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-   -   Bug: Bug Thread: Discussion (http://forum.shrapnelgames.com/showthread.php?t=30593)

Edi February 13th, 2008 04:48 PM

Re: Bug Thread: Discussion
 
Added new unit issues into the shortlist.

Taqwus February 14th, 2008 06:16 AM

Description trivialities
 
Unit 1016, 'Commander of Ulm', for Late Era Ulm -- description says "The commanders of Ulm are clad in thick armor made from the Blacksteel of Ulm...", forging of which has been forgotten (and the commander has an ordinary Plate Cuirass, not Blacksteel).

Unit 739, Black Acolyte, should probably have a slightly different description from Black Priests; they don't yet know any magic, nor do they yet get an inquisitor bonus.

Edi February 14th, 2008 10:06 AM

Re: Description trivialities
 
Hadn't paid attention to the 1016 description. Thanks for reporting that.

The Black Acolyte is a known issue that I have discussed privately with Kristoffer when the Great Fixing was done prior to patch 3.10. It is very much a legacy of the conjoining of both Iron Faith and Black Forest themes from Dom2. It is among a number of issues that will be changed in the future if he gets around to doing that. If and when that happens, LA Ulm will have some thematic changes which will fix this.

You can see the same legacy issues in Ashen Empire Ermor mage descriptions when you compare EA, MA and LA Ermor. This is also a result of basically parallel histories forced into the same timeline and then divided into eras. These are issues that Kristoffer will solve in his own good time.

Kristoffer O February 14th, 2008 10:35 AM

Re: Description trivialities
 
That post by Taqwus actually made me work on the Ulms today.

I'm home today. I believe someone in the building is sneaking around with a bane venom charm. I figured I could as well do something about Ulm. I'm quite satisfied with developments.

Dedas February 14th, 2008 11:25 AM

Re: Description trivialities
 
Love and kisses from an Ulm fan.

Edi February 14th, 2008 11:30 AM

Re: Description trivialities
 
Quote:

Kristoffer O said:
That post by Taqwus actually made me work on the Ulms today.

I'm home today. I believe someone in the building is sneaking around with a bane venom charm. I figured I could as well do something about Ulm. I'm quite satisfied with developments.

Yeehaa! Ulm always has been my favorite nation in all eras and that is good news indeed! Thanks, Kristoffer! http://forum.shrapnelgames.com/images/smilies/happy.gif

Endoperez February 14th, 2008 01:43 PM

Re: Description trivialities
 
Quote:

Edi said:
Yeehaa! Ulm always has been my favorite nation in all eras and that is good news indeed! Thanks, Kristoffer! http://forum.shrapnelgames.com/images/smilies/happy.gif

* MA Black Priests.
* Black Halberds.
* Iron Darts.

So spaketh the Progress Page, and the Progress Page hath spoken! http://forum.shrapnelgames.com/images/smilies/shock.gif http://forum.shrapnelgames.com/images/smilies/eek.gif

Taqwus February 14th, 2008 04:18 PM

Re: Description trivialities
 
...and Iron Blizzard? http://forum.shrapnelgames.com/image...es/redface.gif

Velusion February 14th, 2008 08:28 PM

Re: Description trivialities
 
Any MA or LA Ulm help would be great!

Loren February 14th, 2008 11:22 PM

Not-killing a pretender
 
His pretender was called back to my province. On the first turn of battle he changed from dragon to human form. On the second turn he routed. He died on the retreat. I did *NOT* get the message about killing his pretender. This same battle has happened a few more times. If I kill him on the battlefield I get the message, if he retreats and dies I don't. (He's lost all his magic by now, I've got dominion 10 in the province and he's has this never healing wound affliction for quite a while--in theory he should have 0 hp but he always has a few.)

paparapapa February 15th, 2008 12:11 AM

Re: Not-killing a pretender
 
Not sure if this was supposed to be intentional: I had a few sauromancers die in a battle as LA C'tis while another commander was holding the Ankh. They became soulless with all the old mage paths, but now they can use the reanimate command.

I'm assuming the game just gives any undead commander with priest paths the reanimate command for LA C'tis. It's not game breaking or anything, but I figured I'd point it out.

vfb February 15th, 2008 12:43 AM

Undead priests
 
The game gives any undead or demon commander with priest paths the reanimate command, by design. This applies to all nations.

You can summon a Black Servant and make him your prophet, for early access to undead troops. He will have the 'Reanimate' command available, instead of 'Preach'.

lch February 15th, 2008 09:01 AM

Re: Not-killing a pretender
 
Quote:

Loren said:
His pretender was called back to my province. On the first turn of battle he changed from dragon to human form. On the second turn he routed. He died on the retreat. I did *NOT* get the message about killing his pretender.

