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Re: Bug Thread: Discussion
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I want a Mostly Harmless icon.
And a Half Yazata icon. And an icon that says "Will Mind Burn For Pizza". <.< |
Re: Bug Thread: Discussion
Demonbreds aren't *always* commanders, if somebody Enslaves them.
It would actually be kind of cool to have a reverse Gift Of Reason so you could attach Pythium communicants to a master and teleport around as a group via Gateway/Astral Travel. -Max |
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Are you sure communicants work through #onebattlespell? I have this vague memory of having tested this (by modding communicants as recruitable units, not commanders) and it worked.
-Max |
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I just did a test with communicant as regular units and a D1H1 commander with a Crystal Matrix scripted for Smite x 5. He only cast level 1 spells.
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Sad. My memory lied to me. Thanks for checking, chris & vfb.
-Max |
Re: Bug Thread: Discussion
I did a little search on this thread to find the bug I just saw but didn't find it :
I created a MA game (CBM) with a vampire queen pretender. After a while taking independent provinces, I saw a broken sword icon "Broken Armor" : "All armor parts of this unit are destroyed. The armor will be repaired when the unit is located in a province with enough spare production ressources." So I let her a few turn in a castle not producing any unit, tried to take off her gear (lucky coin, basic fire helmet and robe of shadows)(except for the cursed lifelong protection and black heart), made her die once or twice (to get the cursed items off) tried the home castle, made her die without armor, etc... but the icon is still there. Since I'm playing Abysia with Production 3 I don't think the cause would be a lack of ressources. And since the VQ doesn't have a "native" armor (hope I'm not choosing the wrong word here :P), I don't understand why the icon is still here. Did anyone already encounter that "bug" (if it is one...)? |
Re: Bug Thread: Discussion
I've encountered that bug before: broken armor taking way too long to repair. I haven't been able to repro it though, because frequently armor *does* repair. In your case you can safely ignore it before you're using forged armor (which never gets destroyed).
-Max |
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When a unit casts Drain Life at a Mistformed unit, it gets its full Fatigue/HP bonus even though the mistform prevents all damage but 1HP.
Small bug but it seems illogical that the unit should get all the HP and reinvigoration when they don't really cause the damage. |
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Is there a bug with School of Sharks? I had a 5 water mage spend 30 water gems casting school of asharks 5 times and saw about the same result as a 1 water mage casting it once with the help of summon water and a spare gem.
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Re: Bug Thread: Discussion
Possible :bug::
Stealthy priests (e.g. Dryads) are visible to the enemy when preaching in friendly lands. Shouldn't they be invisible? They're invisible when preaching in enemy lands, after all. ? |
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It's probably WAD.
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I thought this one was dead
Bogarus is dead. They still have two globals up, though. SP game.
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Bogarus was dom-killed, wasn't it? I think that bug is on the shortlist.
Edit: Yeah. From page 2 of the shortlist. "# BHV SPELL Globals Global enchantments of nations that have vanished stay in effect. [Edi's note: Presumably in cases where nation is defeated without the casting unit explicitly being killed (e.g. dominion death)]" -Max |
Re: I thought this one was dead
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Note that Bogarus was *NOT* dom-killed unless it happened the same turn my forces took out his last castle. I also believe the caster died many turns before the end. I was using assassins (some nice ones from the Dragons mod) to deprive him of the use of some large armies and I left those provinces until last. I don't believe there was a single surviving commander in any of them. Every province was being hit by multiple assassinations per turn and I wasn't losing assassins to some nasty they couldn't take down. Unfortunately, I didn't look at the situation when I took out his pretender, I had no idea anything was wrong then. I can't preclude the possibility that his pretender died during a retreat, could that be what happened? |
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Hmmm, yeah, that seems possible.
-Max |
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Here's a bug in a unit description, it's really minor:
Sauromatia Androphag lizard riders (#1176) have an armored rider on an unarmored lizard. There's no problem with this unit. If the rider is killed, the second form, Unit #1179 (Serpent) is just the unarmored lizard. However, the description says, "Since the serpents are valuable, they are armored in the heaviest possible barding." But unit #1179 has no armor at all. |
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Also
The queen of the shallows gets undines and Water elementals. The queen of the deeps only gets undines. Seems backwards - especially as undines are amphibious. |
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Aquatic #359 Queen of the sea can summon Undine #360, which is Aquatic (only).
