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Re: Dominions II Bug Thread
Minor bit of silliness: It looks a bit odd to have more than 100% resistance to an elemental attack form.
Are you now supposed to be able to recruit troops while under siege? I don't recall this being allowed in the first game, but it seems you can now. The description for the Prince of Death calls him a demon prince, but he's tagged undead instead of demon. If dragon scale mails have been downgraded to only provide single-element "partial" protection, as the game text suggests, will they still be "very powerful magic items"? Maybe if prot jumps, or defence and encumberance penalties go to 0. |
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My Slayer was set to retreat by accident, and ran away while attempting to assassinate a commander. Are assassins supposed to retreat from assassination attempts if set to "retreat"? If so, that should be changed, because they die immediately... thus there is no situation where such behavior is desirable. Neither side should retreat no matter what their orders are.
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Noone is supposed to retreat in an assassination, the assassin least of all.
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Here's one I couldn't find mentioned before:
The resource counter for provinces, when recruiting troops, doesn't take into account resources already commited to a unit on previous turns. For example: I was playing with Blood of Humans Abysia. My province had 96 resources. I was recruiting light infantry that cost 12 resources. I started recruinting with no units on the queue, and ended up with -1 resources (also recruited a commander that turn), one resource short of the Last infantry. Ok, fine. Next turn, however, the counter listed available resources as 84, with only the one light infantry from the previous turn in the queue. I should have shown 95, since 11 of those resources had already been "paid for". Anyway, I put seven light infantry on the queue until the resources showed a flat zero. I calculated that I still should have 11 resources left, so I put another 11 resouce light infantry on the queue. The counter showed -11 resources. Lo and behold! All of the units were built next turn. I guess this is a minor issue, but it would be nice to see the real situation, as it allows you to really optimize your production by squeezing a few more cheap units into a turn. K. |
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Basically, it's the same problem - the resources are actually used, but the counter doesn't update. |
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I was blood-slaving, and had my slavers set to retreat in combat. The province was invaded, and some commanders retreated, but some did not, but I won the fight.
This led to 2 effects. First, some of the blood slaves rushed into combat. Second, after the battle, my casualties were listed as -3. Third, after battle, I had 6 blood slaves in the garrison. They are now bloodslave units... I cannot put them into a gembox anymore, but I can assign them to commanders. Unfortunately, they are essentially worthless (despite their 50 morale), and they take up supply. -Cherry |
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I did try to use them in a new combat, but the mage couldn't use the BS for anything other than a meat shield I suppose. |
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It might be fun to Gift of Reason one of them, empower her in Blood, and turn her into a renegade ex-bloodslave slave-gatherer...=)
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Re: Dominions II Bug Thread
So that explains the -3 losses. Strangely this did not happen when I had my blood slaves drive off the enemy one time, perhaps because the only commander in the area was from province defense.
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Re: Dominions II Bug Thread
you might use them as patrollers. Are they fast?(that boosts patrolling)
Speaking of which (back to subject) I know harpys were downgraded back in Dom1 to not being extra-good patrollers but then you made speed a factor. Harpys have a speed of 4? did they have to be downgraded that far? Also for some reason the Pangaea Longbows (centaurs) dont have an option to fire at rearmost |
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the blood slaves bug date back from doms I and has never been fixed. Not a big deal anyway.
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The only time I saw a leader take bloodslaves underwater, they stayed safe in their gembox during battle. Which is good, cause they'd drown otherwise. Conceptually it's a little strange, though=) |
Re: Dominions II Bug Thread
two things:
1. Knights of Avalon don't have an alicorn attack, but instead a hoof attack. [this better be a bug http://forum.shrapnelgames.com/images/icons/icon7.gif ] 2. 'new era' pangaea come with a black harpy at the beginning, despite the fact that they can't recruit black harpies. at the least this is a little strange... |
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2) Bug/strangeness. Known. Also Centaur Cataphract very cheap compared to Minotaur Commander. |
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In my mind this is a bug. Looted items should go to a LAB not get equiped by whoever finds it. Sammual |
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I could see a case for some auto-equipping cursed items, depending on the nature of the curse (think powerful items that either can mask the curse or otherwise appeal to the finder), but even that should require an MR check.
