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

Szumo September 26th, 2007 04:57 AM

Re: Bug
 
Underwater Province Defense of EA Agartha

EA Agartha gets the same UW PD as land PD. According to manual, they should get Wet Ones instead.
I suspect this is very simple to fix with modding, but would be nice if it was fixed in unmodded games too.

thejeff September 26th, 2007 08:24 AM

Re: Bug
 
I've used multiple casts of Voice of Tiamat successfully. Did they all target the caster's province? Were there any valid targets? (Remember that VoT won't target provinces that have been searched in any of the elemental paths.)

Olive September 26th, 2007 04:23 PM

Re: Bug
 
[img]/threads/images/Graemlins/Bug.gif[/img] Units can't retreat to underwater provinces, even when equipped with water breathing items.

I was storming a castle on an island. Most of my armies came by the sea, at least the 2 commanders had water breathing items (Sea King's Goblet, Barrel of Air). My army was rather weak, so they were defeated and the commanders retreated. The sea province where they could flee were occupied by troops of mine and no enemy attacked it. But they didn't retreat into that province ant I got the message "CommanderName died when retreating into enemy territory."

I can send the turn by mail.

Frostmourne27 September 28th, 2007 03:16 AM

Re: Bug
 
Quote:

LDiCesare said:
Voice of Tiamat always target same province

When casting Voice of Tiamat by several casters in the same turn, they all auto target the same province, whereas other search spells (Voice of Apsu, etc.) target a new province.

Are you sure? I'm pretty sure I got this working in an oceania game, and I don't remeber targetting manually, although it's certainly possible.

thejeff October 2nd, 2007 10:27 AM

Re: Bug
 
I can confirm VoT auto-targeting doesn't work. Multiple casters during the same turn targeted the same province.

There were other provinces available and when I left one caster on auto search he happily worked his way through them.

Dedas October 8th, 2007 11:30 AM

Re: Bug
 
Death curse blessed units being trampled upon do not give any curse or horror marks.

PyroStock October 8th, 2007 11:42 AM

Re: Minor Bug
 
1 Attachment(s)
This is from the death of a mind enslaved guru and no I didn't rename him.

Kristoffer O October 8th, 2007 12:28 PM

Re: Minor Bug
 
> This is from the death of a mind enslaved guru and no I didn't rename him.

I think the guru transmigration works as per 3.10

okiN October 9th, 2007 09:31 AM

Re: Minor Bug
 
[img]/threads/images/Graemlins/Bug.gif[/img] Serpent Cult hydras lose their holiness with form change.

After the first form change, the hydras lose their holy status, which causes a huge drop in their combat performance if they're blessed. They don't even get it back when they regenerate the heads after combat, they remain mundane units forever after the loss of their first head.

Edi October 9th, 2007 10:54 AM

Re: Minor Bug
 
Quote:

okiN said:
[img]/threads/images/Graemlins/Bug.gif[/img] Serpent Cult hydras lose their holiness with form change.

After the first form change, the hydras lose their holy status, which causes a huge drop in their combat performance if they're blessed. They don't even get it back when they regenerate the heads after combat, they remain mundane units forever after the loss of their first head.

Known issue, but it was too late to fix it for this patch.

Ozymandias October 9th, 2007 02:09 PM

Re: Minor Bug
 
My Hydra & Hydra Hatchlings claim to have only 6 and 3 hp respectively.

Dedas October 9th, 2007 02:28 PM

Re: Minor Bug
 
its their heads that have that many hps. Try them in battle and you can watch the awesomeness that is hydra decapitation.

Edi October 9th, 2007 02:47 PM

Re: Minor Bug
 
Each hydra has 9 different forms and so long as it survives in any form, it reverts back to the first form afterward. The things are absolutely goddamn brutal. That's what makes it such a shame that the SC hydras have wrong secondshapes and firstshapes, because give them a F9/W9 bless and they will wipe the floor with practically anything. Doesn't matter if it's a Niefel or Fomorian Giant with N10 bless (20% regen), they WILL go down.

The hatchlings only have 3 forms, so they die much more easily.

lch October 9th, 2007 03:40 PM

Re: Minor Bug
 
Do the hydras stay true to legend, they don't grow new heads if confronted with fire?

Kristoffer O October 9th, 2007 04:04 PM

Re: Minor Bug
 
Unfortunately not http://forum.shrapnelgames.com/images/smilies/happy.gif

Borya October 9th, 2007 06:56 PM

Re: Minor Bug
 
I installed the patch - windows version.

After the first turn I get "Negot gick cel! ConrArmyNbr: Error!" and the game crashes. I reinstalled Dominions but it didn't help.

