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-   -   Dominions II Bug Thread (http://forum.shrapnelgames.com/showthread.php?t=16593)

Kristoffer O January 22nd, 2004 10:41 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Norfleet:
Friend reports that his Void Lord, who is blind and orients itself with the power of magic, has lost an eye.
<font size="2" face="sans-serif, arial, verdana">He can loose more than one, but it doesn't matter.

Kristoffer O January 22nd, 2004 10:46 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Pocus:
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.

<font size="2" face="sans-serif, arial, verdana">He's not an Ermorian hero. Hes just a guy who happens to live in a cave. He givest you a cave, not a commander.

Kristoffer O January 22nd, 2004 10:47 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Pocus:
Why O why this has not been changed? Was it so hard to tweak some numbers around???
<font size="2" face="sans-serif, arial, verdana">Yep http://forum.shrapnelgames.com/images/icons/icon12.gif

quantum_mechani January 22nd, 2004 11:18 PM

Re: Dominions II Bug Thread
 
Odd bug were the AI claims my undefended province and my reinforcing army (disbached the Last turn) has to attack them for it.

Save available.

Targa January 23rd, 2004 05:08 AM

Re: Dominions II Bug Thread
 
Not a bug, but annoying nonetheless: When you click on "end turn/host", your current map position needs to be saved. It gets really tiresome to have to scroll back to what I was looking at every time you end turn. Especially in cases (like the game I was just playing) where I started out in the very bottom-right corner of the map. As the game progresses, and you're moving across the map, you generally like to keep your view centered on the current action, IMO.

Norfleet January 23rd, 2004 10:35 AM

Re: Dominions II Bug Thread
 
Scouts can be given the assassinate order, even when not assassins, if grouped with assassins. It's very similar to the "appoint god as prophet" bug.

Targa January 23rd, 2004 04:03 PM

Re: Dominions II Bug Thread
 
Didn't see a feature request thread so I'll post this here. Dom 2 doesn't have any way to "return to main menu" once you're playing. You can only save/quit or quit w/o saving. This is a pain if you want to start another game. Also, during God creation there's no way to abort/cancel the process in the middle of it and return to the main menu.

Graeme Dice January 23rd, 2004 07:21 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Targa:
[QB] Didn't see a feature request thread so I'll post this here. Dom 2 doesn't have any way to "return to main menu" once you're playing. You can only save/quit or quit w/o saving. This is a pain if you want to start another game.
<font size="2" face="sans-serif, arial, verdana">Just click on the "exit" that shows up on the screen between turns. That also saves what you've currently done for your turn so you can go back in and either start again, or continue where you left off.

Pocus January 24th, 2004 02:32 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Kristoffer O:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Pocus:
Why O why this has not been changed? Was it so hard to tweak some numbers around???

<font size="2" face="sans-serif, arial, verdana">Yep http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I would like to hate you, but somehow I cant! http://forum.shrapnelgames.com/images/icons/icon10.gif

Targa January 26th, 2004 05:43 PM

Re: Dominions II Bug Thread
 
Thanks! http://forum.shrapnelgames.com/images/icons/icon7.gif Here's another one though: Once you start God creation, there's no way to "abort" and return to the main menu...is there?

Also, when looking at the map, it would be cool if the mouse wheel zoomed in/out (same as page up/down). Mouse wheel scrolling needs to be enabled on the menus also (like when you click on "army setup", etc..)

[ January 26, 2004, 23:49: Message edited by: Targa ]

Moebius January 27th, 2004 02:17 AM

Re: Dominions II Bug Thread
 
I did a search on this site, thinking surely somehow had spotted before, but when I Create a New God for Vanheim, when I try to choose a Dragon, a sage is always selected.

Apparently, I cannot play Vanheim as a Dragon Pretender.

