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

aldiss0 October 15th, 2006 02:44 PM

Re: Bug thread
 
1 Attachment(s)
2 little things:

#startspell does not seem to work so much
The spell appears in my spell list on the first turn but is gone the following turn.
Somebody please post if the can repeat this behavior.

Found an interesting quirk in the Marveni ai's unit selection.
If I manage to attach the image, you'll see an ai army composed of mostly their Horn Blower units.
The ai was set to whatever the default is when you add a player (normal/random?).

Cainehill October 15th, 2006 03:01 PM

Re: Bug thread
 

Minor bug / Oversight : Shinuyama's hero "Yukinaga the Heart Hider" doesn't have any description at all.

Taqwus October 15th, 2006 03:21 PM

Re: Bug thread
 
[img]/threads/images/Graemlins/Bug.gif[/img] Thematic strangeness w/ MA Mictlan: National heroes include blood mages. If memory serves, they're the same heroes as in Dom 2... but if they're following the Lawgiver, they're not supposed to be blood-happy!

mivayan October 15th, 2006 04:48 PM

Re: Bug thread
 
1 Attachment(s)
BUG: phoenix died from disease between battle death and immortality-resurrection.

In a multiplayer game, my phoenix was defeated in battle. The province was in friendly dominion both before and after tha battle. Should resurrect. But I got a message:

Ba'al Gorgon the Phoenix died from a disease.
Ba'al Gorgon was located in during the incident

There was two spaces between "in" and "during" in the last sentence, so clearly a province name should be there, but my phoenix had just died and was going to be resurrected so was in no province. It wasn't diseased, but could have gotten it during the killing blow.

attaching save game, but dont have the master file since multi. Edit: new attachment, with a map file that needs to put in the right directory

Foodstamp October 15th, 2006 05:14 PM

Re: Bug thread
 
Quote:

Daynarr said:
Quote:

Foodstamp said:
I searched and found the game. What all needs to be uploaded? The entire folder compressed is well over the 3 meg (including the random generated map and a file called...ftherlnd)

Best thing is to zip all files in it. I think all are needed as you probably played on random map so noone else has it. Use maximum compression so it wont be really that big.

3.7 meg is the best I can get RARing it. http://forum.shrapnelgames.com/image...s/rolleyes.gif

Nerfix October 15th, 2006 05:29 PM

Re: Bug thread
 
[img]/threads/images/Graemlins/Bug.gif[/img] Late Caelum gets stealthy troops but not stealthy commanders apart from Scouts

Either an odd conceptual design or then a bug.

haileris October 15th, 2006 06:19 PM

Re: Bug thread
 
Uggh found out what is causing my crash - casting Fate Morgana (sp). If I cast that spell & boost with enough air gems to ensure it makes it into the global enchantments (5 active) then the game crashes.

Graeme Dice October 15th, 2006 08:54 PM

Re: Bug thread
 
[img]/threads/images/Graemlins/Bug.gif[/img] The port input field on the second network connection dialog only remembers the first four digits of the port.

Manuk October 15th, 2006 09:35 PM

Re: Bug thread
 
[img]/threads/images/Graemlins/Bug.gif[/img] Leaderless indy army didn't rout. It stayed 2 more turns.
(It didn`t show the "independant forces routed" that usually appears when one group stays a while to cover retreat but after suffering more losses.

[img]/threads/images/Graemlins/Bug.gif[/img] Called mercenaries on a province. Lost that province and the mercenaries appeared anyway so I retained control.

Quietly October 15th, 2006 09:54 PM

Re: Bug thread
 
Amusing AI choice -- it gave its titan pretender 2 eyes of aiming... thereby making it blind with 0 precision.

Ermor (ashen empire I tested) has wonky behaviour with its neutral priests. The cheapie 50g priests can reanimate ghouls, and preach. All other ermor priests, including the 1H summonables that cost 10 gems, cannot preach. It seems odd that neutral priests that happen to be under control of ermor get unholy battle magic and the ability to reanimate the dead.

Graeme Dice October 15th, 2006 10:13 PM

Re: Bug thread
 
Quote:

Quietly said:
Amusing AI choice -- it gave its titan pretender 2 eyes of aiming... thereby making it blind with 0 precision.

