![]() |
Re: Bug Thread: Discussion
I just installed the 3.23b linux patch and I get a Segmentation fault when I try and changed the fullscreen resolution through the gui. It happens as soon as I click on the option to change fullscreen resolution option in the video preferences. If I change it through the command line it works fine.
Operating System: Ubuntu 8.10 AMD64 (2.6.27-14-generic) Processor: AMD Turion 64 X2 Mobile RAM: 1.87 GB Graphics Card: Nvidia GeForce Go 6150 Code:
------------------------- |
Re: Bug Thread: Discussion
With a module enabled, my LA priests were scripted for a copy of Iron Blizzard, (I'm nation 72 in Ulmish Civil wars).
After the patch however, the scripted spell became: Contact Yama. So obviously, either the new patch used spells from the moddable spell numbers or something happened to corrupt script orders. Also, all memorized scripts were likewise changed. Perhaps other errors were due to recruitment queues? |
Re: Bug Thread: Discussion
There are 5 new spells in the 3.23/3.23b patch
|
Re: Bug Thread: Discussion
Quote:
|
Re: Bug Thread: Discussion
Quote:
The problem is that the player's spell books are written during hosting and are then fixed for that current turn. Even if you updated and the mod uses up new spell IDs, you won't be able to update your scripts for those new spell IDs unless the spell books are being rewritten during the next host. That's why I've made this insane workaround in our last mod nations game, if you can remember. I had to change the mod so that it overwrites the newly added spells by ID, which were national ones and not used by our "mod nations only" game, so the IDs for the new patch version and old patch version were the same. It's a big hassle and very cumbersome to deal with how the game treats this. I already wanted to bring attention to this after the last patch, but forgot about it. Thanks for bringing it up again. Quote:
Quote:
|
Re: Bug Thread: Discussion
I still don't see the problem (and didn't during Threelake). You wait a turn for all the mod spells to come back, then redo scripts. It only effects people who are using mod spells and only for 1 turn. No big deal. Any workarounds or fixes probably cause more issues than simply having a screwy turn.
|
Re: Bug Thread: Discussion
But doesn't it allow an exploit to use unaccessible [like national for other nations] to be used with old scripts? Anyone checked if mages that have paths and scripts for new Jomon spells will cast them?
|
Re: Bug Thread: Discussion
Quote:
Quote:
"No big deal", well, that's subjective. The limitations on modding with limited slots for nations, units, spells, items, sprites etc. are no big deal either, you just have to accept them. :) If the game wouldn't hard code the spell books in the turn files, but use the spell books like they become active during hosting, then everybody could prepare their turns with patched versions and the host could use those without any trouble, too. Verification if mages can actually cast those spells would work like usual. How it's done now seems unnecessary to me. But there's probably a problem in general since the game accepts turn files from both, patched and unpatched versions of the game, with differing ID numbers for the "same" spell. :confused: |
Re: Bug Thread: Discussion
Quote:
|
Re: Bug Thread: Discussion
Quote:
I agree your workaround made sense in the game we were in, but I think generally people should just have everyone sit still for a turn so it can sort itself out. Changing the way the game does things risks making everything far worse and delays things further, doubtless causing more problems when the next patch has to be made. Mod limits are far more of a pain than having a single turn where things are screwy. Even then, I agree with you that they often aren't that big a deal. Though I think they are when they're so close that even 1 or 2 mods will hit them and cause errors, as was the case with the custommagic one, for instance. |
Re: Bug Thread: Discussion
Quote:
|
Re: Bug Thread: Discussion
JK is on roll like a toad in a hole.
|
Re: Bug Thread: Discussion
Quote:
|
Re: Bug Thread: Discussion
Johan K:
Would it be possible to disable retreat at all from assassination battles? One extremely annoying thing, to lose your guy without having a chance to fight. I'm sure people would love you even more if that thing got fixed :) |
Re: Bug Thread: Discussion
Quote:
|
Re: Bug Thread: Discussion
Here's an oddity: I had a dead Celestial Master in the HoF, so I cast Ritual of Rebirth for the undead mage/priest goodness and got what looks for all the world like a mummified Caelian back.
|
Re: Bug Thread: Discussion
Screenie!
|
Re: Bug Thread: Discussion
1 Attachment(s)
Here.
|
Re: Bug Thread: Discussion
Nice SC! Too bad he did not get flying...
|
Re: Bug Thread: Discussion
Quote:
|
Re: Bug Thread: Discussion
Endo has it right. E.g. Abysian Demonbreds come back as Caelian mummies.
|
Re: Bug Thread: Discussion
Cool. I'd never seen the winged mummy before, and hadn't expected to get it for a normal human. Live and learn :)
|
Re: Bug Thread: Discussion
Celestial Masters are not really flying guys though :)
|
Re: Bug Thread: Discussion
Quote:
|
Re: Bug Thread: Discussion
bug: flying mummy should fly :)
|
Re: Bug Thread: Discussion
Not with those tattered wings it won't. :)
|
Re: Bug Thread: Discussion
1 Attachment(s)
Hi guys, I found a bug. It's about the fact that the commander user interface (and it ONLY) keeps disappearing when playing the game normally. It means, you play, do what youre supposed to do, and then suddenly, you discover that there are is no user interface on the above left to give orders to the commanders. (Don't mistake it with the general GUI disappearance when using a fake key)
Now, it seems also that this bug "diffuses" into other savegames, meaning that when i leave the bugging savegamefiles intact, start a new nation and play with it for a while, the same the Commander User Interface bug visits me again, but get better when i delete the original buggy savegame. I have no idea if the latter observation is just a coincidence or really valid. Savefile attached |
Re: Bug Thread: Discussion
Quote:
I doubt that's it, though. Your problem sounds different. |
Re: Bug Thread: Discussion
If you don't get commander orders menu when you hit space, hit Esc, move mouse to the left some way and hit space again. The commander orders menu is not static on the screen, which is why it sometimes appears off-screen.
