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Re: Syncinfo bug
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It's only happened to me when I was summoning more than one unit type in the province and only while the units were still sitting in the pool, not assigned to any commander. I have no idea on recruitment, I've never tried to GoR a recruitable. |
Another immortality strange behavior
My ennemy had a wraithlord in a province in his dominion. I enslaved him in battle and he was then killed in this fight. He respawned for me in the province (not my capitol), and not as an enslaved unit but as a commander (with magic) and even if the province is still out of my dominion (he also kept his summon allies order, so I got a ghost with him).
Cool isn't it ? |
Re: Another immortality strange behavior
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Here's a screenshot of the Gift of Reason thing. I have to say it doesn't really bother me, but it definitely does happen.
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Re: Another immortality strange behavior
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After attack of Thing of Many Eyes (monster 758) with weapon Weakness (294) affected unit has strength modifier +-2.
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Re: Another immortality strange behavior
Again that annoying slot shifting bug...
My thug lost an arm (with a sword) last turn and this turn he's got it back. Yes, he's got a new hand, but all the items were gone except a misc and a shield. That is really VERY annoying. I can send a turn file if necessary. |
Re: Another immortality strange behavior
Please do. The address is info at illwinter dot com.
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Re: Another immortality strange behavior
Done. Notify me if anything else is needed.
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Re: Another immortality strange behavior
Don't know if there is. The turn file from the previous turn would also be great, because then it could be observed happening. The thing is, despite my name showing in black and having those fancy wings next to it, I don't actually work at Illwinter, so it's up to Johan now to see if anything turns up. Thanks for this.
That bug has been around for a long time, but it's infrequent enough that it's very hard to get material where it could be pinned down. Best case would be if you run into it again, when item slots are lost, save a turn file then. Especially if two-handed weapons are involved, because that leads to strange situations. |
Re: Another immortality strange behavior
I sent two turn files - from current and previous turn. Can't give the game file, 'cause it's MP game and I just don't have it.
Some pages before I posted a similar bug: a dryad lost her helmet after getting her hand back (there was a turn attachment there). It's seems to me that bug is reproducible when a unit loses hand and then gets it back again. |
Re: Another immortality strange behavior
I know. The bug's in the shortlist under the item slots category.
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Re: Description trivialities
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The Black Acolyte has had his description reworked. Bogarus typos fixed. |
double-cast brings failure to call horror
[img]/threads/images/Graemlins/Bug.gif[/img]My pretender had been told to cast various spells in a battle, including Call Horror and Personal Luck. For some reason, when he cast Personal Luck, the spell-message display also said he was casting Call Horror in the same battle round. But no blood slaves were consumed and no horror appeared.
The Personal Luck casting appears to have succeeded. It may be relevant that the caster was a communion master at the time. I saved the .trn file and will send it to info at illwinter dot com in a moment. |
Re: double-cast brings failure to call horror
[img]/threads/images/Graemlins/Bug.gif[/img]Jotun Skratti chanes to wolf after battle if before battle the change shape order is given (intending to change to werewolf) thus losing all items except misc.
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Re: double-cast brings failure to call horror
Those two aren't going to make it to patch 3.16, so they will have to go to the next one. I'll keep them in mind, though.
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re
Why fire shield effect from Charcoal Shield works underwater? Is this a bug?
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Re: re
[img]/threads/images/Graemlins/Bug.gif[/img] I found a new bug with twiceborn and demons. If demons have twiceborn then once killed the demons will return to the capital in their original form. Essentially giving them a type of immortality in friendly dominion because the twiceborn remains on them as well. This is quite useful for nations which have demon commanders with death magic such as Lanka. |
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Twiceborn on demons is realy gamebroken bug playing against Lanka or Yomi
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Re: re
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Re: re
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re
NTJedi, just read the replyes #581441 and #578417
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Re: re
Twiceborn demons added to the shortlist spell section.
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Re: re
When you cast Carrion reanimation with Lanka, only soulless Vanaras are raised. Not sure that it is a bug but I can't see the reason why they don't get all the kinds of the undead monkeys with this spell like with reanimating.