It's possible that the AI won a battle where another unit with an eye of aiming died. It's a cursed item, so commanders tend to find them. Still, that's one thing I'd not mind seeing changed. Hopefully most intelligent creatures wouldn't end up in a "Head of Vecna" scenario.

Ighalli October 15th, 2006 11:34 PM

Re: Bug thread
 
<font color="green"> Bug: Prender titles can become too long to display

I tried my first Ermor LA game and my pretender was "the Dead and Undying Goddess, God of Invincible Power, the One Always at the Shoulder, Guardian of the Dead, the Divine Shepherd, Goddess of poetry a" The rest was just never displayed. I had dominion 10, death 9, nature 5 and some very extreme scales with an awake lich queen. </font>

Beorne October 16th, 2006 04:37 AM

Re: Bug thread
 
<font color="green">Wrong description on many units of Caelum Early age. They reference about the departure of the raptors (as in middle age) while thy are not banished yet. </font>

GrobRIM October 16th, 2006 08:15 AM

Re: Bug thread
 
1 Attachment(s)
Quote:

Nerfix said:
Sometimes move orders aren't followed.

Happened to move three times in a row once on the Silent Seas map as Late Ermor and once as Middle Tien. The ordered commanders just refused to move to a bodering province, even if the Move order clearly apperead for them.

I have experienced the same (irritating) problem several times, and I first thought I might have canceled my moves by accident. So I started to backup my moves before resolving turns, and I managed to isolate the two following cases, which the developers might analyse from attached zip file.

- 1st case, playing as Agartha, moving from Eal to Ferran Mountains (owned by Oceania), my armies didn't move;

- 2nd case, same game, moving from Phalicia to Cuna Eral (owned by Vanheim), again Agarthan armies didn't move.

In both cases, defending forces might have decided to attack my invading armies as well, and it might have been (incorrectly) decided by Dom3 that neither should move (instead of having a battle take place in one or the other province, or having both armies switch provinces).

In both cases, I had the end-of-turn re-computed by Dom3, using the same saved game file, but with possibly different orders decided by the AI for the opposing armies, and this time, my armies did actually move into the attacked province -- so it may take several tries with the attached saved games to experience the problem I have witnessed, depending on what the AI decides for the opposing armies (stay or attack).


Grob

ioticus October 16th, 2006 12:17 PM

Re: Bug thread
 
The "no movement bug" also happened to me in Dominions 2 a few times.

Ballbarian October 16th, 2006 01:04 PM

Re: Bug thread
 
Not saying that it never happened in Dom2, but I never experienced it. I have however experienced it several times in Dom3. Happened again in my current game. This time I had several armies in two provinces. They had orders to attack an adjacent province. The group attacking from a fortress switched themselves to patrol! The 2nd group from the 2nd province attacked alone. Something outside the normal move/attack rules is going on here. http://forum.shrapnelgames.com/image...es/Injured.gif

Ozymandias October 16th, 2006 03:49 PM

Re: Bug thread
 
My copy of Dom3 only shipped today, so these are all from the demo.

The Sacred Statue pretender lacks the blind trait, and is presumably vulnerable to eyeloss and blindness, despite being a statue.

All the following bugs are spelling or grammatical errors with flavor text. They have no effect on gameplay, but should be easy to fix.

<font color="green">The description of the Drakaina uses hungers instead of hunger.

The description of the Ageless Olm uses lives instead of live.

The description of the Destroyer of Worlds has a misplaced comma in its list of weaponry.

The description of the Lady of Fortune uses affect instead of effect.

The first line of the Agarthan Wet one description uses lives instead of live.

The Seal Guard description uses lurks instead of lurk.

The description of all three sorts of Agarthan Oracle uses decide instead of decides.

In the descriptions of Ancient Lords and Ancient Ones Agarthan is not capitalized.

Maverni Horn blowers are described with "boomming" horns, should be booming.

Living Pillars are said to "stang guard", this should be written stand guard.

Not a bug, but stylisticly the double use of enormous in the first sentance of the description of the Wyrm is awkward. </font>

Resok October 16th, 2006 04:09 PM

Re: Bug thread
 
[img]/threads/images/Graemlins/Bug.gif[/img] Yomi - National Oni ghost forms are not immune to poison (they're ghosts right?). They show up as 'undead' but the latent resistances of their previous forms are not applied, and they're still vulnerable to poison (unlike almost every other undead/spirit/ghost in the game).

