.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Dominions 3: The Awakening (http://forum.shrapnelgames.com/forumdisplay.php?f=138)
-   -   Bug: Bug Thread: Discussion (http://forum.shrapnelgames.com/showthread.php?t=30593)

Maraxus July 20th, 2007 12:52 PM

Re: Bug thread
 
Not really a bug, but something that could get improved.

Currently for modding, there is only the "#cold" command, that gave a cold Aura of 4 or 5 I think. "#cold <strength>" shouldn't be to hard (I guess) and be useful.

Kristoffer O July 20th, 2007 01:23 PM

Re: Bug thread
 
Reasonable. I guess the modding command is old, and uses the old dom2 cold mechanics (when the area was the same for all units).

NTJedi July 20th, 2007 02:48 PM

Re: Bug thread
 
Quote:

Kristoffer O said:
Some horse heavy nations like sauromatia might deserve a horse reanim ability, should they get an undead priest (Sauromatian got one with the new hero, Skögu's immortal spouse, but she is more likely used to summon her partholonian longdead allies than to reanimate).

[img]/threads/images/Graemlins/Bug.gif[/img]
I have an undead mummy which is level_1 air and level_1 priest. Even being only level_1 I'm able to reanimate ghouls(LvL1), soulless(LvL2) or longdead warriors(LvL3)... in Dominions_2 the level_1 status meant only reanimate ghouls.
Seems like a bug.

PyroStock July 21st, 2007 03:58 PM

Move Patrol Bug
 
A bug with Move Patrol lets you move units at the speed of the commander rather than the speed of the slowest unit. This includes being able to move 0 move immobile units.

Easy to reproduce. Do Move Patrol on a commander with no units in his command that are slower than him. Now add any units that are slower. Not only does the 'red movement arrow' stay, but next turn the entire army has moved at the speed of the commander. This obviously does not happen with the regular Move command.

Ballbarian July 21st, 2007 10:52 PM

Map Editor \'m\' key used for Mountain & Many Sites
 
[img]/threads/images/Graemlins/Bug.gif[/img]Map Editor 'm' key used for Mountain & Many Sites

Minor inconvenience really. http://forum.shrapnelgames.com/image...ies/tongue.gif

vfb July 22nd, 2007 08:31 AM

Caves get inappropriate random events
 
Cave provinces can get inappropriate random events, for example, "A hailstorm has devastated the countryside killing cattle and shepherds."

Lazy_Perfectionist July 22nd, 2007 02:31 PM

Re: Caves get inappropriate random events
 
Bah. In Jaguar, I've wasted 2400 gold trying to build a fort in this one mountain province. I've been unable to continue construction the same turn or the next, when remotely assassinated.

Edi July 22nd, 2007 03:17 PM

Re: Caves get inappropriate random events
 
LP, that could be WAD, but it needs some more clarification. Was the commander killed via a spell like Seeking Arrow or Flames from Afar that cause X amount of damage, or was it a remote assassination spell like Earth Attack that causes an assassination attempt?

The distinction is important since losing a battle in a province where a fort is being constructed will prevent resuming construction if the loss results in the fort construction orders being canceled. The most frequent occasion for this happening is somebody moving an army in before the fort is ready, in which case the province also changes hands. It would be easier to investigate if it was known whether the trigger is losing a battle or province ownership changing.

Lazy_Perfectionist July 22nd, 2007 03:52 PM

Re: Caves get inappropriate random events
 
The commander was killed by Mind Hunt, Soul Slay I presume.
There's no battle.

I'm confused about something else I thought was a bug, but some tests point to me being mistaken. I can't have two commanders starting the construction of a fort?

Edi July 22nd, 2007 04:17 PM

Re: Caves get inappropriate random events
 
Indeed, you can't. Only one commander at a time can start fort construction. Thanks for the clarification.

Szumo July 22nd, 2007 04:44 PM

Re: Caves get inappropriate random events
 
As the one who's Mind Hunting LP, i can confirm it was indeed Soul Slay.

PurpleRhino July 22nd, 2007 08:48 PM

Re: Caves get inappropriate random events
 
Ubas for MA Shinuyama when shape changing may become old age, due to ghost cats having much lower max age.

