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

Kristoffer O July 21st, 2008 05:20 PM

Re: Can anyone explain the following turn file?
 
> Units fleeing the battlefield should never be targeted.

Not even by spells that make them survive (run faster, heal etc) or continue fighting (berserker) ? http://forum.shrapnelgames.com/images/smilies/happy.gif

thejeff July 21st, 2008 05:42 PM

Re: Can anyone explain the following turn file?
 
I still like the suggestion that hitting a routing (due to morale failure) unit with a morale booster spell should let them recheck morale and maybe return to the fight.

MX July 22nd, 2008 01:00 AM

Re: Game crash bug
 
Quote:

llamabeast said:
I have a good bug for you here. If you host using these files, the game will crash, with a "bad f error". These are from an actual game, and this situation does come up every now and again, so it would be a good one to hunt down.

I've tested it a little bit. Acctually the .2h file for Abysia is corrupted. A commander at province (78) caused that problem. He is trying to build a fort spending only 1 gold...

NTJedi July 22nd, 2008 02:40 AM

Re: Can anyone explain the following turn file?
 
Quote:

Kristoffer O said:
> Units fleeing the battlefield should never be targeted.

Not even by spells that make them survive (run faster, heal etc) or continue fighting (berserker) ? http://forum.shrapnelgames.com/images/smilies/happy.gif

That's different... what I meant was units fleeing the battlefield should never be targeted with 'sermon of courage'. Most other spells can make sense.

Kristoffer O July 22nd, 2008 04:45 AM

Re: Can anyone explain the following turn file?
 
Is sermon a special case or are there more that should never be cast on routing enemies ? http://forum.shrapnelgames.com/images/smilies/happy.gif Aim?

NTJedi July 22nd, 2008 05:02 AM

Re: Can anyone explain the following turn file?
 
Quote:

Kristoffer O said:
Is sermon a special case or are there more that should never be cast on routing allies ? http://forum.shrapnelgames.com/images/smilies/happy.gif Aim?

Good catch, besides Aim and Sermon of Courage most other spells might help those routing escape. Sermon of Courage is probably the most common.

The only other spell to consider would be 'strength of giants'. The boost of strength is unlikely to provide any benefit in comparison with other earth spells.

llamabeast July 22nd, 2008 05:07 AM

Re: Can anyone explain the following turn file?
 
Quote:

I've tested it a little bit. Acctually the .2h file for Abysia is corrupted. A commander at province (78) caused that problem. He is trying to build a fort spending only 1 gold...

Good work, I can confirm that removing Abysia's 2h file fixes the problem.

chrispedersen July 22nd, 2008 11:00 AM

Re: Can anyone explain the following turn file?
 
Quote:

Kristoffer O said:
> Units fleeing the battlefield should never be targeted.

Not even by spells that make them survive (run faster, heal etc) or continue fighting (berserker) ? http://forum.shrapnelgames.com/images/smilies/happy.gif

Not when the caster has options that will help win the fight.
Routing units should be deprecated.

chrispedersen July 22nd, 2008 11:10 AM

Weird.. or bug?
 
Its turn two. Turn one, fighting some avi, 4 of my avvim light infantry got diseased. Ok. Thats kind of weird.

But worse is: they all have 12 hp. Instead of 24.
Diseased, no afflictions. And 19/20 units have an affliction.

I'm guessing:

a). Theres a magic site in the square that causes disease.
b). I'm guessing that they were wounded in the fight, and the disease prevented them from healing. But the uniformity of the hps is .. surprising. There were markata, bandarlog warriors and avi archers in the mix.

I just find the odds peculiar - that so many got afflicted, and that all the diseased units got exactly the same #of hit points without magic, or magic weapons to explain the result.

ArkkiMeisseli July 22nd, 2008 03:20 PM

Cannon Fodder?
 

Not sure if this should go here, but I wouldn't really want to make a new thread just for this, so...

[img]/threads/images/Graemlins/Bug.gif[/img]I'm getting one of those multi-hero types on EA Caelum, called High Seraphine. They are stealthy (+0), have NO magic skills at all and are 4 years old, every last one of them.