You never get a message about units killed while retreating. Only the controlling player gets a message stating that "XY died retreating from the battlefield". If he has diminished magical powers the next time that he appears, everything is in order.

Loren February 15th, 2008 04:13 PM

Re: Not-killing a pretender
 
Quote:

lch said:
Quote:

Loren said:
His pretender was called back to my province. On the first turn of battle he changed from dragon to human form. On the second turn he routed. He died on the retreat. I did *NOT* get the message about killing his pretender.

You never get a message about units killed while retreating. Only the controlling player gets a message stating that "XY died retreating from the battlefield". If he has diminished magical powers the next time that he appears, everything is in order.

No--I'm saying I didn't get the message about them being mad about my killing their god. The message you get anytime you kill a pretender, even in the arena.

Endoperez February 15th, 2008 04:59 PM

Re: Not-killing a pretender
 
Quote:

Loren said:
No--I'm saying I didn't get the message about them being mad about my killing their god. The message you get anytime you kill a pretender, even in the arena.

As far as the game is considered, I don't think you did. You routed the pretender, who happened to die, but because one of your units didn't deal the killing blow the AI doesn't know it was you. Because either it attacked you or you it, you're in war any way, so I doubt it matters much.

Endoperez February 15th, 2008 06:37 PM

Re: Not-killing a pretender
 
[img]/threads/images/Graemlins/Bug.gif[/img] If a weapon has multiple attacks, and the unit using the weapon has been blessed via Fire 9, the weapon deals damage only once. :bug

Thus, if your Jotun Herse goes against a fire-immune unit with his Sword of Swiftness, he will only deal 9+str damage once, instead of twice.

ano February 15th, 2008 07:27 PM

Re: Not-killing a pretender
 
I mentioned a very serious bug somewhere above, but it seems that it was left untouched. You can cast twiceborn on a demon (not sure about undeads) and it not only works perfectly (despite it shouldn't), but the demon returns in his original shape (tested with Raksharajas add Hannyas) and still has twiceborn in effect. Thus you buy an immortal for 10 death gems.

lch February 15th, 2008 08:28 PM

Re: Not-killing a pretender
 
Quote:

Loren said:
No--I'm saying I didn't get the message about them being mad about my killing their god. The message you get anytime you kill a pretender, even in the arena.

They're shameful that their god ran away, so they stay quiet. http://forum.shrapnelgames.com/images/smilies/happy.gif

Dedas February 16th, 2008 04:11 AM

Re: Not-killing a pretender
 
Jotunheim
When the Vaette on the wolf dies the wolf you get always has old age.

Edi February 16th, 2008 04:20 AM

Re: Not-killing a pretender
 
That's an age discrepancy issue. The vaetti starts with age 22/50 and wolf has something like 3/12 or 15/30 at best. So when the Vaetti becoems a wolf, its old age lowers, but the actual age of the unit stays the same as the vaetti had because it's tied to the unique id number of that particular unit and not the monster type.

I suppose it would be fixed by having the Dominions world wolves be extra long-lived and having them be something like 3/30 or 3/50 and Vaetti age staying the same.

Edi February 16th, 2008 04:30 AM

Re: Not-killing a pretender
 
Shortlist reorganized and updated to reflect changelog. New entries based on this thread not added yet, but coming next week.

ano February 16th, 2008 07:24 AM

Re: Not-killing a pretender
 
If machakan spider rider gets poisoned and dies, remaining poison will still affect spider who is poison immune.

atul February 16th, 2008 09:49 AM

Re: Not-killing a pretender
 
I don't remember seeing this in here, but.

If nation A is being sieged by B in a province with a fort, nation C's scouts (etc) can be set to 'Defend' in said province with either hotkey command or by canceling some previous order. Usually, if you set your sneaking commander to 'Defend', it attacks the province it is in. But if the province is a sieged castle, then it won't.

However, should B storm the fort and win, nation C's defending scouts end up sieging the fort with B's stormers inside. Same happens if sieged gets a barbarian/knight attack in the province, because it would appear indies default to 'Defend', and don't appear until the siege is resolved.

I'd think the logical behaviour would be that the third-party 'Defenders' would attack the sieging force, instead of defaulting to some sort of sneaky defence.

Edi February 16th, 2008 10:02 AM

Re: Not-killing a pretender
 
Atul, that seems to be a special case of the how third party units (whether indies or other nations) are handled in sieges and is already listed. There is a whole slew of siege related behavior and movement bugs in the shortlist.