Also, is there any chance to either change or allow changing of hotkeys/shortcuts? I hate hitting 'e' when trying to hit 'r' to recruit... Or at least have a confirmation for end turn.

MaxWilson July 22nd, 2007 09:10 PM

Re: Caves get inappropriate random events
 
Workaround: if you accidentally hit 'e,' just kill the process quickly. (Alt-control-delete on Windows, xkill or whatever on Linux.) Since the .2h file is written first thing on processing, and the .trn file is written last, you will be able to pick up your turn at the point right before you hit "End Turn." Unless your turn is so simple that it completes processing it before you kill the process.

-Max

Lazy_Perfectionist July 22nd, 2007 09:27 PM

Re: Caves get inappropriate random events
 
Oh, and if its WAD, does that mean I'm supposed to lose all the money I invested, too?

Edi July 23rd, 2007 01:29 AM

Re: Caves get inappropriate random events
 
LP, yes, it does. However, I think that may be an actual bug. Need to ask JK when he comes back if KO doesn't know.

Lazy_Perfectionist July 23rd, 2007 05:48 AM

Re: Caves get inappropriate random events
 
Since I'm a n00b to these forums, who's JK? I know he's involved in the programming, but what's his full forum name?

llamabeast July 23rd, 2007 06:00 AM

Re: Caves get inappropriate random events
 
Johan K. He's the programming side of the development duo (Kristoffer O being more the content side).

Endoperez July 23rd, 2007 09:50 AM

Re: Caves get inappropriate random events
 
Quote:

llamabeast said:
Johan K. He's the programming side of the development duo (Kristoffer O being more the content side).

There's also a Johan O, who helps with descriptions and ideas and stuff. Johan O currently uses a stone head (Mictlan pretender) as his avatar, while Johan K currently uses a demonic toad (Mictlan summon).

Edi July 23rd, 2007 01:41 PM

Re: Caves get inappropriate random events
 
Bug thread roundup of recent shortlisted issues, in o particular order:
  • MAPEDITOR Shortcut 'm' is used to assign both mountains and many sites terrain.
  • <font color="purple">BHV Siege Blood Sacrifice</font> When sieging a fort, the sieging commander (happened with dryad if that matters) gets the option to perform a blood sacrifice in command list (though the temple naturally belongs to besieged).
  • FT Construction Commanders killed by Mind Hunt or other remote spells when constructing castle prevents continuing fort construction even if province does not change hands.
  • EVT Cave Provinces Cave provinces can get inappropriate random events, for example, "A hailstorm has devastated the countryside killing cattle and shepherds."
  • <font color="red">BHV Army Movement: Move &amp; Patrol</font> When a commander is selected to move into a province with a castle and the move order changed to move and patrol, adding units to his squads will change the move order even if the units do not have sufficient map move. Thus units with strategic move of 0 can be moved from province to province and units with strategic move of 1 can be made to move farther than they should.
  • BHV Automatic Site Search Targeting Automatic monthly casting of site searching spells skips all provinces that have two or more visible sites. It also skips provinces which have been searched with a lower level of skill. Capitals with only one site are targeted. Is this bug or WAD?
  • BHV Eyeloss Units with lots of eyes will only get affliction "Lost a couple of eyes" even if they get repeated afflictions. They never go blind from eyeloss.
  • BHV MERC Gems: It is possible to steal blood slaves from a mercenary by selecting him and using the Z shortcut. This should not work.
  • BHV MERC Rozuls Red Raptors: No discount for EA Caelum. A discount would make thematic sense.
  • Multiple slots of one type If a unit has three or more item slots of same type, e.g. hand or misc, multiple identical items will stack if they are separated by a different item in between.
  • Item Slots Changing due to afflictions. Basically a different instance of the above case, an immortal unit healing from the "Lost an arm" affliction and getting its hand item slot back can cause unit to drop items. If an artifact is lost in this way, it will not be available for reforging unless the game is reloaded. In short, afflictions and item slots may result in very strange behavior. In the example case, a regrowing arm caused helmet, armor and boots to be dropped.

llamabeast July 23rd, 2007 01:45 PM

Re: Caves get inappropriate random events
 
There's also the not especially important but annoying and non-obvious fact that fire resistance from Phoenix Power and Army of Gold don't stack. Killed a good number of my mages, that did.

