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

lch December 10th, 2008 06:47 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Agema (Post 658757)
This is on the Glory of the Gods MP map. The game is using the conceptual balance mod. I'm playing Atlantis, and I built a Fortified City on province 78, near the bottom right corner, adjacent to the two sea spaces that should be but aren't neighbours.

The only ones that I can see on that map that should be, but aren't, neighbors, are 44 and 55.

AreaOfEffect December 10th, 2008 12:32 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by lch (Post 658736)
Quote:

Originally Posted by AreaOfEffect (Post 658669)
I would suggest that these units be given a new tag to indicate their status. Perhaps a half-demon tag?

A new symbol for one unit only? Though not impossible, extremely unlikely to happen.

Actually, it would likely be applied to three units. The misbred regulars of EA, the Demonbred of EA, and the Demonbred of MA. Besides, once created, who knows where it will show up next. The point is to eliminate the common confusion with misbred, which to me is worth it.

lch December 10th, 2008 02:10 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by AreaOfEffect (Post 658862)
Actually, it would likely be applied to three units. The misbred regulars of EA, the Demonbred of EA, and the Demonbred of MA. Besides, once created, who knows where it will show up next. The point is to eliminate the common confusion with misbred, which to me is worth it.

Those are commanders only, though, so it doesn't matter. While the limitation should maybe be made clearer in the unit description, I think that there are a lot more hidden abilities/flags carried by units that deserved an icon instead of the half-demon one. And then everyone and his dog wants a new half-something icon, too. As I said, I don't reject the idea in general, though.

JimMorrison December 10th, 2008 02:13 PM

Re: Bug Thread: Discussion
 
I want a Mostly Harmless icon.

And a Half Yazata icon.

And an icon that says "Will Mind Burn For Pizza".

<.<

MaxWilson December 10th, 2008 02:46 PM

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

lch December 10th, 2008 02:48 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by MaxWilson (Post 658916)
Demonbreds aren't *always* commanders, if somebody Enslaves them.

In that case they can be led by normal commanders, too, though.

AreaOfEffect December 11th, 2008 05:53 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by MaxWilson (Post 658916)
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.

Sadly, non-commanders don't trigger their #onebattlespell. Meaning they would have to be commanders to be of any use as communion slaves.

MaxWilson December 11th, 2008 06:32 PM

Re: Bug Thread: Discussion
 
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

chrispedersen December 11th, 2008 06:48 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by MaxWilson (Post 659296)
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

I have enslaved communicants specifically to test this - and it did not work.

lch December 11th, 2008 06:53 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by MaxWilson (Post 659296)
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.

No, they don't. It is hard-coded into the game.

vfb December 11th, 2008 06:59 PM

Re: Bug Thread: Discussion
 
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.

MaxWilson December 11th, 2008 08:22 PM

Re: Bug Thread: Discussion
 
Sad. My memory lied to me. Thanks for checking, chris & vfb.

-Max

Dark Kitty December 12th, 2008 09:48 AM

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...)?

MaxWilson December 12th, 2008 02:50 PM

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

lch December 12th, 2008 05:23 PM

Re: Bug Thread: Discussion
 
  1. :bug:: The ? hotkey on the strategic map doesn't list all the hotkeys that are available.
  2. :bug:: The +/- hotkeys don't work with all keyboard layouts. Under Linux, they do work with a Polish keyboard layout (keycode 20 for "-" and keycode 21 for "+"), but not with a German one (keycode 61 for "-" and keycode 35 for "+"), under Windows they work for some people / keyboard layouts and don't work for others, too.

Reay December 13th, 2008 04:23 AM

Re: Bug Thread: Discussion
 
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.

MadFrancis December 13th, 2008 04:27 PM

Re: Bug Thread: Discussion
 
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.

cleveland December 13th, 2008 04:50 PM

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.

?

lch December 13th, 2008 08:18 PM

Re: Bug Thread: Discussion
 
It's probably WAD.

Loren December 15th, 2008 01:11 AM

I thought this one was dead
 
Bogarus is dead. They still have two globals up, though. SP game.

