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Re: Bug thread
You can use F1 and try to give each commander doing something weird a proper order ... like if you see a mage on preach, you can change the order right in the F1 list, to research. If it doesn't change, you know he's flipped out that month. The list doesn't reset when you give the order either, so unless you need to tell him to move somewhere, you can pretty much just scroll through the F1 list once.
But I agree it'd be nicer if they just reverted to defend when they stopped being crazy (red) insane. And it would be nice if it was possible to rename the insane prophets, since they aren't truly prophets in that they don't spread dominion other than by preaching. I really want to rename them all hhh or h3. |
Re: Bug thread
They do spread dominion to my knowledge.
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Re: Bug thread
The Dominion/Temple screen in a game I'm in (with a dom10 god) shows:
Conversion Rates God 30 Prophet 10 Home Province 10 Temples 140 I've got at least 5 prophets now. Shouldn't it show "Prophet 50" if they are all spreading dominion? |
Re: Bug thread
The conversion screen will probably just add your dominion rating if you have a prophet, since it was designed when you could only have one prophet. There is probably some kind of tag somewhere that says 'nation has got a prophet'. This tag is used to make sure no more prophets are made, and possibly that the conversion rate is shown.
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Re: Bug thread
They are truly prophets. Just check their stats, priest lvl, perma-bless etc. If your regular priest dies you cant make a new one, since you still have insane ones.
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Re: Bug thread
BTW, you don't want to rename them hhh, or h3 for that matter. If you do, we might remove the renaming feature from the game http://forum.shrapnelgames.com/images/smilies/happy.gif
From now on you will rename all your prophets, 'most holy one', holiest of holies', 'holy one', 'most high one' etc. Else you will be banned from all games and all forums with any connection to dominions. In other words: shame on you! |
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Re: Bug thread
Large game, late game, isn't it?
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I had an SP game with LA Rlyeh about a year ago, and I seem to remember my real prophet dying, and I was able to make a new real prophet 6 months later even though I had insane prophets. (I think!) I'll see if I can find some time to test this, because I've been wrong many times before! Quote:
Don't you know, 'hhh' is just an abbreviation for 'Hallowed Holy Herald'? Or was it 'Holy High Harold'? I can never get it straight. |
Re: Bug thread
Poison Golem (50 Morale) routed and died.
Poison golem routed even with 50 morale and with friendly provinces, he died. There was no "poison golem died in enemy territory" message either. Poison golem was equipped with those sandals of teleportation and a spirit helm. He was teleporting everwhere and casting lighting bolt. This battle was VS a water queen, btw, so it was 1v1. Poison golem was Niefelheim and Water Queen was mictlan. During the battle, "Niefelheim routed" did appear. After that, the poison golem was still teleporting around. However, the poison golem disappeared from the battle and the battle was over after a few more battle rounds. Poison golem died. I did this test a few times now. The queen was usually the one who routed. However, I can't recall if that depended on if the queen was attacking or defending a province. Doing another test, didn't just disappear. It actually DID die in the battle after the "Niefelheim routed" message appeared. It didn't die because of the water queen, it just died. |
Re: Bug thread
Skull Standard is not functioning
I equipped skull standards on 5 commanders. I gave battle orders (panic)(panic)(panic)(panic)(panic)Cast Spells. During the battle, all they did was attacked. This was a battle vs a single water queen. No commanders casted panic and there was no indication of panic being casted at all. |
Re: Bug thread
Medusa shield kills stone units.
Medusa shield is killing Enlivened Gargoyles and Envlivened statues. This is confirmed by the fact that 999 damage appears above their heads. Doing tests, it seems that naturally blind units (fire elementals for example) are the only units not affected by Medusa shield. However, units that become blind from afflictions will be effected by the medusa shield. Doing more tests, I created a battle with Iron Dragon, Crusher, Enlivened Gargoyle, Golem, Enlivened Statue, and a few other constructs. Some died from the medusa shield, others got killed by the queen. |
Re: Bug thread
Argitoth:
Mindless units stop to exist when turn limit comes. They cannot rout, but they should keep on fighting, not just disappear. |
Re: Bug thread
Skull standard worked for me yesterday with two normal armies fighting each other. It's possible it just won't cast against a water queen for whatever reason.
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Re: Bug thread
Sombre, you are probably right. But I think it's a bug that panic doesn't work on the water queen.
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Nice find about the innate blind units being immune to Aegis. |
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Re: Bug Thread: Discussion
BUG: Wishing for non-unique items removes one instance of that item from somewhere.
Forge an enchanted sword. Wish for "enchanted sword". One existing enchanted sword will disappear. Easy to test with my test mod: #modname "test" #selectspell "Wish" #fatiguecost 100 #researchlevel 0 #pathlevel 0 1 #end |
Re: Bug Thread: Discussion
One Enchanted Sword will disappear from each nation, actually.
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I'm looking at a battle. Someone cast a battlefield enchantment, I'm looking at the description of it:
Natuaral Rain .... No description available. |
Re: Bug thread
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Bug: Curse of Stones fizzles.