NTJedi July 23rd, 2007 10:53 PM

Re: Caves get inappropriate random events
 
Quote:

Edi said:
Bug thread roundup of recent shortlisted issues, in o particular order:
  • MAPEDITOR Shortcut 'm' is used to assign both mountains and many sites terrain.
  • <font color="purple">BHV Siege Blood Sacrifice</font> When sieging a fort, the sieging commander (happened with dryad if that matters) gets the option to perform a blood sacrifice in command list (though the temple naturally belongs to besieged).
  • FT Construction Commanders killed by Mind Hunt or other remote spells when constructing castle prevents continuing fort construction even if province does not change hands.
  • EVT Cave Provinces Cave provinces can get inappropriate random events, for example, "A hailstorm has devastated the countryside killing cattle and shepherds."
  • <font color="red">BHV Army Movement: Move &amp; Patrol</font> When a commander is selected to move into a province with a castle and the move order changed to move and patrol, adding units to his squads will change the move order even if the units do not have sufficient map move. Thus units with strategic move of 0 can be moved from province to province and units with strategic move of 1 can be made to move farther than they should.
  • BHV Automatic Site Search Targeting Automatic monthly casting of site searching spells skips all provinces that have two or more visible sites. It also skips provinces which have been searched with a lower level of skill. Capitals with only one site are targeted. Is this bug or WAD?
  • BHV Eyeloss Units with lots of eyes will only get affliction "Lost a couple of eyes" even if they get repeated afflictions. They never go blind from eyeloss.
  • BHV MERC Gems: It is possible to steal blood slaves from a mercenary by selecting him and using the Z shortcut. This should not work.
  • BHV MERC Rozuls Red Raptors: No discount for EA Caelum. A discount would make thematic sense.
  • Multiple slots of one type If a unit has three or more item slots of same type, e.g. hand or misc, multiple identical items will stack if they are separated by a different item in between.
  • Item Slots Changing due to afflictions. Basically a different instance of the above case, an immortal unit healing from the "Lost an arm" affliction and getting its hand item slot back can cause unit to drop items. If an artifact is lost in this way, it will not be available for reforging unless the game is reloaded. In short, afflictions and item slots may result in very strange behavior. In the example case, a regrowing arm caused helmet, armor and boots to be dropped.

What about the reanimate bug I posted?

[img]/threads/images/Graemlins/Bug.gif[/img]
I have an undead mummy which is level_1 air and level_1 priest. Even being only level_1 I'm able to reanimate ghouls(LvL1), soulless(LvL2) or longdead warriors(LvL3)... in Dominions_2 the level_1 status meant only reanimate ghouls.
Seems like a bug.
[img]/threads/images/Graemlins/Bug.gif[/img]

Edi July 24th, 2007 12:51 AM

Re: Caves get inappropriate random events
 
Oh, that. Sorry, it got overlooked because my copy-paste of the various posts was such a mess. I'll check if I can duplicate that at home and add it then.

lch July 25th, 2007 06:36 AM

Re: Caves get inappropriate random events
 
Quote:

llamabeast said:
There's also the not especially important but annoying and non-obvious fact that fire resistance from Phoenix Power and Army of Gold don't stack.

Army of Lead doesn't stack with Antimagic, too. That's WAD I guess.

Somebody said that the broken "Wind Ride" spell isn't in the shortlist yet. According to qm it currently only works on adjacent provinces, or something. Please fix this spell... http://forum.shrapnelgames.com/image...ies/tongue.gif

Micah July 25th, 2007 07:17 AM

Wind Ride
 
Wind Ride seems like it'd be way too good if it was working like it was supposed to, I'd rather just see the description changed and have it made cheaper so it'd be usable.

