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-   -   Dominions II Bug Thread (http://forum.shrapnelgames.com/showthread.php?t=16593)

LordArioch December 6th, 2003 02:31 AM

Re: Dominions II Bug Thread
 
I'm not sure if this is a bug or a typo, but it says the Jotun Hirdman wears chaim mail and it looks like he wears chain mail, and his resource cost would fit with chain mail, but the poor guy only has ring mail on. If they actually had chain mail I'd probably start using them.

SurvivalistMerc December 9th, 2003 09:59 PM

Re: Dominions II Bug Thread
 
I'm not sure if this is a bug or not. It probably isn't, but I don't like to post a bunch of whining and complaining threads, so I'll post it once here and if this strikes you as something you'd like to change...it would make me happy. http://forum.shrapnelgames.com/images/icons/icon7.gif

I notice that finding a magic site does not keep that magic site in the computer's memory of what you know.

For instance, if I find a site then lose a province, that magic site doesn't show up anywhere in the province information. I contend that you should still be able to see it.

If I send a spy and notice a magic site while spying, this knowledge disappears when the spy moves from one site to another. I would think that my "master of spies" would keep this information stored somewhere.

Not as critical but also interesting is that the gold income and population of a province is no longer known once your dominion no longer touches it and you no longer control it. Granted that this number will vary, but it would be nice to at least see "Last known values." Of course, I have no way to know how difficult this would be to program, and it might make the savegame files somewhat larger, though I doubt the latter will be much of a problem.

Also, one Last matter, it seems the barbarian horde pillages and reduces your province's population even if it is conquered by your patrolling troops. Do they not get there in time to prevent catastrophe? Or am I imagining this result?

Saber Cherry December 9th, 2003 10:45 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by SurvivalistMerc:
Also, one Last matter, it seems the barbarian horde pillages and reduces your province's population even if it is conquered by your patrolling troops. Do they not get there in time to prevent catastrophe? Or am I imagining this result?
<font size="2" face="sans-serif, arial, verdana">You sexist swine... you think all barbarians are male? Barbarian women are the ones that do all the hard work of pillaging while their husbands are off playing soldier. Just because you chased off the war party doesn't mean their foray was unsuccessful.

http://forum.shrapnelgames.com/images/icons/icon12.gif I'm kidding, BTW. It's been like that since Doms I, and I think winning should eliminate (or greatly reduce) the damage done by the uprising.

Pocus December 11th, 2003 11:12 AM

Re: Dominions II Bug Thread
 
the small level 1 Ermorian priest in Broken Empire pay full upkeep (3 gp, he costs 45) as if not considered (un)holy. Little bug, but still bugs should not be allowed to survive. http://forum.shrapnelgames.com/images/icons/icon7.gif

SurvivalistMerc December 12th, 2003 10:21 PM

Re: Dominions II Bug Thread
 
I will add one more small suggestion, fully conceding that this is not a bug.

Once you have seen an enemy pretender in combat, it would be nice if you would remember his physical form and what his magic skills were at the time. I'm not asking for a continuing update or to know if some other nation kills him and he comes back with lower skills or if he empowers and gets better at a particular path.

As things are now, I write down this information every time I encounter an enemy pretender. But I don't like to have to take notes in games when programming this would not be an onerous task, and this would not seem to be.

Of course, Dominions is a truly amazing game and well worth playing even if one has to make an occasional note. http://forum.shrapnelgames.com/images/icons/icon7.gif

Pocus December 13th, 2003 11:03 PM

Re: Dominions II Bug Thread
 
I'm not jumping on your survivalist, but we must really keep this thread for bugs. Feel free to open another thread.

another bug : when you script a pretender as a commander, his starting magic level is not the one scripted, but something like 1-2 levels less. Thats rather strange, but its the truth.

Try to script a green dragon with #mag_nature 9. He will appears with nature 7 !!

HJ December 13th, 2003 11:11 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Pocus:
I'm not jumping on your survivalist, but we must really keep this thread for bugs. Feel free to open another thread.

another bug : when you script a pretender as a commander, his starting magic level is not the one scripted, but something like 1-2 levels less. Thats rather strange, but its the truth.

Try to script a green dragon with #mag_nature 9. He will appears with nature 7 !!

