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

AreaOfEffect January 27th, 2009 02:44 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Reay (Post 669993)
Small issue: LA Mictlan's starting army consists of warriors (unit number 722), which have older Mictlan armour instead of the LA warriors (unit number 1545) which have Scale Mail cuirasses.

The same applies to MA Mictlan, though I would have thought that to be a known bug. Perhaps not. The biggest concern is that the old warriors can't keep up with the new ones because they have map move of 1.

Also, while we're on the subject, LA Man's PD produces tower guards from MA Man, not the tower guards of the LA. These are substantially different units.

rdonj January 27th, 2009 05:28 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by seryozha (Post 670025)
I have been trying some earth strong blessing for +4 protection with Vanheim and Eriu. However, it seems that blessing is doing no effect, defence stats remain unchanged while troops gain other bless effects like reinvingoration or atack, magic protection, etc (depending of the magic choices). Is this a known bug or I am missing something? Thank you all.

Are you looking at their protection, or their defense? If you're not seeing a change to the protection with a 9 earth bless, click on their protection stat before blessing, and then after blessing click again. There should be a change in the head/body values at least.

seryozha January 28th, 2009 03:27 AM

Re: Bug Thread: Discussion
 
You are right rdonj, I was looking defence, not proteccion. Nevertheless, proteccion is increased but blessing effect is not specified as 'Blessed: +4' so I didn't notice the change yesterday... :o

chrispedersen February 1st, 2009 02:23 AM

Re: Bug Thread: Discussion
 
There seems to be a bug or bugs with hell power. CMB may be involved, but the bugs also transcend cbm.

A. Caster is a 2/2 vampire.

1. opponent casts a spell.
2. Vampire casts hell power. Fatigue 14. Only 2 blood slaves are consumed
3. Vampire immediately casts Summon Imp. (it seems out of turn) Fatigue is now 34. 2 blood slaves consumed.
4. Opponent casts a spell.
5. Vampire casts Hellbind heart. Fatigue is now 84. 2 blood slaves consumed.

These exact fatigues have been repeated a couple of times.
Vampire is never horror marked. No horror ever appears. Vampire gets no bonus to any physical stats.

Spell Vanilla CBM
Hell power B2 F300 B1 Fat 300
Summon Imp B1 F100 no change
HellBind B2 F100 no change

So I guess
A. I don't understand how the fatigue is 14 after casting Hellpower.
B. I don't understand how the summon spell is immediately cast.
For the fatigue to be 20, the only way for that to happen is for the caster to be a 5th level caster, or a boost of three (not 2 as in the manual). So, I'll presume that what hellpower actually does is give you an immediate boost on casting another spell.
C. I don't understand why *2* blood would be consumed for reinvigorate.

Endoperez February 1st, 2009 04:21 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by chrispedersen (Post 671141)
3. Vampire immediately casts Summon Imp. (it seems out of turn) Fatigue is now 34. 2 blood slaves consumed.
B. I don't understand how the summon spell is immediately cast.
For the fatigue to be 20, the only way for that to happen is for the caster to be a 5th level caster, or a boost of three (not 2 as in the manual). So, I'll presume that what hellpower actually does is give you an immediate boost on casting another spell.

2 Blood (base) + 2 from Hellpower +1 from extra slave = fatigue as 5th-level caster.

The other stuff sounds really weird.

lch February 1st, 2009 07:49 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by chrispedersen (Post 671141)
A. I don't understand how the fatigue is 14 after casting Hellpower.

Because maybe the bonus from Hellpower is being added before the fatigue is being calculated. BTW, gems and fatigue are tied. It's not possible that the spell requires only 1 slave in CBM, but has 300 fatigue. It's just a bug that the modded Blood slaves / fatigue values don't get shown in the spell infoscreen. It is really a B1 Fat 100 spell.

Quote:

Originally Posted by chrispedersen (Post 671141)
B. I don't understand how the summon spell is immediately cast.

No idea either, sounds like a fluke.

Quote:

Originally Posted by chrispedersen (Post 671141)
C. I don't understand why *2* blood would be consumed for reinvigorate.

Because mages are greedy, they want to prevent fatigue if they have the chance. If I have to cast multiple spells of the same type, and one of the later ones requires gems, I regularly give the mages a good deal of gems more so that they don't run out of them during the early spells already.

archaeolept February 1st, 2009 11:54 AM

Re: Bug Thread: Discussion
 
the problem is the numbers don't work, lch.

the fat cost for hellbound heart is exactly what one would expect if one's blood level had been unnaffected by hellpower, let alone that the fat cost for the original casting shouldn't have been modified by hellpower already...

DonCorazon February 1st, 2009 12:06 PM

Re: Bug Thread: Discussion
 
Did you look at magic/drain scales in province where he's casting?

Reay February 3rd, 2009 05:12 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Reay (Post 669993)
Small issue: LA Mictlan's starting army consists of warriors (unit number 722), which have older Mictlan armour instead of the LA warriors (unit number 1545) which have Scale Mail cuirasses.

LA Mictlan's PD also has the same problem as above. I assume therefore MA Mictlan also has this problem.

chrispedersen February 3rd, 2009 12:09 PM

Re: Bug Thread: Discussion
 
Quote:

Quote:

Originally Posted by chrispedersen (Post 671141)
C. I don't understand why *2* blood would be consumed for reinvigorate.

Because mages are greedy, they want to prevent fatigue if they have the chance. If I have to cast multiple spells of the same type, and one of the later ones requires gems, I regularly give the mages a good deal of gems more so that they don't run out of them during the early spells already.
[/quote]

But the point is, reinvigorate *removes* all fatigue. Makes no sense whatsoever to spend more gems for the same effect. I'm suggesting here that there should be a special line of consideration that when casting, do not use an extra gem to cast this spell.

To answer Don's question: These were vampires, fighting in Dominion. The magic scales were +1-+3.

But I'd say the spell remains seriously bugged - or at least different than the description. Vampires got no horror marking, no physical bonus - and no magic bonus for the duration of the combat - possibly it did get one for one casting.


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