A guaranteed commander kill (or a free ride into charm-land) for 10 gems would be pretty unbalanced, especially since there's no counter to the spell aside from hoping it picks up a decoy instead (unless you want to spend 100 earth gems empowering). Even accounting for having to double-cast it to bring a decoy along the spell would be a hugely good deal at 20 gems...wraith lords get yanked out of their dominion and killed, banes are toast. Even an astral mage with a returning script can be killed, since the wind ride forces them to be the attacker, giving the caster of the wind ride the first action...life for a life, paralyze or magic duel will pop your mage before he gets an action. On top of this heavy air nations already have the upper hand in raiding (Heim stealth and Caelum's flying).

Though the spell description should certainly be changed to reflect what it actually does (and something should probably be tweaked on it to make it worth casting, but bringing an enemy commander to exactly where you want them is more appropriate for a wish than a 5th level, 10 gem spell.)

Edi July 25th, 2007 07:18 AM

Re: Caves get inappropriate random events
 
The various spells that confer mass resistance to something don't stack with other resistance spells or items and as far as I know, that's an intentional design decision. There was a discussion to that effect sometime long ago, might even have been back in the heydey of Dom2. If my memory is not failing me entirely, I think it was Kristoffer who said it too.

llamabeast July 25th, 2007 09:18 AM

Re: Caves get inappropriate random events
 
Ooh dear. Does this mean that fire resistance from Army of Gold and Warriors of Muspelheim won't stack? This info might come just in time to save a lot more poor Marignese soldiers!

NTJedi July 25th, 2007 06:29 PM

Re: Caves get inappropriate random events
 

[img]/threads/images/Graemlins/Bug.gif[/img]

Gosh, did I ever discover a depressing bug. Well here it is... within a custom singleplayer game I provided a computer opponent with a SC named "sparky" which entered into the hall of fame. As the game has been progressing I decided to also name one of my SCs "sparky".
As you can guess my SC shows as being in the hall of fame however if I view his stats even when clicking on his name within the hall of fame and there's no heroic bonus!
This can be abused... if someone previously had someone within the hall of fame... let's say a mage with a research bonus and they wanted to continue raising that research bonus without risking the mages life... they only need to create a SC with the same name who eventually gets into the hall of fame.

My game files are very large, but let me know if you want them uploaded or if you understand how to reproduce on your own.

Edi July 26th, 2007 02:19 AM

Re: Caves get inappropriate random events
 
Easier if you upload them and provide a link.

Does your Sparky have a heroic ability when you view him from somewhere other than the hall of fame? Like from the army setup screen?

NTJedi July 26th, 2007 12:04 PM

Re: Caves get inappropriate random events
 
Quote:

Edi said:
Easier if you upload them and provide a link.

Does your Sparky have a heroic ability when you view him from somewhere other than the hall of fame? Like from the army setup screen?

Here's where you can download the files for viewing this issue: http://www.mediafire.com/?2lcqdd0rw1o
Sparky is listed in the hall of fame yet when viewing his stats either from the province or the hall of fame there's no heroic ability. My Sparky commander/mage is an arch devil in the province of Troll Peaks found far on the East.

Micah July 26th, 2007 04:10 PM

Re: Caves get inappropriate random events
 
Arch devils are unique and don't get Heroics.

Burnsaber July 27th, 2007 03:43 AM

Bug or WAD?
 
I recently conquered Sauromatian capitol in a mp game and I'm allowed to recruit Hydra Hatchlings there. Is this bug or WAD?

Edi July 27th, 2007 04:12 AM

Re: Bug or WAD?
 
Quote:

Burnsaber said:
I recently conquered Sauromatian capitol in a mp game and I'm allowed to recruit Hydra Hatchlings there. Is this bug or WAD?

Not sure. Hydras and hydra hatchlings have always been recruitable from the national sites, except the sacred Serpent Cult ones. Makes sense, as they are animals/monsters that are trained, not sapient creatures who would actually know which side they fight for. There is also a random magic site that allows hydra hatchling recruitment.

Burnsaber July 27th, 2007 05:20 AM

Re: Bug or WAD?
 
Oh yeah, forgot to mention. I can't recruit Hydras. If we go by the "not sapient" - explanation, shouldn't I get those too?

Edi July 27th, 2007 05:58 AM

Re: Bug or WAD?
 
