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

LDiCesare August 18th, 2009 05:57 AM

Re: Bug Thread: Discussion
 
I think this falls under the
Quote:

GUI Numeric Keypad Numeric keypad arrows seem to have stopped working in 3.06 (they no longer scroll the map for example). They worked fine in 3.04.
bug report. It's impossible for me to usee pgup/pgdown from the numpad. Too bad I don't have pgup/pgdown except on the numpad on this laptop.
I also discovered that mid mouse button could let me scroll in the 3D battle view, but it's easy to crash the game if abusing it (driver problem).

zzcat August 23rd, 2009 04:45 AM

Re: Bug Thread: Discussion
 
I don't know if it's a bug but Sequani stargazer(EA Marverni, unit id 1225) has basic encumbrance 7, it's far too high for a human caster. Perhaps it should be 3 or 4?

archaeolept August 23rd, 2009 03:24 PM

Re: Bug Thread: Discussion
 
random event: "The tomb of an ancient priest-king was discovered., 1000 pounds of gold and a magic item were discovered."

only yields 500 gold... unless there are 2 lbs to the gold piece, it's a small bug.

Bananadine August 28th, 2009 05:17 PM

Re: Bug Thread: Discussion
 
SEVERAL BUGS:

When a random plague happens in some province it says empty cabins and rotting corpses litter the landscape. # of corpses in the province immediately thereafter: 0

A death mage raising soulless during a battle for R'lyeh, where 24,000 (presumably amphibious and aquatic) peasants have died, produces mostly undead humans.

A star of thraldom can trap its wielder in false fetters.

Twiceborn doesn't work when a unit dies by fleeing from a horror attack occurring due to Astral Corruption. (This is a version of a bug already present in the shortlist, and may have the same cause as that one.)

Bananadine August 28th, 2009 05:22 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Zeldor (Post 703114)
vfb:

I have seen PD commander with global enchantment tag recently...

Hey, I saw that too. Except I think the one I saw wasn't even a commander.

I'd send in the .trn, but I didn't keep track of which unit it was, and he would be difficult to find again....

Edi August 29th, 2009 02:38 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Bananadine (Post 707521)
SEVERAL BUGS:

When a random plague happens in some province it says empty cabins and rotting corpses litter the landscape. # of corpses in the province immediately thereafter: 0

A death mage raising soulless during a battle for R'lyeh, where 24,000 (presumably amphibious and aquatic) peasants have died, produces mostly undead humans.

A star of thraldom can trap its wielder in false fetters.

Twiceborn doesn't work when a unit dies by fleeing from a horror attack occurring due to Astral Corruption. (This is a version of a bug already present in the shortlist, and may have the same cause as that one.)

- Plague event: Annoying, though at the end a minor issue. I'll add that

- Animate Dead works off some hardcoded lists, there is no bug there

- Star of Thraldom works precisely as intended, not a bug

- Twiceborn: Noted, the spell has a lot of problems with triggering in special cases.

Bananadine August 29th, 2009 08:20 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Edi (Post 707580)
- Animate Dead works off some hardcoded lists, there is no bug there

It makes no sense for mostly undead humans to be raised by an Atlantian necromancer in a place where almost everybody who ever died was an Atlantian, a triton, or a merman. I know the game has some flexibility in this regard--I've seen a mage of Hinnom raise a longdead Rephaite, and mages of C'tis can raise longdead lizardmen, etc. It seems that the intention of the designers is to let mages raise mostly humans, plus a few of the creatures that died in their nations. But where do the mages get all these human skeletons, in places where humans never lived? Does each necromancer secretly carry dozens of skeletons with him? It makes more sense to raise creatures that died in the necromancer's present location. That would match the player's expectation (I think), and strengthen the game's fiction. If the current implementation of this uses hardcoded lists to do something that distinctly violates expectation and clearly breaks the fiction without providing any particular advantage to gameplay, then the current implementation has a bug in it--in its design, if not in its program code. (I wouldn't say it's the most urgent of bugs, though.)

vfb August 29th, 2009 09:14 AM

Re: Bug Thread: Discussion
 
So if you are Atlantis and you've conquered a Caelum province deep in the mountains one month ago by teleporting in some S2s, and then the next month hundred of peasants die and you raise them up ... what race are they?

thejeff August 29th, 2009 10:44 AM

Re: Bug Thread: Discussion
 
Mostly human, with some Atlantians. Makes no sense.
Don't look to deeply into the poptypes.