Not sure if this is because of the Conceptual Balance mod I have on. I'm not complaining about free units, but it seems a bit odd that they have no magic, since the description says they should be more powerful than the basic Seraphine, and it's a bit disturbing they're four years old... doesn't feel right sending kids to battle. http://forum.shrapnelgames.com/images/smilies/frown.gif

Zeldor July 22nd, 2008 04:07 PM

Re: Cannon Fodder?
 
It may be the magic paths bug in mods affecting some late WH heroes.

JimMorrison July 24th, 2008 03:46 AM

Re: Cannon Fodder?
 
Oh! I finally found a real one. http://forum.shrapnelgames.com/image...ies/tongue.gif

Pretender: Caelian "Arch Seraph" pretender starts with A2 with base cost of 65, but she costs 73 as if she started with A1 and was set to A2. Further, A3 costs 16, etc, as if she started with just A1.

chrispedersen August 1st, 2008 08:13 PM

Huge bug:
 
Ritual of Returning (as cast by unit with Armor of Virtue):

A). The ritual remains after the armor is used in combat, then the armor is removed.

B). The ritual says - this commander will instantly return to the main citadel IF DAMAGED IN COMBAT.

Soooooooooo
Equip a diseased commander with Armor of Virtue, Sea Kings Goblet and Orb of Atlantis.

The commander teleport out, at the end of the turn, due to the disease damage and the army drowns.

~ ~ ~ ~ ~ ~ ~

C. Moding command to set ap = 0 does not work.
Unit will still move.

Dedas August 5th, 2008 08:57 AM

Re: Huge bug:
 
A graphics bug:
see: http://www.shrapnelcommunity.com/thr...o=&fpart=1

Edi August 13th, 2008 02:39 PM

Re: Bug Thread: Discussion
 
The bug shortlist has been fixed and is now readable again.

Loren August 13th, 2008 09:05 PM

Re: Bug Thread: Discussion
 
Got a simple little bug:

Create new game. Oops, I spelled the game name wrong. Backup, try again--nope, it won't ask. You have to go back to the main menu and select "Create new game" again in order to enter the name.

ano August 14th, 2008 06:10 PM

Re: Bug Thread: Discussion
 
Scripted Returning is sometimes ignored and that leads to very sad results. Here is the link to discussion thread.
The debug log says that my golem didn't have enough gems while he did have enough. I may send both turns to Illwinter if there's a need in that.
Also, in my opinion scripted returning spells should never be ignored at all as they are very specific and such ignoring most probably leads to fatal results.

fungalreason August 18th, 2008 02:26 AM

Re: Bug Thread: Discussion
 
Minor issue: units that "never heal" can use an opponent's lab to heal during a seige.

I had a few gargoyles take over a province, and at the start of the turn had less than 80 hp (you can see that during the battle against the PD). At the end of the turn, the fort is under seige and they have been repaired to full.

Wrana August 21st, 2008 12:39 PM

Re: Bug Thread: Discussion
 
Another one. I think it's new: in MP I tried to get a mercenary called "Mamor, the White Wizard". What I got is Monster #100 - an old man with wizard stats, description of Adept of Silver Order and no magic at all. May be related with Worthy Heroes enabled...

http://forum.shrapnelgames.com/showthread.php?t=38692

fungalreason August 21st, 2008 01:50 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Wrana (Post 632926)
Another one. I think it's new: in MP I tried to get a mercenary called "Mamor, the White Wizard". What I got is Monster #100 - an old man with wizard stats, description of Adept of Silver Order and no magic at all. May be related with Worthy Heroes enabled...

http://forum.shrapnelgames.com/showthread.php?t=38692

I had that guy in a recent Multiplayer game with Worthy Heroes on. He was an astral/earth mage if I'm thinking of the right one. Was he feebleminded by chance? Or perhaps he came with a slave collar as one of the random items?

