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Re: Bug Thread: Discussion
Two different hidden resources. One is unusable until a castle is built.
The other is the accounting error that shows up when you've got more units queued than can be built. |
Re: Bug Thread: Discussion
I'm surprised this one has not been mentioned before.
All you need to do is hit the 'B' key, and you can blood hunt underwater. |
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Teh Hax!!! :p
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Do they drown?
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No. In UW battle (if one happened in the prov you are hunting), the slaves stay as gems on the commander, not as slaves running around UW.
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wow. that's quite a big bug.
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Sea of Ice doesn't keep water breathers from retreating to an water province. Then they can't return to the land.
This has been both good and bad. Units who would be cut off on land can still survive, but units who could retreat on land can wind up underwater and out of the fight. It may work the other way as well, retreating to land, but I haven't tested that. |
Re: Bug Thread: Discussion
Cursed artifact or not, I don't think a pebble skin suit should have a power over undeath and celestial beings. Transforming a spectral mage into a living troll makes little sense thematically :)
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Edi, please check your PM regarding a cheat detection :bug:
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Re: Bug Thread: Discussion
If you sent the files to the Illwinter address, Johan can check it.
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Re: Bug Thread: Discussion
Okay where do we send busted turn files these days? I don't want to attach mine to this post because the game is still going! NOT THAT THE OTHER PLAYERS WOULD CHEAT but
Anyway I'm seeing getmany failures that are triggered by The Looming Hell (which I cast)--one per turn, generally. They don't bother me very much because they only appear when I try to view certain "battles", so it's easy to avoid one once I've located it. On the latest turn in this game, the battle that crashes supposedly takes place in a province that my scouting indicates to be empty. This kinda reminds me of when, in this same game, my pretender god patrolled at some fortress and "found" a few hidden commanders, producing messages stating that they were found... but then no battles could be viewed (I think clicking the View Battle button did nothing). Probably unrelated though. But I guess that's my second bug report for this message. :) |
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Re: Bug Thread: Discussion
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If an unit with Medallion of Vengeance casts phoenix pyre, it occasionally spawns multiple copies in battlefield when killed. Some of them can't be damaged and will stay in battlefield until their enemy routes due to turn limit. IMO it's something like memory leak or corrupted pointers...
Attached turn file requires CBM1.6. |
Re: Bug Thread: Discussion
I've seen it recently without Medallion of Vengeance. Not sure what triggers it.
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Re: Bug Thread: Discussion
Again, send the turn files to Illwinter. Johan is the only one who can do anything about that one.
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Re: Bug Thread: Discussion
I had it occur two times that I won the game in the replay, but the message and map situation show me losing. Both times it happened when I broke a siege and moved some other units in at the same time.
Scenario: 1. Get sieged by enemy. 2. Tell units inside of castle to break the siege. 3. Move some extra units in from a nearby province to assist at the same time. Maybe if more people see this happen, we can investigate. |
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It happens.
It used to happen with version differences and/or OS differences between server and client, but it's been seen more recently even in one machine SP games. |
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There is a bug where when you press space from the main view when a unit is selected the orders menu will appear at the wrong X coordinate.
Also, I think there is some confusion about whether the maximum number of globals is supposed to be 5 or 6. The manual says only 5 are allowed, and sometimes the game seems to allow only 5, but other times it allows 6. I can provide saved games with 6 globals if desired. Both of those issues were also present in Dominions 2. edit: 1st issue I last saw in 3.23b, and cannot reproduce at will but have a saved game with it, and I've seen it numerous times. 2nd issue I last saw in 3.24, and I can reproduce at will on any version from 2.0 to 3.24. |
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So, Sea of Ice doesn't work if the units retreat out of or into the water. |
Re: Bug Thread: Discussion
Which allows the exploit of attacking a province with retreat orders in hopes of retreating through the barrier. Not just to escape, but to actually troops or mages from sea to land or vice versa, bypassing much of the effect of the Sea.
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Re: Bug Thread: Discussion
Two little bugs I didn't see in the shortlist :
- Very minor one : Voice of Tiamat : unlike others site searching spells, if you cast this spell with several mages, they auto-target the same province, you have to target provinces manually. - Related to the Chayots, a bug and a big exploit (or WAD maybe, would be justifying the cost of those guys) : When shape shifting, the Chayot's magic skills changes, but when scripting then for battle, if in your script you pick shape shifting, the next spells he may cast will be of his ancient skill. IE : your Chayot is in E4 mode, you start your script with Invulnerability, Summon Earthpower, Change Shape. At that point, the Chayot will be able to cast only Astral spells, but you can script him with only Earth spells. The exploit : when giving them magic boosters, they got the effects for any magic school related to one of their shapes. IE if they're in E4 mode and you give them a Starshine Scullcap, they'll be E4S1. The same for spell bonuses : I casted Summon Earthpower for reinvig, then changed shape for the astral form, he kept the E bonus and was E1S4. Maybe WAD to justify the prohibitive cost of these guys, but seems like a big exploit to me. Just for fun, without empowerment :D : http://img297.imageshack.us/img297/778/chayot.jpg |
Re: Bug Thread: Discussion
Bug?
