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

Loren February 24th, 2008 07:46 PM

Re: Syncinfo bug
 
Quote:

lch said:
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.

Something certainly does happen. I've had the same unit type show up in several groups when casting GoR.

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.

Twan February 25th, 2008 02:16 PM

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 ?

llamabeast February 25th, 2008 06:37 PM

Re: Another immortality strange behavior
 
1 Attachment(s)
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.

ano February 26th, 2008 06:37 PM

Re: Another immortality strange behavior
 
1 Attachment(s)
After attack of Thing of Many Eyes (monster 758) with weapon Weakness (294) affected unit has strength modifier +-2.
See screenshot

ano February 26th, 2008 09:18 PM

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.

Edi February 27th, 2008 02:41 AM

Re: Another immortality strange behavior
 
Please do. The address is info at illwinter dot com.

ano February 27th, 2008 05:20 AM

Re: Another immortality strange behavior
 
Done. Notify me if anything else is needed.

Edi February 27th, 2008 06:21 AM

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.

ano February 27th, 2008 06:51 AM

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.

Edi February 27th, 2008 07:55 AM

Re: Another immortality strange behavior
 
I know. The bug's in the shortlist under the item slots category.

Edi February 28th, 2008 06:30 AM

Re: Description trivialities
 
Quote:

Taqwus said:
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.

The 1016 description bug has been fixed. The description was correct but there was an error in the description file which caused it not to display and the unit defaulted to the MA commander description.

The Black Acolyte has had his description reworked.

Bogarus typos fixed.

Bananadine March 3rd, 2008 12:56 PM

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.

Argitoth March 3rd, 2008 04:47 PM

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.

Edi March 3rd, 2008 04:59 PM

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.

Natpy March 3rd, 2008 07:14 PM

re
 
Why fire shield effect from Charcoal Shield works underwater? Is this a bug?

NTJedi March 3rd, 2008 07:41 PM

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.

Natpy March 3rd, 2008 07:57 PM

Re:
 
Twiceborn on demons is realy gamebroken bug playing against Lanka or Yomi

ano March 3rd, 2008 08:41 PM

Re: re
 
Quote:

NTJedi said:

[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.

I posted this bug twice somewhere above. Raksharjas with twiceborn are unstoppable, believe me)

NTJedi March 4th, 2008 01:34 AM

Re: re
 
Quote:

ano said:
Quote:

NTJedi said:

[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.

I posted this bug twice somewhere above. Raksharjas with twiceborn are unstoppable, believe me)

You've posted the bug twice in different threads, but never posted the bug within the bug forum.

Natpy March 4th, 2008 03:31 AM

re
 
NTJedi, just read the replyes #581441 and #578417

Edi March 4th, 2008 07:21 AM

Re: re
 
Twiceborn demons added to the shortlist spell section.

ano March 5th, 2008 04:09 AM

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.

Edi March 5th, 2008 08:21 AM

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.

ryo_akashi March 5th, 2008 11:12 PM

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...

zzcat March 6th, 2008 01:07 AM

Re: Description trivialities
 
C'tis's description in all three ages said they prefer Heat+1, but actually they prefer heat+2 in game.

Edi March 6th, 2008 02:19 AM

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.

vfb March 6th, 2008 02:32 AM

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.

Edi March 6th, 2008 02:42 AM

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.

Endoperez March 6th, 2008 05:27 AM

Re: LA Argatha Cave Lord and Cave knights
 
Quote:

ryo_akashi said:
Considering difference of behaviour of the two units, is this intended by the designer?

Cave Captain's drake would be a commander. While Cave Drake patrol dropping from the sky with the help of Magic Carpet is a cool idea and worked pretty well for the guy who did it (I think it was in DomII and with Gift of Reason), it's still silly.

ryo_akashi March 6th, 2008 03:56 PM

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

thejeff March 6th, 2008 04:06 PM

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.

Edi March 6th, 2008 06:36 PM

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.

ryo_akashi March 6th, 2008 10:09 PM

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.

ryo_akashi March 6th, 2008 10:32 PM

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

Edi March 7th, 2008 02:43 AM

Re: Description trivialities
 
Misbred is WAD. Thanks for the heat/cold listing.

Edi March 7th, 2008 04:57 AM

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.
  • <font color="red">U 862 Vampire Queen</font> Cost should be reduced from 175 to somewhere around 100. VQ has been nerfed since Dom2 and at current prices it is not a viable pretender even for SP games.
  • U 1964 Slayer Newt mapmove 1 should be 2
  • U 1965 Slayer Worm Base AP 12 should be 11 (Abysian base)
  • U 1970 Longdead Giant Leadership should be normal 10, undead 10 (or 40) instead of normal 40, undead 10
  • U 1977 Fossilized Giant Leadership should be normal 10, undead 10 (or 40) instead of normal 40, undead 10. Hit points should be more than 17?
  • U 1978 Dust Priest Should have base undead leadership 40, not 10.
  • U 1973 Black Priest should have weapon 14 Maul to match graphic, not weapon 13 Hammer
  • U 740 Black Priest should have weapon 14 Maul to match graphic, not weapon 13 Hammer
  • U 1982 Priest Smith Age should be increased. MR only 9, should be more? Hit points 10, should be 12 like Black Priests?
  • U 325 Master Smith Hit points 10, should be 12 like Black Priests?
  • U 748 Siege Engineer Hit points 10, should be 12 like Black Priests? Almost all Ulm commanders have more than 10 hit points.

ARMOR
  • A 38 Black Steel Full Plate Has not been updated with the plate armor change. Should be -3 defense, not -4. Encumbrance should be 4, not 5

Lingchih March 7th, 2008 05:28 AM

Re: Description trivialities
 
Thanks Edi. Your dedication to this game is remarkable. And, you hardly ever play in the MP games.

Edi March 7th, 2008 05:41 AM

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...

EricM March 7th, 2008 09:56 AM

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.

Edi March 7th, 2008 11:40 AM

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.

Edi March 7th, 2008 03:24 PM

Re: Description trivialities
 
Fixed locmask issues updated to the shortlist.

fantasma March 7th, 2008 05:00 PM

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.

Edi March 7th, 2008 05:25 PM

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.

Agrajag March 8th, 2008 04:52 AM

Re: fortress
 
Or just put one of those sites in a map and test from that.

Edi March 8th, 2008 05:20 AM

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...

Sombre March 9th, 2008 07:55 AM

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.

Kristoffer O March 9th, 2008 10:22 AM

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.

vfb March 9th, 2008 07:35 PM

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.

ano March 9th, 2008 08:56 PM

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.

lch March 9th, 2008 09:33 PM

Re: Failure to move
 
Quote:

ano said:
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.

The game carries out orders given in the previous turn regardless of what happened, as long as that unit is still alive in the next turn. Removing an item from a unit usually resets their orders, especially if it has to do with casting or forging. Other orders (like research) might not reset that fast. But giving an item to a unit doesn't change the orders given at all.


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