Edi February 16th, 2008 11:35 AM

Re: Not-killing a pretender
 
  • <font color="red">U 1856 Hydra</font> Wrong secondshape. Unit should have secondshape 1850 instead of 1856. Form 1856 is one of the intermediate forms of the Pythium SC sacred hydras, but it does not revert back to its base form due to wrong secondshape. All other hydra secondshapes seem to be okay.

lch February 16th, 2008 02:50 PM

Assassination battle reports
 
I've had it a couple of times that I can't see the results of an (Earth Attack) assassination attempt. The casting is successful, there's a battle, but I can't see the battle. Clicking on the crossed swords icon doesn't switch to battle mode. Any ideas why this is? Or is this a bug?

Zeldor February 16th, 2008 04:00 PM

Re: Assassination battle reports
 
Doesn't it need a scout in that province for battle report?

lch February 16th, 2008 04:09 PM

Re: Assassination battle reports
 
I don't think so. And anyway, I can see other assassination reports from the same province, just some I can't see. Or do the assassinations have to be successful without scouts?

Loren February 16th, 2008 04:24 PM

Re: Assassination battle reports
 
Slaves are stored as a signed 16-bit integer.

(SP game, Large map, one AI left who actually holds most of the map. I'm up against the commander limit and there's not much to do with the slaves so they have been building up.)

NTJedi February 16th, 2008 08:57 PM

Re: Assassination battle reports
 
Quote:

Loren said:
... AI left who actually holds most of the map. I'm up against the commander limit and there's not much to do ...

Yes I also have games which encountered the commander limit on maps without ERMOR or Ry'leh of only 700 provinces.

Quote:

lch said:
I've had it a couple of times that I can't see the results of an (Earth Attack) assassination attempt. The casting is successful, there's a battle, but I can't see the battle. Clicking on the crossed swords icon doesn't switch to battle mode. Any ideas why this is? Or is this a bug?

The game has a commander limit and empty assassination spells(not working) are one of the many side-effects.
Ideally the best solution would be providing a game setting where the commander limit and unit limit could be increased as desired thus more powerful computers don't have to suffer these limitations. Considering computers are constantly becoming more and more powerful these limitations should be scalable.
* Even a moddable commander limit and unit limit would be nice, allowing the game to be scalable with todays faster computers.

capnq February 16th, 2008 09:23 PM

Re: Assassination battle reports
 
Quote:

lch said: I've had it a couple of times that I can't see the results of an (Earth Attack) assassination attempt. The casting is successful, there's a battle, but I can't see the battle. Clicking on the crossed swords icon doesn't switch to battle mode. Any ideas why this is? Or is this a bug?

I didn't know the Messages icons were hotlinks? I've always used the "View Battle" text link.

lch February 16th, 2008 09:35 PM

Re: Assassination battle reports
 
Quote:

NTJedi said:
Quote:

lch said:
I've had it a couple of times that I can't see the results of an (Earth Attack) assassination attempt. The casting is successful, there's a battle, but I can't see the battle. Clicking on the crossed swords icon doesn't switch to battle mode. Any ideas why this is? Or is this a bug?

The game has a commander limit and empty assassination spells(not working) are one of the many side-effects.

I don't think this is a commander limitation as we'll hardly have touched that in this game. And I guess the logs would show that the assassinations have actually taken place.

Quote:

capnq said:
I didn't know the Messages icons were hotlinks? I've always used the "View Battle" text link.

Err, yes, that's what I meant. I was writing from memory.

Loren February 17th, 2008 12:06 AM

Re: Assassination battle reports
 
Quote:

NTJedi said:
Quote:

Loren said:
... AI left who actually holds most of the map. I'm up against the commander limit and there's not much to do ...

Yes I also have games which encountered the commander limit on maps without ERMOR or Ry'leh of only 700 provinces.

Yeah, I'm EA Oceania and breaking onto the land was hard as the one AI nation pretty much controlled it by the time I had cleaned out some pesky opposition underwater. Thus I did some pretty heavy clamming and it's one commander per clam.

Is there any way to make a mod item? I'm thinking of a superclam with 10x the cost that makes 10 pearls/turn.

Maraxus February 19th, 2008 12:40 PM

Re: Assassination battle reports
 
Just a typo:

Random event:

Heavy snowfalls has blocked important mountain roads.

Edi February 19th, 2008 01:22 PM

Re: Assassination battle reports
 
Most event typos are known. Since they are in different files than the unit descriptions, they were not affected by the Great Fixing. Though I wish I could have gotten my hands on them. That was one of them...

Sombre February 21st, 2008 11:47 AM

Re: Assassination battle reports
 
It says in the mod manual that nametypes are available up to 159 now, but in fact if you use any nametype 151+ the game will crash when you use or click on a unit that has that nametype.

So 150 is ok, but afaik 151, 152, 153 etc all the way up don't work.

NTJedi February 21st, 2008 01:27 PM

Re: Assassination battle reports
 
Quote:

Sombre said:
It says in the mod manual that nametypes are available up to 159 now, but in fact if you use any nametype 151+ the game will crash when you use or click on a unit that has that nametype.