This happened to me twice during the game Uakari that's running now. I've tried to cast the spell three times. One time, it worked fine and helped me win. The other two times were failures: The casting attempt would darken the screen for a short time, but no star icon would appear for the spell, and the enemies would not become extra-fatigued (as far as I could tell). The second time this happened, it appeared that the Curse of Stones casting happened during the same battle round as another spell-casting; this is similar to behavior I reported a few weeks ago (concerning a failure to cast Call Horror). I'll attach a .trn file. The game uses the Tomb Kings, Arga Dis, and Skaven mods. |
Re: Bug thread
Edi:
Did you get any comment about mindless commanders [Golem] vanishing when turn limit comes in battle? I don't believe it is WAD. I have lost golem with heroic toughness, equipped with sickle, lucky coin, stashine skullcap, robe of invulnerability, boots of quicckness, amulet of resilience and antimagic together with 30 death gems from sickle... just because there were few troops left that he did not manage to kill withing 50 turns. |
Re: Bug thread
Yeah, I saw that. I've also discussed it with someone else earlier, but whether or not it's WAD is not something I an answer. I need KO or JK to clarify that.
So far the point about mindless units not retreating from battle but going poof makes sense, because commanders behave a bit differently than normal units and there are no mindless commanders except golems. Golems also state they never retreat in the description. |
Re: Bug thread
I can agree with troops, but commander is commander. He shouldn't be killed just because he was too slow in killing. And there is absolutely no description on him that gives any hints that something like that may happen.
OH, there is also another thing: I have sent Horror on province X where there was one wraith lord, horror lost. After that in normal battles stage I attacked province Y, which is 3 province away [plans, mountains] from X and I have met the same wraith lord. That 2 provinces between X and Y have been conquered by me in magic battles stage. How could he move there? |
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Re: Bug thread
Zeldor, you are ignoring game mechanics.
1) Mindless units do not retreat from battle. If left without leadership, they die. 2) Combat ends after 75 turns with attackers dying if left on battlefield 3) Golems will never retreat from battle (as per description AND per mindlessness, because he has 50 morale and leads himself) 1+2+3 = attacking Golem dies automatically when turn 75 autorout death is reached. According to the game mechanics, this is WAD. Whether there should be some exceptions built to take this into account is another question entirely, but this is NOT an automatic bug! As for the wraithlord, was that the same wraithlord or another wraithlord with the same equipment? And were there alternate routes from A to B? |
Re: Bug thread
Edi:
Attacking Golem dies on turn 50, not 75. When normal troops would start to retreat due to turn limit, Golem vanishes, instead of fighting till turn 75. And second situation: There were alternate routes, but 1st would be 2 water provinces and 2nd would be 4 provinces away, not 3. And yeah, the same, unless he can have the same name and carry the same artifact http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Bug thread
Hmm, then it looks like the turn 50 autorout kills all mindless units on the battlefield. It still falls under the mechanics, just earlier. It still needs clarification from IW.
Endo is probably right about the movement. |
Re: Bug thread
Yep, it probably checks only target province, not those on the way. I guess it is just a minor bug/flaw that would require way too much work to be fixed.
And wrrr... that is just ridiculous to lose SC like that. Really important SC :/ |
Re: Bug thread
It not necessarily a bug. The army group receives orders at the beginning of the month to travel from A to B, through C.
On the first of the month they leave province A. On the 8th day, they pass through province C. On the 14th day, a magic battle occurs in province C. On the 15th day, the army group arrives in province B. |
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Re: Bug thread
Yes weather exists in Dom. Sometimes it will rain or snow in a battle all on it's own. Effects exactly as the rain spell.
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Look at the spelling of what I posted. That was exactly copied from the screen, I did *NOT* make a typo. |
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Re: Bug thread
Legions of Steel is clearly not working as intended yet it is still "fixed" on the bug list. It favors units with little armor instead of boosting the ones with much. This is pretty annoying when playing MA Ulm. I would love to have it fixed. http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Bug thread
I'll reopen that one but it won't make it to the imminent patch, has to be the next one after that.
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Re: Bug thread
Thank you so much Edi. Much appreciated.
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Re: Bug thread
Imminent patch?! http://forum.shrapnelgames.com/images/smilies/eek.gif
Can't wait to see what happens to the tartarians! http://forum.shrapnelgames.com/image...es/biggrin.gif |
Re: Bug thread
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Know thy tools before reporting something as a bug! |
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I really hope comments like Edi's doesn't cause my bug reports to be ignored. |
Re: Bug thread
Re: Empowered Mounted Commanders
I'd have to say I'm really surprised they couldn't find anything else to do and so attacked. Don't spell casters with no spells to cast default to stay behind troops? And they should be able to cast something. Barkskin at least. Edit: Assuming you were attacking undead, the original post was about a water queen and the second was not clear, it's likely they weren't in range for Maggots. It's only a range of 20, makes it tricky to use. |
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So, what's the setup? Your forces, enemy forces, distance between them, scripts on your commanders, what battlefield enchantments are in play etc etc and then what goes wrong. That may give me enough information to form some useful conclusions. |
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If the mounted commander is empowered or uses an item it is the spell or the item or the spell casting AI that is bugged. Not the commander. He is just a bunch of stats of which move is one and morale another. If you try to cast panic on an unbreakable unit I would be surprised if the AI didn't override your orders. If there are no other options or targets in range the caster will advance one turn. If your AP is high enough your commander will get close to your target and get whacked. |
Re: Bug thread
Welp... bah... musta been just my luck to try to do two things that the AI refuses to do under certain circumstances. I think the reason the commanders never casted maggots is because they had to get close to the undead and then got whacked and the rest routed.
Why can't Morale 30 units be routed? |
Re: Bug thread
They can be, but it is unlikely. 30 is sort of a marker meaning unbreakable, just like 50 menas unbreakable and mindless, and 99 means unbreakable and unroutable and berserking.
I suspect 30 is perceived by the targeting AI as unbreakable. |
Re: Bug thread
WELP, that settles it. No AI bug, no mounted commander bug.
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