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Re: Bug Thread: Discussion
Here's an annoying bug:
Fly over to a province in Dragon form. Change shape to human to cast a spell with reduced fatigue (because human form has +2 in the path). The intent is to change back to Dragon form after casting buffs. But you instantly rout because of the reduced army HP total when in human form: leftplayer teamhp 150 max 150 Mrlreport (left): good0 broken0 autobreak0 turn0 ... leftplayer teamhp 12 max 150 Army rout 50 for Agartha (no units left) Mrlreport (left): good0 broken0 autobreak50 turn1 autobreak 50 for Agartha |
Re: Bug Thread: Discussion
a possible modding solution would be (cbm?) to make the dragon-wizard have 150 hp too.
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I really don't like that idea, sorry.
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Yeah, it's better to have it retreat, than give a human-form unit 150HP.
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http://dom3.servegame.com/wiki/Kaijin
They do not lose any magical ability if they leave the seas. |
Re: Bug Thread: Discussion
http://z7.invisionfree.com/Dom3mods/...?showtopic=566
Shift-Select does not work in every army screen. |
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The y screen is intended to make assigning squad battlefield positions and orders easier when managing large armies or multiple armies, but it's not intended to do unit transfers. |
Re: Bug Thread: Discussion
Silly design then. You can still move troops around between squads or commanders in the same province, it's just less efficient. You can do anything you can do in the normal army select screen, you just can't use shift-select to do it.
If it's not intended to make unit transfers, don't allow it at all. Making it clumsy is not a solution. |
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That's where I always transfer units. |
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Hmm, thejeff, thanks for reminding me of that. Yes, normal tranfers work, the shift-select doesn't. I think I'll ask Johan about it just to make sure.
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Re: Bug Thread: Discussion
While you're at it, how about not being able to see the position of squads already in the province using the 'y' screen?
IIRC, you can actually position them, they're just no visible. |
Re: Bug Thread: Discussion
I'll do that. The y screen has had a number of bugs associated with it, one of the most serious having been that before some patch or another (3.08 or 3.10, I think) you could actually use it to determine the starting capitals of everyone in the game on turn 1 (or any other turn for that matter).
I'll send him an email tomorrow. It needs to be put fairly well in order first, since the main focus for Johan right now is the development of CoE3. I can't guarantee that he would do anything about it. The less complex work involved, the more likely that it will get fixed. |
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I'm confused. I pressed y ingame, and came up with the army screen. These are the same, yes?
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Re: Bug Thread: Discussion
It looks the same but no, "y" lets you arrange armies that are currently going to the selected province as well as armies that are already there.
The only problem is that we currently can't see the colored blocks of the armies/commanders already present in the province when using the "y" function. But its true, you can still click on the little map and place them. |
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The Arch seraph pretender has bugged magic levels. It has air 1, air 1, not air 2. That stealthily increases the cost from 20 to 28.
http://dom3.servegame.com/wiki/Arch_Seraph |
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Sea of ice bugs:
- Units can still retreat into the water or out of the water. Ignoring the ice. - Cloud trapezing into the ice still works. (Not out, but mages cannot cast cloud trapeze underwater anyway). - Flying behaves oddly when underwater. If a flyer starts in an underwater province. It can still fly over normal provinces when the sea of ice is up. As long as it lands in a water province. I didn't know the last one. |
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I ve got a weird bug, in one of my game, where i m playing LA Ermor, all my troops are gone, i have nothing left not even a ghoul or a zombie. But in the end of turn reports i have some actions of my troops (fight, spy ...)
We are playing with CBM1.92 and Streamers&standards. I'm keeping a copy of the trn & 2h files if needed. |
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Nevermind it seems that i have done **** with the victory conditions ...
Disregard my previous message. |
Re: Bug Thread: Discussion
If you are in a battle where the AI has decided not to uses gems/slaves. And the enemy is fleeing/routing. The AI will start to use slaves again. I lost all my bloodslaves because my spell casters finished the round casting after there was no enemy left. They used slaves even while there was no enemy to cast spells at.
You want to know the funny part. They used slaves casting thunderstrike and strength of giants, Phoenix power, Raise dead etc. |
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Nеgot gick fel! addequip: bad cnr
From what thing could it happen? It appeared when AI-s count their move at 30-th turn. (Huge-maximum map) |
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here it is from log:
Warning: Out of units!!!! *** Warning: popgang, many units 139999 random event 246 checking if event 246 is valid random event 241 checking if event 241 is valid Warning: Out of units!!!! *** Warning: popgang, many units 139999 Nеgot gick fel! addequip: bad cnr flushopengl mem ok DeinitPrint freeing old texobjs Shutting down SDL sound What could i do to fix the problem? (better independents - on ++ i've disabled some units even more) /Huge map of 1500 provincies and about 50 opponents/ |
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There is nothing you can do without adding some nuking spells into a mod retroactively and then bombard any and all provinces with large armies with them.
Because you've hit the max unit limit of 140k units in game. It will be impossible to recruit more units, to summon more units or do anything else of the kind until there are less than 140k units on the map. And given the furious way the AI recruits hordes, that's not going to change either. The only reason you haven't run into the problem before is that you had the chaff disabled from the beginning, but now you're well and truly in it. |
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brings back memories |
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why limit couldn't be bigger?
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cause devs no want to
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500 provinces with all the nations of a single era was considered huge when the game came out. Dom3 isn't designed to handle that kinds of loads. The situation as described is much like having a bridge rated to carry 8 tons and driving a 10 ton truck loaded with 20 tons of steel wire on it. It's going to collapse. |
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stop stop stop!