If all of your GUI is disappearing, contact tech support. |
Re: Bug Thread: Discussion
I know what you mean, but this thing is entirely new. Its not the the complete GUI that disappears, and its not that the entire GUI disappers as soon as you hit a commander to give orders, but the order screen somehow is out of the screen and can be brought in again by moving the mouse and hitting space/escape. Its not these two problems at all. Its completely new. You play normally, then suddenly everything is completely normal except for the fact that there is no commander order screen when right clicking on a territory where you KNOW there are commanders there. You click, escape, click, test everything...you press all buttons on the keyboard (that are not assigned as hotkeys) but still, everything is there except for the COMMANDER GUI. Could it be a filter bug?
I have to save and get out of the game and then return again, but with a 50-60% probability, the Commmander GUI thing happens again within 2-3 rounds. And if i start a new game, that new game also gets afflicted, until i physically DELETE the savefiles that are afflicted. I have no idea what it is, but i know its entirely new. Thanks for your help though. |
Re: Bug Thread: Discussion
Contact Shrapnel Lordeh.
|
Re: Bug Thread: Discussion
Quote:
I wish all problems were that inexpensive. |
Re: Bug Thread: Discussion
Lordeh I am having the same problem as you. I run a vista OS and that might be the culprit. What OS are you running?
|
Re: Bug Thread: Discussion
Dub, where did you buy your copy from?
|
Re: Bug Thread: Discussion
Is picking up cursed items a bug?
I had leaders finding Knife of the Damned and Lycanthropos' Amulet in two different games - 3.23b with CBM 1.41. ON the display bug, My Vista is does not really like Dom3 graphics either, got a thread a few pages back. |
Re: Bug Thread: Discussion
P3D, in general all items are supposed to be an improvement on a unit. If you have a thug and don't want to get him to pick up cursed items, then stuff his slots with junk.
|
Re: Bug Thread: Discussion
I had problems w/ vista graphics... was able eventually to find a driver for the onboard video that worked.
|
Re: Bug Thread: Discussion
Quote:
|
Re: Bug Thread: Discussion
Not a bug, P3D.
In other news, the sadly neglected Shortlist thread has been updated and cleaned up some, so that now there will be no confusion over what is fixed in which patch. Could someone please confirm for me whether the Citadel and Ermorian Citadel fort battlemap bugs were fixed sometime? I don't have any LA Man or LA Ermor games going where it would be easiest to check. |
Re: Bug Thread: Discussion
Regarding the W7/Vista display bug.
In my case updating the display driver worked wonders. |
Re: Bug Thread: Discussion
Is the Dom spread thing really a bug at this point? It seems best left alone to me, as otherwise it would be the only thing in pretender creation that can be influenced during the course of the game, since your bless, scales, and chassis are all fixed during creation and can't be changed later (aside from chassis-changing spells that work on all units, likewise any unit can be empowered, since it doesn't change the bless.) Just seems odd to me to have one thing that can change when the rest cannot. Just my 2 cents, since this is labeled as a discussion thread. =)
|
Re: Bug Thread: Discussion
Quote:
|
Re: Bug Thread: Discussion
Thanks
|
Re: Bug Thread: Discussion
Quote:
|
Re: Bug Thread: Discussion
If it had the manual, it's probably fine, but it's hard to be sure... Shrapnel Games sells the game without a box, with the cd shrinkwrapped inside the manual for 50$.
If your cd-key is on the first page of a 300-page ring-bound manual, at worst it's a used game and someone else is using the same key, which should only matter if you happen to play against him. I don't believe anyone would go to the trouble of reprinting the manual to go with a pirated copy. |
Re: Bug Thread: Discussion
Saving this thread from page 2...
A quick reminder: Secondshape replaces a unit with another unit when it's being killed. If a Firstshape is set, then a unit reverts back to that after battle. Secondtmpshape replaces a unit with another unit when it's being killed, but that unit will completely vanish after the battle. As far as I understand it, secondtmpshapes are being used when there are "wild" mounts like Serpents, Wolves, Gryphons, etc., secondshapes for more "domesticated" ones (??) like Hunter Spiders from Black Hunters, Cave Drakes from Cave Knights, etc., while strangely only the Chariot Archer, for example, is being remanned after combat through a firstshape effect. This is now concerning MA Pythium mostly:
Bugs:
|
Re: Bug Thread: Discussion
P.S., one more thing about the Serpent Lord (765), he doesn't have the poison resistance that the Serpent Cataphract (763) has. Looks like an oversight to me.
And Manflayer (1177) and Witch King (1178) should get secondtmpshape of Serpent (1179), too. |
Submitted a prophet bug today 3.23b
Have an alive and well prophet. Was just told "..dead remnants have left chose another.." Looks like it would left me create another (even on the already propheted scout).
-ssj |
Re: Bug Thread: Discussion
Are you playing LE-Rylleh?
|
Re: Bug Thread: Discussion
That's probably related to the late winter disease issue which could lead to a prophet being permanently dead and unable to appoint a new prophet. JK fixed that in the last patch, so this could be a new manifestation of the same thing, but in reverse.
|
All times are GMT -4. The time now is 04:59 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.