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Re: Dominions II Bug Thread
It might be that the AI still remembers how to give the order 'fire at enemy commanders'.
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Re: Dominions II Bug Thread
I posted something similar with regard to Bogus and crew a while back, but not in the bugs section.
Seems the guys with arrows fire them at enemy commanders. Which is why I always use about 5 extra throw-away commanders with my crossbows when I take these guys out. |
Re: Dominions II Bug Thread
Can't remember reading it here before:
To get a sneaking unit to do a "move and patrol", you have to manually change the "sneak" order to a "move" order, and then you can select "move and patrol"... |
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If you switch the locations of the satyrs and the lone commander however, the tacAI shoots at the Satyrs and not the commander... |
Re: Dominions II Bug Thread
"Carrion Reanimation" gives you zombies or zombie warriors, led by a zombie or a zombie warrior. Problem is, the commander has no undead leadership...
Also, I once sent 5 zombies/soulless commanders, each w/ 100 soulless troops, underwater. Illithids mindbLasted the commanders and apparently wiped them out on the first turn. Hm? They're mindless, so should be immune... Spell AI seems *much* too happy to cast Legions of Steel, undead reanimations; too low casting relief, attack spells. e.g. storming a castle where I'm losing vast amounts of undead due to the enemy lich casting Wither Bones, it would be much more helpful to Paralyze him than keep casting Legions of Steel every turn after the script runs out, and that death/nature mage of mine should have cast Relief whenever fatigue built up instead of more reanimations. Relief is one of the best spells to cast when one has multiple casters around... |
Re: Dominions II Bug Thread
Another spell AI quirk. Man's nature casters were cheerfully casting "touch of madness" on their own longbowmen. Considering that there were no storms involved and that it was fine shooting weather (against my undead hordes, actually), this seemed a rather... strange... tactic.
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Re: Dominions II Bug Thread
The strategy I've listed also works if you use your starting harpy, and I imagine it's not unique to Pangaea. At the least I get similar results using Man's Foresters and Daoine Sidhe. 20 gold for an arrow magnet is a really good deal!
Worse -- even after the troops initially placed behind the lone leader have closed, and the leader is further away than anyone else, enemy troops _still_ keep shooting at him. It's easy to double check what I'm seeing. Play normal Pangaea, set independents to 6, and recruit Centaur Warriors the first turn. The second turn arrange your troops as I described below, except put your Centaur leader on the flank and your harpy front and center. Attack any enemy with bows. |
Re: Dominions II Bug Thread
Here's the troop layout I used. Troops get no orders, the harpy gets holdx5 + retreat, and the centaur leader gets fire at closest.
....J ..... ..S.H Enemy ..... ....C J = Javelin Satyrs H = Harpy Scout C = Centaur Warriors S = Satyrs [ January 10, 2004, 15:07: Message edited by: Jasper ] |
Re: Dominions II Bug Thread
Okay, not sure if this was mentioned in this thread, but I just played a game where on turn 100 I stormed the final castle of Pangea and I figured it would be an easy victory. When the turn summary Messages came up, I saw that my entire wiped out but SO DID THEIRS. Every single unit in the battle was slaughtered!
So I go to watch the replay of the battle and in about 4 turns my army enters the courtyard and routes the enemy. Easy victory, as I thought it would, with me only taking about 1% casualties. What then happened is where the bug is. My army was just standing still, doing nothing while the castle was shooting arrows at them. There was no enemy left alive, and my guys were alone on the battlefield standing motionless with the castle just shooting arrows at them until they all died after what was probably several hundred turns (the arrows really didn't do much damage, and I had units like Iron Dragons). I pressed "w" to see if there was a unit stuck in the castle or something, and I saw one of the enemy's units with negative Hit Points still standing there next to a wall (I forget what unit, but I'm pretty sure it was just a regular unit, not a hero or anything). Obviously, the unit should have been killed and erased from the battle, but it was bugged and stuck there and none of my units could attack it so they all stood around and let the castle kill them http://forum.shrapnelgames.com/images/icons/icon9.gif Very frustrating since it was ALL of my forces and it took me many turns to rebuild that army to conquer it again, this time without the bug. |
Re: Dominions II Bug Thread
Do you still have the game. We would like to see it. Send trn file and fthrland file to us.
