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

chrispedersen September 4th, 2008 05:01 PM

Re: Bug Thread: Discussion
 
Oceania in stasis is also reporting a corrupted game file problem

llamabeast September 5th, 2008 06:16 AM

Re: Bug Thread: Discussion
 
Don't know what's up with Oceania in Stasis, since I can open the file just fine.

AreaOfEffect September 6th, 2008 03:21 PM

Re: Bug Thread: Discussion
 
As stated by KO in the Wishing for a Forger thread, the Third Son of Anak (monster number 2049) is suppose to have a forge bonus.

Edi September 6th, 2008 03:42 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by AreaOfEffect (Post 636917)
As stated by KO in the Wishing for a Forger thread, the Third Son of Anak (monster number 2049) is suppose to have a forge bonus.

Noted. I haven't gotten around to updating the shortlist yet. Other stuff to do.

chrispedersen September 6th, 2008 03:57 PM

Re: Bug Thread: Discussion
 
Patch 3.20 (without latest patch)
Running SP, windows xp.

Nagok error message

Host scales bad p

game then crashes.
Log attached.

Edi September 6th, 2008 04:20 PM

Re: Bug Thread: Discussion
 
The latest 3.20b patch is only for 64 bit Linux version. So this is something else. I've asked Johan to look at it. I'm stumped.

Loren September 6th, 2008 04:44 PM

v3.20, wishing for population is broken
 
I'm playing Hinnom against the AI.

One province ended up at 370 people and I tried to wish for some more people.

I send a S9 seraph there (#97) and cast Wish. People appear in #29, a province adjacent to my capital. Note that I'm hit by a remote attack spell there.

I try it again. People appear in #5, my capital. #97 still has 370 people. No apparent related events.

Attempt #3: They appear in #139. An attempt is made to invade the province that turn.

Attempt #4: They appear in #131. An attempt is made to invade the province that turn. The supposed attacker has no forces within 1/3 of the world of me and it wasn't a stealth force.

#5: Appear in #34. An attack, I don't know by what. I was fighting a ghost, a sage and some deer tribe archers--there is no way they could have reached the province. My impression is that sages have no way of leading ghosts. (This sage was feeble-minded so I don't know what he might have had.)

Edi September 6th, 2008 05:04 PM

Re: Bug Thread: Discussion
 
When wishing for population, the new population appears in a random province among the ones you control.

Wishing for population may also snatch military units (as in, whole armies, all units in the province where the population is taken from) along for the ride, but said armies do NOT revert to your control. They are treated as a magical attack on your province instead.

Sages have one astral normally, so they cannot lead ghosts.

All WAD.

Edi September 6th, 2008 05:08 PM

Re: Bug Thread: Discussion
 
The shortlist has been updated, at least for the most part.

Loren September 6th, 2008 07:08 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Edi (Post 636952)
When wishing for population, the new population appears in a random province among the ones you control.

Wishing for population may also snatch military units (as in, whole armies, all units in the province where the population is taken from) along for the ride, but said armies do NOT revert to your control. They are treated as a magical attack on your province instead.

Sages have one astral normally, so they cannot lead ghosts.

All WAD.

I sure thought it produced people in the province in question in the past.

If you don't get to choose the province they appear in it seems awfully useless. The only reason I was casting it at all was to replenish a depleted province so it wouldn't cause armies passing through to starve.

Zeldor September 6th, 2008 07:34 PM

Re: Bug Thread: Discussion
 
Edi:

What 3.20b? Where is smth about it? And what does it fix? I am using 64-bit Linux.

Endoperez September 7th, 2008 03:57 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Zeldor (Post 636984)
Edi:

What 3.20b? Where is smth about it? And what does it fix? I am using 64-bit Linux.

http://forum.shrapnelgames.com/showthread.php?t=40478

Quote:

There is a network problem with 64-bit linux and the 3.20 patch. So if you use that combination you want to download the fixed patch. Shrapnel will replace the official patch, but in the meantime you can download it from this post.

chrispedersen September 8th, 2008 01:56 AM

Re: Bug Thread: Discussion
 
BHV Bug

Flying SC, with Sea King Goblet, fails to retreat to an available sea province, but rather dies retreating into enemy terrain.

Zip attached, pw'd as its an active game file.