Moebius

Graeme Dice January 27th, 2004 03:12 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Moebius:
I did a search on this site, thinking surely somehow had spotted before, but when I Create a New God for Vanheim, when I try to choose a Dragon, a sage is always selected.
<font size="2" face="sans-serif, arial, verdana">Each dragon has a human form that they can change into, and start with. For red dragons, it's a great sage, blue dragons have a frost father, green dragons have a master druid, dracoliches have a bog mummy (non-immortal). Use the change shape order to order the sage to become a dragon.

Blofeld January 27th, 2004 12:53 PM

Re: Dominions II Bug Thread
 
Hello.

Don't know if it's been already reported, but while Dancing Trident has been fixed, Astral Serpent, Chi Shoes and other weapons in non-hand slots still cause attack reduction due to dual-wield penalty. Is it a bug or a feature?

Johan K January 27th, 2004 03:40 PM

Re: Dominions II Bug Thread
 
I think the astral serpent is a bug and the chi shoes a feature.

Targa January 27th, 2004 06:30 PM

Re: Dominions II Bug Thread
 
Feature request: When you adjust the Province Defense value during a single turn, then right-click on a different province for whatever reason, if you go back to the first province to lower the defense value (because now you decided to spend the money elsewhere), it cannot be modified. ie: it can only be lowered as long as you don't select a different province during that turn. Many times I run out of cash and decide it would be better spent elsewhere, only to find I can't lower it. Changes should not take place until you Host.

Nagot Gick Fel January 27th, 2004 07:09 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Targa:
Feature request: When you adjust the Province Defense value during a single turn, then right-click on a different province for whatever reason, if you go back to the first province to lower the defense value (because now you decided to spend the money elsewhere), it cannot be modified. ie: it can only be lowered as long as you don't select a different province during that turn. Many times I run out of cash and decide it would be better spent elsewhere, only to find I can't lower it. Changes should not take place until you Host.
<font size="2" face="sans-serif, arial, verdana">I find this annoying as well, but until this problem gets fixed, there's still a way to work around it: exit the turn, and choose 'Redo turn from start'.

Obviously you'll have to issue new orders to your units. So if you consider raising defenses somewhere, it's better to do that as your Last action.

PhilD January 27th, 2004 08:25 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Nagot Gick Fel:

Obviously you'll have to issue new orders to your units. So if you consider raising defenses somewhere, it's better to do that as your Last action.

<font size="2" face="sans-serif, arial, verdana">Typo: you misspelled "first" as "Last" http://forum.shrapnelgames.com/images/icons/icon7.gif

Targa January 28th, 2004 03:37 AM

Re: Dominions II Bug Thread
 
Another feature request that's high on my list: Being able to access "View Magic Schools" in-game so I don't have to dig thru the manual. I find the visual reference of the magic symbols much easier to grasp than reading it in the manual. http://forum.shrapnelgames.com/images/icons/icon10.gif

Psitticine January 28th, 2004 04:21 AM

Re: Dominions II Bug Thread
 
If I get what you're looking for, it's already there. Just click on the names of the schools in the Research window to see what you have (in bold) as well as what you're aiming for. You can also click on the individual spell names for details on them.

Argitoth January 28th, 2004 05:11 AM

Re: Dominions II Bug Thread
 
Has anyone mentioned that heat/cold fatigue is calculated wrong? For example:

C'tis likes a heat scale of +1. When it is +1, they get 0 extra fatigue. When it is +2 heat, they get 2 extra fatigue as if the +1 heat preferred didn't count anymore. That's really annoying since Miasma and Desert Tombs require 2 heat...

Johan K January 28th, 2004 11:53 AM

Re: Dominions II Bug Thread
 
Units will only get extra fatigue in cold/heat +3 provinces unless they are cold blooded, in which case they will also get fatigue for cold>=0.

Nagot Gick Fel January 28th, 2004 03:04 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Johan K:
Units will only get extra fatigue in cold/heat +3 provinces unless they are cold blooded, in which case they will also get fatigue for cold>=0.
<font size="2" face="sans-serif, arial, verdana">Care to confirm the superior or equal operator?