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Re: Dominions II Bug Thread
Pythium's Serpent Acolytes seem like they should have at least some poison resistance according to their description, but they don't. It would fit the theme as well.
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Re: Dominions II Bug Thread
Issue with the mod tools.
Trying to use the commands that affect dominion scales. #deathdeath does not seem to be working right. No matter what I enter as a value I get a fantastic population increase (200-400%) and then the population goes to zero. Am I doings something horribly wrong, or is this a bug? |
Re: Dominions II Bug Thread
Bug with new patch: higher resolutions. I changed my resolution to 1920x1440 and now I can't even launch the game.
I get the error: "Något gick fel! Failed to init OpenGL" whenever I try to launch dom2.exe. That is also listed in "stderr". There is also a file called "stout" in my directory that says "SDL_SetVideoMode failed: No video mode large enough for 1920x1440" (edit: I could launch the game using --res 800 600, but now all the higher resolutions are greyed out like they were previous to the patch) [ January 13, 2004, 06:48: Message edited by: sergex ] |
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Re: Dominions II Bug Thread
I don't know if it's a new feature or a bug, but pretender units (not pretending) now keep the magic paths they come with, unlike the way it was in Dom I and in the first patch.
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Re: Dominions II Bug Thread
>Deathdeath worked fine for me. I set it at 3, and it gave a correct 0.3% increase per turn.
I got it working. The mod needed a #end In the docs it says to put #end after a monster, but it seems needed for scale work as well. |
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Re: Dominions II Bug Thread
This has probably been mentioned before, but anyway:
Turn 1: everything ok. Turn 2: My capital's dominion partially messed up (production 3 -> 0, other scales as should be) No indication of random events or such, just the scale reset. I assume this shouldn't happen (patched to 2.06)? Well, not many HIs for me this time. Hopefully the scales go back since this is a multiplayer game... |
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Re: Dominions II Bug Thread
When giving preach-command (stealth preaching) using shift+p shortcut, unit first tries to attack that province. Works fine when you give the command using different method( hitting space or just clicking).
Version 2.06. [ January 16, 2004, 18:05: Message edited by: Morag ] |
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Re: Dominions II Bug Thread
Atlantian Scouts have base prot=4. All other atlantians are base prot=2. I doubt they find the thickest-skinned atlantians and make them scouts http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Dominions II Bug Thread
Tactical spell AI query -- should casters be spending gems to magically protect summoned units? I'm not sure where the balance should be. It might make sense to re-cast Antimagic or Will of the Fates or Mass Protection if a friendly just summoned a bunch of Elementals, but it might be overkill for something like the wolves automatically summoned by the Soulstone, or a small batch of longdead. Tricky. Maybe they should only be re-cast if the summons itself had required at least one gem or something like that (those usually being the more serious summons).
On a positive note, I've yet to see my 2.06 casters cast a damaging-aura spell when surrounded by non-immune friendlies (e.g. no Breath of Winter from my Illithids), even when they're capable. Cool. Dunno if that's by luck or not, but cool. |
Re: Dominions II Bug Thread
Documentation note -- perhaps it should be noted for 'Barkskin' that in exchange for boosting protection, the spell appears to grant a 25% fire vulnerability (and therefore the same holds for Protection and Mass Protection). http://forum.shrapnelgames.com/images/icons/icon12.gif It's a logical, but possibly unexpected gotcha.
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Re: Dominions II Bug Thread
You should soon seen a download availiable for a Quickref for Magic Items that includes this type of information. I am planning on doing one for spells as soon as I am able. This should aleviate some of the confusion.
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Re: Dominions II Bug Thread
I created a Crystal Matrix, and 2 Slave Matrices, but when they are appropriately equipped, I still cannot cast more difficult (global) rituals, nor is the displayed skill level of the master increased, unlike for other items that boost skill. Are these communion items only useful on the battlefield? (If so, they should say so.) And does it only work for astral magic? Any help in clarifying for me how these items are supposed to work is appreciated. Thanks.