A queen of elemental air can't cross water, yet I see nothing in her description that keeps her from doing so. Edit: Definitely bug. Rhuax (King of Elemental fire) can cross water, but Pyriphlogos can't! AI Bug: I had Thetis' Blessing up with +50 gems and a good caster. The AI put enough into it to overpower it--to cast Thetis' Blessing! I can certainly understand why he wanted it from the tactical situation but he could have used mine. |
Re: Bug Thread: Discussion
It's not a bug, it's a unit attribute. See the "Cannot go underwater" unit attribute on the wiki, eg Queen of Storms. Vampires and Air Queens have it, along with the King of Flames. I guess the Magma guy can go underwater because of underwater volcanoes or whatever.
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Re: Bug Thread: Discussion
Oh, and another oddity: monthly-cast of the spell for creating vampire lords has some quirks... it tends to work when my pretender uses it but fail (the spell works, but the order does not repeat next month regardless of how many blood slaves I have) when I issue the order to a vampire lord equipped with a skull staff. Could be related to whether or not the mage needs booster items to cast it?
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Re: Bug Thread: Discussion
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With a high death pretender/unit the AI will also cast Utterdark, which usually leads it and other AIs to a quick death since the AI is so dependent on gold. Except for a few certain nations the AI should never cast Utterdark or Burden of Time. If the AI doesn't benefit from Eyes of God then it shouldn't cast that either. If the AI is ever reviewed some other points: 1. Bad scales for points is fine, but AI Heat Nations and Cold Blooded Nations should never take cold scales (take heat for points). Likewise, AI Cold Nations should never take heat scales. 2. AI should never send it's god into the arena. |
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Not everything must be spelled out in detail. Would you expect a fire elemental to be able to survive underwater when fire and water are opposites?
If not, why would you expect a king of elemental fire to be able to go underwater anymore than a regular fire elemental? Just because it used to be so due to game mechanics? |
Re: Bug Thread: Discussion
Personally I think that queens of elemental air ought to be able to at least go over water even if they aren't allowed to go under water. Something similar to the sailing special ability, but effecting only the commander? Or heck, maybe just sailing.
But I agree that it's not really a bug. Unit attributes that do not show up in the icons or the text descriptions are not automatically bugs, though they are undesirable. |
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I think the best option would just not to think about UW access things too hard. Bane Lords, for example are unable to go into water without water breathing items althought they clearly don't breathe in the first place. Just go with it.
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But they're ethereal, so they can pass through the ice!
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Re: Bug Thread: Discussion
heck, all ethereal creatures should be amphibious. Like they care if they're moving through water or air (or solid rock...)? Its all the same to them, right? Undead is irrelevant in that context.
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Vampires have a specific thematic reason they can't enter water but I don't see that that applies to the elemental royalty. |
Re: Bug Thread: Discussion
Well, ethereality without flight doesn't make any sense, as wouldn't those units just fall through the earth? :p
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Re: Bug Thread: Discussion
Levitation =/= flight.
Flight in dominion terms means very fast movement (instant on battlefield). Non-flying ethereals just hover over the earth moving with a pedestrian speed. |
Re: Bug Thread: Discussion
Something I consider a bug :
I have a fort on a province, dominion 9 for me and luck 3 scale. An ennemy take the province and besiege the fort. On the next turn, I have lost my lab, without any message about it. I asked the guy that was besieging, he told me he had a negative event on that province that destroyed the lab. I understand the game considered that the province was hosted by a nation (my ennemy), under hostile dominion (my dominion) with hostile luck 3, therefore deserved negative events. But if the event affects the nation whose dominion is ruling, it should not happen. |
Re: Bug Thread: Discussion
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Events that happen in provinces under siege are displayed to the besieger, since he has control of the province (just not fullowner). If the event affects some aspect of the province, it doesn't matter who controls that particular aspect of the partially owned province. This means that your temple or lab may blow up due to an event, the besieger may get PD increases to the besieged province (since he controls the outside of it) etc. The most annoying of the various siege bugs is that when a siege is in progress, all attacks by independent sources (barbarian hordes, vampire counts, necromancers, knights, ghost riders etc) go into limbo instead of hitting the besieger as they should and only emerge after someone has sole control of the province. This was not bugged in Dominions 2, so you could get help from such events if you were under siege. Most of these have been reported and are in the shortlist. There is no easy way to fix these events either, since the fullowner requirement for events must be set to a specific nation, it cannot be set to nation_all. If it could, then it would be trivial to fix these, but would also remove the possibility of temples and labs burning down during sieges (which is actually pretty realistic). |
Re: Bug Thread: Discussion
I understand. I was just reporting that behaviour since it happened 2 times in 10 turns to me on the same province ;) no big deal anyway (I wondered which spell was breaking my labs).
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Re: Bug Thread: Discussion
Battlefield wide spells should probably consider the size of the current battlefield for their area of effect instead of the whatever constant value they currently use.
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Similarly, enough troops to massively deform the battlefield should not let them walk around the *sides* of castle walls to get behind them. |
Re: Bug Thread: Discussion
I don't know if anyone else has noticed this but, since the new patch, many units without ranged weapons have the 'Fire' orders. No big deal, but I assume it's a bug.
Also, one of my sprites shows up backwards in battle and stays that way until it attacks or gets attacked, even when it casts spells it doesn't flip to the proper orientation. I assume this is a problem with the sprite, not an actual game bug. |
Re: Bug Thread: Discussion
are you sure it wasn't charmed or enslaved? But funny thing.. I've also seen a backwards sprite.
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Re: Bug Thread: Discussion
chrispedersen
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Re: Bug Thread: Discussion
Units which are onebattlespell summoned in battle appear backwards if the nation they belong to has an odd nation ID.
Strange but true. |
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