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Re: Dominions II Bug Thread
Agreed, though what happens if you re-take the province the turn you try to build troops at a besieged location?
A bug that might have been reported before - Tien Chi archers who lose an arm, can still fire their composite bows (the image that comes to mind has them pulling the string with their teeth http://forum.shrapnelgames.com/images/icons/icon10.gif ). Maybe true of all archers? PvK |
Re: Dominions II Bug Thread
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Re: Dominions II Bug Thread
Oh I agree in general. It should just prohibit recruiting while beseiged, like in Doms I.
From a realism standpoint, I suppose it could represent that you plan to recruit units there after quickly relieving the castle (especially if the seige was by something pathetic), but eh... it's not really right. Confusing - there should be at least a warning. I mainly was just curious though what would happen in the current Version, if anyone knew. PvK |
Re: Dominions II Bug Thread
Starspawn priests and mages who lose an arm use their fist instead of their regular attack. Seems like 'Life drain' requires both hands (or is it both tentacles?). Does this make sense? I think not.
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Re: Dominions II Bug Thread
One of my Assassins apparently tried to assassinate... a Militia!
The game crashes when I try to watch the battle, too. I've sent the game files to Illwinter, just in case it helps. |
Re: Dominions II Bug Thread
The description for Will o' the Wisp says that 3 wisps are summoned, yet the "number of effects" is listed as 2.
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Re: Dominions II Bug Thread
One MAJOR bug in 2.08: Seithkona are no longer commanders, and do not have magic skills!!!
Also, I can find no info on how to rename commanders. |
Re: Dominions II Bug Thread
I'm getting a very odd "SDL Parachute Deployed" problem. If I host a turn, then try to play the next turn, I get an immediate CTD, no "Nagot Gick Fel", only a "Fatal signal: SDL Parachute Deployed" in stderr.txt. If I restart the game and try to play my turn, however, it works perfectly fine again...until the next turn.
Any idea what causes this? Update: The apparent initial consistency of behavior was due to sampling error: Sometimes it will randomly crash anyway, even after a clean restart. You'd think that the behavior would be more deterministic, given that nothing has changed.... Update: Also, sometimes a turn generation will hangfire, and remain in "Generating turn" indefinitely. This occurs most frequently in tests where multiple human-controlled nations exist, although it happens with 1-human games as well....including games where this is one, and only one, player. Once again, no consistency: Can happen after a clean restart of the game, or not happen. Sometimes it will happen on fresh start, I'll kill the game, changing no files, and then restart the game, and try again, and it will run. What on Earth is causing this?!? Update: Although the mysterious, elusive, CTD-on-attempting to take turn bug remains unidentified, I did produce a fluke Nagot Gick Fel: Bad spritenbr on my other test computer. It has not reappeared, and did not occur consistently: CTDs continue on both test systems sporadically. However, I *HAVE* isolated a probable cause of the turn hangfire bug. My extensive logging reports and experimental procedures have been posted here: http://www.shrapnelgames.com/cgi-bin...;f=74;t=001485 [ February 16, 2004, 20:56: Message edited by: Norfleet ] |
Re: Dominions II Bug Thread
Even small paralyzation effects still do not wear off -- their values never decrement, and nobody ever recovers. This can be easily seen with Astral Shield.
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Re: Dominions II Bug Thread
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