Also: has anyone *ever* had success casting wind ride. I've cast more than 28 times - and never gotten any result. (Casting on provinces with more a variety of enemies.

llamabeast September 8th, 2008 05:34 AM

Re: Bug Thread: Discussion
 
I've never heard of anyone getting Wind Ride to work in Dom3.

chrispedersen September 8th, 2008 09:40 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by llamabeast (Post 637202)
I've never heard of anyone getting Wind Ride to work in Dom3.

Could we buglist it?

Does the same thing apply to the flying monkeys? Don't know if it caused an attack or not.. but have cast that a few times with similar lack of results.

AreaOfEffect September 8th, 2008 03:01 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by llamabeast (Post 637202)
I've never heard of anyone getting Wind Ride to work in Dom3.

I've tested the spell before. As far as I can tell it only carries the commander one province away and it isn't always in your direction. In one casting the opposing commander and the units he was leading landed in a nearby indy sea zone and drowned. If the units do not land in one of your zones then you won't know much of what happened. I guess your suppose to use it on enemy provinces that border your own or as a way to preempt a SCs normal movement. I can't imagine many instances where you would use it on your own commanders. All-in-all it isn't particularly worth the required skill, research, and cost.

chrispedersen September 8th, 2008 06:12 PM

Re: Bug Thread: Discussion
 
Yeah, but the description of what you just said AoE doesn't match the spell description *at all*.

Still think its bugged.

Herode September 9th, 2008 04:30 PM

Amber Clan Mage W2
 
1 Attachment(s)
Dom 3.20 / Vista. EA Oceania, SP / Bering.

This one is fun. I think this one is the last mage I bought in this province. Anyway, is there any reason why he should lack 2 paths of magic ?

@AreaOfEffect : your avatar is nice but very agressive for my poor eyes... :sick:

chrispedersen September 9th, 2008 07:10 PM

Re: Bug Thread: Discussion
 
Whats so surprising?

I have a lot of 2 water amber clan mages.

chrispedersen September 9th, 2008 07:56 PM

Re: Bug Thread: Discussion
 
Logic question:

If Sea of Ice is strong enough to prevent units from transiting from water to land,

Shouldn't flying units be able to fly over water? They now have places to land.

chrispedersen September 9th, 2008 11:56 PM

Re: Bug Thread: Discussion
 
I believe Edi has suggested in the buglist that wishing for an non unique item removes one from every player.

I'd like to posit some questions about this, and note some possible uses for it. First the questions:

Does it take it from every player, including the wisher?
Does it take it only from labs - or from heros as well?

A tiny, niche use - but if it takes it from everyone - and you have managed to pick up a cursed item, you might be able to remove it from your hero by wishing for it.

Case in point: a non stealthy unit picked up a black heart.
If it was your only HOF hero, perhaps it would be worthwhile to wish for black hearts.

Anyone know if this works?

konming September 10th, 2008 12:34 AM

Re: Bug Thread: Discussion
 
It takes from every player, including the wisher. It takes from anywhere in the world, be it in lab or on some commander. And your S9 wisher is generally more valuable than even your HOF hero, so you do not stick a black heart on him. :)

Herode September 10th, 2008 02:55 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by chrispedersen (Post 637448)
Whats so surprising?
I have a lot of 2 water amber clan mages.

I thought all Amber Clan Mages were F1W2N1. I didn't noticed that outside of a fort, they were W2?0... OK, not a bug then. Thanks for the tip :)

Edi September 10th, 2008 05:53 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Herode (Post 637507)
Quote:

Originally Posted by chrispedersen (Post 637448)
Whats so surprising?
I have a lot of 2 water amber clan mages.

I thought all Amber Clan Mages were F1W2N1. I didn't noticed that outside of a fort, they were W2?0... OK, not a bug then. Thanks for the tip :)

There are two types of AC mages: Indies and Oceanian AC. That's why the difference.

Chris, the wish stuff has been added to the bug shortlist as reported, but I have not tested it myself. In fact, I have never cast Wish in Dominions, including Dom-PPP, Dom2 and Dom3.