If this is not a bug, then I'm quite curious how/why a spirit or ghost could be poisoned if it doesn't have blood or a normal physical body?



Resok

Cainehill October 16th, 2006 04:16 PM

Re: Bug thread
 

Sheesh. When Oceania's stealthy commanders go onto dry land, they change into a form that is a _poor_ amphibian. Worse, when the Capricorns go onto land, they can't _MOVE_. In fact, the only command available is _DEFEND_, removing their hide status and causing them to get into battle.

This one more or less makes Oceania unplayable until fixed, unless someone wants to play a game with no land masses.

Arralen October 16th, 2006 05:20 PM

Re: Bug thread
 
Quote:

Resok said:
[img]/threads/images/Graemlins/Bug.gif[/img] Yomi - National Oni ghost forms are not immune to poison (they're ghosts right?). They show up as 'undead' but the latent resistances of their previous forms are not applied, and they're still vulnerable to poison (unlike almost every other undead/spirit/ghost in the game).
If this is not a bug, then I'm quite curious how/why a spirit or ghost could be poisoned if it doesn't have blood or a normal physical body?
Resok

Actually, they don't get poisoned, and they are 100% poison resistant.

But resistance is only checked (and calculated) when the poisoning hit occurs. The 'stored' per-turn-poison damage carries over to the 2nd form and isn't discarded.

This is a known bug, which applies not only to Onis but e.g. Machakan spiders as well, and most likely every other 2-form creature with poison resistant 2nd form.


The DarkOne October 16th, 2006 07:24 PM

Re: Bug thread
 
I just noticed that grave consorts can't lead undead. Seems rather strange since they can create them.

Daynarr October 17th, 2006 05:12 AM

Re: Bug thread
 
Quote:

haileris said:
Uggh found out what is causing my crash - casting Fate Morgana (sp). If I cast that spell &amp; boost with enough air gems to ensure it makes it into the global enchantments (5 active) then the game crashes.

That one has been reported in beta so it's already fixed for the patch or devs are one it. Nice catch though. http://forum.shrapnelgames.com/images/smilies/happy.gif

Don't forget to check patch progress. You can notice that Tempest (unique item) and another spell (Horror Seed) cause CTD's as well. You may mod them out so that they cause no problems until patch is out.

Daynarr October 17th, 2006 05:22 AM

Re: Bug thread
 
Quote:

GrobRIM said:
Quote:

Nerfix said:
Sometimes move orders aren't followed.

Happened to move three times in a row once on the Silent Seas map as Late Ermor and once as Middle Tien. The ordered commanders just refused to move to a bodering province, even if the Move order clearly apperead for them.

I have experienced the same (irritating) problem several times, and I first thought I might have canceled my moves by accident. So I started to backup my moves before resolving turns, and I managed to isolate the two following cases, which the developers might analyse from attached zip file.

- 1st case, playing as Agartha, moving from Eal to Ferran Mountains (owned by Oceania), my armies didn't move;

- 2nd case, same game, moving from Phalicia to Cuna Eral (owned by Vanheim), again Agarthan armies didn't move.

In both cases, defending forces might have decided to attack my invading armies as well, and it might have been (incorrectly) decided by Dom3 that neither should move (instead of having a battle take place in one or the other province, or having both armies switch provinces).

In both cases, I had the end-of-turn re-computed by Dom3, using the same saved game file, but with possibly different orders decided by the AI for the opposing armies, and this time, my armies did actually move into the attacked province -- so it may take several tries with the attached saved games to experience the problem I have witnessed, depending on what the AI decides for the opposing armies (stay or attack).


Grob

Armies will never switch provinces. Manual in that case is wrong. You will never see it happen in game. Instead of switching provinces armies stay in their current ones and no fight takes place. That is better mechanic too because if armies really do change provinces you would constantly getting enemy armies getting behind your lines because you decided to move at the same time they did. THAT would be irritating.
The reason why that doesn't happen every time in your save game is because chances that either of 3 cases will happen are random.

