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

Arryn January 21st, 2004 09:37 AM

Re: Dominions II Bug Thread
 
The Longdead commander that is summoned with Army of the Dead typically comes with 40 Longdead under his command, yet his command skill for undead is only 10.

I have also noticed that quite often, the priest commander for a militia unit that comes from a random event has far more troops under him than his rating would normally permit.

Is there any adverse effect to actually having more troops than you're supposed to have?

Arryn January 22nd, 2004 07:24 AM

Re: Dominions II Bug Thread
 
Minor quibble: why do Devils have the Wasteland Survival trait when they already have Need not Eat? How do they benefit from Survival?

I'm sure if I looked closer, there are probably other creatures with similar "extraneous" traits.

Graeme Dice January 22nd, 2004 07:34 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Arryn:
Minor quibble: why do Devils have the Wasteland Survival trait when they already have Need not Eat? How do they benefit from Survival?

I'm sure if I looked closer, there are probably other creatures with similar "extraneous" traits.

<font size="2" face="sans-serif, arial, verdana">This would give them the ability to move at full speed through wasteland terrain if they didn't already fly.

Norfleet January 22nd, 2004 09:35 AM

Re: Dominions II Bug Thread
 
Friend reports that his Void Lord, who is blind and orients itself with the power of magic, has lost an eye.

Targa January 22nd, 2004 06:07 PM

Re: Dominions II Bug Thread
 
Perhaps not exactly a "bug", per se, but very annoying none the less:

My Pretender was killed, so I set all my priests to "call God". Apparently, an enemy AI had an assassin in one of my provinces, and ordered him to "kill commander" on that turn. Well, on that particular turn is when my Pretender happened to reappear (it just so happens he reappeared in the province with the enemy assassin), so when I Hosted, even though I was "Godless" when I pressed the button, I got the message the my Pretender was the victim of an assassination!

ie: The game AI "processed" my turn, NOT simultaneously, but FIRST (bringing back my God), and THEN gave the assassinate command to the enemy AI.

When an assassin is given an order to assassinate (or anyone is given an order that might follow this rule), the order should "link" to the current commander, as in Medieval: Total War game. ie: "John Smith" is my commander in province X. The enemy assassin is given the order to "assassinate commander". The game should now link him to "Kill John Smith". If I move my commander to a different province on that turn, the assassin should either take no action (missed opportunity), or follow him to whatever province he went to (if possible).

But the real problem is not HOW it's done (as in above paragraph), but the fact that MY orders executed first (bring back God), and THEN the computer AI made its move. It's SUPPOSED to be simultaneous. If that particular province had been empty of my troops (the province my pretender appeared in), the assassin wouldn't have even been able to receive that type of order. Follow what I'm saying?

Let's say your assassin is in an enemy province that contains a few archers and a Druid commander and you think, "OK, my assassin can handle taking out a Druid", so you give him the order to assassinate. BUT, on that same turn, an enemy AI moves their Pretender-God into that same province. The way the game is currently set up, the assassin tries to kill the highest-ranking individual in that province, AFTER all moves are made. So now he'll try to kill the enemy pretender, when that's clearly NOT the order you gave him. See?

Graeme Dice January 22nd, 2004 06:49 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Targa:
ie: The game AI "processed" my turn, NOT simultaneously, but FIRST (bringing back my God), and THEN gave the assassinate command to the enemy AI.
<font size="2" face="sans-serif, arial, verdana">Incorrect. The order of the turn processing is what caused it. Your god was reborn, then the assasination attempt happened, then the rest of the turn continued processing.

Quote:

If I move my commander to a different province on that turn, the assassin should either take no action (missed opportunity), or follow him to whatever province he went to (if possible).
<font size="2" face="sans-serif, arial, verdana">This is too powerful. Assasinations already happen before troop movement to give them this ability.

Quote:

But the real problem is not HOW it's done (as in above paragraph), but the fact that MY orders executed first (bring back God), and THEN the computer AI made its move.
<font size="2" face="sans-serif, arial, verdana">It's just the order in which the various commands are processed by the hosting.

Quote:

It's SUPPOSED to be simultaneous. If that particular province had been empty of my troops (the province my pretender appeared in), the assassin wouldn't have even been able to receive that type of order. Follow what I'm saying?
<font size="2" face="sans-serif, arial, verdana">An assasin can be given an assasinate commander order no matter whether there actually is a commander there.

Quote:

Let's say your assassin is in an enemy province that contains a few archers and a Druid commander and you think, "OK, my assassin can handle taking out a Druid", so you give him the order to assassinate. BUT, on that same turn, an enemy AI moves their Pretender-God into that same province. The way the game is currently set up, the assassin tries to kill the highest-ranking individual in that province, AFTER all moves are made.
<font size="2" face="sans-serif, arial, verdana">No, the assasin picks a random enemy commander from the commanders that were there at the beginning of the turn, and attacks one before the troop movement happens.

Saber Cherry January 22nd, 2004 08:38 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by stiger:
Bug in 2.06:

Give stealthy leader a bane venom charm. Now order him to go into enemy/independent province. Next turn he recieves a HUGE amount of exp (20000 - 30000 exp listed) which immediately gives him 1# HoF position, HoF ability and a 5th level. Next turn he will again recieve a huge amount of exp resulting in an overflow so he now looses HoF position and becomes 1st level again. So goes forever.

This could be easily abused as if bane venom charm is removed (given to another comander) after the first turn all exp, levels and HoF position remains.

This could be easily used to quickly give 5 level to all stealthy undead pretenders like ghost king or vampire queen.

This could also be used to block HoF (take all positions) with, say, black servants as it is impossible for any other enemy leader to reach such numbers of exp by normal means.

<font size="2" face="sans-serif, arial, verdana">Yep, I had this happen also with the Heliphagus that spreads disease. I wonder where the experience comes from?

Pocus January 22nd, 2004 09:47 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Arralen:
</font>
  • <font size="2" face="sans-serif, arial, verdana">Commanders commits suicide by casting spells
    Commander was victim of Vengeance of the Dead; attacked by 57 Dead Ones (ATT7, DEF 4). Had glamour and was decked out with items, including Spirit Helm; melee encumbrance was 6; Fatigue after initial blessing:12; "Stinger"-length 4; attack 17, defense 39(!);
    The dead ones couldn't have hit him, had he destroyed them one by one in melee. Instead he casted high-fatigue spells until passing out - while he wasn't even hit with fatigue 88 . He (air-3) killed himself with the shock wave (air-2), either by fatigue or by frying himself</font>
<font size="2" face="sans-serif, arial, verdana">
Savegames available if desired.

A.

<font size="2" face="sans-serif, arial, verdana">its a recurring problem, which date back from dom 1. Commanders which are dual fighter/mage generally fatigue themselves to death without even trying to combat normally. IMHO a simple fix would be to consider if they are worth something in melee, and then stop casting spell at a reasonable fatigue level.

Pocus January 22nd, 2004 09:49 PM

Re: Dominions II Bug Thread
 
2 bugs:

Ermorian cultist pay full maintenance price, even if holy.

Kaspar the Ermorian heroe dont appears even if the event say that he appears from the deepest cave of the province.

Pocus January 22nd, 2004 10:26 PM

Re: Dominions II Bug Thread
 
an AI bug... the castle problem remains as a whole. Ai dont build castles (or perhaps the leading nation, one after 30 turns!) and thus there is still lot of light units and very few heavy/national ones.

Why O why this has not been changed? Was it so hard to tweak some numbers around???


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