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Re: Dominions II Bug Thread
Communion and Sabbath are only applicable while on the Battlefield.
They don't help at all casting Ritual Spells, but ont he Battlefield a Communion/Sabbath Master will recieve +1 to all Magic Paths for 2 Slaves, +2 for 4, +3 for 8, +4 for 16, etc. |
Re: Dominions II Bug Thread
Caelum Bug:
When generating a Caelum God the help text in DOMINIONS -> HEAT/COLD say: Caelum prefer HEAT 3! And its not only the text. Caelum now gets all the bonuses from heat instead of cold! (better income, etc.) This makes Caelum broken! |
Re: Dominions II Bug Thread
I was playing Vanheim (the high-def race) versus Ulm (the heavy armor race) and Ulm's tac-AI cast Iron Bane. I proceeded to slaughter their units: 1 hit to destroy the armor, 1 hit to kill... Ulm tac-AI should never cast Iron Bane. I would suggest that Tac AI never cast Iron Bane if, say, its side's average armor protection is greater than the other side's average armor protection (should be a quick, easy calculation).
Also: My Druids kept casting Berzerkers on anything nearby: Vanjarls, Priests, Illithids (from a special site). I have to keep druids in their own party now, far away from anything valuable. My 2-water mage kept casting Cold Bolt at Jotuns. Not bad, but spells should not target immune units. -Cherry |
Re: Dominions II Bug Thread
Spoke too soon; Jade Emperor freely own-goaled his own side with Breath of Winter. Do do do do do do do, gotta keep 'em separated.
Flaming Arrows does not seem to be doing anything for my T'ien Chi composite bowmen -- no flaming victims, no arrows in flame during flight. Marker does show for all the units 'tho. |
Re: Dominions II Bug Thread
Not a bug, but a bit of a "weirdness" really --
When an immobile pretender is killed and then called back, should it reappear outside the castle (where it does now, if there's enemies around) or inside? From one viewpoint, if it appeared outside, it's not likely to simply saunter back in through the gate even assuming that the owning player's carefully noted the exact arrival and managed to throw in enough forces to make a difference. Question provoked by the slightly odd sight of a fountain appearing and futilely attempting to Arcosephale. |
Re: Dominions II Bug Thread
T'ien Chi/Spring and Autumn:
Province defense uses Eunuch, General; these commanders belong to the Bureaucracy period, right? They aren't available for recruitment during S&A if memory serves. Celestial Master descriptions say something along the lines that "During the S&A time, these mages were even more powerful and could fly" etc. Seems the tense should be different; wording is odd considering these _are_ the S&A variants. Matter of taste however. |
Re: Dominions II Bug Thread
Maybe a bug, maybe an unfinished feature : on the "Escape/Exit" screen there is a "View Active mods" option, that doesn't do anything (the screen just blinks ..) regardless of the mods used.
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Re: Dominions II Bug Thread
With 2.06, Jotun Hirdman still wears ringmail, though his description says chainmail and his resource cost indicates chainmail.
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Re: Dominions II Bug Thread
The Mictlani hero Mictlipoctli can't perform Blood Sacrifices. Intentional?
PvK |
Re: Dominions II Bug Thread
Spell AI suggestion: Do not cast spells on friendlies which have the effect of lowering a resistance from 100+% to something below 100%. The difference between 75% and 100% can rather easily be death.
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Re: Dominions II Bug Thread
Hire mercs and order their leader to become a propthet. Now let him go after three turns. If he then does not end in a merc list again - viola, you've just lost an ability to have a propthet for the rest of the game. As the merc leader was not killed the game assumes the propthet is alive and does not allow you to appoint another.
