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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)

calmon December 17th, 2007 02:15 PM

Re: Bug thread
 
Quote:

Torin said:
I would like the script to have priority over everything else (unless impossible to cast).

On an other issue, my Air queen casting aim on pikeneers?
maybe i missed it but ive found no mention on the shortlist.
Ver 3.10

It was pikeneers from PD and i wanted her to cast on the PD archers instead.


Well the problem was discussed very often. Your armies will be attacked with scouts or random teleported mages and all your scripted mana intensive spells will be wasted for nothing. And believe it or not this is worse than the other side.

However i can agree that things needs some more tuning.

Torin December 17th, 2007 02:23 PM

Re: Bug thread
 
Yes, i think that the gem saving feature is optimal and more often than not the AI was right. But self buffing instead of Master enslave is not gem saving at all since it was cast after.

In previous versions a call of the winds could make your mages spend your gems unnecesarily. Now thatīs fixed (at least for my experience).
You may need several castings of call of the winds to make the trick work now(many, many, many).

PyroStock December 17th, 2007 03:42 PM

Re: Bug thread
 
Not a critical bug or anything, but the AI will cast Aim or Eagle Eyes even if Wind Guide was cast earlier. Aim & Eagle Eyes do not stack with Wind Guide so if Wind Guide has been casted I think the AI could choose something besides Aim or Eagle Eyes, even if they were scripted.

[img]/threads/images/Graemlins/PointUp.gif[/img]Edit: Also mounted troops can use the barrier (artifact), which is a tower shield and contradicts the description.

Thilock_Dominus December 17th, 2007 04:31 PM

Re: Bug thread
 
A minor mod bug:

#mapbackground is broken. It should change the background (the wooden stuff behind the map), but it doesn't.

Loren December 20th, 2007 05:10 PM

Re: Bug thread
 
SP game, I'm looking at an enemy monolith.

With a *LIMP*.

Does someone mind explaining how a monolith can limp???

I also wonder why it has an attack and defense skill?

Torin December 20th, 2007 05:16 PM

Re: Bug thread
 
That monolit has gone a splinter and does not roll evenly.

Itīs like the oracle fountain pretender having a protection value for its head.
(maybe the point where water flows)

Agrajag December 20th, 2007 05:49 PM

Re: Bug thread
 
Ummm, I'm not really sure where to report typos so I'll just post it here.
In the Immortal trait description (the one you get when you click the Immortal icon on an immortal unit http://forum.shrapnelgames.com/image...ies/tongue.gif) it says "capitial" instead of "capital".

Edi December 20th, 2007 07:54 PM

Re: Bug thread
 
There's the in-game typos thread. Those typos I can't do anything about since they are not in the description files.

Loren December 21st, 2007 12:37 AM

Re: Bug thread
 
Quote:

Torin said:
That monolit has gone a splinter and does not roll evenly.

Itīs like the oracle fountain pretender having a protection value for its head.
(maybe the point where water flows)

Roll?? The #$^@!$%^ thing is immobile!

(I'm swearing at it because it's been a pain. I keep killing it, next turn it's called back. At first it had 9,9,7 magic, now it's lost them all. It can't harm my troops at all but it's as likely to win the battle as I am--autoroute before I manage to kill it. I can't reliably hold his capital because of this.)

vfb December 25th, 2007 10:34 PM

Re: Bug thread
 
Commanders carrying underwater breathing items who flee an underwater battle battle can be killed instead of retreating, if the only friendly neighboring provinces are underwater.

vfb December 26th, 2007 10:04 AM

Re: Bug thread
 
Mictlan MA and LA start with an army of Warriors (U#721) and Warriors (U#722). U#722 is the mapmove-1 Warrior from EA, with Mictlan Armor. But in MA/LA, Mictlan can't even recruit unit 722, instead they can recruit mapmove-2 Warriors (U#1545) with a Scale Mail Cuirass.

Shouldn't the MA/LA Mictlan starting army be a mix of #721 and #1545?

Edi December 26th, 2007 06:16 PM

Re: Bug thread
 
Probably. Hadn't paid that much attention to it.

Torin December 27th, 2007 05:43 PM

Re: Bug thread
 
Spell Growing fury is in the shortlist as not working, but ive seen it working casted by the AI. Random units will go berserk each combat round.

NTJedi December 27th, 2007 06:47 PM

Re: Bug thread
 
Quote:

Torin said:
Spell Growing fury is in the shortlist as not working, but ive seen it working casted by the AI. Random units will go berserk each combat round.

It's bugged because the description says it will affect all friendly units. Randomly beserking a few each round is not the same thing. Description also says these units will go beserk at the slightest provocation yet damage from fights does not make them go beserk.
Either the spell is bugged or the description needs fixing.

Torin December 27th, 2007 07:46 PM

Re: Bug thread
 
the description says "provocation" not damage. I think itīs probably working as intended.

Slobby December 27th, 2007 08:05 PM

Re: Bug thread
 
If the mage casting sabbath master has more than 1 blood slave, 2 blood slaves will be sacrificed. The spell will still be cast if he only has 1 blood slave available, with the single blood slave being sacrificed.