Endoperez October 17th, 2006 05:44 AM

Re: Bug thread
 
Quote:

Daynarr said:Armies will never switch provinces. Manual in that case is wrong. You will never see it happen in game. Instead of switching provinces armies stay in their current ones and no fight takes place. That is better mechanic too because if armies really do change provinces you would constantly getting enemy armies getting behind your lines because you decided to move at the same time they did. THAT would be irritating.
The reason why that doesn't happen every time in your save game is because chances that either of 3 cases will happen are random.

Well that's interesting. It is confusing, though, so could warrant a message. Mysterious, strange mechanic that seems like a bug will be reported as a bug many, many times otherwise.

Daynarr October 17th, 2006 05:53 AM

Re: Bug thread
 
Agreed.

PDF October 17th, 2006 06:07 AM

Re: Bug thread
 
The system is rather strange though : how is it possible that armies marching against each other (or at least towards one another) don't meet but then don't move neither ??
Province switching will be a bad thing game-wise but is at least explainable (armies didn't meet and moved to destination), but armies freezing is unrationalizable - given that if one army didn't move they will have met and fought !
Simplest solution would be that there are only 2 solutions, one of the army moves first and the other cancels move, and fighting occurs.

Tyrian October 17th, 2006 08:41 AM

Re: Bug thread
 
Hidden in Snow can be poisonned (and die by this)
I use Catoblepas with them and the toxic cloud kill some of my undead commander. The Hidden In Snow haven't second form.

Edit: it isn't a bug, the unfrozen mage probably use invulnerability spell, who make them sensible to poison. Sorry for the mistake.

GrobRIM October 17th, 2006 09:09 AM

Re: Bug thread
 
Quote:

Daynarr said:
Armies will never switch provinces. Manual in that case is wrong. You will never see it happen in game. Instead of switching provinces armies stay in their current ones and no fight takes place. That is better mechanic too because if armies really do change provinces you would constantly getting enemy armies getting behind your lines because you decided to move at the same time they did. THAT would be irritating.
The reason why that doesn't happen every time in your save game is because chances that either of 3 cases will happen are random.

Daynarr,

I'm pretty sure that, at least in Dom2, armies could switch provinces -- they cross borders at different points and just don't meet; the bigger the armies, the less likely, though. And it makes more sense to me, rather than having no-one moving at all. And yes, that was irritating, chasing some small army raiding your provinces (and burning your temples down to ashes) far behind the frontline!
I have never experienced the "no-one moves" syndrom in Dom2.

Since the possibility of switching provinces already was there in Dom2, makes more sense (to me at least), and is explicitly documented as such, I think that the new behavior we see in Dom3 really smells like a bug.

But then, only the game designers can give a definite opinion. Guys?...

Arralen October 17th, 2006 09:30 AM

Re: Bug thread
 
Quote:

Tyrian said:
Quote:

Arralen said:
Quote:

Resok said:
[img]/threads/images/Graemlins/Bug.gif[/img] Yomi - National Oni ghost forms are not immune to poison (they're ghosts right?). They show up as 'undead' but the latent resistances of their previous forms are not applied, and they're still vulnerable to poison (unlike almost every other undead/spirit/ghost in the game).
If this is not a bug, then I'm quite curious how/why a spirit or ghost could be poisoned if it doesn't have blood or a normal physical body?
Resok

Actually, they don't get poisoned, and they are 100% poison resistant.

But resistance is only checked (and calculated) when the poisoning hit occurs. The 'stored' per-turn-poison damage carries over to the 2nd form and isn't discarded.

This is a known bug, which applies not only to Onis but e.g. Machakan spiders as well, and most likely every other 2-form creature with poison resistant 2nd form.



[img]/threads/images/Graemlins/Bug.gif[/img] Hidden in Snow can be poisonned (and die by this)
I use Catoblepas with them and the toxic cloud kill some of my undead commander. The Hidden In Snow haven't second form.

Be careful not to mix up bugs here http://forum.shrapnelgames.com/images/smilies/happy.gif .. the Oni definitly stay poisoned, but do not get poisoned as far as I have seem from battling some tritons...