Ewierl October 9th, 2007 06:59 PM

Re: Bug
 
I don't know if these are needed unitfixes or WAD, but:

The pretenders Lady of Fortune and Lord of Plenty (TC) are described as bringing good fortune, but they do not have the "Fortune Teller" icon. Is that just meant to be meaningless flavor text, or do they do other things (e.g. spread Luck dominion)?

Edi October 10th, 2007 02:00 AM

Re: Bug
 
Lady of Fortune and Lord of Plenty increase the luck scale of he province instead of preventing bad eventes through the fortune teller ability. That is what their description seems to suggest. Much like Siddhas increse magic scale.

NTJedi October 10th, 2007 04:59 AM

Re: Bug
 
:edit:

will do more testing and report back later

lch October 10th, 2007 06:17 AM

Re: Bug
 
Quote:

Edi said:
Much like Siddhas increse magic scale.

Devalas, you mean.

Edi October 10th, 2007 07:26 AM

Re: Bug
 
Quote:

lch said:
Quote:

Edi said:
Much like Siddhas increse magic scale.

Devalas, you mean.

http://koti.welho.com/ehalttun/Image...ub_100x100.gif
*whack*

Quiet, you! Nobody is allowed to poke holes in the illusion of my omniscience! http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/image...ies/tongue.gif

lch October 10th, 2007 09:15 AM

UI improvements
 
Let's address something that isn't a bug per se but rather a feature request regarding the interface which has always bugged me:

The game should treat "errors" less severe. At the moment, if an error occurs, you crash down to the command line. Even if it is minor stuff like "game version too old". I'd like to suggest that the game should rather become aware of exceptions instead of bailing out. It would be better if you get the error message as ingame window and after hitting "ok" the game just cancels/ignores your last action, or backtracks. So if the exception involved generating a new turn, the game will stop processing the turn and drop back to the game window. Same for joining a network game. In the worst case, the game may drop back to the main menu, but not kill the whole process. There's no reason for it to have effects that are this drastic, and I think it scares users.

Further improvements of the UI: Always give a user the choice to cancel a menu. Most of the times, you can get out of a menu by pressing the "Escape" button. Sometimes the menu window has a tiny "X" on the top right to do that, too. But there are still times when you can't cancel an action, no matter what, for example when you have chosen to create a new game and are prompted for the game name. Until you enter something that works, you are not allow to do anything else.

I really think that it's important to make the UI more user-friendly to gain their acceptance, don't disregard it.

Edi October 10th, 2007 09:20 AM

Re: UI improvements
 
That's a very good point. Especially the part about game creation. There was some way to cancel it after that, by selecting exit at the game options screen, but it's not intuitive.

lch October 10th, 2007 09:38 AM

Re: UI improvements
 
Yes, you can cancel it afterwards, but it will still create the game directory first.

Another thing, regarding the current patch: At the moment, the game errors out as soon as a client receives a *.trn file with a newer version than it has itself from the server, or if a server receives a *.2h file with a newer version than it has itself from a client. This leads to what we all know as "omg, don't connect to my server when you have updated your game, or you will crash it!". Since the protocol to authenticate a nation and store/retrieve game data from a network server hasn't changed at all, apparently, since the error only fires upon inspection of the version tag inside the files, I'd recommend to make the error appear in-game for clients, like suggested above, and to let the server just refuse to host the turn (or crash) if a newer version *.2h file is present, but accept the files before that without any problems at all.

Edi October 10th, 2007 09:45 AM

Re: UI improvements
 
I'll bring this to Johan's attention. It's deep into his territory and even though it might sometimes seem so to some people, I'm not one of the developers. So I can't do anything else about that. I'm also up the creek without a paddle in a leaky canoe when it comes to the server side stuff (you for example have probably forgotten more about it than I know), so all I can do is pass it on.

Kristoffer O October 10th, 2007 12:38 PM

Re: UI improvements
 
Lady of fortune has a chance of adding an extra event that is dependent on terain and stuff, but is automatically good.

Meglobob October 10th, 2007 12:56 PM

Re: UI improvements
 
Quote:

Kristoffer O said:
Lady of fortune has a chance of adding an extra event that is dependent on terain and stuff, but is automatically good.

Cool, I never knew that.

Dedas October 10th, 2007 01:01 PM

Re: UI improvements
 
Grand. I wonder if there are more of these unit related events. I remember reading about them a while back.

Kristoffer O October 10th, 2007 01:06 PM

Re: UI improvements
 
She doesn't bring unique events, just one mor event, that is good.

OTOH there are new events that are unit related. Skögu and some other heroes got some, as did a couple of other units.

Dedas October 10th, 2007 01:09 PM

Re: UI improvements
 
Aha, my misunderstanding.