Okay, then that's a bug with the magic site. Possibly if site code was copied from Bile Marsh and the hydra and other stuff added later, it'd be the difference between #mon and #homemon as to whether or not you can recruit.

I'll add that to the list in the next roundup.

Kristoffer O July 27th, 2007 07:27 AM

Re: Bug or WAD?
 
Nope it is WAD. Hydra hatchling is recruitable in other sites as well, but hydra is only recruitable by Pythium and Sauromatia.

Edi July 27th, 2007 08:41 AM

Re: Bug or WAD?
 
Quote:

Kristoffer O said:
Nope it is WAD. Hydra hatchling is recruitable in other sites as well, but hydra is only recruitable by Pythium and Sauromatia.

So, there's a flourishing underground trade in hydra hatchlings and those who don't know well enough to release them before they grow up get eaten? http://forum.shrapnelgames.com/images/smilies/wink.gif

Kristoffer O July 27th, 2007 09:21 AM

Re: Bug or WAD?
 
http://forum.shrapnelgames.com/images/smilies/happy.gif

Right on!

NTJedi July 27th, 2007 12:45 PM

Re: Caves get inappropriate random events
 
Quote:

Micah said:
Arch devils are unique and don't get Heroics.

Al Khazim (the Djinn) still gets into the hall of fame. He's more unique than the arch devils. Bug??

http://forum.shrapnelgames.com/image...s/confused.gif

Lazy_Perfectionist July 27th, 2007 01:06 PM

Re: Caves get inappropriate random events
 
My pretender has on occasion gotten into the hall of fame. It WAD, unless Al Khazim got a heroic.

lch July 27th, 2007 01:38 PM

Heroes
 
Al Khazim got a heroic attribute for me too, his Legendary Cruelty. http://forum.shrapnelgames.com/images/smilies/happy.gif
My pretender and the air queens which are in the HoF didn't.

Kristoffer O July 27th, 2007 01:43 PM

Re: Heroes
 
The Djinn is not unique, but the last summoned djunn replaces him wiht himself. Thus he can get heroics. Might be considered a bug, but doesn't matter too much.

NTJedi July 27th, 2007 04:57 PM

Re: Caves get inappropriate random events
 
Quote:

Lazy_Perfectionist said:
My pretender has on occasion gotten into the hall of fame. It WAD, unless Al Khazim got a heroic.

Correct... Al Khazim receives heroic abilities.

Methel July 29th, 2007 02:48 PM

Re: Caves get inappropriate random events
 
MA Tien Chi's red guards dont lose hp during winter when they are diseased.
As in, if they get diseased when they have 12 hp, they lose the normal 1 hp but not the seasonal (power of the spring)

Kristoffer O July 29th, 2007 02:51 PM

Re: Caves get inappropriate random events
 
How nice of them http://forum.shrapnelgames.com/images/smilies/happy.gif

Methel July 29th, 2007 03:09 PM

Re: Caves get inappropriate random events
 
not really, I've been spamming rain of toads to make them sick. But instead of being weakened by it, they get stronger http://forum.shrapnelgames.com/images/smilies/eek.gif

lch July 29th, 2007 07:20 PM

Re: Caves get inappropriate random events
 
Quote:

Methel said:
MA Tien Chi's red guards dont lose hp during winter when they are diseased.
As in, if they get diseased when they have 12 hp, they lose the normal 1 hp but not the seasonal (power of the spring)

The same can be said about the other things that would otherwise recheck HP numbers. Like pretender gods. Pump them up in high friendly dominion with lots of HP, get them diseased, continue having those HPs in enemy dominion...