Edi August 21st, 2008 02:05 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Wrana (Post 632926)
Another one. I think it's new: in MP I tried to get a mercenary called "Mamor, the White Wizard". What I got is Monster #100 - an old man with wizard stats, description of Adept of Silver Order and no magic at all. May be related with Worthy Heroes enabled...

http://forum.shrapnelgames.com/showthread.php?t=38692

Related to the mod bug, too many mods modifying too many magics enabled, wipes out all magic. Fixed in v3.18, so it's not an issue after the next patch.

konming August 21st, 2008 02:26 PM

Re: Bug Thread: Discussion
 
Bandar Log possible bugs:

Brahmin and Yogi both have a morale of 7, while even the non-sacred lower caste Vanara chief has a morale of 12.

And this is not a bug per se, but animal tag should only be given to non-intelligent, or semi-intelligent beings, how does a rishi, who masters astral magic more than most so called human "mages", still be an animal? Bandar Log units all have animal tag, which makes them very difficult in sieging. At least all vanara, bandars and esp. the white ones should not be animal. They lived in a fortified city after all.

Wrana August 21st, 2008 03:14 PM

Re: Bug Thread: Discussion
 
Quite possible. I forgot to mention that he also got a different name in the process - "Mistaril".

Edi August 22nd, 2008 07:10 AM

Re: Bug Thread: Discussion
 
The shortlist color coding has been updated for better visibility on the new forum color scheme.

Dedas August 22nd, 2008 08:16 AM

Re: Huge bug:
 
Quote:

Originally Posted by Dedas (Post 628946)

Edi, could you please take a look at this as it is an obvious bug. :)

Here is the correct link: http://forum.shrapnelgames.com/showthread.php?t=36361

Herode August 22nd, 2008 01:32 PM

Re: Bug Thread: Discussion
 
Bug Report :

One of my mages casted Haruspex on a province that I don't own.
NB 1 : this province was previously mine but it became indie controlled after a random event 2-3 turns ago.
NB2 : the ritual is "monthly casted"

Edi August 22nd, 2008 02:05 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Dedas (Post 633175)
Quote:

Originally Posted by Dedas (Post 628946)

Edi, could you please take a look at this as it is an obvious bug. :)

Here is the correct link: http://forum.shrapnelgames.com/showthread.php?t=36361

I've added this into the GUI section. I've also included the problem with battlefield tearing in the same entry. It should be noted that these bugs were introduced in patch 3.10, as before that I had never encountered battlefield tearing and your description of map tearing fits the same symptoms.

Quote:

Originally Posted by Herode (Post 633241)
Bug Report :

One of my mages casted Haruspex on a province that I don't own.
NB 1 : this province was previously mine but it became indie controlled after a random event 2-3 turns ago.
NB2 : the ritual is "monthly casted"

I'd like to see this tested and reproduced if possible. It's hard to track down otherwise.

Herode August 22nd, 2008 02:15 PM

Re: Bug Thread: Discussion
 
I can send the .trn file if you wish. Just give me the address.
The game is "Victoria" (LA MP game, random map but I remember it has been saved and published here somewhere...)

Edi August 22nd, 2008 02:21 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Herode (Post 633256)
I can send the .trn file if you wish. Just give me the address.
The game is "Victoria" (LA MP game, random map but I remember it has been saved and published here somewhere...)

Send it to the Illwinter info address (info at illwinter dot com) along with the map as well. Include an explanation of the issue. Johan has the kind of tools needed to dig out the reason this happened. I can't do anything about it and don't know where to start. I have a couple of guesses but more probably than not they are totally off.

thejeff August 22nd, 2008 03:05 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Herode (Post 633241)
Bug Report :

One of my mages casted Haruspex on a province that I don't own.
NB 1 : this province was previously mine but it became indie controlled after a random event 2-3 turns ago.
NB2 : the ritual is "monthly casted"

This is probably a known issue.

The event where you lost control of the province probably occurred the same turn the mage selected that province as a target. It's a function of the order the turns are processed in.

1)Mage casts monthly ritual, then chooses target for next month.
2)Random events determined
3)Battles due to random events resolved.