So 150 is ok, but afaik 151, 152, 153 etc all the way up don't work.

The Mod Manual and MapEdit Manual will hopefully updated in one of the future patches.

ologm February 23rd, 2008 08:58 AM

Re: Assassination battle reports
 
The bakemono(monster number 1963) scout lists its stealth value as +-25.

ano February 23rd, 2008 11:07 AM

Re: Assassination battle reports
 
Tartarian chains (item number 98). Description says (last sentence): "Anyone wjo wields these chains...". Should be "Anyone WHO wields these chains..."

Edi February 23rd, 2008 12:56 PM

Re: Assassination battle reports
 
Noted. Thanks.

ologm, that's already fixed for next patch.

Lingchih February 23rd, 2008 09:09 PM

Syncinfo bug
 
What about this bug, Edi. Do you know if anyone is looking into it?

"The most annoying bug in the game is the so-called "syncinfo" bug, where playing a tcp-ip network game, when you try to connect to the server, you just get a "Waiting for info" screen. You have to start the game in windowed mode, and then keep launching more windows until you finally get one that gets past the bug. I hate it, and I wish someone would fix it."

Endoperez February 24th, 2008 11:58 AM

Re: Syncinfo bug
 
[img]/threads/images/Graemlins/Bug.gif[/img] If Gift of Reason is cast twice on the same province on the same turn, and both spells target the same type of unit, only one of the units is made commander. I think GoR targets the lowest ID of a spesific type it finds when the command is issued, instead of checking for it when the spell is resolved.

The above causes all kinds of weird things. As an example, a unit that is teleporting somewhere via Astral Travel can move there first, and then become a commander, if GoR is completed after Astral Travel. It'd be nice if there were error messages for GoR (e.g. no units of the spesified type could be found in the province).

Edi February 24th, 2008 03:32 PM

Re: Syncinfo bug
 
Quote:

Lingchih said:
What about this bug, Edi. Do you know if anyone is looking into it?

"The most annoying bug in the game is the so-called "syncinfo" bug, where playing a tcp-ip network game, when you try to connect to the server, you just get a "Waiting for info" screen. You have to start the game in windowed mode, and then keep launching more windows until you finally get one that gets past the bug. I hate it, and I wish someone would fix it."

Not familiar with that one, because I know almost nothing about the client-server interaction side of Dominions. I'll ask Johan about this.

Endo, noted. I noticed the same thing about trying to GoR more than one unit of the same type, doesn't work. I'll add that. GoR seems to need the kind of checks you talk about and an incrementing counter like the site search spells do.

lch February 24th, 2008 04:41 PM

Re: Syncinfo bug
 
Quote:

Edi said:
Not familiar with that one, because I know almost nothing about the client-server interaction side of Dominions. I'll ask Johan about this.

It might not be game-related but OS-related, not sure. I don't recall that any of my games ran into that problem, ever. But I am resetting timers once in a while, too.

Quote:

Edi said:
Endo, noted. I noticed the same thing about trying to GoR more than one unit of the same type, doesn't work. I'll add that. GoR seems to need the kind of checks you talk about and an incrementing counter like the site search spells do.

I was experiencing this GoR oddity a lot of patches ago, too, when I started playing. I just considered it a design oddity that I'd have to live with. In a recent game I did successfully GoR two Tartarian cyclops of the same type in the same province. So it might be a little more complicated.

llamabeast February 24th, 2008 05:19 PM

Re: Syncinfo bug
 
I just GORed two gargoyles in the same turn. But for some reason they showed up a separate choices in the list of unit types. I didn't understand that.

Edi February 24th, 2008 05:54 PM

Re: Syncinfo bug
 
Damn, so they do. It can get pretty damned confusing fast.

lch February 24th, 2008 06:11 PM

Re: Syncinfo bug
 
Oh yes, you obviously need to select different groups in the GoR screen. Not the same unit twice, even if there are more than one of that type in that group.

Edi February 24th, 2008 06:22 PM

Re: Syncinfo bug
 
No, what he means is that all the units appear separately in the GoR list, so picking up the right ones from it can be difficult and can lead to confusion. Needs a bit more testing, that one does.

lch February 24th, 2008 06:33 PM

Re: Syncinfo bug
 
No, multiple units in groups don't appear twice. Otherwise you'd have thousands of units in there. But I don't know the real mechanics behind the GoR list, this would really require some testing.

Edi February 24th, 2008 06:43 PM

Re: Syncinfo bug
 
Too late in the night, so maybe my memory is shot. Could be I'm remembering the time of Dominions - PPP when every single unit did show up separately in the list and it was long as all hell.


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