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Re: Bug Thread: Discussion
I'm wondering if this is a bug. Last turn, Man's Gift of Health was dispelled. This turn, his units are still showing an HP buff, even while in enemy dominion. I witnessed this in many battles I had with him in multiple provinces.
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Re: Bug Thread: Discussion
No. It takes awhile for hp bonuses to wear off.
You see the same thing with pretender/prophet dominion hp boosts and life drain boosts. |
Re: Bug Thread: Discussion
I believe the exact formula is half of the excess per turn.
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Re: Bug Thread: Discussion
Playing a one-on-one MP game we had a climactic battle on turn 70 that was wonderfully buggy: a staff of storms that didn't provide Storm; Solar Brilliance that didn't affect undead, but did overwhelm Darkness; Flame and Fire Storms being cast by the AI without gems.
Unfortunately we weren't patching as we went along - this was run under 3.21b. Any point in posting/sending the game files? (Rather more unfortunately we didn't backup properly and can't run it again. As the host and loser of the battle I can only blame myself.) Are there any known bugs with large amounts of BF spells interacting weirdly? |
Re: Bug Thread: Discussion
You could send the files to Illwinter per the shortlist post instructions, but no guarantee that anything will turn up or whether Johan will even take a look at such an old patch version.
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Re: Bug Thread: Discussion
Probably not worth it. We both took another look at it (NB this was a very big battle), and a lot of the weirdness can be explained: so many BF spells fired not all the pentagrams could be displayed, so Storm was there after all. And there was a fire mage who apparently woke up around round 30 to use his gems.
However Solar Brilliance definitely did no damage to any undead - nor even MR5 skeletons. Is there an interaction with Darkness we're not aware of possibly? It previously appeared that SB always superceded Darkness in terms of cancelling any Att/Per reductions and inflicting blindness. However possibly SB + Darkness cancels the anti-undead effect. Just to complicate things further we'd previously fought under Darkness followed by SB, but in this case it was Darkness, Solar Brilliance, followed by Darkness again. My opponent was using Tarts and was hoping a second casting would trump the SB. |
Re: Bug Thread: Discussion
Interesting.. I thought I've cast
Darkness.....(SB) .... Darkness to effect before. |
Re: Bug Thread: Discussion
Winter wolves led by a niefel giant will attack random province when illwinter(Niefelhelm's national GE, not the developer's company:)) is present. But niefel giant has no magic leadership so the mindless wolves dissolve as soon as they appears. Perhaps we should give niefel giant magic leadership 10.
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Re: Bug Thread: Discussion
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Yeah he should get magical leadership then. |
Re: Bug Thread: Discussion
I could swear I've seen that work, without the wolves dissolving. Maybe a CBM change?
What would be a really nice boost to a very thematic, but not very useful spell is giving Niefel Giants 1H, so they can self-bless when they're commanders. Shouldn't affect anything other than this spell, since I doubt they be worth a GoR anyway. |
Re: Bug Thread: Discussion
Better to just give them #onebattlespell of self bless.
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Re: Bug Thread: Discussion
Could work, but they often show up with 1 commander and several other giants. #onebattlespell isn't guaranteed to get them all. An H1 priest will keep casting until he does. The only other thing is that he'd banish undead instead of closing.
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Re: Bug Thread: Discussion
He isn't going to attack anyway if he has troops. He'll default to staying behind them.
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Re: Bug Thread: Discussion
But as I said, blessing the other giants that show up helps. And it helps if PD closes with him.
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Re: Bug Thread: Discussion
The most recent patch broke the "Maggots" spell.
It now causes curse, a Curse of Stones effect and a weird affliction with no effect, instead of doing Poison damage. Bananadine reported this and I've confirmed it. In one test it worked in 3.23 and broke watching the replay in 3.24. Burnsaber came up with a mod fix: Code:
#selectspell "Maggots" |
Re: Bug Thread: Discussion
BUG:
Bathusma, Queen of the Deeps, monster nr 907 equipped with hydra skin armor and ring of regeneration while fighting underwater can be poisoned by tritons with coral spears even though she has 200% poison resistance. This might have something to do with her having more regeneration than her maximum hitpoints. She also suddenly died without reason during the fight. |
Re: Bug Thread: Discussion
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Re: Bug Thread: Discussion
Maybe as Illwinter is fixing small bgus, they could at last fix the problem with #specstart and coastal nations? [LA Atlantis, LA Marignon, EA Fomoria] The one that makes it impossible to use #specstart with coastal nations without destroying the game [unless you place them on coast that is, but not possible on every map].
