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-   -   Dominions II Bug Thread (http://forum.shrapnelgames.com/showthread.php?t=16593)

Taqwus November 9th, 2003 06:00 AM

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.

Nagot Gick Fel November 9th, 2003 06:41 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Taqwus:
The description for the Prince of Death calls him a demon prince, but he's tagged undead instead of demon.
<font size="2" face="sans-serif, arial, verdana">Being both would make sense IMO.

Chris Byler November 9th, 2003 11:29 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Taqwus:
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.

<font size="2" face="sans-serif, arial, verdana">Also, if the elemental hauberk stays at 100% resistance to fire, cold and lightning, it should definitely go to level 6 (or even 8). On the other hand, I would prefer to see it stay level 4 but drop to 50% fire, cold and lightining resistance. I don't think any non-artifact should confer 100% resistance to more than one element (and even one 100% should be pretty rare).

Saber Cherry November 12th, 2003 01:08 AM

Re: Dominions II Bug Thread
 
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.

Kristoffer O November 12th, 2003 08:14 PM

Re: Dominions II Bug Thread
 
Noone is supposed to retreat in an assassination, the assassin least of all.

Kaljamaha November 13th, 2003 04:24 PM

Re: Dominions II Bug Thread
 
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.

PhilD November 13th, 2003 07:57 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Kaljamaha:
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.

<font size="2" face="sans-serif, arial, verdana">On a similar note, when you try building a high-resource unit in a low-resource Province (like a Knight in a Prov with, say, 5 resource), the unit will get built over time, but turn after turn it doesn't show any progress - until the unit is built.

Basically, it's the same problem - the resources are actually used, but the counter doesn't update.

Saber Cherry November 13th, 2003 10:20 PM

Re: Dominions II Bug Thread
 
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

licker November 13th, 2003 10:45 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Saber Cherry:
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

<font size="2" face="sans-serif, arial, verdana">I had the same thing happen, had a combat where the BSes rushed the enemy (and died) combat loses of -8, then I had a few of the slaves sitting around doing nothing...

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.

Saber Cherry November 13th, 2003 11:36 PM

Re: Dominions II Bug Thread
 
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...=)

LordArioch November 14th, 2003 02:18 AM

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.

Gandalf Parker November 16th, 2003 02:48 AM

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

Taqwus November 16th, 2003 04:17 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Saber Cherry:
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...=)
<font size="2" face="sans-serif, arial, verdana">That's possibly even more warped than what I did once in Dom I -- summon scads of werewolves, hand out sanguine dowsing rods, and have 'em look for victims. http://forum.shrapnelgames.com/images/icons/icon12.gif

Pocus November 16th, 2003 08:48 AM

Re: Dominions II Bug Thread
 
the blood slaves bug date back from doms I and has never been fixed. Not a big deal anyway.

Saber Cherry November 16th, 2003 10:39 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Pocus:
the blood slaves bug date back from doms I and has never been fixed. Not a big deal anyway.
<font size="2" face="sans-serif, arial, verdana">Yes it is, I want them back in my gembox!! =)

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=)

st.patrik November 16th, 2003 10:45 PM

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...

Kristoffer O November 16th, 2003 10:57 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by st.patrik:
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...

<font size="2" face="sans-serif, arial, verdana">1) Bug. Unknown. Thanks.
2) Bug/strangeness. Known.

Also Centaur Cataphract very cheap compared to Minotaur Commander.

Sammual November 16th, 2003 11:48 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Chris Byler:
No one has mentioned yet the trick of equipping assassins with magical eyes and sending them against the Cyclops - in Dom I he would often find the magic eye on the assassin's body, put out his own eye, and put the magic eye in its place.

In my opinion, whenever a leader finds an item that curses, horror marks or diseases the bearer, causes an affliction when equipped (eyes and hearts), or can't be removed once equipped, it should be sent to the lab. Perhaps even all salvaged items should be sent to the item treasury (instead of being equipped on the finder) - that would be preferable to the current system.

Otherwise, we'll just see more "assassins" with bane venom charm (or fever fetish, or rod of the leper king), knife of the damned, eye of aiming (if you're going against a Cyclops), and possibly black heart (if it wasn't an assassin to begin with) - in addition to the medallion of vengeance, of course.

