![]() |
Re: Dominions II Bug Thread
One Last thought on the Medusa, or rather it's stoning ability. What about giving it Awe instead of Fear? This would better represent attacker's fear of turning to stone. It would also prevent the ridiculous sight of streams of units evaporating in a mad rush to gaze at a Medusa.
|
Re: Dominions II Bug Thread
I don't know if this is known or not, or if it's supposed to be that way - but I had a (large) army that was starving, despite several Cauldrons of Broth being present in the hands of some of its commanders. I started shuffling some Cauldrons around, and the supply usage dropped - it looks like a Commander with 2 Cauldrons will benefit from the effects of only one.
|
Re: Dominions II Bug Thread
Quote:
Quote:
|
Re: Dominions II Bug Thread
Quote:
|
Re: Dominions II Bug Thread
Are those game bugs?
Here's what looks like a definite bug to me: I have a Black Acolyte with two experience stars, but otherwise ordinary, who found one of the two Twin Spear items (the one with the powers over death). It appears in his inventory normally, but lower on his unit description, under the "Weapons:" heading, it shows a Serpent Kryss, with Serpent Kryss stats, and no Twin Spear. I'm confident he never had a Serpent Kryss before this, and no Serpent Kryss or other items appear in his magic inventory besides the Twin Spear. Looks like perhaps the game is getting confused about which item is which, here. Also, I wonder why the Twin Spear shows a length of zero, if it is a spear? Even a broadsword gets a length of 2. Oh, I guess the stats in the inventory may not be appearing correctly, since they look like the same stats as a Serpent Kryss. It behaves the same way if I give it to other leaders, as well. It does seem to give +50 leadership and to give Luck, as the description of Twin Spear advertizes. PvK [ November 23, 2003, 19:23: Message edited by: PvK ] |
Re: Dominions II Bug Thread
I don't know whther this is supposed to work this way, but I tried to teleport my commander into a province that had a Dome of solid air. He got repelled by it, and I got the message that the dome prevented a hostile spell. I thought that only spells from other nations will be stopped, not my own? I shudder to think what would have happened if I had the Dome of flaming death or Dome of corruption instead. In any case, if it succeeded it would have shattered the dome and wasted me 20 gems. If it's working as intended, I guess it's better to know sooner than later.
Btw, I can just imagine him getting stopped by an invisible force and then flung back in Looney tunes style... http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Dominions II Bug Thread
Wrong reference number on the twin spear gives it the stats of a serpent kryss. Thanks!
|
Re: Dominions II Bug Thread
Bug: You can take gems/slaves away from a mercenary by putting him in a lab, going to the magic screen, and choosing to "Pool" that gem type.
Maybe a bug, more of a question: I saw a Wyrm win an Arena deathmatch, by beating an Earth Mother. That's fine, but... what happens to the trident??? |
Re: Dominions II Bug Thread
>I don't know if this is known or not, or if it's supposed to be that way - but I had a
>(large) army that was starving, despite several Cauldrons of Broth being present in the >hands of some of its commanders. I started shuffling some Cauldrons around, and the supply >usage dropped - it looks like a Commander with 2 Cauldrons will benefit from the effects >of only one. Duplicate items give *no* double effect (exception: "production" items like Lifelong Protections, Soul Contracts or Fever Fetishes). You cannot duplicate an item and a spell either, IIRC (like Quickness + Boots of Quickness, or Luck + Pendant of Luck). >I don't know whther this is supposed to work this way, but I tried to teleport my commander >into a province that had a Dome of solid air. He got repelled by it, and I got the message >that the dome prevented a hostile spell. In dom1 domes prevented _all_ troops from teleporting in the province, even your own (they can gate away safely). And this rule also applies to "Gateway", "Faery Trod", "Cloud Trapeze", etc. On the other hand, automatic return effects like the rebirth of an immortal creature or the "Returning" spell in the protected capital were still possible. Cheers |
Re: Dominions II Bug Thread
This is rather strange. I'm not sure what it was, so I'm only telling what happened.
I was playing Abysia, trying out Golden Naga as mage/ combatant. I had preached Pangaea dead, and was trying to conquer thei defenderless citadel. Not sure which one it was, but it was a siege of few turns... During it, an event told me that some knights had attacked and tried to conquer it. But there was no batlle! I thought that they had gone in the castle, and cursed in my mind... That was the turn I finally breached the walls! Anyway, I sent one commander in, hoping to see what was there. There was nothing, and I got the castle. But, the troops I had left outside to patrol found sneaking troops! Care to quess who they found? The knights, with their militia. I would like to get some of those horses... They were normal knights, not ethereal ones. Militia seemed normal too. It was strange, and they were burned and caused no harm to me, but I think this should still be reported. What if they had been Bogus & Co, and I had retreated, and Pangaea would have tried to claim back his citadel? http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Dominions II Bug Thread
Quote:
|
Re: Dominions II Bug Thread
Yeah, still waiting.