Calahan September 10th, 2008 06:40 AM

Re: Bug Thread: Discussion
 
I Wish for Edi to cast Wish :D

chrispedersen September 10th, 2008 09:50 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by konming (Post 637492)
It takes from every player, including the wisher. It takes from anywhere in the world, be it in lab or on some commander. And your S9 wisher is generally more valuable than even your HOF hero, so you do not stick a black heart on him. :)

If the wisher has the appropriate slots full - it shows up in the lab. So it *is* a valid way to remove a cursed item from someone. Expensive. But valid.

Now me little brain wonders if they lose the afflictions they gained

Zeldor September 10th, 2008 10:07 AM

Re: Bug Thread: Discussion
 
chrispedersen:

AFAIK if you wish for smth and you have no slots left for it it replaces old item in that slot. So you can replace a cursed item that way, but if you wish for a cursed you will equip it [unless you really have no slots, like no hands for cursed weapon].

chrispedersen September 12th, 2008 09:11 AM

Re: Bug Thread: Discussion
 
Default Nagot gick fel!
mapmove: bad unr

Edi September 12th, 2008 11:11 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by chrispedersen (Post 637937)
Default Nagot gick fel!
mapmove: bad unr

Patched to 3.20? I presume the answer is yes.
What mods are enabled?
Do you have scouts or otehr stealth troops moving more than one province per turn while sneaking? Are any of them flying?

Make a backup save of the game and try fiddling around with the movement orders of sneaking and hiding units you have and then rehost. When it goes away (and it should), make note of what you did. It might be helpful in conjunction with the log.

I experienced the same problem with a v3.19 game during the beta test and it was caused by a black harpy moving three provinces one turn and hiding the next. When I made the harpy move again, the turn hosted fine. At the time I was running CBM Pretenders 1.3, BI 2.1 and Worthy Heroes 1.8.

This may be related to something with a mod going wrong during hosting or something to do with move order validation, but I don't know for certain.

chrispedersen September 12th, 2008 08:10 PM

Re: Bug Thread: Discussion
 
Edi, can you tell the nation at all? This is a live multiplayer game.

Worthy heroes only. Altho the computer that generated the turn has CBM on it.

atul September 13th, 2008 09:23 AM

Re: Bug Thread: Discussion
 
Sibyl of Hermon (monster number 2070), Gath hero, according to description "most accomplished diviner and healer" but doesn't have Healing nor Fortuneteller icon. Also, according to description her name is Sabba, but apparently gets a random name (mine was Hana).

Don't know if already known, but quick search didn't come up with anything.

Edi September 13th, 2008 11:20 AM

Re: Bug Thread: Discussion
 
Thanks for the reminder. Added to shortlist.

Edi September 21st, 2008 01:06 PM

Re: Bug Thread: Discussion
 
Some event issues:

The Blood fountain wailing event reported earlier was a legitimate bug. The event has a trigger requirement of a blood fountain being present, but due to a data typo, it refers to monster 665 Principe instead of 656 Fountain of Blood. Fixed in next patch.

Lone hydra should produce the new hydra after next patch.

Amber Clan Mage from the Forest of Amber Kelp should be 575, not 1417. Fixed for next patch.

Roc eating an elephant should affect also elephants 1147 and 1555 and not just 150. This MAY be fixed in the next patch, but that is up to KO. I don't have permission to add code to the snippets I see.

Gadite rebel events (2) are not restricted to Gath or restricted by era.

All event text typo issues have been fixed.

archaeolept September 23rd, 2008 06:14 PM

Re: Bug Thread: Discussion
 
vale of the silver cattle still gives no gold.

the dragon shape change and lose a hat issue still exists (since Dom II). if the dragon is wearing a hat, and changes shape to his humanoid form, he will lose his head slot item. Does not happen the other way 'round.

oh yeah, the "genius prospector" event says it adds 200 gold but actually seems to add 500. error in code or description?

Edi September 24th, 2008 12:19 AM

Re: Bug Thread: Discussion
 
I'll check the prospector event. The dragon issue is known and in the shortlist.

Vale of the Silver Cattle, I'll add that. Can't check the code for sites, so I'll have to take your word for that. By the way, what's the income from the province total? Because money generating sites add it to the total. I'm not sure if they add it even before discovery.

chrispedersen September 29th, 2008 09:28 AM

Re: Bug Thread: Discussion
 
Edi,

Flying creatures with an item that confers waterbreathing intermittently will not retreat to a valid province.