Abyssia Blood hunting in a lizard province finds human slaves. That makes no more sense.

Just accept it and move on.

Bananadine August 29th, 2009 11:07 AM

Re: Bug Thread: Discussion
 
Ideally, the game would maintain a census for each province, representing counts of peasants, creatures that died there during play, and creatures that died long before the game started, sorted by race. It's never been clear to me who exactly is supposed to live in a province--does Caelum's home province contain 30,000 birdmen, while a province one step away contains 10,000 humans? Once Caelum conquers the human province, does that province start to fill with birdmen? The developers would have to make a decision here, in order to let the program maintain its census. But they could do that without too much trouble, and actually adding the feature wouldn't be a huge effort, assuming the program is well-factored to start with.

Quote:

Originally Posted by thejeff (Post 707633)
Just accept it and move on.

Yes, yes, I gather that this program isn't so well-factored as assumed above; also, according to my understanding, the developers are few and busy, and there are lots of other bugs. So what I am saying is that I want to have this listed as a bug... and THEN accept it and move on. :)

Our talk of Caelum and Abysia and major new program systems glosses over the fact that the worst aspect of this problem could be fixed much more easily than the entire problem could be. Here's the worst aspect, as I see it: Raising dead underwater produces mostly humans. It's conceivable that all they'd have to do to fix that is add one little clause that checks whether the caster's province is underwater, and if it is, produce mostly Atlantians or some new kind of undead mermen or something.

It's also conceivable that, due to duplication in the existing code, even this fix would be rather difficult. But that's for somebody who knows the code to decide. I'm just here to talk about bugs!

...Oh and blood slaves are humans, yes--that bothers me too, but it's a separate issue. :)

Bananadine August 29th, 2009 11:13 AM

Re: Bug Thread: Discussion
 
(Also, the blood slaves thing is much less mechanically significant. An Atlantian longdead warrior has poisonous Atlantian equipment, which is quite different from what a human longdead warrior has. Once in a great while, that could make the difference between a supercombatant pretender god's survival, and its death! Blood slaves, on the other hand, don't really attack and have no armor, so making them lizardmen or birdmen or whatever wouldn't make much difference.)

Micah August 29th, 2009 01:25 PM

Re: Bug Thread: Discussion
 
Lizard blood slaves with some natural prot and better HP would be a pretty awesome upgrade, actually. And I can't imagine longdead coral still being poisonous...I would think that the poison would decompose or become inert fairly quickly if it wasn't maintained.

vfb August 29th, 2009 06:32 PM

Re: Bug Thread: Discussion
 
Nitpick: it's soulless Atlantian warriors who have poison armor, not longdead.

And humans are everywhere, just like cockroaches. That's why they win in the end. They are in the Abysian deserts, living off of tumbleweeds and sand. They are in the swamps of C'tis, getting sick and dying, but still managing to breed prodigiously. They are in snow caves in the Niefel hinterlands, sucking on icicles and eating boiled tree bark.

In fact, there are so many damn humans that if you raise dead in the water, you mostly get a bunch of human zombies that fell off a boat or something.

Seriously, poptypes do not make much sense, like thejeff says. I don't even think you can even call it a design flaw, because rather than design some complicated population simulator (can the same land support an equivalent number of giants as humans, and why don't Ancient Ones have sex more often, and if you have one peasant and an iron mine how can you hire ten horsemen) they chose to make population mostly generic. "Raise Dead" says it raises soulless, and it does, so it's working as designed. IMO.

Bananadine August 29th, 2009 06:47 PM

Re: Bug Thread: Discussion
 
I maintain that majority-human undead in the water is a bug, whether in the design or in the implementation, and agree with you about everything else.

chrispedersen August 29th, 2009 11:10 PM

Re: Bug Thread: Discussion
 
Perhaps the human in Raise (Human) dead is merely understood =)

Illuminated One August 29th, 2009 11:57 PM

Re: Bug Thread: Discussion
 
It's perfectly fine. You don't find many dead fish on the ozean floor, they all float to the top.