<font size="2" face="sans-serif, arial, verdana">That's because dragons have -2 magic in dragon form. Change his shape into druid and see what happens.

LordArioch December 13th, 2003 11:12 PM

Re: Dominions II Bug Thread
 
Pocus, maybe the green dragon was in dragon form or you gave him a shape shift command. If not then this bug is limited to the dragon, as I have noticed pretenders that it certainly does not affect.

Edit: Well, HJ beat me to it. Also, under the unit screen by rightclicking, shift D and shift C bring up interesting looking screens that don't quite look intentionally left there. Try it yourself and see. http://forum.shrapnelgames.com/images/icons/icon12.gif Although shift C can be useful actually.

[ December 13, 2003, 23:39: Message edited by: LordArioch ]

SurvivalistMerc December 14th, 2003 03:43 AM

Re: Dominions II Bug Thread
 
Ok...here's an actual bug. Maybe someone else has posted it before, but I thought I should be sure this gets mentioned:

There is a random event that Gryf (troll mercenary) attacks a person's home fortress. In a SP game I am playing, I have recruited Gryf. However, Gryf nevertheless attacked Caelum's fortress. It was as if he was teleported. And unfortunately, he was teleported without his men, so he will probably die next turn.

I wonder if I'm going to get to keep his men now. Hehe.

Pocus December 14th, 2003 08:51 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by HJ:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Pocus:
I'm not jumping on your survivalist, but we must really keep this thread for bugs. Feel free to open another thread.

another bug : when you script a pretender as a commander, his starting magic level is not the one scripted, but something like 1-2 levels less. Thats rather strange, but its the truth.

Try to script a green dragon with #mag_nature 9. He will appears with nature 7 !!

<font size="2" face="sans-serif, arial, verdana">That's because dragons have -2 magic in dragon form. Change his shape into druid and see what happens. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">oops thats right. Silly me.

NeonElf December 15th, 2003 05:23 PM

Re: Dominions II Bug Thread
 
This is a major bug, I'm unsure if the developer is aware of. I installed to a "different then default install directory" and now my map editor crashes when I try to load a map.
I load the game, click "map editor" "load map" then I type in "aran.tga" (without the quotes) and it crashes out withe a message box stating: "loadmalloc: can't open ./maps/"
One more interesting thing to note is that the title of this message is in sweedish, or just some random characters. It's like: "Nagot gick fel!" with a funky little thing over the "a". Does anyone have a map editor that works?
-NeonElf

Saber Cherry December 15th, 2003 08:10 PM

Re: Dominions II Bug Thread
 
Ermor's hero, Caractor the Arch Censor, does not get "Need Not Eat". I noticed this because he was using 1 supply=)

HJ December 16th, 2003 12:08 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by NeonElf:
It's like: "Nagot gick fel!" with a funky little thing over the "a".
<font size="2" face="sans-serif, arial, verdana">Meaning "something went wrong" in Swedish, if I'm not mistaken... http://forum.shrapnelgames.com/images/icons/icon7.gif

olaf73 December 19th, 2003 07:15 PM

Re: Dominions II Bug Thread
 
Might have a bug here, not sure. Anyway, Legion of Wights summoned me Wights that cant be used underwater. Maybe this is by design, as I see the spell says it cant be CAST underwater (it wasnt). But, I assumed that all non-living creatures could move/fight underwater. I noticed other undead could move/fight underwater just fine.

olaf

Endoperez December 19th, 2003 07:41 PM

Re: Dominions II Bug Thread
 
Not everyone. Ghouls can't, for one, and some of the Ermor special reanimations can't. And Lictor (Ermor special commander) can't.

And wights can't, either, but you rpropably knew that already...

olaf73 December 20th, 2003 05:01 AM

Re: Dominions II Bug Thread
 
Ah ok. Why cant all dead stuff 'breathe' underwater?

olaf

[ December 20, 2003, 03:02: Message edited by: olaf73 ]

Endoperez December 20th, 2003 08:02 PM

Re: Dominions II Bug Thread
 
Ghouls breath, and that is a reason for one, but I think those who still have their mind left just hate water. Maybe their equipment would rust away. And wasn't there some kind of a vampire-thing to prevent them from crossing (and going to) water? And of course, those undead with cold aura would freeze water and imprison themselves! http://forum.shrapnelgames.com/images/icons/tongue.gif

Are there any non-ethereal undead that have cold aura and that can enter water? I don't think so, but with all the units...

aldiss2 December 21st, 2003 07:55 PM

Re: Dominions II Bug Thread
 
My first host crash in dom2 so far, cute message though, you folks seen this one?