It's easily reproducible. I've done it with a pretender (B4), a priest (B2) (EA Mictlan), and a Vampire Count (B2) (LA Ulm).

vfb December 28th, 2007 01:14 AM

Re: Bug thread
 
Quote:

Slobby said:
[img]/threads/images/Graemlins/Bug.gif[/img] If the mage casting sabbath master has more than 1 blood slave, 2 blood slaves will be sacrificed. The spell will still be cast if he only has 1 blood slave available, with the single blood slave being sacrificed.

It's easily reproducible. I've done it with a pretender (B4), a priest (B2) (EA Mictlan), and a Vampire Count (B2) (LA Ulm).

Any mage casting a spell will consider using up to one extra gem (or blood slave) to reduce fatigue.

Slobby December 28th, 2007 10:35 AM

Re: Bug thread
 
http://forum.shrapnelgames.com/image...es/redface.gif I didn't think it worked that way with blood, thanks for the clarification.

NTJedi December 28th, 2007 01:40 PM

Re: Bug thread
 
Quote:

Torin said:
the description says "provocation" not damage. I think itīs probably working as intended.

"Slightest provocation"... I think an enemy warrior slashing you with a sword and causing damage is easily a slight provocation. http://forum.shrapnelgames.com/images/smilies/wink.gif
OBVIOUSLY either the description is wrong or the spell is bugged.

Micah December 28th, 2007 06:33 PM

Re: Bug thread
 
Quote:


Any mage casting a spell will consider using up to one extra gem (or blood slave) to reduce fatigue.

That should be "One or more" (subject to the normal maximum expenditure = to path level). "Up to one" is incorrect.

vfb December 28th, 2007 06:46 PM

Re: Bug thread
 
You sure? I've never seen more than one gem used strictly for fatigue reduction, and also KO said "He will not use more gems then one to reduce fatigue":

http://www.shrapnelcommunity.com/thr...ev=#Post542605


Micah December 28th, 2007 09:32 PM

Re: Bug thread
 
Yes, I am, and I double checked just now to be sure. KO is full of lies. Or at least unintentional falsehoods. =)

Endoperez December 29th, 2007 06:06 AM

Re: Bug thread
 
One gem can be used to increase the caster's level so that he can cast a higher-level spell, and other gems may be used to further increase his level for fatigue-reduction purposes only.

The manual explains it quite well at page 89.

archaeolept January 1st, 2008 03:22 PM

Re: Bug thread
 
further update on Vale of the Silent

3 neighbouring provinces, each w/ the same scales and 0 unrest, except for vale of the silent also having growth 3 instead of 0

pop 5220 income 55
pop 4200 income 45
Vale of the silent (+40 gold) pop 5090 income 23


should expect it to be around 60 base... looks like vale is deducting gold rather than adding.

Loren January 1st, 2008 04:43 PM

A bad hit point calculation
 
Once again I'm being attacked by a monolith that I've killed dozens of times. (I own his capital, he keeps calling it back every turn.)

Basic hit points: 200
Dominion Penalty: -160
Never Healing Wound: -40
Current Hit Points: 34

(This is at the battle start before anyone has done anything.)

Also, it seems to me something more should happen to that monolith due to it's dozens of deaths. It's magic is long gone and afflictions come and go every turn--it's continual deaths have no real effect anymore.

I'm thinking it should lose a point of something each time.

lch January 10th, 2008 08:27 AM

Edi\'s birthday
 
Happy birthday.

llamabeast January 10th, 2008 08:34 AM

Re: Edi\'s birthday
 
Happy birthday Edi!

NTJedi January 10th, 2008 01:45 PM

Bug Thread
 
This is a bug thread, not a birthday thread.
Sending a PM will work just as good, hence this page has 3 off_topic posts. http://forum.shrapnelgames.com/images/smilies/frown.gif

[img]/threads/images/Graemlins/Bug.gif[/img]
Sieging units which require a lab to heal will be healed if the defender of the fort has a lab. This is similar to the other bug where the temple is used by priests sieging a fort to perform blood sacrifices.

lch January 10th, 2008 02:14 PM

Re: Bug Thread
 
I have to report a bug with the forum software. There's a cake being displayed right next to Edi's name. I hope this bug is fixed until tomorrow.

Edi January 10th, 2008 06:26 PM

Re: Bug Thread
 
Thanks guys. I expect the cake icon bug will be gone in around 35 minutes (more depending on your time zone).

NT Jedi, noted. Seems like siege situations grant certain ownership benefits to both parties due to the way they are set up.

ano January 13th, 2008 09:54 AM

Re: Bug Thread
 
Two items that seem to be bugs

First one is that if you have added many units into queue (so that they are left for future turns due to lack of resources) and next turn your castle appears under siege, you can't add new units to queue (expected behavior), but those previously added units will still be recruited. I can't see logic in this so I think it's a bug.
Second one may not be a bug but who knows. This is it.
http://www.shrapnelcommunity.com/thr...mp;o=&vc=1

Zeldor January 13th, 2008 05:16 PM

Re: Bug Thread
 
ano:

And if enemy conquers that castle he will be able to recruit units in the queue. And I don't think that units can be recruited under siege, because with that it wouldn't leave commander to recruit for the one that conquers it.

ano January 13th, 2008 08:53 PM

Re: Bug Thread
 
Quote:

Zeldor said:
ano:

And if enemy conquers that castle he will be able to recruit units in the queue.

