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Re: Dominions II Bug Thread
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Re: Dominions II Bug Thread
Atlantian Scouts have base prot=4. All other atlantians are base prot=2. I doubt they find the thickest-skinned atlantians and make them scouts http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Dominions II Bug Thread
Tactical spell AI query -- should casters be spending gems to magically protect summoned units? I'm not sure where the balance should be. It might make sense to re-cast Antimagic or Will of the Fates or Mass Protection if a friendly just summoned a bunch of Elementals, but it might be overkill for something like the wolves automatically summoned by the Soulstone, or a small batch of longdead. Tricky. Maybe they should only be re-cast if the summons itself had required at least one gem or something like that (those usually being the more serious summons).
On a positive note, I've yet to see my 2.06 casters cast a damaging-aura spell when surrounded by non-immune friendlies (e.g. no Breath of Winter from my Illithids), even when they're capable. Cool. Dunno if that's by luck or not, but cool. |
Re: Dominions II Bug Thread
Documentation note -- perhaps it should be noted for 'Barkskin' that in exchange for boosting protection, the spell appears to grant a 25% fire vulnerability (and therefore the same holds for Protection and Mass Protection). http://forum.shrapnelgames.com/images/icons/icon12.gif It's a logical, but possibly unexpected gotcha.
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Re: Dominions II Bug Thread
You should soon seen a download availiable for a Quickref for Magic Items that includes this type of information. I am planning on doing one for spells as soon as I am able. This should aleviate some of the confusion.
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Re: Dominions II Bug Thread
I created a Crystal Matrix, and 2 Slave Matrices, but when they are appropriately equipped, I still cannot cast more difficult (global) rituals, nor is the displayed skill level of the master increased, unlike for other items that boost skill. Are these communion items only useful on the battlefield? (If so, they should say so.) And does it only work for astral magic? Any help in clarifying for me how these items are supposed to work is appreciated. Thanks.
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Re: Dominions II Bug Thread
Communion and Sabbath are only applicable while on the Battlefield.
They don't help at all casting Ritual Spells, but ont he Battlefield a Communion/Sabbath Master will recieve +1 to all Magic Paths for 2 Slaves, +2 for 4, +3 for 8, +4 for 16, etc. |
Re: Dominions II Bug Thread
Caelum Bug:
When generating a Caelum God the help text in DOMINIONS -> HEAT/COLD say: Caelum prefer HEAT 3! And its not only the text. Caelum now gets all the bonuses from heat instead of cold! (better income, etc.) This makes Caelum broken! |
Re: Dominions II Bug Thread
I was playing Vanheim (the high-def race) versus Ulm (the heavy armor race) and Ulm's tac-AI cast Iron Bane. I proceeded to slaughter their units: 1 hit to destroy the armor, 1 hit to kill... Ulm tac-AI should never cast Iron Bane. I would suggest that Tac AI never cast Iron Bane if, say, its side's average armor protection is greater than the other side's average armor protection (should be a quick, easy calculation).
Also: My Druids kept casting Berzerkers on anything nearby: Vanjarls, Priests, Illithids (from a special site). I have to keep druids in their own party now, far away from anything valuable. My 2-water mage kept casting Cold Bolt at Jotuns. Not bad, but spells should not target immune units. -Cherry |
Re: Dominions II Bug Thread
Spoke too soon; Jade Emperor freely own-goaled his own side with Breath of Winter. Do do do do do do do, gotta keep 'em separated.
Flaming Arrows does not seem to be doing anything for my T'ien Chi composite bowmen -- no flaming victims, no arrows in flame during flight. Marker does show for all the units 'tho. |
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