I think, this also applies to other non-human nations with specific undead troops. Upd: one more issue with Carrion reanimation. Soulless commander has undead leadership 40 but this spell revives 100 undeads. So, if you move someone from the squad, you won't be able to put him back. And one more thing... Spell "life after death" creates soulless from normal units that die in combat, but after combat those soulless stay in the same squad even if commander has no undead leadership. |
Re: re
Reanimation lists are nation specific, so the behavior of carrion reanimation is not a bug per se, but WAD. I suppose the lists could be tweaked, but I don't know for certain. It would depend on how the spell is tied to the reanimation lists and whether it can handle nonstandard reanimation lists the same as the default one.
The behavior of soulless commander is also WAD. Spells that summon units in that manner allow leadership capacity to be exceeded initially, but after that situation is altered, the game forces standard behavior. This is why you can't move the units back. The behavior of Life After Death is, from what I can see, WAD. Units are assigned to squads on the basis of their individual unit identifier (the invisible one that keeps track of magic, afflictions etc). When they turn to soulless due to Life After Death, the monster ID changes to soulless, but the unique identifier stays the same. Therefore they must stay in the same squad or problems will start to occur. The alternative would be dropping them. After they are removed from the squad (i.e. unassigned), normal leadership rules start to apply. |
LA Argatha Cave Lord and Cave knights
For LA Argatha
Cave Lord (1451) will #secondtmpshape to Cave Drake (522). Meaning that, the Cave Lord will change to a Cave Drake upon suffering fatal wound. The Cave Drake will be removed at the end of combat and count as casualty. Cave Knight (1450) will #secondshape to Cave Drake (522). The Cave Knight will change to a Cave Drake upon suffering fatal wound. However, the Cave Drake will be remain AFTER the end of combat. Considering difference of behaviour of the two units, is this intended by the designer? Also, is it intended that all the spider riders in Machaka uses #secondshape to either Great Spider (884) or Hunter Spider(886)? Considering that there are the spiders have no upkeep cost and huge hp, this encourages ppl to suicide spider riders into spiders... |
Re: Description trivialities
C'tis's description in all three ages said they prefer Heat+1, but actually they prefer heat+2 in game.
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Re: Description trivialities
Thanks for both of these.
The spider rider and black hunter secondshape thing is an oversight. The spider forms are the correct ones, but obviously they need to have gold cost added. I'll add that to the shortlist. The cave drake thing I need to ask about, but if it works one way for Agartha, it should probably work the same way for Machaka and the Hunter Lords. The C'tis Heat scale thing is an error. The descriptions were largely brought from Dominions 2 where C'tis did prefer Heat 1, but apparently it has been changed for Dom3 and the old description has been left. I'll add that. |
Re: Description trivialities
Are you sure it's not intentional? What are spiders going to want a salary for? http://forum.shrapnelgames.com/image...es/biggrin.gif Riderless Cave Drakes don't require gold upkeep either.
The riderless spiders have an MR of 5, I think. So it's not all good news when the rider dies. In fact, it's pretty terrible news if you're up against any MR-type magic or missiles. |
Re: Description trivialities
True. I need to ask about it. IF the cave drakes are changed, anew monster is needed, because 522 is also the one that comes from the summoning spell.
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Re: LA Argatha Cave Lord and Cave knights
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Re: Description trivialities
Just to clarify, the main question is...
Are the following units using #secondshape as intended? Spider Rider (885) Spider Knight (886) Spider Lord (887) Black Hunter (889) Hunter Lord (890) Cave Knight (1450) It would be a moot point to change the upkeep cost for the spiders and cave drake if the above units are using #secondtmpshape. Most of the other rider/monster units (War Lobster (211), Gryphon Rider (612), Serpent Cataphract (764), Chariot Archer (1079), Tiger Rider (1140), Androphag (1176)) use #secondtmpshape. I would not be surprised if the #secondshape was unintended. But hey, it could always be a feature for Mach and LA Arg... http://forum.shrapnelgames.com/image...es/biggrin.gif |
Re: Description trivialities
It's been a feature of Machaka since Dom2. I think it would significantly weaken Machaka not to keep their spiders after the rider's death. And I don't think they've ever been accused of being overpowered.
I'll grant having a Hunter spider leading troops is a bit weird. Having one as my prophet was even weirder. |
Re: Description trivialities
Cleaned up the bug shortlist and added statfix issues for MA & LA Ulm priests and LA Abysian slayers.