Didn't get it. What did you mean?
When enemy conquers the castle he may recruit his national units and some indies - it is a normal issue. I said about the castle under siege.

Quote:

And I don't think that units can be recruited under siege, because with that it wouldn't leave commander to recruit for the one that conquers it.

Didn't understand again. You don't believe that units who were in a recruitment queue will be recruited when a castle appears under the siege? Then you may run a small simple test. I did it and kept recruiting vans in the castle sieged by enemy PoD. One thing to mention is that castle had a half of normal resources (as far as I understand the logic, another half were left in the province outside the walls), but vans were still being recruited.

Edi January 14th, 2008 08:18 AM

Re: Bug Thread
 
Known issues. Units added to the queue before siege are produced normally within the limits of resources in the province. If there are any units left in the queue when the enemy storms the castle, he gets to produce those already bought and paid for units as soon as the resources allow it. He cannot add any more enemy nation units to the queue himself.

ano January 14th, 2008 09:20 AM

Re: Bug Thread
 
I didn't dig so deep:)

Edi January 14th, 2008 10:04 AM

Re: Bug Thread
 
Generally the shortlist thread is your friend. Some of the newer things aren't there yet, but most are.

Slogging through the whole of this thread is a bit much. I did it when it was only 32 pages long (64 for most people here, since I use a different posts per page value than the default) and it was hard enough then. It's grown by 50% since that time.

Sombre January 15th, 2008 03:37 AM

Re: Bug Thread
 
Archaeolept thought there might be a problem with the weapon "Banefire Strike" ID# 348, so I tested it out. I found that the weapon worked fine, but the secondary effect listed as "Decay" ID# 349 (which the database lists as having the same effect as the spell decay) actually seems to have the spell effect plague, just like "Plague" ID# 98.

So I think the spell effect of "Decay" ID# 349 is wrong.

Edi January 15th, 2008 06:37 AM

Re: Bug Thread
 
Possibly. There is more than one weapon named "Decay" in the weapons list and I had to put something in. It's more or less a guess as to which Decay it is, but it is possible that it is assigned by name in the code, in which case it would use the first one that matches. That would explain things.

It can be either a DB problem due to my assumptions or a game problem depending on how the code is written.

Acenoid January 16th, 2008 10:54 AM

Re: Bug
 
Hi!

Is the bug that "soldiers" turn into "commanders" a known bug? or is it some kind of spell i dont know about http://forum.shrapnelgames.com/images/smilies/laugh.gif

Zeldor January 16th, 2008 10:58 AM

Re: Bug
 
I guess it is a bug in that MP game. I am sending my trn files to illwinter.

Agrajag January 16th, 2008 02:15 PM

Re: Bug
 
Quote:

Acenoid said:
Hi!

Is the bug that "soldiers" turn into "commanders" a known bug? or is it some kind of spell i dont know about http://forum.shrapnelgames.com/images/smilies/laugh.gif

There's a spell called "Gift of Reason" that allows you to turn your regular units into commanders.

Torin January 16th, 2008 03:18 PM

Re: Bug
 
i think it has to do with redoing the turn. But KO would know. No Gift of reason here.

Zeldor January 16th, 2008 05:30 PM

Re: Bug
 
Did it happen to you too?

davegg January 16th, 2008 06:24 PM

Re: Bug
 
My game continually freezes when ending a turn on a network MP game. It works after a forced exit/restart and has sent the turn. Also it only happens if you move a unit, not if you check score graphs for example

Torin January 16th, 2008 06:28 PM

Re: Bug
 
I am in EpikBattel too, you had problems.

Zeldor January 16th, 2008 06:42 PM

Re: Bug
 
Yeah and they lasted about 4 turns. I am curios if anyone else had strange things too.

ano January 18th, 2008 09:08 PM

Re: Bug
 
Found a nice bug (maybe a known one, but still).
When I right-click on the magic resistance row of S9 blessed unit stats, it says "Blessed +4", but in fact MR is only +3 as it should be.
I may attach the turn file if needed, but I think it's a common problem

llamabeast January 18th, 2008 10:19 PM

Re: Bug
 
Astral blessing will never raise the MR of a unit above 18, it isn't a bug. Just poorly documented.

ano January 18th, 2008 11:30 PM

Re: Bug
 
I know that.
But a unit I'm speaking of had a base MR of 12 and with bless it was raised to 15, but in pop-up hint it was stated "Blessed +4". That is an interface bug, I think

llamabeast January 19th, 2008 07:49 AM

Re: Bug
 
Oh, sorry.


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