---------------------------
Något gick fel!
---------------------------
automeele: molesting the dead
---------------------------
OK
---------------------------

Saber Cherry December 22nd, 2003 08:17 AM

Re: Dominions II Bug Thread
 
As reported in another thread, the "Send Horror" spells appear to do nothing. I have not tried, but these people have.

December 22nd, 2003 10:07 AM

Re: Dominions II Bug Thread
 
Please turn on the Redundancy meter for Unholy spells.

Protection of the Sepulcher, Power of the Sepulcher, Royal Power. Royal Protection all are chaincast regardless of effects or the number of times that it has already been cast on *all* your units that turn. To the point of idiocy.

This is particularly crippling when using Grand Thamaturgists or any spellcaster who also happens to have a level in Unholy. If the unholy priest has any other spells they only hae your initial scripts before they commence casting their unholy buff as many times as they can per round though it seems to do nothing. Unholy priests will also forget to cast battlefield blessing spells in favor of those listed above, even once. So don't forget to script an Unholy Blessing or Royal Blessing or else your sacreds are fodder.

[ December 22, 2003, 09:41: Message edited by: Zen ]

Pocus December 22nd, 2003 09:14 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by HJ:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by NeonElf:
It's like: "Nagot gick fel!" with a funky little thing over the "a".

<font size="2" face="sans-serif, arial, verdana">Meaning "something went wrong" in Swedish, if I'm not mistaken... http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">or perhaps Merry Christmas?
Mmhh, no you must be right.


seriously, if it is reproductible, try to run with -dd command, I think you will get a log file.

[ December 22, 2003, 19:18: Message edited by: Pocus ]

Taqwus December 22nd, 2003 10:19 PM

Re: Dominions II Bug Thread
 
Noticed something curious when I had my Lich Queen wear the Robe of Calius the Druid.

Electricity resistance -- 50%. Check.
Cold resistance -- something higher than 100%. Check.
Fire resistance -- 50% VULNERABILITY. Hmmm. Remove robe: no more fire vulnerability. Eh?

Robe appears to be bugged. Recalling my impression that I once lost an Abysian Demonbred when his fire resist somehow was lower than 100% and his neighbors' heat auras overloaded his fatigue, makes me wonder whether any of the other full/partial fire items gives vulnerability instead.

From what I recall, at least the rings of fire immunity are not bugged (at least on Ice Devils from a previous game).

NTJedi December 23rd, 2003 12:24 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Taqwus:
Noticed something curious when I had my Lich Queen wear the Robe of Calius the Druid.

Electricity resistance -- 50%. Check.
Cold resistance -- something higher than 100%. Check.
Fire resistance -- 50% VULNERABILITY. Hmmm. Remove robe: no more fire vulnerability. Eh?

Robe appears to be bugged. ....

<font size="2" face="sans-serif, arial, verdana">Actually most undead creatures cannot wear items which offer fire protection. If they do... for some reason it makes them more vunerable.
Example: Take a mummy and give it an item which provides 'fire resistance'... tadaa... it is now vunerable to fire. Not sure if this is by design or a bug... but it is more then just that robe.

Graeme Dice December 23rd, 2003 12:59 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Zen:
Protection of the Sepulcher
<font size="2" face="sans-serif, arial, verdana">I think this one has a lot to do with the fact that the magic resistance of your own troops negates this spell.

ywl December 23rd, 2003 05:31 PM

Re: Dominions II Bug Thread
 
New path of Moloch

Have any reported this yet? It takes 70 points to get a new path for Moloch but in the description, it says 50.

ywl December 23rd, 2003 11:27 PM

Re: Dominions II Bug Thread
 
Magic Path of White Bull

Another one. The description of White Bull says 50 for a new path but it's actually 80.

apoger December 24th, 2003 10:21 PM

Re: Dominions II Bug Thread
 
Pardon if this has been posted:

The bag of winds does not bring up an "item: spell" option for the casting of lesser air elementals, like other items that allow the casting of spells.

