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

Zeldor July 26th, 2009 10:01 AM

Re: Bug Thread: Discussion
 
vfb:

I have seen PD commander with global enchantment tag recently...

Olive July 26th, 2009 03:14 PM

Re: Bug Thread: Discussion
 
1 Attachment(s)
Hi,

I started a sp game to try Marverni ( CB 1.5 ). After early expansion with only packs of Eponi Knights, I summoned my first golems and tried to kit them. When forging with one of the last 4 mages (the E2 druid & the 3 golems) in the capitol city, the game crashes. Seems to be only with these 4, not related with hammers or something else (apparently). The message is : kv: bad item mt0

When noone of the alst 4 mages forges, turns processes well. I made a backup of the game, it's attached to this post...

Edi July 26th, 2009 05:34 PM

Re: Bug Thread: Discussion
 
You probably have the wrong patch version. You're supposed to have 3.23b. If you have 3.23, that bug happens pretty often. If you have 3.23b, then it's probably a mod issue. If not, then send the files to IW with a description of the problem.

vfb July 27th, 2009 04:41 AM

Re: Bug Thread: Discussion
 
1 Attachment(s)
The cloning-phoenix bug is not really squished yet. I've attached a saved SP game where my Phoenix gets trampled by some elephants, and gets cloned on rebirth from Phoenix Pyre (his first clone is at the top of the battleground screen):

...
damage 19 on Phoenix, spec0x200000 ba0
blastsqr: unr1348 x21 y16 aoe50 dmg10 eff2 spc64 as10133 al9
...

The independents kill him after he clones:

...
Immortal/Twiceborn Phoenix perished
immortal resurected
looseallitems: cnr 99(Teh Bird) unr 1348
...

But the clone does not die, it spawns a new unit even though the original Phoenix died, the fight goes on, and the indies ignore both the clone and the cloned clone:

...
gettarget player 25 targtype 5 unr 1129 eu -1 mode 0
Get an order for 1130 Heavy Infantry, ord 0
Closest enemy (for unr 1130)
...

So, the battle goes to turn 70 with everyone just standing around, and then the indies rout:

...
----- turn 71 (rand 628)(check 17051815)
Battle running along just as I have forseen
battle_incheck
rightplayer teamhp 598 max 713
Army rout 100 for Independents
Mrlreport (right): good40 broken1 autobreak130 turn71
autobreak 130 for Independents
...

My cloned Phoenix has permanent 115 fatigue, so it can't flee even though it wants too:

...
leftplayer teamhp 0 max 17
Army rout 100 for Marverni
Mrlreport (left): good0 broken8 autobreak140 turn71
autobreak 140 for Marverni
...
----- turn 78 (rand 401)(check 2516329)
battle_incheck
rightplayer teamhp 0 max 713
Army rout 100 for Independents
Mrlreport (right): good0 broken22 autobreak130 turn78
autobreak 130 for Independents
broken unit 1124 removed from bg
broken unit 1136 removed from bg
battle_incheck
_____The winner is 3_______
leftplayer teamhp 0 max 17
Army rout 100 for Marverni
Mrlreport (left): good0 broken22 autobreak140 turn78
autobreak 140 for Marverni
...

Turn 78? That's unusual. Anyway, wierdness all around.

Olive July 27th, 2009 05:37 AM

Re: Bug Thread: Discussion
 
@Edi : solved witth 3.23b. Thanks. :)

Kirill August 13th, 2009 09:48 AM

Re: Bug Thread: Discussion
 
Hello!

Could you help me with two strange problems:

1-st: game crashes with stdrr comment:
"Nеgot gick fel!
additem: bad cnr"


2-nd:
From some turn new units that where bought in previos turn dissapear like as i never boughted them at all - and this go onwithoud changes - so no new units at all

Thanks

Loren August 13th, 2009 03:42 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Kirill (Post 705410)
Hello!

Could you help me with two strange problems:

1-st: game crashes with stdrr comment:
"Nеgot gick fel!
additem: bad cnr"

That's it's critical error message. Translates as "Something went wrong!". Usually bad data in a mod.

Quote:

2-nd:
From some turn new units that where bought in previos turn dissapear like as i never boughted them at all - and this go onwithoud changes - so no new units at all

Thanks
Are you perhaps at the global unit limit? It's high but certainly reachable if LA R'yleh or LA Ermor is in the game and the map is large.

Kirill August 14th, 2009 02:27 PM

Re: Bug Thread: Discussion
 
Thank you Loren!
You maded the problem some more clear to me.

And is there any method to find that problem with additem?
Could it be because of the mod uses item number that was been used by other or core game? I made a look about like that and no problem have seen - just one from core is used and moded doesn't.
Maybe else where?

And what is the number limit?
I Like a great max map and maximize player's.
Could it bu upgraded to unlimited?

Edi August 14th, 2009 04:46 PM

Re: Bug Thread: Discussion
 
Limits are in the FAQ. Unlimited is not possible, so just don't include the freespawn nations (LA Ermor and R'lyeh).

Loren August 15th, 2009 12:25 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Kirill (Post 705613)
Thank you Loren!
You maded the problem some more clear to me.

And is there any method to find that problem with additem?
Could it be because of the mod uses item number that was been used by other or core game? I made a look about like that and no problem have seen - just one from core is used and moded doesn't.
Maybe else where?

And what is the number limit?
I Like a great max map and maximize player's.
Could it bu upgraded to unlimited?

You would not want unlimited. Allowing more units slows it down. I do think it should be a configuration item, though.


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