Either your commanders wheren't poison resistant, or they were subject to irresistable poison (IIRC there is something like that in the game, but poison cloud 5 shouldn't do that)... what may be a(nother) bug!

Btw., what is a "Hidden in Snow" commander? http://forum.shrapnelgames.com/images/smilies/wink.gif
I guess you mean the "Unfrozen Lord" from the spell of that name .. it is listed in the manual as 100% poison resistant - what does the icon say in-game? Do you have a savegame where one can see them getting poisioned during combat? (Maybe you have a savegame at least from that game, so it is easier to recreate the situation. Ench-6 and 55 water gems isn't that fast to get in a test game, unless you do a specially modded test game)

Ezco October 17th, 2006 01:50 PM

Re: Bug thread
 
<font color="green"> [img]/threads/images/Graemlins/Bug.gif[/img]Computer accuses me of cheating (increase of money) for no reason. Happened at least 3 times. Maybe has something to do with using alchemy, but at least once happened when I didn't use it.</font>

[img]/threads/images/Graemlins/Bug.gif[/img]Random crashes when viewing battles in windowed mode.

Zen October 17th, 2006 02:10 PM

Re: Bug thread
 
Reproducable:

Seduction is slightly off.

If you Seduce in the same turn that you have an army fighting in, the results of that battle (win or loss) dictate whether or not you will seduce (I think Seduce happens last in the turn). Also, units that are in the process of seduction, if your army loses the battle, rout without partaking of any battle or seduction attempt, just run away even under siege.

Tichy October 17th, 2006 02:33 PM

Re: Bug thread
 
Gateway bug happened in LA R'lyeh game. Commander gated, army stayed behind. Fortunately it was gateway, so it didn't result in instadeath.

By the way, LA R'lyeh is HARD. Ulm thinks my armies are squishy. They squish them. Oooh! spooky they say. Here, have 300 crossbow bolts, they say. Maybe when I can make all my mindless hordes ethereal and cast master enslave I'll have a chance...but for now...squish.

Endoperez October 17th, 2006 02:36 PM

Re: Bug thread
 
Quote:

Ezco said:
[img]/threads/images/Graemlins/Bug.gif[/img]Computer accuses me of cheating (increase of money) for no reason. Happened at least 3 times. Maybe has something to do with using alchemy, but at least once happened when I didn't use it.

This reminds me:
If I am under siege, and cancel recruitment queue, I'm accused of cheating.
I was EA Agartha when I did this. I think it only works on the first turn of the siege.

ologm October 17th, 2006 03:10 PM

Re: Bug thread
 
Early age abysia has humanbred as milita, but can't recrute them

The early age abysia national spell "Inner furnace" also works on non-abysians. All my non-fire imune independent archers got a nice heat 3 aura on them.

Tyrian October 17th, 2006 03:53 PM

Re: Bug thread
 
Yes it is the Unfrozen mage or lord (essentialy mage in fact... five of them in two battle in the same turn, my first use of the Catoblepas) . Sorry for using the name of the spell.

The Unfrozen have 100% Poison Resistance, the symbol is visible. And they are undead. All undead have 100% poison resistance, no?

Endoperez October 17th, 2006 03:57 PM

Re: Bug thread
 
Quote:

Tyrian said:
Yes it is the Unfrozen mage or lord (essentialy mage in fact... five of them in two battle in the same turn, my first use of the Catoblepas) . Sorry for using the name of the spell.

The Unfrozen have 100% Poison Resistance, the symbol is visible. And they are undead. All undead have 100% poison resistance, no?

Did any magical effects, like Invulnerability, make them more vulnerable?

Nerfix October 17th, 2006 04:21 PM

Re: Bug thread
 
Sounds like Catoblepas is the new Bog Beast. http://forum.shrapnelgames.com/images/smilies/happy.gif

Tyrian October 17th, 2006 05:28 PM

Re: Bug thread
 
Quote:


Did any magical effects, like Invulnerability, make them more vulnerable?

Hum it's possible. I will make a test

Edit: You have probably the good answer. I have use the 4 catoblepas in guard commander next to Unfrozen Lord (not mage). After 6 turns of battle, he haven't any trace of poison. But I think that undead can be hurt by poison very strange. It isn't a real bug but it is a "roleplay" bug http://forum.shrapnelgames.com/image...ies/tongue.gif

WVSeaBee October 17th, 2006 11:15 PM

Re: Bug thread
 
Has anyone else had the problem where you finish your turn on a Network Game and you immediately get a Nagot Gik Fel?