(Although I really agree, it would be nice to have the right dead for the right pop, I would just base it on starting indies, but there's more important things)

Squirrelloid August 31st, 2009 05:43 PM

Re: Bug Thread: Discussion
 
Ok, so i think this goes here since its a typo in the unit name rather than a description.

Pretender Son of Fenrir misspelled as Son of Fenrer in unit name. (Description gets it right). Sadly, I don't have the unit ID and the game is not currently in front of me (noticed this last night).

Kirill September 1st, 2009 03:38 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Edi (Post 705623)
Limits are in the FAQ. Unlimited is not possible, so just don't include the freespawn nations (LA Ermor and R'lyeh).

where i can see that faq?

WingedDog September 2nd, 2009 02:10 AM

Re: Bug Thread: Discussion
 
I've been playing with MA Ermor lately and noticed undead units having "Never Heals" icon do not regain hitpoints in the province with a lab, while they should according to the icon description.

Micah September 2nd, 2009 02:17 AM

Re: Bug Thread: Discussion
 
I don't think any of Ermor's non-healing undead are magic, are they?

WingedDog September 2nd, 2009 02:30 AM

Re: Bug Thread: Discussion
 
Oh, right, silly me. :p

Edi September 2nd, 2009 01:29 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Kirill (Post 708133)
Quote:

Originally Posted by Edi (Post 705623)
Limits are in the FAQ. Unlimited is not possible, so just don't include the freespawn nations (LA Ermor and R'lyeh).

where i can see that faq?

Sticky thread at the top of the forum.

zzcat September 5th, 2009 03:29 AM

Re: Bug Thread: Discussion
 
Received a "unexplainable increase of income" message when playing as Patala in Zerba @ turn 15. All .trn & .2h files are availiable if needed.

Frozen Lama September 5th, 2009 06:27 PM

Re: Bug Thread: Discussion
 
In one of my games i have a bane lord equipped with a thunder bow. it also says he has a bane blade. not sure if its purley a text error or if he can actually attack with it, but the bow is a 2h weapon regardless. i can't remember how to take a screenshot, but if someone tells me, i could post one.

Squirrelloid September 5th, 2009 08:00 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Frozen Lama (Post 708981)
In one of my games i have a bane lord equipped with a thunder bow. it also says he has a bane blade. not sure if its purley a text error or if he can actually attack with it, but the bow is a 2h weapon regardless. i can't remember how to take a screenshot, but if someone tells me, i could post one.

I think ranged weapons are supposed to be alternatives to melee weapons, not replacements? I mean, Shinuyama's Dai-bakemono archers have a 2H sword and a longbow, but obviously don't have four arms.

Edi September 6th, 2009 03:07 AM

Re: Bug Thread: Discussion
 
Ranged weapon 2H-items don't replace native weapons.

AreaOfEffect September 6th, 2009 04:26 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Edi (Post 709008)
Ranged weapon 2H-items don't replace native weapons.

They will however remove native shields, which is likely intended.

zlefin September 8th, 2009 04:40 PM

Re: Bug Thread: Discussion
 
bloodsacrifice giving two temple checks per slave sacrificed, is this a bug or wai? manual says one check per slave, but manual isn't so accurate on dominion.
If it's a bug, it makes a rather large difference to the strength of a bloodsac push. If not, well, then that'd be good to know, as two checks/slave can mean an awful lot of checks, and it's a good detail to know.
Zlefin :)
PS this comes up cuz i've twice won blitzes as abysia with awake fountain of blood + dompush. the first time i think i won without anyone getting to attack me, they didn't realize until too late, and even mass preaching coudln't stop it. and the farther guys have aways to walk, and attacking aby ain't easy early game. second time the guy had 15 temples and lotsa preaching and still coudln't stop the tide of dom.

Squirrelloid September 9th, 2009 01:52 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Squirrelloid (Post 707946)
Ok, so i think this goes here since its a typo in the unit name rather than a description.

Pretender Son of Fenrir misspelled as Son of Fenrer in unit name. (Description gets it right). Sadly, I don't have the unit ID and the game is not currently in front of me (noticed this last night).

while i'm remembering:

Monster Number 1229
Son of Fenrer should be Son of Fenrir. Unit description spells it right, but unit name is wrong.

