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

Zeldor March 15th, 2009 12:44 PM

Re: Bug Thread: Discussion
 
In one game I did cast a global [nature's bounty] successfully, but it didn't show up in the global list. Caster also does not have icon about owning a global. There are still 2 spots left for globals.

Did it happen to anyone before? It's a huge problem.

chrispedersen March 15th, 2009 05:12 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Endoperez (Post 680055)
Quote:

Originally Posted by chrispedersen (Post 680035)
All the units had gcost = 0, or negative. All had stealth.

Sounds very interesting. Any way, what exactly happens with a negative gold cost and upkeep?

Well, back then it generated you gold. No idea if it still works.

vfb March 15th, 2009 06:18 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Zeldor (Post 680099)
In one game I did cast a global [nature's bounty] successfully, but it didn't show up in the global list. Caster also does not have icon about owning a global. There are still 2 spots left for globals.

Did it happen to anyone before? It's a huge problem.

Yep, happened recently to someone else, but not me. I remember it was the same as what you're saying: two slots open, global cast successfully, but global is missing. It was posted on the forums, but I can't remember if it was this thread, or its own thread.

llamabeast March 16th, 2009 10:37 AM

Re: Bug Thread: Discussion
 
Apparently paralyzed units can still move in order to follow their commander if they have Guard Commander orders. :o

Sounds quite serious to me!

chrispedersen March 16th, 2009 12:15 PM

Re: Bug Thread: Discussion
 
If the developers are going to take a look at Guard commander,

I'd like to make a request as well, which particularly affects flying units, but affects other units as well, berserkers and tramplers for example.

Many times flyers will 'mill about' to no effective difference of placement.

XYZ
P1Q
RST

RST
Q1Z
ZYP

Each time they do so, they burn fatigue. So many times, by the time an enemy does make it to your commander - flying units will have 60-70 fatigue.

Another notice:

XYZ
P1Q.2
RST

In this circumtance countless times I've seen the troop q wait until 2 comes up to it and hit it - instead of taking one step and hitting 2 first.

And we'd all like archers to fire while guarding (but there are good balance reasons while that doesn't happen).

Here's an algorythm that would improve both these things.

Guards, like troops fill a box, the size of which depends on the number of troops. Ignoring size and the cmd donut, more or less 25 units make a 5x5 box, 16, a 4x4 box.

I presume that right now, guards 'mill' in order to allow them to encounter an enemy, to thus attack, and presumably to avoid blocking a commanders move all the time. My suggestion:

General movement
A. Each size guard box has a fill template (ie., what you do when you have a 5x5 box but only 20 units).

B. When a commander wishes to move, subject to ZOC have all of the units guarding execute an identical move. If the commander doesn't move, (subject to C) the guards execute the same move (ie., they don't).

Combat:

A. Record the size of the box at the start of combat.
B. Allow guards to attack enemy units within a box 2 units larger. So for example, 24 guards are in a box 5x5. Allowing them to move with in a 7x7 box would allow the guards to trigger if an enemy approached within 2.
C. An enemy withing the trigger area causes all guards to move to engage the triggering unit.

Several behaviors this would be good for:

Suppose this was the prefill for 18 guards, guarding (1).
A.B.CD
E.FGH.
IJ1.L.
.MN.oP
.QRS.T

The presence of # within the trigger zone would trigger all the guards to move to engage.


....AB
....ECD
..1.GH#
....IJL
....MN

Etc. ( I didn't put all 18 guards.. but you get the idea)

Now if you were really, REALLY slick, you would have 5-6 guards move to intercept the threat and the remaining guards move to a template position for fewer guards.. something more like


a..b.
.c.deKQ
f.1.gL#
.h.i.MR
k...p

As guards die, they would constantly still surround the commander and still send the others to attack the threat.

The routine would be something like:
(made easier for programming)

for an nxn box of guards with x actual guards
a). Always retain n guards on the commander. (Lowest unit #'s they've been with the commander the longest-).
b. For each triggering enemy, (z) send n guards to deal with it.
Reposition all x-zn guards within the a smaller box, but keep the original size box for purposes of triggering. (The guards fall back to protect the commander).

Sombre March 16th, 2009 12:32 PM

Re: Bug Thread: Discussion
 
I've seen troops with missile weapons (archers) fire when set on guard commander during an assassination attempt.

thejeff March 16th, 2009 12:50 PM

Re: Bug Thread: Discussion
 
Bodyguards behave differently during assassinations. Melee troops will charge the assassin, so I'm not surprised archers will fire.

lch March 17th, 2009 08:40 PM

Re: Bug Thread: Discussion
 
Regarding the recent gold cost fixes, there's still one unit which has a gold cost while its alternate shapechange form has a zero gold cost: The Serpent King's (653) serpent form (654). It's a pretender for Sauromatia, so it's not that much trouble...

Wrana March 18th, 2009 05:39 PM

Re: Bug Thread: Discussion
 
Lately in testing Patala the game (3.23) repeatedly crashed when Nagini tried to seduce...

Edi March 18th, 2009 06:27 PM

Re: Bug Thread: Discussion
 
Not getting any crashes with a vanilla test game of Patala with 3.23b, so that seems to have been taken care of as well.


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