Something like Stormbringer might be pretty hard to put down, or to meekly set aside and deliver to the lab, despite the downside of occasionally going berserk and turning on your associates... |
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2) Bug/strangeness. Known. Also Centaur Cataphract very cheap compared to Minotaur Commander. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">One other thing I noticed about Pangaea (I don't remember whether it was 'new era' or standard theme) was that their starting commander starts with more troops under his command than he is capable of commanding - I think he has 36 satyrs, but only is capable of commanding 25. |
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Don't know if someone mentioned before, but the Serpent King's snake form is sacred (but cannot be blessed).
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When casting Wish, you can type a wish but you can't see what you're typing. Observed on Linux, w/ nVidia drivers (for a gf2mx400/64MB).
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How about: non-harmful items found are equipped if there is an open slot, otherwise sent to the treasury. Harmful items cause the finder to make an MR roll with the following penetration: trivial item (Cons 0) - pen 9 minor item (Cons 2) - pen 11 major item (Cons 4) - pen 13 very powerful item (Cons 6) - pen 15 artifact (Cons 8) - pen 17 If the finder passes, the item goes to the treasury; otherwise the finder puts it on. "Harmful" is defined as any one (or more) of the following: * causes an affliction when equipped (eyes, hearts, disease items) * causes curse or horror mark when equipped * auto-berserk (wearer starts battle berserk) * unremovable * has a damaging aura (heat, cold, poison) - even if the item confers immunity on its bearer, this can still be harmful to those around him, so commanders should be able to think twice about putting on such an item * attracts attackers (Grail, Forbidden Light) * transforms the wearer (Lychantropos Amulet) and anything else I can't think of at the moment that is a good reason not to put something on. |
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Wish does not appear to work with Nifel Jotheim.
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Not sure if this is a bug or a feature, but:
The effects of multiple Main Gauges of Parrying stack. AFAIK, they aren't supposed to stack. [ November 19, 2003, 05:40: Message edited by: Nerfix ] |
Re: Dominions II Bug Thread
Attack and Defence bonuses from weapons are supposed to stack. And regarding the wish spell. It works, you just cant see what you have written. So type 'gold' and press enter to get a proper wish. It will be visible after the coming patch.
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Re: Dominions II Bug Thread
When your cursor hangs over the one demon lord's "Corrupt Commander" command, the text at the bottom of the screen corresponds to the "Call God" command.
I had a Mound Fiend who couldn't even try to reanimate undead while sieged (and there were corpses present), while the one Ice Devil who's also an unholy priest was still on that order (had been assigned to do that even before the siege started, IIRC). Seemed inconsistent. |
Re: Dominions II Bug Thread
Possible bug: a Jotun Gode that dies, but gets turned into a Soulless because of the Ankh, retains its priestly ability and can build temples, but can no longer preach.
Strange thing that might be a feature that I don't know about: After my Jotun forces (incl. Belphegor) stormed T'ien Ch'i and defeated the defenders, including Li T'ieh-Kuai... I received a "Slave of Belphegor" commander named Li T'ieh-Kuai, and with the same amount of magic (but no immortality, and otherwise Slave of Belphegor stats). Strange; Belphegor fought in the battle, instead of being used to Corrupt Commander. |
Re: Dominions II Bug Thread
The Belphegor thing is some kind of bug. When Li dies and is revived (immortality) some other bone head apparently tries to take his place. The bug fits Li's history though. When he returns from an astral travel his body was already destroyed, so he had to find another. Luckily it was on your side http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Dominions II Bug Thread
Oddity: The Moon Spear carried by an Etherlord does not, if memory serves, show itself gaining the double-damage-versus-magical-creatures that the Moon Blades carried by his troops do.
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Re: Dominions II Bug Thread
This probably isn't a bug, but from a certain viewpoint it's pretty weird:
When the Soulstone of the Wolves calls wolves (lots of 'em, every turn, on the flanks!) during a castle storming, the wolves can appear *inside* the castle walls. I can just imagine the beleagured commanders screaming, "They're inside the perimeter!"... (Edit: Should be 'within'. "Inside" the walls, literally speaking, WOULD be very, very weird.) [ November 21, 2003, 17:12: Message edited by: Taqwus ] |
Re: Dominions II Bug Thread
OK not only does the game try to check all the maps when it comes up (with strange results if there is an old dom1 map there), and not only does it force me to keep MapEdit works in with the game maps, but it has a LIMIT on the number of maps it can list for a game? About 27 it appears.