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Re: Bug Thread: Discussion
Ok guys, Im a new member who is really confused atm.
So here is my situation. I have just downloaded the game, patched it all the way through, and now when i end my turn it says some stuff in a language i don't quite understand and something like convarmy something something. Then the game closes automatically. But when i boot dominions up again and play that same game, the turn has been completed as if the game never closed. Does anyone know what that is? Just to let you all know, I have two copies of the game (both on the desktop). One unpatched, the other is patched. The unpatched version works just fine but the patched version (which is the one i copied/pasted) has problems still. I don't quite understand what's going on. Should i delete both and reinstall one singular version and patch that to 3.23? :confused::confused::confused::confused::confused: EDIT: Yeah the unpatched one is now doing the same thing. What should i do? |
Re: Bug Thread: Discussion
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Re: Bug Thread: Discussion
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Dominions entered the modern computer game world with a digital download option as of March 2010. Here is the announcement. http://forum.shrapnelgames.com/showthread.php?t=45065 Edit: Still makes more sense to order it the old fashioned way through the post though IMO. As you get the awesome manual in paper format that way. (rather than as PDF file :(). How many of the newer games these days come with actual manuals that you can read on the bog? None basically. |
Re: Bug Thread: Discussion
Ninja'd. By Calahan. Darn.
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Re: Bug Thread: Discussion
By that, i mean i got it off the disc. -.-
Jesus. In anycase I have my friends manual cause i lost mine. Its pretty big and it smells like strategy. So yeah, how do i fix this? Edit: I have mediocre computer skills, so i probably screwed up somewhere. Still, someone has to have some wealth of knowledge to assist a poor and very confused person. |
Re: Bug Thread: Discussion
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You could post the complete error and someone might recognize it. Or, you could contact Shrapnel support directly (probably more effective.) |
Re: Bug Thread: Discussion
Its ConvArmyNbr.
Reinstalling worked. But I haven't patched yet. I'll patch up to the latest version and see how it works. |
Re: Bug Thread: Discussion
Ok so here is my final look on the situation.
The latest patch works fine... somewhat. Its buggy as hell but when I don't patch it works perfectly. Now its sorta freezing up, but works if i wait long enough. Which sucks. But hey, I know how to make this work. |
Re: Bug Thread: Discussion
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I'm wondering about your system. I would suggest you go download Memtest86, burn it and run a memory test. (Note: It is *NOT* a program you run normally. You burn a CD and boot the CD.) |
Re: Bug Thread: Discussion
System? Uh... ok.
In anycase, I'll try patching again. I'll also try testing it by copy/pasting it to the desktop then patching that one. Hm... memtest86 eh? Ill try that out. Thanks! |
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Re: Bug Thread: Discussion
Unit 2070, the Sibyl of Hermon, a hero unit for Gath, does not have either healer abilities or fortunetelling ability, both of which she should have according to her description.
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Re: Bug Thread: Discussion
It looks like forts created with spells have def at 0 on the turn they are constructed, as attacking them on same turn works like casting Crumble first - defense is at 0 + whatever you can repair.
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Re: Bug Thread: Discussion
Heh, good to know. I will now use that knowledge against you.
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Re: Bug Thread: Discussion
I already used it unintentionally against Zeldor, that's why he knows it :)
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Re: Bug Thread: Discussion
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The fort bug probably needs to be added, I had no idea about that one. |
Re: Bug Thread: Discussion
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If the defense increases the way forts usually do I think thats fine. |
Re: Bug Thread: Discussion
In one of my MP game I give my tart cyclops a shroud of battle saint for the benefit of my high bless, and when he cast iron will on himself, the "blessed" status just gone, along with all the bonus. So I made some test:
It seems the "blessed" status(as well as sacred status and all blessed bonus) given by item like shroud of the battle saint(armor nbr 54) and armor of virtue(armor nbr 110)will be negated by multiple spells, like all mr increasing spell(resist magic, iron will, anti magic, army of lead)and some other spell, according to my test, spell like personal luck, phoenix power or weapon of sharpness will end "blessed" condition, while mist form, pheonix pyre or iron skin will not affect. It's just spell I tested, I believe there will be more spell that will negate it. Innately sacred creature will not be affected, though. |
Re: Bug Thread: Discussion
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It is tied up in the sacredness of a unit, so it seems that anything that affects an attribute that can in some way be gained from being blessed will negate the blessing from the shroud. This is probably because the spells in question needs must check for the presence of blessed status and then the stat increases etc must be factored according to that. Blessing requires being sacred in the normal mechanics, so when that is checked, the loaned bless from the shroud goes poof. That's my hypothesis on how it works, but I obviously don't know for sure. Debug logs would help a lot in narrowing it down, you just need someone to decipher them and I'm not too good at that. If you do have debug logs, this could be sent to Johan and he could check it out. |
Re: Bug Thread: Discussion
It seems differ from creature to creature——test on blue-robed starspawns turns out that non of the spell listed above affect "blessed" status, unlike tarts.