Note Cold+0 is the same as Heat+0, and I'd find it... odd if cold-blooded creatures were actually penalized in a Heat+0 province.

johan osterman January 28th, 2004 03:41 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Nagot Gick Fel:
Care to confirm the superior or equal operator?
<font size="2" face="sans-serif, arial, verdana">Sure, it is heat/cold +0 or colder. But the penalty for cold+0 is very small (1).

Targa January 28th, 2004 05:23 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Psitticine:
If I get what you're looking for, it's already there. Just click on the names of the schools in the Research window to see what you have (in bold) as well as what you're aiming for. You can also click on the individual spell names for details on them.
<font size="2" face="sans-serif, arial, verdana">YES! Thanks alot! http://forum.shrapnelgames.com/images/icons/icon7.gif

Taqwus January 28th, 2004 07:29 PM

Re: Dominions II Bug Thread
 
Bug or oddity: There's a magical site ("House of Strange Lights" or something like that) which appears to have the same "enter to summon void monsters" as R'lyeh's Void Gate. This House appears on land... yet water-only things such as the Dwellers of the Deep can appear. Resulting battles use the terrain of the surrounding province.
Perhaps the aquatic-only should be disabled?

Targa January 29th, 2004 02:06 AM

Re: Dominions II Bug Thread
 
I think I may have read this somewhere here before, but unsure so I will post it again. Commanders don't follow orders all the time. I started a new game playing Man, with a rainbow/sage pretender. My first battle, I saw him cast the spell "sulphur haze" a couple of times. I had never seen or used that spell before, so I set his battle orders to the following: cast sulphur haze, soothing song, rust mist, fire darts (none of these require gems). Attacked an indie next turn and viewed the battle. My pretender cast "air shield"!?? He then cast soothing song, but skipped rust mist also and went to fire darts. Odd...

January 29th, 2004 02:18 AM

Re: Dominions II Bug Thread
 
It is based on range as well. They will try to cast the spell if they are in range. Certain spells have short range and if your mage is not close enough to cast it, it will go to the (AI most logical spell) instead of casting a spell at nothing.

Graeme Dice January 29th, 2004 04:29 AM

Re: Dominions II Bug Thread
 
Illwinter probably already knows about this one, but unit 1082 will cause the game to crash to desktop. I imagine that it's some kind of Chariot missing one of its riders?

The new arco theme with philosophers, sceptics, siege engineers and chariots looks interesting, as do the Oceanian Icthysatyrs.

Aikamun January 29th, 2004 10:30 AM

Re: Dominions II Bug Thread
 
"E" and "W" do not seem to be working correctly for unit selection. I left-clicked a unit, then held down the "E" or "W" and lef-clicked another unit in the same squad.

Using the selection for wounded would pull out the wounded from the squad, but also the bookends of the selected squad, even if they were not wounded.

Using the selection for experienced units only resulted in the bookends being selected, whether or not they were actually experienced.

I am a newbie, so may be doing something wrong. Don't think so because the "shift" for selection worked fine.

Aikamun

[ January 29, 2004, 09:56: Message edited by: Aikamun ]

Raz 24 January 29th, 2004 06:22 PM

Re: Dominions II Bug Thread
 
The fay boars immotality is not working

diamondspider January 29th, 2004 06:39 PM

Re: Dominions II Bug Thread
 
Large unit of Poisoned Slingers wouldn't fire not matter what setting I used: none, fire closest, or fire.

Tried placing them closer or further back and they kept using their daggers. Once in the 5 battles they fired instead.

Very buggy since I used them all Last game and they worked perfectly in that game.

Have trn and fthlnd files showing final losing battle where they used daggers. Just need to know where to send them.