(Skögu and other heroes got unique events! *runs off testing*)

lch October 10th, 2007 01:10 PM

Re: UI improvements
 
Quote:

Dedas said:
Aha, my misunderstanding.

(Skögu and other heroes got unique events! *runs off testing*)

Pro-tip: put him together with his wife into the same province and see what happens. (if I remember that right)

Edi October 10th, 2007 01:23 PM

Re: UI improvements
 
Another tip: You won't necessarily like the results...

lch October 11th, 2007 06:35 AM

Modding: descriptions
 
Quote:

Edi said:<font color="red">MOD (monster/nation) Descriptions</font> There seems to be a hard limit of 183 user defined description texts for modding in Dom3. Any more than that and the mod crashes the game.

It does not crash the game (to my knowledge), what it does is it doesn't accept new descriptions anymore. It seems like new units are added before new nations are added to the game via mods, so the latest added units would be the first to lose their descriptions if it goes over the fixed limit, and modded nations would lose their descriptions before units do. Spells, however, are unaffected because they seem to use a different lookup table. This issue was not fixed by 3.10.

Edi October 11th, 2007 07:05 AM

Re: Modding: descriptions
 
Thanks. I'll amend the shortlist entry. It's sometimes difficult to keep it all straight, especially if I need to go from memory.

EDIT: Fixed

lch October 11th, 2007 07:16 AM

Blindness
 
1 Attachment(s)
To try out the new nations, I designed a crappy pretender and played a few turns in a new game. In this, my god entered the death match tournament (just for giggles). He was quickly afflicted with Blindness by his opponent, but seemed virtually unaffected by it, killing his opponent soon afterwards. Now, what I know is that he could still make an attack in case he tried and got lucky with the DRN, but from experience I know that units that went blind usually stopped fighting at once. Furthermore, he still would need to get by the defense value of the opponent. It seems, however, like he does two successful attacks in a row, with little to no trouble. Bug?

Edi October 11th, 2007 07:21 AM

Re: Blindness
 
Perhaps. The Arena sometimes does strange things to the normal combat sequence. I've had several blind Fomorian giants (they only need one eyeloss hit to become blind) and they just stood around doing nothing in combat.

lch October 11th, 2007 07:39 AM

Re: Blindness
 
Another issue addressed by the savegame is how shapechanging units and the Champion's trident should work together. It's awfully easy for them to lose it. I have no preference though.

Burnsaber October 11th, 2007 02:19 PM

Re: Blindness
 
Hama Dryad (monster number 932) states in description that "They never leave the province they are summoned to". Apparently they can move out of their home proivnce if they flee from a battle in that province.

NTJedi October 11th, 2007 02:51 PM

Re: Blindness
 
Quote:

Burnsaber said:
Hama Dryad (monster number 932) states in description that "They never leave the province they are summoned to". Apparently they can move out of their home proivnce if they flee from a battle in that province.

For some units/commanders the description means when they leave the home province they continously lose more and more hitpoints. For some other units/commanders the description means the units instantly vanish.

Baneslave October 11th, 2007 03:55 PM

Re: Odd mummy assignment
 
Quote:

lch said:
Quote:

Endoperez said:
The game probably considers all size 3 fliers Caelians. IIRC, the nametype is chosen according to some abilities

That could very well be. As I reported earlier, Siddhas are reborn as Caelian mummies, too.

So they really get wings in the afterlife? http://forum.shrapnelgames.com/images/smilies/happy.gif

Edi October 11th, 2007 04:32 PM

Re: Bug Thread: Discussion
 
Bug Shortlist updated with v 3.10 statfix issues for units, magic sites and weapons as well as Mictlan pretenders. Other reported bugs will be edited into appropriate posts when my eyes stop bleeding from working on the DB update.

lch October 12th, 2007 03:12 AM

Re: Bug Thread: Discussion
 
The 3.10 patch seems to have added some 250 sprites or something, at least that's the sprnbr difference that the game gives if somebody wants to use some extensive mods. One of our MP games have become unusable because of this. It seems, however, that this is purely a GUI design problem, because there is no problem if nations are given to the AI or if turns are hosted with a text-only server. See http://www.shrapnelcommunity.com/thr...996#Post555819

Aristander October 12th, 2007 10:43 PM

Re: Bug Thread: Discussion
 
I think I have found a bug.
I am trying to load a pretender for LA pythium to lamaserver for BAG.
Every pretender I design is saved as pythium_0.2h
Should the pretender be late_pythium_0.2h ?
I tried renaming the file but it still gets rejected.
Works fine single player as pythium_0.2h
Can someone try creating a pretender for LA pythium and see if it saves the same way?
Thanks
Aristander

Edi October 13th, 2007 03:39 AM

Re: Bug Thread: Discussion
 
Yes, it does. The middle era Pythium gods are saved as mid_pythium_0.2h, so there is a difference. This is a problem if the game expects the SC pretender to be named late_pythium_0.2h. I'll add that to the shortlist.