Jasper December 25th, 2003 12:01 AM

Re: Dominions II Bug Thread
 
The bag of Winds was changed late in Dom1 to just summon 1 lesser air elemental at the start of a battle automatically. I haven't tried the new one in battle, but I would guess it's the same.

apoger December 25th, 2003 12:50 AM

Re: Dominions II Bug Thread
 
Hrm, automatically? I still remember needing to use it. I'll do some checking....

[ December 24, 2003, 22:51: Message edited by: apoger ]

apoger December 25th, 2003 12:59 AM

Re: Dominions II Bug Thread
 
You are absolutely correct, the lesser elemental is there automatically. Shows you how often I used the bag after the change. http://forum.shrapnelgames.com/images/icons/icon12.gif

PvK December 26th, 2003 01:01 AM

Re: Dominions II Bug Thread
 
This may have been mentioned before, but Revenants seem to eat/require food. From their description (dead body w. soul attached), I'd assume they would have the "does not eat" trait.

PvK

PvK December 26th, 2003 02:46 AM

Re: Dominions II Bug Thread
 
Not sure if this is a bug or not, but you can give a Fever Fettish to an undead, and it produces gems without actually doing damage, since the undead wearer doesn't suffer from being diseased. Seems like perhaps it shouldn't do anything when placed on an undead, but since it's sorcery, I can only ask - is this an intended advantage of undead units, or a bug?

PvK

Endoperez December 26th, 2003 11:28 AM

Re: Dominions II Bug Thread
 
I thought I would post some ideas about 'correcting' the fever fetish, but then realised that there already is an item doing the same with astral gems that is more widely accessible and doesn't disease the owner (astral clam). One death for Mound King(or whatever that Ench. 2 undead commander was) is not that hard to get. And even if it is, fire gems can be used for gold besides other things so it is understandable it is harder to get them for free than astral gems.

[ December 26, 2003, 09:29: Message edited by: Endoperez ]

PvK December 28th, 2003 11:21 AM

Re: Dominions II Bug Thread
 
Good points regarding balance. My main concern was on the "does it make sense" and "what would be interesting" level, more than a balance concern. Because even if it were "fixed" to not work on those who are immune to disease, one can still use them on cheap scouts or whatever, for nearly-inconsequential cost (but somewhat troublesome micro-management - gotta remember to take them off before the scout dies, etc.). I just thought I should mention it, in case it was something IW would want to fix. It's not a big deal, with plusses and minuses either way.

PvK

Taqwus December 31st, 2003 08:21 PM

Re: Dominions II Bug Thread
 
Minor bit: "Strands of Arcane Power", with a Crone, still refers to 'his' strands.
The Ankh seems to give lightning resistance. Intentional? Seems non-thematic.
Demon Lords: I currently have two Belials, Lords of Corruption, from my first and second casts of Bind Demon Lord. The third cast got Belphegor.
Bit of strangeness, may be bug or not: I have a dual-Pan ambush: one casts Wind Ride, the other patrols with Charm/Hellbind Heart ready. For some reason, the second seems to prefer killing priests rather than charming/hellbinding them.

Truper January 3rd, 2004 07:23 PM

Re: Dominions II Bug Thread
 
I have a Druid present in a province with the Primal Forest. The site description says a nature mage may enter to summon a Hama Dryad, but the Druid gets no option to enter.

Taqwus January 3rd, 2004 09:54 PM

Re: Dominions II Bug Thread
 
Think I saw a Dome of Solid Air survive even after it allegedly shattered.

Vger January 3rd, 2004 11:58 PM

Re: Dominions II Bug Thread
 
Hi,

I've noticed that the King of the sea trolls will not give up his gems when you hit the Z key. You have to do it the more tedious way in the lab. (Yes, this is in a province with a lab.)


Ciao,
V'ger gone

Johan K January 4th, 2004 07:48 PM

Re: Dominions II Bug Thread
 
Z is a put Blood Slaves in the lab order. Gems are not affected.

Arryn January 6th, 2004 04:49 PM

Re: Dominions II Bug Thread
 
Not sure if this is the proper place for this ...

