.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)

Edi September 10th, 2009 09:40 AM

Re: Bug Thread: Discussion
 
The scout not being able to hide under siege is WAD.

The black heart not so much so, but it's an unintended consequence. Normally non-stealth units cannot be in a province under enemy control. A siege is an exception, since the province is contested. And assassination requires being present in a province controlled by the enemy.

So in a way it is WAD because I don't see any way to close that loophole unless units with assassination are required to have stealth the same way you can't mod units with holy magic unless they also have the sacred tag.

Micah September 10th, 2009 02:12 PM

Re: Bug Thread: Discussion
 
It's really WAD that a stealth unit can't hide in the province they're in, but they can sneak out to a different province entirely, while at the same time units can remain hidden or sneak into the sieged province from other provinces?

I don't understand why the single stealth order (hide without moving) is disabled while all the rest still work. Just curious what the reasoning is on it.

Bananadine September 10th, 2009 03:06 PM

Re: Bug Thread: Discussion
 
The inability to hide was actually a problem for me in a multiplayer game, incidentally--I'd intended to scuttle a besieged fortress by telling the researchers there to flee and leaving only one scout there, holding a bane venom charm. But my scout could not hide, so I made him sneak the charm into another province instead.

Of course, now that I know about this limitation, it probably won't ever significantly trouble me again. It's not hard to work around.

Quote:

Originally Posted by Edi (Post 709575)
So in a way it is WAD because I don't see any way to close that loophole unless units with assassination are required to have stealth the same way you can't mod units with holy magic unless they also have the sacred tag.

Hm well that sounds fine! Wouldn't that be fine? I mean, assuming as always that it's trivial to implement the change, which it presumably (as nearly always) is really not.

When would it make sense, fictionally, for a non-stealthy assassin to exist? I can imagine there being a sort of "defensive turret" unit that would have the assassin ability (without help from magical items), due to its possession of an extremely long-range sniping weapon, like maybe a bow that fired Seeking Arrows. ...Except then it would be hard to justify actually putting the unit on the battlefield during an assassination attempt, because it would be firing from inside the fortress. Hm okay that makes no sense after all.

Well, what about some kind of a "monster of the castle" that could magically hunt down any prey it chose... but only when it began within its home and power source, the fortress? Haha magic justifies anything. I think that could work!

I'm just playing around with these ideas, you understand. This message is not a bug report (or a feature request). :)

zzcat September 14th, 2009 08:01 AM

Re: Bug Thread: Discussion
 
Creatures with 2nd shape are immune to Beckoning. But the spell description says its target "have a chance of disappearing forever into the forest" so they should just disappear regardless how many shapes they have...

vfb September 14th, 2009 08:13 AM

Re: Bug Thread: Discussion
 
You sure you didn't try it on a bunch of units with forest survival? Like skinshifters or jag warriors?

zzcat September 16th, 2009 09:53 PM

Re: Bug Thread: Discussion
 
I tried it with 100 hydra hatchlings. None of them were killed but some unit got afflictions anyway.

Quote:

Originally Posted by vfb (Post 710110)
You sure you didn't try it on a bunch of units with forest survival? Like skinshifters or jag warriors?


Calahan September 20th, 2009 05:17 AM

Re: Bug Thread: Discussion
 
Is it WAD that you are allowed to cast Crumble on your own forts?

I know the Crumble spell itself is already broken, but if it is ever fixed, it might be worth adding a restriction for it to be un-castable on your own provinces. As I can not see how casting Crumble on yourself could ever have any benefit, and the only purpose it could possibly serve is to allow forts to be more easily gifted to another player. And this only opens up a huge cans of worms, as recently witnessed in a MP game.

vfb September 20th, 2009 06:18 AM

Re: Bug Thread: Discussion
 
Naiads (U1226) are supposed to lose HP and eventually die if they live in a province other than where they were summoned. They continue to lose 1HP per turn if you just give them a regen item. But if you give them a regen item and a fever fetish, they no longer lose 1HP per month.

K September 20th, 2009 12:08 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by vfb (Post 711218)
Naiads (U1226) are supposed to lose HP and eventually die if they live in a province other than where they were summoned. They continue to lose 1HP per turn if you just give them a regen item. But if you give them a regen item and a fever fetish, they no longer lose 1HP per month.

That's weird and awesome.

Bananadine September 27th, 2009 04:20 PM

Re: Bug Thread: Discussion
 
Queen of the Sea has 100% darkvision--even more than is possessed by most Atlantians, who are supposed to live in the deeps--but Queen of the Deeps has no darkvision at all. I think there's a bug in there somewhere.

Misleading wording bug: Water queens are described as having 100% regeneration underwater--"she will heal all her wounds"--but they actually have 50-90% regeneration. One might change the aforementioned phrase to "she will most likely heal all her wounds"; that would be correct, I think....


All times are GMT -4. The time now is 12:16 PM.

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