My parents don't believe in web shops, or to my ability to resist playing when I should be doing school stuff. They know me too well... http://forum.shrapnelgames.com/images/icons/icon12.gif Anyway, I have it in my wishlist... We'll see. |
Re: Dominions II Bug Thread
Quote:
|
Re: Dominions II Bug Thread
Here's a weird one:
Whenever I create a god after playing a few turns and then exitting, or having created another god before - strictly speaking, if doing *anything* other than creating a god being the first thing I do -, I cannot capitalize any letters in the god's name! |
Re: Dominions II Bug Thread
I posted this under "killing retreating commanders."
Basically, in a SP game, I replay a battle and find that commanders are killed in the replay when they survive after the battle. This only appears to happen with enemy commanders, never my own. Once the commander that retreated was a pretender. Another time it was a dwarf smith who had cast destruction one too many times and was too exhausted to move. I no longer have the save game. |
Re: Dominions II Bug Thread
Quote:
|
Re: Dominions II Bug Thread
Quote:
P.S. I always run in windowed mode. P.P.S. Major bug: Moloch cannot be used as a supercombattant! The imps that he gets for free are super-weak and rout very quickly against really weak enemies. And when they rout, he routs, even though he can often beat the enemy army alone, and has 30 morale. I really like the imps. It makes the Moloch reign supreme in the arena, immune to assassination, and it adds a nice touch. But as it stands, for game mechanics reasons, the free imps make the Moloch way less valuable. Several solutions: 1) make the Moloch ignore the routing status of his imps; 2) give imps much higer morale; 3) make a new class of imp with very high morale or mindless status that appears for Molochs and Lifelong Protections; 4) Take away the Moloch's imps, since that would make him more powerful. -Cherry [ November 25, 2003, 20:25: Message edited by: Saber Cherry ] |
Re: Dominions II Bug Thread
There seems to be something with the shift key if you start in windowed mode. The "?" wasn't working either. You can start in fullscreen, and then switch to window by hitting alt-enter. That should fix the problem in my experience.
|
Re: Dominions II Bug Thread
Yeah Saber Cherry, I pointed out the imp moloch weakness too. In fact, I'm not sure, but I think the imps routing somehow causes your entire army to rout. I do know I'm not using the Moloch until his imps are fixed...its so unsatisfying to make a 9 fire pretender for bless and have him unable to attack solo with fire spells.
|
Re: Dominions II Bug Thread
Quote:
|
Re: Dominions II Bug Thread
Similar thing like Endoperez' Knights happened to me.... laying siege to Man's home citadel, I was informed that a barbarian horde attacked and tried to pillage the province. Hum. Twice, actually... two Messages of the same kind in the same turn, both for the same province, right after the other.
Nothing happened, though. Next turn, I stormed the castle, and frankly forgot about the barbarians who never came. The turn after that, I got the information that the enemy has captured my undefended province... and lo and behold, the barbarian horde was outside my castle walls. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Dominions II Bug Thread
Quote:
I think commanders should have a "Never Retreat" box. If checked, they act like a normal unit and only flee if they fail a morale throw. [ November 27, 2003, 02:25: Message edited by: Saber Cherry ] |
Re: Dominions II Bug Thread
Quote:
As to the Moloch routing problem, this one is from the manual, point 6.6: When all your commanders are slain or have left the battle, your whole army will rout. This will also happen if all units are slain or routed and only commanders remain on the battlefield. The exception to this are immortal units, so I guess that's what ticks the Moloch off to flee. |
Re: Dominions II Bug Thread
It seems that, if you try to cast a ritual in a Province that has a site that gives a bonus to the appropriate path, and you don't have enough gems to normally cast the spell (but have enough to cast the spell with the cost reduction), the order will not be accepted (my mage went back to "defend").
|
Re: Dominions II Bug Thread
Quote:
[ November 26, 2003, 20:46: Message edited by: HJ ] |
Re: Dominions II Bug Thread
A local lord was worried about revolting peasants or somesuch, and built a castle. Yay! Free castle! Imagine my surprise when I found out that he had erected a Hill Fortress in the middle of the ocean... http://forum.shrapnelgames.com/images/icons/shock.gif
K. |
Re: Dominions II Bug Thread
Specializing in weird bugs... "The Twin Towers":
Was fighting against Caelum and Pangaea. Caelum's castle is a fortified city, Pangaea has one impressive watchtower. My lonely dragon was munching up Caelum's attempts to liberate their homeprovince again, but was obviously not strong enough to dent their fortification on its own, and I got a lot of "can't damage, need more men"-Messages. However, when my main army, consisting of about 60-80 small units (including two flying heroes) laid siege to Pangaea's Watchtower (you know, that thing with a defence value of 50), my lonely dragon suddenly started to damage the Fortified City of Caelum, but my troops around Pangaea's Watchtower got the message they needed more men... Looks to me like some crosslinking of values. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Dominions II Bug Thread
I'm not sure if this is a bug or the way it's supposed to be, but if a game is being auto-hosted (i.e., the turn is processed as soon as everyone completes their move), and someone ends their turn, sees that the others are still doing theirs, and decides to go back in and fool around some more (choosing Continue), his turn-finished flag doesn't appear to get set back to false. If everyone else finishes their turn before he hits end turn a second time, none of the stuff he did since he went back into the game will occur.
|
Re: Dominions II Bug Thread
Quote:
|
Re: Dominions II Bug Thread
Quote:
[ November 27, 2003, 20:07: Message edited by: HJ ] |
Re: Dominions II Bug Thread
This may have been mentioned, or may be "by design", but I hired an assassin, who arrived in the province I had selected when I hired him... but it was underwater, and he immediately drowned.