I don't mind (much) losing a commander to an assassin with rod of the phoenix, bane blade, or some other powerful item that kills my commander - or even to summoning assassins (skeleton talisman, lifelong protection, empoisoners or other death mages using Raise Skeletons). Or having them permanently weakened by an assassin with a Flesh Eater, Black Bow of Botulf, or now Vision's Foe.

But I do mind having a commander (or prophet, or pretender) crippled by a failed assassination attempt because he imprudently looted the assassin's corpse and put on cursed items. Any non-mindless being should know better than to wear a Bane Venom Charm (unless lifeless or undead), or put out its one eye for an Eye of Aiming.

<font size="2" face="sans-serif, arial, verdana">I agree.
In my mind this is a bug.
Looted items should go to a LAB not get equiped by whoever finds it.

Sammual

Taqwus November 17th, 2003 02:49 AM

Re: Dominions II Bug Thread
 
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...

st.patrik November 17th, 2003 04:57 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by st.patrik:
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...

<font size="2" face="sans-serif, arial, verdana">1) Bug. Unknown. Thanks.
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.

Treebeard November 18th, 2003 01:12 AM

Re: Dominions II Bug Thread
 
Don't know if someone mentioned before, but the Serpent King's snake form is sacred (but cannot be blessed).

Taqwus November 18th, 2003 05:16 PM

Re: Dominions II Bug Thread
 
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).

Chris Byler November 18th, 2003 10:19 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Taqwus:
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...

<font size="2" face="sans-serif, arial, verdana">Yeah, if we're talking about Stormbringer or the One Ring, that's one thing (although as I pointed out on another thread, Gandalf (the LotR one) refused the One Ring when it was offered - so an MR check to resist cursed artifacts might be appropriate). But an Eye of Aiming or Knife of the Damned is entirely different. Less powerful items should have less powerful (if any) compulsion.

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.

RadiantFleet November 19th, 2003 01:21 AM

Re: Dominions II Bug Thread
 
Wish does not appear to work with Nifel Jotheim.

Nerfix November 19th, 2003 07:40 AM

Re: Dominions II Bug Thread
 
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 ]

Johan K November 19th, 2003 12:00 PM

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.

Taqwus November 19th, 2003 05:30 PM

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.

Taqwus November 20th, 2003 06:29 PM

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.

Kristoffer O November 20th, 2003 09:49 PM

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

Taqwus November 21st, 2003 05:38 PM

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.

Taqwus November 21st, 2003 07:11 PM

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 ]

Gandalf Parker November 21st, 2003 10:25 PM

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.

LordArioch November 21st, 2003 11:05 PM

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.

HJ November 21st, 2003 11:08 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by LordArioch:
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.

<font size="2" face="sans-serif, arial, verdana">I haven't seen this. I've used him in demo, and the imps rout in the first turn or two usually, yet the rest of the army continues to fight. I don't know what happens when he is alone though, and whether the imps then count as an army that when it routs leads to commander (in this case him) routing as well.

[ November 21, 2003, 21:14: Message edited by: HJ ]

Jasper November 21st, 2003 11:21 PM

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?

LordArioch November 22nd, 2003 12:42 AM

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.

Kristoffer O November 22nd, 2003 11:15 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Jasper:
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?

<font size="2" face="sans-serif, arial, verdana">You are right about the Medusa. In the upcoming patch there will be a symbol showing if a unit heals wounds. This will it easier for me as well as you. She might have changed again. She's not too strong in my opinion.

We are not very formal, so I suppose this is it. We have an internal list that I am currently updating.

November 22nd, 2003 11:50 AM

Re: Dominions II Bug Thread
 
Is there any chance that in your debugging you will be reweighting the luck and/or event system?

HJ November 22nd, 2003 01:08 PM

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.

Kristoffer O November 22nd, 2003 10:47 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Zen:
Is there any chance that in your debugging you will be reweighting the luck and/or event system?
<font size="2" face="sans-serif, arial, verdana">Not unlikely. Dominion scales will be moddable with the patch, but we prefer to have the vanilla game balanced as well.

Kristoffer O November 22nd, 2003 10:50 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by HJ:
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.

<font size="2" face="sans-serif, arial, verdana">Difficult to say. What spell didn't he cast. Was it perhaps out of range or something?