Also, any idea where the Glory game is? Couple few weeks now on a live game.

Chris

Edi September 29th, 2008 11:47 AM

Re: Bug Thread: Discussion
 
I haven't heard anything from Johan on that score. Keep in mind that while the game is important to you and the other players, it simply does not have a similar priority for the developers. He will try to fix things as he can, but there is no guarantee that it can be done.

Gareth_Bryne October 1st, 2008 07:03 AM

Re: Bug Thread: Discussion
 
Hello, everyone.

I have recently installed and patched to 3.20 Dominions 3 on my computer. After playing for some time I had to do a system cleanup, so I saved the save game separately, then reinstalled the game and put the savedgames folder back. The game starts.... and then everything but the map disappears!!!! The music plays, I can move around the map, but I can't see anything else, menus, details.

Can someone tell me what's going on??:confused:

Edi October 1st, 2008 08:02 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Gareth_Bryne (Post 641953)
Hello, everyone.

I have recently installed and patched to 3.20 Dominions 3 on my computer. After playing for some time I had to do a system cleanup, so I saved the save game separately, then reinstalled the game and put the savedgames folder back. The game starts.... and then everything but the map disappears!!!! The music plays, I can move around the map, but I can't see anything else, menus, details.

Can someone tell me what's going on??:confused:

If resinstalling the game and double-checking your CD-key doesn't help, contact Shrapnel Customer Support. There is nothing that we on the forum can do to help you with this particular problem at that point.


Related to another issue: It looks like the Flying Ship artifact is bugged and causing problems in games, both SP & MP. It causes the mapmove: bad unr crash to desktop under certain circumstances. May be related to flyers and stealth. Under investigation.

Zeldor October 1st, 2008 10:36 AM

Re: Bug Thread: Discussion
 
My tartarian decided to pillage one province. I have now 144 unrest there and it does not want to get down with 0 taxes [no one pillaging, no patrolling army either, just taxes at 0].

Terrement October 2nd, 2008 08:09 PM

Re: Bug Thread: Discussion
 
Hi,
New to the game, and this page. Searched, but didn't find the answers to two different ?s that I have in playing - bug or operator error. I'm using the latest patch.

1. The manual suggests a tactic for "Man" on pg 139 of the manual about researching Wind Guide to increase the accuracy of missile fire. It reads in the manual as a one time cast / affects entire battlefield spell. I research it, have a spellcaster who is capable of casting, equip her with the gems to cast, order "cast a specific spell" in army set up, and designate Wind Guide as the first spell.

She never casts it, but does cast other spells.

2. Different game, using a Moloch as a super-combatant pretender. Research some significant equipment to arm and protect him, then send him into battle with the orders to attack rearmost enemy.

He attacks, but usually somewhere in the middle, not the rearmost. I'm trying to get him (it?) to take out the enemy spell casters & leaders and then be waiting for retreating enemy troops.

He gets sidetracked.

Are either of these things y'all have seen? Bugs or operator error?

Thanks,

JJ

AreaOfEffect October 2nd, 2008 08:42 PM

Re: Bug Thread: Discussion
 
Both are WAD. (Working As Designed)

1) Is most likely the result of the enemy not producing sufficient threat. Mages won't use gems unless the opposing army is large enough. It isn't perfect, but it helps keep your mages from wasting spells on a casting of Call of Winds.

2) Attacking rear has some mechanic which I'm not entirely familiar with. Think of it as attack flank rather then attack rear.

JimMorrison October 2nd, 2008 09:09 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by AreaOfEffect (Post 642410)
2) Attacking rear has some mechanic which I'm not entirely familiar with. Think of it as attack flank rather then attack rear.


The way that it was explained to me as far as flying units go - they select their target, and move invisibly towards it (to "simulate" their flight). If their path is blocked, they stop and attack whatever is in their way (rather than fly over it, and maybe get..... poked with a spear or something).

JimMorrison October 2nd, 2008 10:43 PM

Re: Bug Thread: Discussion
 
New bug in movement resolution (resulting from patch)?

A flying commander refused to complete a 2 province move, to a province that was friendly when orders were issued, then was captured during magic phase. He was flying though, so COULD attack an enemy province 2 territories away, but instead he did not move at all.