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Re: Bug Thread: Discussion
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Re: Bug Thread: Discussion
Tartarian cyclops/titans have nature 18MR, and starspawn have 20, non of them should be benefit on blessing......
Beside, that does not explain why personal luck negate blessing on tarts but not on starspawns, and twisted fate does not negate both, yet air shield negate tarts' blessing |
Re: Bug Thread: Discussion
A stealthed unit that auto generates units can siege indefinitely.
Scenario: Sneak stealthy unit that auto generates units, example a pan with meanads, into enemy province with castle. Defeat province defense and patrolling forces in the province somehow. The enemy is now almost unable to stop the siege. The enemy can break siege from inside castle or send in new troops, but after defeating the sieging forces the liberating forces move into the castle, after which a new unit( meanad ) is generated in the now undefended province and the castle is under siege again. Only way to stop it is with assasination spells or have a third party help you. |
Re: Bug Thread: Discussion
Someone use vampire count of la ulm play this trick to me, too. Solution is pretty easy: move a commander or an army from other province to this castle with the "move and patrol" order, they will patrol and engage those new generated units and drive them away.
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Re: Bug Thread: Discussion
Can you move and patrol into a province you don't own? The castle is under siege, the Maenads own the province.
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Re: Bug Thread: Discussion
Its also been used by something as simple as a Scout with the Soul Contract. The invading army is able to move on and continue taking provinces because that one scout is able to hold the castle BETTER than the large army could against ANY force of ANY size that is inside the castle.
This was extensively discussed in IRC. There is no way to get a turn for buying PD or setting Patrols. Move and Patrol would seem to be an answer, but thejeff is correct that its apparently not an option when you dont own the province. Making "Move and Patrol" work would be one answer. A better one IMHO would be to have "Break Siege" be automatically followed by "Patrol". It seems logical to me that if I have left the castle to break a siege that I would then be outside the castle, not back inside it defending. |
Re: Bug Thread: Discussion
Oh sorry forget that, so seems the only way to deal this problem is spell like mind hunt....
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Re: Bug Thread: Discussion
A star child with soul contract + starshine cap would be fun, the only assassination spell that can target stealth can't really be used on them... At least Ryleth can't get their hands on soul contract easily.
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Re: Bug Thread: Discussion
Am I missing something here?
A unit sieging a fort is not stealthy... Or are you saying that a stealthy unit that auto generates somehow auto sieges? I pointed out like two years ago that you can use this same behavior with horrors. Send the horror, move the vamp, the free spawn takes the territory, never risking the vampire. (or something like that) |
Re: Bug Thread: Discussion
Stealthy commander that auto generates non stealthy units.
The non stealthy units have no where to go except into the province. Since there are no enemy troops in the province, they take it. The key here is, there's no way to take the province back. Breaking the siege works, but your army goes back into the castle afterwards and the new autospawn take the province again. |
Re: Bug Thread: Discussion
Oh,there is a way other than mind hunt, WHICH WILL BE AVAILABLE IN THE NEXT VERSION: Ask help on your ally, a third nation, let them siege and patrol your castle to get the pan or vampire count or whatever. Unfortunately, in the current version the unit that been patroled out will just became "defend" and there will be no battle unless the siege is over, just like barbarian attack during sieging. So you just need to change "defend" command into "hide" and all their effort will be in vain. Hopefully, this will be changed in the next version according to the progress page.
And seems the free spawn will only generate if the province is your dominion OR under your control. |
Re: Bug Thread: Discussion
The combad ai also really over prefers confusion and rage against lone non shock or fire immune sc that could easily be lightning bolted or incinerated to death it keeps spamming rage and confusion over and over again.
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