He picked the province in 1, then it changed hands in step 3. Then the next turn you saw the results of the search, but the province was already in Indy hands.
Unless you're sure it was selected after it was lost, I'd be surprised if this was something else.

Herode August 22nd, 2008 03:14 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by thejeff (Post 633270)
This is probably a known issue.

The event where you lost control of the province probably occurred the same turn the mage selected that province as a target.

Nope. The province became indie controlled several turns before the bug.

Edi August 22nd, 2008 03:34 PM

Re: Bug Thread: Discussion
 
Added Flaming Arrows spell bug wrt small bow, because there is a "Fire Small Bow" weapon, nbr 405.

Note to self: Must add Battlefield Overflow bug later.

Amos August 30th, 2008 07:21 PM

Re: Bug Thread: Discussion
 
The #leper command is not working. It kills population but even with leper of 100 it doesnt infect soldiers.

Kristoffer O August 31st, 2008 06:01 AM

Re: Bug Thread: Discussion
 
It is not supposed to infect soldiers IIRC. There are two fx's. In the code they are called fx_leper and fx_leprosy (not very intuitive), but they correspond to #leper and #reaper IIRC. One is the effect of mummies and the master with the iron crutch. The other is the popkill effect of harvesters and bane venom charms.

Amos August 31st, 2008 08:47 AM

Re: Bug Thread: Discussion
 
Quote:

It is not supposed to infect soldiers IIRC. There are two fx's. In the code they are called fx_leper and fx_leprosy (not very intuitive), but they correspond to #leper and #reaper IIRC. One is the effect of mummies and the master with the iron crutch. The other is the popkill effect of harvesters and bane venom charms.
I think you added reaper instead of leper. Thats the icon that the unit with leper gets.

Quote:

7.10.11 #leper <percent>
The monster spreads a very deadly disease that
kills population and infects military units in the
province. The percent value is the chance for a
military unit in the same province to be infected.

Edi August 31st, 2008 11:04 AM

Re: Bug Thread: Discussion
 
It's possible the #leper mod command is linked to the wrong icon. The leper icon is the one e.g. Eater of the Dead has (a diseased head different from the disease affliction head), while Harvester of Sorrows, Poison Golem and Mabakiel all have the reaper icon (a scythe).

So that's a relatively easy fix to put in and I must fix the manual accordingly. I went by what Johan told me, but I guess there was some confusion.

JimMorrison August 31st, 2008 05:57 PM

Re: Bug Thread: Discussion
 
On that note, there is another small bug then:

The Harvester of Sorrows only has the Reaper effect, as you pointed out. However, in the spell text, it says "The Harvester will also stalk and spread disease among any military units in the province".

This tells me that he was intended to have the Leper effect as well.

Loren August 31st, 2008 08:24 PM

Re: Bug Thread: Discussion
 
A wording error:

I wished for blood slaves and got:

Suddenly a huge amount of girls appeared in the laboratory.

Edi September 1st, 2008 03:29 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by JimMorrison (Post 635486)
On that note, there is another small bug then:

The Harvester of Sorrows only has the Reaper effect, as you pointed out. However, in the spell text, it says "The Harvester will also stalk and spread disease among any military units in the province".

This tells me that he was intended to have the Leper effect as well.

Hmm, AFAIK no. Reaper is popkill + disease units. Leper is disease units only. So there is something more complex than that going on unless it's just linking the wrong icon for the mod command.

Kristoffer O September 1st, 2008 11:30 AM

Re: Bug Thread: Discussion
 
> Reaper is popkill + disease units.

Hmm, not sure here, but I thought that there was only a popkill effect. I might be wrong.

Kristoffer O September 1st, 2008 11:30 AM

Re: Bug Thread: Discussion
 
> Reaper is popkill + disease units.

Hmm, not sure here, but I thought that there was only a popkill effect. I might be wrong.

Zeldor September 1st, 2008 11:37 AM

Re: Bug Thread: Discussion
 
Kristoffer:

Yes, forum is getting slow and double posts in that moments.