I typically just re log in and it uploads the turn... but this is highly annoying and it does it nearly everytime I run a turn.

StellarRat October 18th, 2006 02:19 AM

Re: Bug thread
 
I had that problem when my firewall wasn't configured correctly. You might want to check both players firewall settings and make sure they can through correctly.

bananafish October 18th, 2006 10:29 AM

Re: Bug thread
 
<font color="green"> sharpest tooth error-
when my commander wields the sharpet tooth, it says it is holding a magic sceptre. click to get info on the magic sceptre and it doesn't have the description of the sharpest tooth. </font>

ologm October 18th, 2006 02:54 PM

Re: Bug thread
 
Inner furnace also gets cast way too much, once a battle is enough

Taqwus October 18th, 2006 03:01 PM

Re: Bug thread
 
Doesn't Inner Furnace have an easy MR check? It's probably not affecting everybody.

Ravingmad October 19th, 2006 02:20 AM

Re: Bug thread
 
EA Helheim unable to select dragon form for pretender - selecting dragon form instead chooses Great Sage, Frost Father, or Master Druid

Foodstamp October 19th, 2006 02:26 AM

Re: Bug thread
 
Quote:

Ravingmad said:
EA Helheim unable to select dragon form for pretender - selecting dragon form instead chooses Great Sage, Frost Father, or Master Druid

Naw, those are the human forms. Finish setting up your scales, magic etc and start the game. You can toggle between the dragons and their human counterparts by choosing "change shape" at the command screens.

Ravingmad October 19th, 2006 03:19 AM

Re: Bug thread
 
Quote:

Foodstamp said:
Quote:

Ravingmad said:
EA Helheim unable to select dragon form for pretender - selecting dragon form instead chooses Great Sage, Frost Father, or Master Druid

Naw, those are the human forms. Finish setting up your scales, magic etc and start the game. You can toggle between the dragons and their human counterparts by choosing "change shape" at the command screens.

Oh really? Ok, ignore then http://forum.shrapnelgames.com/images/smilies/happy.gif

moodgiesanta October 19th, 2006 04:32 AM

Re: Bug thread
 
[img]/threads/images/Graemlins/Bug.gif[/img] The Arch-Seraph costs 73 points instead of the listed 65.

Don't think this is mentioned so far, used the Find function on my browser so sorry if it has been mentioned.

bananafish October 19th, 2006 10:26 AM

Re: Bug thread
 
too many commanders in a province-

not really a bug... but it does "break" the game- when u have more than the 24 commanders that are shown in the main page, you're unable to move these commanders. When you go to national statistics and highlight the commander, you are unable to give it a move command. it gives instructions to highlight from the main page and then click the province you want to go to... however, since the commander is not shown, it cannot be done.

2 thots to fix this is either renable the ability to move commanders from the national statistics page; or allow the ability to scroll for additional commanders.

Endoperez October 19th, 2006 10:29 AM

Re: Bug thread
 
Quote:

bananafish said:
too many commanders in a province-

not really a bug... but it does "break" the game- when u have more than the 24 commanders that are shown in the main page, you're unable to move these commanders. When you go to national statistics and highlight the commander, you are unable to give it a move command. it gives instructions to highlight from the main page and then click the province you want to go to... however, since the commander is not shown, it cannot be done.

2 thots to fix this is either renable the ability to move commanders from the national statistics page; or allow the ability to scroll for additional commanders.

There are two small arrows somewhere in the commander list. Mousewheel doesn't work, but you can resize the commander icons with '&lt;' and '&gt;'.

PhilD October 19th, 2006 10:47 AM

Re: Bug thread
 
Quote:

bananafish said:
too many commanders in a province-


Isn't this, like, the fourth or fifth time this "bug" has been mentioned in this thread over the last two weeks? (seems to imply that the UI is somehow "wrong" in there - you can't exactly blame posters for not having read the whole thread carefully, but if so many have this problem, it certainly means something [other than that they mass way too many researchers together])


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