Bananadine September 10th, 2009 09:16 AM

Re: Bug Thread: Discussion
 
These seem so basic that they've probably been brought up already, but it's pretty hard to search big forum threads soooo:

A non-stealthy commander can use the Black Heart to assassinate foes from inside a besieged fortress. I don't know whether this unbalances the game, but it certainly contradicts the description of that item, and it doesn't make much sense. How would somebody sneak up on an enemy commander, from the other side of a giant wall, without stealth?

A scout that's defending (rather than hiding) within a besieged fortress seemingly can't be given the order to hide.

Edi September 10th, 2009 09:40 AM

Re: Bug Thread: Discussion
 
The scout not being able to hide under siege is WAD.

The black heart not so much so, but it's an unintended consequence. Normally non-stealth units cannot be in a province under enemy control. A siege is an exception, since the province is contested. And assassination requires being present in a province controlled by the enemy.

So in a way it is WAD because I don't see any way to close that loophole unless units with assassination are required to have stealth the same way you can't mod units with holy magic unless they also have the sacred tag.

Micah September 10th, 2009 02:12 PM

Re: Bug Thread: Discussion
 
It's really WAD that a stealth unit can't hide in the province they're in, but they can sneak out to a different province entirely, while at the same time units can remain hidden or sneak into the sieged province from other provinces?

I don't understand why the single stealth order (hide without moving) is disabled while all the rest still work. Just curious what the reasoning is on it.

Bananadine September 10th, 2009 03:06 PM

Re: Bug Thread: Discussion
 
The inability to hide was actually a problem for me in a multiplayer game, incidentally--I'd intended to scuttle a besieged fortress by telling the researchers there to flee and leaving only one scout there, holding a bane venom charm. But my scout could not hide, so I made him sneak the charm into another province instead.

Of course, now that I know about this limitation, it probably won't ever significantly trouble me again. It's not hard to work around.

Quote:

Originally Posted by Edi (Post 709575)
So in a way it is WAD because I don't see any way to close that loophole unless units with assassination are required to have stealth the same way you can't mod units with holy magic unless they also have the sacred tag.

Hm well that sounds fine! Wouldn't that be fine? I mean, assuming as always that it's trivial to implement the change, which it presumably (as nearly always) is really not.

When would it make sense, fictionally, for a non-stealthy assassin to exist? I can imagine there being a sort of "defensive turret" unit that would have the assassin ability (without help from magical items), due to its possession of an extremely long-range sniping weapon, like maybe a bow that fired Seeking Arrows. ...Except then it would be hard to justify actually putting the unit on the battlefield during an assassination attempt, because it would be firing from inside the fortress. Hm okay that makes no sense after all.

Well, what about some kind of a "monster of the castle" that could magically hunt down any prey it chose... but only when it began within its home and power source, the fortress? Haha magic justifies anything. I think that could work!

I'm just playing around with these ideas, you understand. This message is not a bug report (or a feature request). :)

zzcat September 14th, 2009 08:01 AM

Re: Bug Thread: Discussion
 
Creatures with 2nd shape are immune to Beckoning. But the spell description says its target "have a chance of disappearing forever into the forest" so they should just disappear regardless how many shapes they have...

vfb September 14th, 2009 08:13 AM

Re: Bug Thread: Discussion
 
You sure you didn't try it on a bunch of units with forest survival? Like skinshifters or jag warriors?

zzcat September 16th, 2009 09:53 PM

Re: Bug Thread: Discussion
 
I tried it with 100 hydra hatchlings. None of them were killed but some unit got afflictions anyway.

Quote:

Originally Posted by vfb (Post 710110)
You sure you didn't try it on a bunch of units with forest survival? Like skinshifters or jag warriors?


Calahan September 20th, 2009 05:17 AM

Re: Bug Thread: Discussion
 
Is it WAD that you are allowed to cast Crumble on your own forts?

I know the Crumble spell itself is already broken, but if it is ever fixed, it might be worth adding a restriction for it to be un-castable on your own provinces. As I can not see how casting Crumble on yourself could ever have any benefit, and the only purpose it could possibly serve is to allow forts to be more easily gifted to another player. And this only opens up a huge cans of worms, as recently witnessed in a MP game.

vfb September 20th, 2009 06:18 AM

Re: Bug Thread: Discussion
 
Naiads (U1226) are supposed to lose HP and eventually die if they live in a province other than where they were summoned. They continue to lose 1HP per turn if you just give them a regen item. But if you give them a regen item and a fever fetish, they no longer lose 1HP per month.

