it on. Since the item description says something about turning the wearer into a "beast" eventually, I figured it wouldn't be too terribly suprising if he became a wolf for some portion of a battle. I didn't pay much attention to him for a while, and he went through a few battles. I was fairly suprised when I noticed him next and found that on the strategic me map he'd been transformed not into a wolf, but into a human! Okay, maybe it's not a bug, he was changed into a skinshifter, one of those vanheim national werewolves that are humans blessed w/ the ability to be wolves. Except he wasn't supposed to be human! Save available.

Not a bug per se, but there are oddities in how Lycanthropos' Amulet changes creatures (including Jotun giants) into werewolves. There are bigger werewolves in Dominions 3 (EA Niefelheim has Jotun Skinshifters), so it might be partly fixed, but even then weird things will happen. There should probably be some types of units that are immune to the transformation, and inanimate beings and/or magical beasts (I'm not sure what Ivy Kings were in Dom2) probably shouldn't change.


Quote:

Other ones I've seen include immortals sometimes respawning but sometimes not respawning after dieing in a battle where the dominion was friendly when the attack order was issued but hostile after it completed, or mindless units dissolving when the last enemy killed was a mage who respawns with that pheonix respawning spell.

The first might be a bug, or just an oddity in the order in which battles and dominion spreading happens. E.g. events might affect it. Dominion spread happens after all battles, so an event might change the province into hostile dominion before battle, and normal dominion spread could change it back after the battle happened but before the hosting was complete.
Not sure of the second.

cthulhu September 12th, 2006 04:12 PM

Re:
 
Quote:

I'm not sure about what happened. In theory, your prophet might have sneaked somewhere where you didn't look, but IIRC he should still be shown to spread dominion in the Temple screen.

My best guess is that I accidentally removed his goblet and he drowned.
Quote:

There are at least two possibilities:
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.

Yeah, it was about 50 turns before the VOs started spontaneously dieing. Doesn't really seem like the most wonderful mechanic in the game. I mean, when an SC goes up against a large army, and kills 2 people every turn, and eventually arbitrarily dies because the battle has gone on too long, well, the SCs owner is not happy! That one was kind of expendable but I had another with 30+ each in protection, defense, and magic resistance that I would have just curled up into a ball and cried if that happened to him.
Quote:

The Vampires couldn't rout anywhere, so they died. Units can only retreat to friendly, neighbouring provinces. Even fliers, sneakers, etc follow the same rules. It seems that immortals killed by retreat aren't reborn; that might be a bug.

I think usually when my vampires die due to "fleeing into hostile territory" they respawn in my capital (assuming the battle occured in friendly dominion).
Quote:

You quessed it: Communion Slaves are supposed to do nothing for the rest of the battle, but a bug may cause them to act strangely.

Blerg. It would be nice if the spell description mentioned that it paralyzed everyone who casts it. Now I'll have to figure out how to set it up so that the slaves form a protective wall around the masters. The masters will end up needing protection from arrows and area effect spells. Sigh.
Quote:

Not a bug per se, but there are oddities in how Lycanthropos' Amulet changes creatures (including Jotun giants) into werewolves. There are bigger werewolves in Dominions 3 (EA Niefelheim has Jotun Skinshifters), so it might be partly fixed, but even then weird things will happen. There should probably be some types of units that are immune to the transformation, and inanimate beings and/or magical beasts (I'm not sure what Ivy Kings were in Dom2) probably shouldn't change.

Blerg.
Quote:


The first might be a bug, or just an oddity in the order in which battles and dominion spreading happens. E.g. events might affect it. Dominion spread happens after all battles, so an event might change the province into hostile dominion before battle, and normal dominion spread could change it back after the battle happened but before the hosting was complete.
Not sure of the second.

The first is extremely annoying when playing a vampire queen, and contradicts some dev quotes around here somewhere IIRC. The second appears to be an obscure bug, but I didn't test it after the first time so it could easily just be a coincidence.

thejeff September 12th, 2006 04:42 PM

Re:
 
Quote:

cthulhu said:
Quote:

You quessed it: Communion Slaves are supposed to do nothing for the rest of the battle, but a bug may cause them to act strangely.

Blerg. It would be nice if the spell description mentioned that it paralyzed everyone who casts it. Now I'll have to figure out how to set it up so that the slaves form a protective wall around the masters. The masters will end up needing protection from arrows and area effect spells. Sigh.


They're only inactive when the masters are casting. If I'm using the Communion Slave SC tactic, I have the Masters retreat after casting their buffs. The slaves keep the buffs and can attack.

RonD September 13th, 2006 12:03 PM

Re:
 
Quote:

thejeff said:

They're only inactive when the masters are casting. If I'm using the Communion Slave SC tactic, I have the Masters retreat after casting their buffs. The slaves keep the buffs and can attack.

Which would put it out of the 'bug' thread and into the 'exploit' thread http://forum.shrapnelgames.com/images/smilies/wink.gif

Wick September 24th, 2006 12:44 AM

Re:
 
The description of Devil's Den says it causes 15 unrest but it only causes 10.


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