Edi September 1st, 2008 01:02 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Kristoffer O (Post 635626)
> Reaper is popkill + disease units.

Hmm, not sure here, but I thought that there was only a popkill effect. I might be wrong.

The baselines I have seen in the vanilla game is that Mabakiel, who has the reaper icon causes disease in units and kills population. Eater of the Dead and Apparition (the spectral undead from Soul Gate Ermor in Dom2) has an ability that causes disease in units in the same province, but does not kill population at all. The #leper mod command gives the reaper icon. But apparently that should leprosy? I can't do more than speculate, Johan needs to check it to get to the bottom of it.

Zeldor September 1st, 2008 01:23 PM

Re: Bug Thread: Discussion
 
So what is the ability of Li T'ieh Kuai [or smth like that], the T'ien Ch'i immortal hero? From description it looks like he spreads diseases in battle only, but I made no tests at all [but didn't notice any units getting diseases in same province as the hero or any pop killing].

Edi September 1st, 2008 04:31 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Zeldor (Post 635642)
So what is the ability of Li T'ieh Kuai [or smth like that], the T'ien Ch'i immortal hero? From description it looks like he spreads diseases in battle only, but I made no tests at all [but didn't notice any units getting diseases in same province as the hero or any pop killing].

That's disease cloud and has been moddable for an eternity already.

ryo_akashi September 3rd, 2008 12:56 PM

LA Ryleh gem production
 
LA Ryleh starts the game with 5 gems (2 Water, 3 Astral). This is the same as MA Ryleh. Is this intended?

ryo_akashi September 3rd, 2008 01:00 PM

Equite of the Sacred Shroud attack
 
Equite of the Sacred Shroud (M1108) has a base attack of 10, whereas the base defense is 12. Should the base attack be 12?

Kristoffer O September 3rd, 2008 01:06 PM

Re: Bug Thread: Discussion
 
> LA Ryleh starts the game with 5 gems (2 Water, 3 Astral). This is the same as MA Ryleh. Is this intended?

Might be an oversight. 1 W perhaps.

Hadrian_II September 4th, 2008 12:29 PM

Re: Bug Thread: Discussion
 
My game is crashing, when i try to connect to one of Gandalfs Chaos Games (game.dom3minions.com:7214) , im using the Linux amd64 version, and the debug output of the crash is the following:

Quote:

Originally Posted by Console
get ipadr
done ()
Performing namelookup...
namelookup 1 63.199.8.158
connect 0 errno 0
sendpacket first:3 len:7
Waiting for packet
tcp_anypacket, got a fresh byte... len=1 data=102
got it
readinfo
era 1
done, can start 0
gamename chaos_spices
Installmods
sendpacket first:17 len:7
Waiting for astral packet
tcp_anypacket, got a fresh byte... len=1 data=102
got it
highestmod -1
ConfirmGameInfoMods -1
EnableGameInfoMods -1
starttcpclient: gamename chaos_spices nations 0
sendpacket first:1 len:102
Waiting for astral packet
tcp_anypacket, got a fresh byte... len=1 data=102
got it
sendpacket first:5 len:7
Waiting for astral packet
tcp_anypacket, got a fresh byte... len=1 data=102
got it
player 0 passreq 0
...
every player here
...
player 94 passreq 0
sendpacket first:3 len:7
Waiting for packet
tcp_anypacket, got a fresh byte... len=1 data=102
got it
readinfo
era 1
done, can start 0
Request turn file 18
sendpacket first:7 len:9
Waiting for astral packet progress
tcp_anypacket, got a fresh byte... len=1 data=102
uncompressing decomplen = 74021 (0x12125) complen 8984
got it
passres 32
tcp_getturnfile: gname:chaos_spices pl:18
expected turn file, got crap (32)
N�got gick fel!
expected turn file, got crap
N�got gick fel!
expected turn file, got crap
flushopengl
mem ok
DeinitPrint

gandalf says that it is working for him

Zeldor September 4th, 2008 12:31 PM

Re: Bug Thread: Discussion
 
It looks like you are either not getting turn file or it is corrupted [unpatched?]


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