I really wish there was a command line switch to specify a different map directory. |
Re: Dominions II Bug Thread
The Moloch pretender currently has a bug seriously limiting his usefulness. If he is sent into combat, your entire side will rout as soon as the imps accompanying him rout. I might be incorrect, but I'm pretty sure it's not just the Moloch but all commanders and your entire army that flees.
You might want to look into this. |
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[ November 21, 2003, 21:14: Message edited by: HJ ] |
Re: Dominions II Bug Thread
Very Minor bug. I recall I believe KO saying that the Medusa recovered from afflictions, similar to Pangaean troops. As far as I can tell (~100 turns over several games), this is not the case.
Also, do you guys have any sort of formal bug tracking setup? Or is this the right place? |
Re: Dominions II Bug Thread
I know he routs when he's alone and he routs with another commander if the troops are set to guard commander. Even just routing alone is a serious limit to the usefullness of the moloch...if he wouldn't run he'd be a useful pretender for a 9 fire bless + early expansion but as it is I won't even consider using him due to his tendency to flee battles.
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We are not very formal, so I suppose this is it. We have an internal list that I am currently updating. |
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Is there any chance that in your debugging you will be reweighting the luck and/or event system?
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Re: Dominions II Bug Thread
This may or may not be a bug, but nevertheless...
I have a hero who through hall of fame gained quickness. He now has three actions per turn due to the heroic ability (no extra items or spells that would give him quickness), but the problem is that the third action in a turn does not follow his script any more. In other words, he has five spells scripted, and then attack archers. In the first turn, he casts two spells and then attacks (he can fly), and on the second turn he continues with his script by casting the next two spells as instructed. He is not berserking or anything like that, and he followed the script when he had only two actions per turn. |
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[ November 22, 2003, 21:15: Message edited by: HJ ] |
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We are not very formal, so I suppose this is it. We have an internal list that I am currently updating. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">The Medusa is a bit weak, and could probably do with a more hitpoints (20 for size 5?), and perhaps a starting dominion of 2 or even 3. She certainly doesn't compare well with the stock Prince of Death. This is an ok place to keep posting bugs, but it could be improved. Perhaps a seperate board, where each bug is posted as it's own thread? This still doesn't allow you to easily prioritize, sort, or search -- but it'd definitely be an improvement. |
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1st round: s1, s2, sX 2nd round: s3, s4 (and also sY if Quickness 201+%) 3rd round: s5, more spells The problem is, if the mage is scripted like this (s1)(s2)(s3)(s4)(s5)(attack), he will do 1st round: s1, s2, attack 2nd round: s3, s4 (and attack if Quickness 201+%) 3rd round: s5, attack |
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Compareable to a Pan or Minotaur is about what I had in mind. They're size 3, and have respectively 27 and 25 hit points. Perhaps size 4 for the wings, 30 hit points? Even then the Prince of Death is still much more attractive; higher hitpoints, attack, defense, protection, 0 enc, Dominion 3, new paths cost 80, etc. Plus Pangaea doesn't really need further Nature and Earth magic. ;-) Dominion 3 and 50 cost paths would help. Still not as good as the PoD, but then again he's easily one of the best Pretenders, especially for factions without access to death magic. In the end I don't really care much about the Medusa per se, but more improving the weaker Pretenders -- especially the nation specific ones. Hopefully this will lead to improved competitive variety. :-) |
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BTW is Shedu still unpopular. IIRC you are one of the enemies of Magic Duel so I suspect the answer is yes http://forum.shrapnelgames.com/images/icons/icon12.gif |
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This is really a philosophical question anyway... Weakening things that people like pisses them off, and IMHO should be avoided unless there are just a few overpowerfull things. One is generally better off improving weaker things or weaker catagories of things. Quote:
So IMHO the Shedu is not only unpopular, it sucks! Flight, Trampling, and 230 hp is nice. But it doesn't make up for low attack/defense, comparatively low magic plus expensive paths, and espeically for inability to use items. The low protection is also a big deal despite access to earth magic, as it makes the Shedu unsafe for expansion until Alteration 3 is researched (Iron Skin, Body Ethereal). And this is all without taking into account it costs 125 but starts with Astral 1! To put this all into perspective, compare the Shedu to the Earth Mother. She's 50 pts less, regenerates, can use all items, isn't vulnerable to Magic Duel, and is available to all factions. IMHO the Shedu could be improved by having Air 1 instead of Astral 1 (I don't believe there are any air/earth pretenders), decreasing it's cost by 25, and improving it's natural protection to 12. |
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