I don't even know how to classify this, and the turn file is of no use since all you can see on the current turn is him sitting there on "Defend". :doh:

thejeff October 3rd, 2008 07:45 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by JimMorrison (Post 642414)
Quote:

Originally Posted by AreaOfEffect (Post 642410)
2) Attacking rear has some mechanic which I'm not entirely familiar with. Think of it as attack flank rather then attack rear.


The way that it was explained to me as far as flying units go - they select their target, and move invisibly towards it (to "simulate" their flight). If their path is blocked, they stop and attack whatever is in their way (rather than fly over it, and maybe get..... poked with a spear or something).

It's not quite that deterministic. It's more like the behavior of anyone set on attack rear. You'll see your cavalry move down the side, then suddenly veer in to attack a group in the middle. But sometimes they'll pass everyone and reach the rear. Fliers do the same thing, you just can't see it. I think there's some kind of check (morale based?) for each squad they pass.

Edi October 3rd, 2008 11:21 AM

Re: Bug Thread: Discussion
 
thejeff, yes, there is a morale check for each squad the attackers pass. If the fail, they attack that one. If they succeed, they continue toward the rear.

Quote:

Originally Posted by JimMorrison (Post 642432)
New bug in movement resolution (resulting from patch)?

A flying commander refused to complete a 2 province move, to a province that was friendly when orders were issued, then was captured during magic phase. He was flying though, so COULD attack an enemy province 2 territories away, but instead he did not move at all.

I don't even know how to classify this, and the turn file is of no use since all you can see on the current turn is him sitting there on "Defend". :doh:

Probably due to the move order validation thing. Can't move into an enemy province during move phase from 2 provinces away, unless a flyer. Validation was tightened, and I suspect that a "if stackmove = flying, ignore this" exception is missing somewhere for the specific cases of a province changing hands during the magic phase.

Loren October 3rd, 2008 11:43 AM

Re: Bug Thread: Discussion
 
Speaking of flying movement, I found an annoyance that I would be inclined to call a bug:

Commander: Capable of reaching the target by flight but not by walking.

Troops: Capable of reaching the target by walking, not capable of flight.

Result: The army has to take two turns to reach the target.

My commander can't hop along flying while the troops walk? He has to babysit them every minute of the way???

AreaOfEffect October 3rd, 2008 05:46 PM

Re: Bug Thread: Discussion
 
Let me see if I'm understanding the situation correctly. You want a commander to lead an army 2 (possibly 3) provinces away. However the commanders movement is more limited then the troops he would be leading... who walk and can't fly. So either the commander has a normal move of 1 (possibly 2) or he lacks some survival ability that all of the troops have. So you've decided to equip winged shoes (possibly flying carpet) and the army still can't move the 2 or 3 provinces needed?

-Are you sure the army can make the distance on their own with a move 2 commander with similar survival abilities?

-Are you sure the commander, with the additional flying ability, can still make the distance? The global spell "Perpetual Storm" limits the movement of fliers.

Loren October 3rd, 2008 09:02 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by AreaOfEffect (Post 642679)
Let me see if I'm understanding the situation correctly. You want a commander to lead an army 2 (possibly 3) provinces away. However the commanders movement is more limited then the troops he would be leading... who walk and can't fly. So either the commander has a normal move of 1 (possibly 2) or he lacks some survival ability that all of the troops have. So you've decided to equip winged shoes (possibly flying carpet) and the army still can't move the 2 or 3 provinces needed?

-Are you sure the army can make the distance on their own with a move 2 commander with similar survival abilities?

-Are you sure the commander, with the additional flying ability, can still make the distance? The global spell "Perpetual Storm" limits the movement of fliers.

The commander's movement far exceeded the troops--it was a seraph. The problem was it was leading elephants through forest. Apparently the game negated it's flying since it had non-flying troops--but this meant it was limited to speed 1 through forest as it doesn't have forest survival.

If the army is required to maintain close contact for the entire march the behavior makes sense. It's just I don't really think the troops need that kind of babysitting. The seraph can't walk through the trees with the elephants fast enough but it can fly just above them and make it to the destination in time.

AreaOfEffect October 3rd, 2008 09:53 PM

Re: Bug Thread: Discussion
 
I'll believe you're right, but only if admit to having monkey PD.


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