Aquatic #907 Queen of deeps can summon Water Elemental #410, which is is Amphibious. Amphibious #908 Queen of the lake cannot summon allies. What's the Queen of the shallows? |
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But, more or less my point was.... The Queen of the Deeps can summon someone that can go onland where the queen of the seas cannot. It would seem that should be reversed. |
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Read the descriptions for Bathusma (Deeps) and Thalassa (Sea) as well as Undine. They are as they should be or we'll start getting the thematics and continuity out of joint again.
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In case this one is not spotted yet :
maximum dominion = god's initial dominion + floor(nb_temples/5); but I currently play a game with a Dom8 pretender, 2 temples built and a dom strength of 10 in my capitol. May be linked with the use of VPs ? |
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The maximum dominion is only relevant to dominion spread (temples/VP/god/prophet/sacrifice etc).
You can always increase dominion to above this maximum by preaching, for example an H4 priest at a temple can raise the dominion to 9. Random events can also increase dominion above the temple spread maximum. Are you sure you didn't get a random dominion event in your capitol? |
Re: Bug Thread: Discussion
Stealth unit bug:
I had several assassins in a province held by the enemy. Unfortunately it was under LA Ry'leh dominion and one of my assassins flipped out. There was no PD, the enemy was all in his castle and so the insane assassin took the province. The problem is now the other assassins do not have a hide order available. I'm not interested in trying to hold the province until I've driven out the evil dominion. I had no problem sneaking them back in next turn. |
Re: Bug Thread: Discussion
Can you change their order to something else, like "Blood Hunt", and then see if the "Hide" command is available? The "Hide" command goes away when your stealth units have certain orders, but if you can change from the current order sometimes it will come back. What orders do you other assassins have currently? Siege?
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Re: Bug Thread: Discussion
Dominions 3: v3.21
Issue: Mod Command Nation restricted spells shows up in other nation (ermor divine spells) Exampel: Make a new nation (90) in era 2 #newspell #copyspell 103 #name "bla bla bla" #descr "bla bla" #restricted 90 #end Enable the mod, start a new game as Ermor (era 2), then this spell will show up in Ermor Priest Divine spell list - even if you restricted the spell to a specific nation. |
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I don't have the offending data around to play with anymore. Note that later I ended up taking the province again the same way, this time they remained on hide fine. |
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I've got a problem with units committing needless suicide.
I ordered a whole bunch of units into the water--and Thestis' Blessing got knocked out. Magic is before movement, why did my guys continue to carry out now-suicidal orders? I realize that's how it's programmed, I just think they should be smarter than that. |
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Their fanatically devoted to you. Anybody under your control would gladly drown themselves if that is what you willed. Its not that you can't issue the order normally, its that you can't bring yourself to see people die needlessly without a good show.
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-Max |
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That makes sense to me. Move orders are already checked for sanity so that you can't move through a province taken in the magic phase, for example.
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I think it checks for sanity in movements before magic because the magic phase knocks out most of the sanity checks. Adding another check to 1500 provinces for sane movement AND magical ones could be a load.
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I don't understand what you mean by "the magic phase knocks out most of the sanity checks".
I was talking about if your army is moving from A to C through B, and your enemy casts Call of Winds on B. The game currently already does some sort of additional check on movement orders, because your army stays in A instead of ending up in C (assuming the hawks take B). As far as computation time is concerned, I'm just speculating, but re-doing the test for underwater entry based on globals and commander amphibious attribute is just order N where N is the number of commanders, and even 15000 is an extremely small number for any system built since 1980. :) |
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Furthermore, it's less expensive than the current test for a province on the route being taken. |
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Odd. Siegeing a castle, and it disappears.
This game is running with Better Independents, CBM1.3, Single Age Mod, and Llama's Banners. >.> I'll post the turn here, let me know if I need to zip up the mods and attach them as well. |
Re: Bug Thread: Discussion
vfb:
Are you sure about that? From what I remember around 3.08 that if you conquered prov B in magic phase enemy units still moved from A to C, through B. Maybe they added the check for it later. |
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I'm going from memory. I'll give it a test.
Result: It's like I said, if you conquered prov B in magic phase enemy units cannot move from A to C, through B. |
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