Added also Vampire Queen cost issue as a red entry. |
Misbred age
Misbred (1661) has serious age issues...
The recruited Misbreds' age spread from ~130(250) to ~400(250). You can observe this in the Recruit Unit screen. Bring up the Misbred unit details, check the unit age, close the unit detail screen and reopen the unit detail screen again. The age will vary every time. |
Re: Description trivialities
For completeness, the following nations do not state their temperature preference in the descriptions.
EA Ulm +1cold EA Lanka +2heat EA Kailasa +2heat MA Bandar Log +2heat LA Patala +2heat LA Atlantis +2cold LA Bogarus +2cold |
Re: Description trivialities
Misbred is WAD. Thanks for the heat/cold listing.
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Re: Description trivialities
All statfix issues for new units appearing in version 3.15 added. Blacksteel Full Plate entry for armor added. Revisited some old units for MA Ulm due to possible hit point discrepancy.
ARMOR
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Re: Description trivialities
Thanks Edi. Your dedication to this game is remarkable. And, you hardly ever play in the MP games.
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Re: Description trivialities
Thanks. With all the effort I've spent on the DB and other stuff, I've hardly had time to play MP games. Maybe I'll sign up for some newbie game or another sometime, because where MP is concerned, that's what I am, a newbie. Probably after midsummer.
Right now this stuff is something I have enough time for since the jump from 3.10 to 3.14 and then to 3.15 right afterward was much smaller than the jump from 3.08 to 3.10. They don't call 3.10 a megapatch for nothing... |
Re: Description trivialities
Regressions in the nation data files:
ver 3.10 EA Oceania Providence defense above PD 20 - no longer includes Mermen ver 3.15 LA Abyssia Data Corruption with the fort defense weapons? Please check the data files for errors with this. |
Re: Description trivialities
Can you elaborate on that a bit? The Oceania PD is pretty self-explanatory, but the fort defense weapon draws a complete blank for me. I've never heard of that kind of problem.
However, it may be related to some fort bugs. What kind of fort was in question? Citadel and Ermorian Citadel both have broken graphics and a screwed up battlefield, so that could cause problems. A detailed description would be great, otherwise there's a risk that I'll get the problem wrong and it won't be fixed. If you could send a savegame where that problem occurs to info at illwinter dot com (be sure to include all active mods, if any), that would be even better. |
Re: Description trivialities
Fixed locmask issues updated to the shortlist.
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fortress
A while ago (3.10, I think) it happened that I built a fortress the same time I discovered a magic site that gives a fortress (I think Kelp fortress). That was as EA Oceania, sea province.
This resulted in no fortress and until the usual time was spent to construct it. I'm not sure of what the intended behaviour should be. It seems strange that a site you discover loses its effect. I haven't had registered then to post it immediately. Since this is a pretty rare coincidence, I'm not sure if this is a known issue. |
Re: fortress
It's not a known issue, thanks for reporting it.
I suppose one way to test this kind of mechanics would be to cast a spell like Three Red Seconds or Wizard's Tower on a province where a commander is building a fort. It's not exactly the same thing, but it's similar. |
Re: fortress
Or just put one of those sites in a map and test from that.
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Re: fortress
Why didn't I think of that? That's what I get for posting at 1 am after tinkering with the DB all day, not thinking straight anymore...
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Re: fortress
Spells/Behaviour: Legions of Steel the spell is still being cast on units with no armour. In fact it seems to happen more often now than before, with no armour casters basically casting it on themselves rather than nearby troops.
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Re: fortress
Strange. Might be a negative number or something. IIRC I made it less likely to be cast on casters. A negative would increase the chance instead.
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Re: Failure to move
Sometimes armies refuse to move when they are given orders to do so. No events or battles or rituals affected the province when the bug occurred.
Here is a thread where this bug is being discussed: http://www.shrapnelcommunity.com/thr...?Number=586100 Other threads have also mentioned this problem. I have sent my .trn and .2h files to the developers. |
Re: Failure to move
Found a nice bug recently.
If you order a mage to forge something and then give him a slave collar, he will still do his task. I understand this can be explained with "he forged that item before becoming feebleminded" but feeblemind is instantaneous and forging is not. |
Re: Failure to move
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