MaxWilson December 15th, 2008 01:36 AM

Re: Bug Thread: Discussion
 
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

Edi December 15th, 2008 05:47 AM

Re: I thought this one was dead
 
Quote:

Originally Posted by Loren (Post 660156)
Bogarus is dead. They still have two globals up, though. SP game.

Known issue and reported already long ago, but nothing has been done since. If you send the files to Illwinter, Johan may do something. See the shortlist thread for the address.

Loren December 15th, 2008 09:39 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by MaxWilson (Post 660160)
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

Ok, my memory was wrong--I thought it was fixed, not merely identified.

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?

MaxWilson December 15th, 2008 09:51 PM

Re: Bug Thread: Discussion
 
Hmmm, yeah, that seems possible.

-Max

vfb December 21st, 2008 09:59 PM

Re: Bug Thread: Discussion
 
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.

chrispedersen December 21st, 2008 11:09 PM

Re: Bug Thread: Discussion
 
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.

vfb December 21st, 2008 11:25 PM

Re: Bug Thread: Discussion
 
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?

chrispedersen December 22nd, 2008 02:33 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by vfb (Post 661560)
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?

Yeah, I think I was playing a completely different game.
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.

Edi December 22nd, 2008 03:50 AM

Re: Bug Thread: Discussion
 
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.

Herode December 22nd, 2008 09:57 AM

Re: Bug Thread: Discussion
 
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 ?

vfb December 22nd, 2008 10:18 AM

Re: Bug Thread: Discussion
 
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?

Loren December 22nd, 2008 10:27 PM

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.

vfb December 22nd, 2008 10:53 PM

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?

Thilock_Dominus December 23rd, 2008 04:01 AM

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.

Herode December 23rd, 2008 05:14 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by vfb (Post 661610)
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?

OK, I didn't know this feature. Thanks for the tip ! :)

Endoperez December 23rd, 2008 06:37 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Thilock_Dominus (Post 661748)
#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.

If you want to remove the spell from Ermor, you need to use #selectspell 103. You restricted a COPY of the spell to the new nation, not the original.

Loren December 23rd, 2008 09:09 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by vfb (Post 661724)
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?

Yeah, they got Siege orders. It didn't matter what I did with them, I couldn't get the Hide order to show up.

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.

Thilock_Dominus December 24th, 2008 01:01 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Endoperez (Post 661764)
Quote:

Originally Posted by Thilock_Dominus (Post 661748)
#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.

If you want to remove the spell from Ermor, you need to use #selectspell 103. You restricted a COPY of the spell to the new nation, not the original.

It's the copy spell that shows up in Ermor.

Loren December 25th, 2008 05:04 PM

Re: Bug Thread: Discussion
 
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.

AreaOfEffect December 25th, 2008 05:20 PM

Re: Bug Thread: Discussion
 
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.

Edi December 26th, 2008 04:24 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Loren (Post 662110)
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.

Sounds like another move order validation check should be added.

MaxWilson December 26th, 2008 02:16 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by AreaOfEffect (Post 662112)
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.

That qualifier cracked me up. :)

-Max

Loren December 26th, 2008 07:41 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Edi (Post 662164)
Quote:

Originally Posted by Loren (Post 662110)
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.

Sounds like another move order validation check should be added.

That's my thought, also. Move orders should be rechecked for sanity after the magic phase.

vfb December 26th, 2008 08:17 PM

Re: Bug Thread: Discussion
 
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.

Gandalf Parker December 27th, 2008 10:33 AM

Re: Bug Thread: Discussion
 
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.

vfb December 27th, 2008 07:42 PM

Re: Bug Thread: Discussion
 
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. :)

Loren December 27th, 2008 09:14 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by vfb (Post 662383)
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. :)

Yeah, I don't get it, either. There seems to be this obsession with compute time of O(n) algorithms!

Furthermore, it's less expensive than the current test for a province on the route being taken.

JimMorrison December 28th, 2008 04:59 AM

Re: Bug Thread: Discussion
 
1 Attachment(s)
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.

Zeldor December 28th, 2008 08:48 AM

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.

vfb December 28th, 2008 09:23 AM

Re: Bug Thread: Discussion
 
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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