I'm still playing the demo of Dom 2, while waiting for my order of the game to arrive via the ever-reliable (cough) USPS, and I've noticed something in the battle Messages that I find very annoying. When storming a castle, the message that is logged fails to list the losses for both sides. Sure, you can look at what's left of your victorious force in the newly-captured province, but it'd be nice if the game was consistent in posting the list of losses the same as it does for any normal battle that takes place outdoors.

I'll wait until I get the full game in-hand before I submit any other observations.


Cheers!

Thilock_Dominus January 8th, 2004 12:01 AM

Re: Dominions II Bug Thread
 
Also from the demo:
Pressing the window key or ctrl+esc to get back to windows and then returning back to Dominions 2 makes some funny thing to the game(graphically)

Picture of it

Truper January 8th, 2004 04:08 AM

Re: Dominions II Bug Thread
 
There were 5 global enchantments active in the world. One was the Eyes of God. I cast fate of Oedipus, which duly destroyed the Eyes. The next turn, I cast Mother Oak while there were only 4 globals active. I got a message that my enchantment was overpowered by the existing enchantment and failed to take effect (even though I'd used 30-some-odd extra gems!). No other global was cast the same turn, and there are still only 4 active.

Johan K January 8th, 2004 11:50 AM

Re: Dominions II Bug Thread
 
There can only be one global of the same type a well. So it might have been overpowered by the already existing mother oak.

Truper January 8th, 2004 04:12 PM

Re: Dominions II Bug Thread
 
Hmm. I don't think any of the other enchantments was Mother Oak, but I didn't keep a save, so I can't be certain. I'll keep that in mind if something similar happens in the future.

Taqwus January 8th, 2004 04:13 PM

Re: Dominions II Bug Thread
 
Prophets don't seem to keep their Pretender's Astral-9 "Twist Fate" blessing even when explicitly blessed, which shouldn't be necessary... Not sure if it ever received one in the first place.

SurvivalistMerc January 9th, 2004 03:43 AM

Re: Dominions II Bug Thread
 
I do consider this a bug, but some may not.

I killed Bogus and crew with massed crossbows. That always seems to work against them. Even got Precious and his green armor.

I subsequently got the random event that Bogus and crew liberated some of my blood slaves. I would contend that this should not be possible (or another hero should be named) after I killed Bogus.

Of course, maybe it was his son, Bogus, Jr., who was upset at what I did to his heroic father.

Kristoffer O January 9th, 2004 07:05 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Truper:
Hmm. I don't think any of the other enchantments was Mother Oak, but I didn't keep a save, so I can't be certain. I'll keep that in mind if something similar happens in the future.
<font size="2" face="sans-serif, arial, verdana">If a Mother Oak was cast by another player in the same turn this might happen.

Kristoffer O January 9th, 2004 07:09 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by SurvivalistMerc:
I do consider this a bug, but some may not.

I killed Bogus and crew with massed crossbows. That always seems to work against them. Even got Precious and his green armor.

I subsequently got the random event that Bogus and crew liberated some of my blood slaves. I would contend that this should not be possible (or another hero should be named) after I killed Bogus.

Of course, maybe it was his son, Bogus, Jr., who was upset at what I did to his heroic father.

<font size="2" face="sans-serif, arial, verdana">Ever heard of a 'Death Cheat' Blood Charm http://forum.shrapnelgames.com/images/icons/icon12.gif
The liberation event cannot appear if Bogus is actually living in the world after a successful conquest.

Jasper January 10th, 2004 07:45 AM

Re: Dominions II Bug Thread
 
More of a tactical AI exploit than a bug, but I don't think it's intended behavior.

While expanding with Pangaea, I've come to have 3 bodies of troops led by a centaur. Javeliners on one flank, centaurs on the other, and the starting satyrs a bit forward of the default position.

I then put the White Centaur alone in the front center to get a better shot, and was surprised to see independent archers target him (and mostly miss), while ignoring the juicy javeliners. This was strange to me, as the tactical AI doesn't seem to be fooled by lone units as it was in Dom 1.

This implies to me that you can still use cheap leaders to distract the tactical AI targetting routines, which would be easily abused with scouts.

Kristoffer O January 10th, 2004 01:10 PM

Re: Dominions II Bug Thread
 
I do not think it is a sole unit that is targeted by the AI, but a particular individual.

I have not experienced the problem, but if you come across several instances where archers target scouts or unimportant commanders let us know.


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