Seems like mercenaries shouldn't be available to take bids to show up underwater if they can't survive underwater. PvK |
Re: Dominions II Bug Thread
Quote:
|
Re: Dominions II Bug Thread
My bog beasts were poisoned from other bog beast spit and a few died.
|
Re: Dominions II Bug Thread
The cost for a new magic path for the nagas is listed as 20 in their description, but 30 is what appears on the magic schools selection.
|
Re: Dominions II Bug Thread
Quote:
|
Re: Dominions II Bug Thread
Apparently, Limne the Queen of the Lake can summon allies, while there is no mention of it in her description, as I said in the Typo thread. The allies she summons are Undines, whose description says that they are servants of Thalassa, who can also summon them. They are also aquatic while Limne is amphibious. From this I conclude that this could be a bug, and that Limne's summon allies ability was not ment to be there.
|
Re: Dominions II Bug Thread
When I hired Archers in White I noticed that Sanne the Pegasus Rider had Crystal Shield equiped already. She is mounted troop and should not be able to equip tower shields. Atleast I think so...
I'm sorry if this has been mentioned already... |
Re: Dominions II Bug Thread
Quote:
|
Re: Dominions II Bug Thread
My undead units fighting with Apparitions always get diseased, even though the "undead" text lists them as immune to disease.
|
Re: Dominions II Bug Thread
Quote:
|
Re: Dominions II Bug Thread
This is either a bug or a typo:
New Era Centaur Cataphracts: in their description it says they fight with lances (like other knights) but in actual fact they have a spear, just like regular theme centaur cataphracts. |
Re: Dominions II Bug Thread
I don't know if this is known...
I selected two Commanders in a Province: a Slayer (can Assassinate) and a Scout. I hit Space, and gave the order to Assassinate. Both got the order, while only one should accept it. When hosting, I didn't get an assassination attempt with the Scout, but then, attempts don't always work, right? |
Re: Dominions II Bug Thread
When some units are given additional weapons or shields, they lose their existing ones, when they shouldn't. For example - give an Assassin or Slayer a magical 1-h weapon, and they lose both of their previous weapons!
Also, if heavy cavs or knights, with 2 weapons and a shield (for example, lance, falchion, kite shield) are given a magic shield, they drop both their shirld and weapon. In other words: Lance, Falchion, Shield goes to Lance, Magic Shield So giving them magic shields makes them suddenly dumb, so they throw their weapon away. I can see that with the lead shield, since lead causes brain damage, but not the other ones=) |
Re: Dominions II Bug Thread
I lost a scout once to assasination who was building a fortress. I had to pay to restart; this is the way it worked in Dom 1, but I thought was supposed to have changed in Dom 2.
|
Re: Dominions II Bug Thread
It seems that no matter how many gems it's supposed to take for your god to learn a new magic path, it always takes 50.
|
Re: Dominions II Bug Thread
Quote:
I think it would be neat if gods with cheap paths had cheap empowewment too, but it's fine as is. At any rate, not a bug, AFAIK. |
Re: Dominions II Bug Thread
This isn't exactly a bug as much as it is me overloading the capability of either my computer or the dominions combat system, but I managed to set up a battle that crashes when hosting. The debug error file is interesting and very very long. I think the problem is a result of the conflict consisting of the fact I have the max selectable commanders, mainly mages, + many units, and there's just too much occuring for the game to keep track of. If anyone wants to see the turn that will not host I can send you the file.
This wasn't in a game I was really playing as such, and I doubt this event will ever occur in any actual game, especially MP ones. |
Re: Dominions II Bug Thread
Please send it to me. I wanna see it.
|
Re: Dominions II Bug Thread
I also have a high seraph as my prophet with a few issues. His magic is that of a seraph + the priest levels, but he's actually a high seraph. Also at some point he became a magic being. I have no idea how or when either of these happened to him, but I have him nonetheless.
I think I should specalize in finding unusual bugs. http://forum.shrapnelgames.com/images/icons/icon12.gif Edit: Actually appointing a seraph/high seraph as prophet changes unit type to a different high seraph who is a magic being and has an ice rod. Apparently my prophet was really a standard seraph before he became a prophet, but this is still a bug. [ December 05, 2003, 18:17: Message edited by: LordArioch ] |
Re: Dominions II Bug Thread
Major bug. Has this been mentioned before? Tactical AI likes casting spells that mass-murder allies, such as Breath of Winter.
Here's a perfect example, where I lost 5 heroic, magic-item equipped commanders and mages to a lowly Master of the Way casting Breath of Winter for no particular reason. As in, there could have been no possible advantage. ...fortunately it was just a battle-tactics testing SP game, not MP=) But Breath of Winter should be made script-only unless the AI gets smarter=) -Cherry |
All times are GMT -4. The time now is 12:23 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.