While logical, I think it could be better to strip "prophet" flag from a merc upon leaving and trigger "death of the prophet" as currently it results in some funny things like being able to command a unit that is a prophet of another god (if such merc is re-hired). This unit spreads dominion of another god but has bless effects of your god. Seems easy enogh to fix. |
Re: Dominions II Bug Thread
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Savegames available if desired. A. |
Re: Dominions II Bug Thread
Bug in 2.06:
Give stealthy leader a bane venom charm. Now order him to go into enemy/independent province. Next turn he recieves a HUGE amount of exp (20000 - 30000 exp listed) which immediately gives him 1# HoF position, HoF ability and a 5th level. Next turn he will again recieve a huge amount of exp resulting in an overflow so he now looses HoF position and becomes 1st level again. So goes forever. This could be easily abused as if bane venom charm is removed (given to another comander) after the first turn all exp, levels and HoF position remains. This could be easily used to quickly give 5 level to all stealthy undead pretenders like ghost king or vampire queen. This could also be used to block HoF (take all positions) with, say, black servants as it is impossible for any other enemy leader to reach such numbers of exp by normal means. |
Re: Dominions II Bug Thread
Minor textual bug. When you add a Winged Helmet to a Harbinger it is displayed in the armor list as a Full Helmet, though all the correct effects for a Winged Helm are reflected in the unit stats.
[ January 22, 2004, 05:25: Message edited by: Arryn ] |
Re: Dominions II Bug Thread
The Longdead commander that is summoned with Army of the Dead typically comes with 40 Longdead under his command, yet his command skill for undead is only 10.
I have also noticed that quite often, the priest commander for a militia unit that comes from a random event has far more troops under him than his rating would normally permit. Is there any adverse effect to actually having more troops than you're supposed to have? |
Re: Dominions II Bug Thread
Minor quibble: why do Devils have the Wasteland Survival trait when they already have Need not Eat? How do they benefit from Survival?
I'm sure if I looked closer, there are probably other creatures with similar "extraneous" traits. |
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Re: Dominions II Bug Thread
Friend reports that his Void Lord, who is blind and orients itself with the power of magic, has lost an eye.
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Re: Dominions II Bug Thread
Perhaps not exactly a "bug", per se, but very annoying none the less:
My Pretender was killed, so I set all my priests to "call God". Apparently, an enemy AI had an assassin in one of my provinces, and ordered him to "kill commander" on that turn. Well, on that particular turn is when my Pretender happened to reappear (it just so happens he reappeared in the province with the enemy assassin), so when I Hosted, even though I was "Godless" when I pressed the button, I got the message the my Pretender was the victim of an assassination! ie: The game AI "processed" my turn, NOT simultaneously, but FIRST (bringing back my God), and THEN gave the assassinate command to the enemy AI. When an assassin is given an order to assassinate (or anyone is given an order that might follow this rule), the order should "link" to the current commander, as in Medieval: Total War game. ie: "John Smith" is my commander in province X. The enemy assassin is given the order to "assassinate commander". The game should now link him to "Kill John Smith". If I move my commander to a different province on that turn, the assassin should either take no action (missed opportunity), or follow him to whatever province he went to (if possible). But the real problem is not HOW it's done (as in above paragraph), but the fact that MY orders executed first (bring back God), and THEN the computer AI made its move. It's SUPPOSED to be simultaneous. If that particular province had been empty of my troops (the province my pretender appeared in), the assassin wouldn't have even been able to receive that type of order. Follow what I'm saying? Let's say your assassin is in an enemy province that contains a few archers and a Druid commander and you think, "OK, my assassin can handle taking out a Druid", so you give him the order to assassinate. BUT, on that same turn, an enemy AI moves their Pretender-God into that same province. The way the game is currently set up, the assassin tries to kill the highest-ranking individual in that province, AFTER all moves are made. So now he'll try to kill the enemy pretender, when that's clearly NOT the order you gave him. See? |
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2 bugs:
Ermorian cultist pay full maintenance price, even if holy. Kaspar the Ermorian heroe dont appears even if the event say that he appears from the deepest cave of the province. |
Re: Dominions II Bug Thread
an AI bug... the castle problem remains as a whole. Ai dont build castles (or perhaps the leading nation, one after 30 turns!) and thus there is still lot of light units and very few heavy/national ones.
Why O why this has not been changed? Was it so hard to tweak some numbers around??? |
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