Number of nations has no meaning - 5 or 50 nations control 1500 prov - no change! They would generate about the same money and res potential and recruits - so maybe not in 30th turn but in 50-th there would be the same situation. And the ability to construct 1500 province maps - isn't my crazy modding - it's a rnd generated map from dom3 itself. So another question - just why the limit even must be? if i choose to wait long ai turns, but to play the max of what the game could give me - why it became a problem? |
Re: Bug Thread: Discussion
Yes, the RMG in Dom3 is capable of creating 1500 province maps and possibly even larger numbers of provinces. That's only graphics with white spots and a text file.
It's an altogether different matter to run a game on that map, since that goes right into the performance parameters and other limitations of the game engine. Much like if you had an assembly plant that could construct any kind of vehicles weighing up to 20 tons and had an exit ramp off the assembly line rated for 8 tons. Sure, you can build a 20 ton vehicle and as soon as you try to drive it off the line, things start breaking, so you're practically limited to 8 tons. |
Re: Bug Thread: Discussion
maybe some ++cap?
Edi, if it is a moddable thing - just say how to make it for solo. :cool: |
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The unit and commander limits are not moddable, they're hardcoded into the game.
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But they have been raised I think 3 times since its release. Be sure to patch up
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Re: Bug Thread: Discussion
Found a new bug. Using spies.
A spy in enemy territory can get the create unrest command. This keeps the spy hidden and makes him start creating unrest. This status remains, even if you then attack and conquer the province and start sieging the fort there. New spies cannot be given the order when they enter a province with a fort already being sieged. So, if you start creating unrest before the siege it remains so. But during the siege you cannot create unrest. And there is no shortcut for this command. So no cheating the command, like you normally can with searching for magic sites. |
Re: Bug Thread: Discussion
I just noticed that I am not able to select the pretender god "***** Queen" for LA Midgard. It doesnt work in 3.27 and with CBM 1.94 neither.
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Hi, I had stopped playing dom for a few months and have now started a solo game in 3.27 / CBM 1.92 with Jotunheim.
Got a E9S8 bless. When I give a shroud of the battle saint to an Ice Devil, the earth bless works, but the astral seems bogus. The ID has 18 basic magic resistance, blessed +3, current resistance 18. Is the bless bonus caped at 18 or is-it a bug ? Or a CBM problem (haven't restarted a vanilla game). The MR bonus works fine with the Skrattis. |
Re: Bug Thread: Discussion
It's because the devil's base MR is too high to benefit from the S boost on the bless (this is not CBM specific but part of the game mechanics). The wiki has a nice explanation. Note that any MR boosting magic items are taken into account with these calculations (so you can't use a shroud to get to MR 18 and then use a MR boosting item to increase MR from that point).
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Re: Bug Thread: Discussion
Yep, the bless is capped to 18.
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OK. Thanks guys. :)
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Re: Bug Thread: Discussion
I found a bug with "Secondly Effect with twice or more times attack weapons".
Secondly effect are replaced 2nd or later attack. (This bug also happen all many times attack weapon with F9 or D9 bless.) 11832 striking with weapon Rat Tail. att28 def20 //Rat Tail 1st attack hitloc Debug Sensei strikes Militia wl5 diff-4 -> 4 hitunit 11832 7952 dmg9 spec0 ba4 hitloc Debug Sensei strikes Militia wl0 diff0 -> 4 //Secondary Effect hitunit 11832 7952 dmg10 spec128 ba4 11832 striking with weapon Greater Fear. att28 def24 //2nd attack. but... why? hitloc Debug Sensei strikes Militia wl0 diff0 -> 2 hitunit 11832 7954 dmg10 spec128 ba2 15159 striking with weapon Rat Tail. att28 def32 //Rat Tail 1st attack. Missed. 15159 striking with weapon Greater Fear. att26 def22 //But same thing happens. hitloc Debug Sensei strikes Heavy Infantry wl0 diff0 -> 1 hitunit 15159 4476 dmg10 spec128 ba1 9575 striking with weapon Sword of Swiftness. att30 def22 //1st attack hitloc Devata strikes Heavy Cavalry wl2 diff-1 -> 2 hitunit 9575 2936 dmg9 spec1 ba2 damage 2 on Heavy Cavalry, spec0x1 ba2 hitloc Devata strikes Heavy Cavalry wl6 diff-5 -> 2 //Bless bonus hitunit 9575 2936 dmg6 spec96 ba2 damage 4 on Heavy Cavalry, spec0x60 ba2 9575 striking with weapon bless fire. att25 def24 //2nd attack. Bless bonus only. hitloc Devata strikes Heavy Cavalry wl6 diff-5 -> 2 hitunit 9575 2936 dmg6 spec96 ba2 damage 4 on Heavy Cavalry, spec0x60 ba2 |
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I think your expectations of a two man developer team consisting of middle aged Swedes with day jobs working on a game that was released over six years ago are a little high.
Christ, most studios would have abandoned support by now. |
Re: Bug Thread: Discussion
Never underestimate a perfectionist in the midst of their "mid-life" stage.
And, I'm actually being deliberately cheeky with making a bugrep based on the mispelling of an extremely obscure reference from Irish prehistory/mythology. I was just waiting for someone to call me out on it. |
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Actually a reference like that I would not be at all surprised if Kristoffer responded even now. After all, that hits directly to his bread-and-butter. Literally. It applies to his day job.
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