HJ November 22nd, 2003 11:13 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Kristoffer O:
Difficult to say. What spell didn't he cast. Was it perhaps out of range or something?
<font size="2" face="sans-serif, arial, verdana">No, the script was body ethereal, personal luck, astral shield, fire shield, astral weapon, attack archers. So, his first turn would look something like this: body ethereal, personal luck, attack (I guess closest, but it's difficult to say); second turn: astral shield, fire shield (if he was able to cast them due to enemy surrounding him now), attack. And so on. It was with Magoth the archdevil, so he was able to fly right into the enemy ranks, which made it even worse. I have the save (or I could make one, since the game is still going).

[ November 22, 2003, 21:15: Message edited by: HJ ]

Jasper November 23rd, 2003 12:04 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Jasper:
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?

<font size="2" face="sans-serif, arial, verdana">You are right about the Medusa. In the upcoming patch there will be a symbol showing if a unit heals wounds. This will it easier for me as well as you. She might have changed again. She's not too strong in my opinion.

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.

Nagot Gick Fel November 23rd, 2003 12:09 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by HJ:
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.[...]

<font size="2" face="sans-serif, arial, verdana">Difficult to say. What spell didn't he cast. Was it perhaps out of range or something? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I've noticed this in Dom 1 as well. If the mage has Quickness 101+% and is scripted to cast (s1)(s2)(s3)(s4)(s5)(spells), he will actually cast:

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

Kristoffer O November 23rd, 2003 12:40 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Jasper:
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.
<font size="2" face="sans-serif, arial, verdana">The size is much due to her wings. Winged critters have higher size then their counterparts. Demons and such have higher Hp:s then other beings of the same size. The medusa is perhaps comparable to a pan or minotaur, but perhaps she deserves some more.

Quote:

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.
<font size="2" face="sans-serif, arial, verdana">Might be a good idea, this thread is somewhat unstructured (as are most threads).

Kristoffer O November 23rd, 2003 12:42 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Nagot Gick Fel:
I've noticed this in Dom 1 as well. If the mage has Quickness 101+% and is scripted to cast (s1)(s2)(s3)(s4)(s5)(spells), he will actually cast:

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

<font size="2" face="sans-serif, arial, verdana">Odd, we'll take a look.

Jasper November 23rd, 2003 07:30 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Jasper:
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.

<font size="2" face="sans-serif, arial, verdana">The size is much due to her wings. Winged critters have higher size then their counterparts. Demons and such have higher Hp:s then other beings of the same size. The medusa is perhaps comparable to a pan or minotaur, but perhaps she deserves some more.
</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. :-)

Kristoffer O November 23rd, 2003 10:27 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Jasper:

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?

<font size="2" face="sans-serif, arial, verdana">Size should be same as PoD (same basic sprite). HP 25 or 30 is not unreasonable.

Quote:

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.

<font size="2" face="sans-serif, arial, verdana">Is he too powerful? I havn't thought much about him lately, although he is one of my favourites.

Quote:


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. :-)

<font size="2" face="sans-serif, arial, verdana">I agree on the nation specific ones.

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

Nagot Gick Fel November 23rd, 2003 01:39 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Jasper:

Prince of Death

<font size="2" face="sans-serif, arial, verdana">Is he too powerful?</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">PoD supercombattants have not that many hps to start with and could be easily undone with Dust to Dust, and now nature mages have that prec 100 Maggots thing. Every nation should be able to get low nature or death mages after a while, so I think the PoD will look less frightening in Doms 2, he should be OK now.

Jasper November 23rd, 2003 04:01 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Kristoffer O:
Is [PoD] too powerful? I havn't thought much about him lately, although he is one of my favourites.
<font size="2" face="sans-serif, arial, verdana">There is a reason he is so popular. For example, while NGF is quick to defend the PoD, he is also quick to recommend new players play a PoD... http://forum.shrapnelgames.com/images/icons/icon12.gif Still, I'm reluctant to say he's _too_ powerfull, although he'd be good even if he cost 75.

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:

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
<font size="2" face="sans-serif, arial, verdana">I'm not really against Magic Duel, it just has a harsh flavor that takes some getting used to, like fermented drink. I am however not Masochistic enough to use expensive things that are vulnerable to Magic Duel!

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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