Notes to self, add the following:
  • permanently dead prophet
  • mod sprites issue update
  • armor assignment to mod issues
  • rainbow SC bug
  • Stygian Paths (again)
  • 1920x1200
  • Mac patch 3.09/3.10
  • file time stamp issue for MP games when Quit without saving
  • Ultan, Ultan
  • AI bodyguards too many
  • golem does not run away on turn 50 rout, dies immediately
  • Amber Clan event monster nmbr

Edi October 13th, 2007 04:43 AM

Re: Bug Thread: Discussion
 
Roundup of various bugs that have not been gathered up along the way:
  • <font color="red">SYS Resolution 1920x1200</font> The 1900x1200 resolution does not work correctly. Discussion threads are here and here
  • <font color="red">SYS Mac patch 3.09/3.10</font> Mac Patch is apparently v3.09, not 3.10
  • SYS File time stamps File time stamps are updated on the server in MP games even when the player elects to Quit Without Saving
  • EVT Amber Clan event monster nmbr Event that gives an Amber Clan Mage to UW player should give monster 575, not 1417
  • <font color="red">MOD Armor Assignment to Creatures</font> Armor can be selected for modding by armor number but cannot be assigned to units by armor number, the name must be used. This breaks mods if there are ever changes to armor names and makes it impossible to assign various armors of the same name (e.g. Centaur Barding) because the game always picks the first one. Weapons can be assigned by number, so armor should as well.
  • MOD Sprite Limits v3.10 Discussion Patch 3.10 breaks games with several modded nations due to sprite limits being stretched. Bug Thread Post
  • NAME Ultan, Ultan The Great Fixing did not affect name lists, so MAn/Eriu/Tuatha name list still has one entry as "Ultan, Ultan" instead of just "Ultan"
  • <font color="red">BHV Y-key Eye of God</font> Still not as blind as it should be, details provided earlier by PM
  • BHV Unable to get new prophet This behavior may happen if a prophet dies of disease, player is unable to assign new prophet even after 20 or more turns. Possibly related to the late winter disease bug (units lose 1 hp to disease, then an extra HP, which also permanently kills immortal units in friendly dominion if it happens). Discussion thread and uploaded files here
  • BHV Golems &amp; Turn 50 Rout Golems do not run away from the battlefield after a Turn 50 rout ends the battle. They die immediately instead. Bug or WAD?
  • BHV Pretender Creation Reported in detail earlier by PM, Dom3 behaves very strangely if a pre-created pretender is selected for loading, deleted and a new pretender created from the default form suggestion. Results can look like this.
  • BHV AI Bodyguards AI sometimes assigns far too many units as bodyguards, such as entire stacks of 20 or more that would be much more effective directly in battle.
  • SPELL Stygian Paths still broken, cannot be used at all or causes strange behavior and kills all units being transported.
  • SPELL Internal Alchemy Increases age by 15 years instead of decreasing it

The Permanently dead prophet has been added to the Vanishing Scales &amp; Immortality section since it seems t a a casual glance to be related.

atul October 13th, 2007 12:48 PM

Re: Bug Thread: Discussion
 
One of the Hydra's damaged shapes doesn't revert to healthy (missing firstshape?). Monster number 1837.

Edi October 13th, 2007 03:05 PM

Re: Bug Thread: Discussion
 
CRAP! Well, that's just going to get added too then. Looks like all of the secondshape/firstshape pairs for all hydras must be checked for the next patch. I suppose I'll have to make a new shape table for regular hydras in addition to the SC ones.

Lazy_Perfectionist October 14th, 2007 02:12 PM

Re: Bug Thread: Discussion
 
Lanka's Rakhasi (both forms) don't have gluttony, but rather supply (2). I suppose its due to the nature magic, I suppose that's why the supply is 10, not 2. Now that I think about it, it isn't a bug at all, just combined icons?

Lazy_Perfectionist October 18th, 2007 10:40 AM

Re: Bug Thread: Discussion
 
It's not exactly a bug... but LA Pythium is a bit troublesome for PBEM because its the only nation that follows the format name.2h - the order/turn files are pythium.2h while even yomi and maverni are early_nation.2h and MA pythium is mid_pythium

For more on this, you can check out the BAG thread. It's linked to in the Halls of Valhalla.

Ozymandias October 18th, 2007 03:52 PM

Re: Bug Thread: Discussion
 
LA Mictlan Sun Priests lack forest survival.


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