K September 20th, 2009 12:08 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by vfb (Post 711218)
Naiads (U1226) are supposed to lose HP and eventually die if they live in a province other than where they were summoned. They continue to lose 1HP per turn if you just give them a regen item. But if you give them a regen item and a fever fetish, they no longer lose 1HP per month.

That's weird and awesome.

Bananadine September 27th, 2009 04:20 PM

Re: Bug Thread: Discussion
 
Queen of the Sea has 100% darkvision--even more than is possessed by most Atlantians, who are supposed to live in the deeps--but Queen of the Deeps has no darkvision at all. I think there's a bug in there somewhere.

Misleading wording bug: Water queens are described as having 100% regeneration underwater--"she will heal all her wounds"--but they actually have 50-90% regeneration. One might change the aforementioned phrase to "she will most likely heal all her wounds"; that would be correct, I think....

AreaOfEffect September 27th, 2009 05:38 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Bananadine (Post 712257)
Misleading wording bug: Water queens are described as having 100% regeneration underwater--"she will heal all her wounds"--but they actually have 50-90% regeneration. One might change the aforementioned phrase to "she will most likely heal all her wounds"; that would be correct, I think....

I think the wording is fine. 50% regeneration is huge and it really doesn't matter to me if it takes one round or two for her to recover all damage, its enough to warrant such a claim.

Stormboy September 28th, 2009 10:12 AM

Re: Bug Thread: Discussion
 
Minor bug: I have a Belgian keyboard with AZERTY layout. When I switch from windowed mode to full screen mode (or the other way round), the keyboard switches to a standard QWERTY layout. This only lasts for the duration of the current playing session. Once I've closed the game and restarted it, all subsequent games are again played with the correct AZERTY layout (until I switch modes again...).

AreaOfEffect September 28th, 2009 04:35 PM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by Stormboy (Post 712347)
(or the other way round)

'Or' as in your not sure which one does it, or 'Or' as in switching in either direction will yield the same bug?

Edi September 29th, 2009 03:39 AM

Re: Bug Thread: Discussion
 
The descriptions are mostly unaltered from Dom2, where it did work that way. The darkvision thing does seem like a bug.

Stormboy September 29th, 2009 04:24 AM

Re: Bug Thread: Discussion
 
Quote:

Originally Posted by AreaOfEffect (Post 712397)
Quote:

Originally Posted by Stormboy (Post 712347)
(or the other way round)

'Or' as in your not sure which one does it, or 'Or' as in switching in either direction will yield the same bug?


'Or' as in switching in either direction will yield the same bug.

lch October 9th, 2009 12:44 PM

Re: Bug Thread: Discussion
 
As EA Agartha, you can recruit Wet Ones in underwater forts. The units displayed for recruitment are the landshape version of the unarmored Wet One (1489), though, instead of the swimming underwater version (1491). As for the armored Wet One variants (1635/1636), those are correct in the sense that the recruitment roster shows them as swimming.

zzcat November 8th, 2009 10:40 AM

Re: Bug Thread: Discussion
 
2 Attachment(s)
An intresting bug: Rat tail actcally BOOST enemy's moral instead of reduce it. In attached turn file, The Adon's moral is raised to 74(!) when he get whiped:shock:

BTW: I found "The field of hippocampoi" in a mountain province but when I send a water mage to enter site nothing is summoned. Considering hippocampus is underwater only, perhaps the site get a wrong sitemask.

Illuminated One November 8th, 2009 01:32 PM

Re: Bug Thread: Discussion
 
Wow, that's a great discovery!
It's actually quite useful because you can't kill a sc that runs away.

AreaOfEffect November 8th, 2009 05:31 PM

Re: Bug Thread: Discussion
 
Not that useful. SCs will run away at 1/4 health if they can, regardless of moral. Immortal commanders in their own dominion, and some specially tagged units (a.k.a. horrors) fight till the end.

If you really want SCs to stick around, have a nature mage cast stream of life. If they succeed at not dying they'll still go berserk.

Illuminated One November 8th, 2009 06:10 PM

Re: Bug Thread: Discussion
 
But wouldn't a morale over 50 make him mindless in any case?
But still thanks, now finally I know what that spell is good for.


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