DaMilano July 30th, 2007 11:48 AM

Re: Caves get inappropriate random events
 
Unit #1536 Anointed of Rhuax's random magic pick doesn't seem to work.
Well either that, or I am truly unlucky, since I have played EA Abysia in three consecutive SP games and recruited 200+ of this unit without getting a single random magic of any kind. http://forum.shrapnelgames.com/image...s/confused.gif

NTJedi August 1st, 2007 12:10 PM

Re: Caves get inappropriate random events
 
Quote:

NTJedi said:
Quote:

Edi said:
Bug thread roundup of recent shortlisted issues, in o particular order:
  • MAPEDITOR Shortcut 'm' is used to assign both mountains and many sites terrain.
  • <font color="purple">BHV Siege Blood Sacrifice</font> When sieging a fort, the sieging commander (happened with dryad if that matters) gets the option to perform a blood sacrifice in command list (though the temple naturally belongs to besieged).
  • FT Construction Commanders killed by Mind Hunt or other remote spells when constructing castle prevents continuing fort construction even if province does not change hands.
  • EVT Cave Provinces Cave provinces can get inappropriate random events, for example, "A hailstorm has devastated the countryside killing cattle and shepherds."
  • <font color="red">BHV Army Movement: Move &amp; Patrol</font> When a commander is selected to move into a province with a castle and the move order changed to move and patrol, adding units to his squads will change the move order even if the units do not have sufficient map move. Thus units with strategic move of 0 can be moved from province to province and units with strategic move of 1 can be made to move farther than they should.
  • BHV Automatic Site Search Targeting Automatic monthly casting of site searching spells skips all provinces that have two or more visible sites. It also skips provinces which have been searched with a lower level of skill. Capitals with only one site are targeted. Is this bug or WAD?
  • BHV Eyeloss Units with lots of eyes will only get affliction "Lost a couple of eyes" even if they get repeated afflictions. They never go blind from eyeloss.
  • BHV MERC Gems: It is possible to steal blood slaves from a mercenary by selecting him and using the Z shortcut. This should not work.
  • BHV MERC Rozuls Red Raptors: No discount for EA Caelum. A discount would make thematic sense.
  • Multiple slots of one type If a unit has three or more item slots of same type, e.g. hand or misc, multiple identical items will stack if they are separated by a different item in between.
  • Item Slots Changing due to afflictions. Basically a different instance of the above case, an immortal unit healing from the "Lost an arm" affliction and getting its hand item slot back can cause unit to drop items. If an artifact is lost in this way, it will not be available for reforging unless the game is reloaded. In short, afflictions and item slots may result in very strange behavior. In the example case, a regrowing arm caused helmet, armor and boots to be dropped.

What about the reanimate bug I posted?

[img]/threads/images/Graemlins/Bug.gif[/img]
I have an undead mummy which is level_1 air and level_1 priest. Even being only level_1 I'm able to reanimate ghouls(LvL1), soulless(LvL2) or longdead warriors(LvL3)... in Dominions_2 the level_1 status meant only reanimate ghouls.
Seems like a bug.
[img]/threads/images/Graemlins/Bug.gif[/img]

This bug hasn't been updated yet... let me know if you need me to upload the game files.

Edi August 1st, 2007 01:42 PM

Re: Caves get inappropriate random events
 
I haven't updated the list yet. Too much effort to be able to do it at work since I need to go back over posts, pick things up and then edit them in at the right places. It's stuff that requires JK to fix it, so I'd rather concentrate on ironing out the typos so that they will be gone in the next patch. My time IS limited, even though casual forum browsing and a few short posts from work may make it seem otherwise.

lch August 1st, 2007 10:06 PM

Seducing again
 
Am I the only one who uses seducing that much? I just encountered a [img]/threads/images/Graemlins/Bug.gif[/img][img]/threads/images/Graemlins/Bug.gif[/img][img]/threads/images/Graemlins/Bug.gif[/img] major bug [img]/threads/images/Graemlins/Bug.gif[/img][img]/threads/images/Graemlins/Bug.gif[/img][img]/threads/images/Graemlins/Bug.gif[/img] : rather than using the same code that's being used to check where units retreat to when fleeing from a battle, units from a successful seduction happily go to any random adjacent province. Even if it's underwater and none (seducer and seduced) can survive there or even go there normally. So basically what you get is a successful seduction and two drowned units. Yee-Haw. http://forum.shrapnelgames.com/image...ies/tongue.gif

I guess that aquatic units would flee to land provinces, too.

http://i15.tinypic.com/4kcpvux.jpg


All times are GMT -4. The time now is 11:55 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.