[ January 29, 2004, 16:53: Message edited by: diamondspider ]

EternalSpearman January 29th, 2004 09:01 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Raz 24:
The fay boars immotality is not working
<font size="2" face="sans-serif, arial, verdana">Are you sure they were in friendly dominion?

Saber Cherry January 29th, 2004 09:16 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by diamondspider:
Large unit of Poisoned Slingers wouldn't fire not matter what setting I used: none, fire closest, or fire.

<font size="2" face="sans-serif, arial, verdana">Are you certain you did not accidentally mix a melee-only unit with them? Alternately, if it was a huge block - big enough so that the rearmost slingers could not shoot farther than the frontmost slingers - they may have not fired to avoid hitting themselves. That would have to be a pretty huge block, though.

Saber Cherry January 29th, 2004 09:17 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Aikamun:
"E" and "W" do not seem to be working correctly for unit selection. I left-clicked a unit, then held down the "E" or "W" and lef-clicked another unit in the same squad.
<font size="2" face="sans-serif, arial, verdana">It's "e" and "w", lower-case. Anyway, as Grame said, just select a unit, then tap "w" or "e" and other units in the group will become highlighted.

diamondspider January 29th, 2004 10:54 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Saber Cherry:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by diamondspider:
Large unit of Poisoned Slingers wouldn't fire not matter what setting I used: none, fire closest, or fire.

<font size="2" face="sans-serif, arial, verdana">Are you certain you did not accidentally mix a melee-only unit with them? Alternately, if it was a huge block - big enough so that the rearmost slingers could not shoot farther than the frontmost slingers - they may have not fired to avoid hitting themselves. That would have to be a pretty huge block, though. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yeah, I'm sure. I played the same way yesterday and it was fine. Then I tried another game after losing the bugged one and they worked again.

I didn't change anything as far as how I was playing, it is bugs and it happened many times in a row, so it wasn't just a one-off.

[ January 29, 2004, 21:00: Message edited by: diamondspider ]

Graeme Dice January 30th, 2004 02:11 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Aikamun:
"E" and "W" do not seem to be working correctly for unit selection. I left-clicked a unit, then held down the "E" or "W" and lef-clicked another unit in the same squad.
<font size="2" face="sans-serif, arial, verdana">These ones work by you clicking into a squad, then pressing the button. No secondary clicking is necessary, except if you want to remove the initial unit from the selection.

PvK January 30th, 2004 03:14 AM

Re: Dominions II Bug Thread
 
Did the enemy have some units which were immune to poison? Maybe the AI if the tries to target enemies, and the first choice is poison immune, they decide to attack them anyway, with their non-poison weapons... oops.

Just a theory.

PvK

Norfleet January 30th, 2004 06:51 AM

Re: Dominions II Bug Thread
 
Here's an interesting one: Drain life/Steal strength affect lifeless and undead creatures. I've sent multiple Earth Attacks at Soul Gate Ermor, only to watch as the Earth Elemental becomes fatigued and pass out as it is struck by ghosts, spirits, Spectators, and Dusk Elders.

An Earth Elemental is a lifeless, mindless, 0-encumberance creature with no spellcasting ability. Is it even SUPPOSED to become fatigued?

[ January 30, 2004, 04:54: Message edited by: Norfleet ]

Kristoffer O January 30th, 2004 08:01 AM

Re: Dominions II Bug Thread
 
IIRC life drain harms everyone, including lifeless, but the attacker will not get back HP or reduced fatigue from it as there is no life to drain.

[ January 30, 2004, 06:02: Message edited by: Kristoffer O ]

LordArioch January 30th, 2004 08:12 AM

Re: Dominions II Bug Thread
 
The Black Forest Ulm commander has a tower shield and a pike. http://forum.shrapnelgames.com/images/icons/icon12.gif Between that and the pre-patch BoH humanbred I can tell you think soldiers have three hands. And his picture is holding a sword.

diamondspider January 30th, 2004 08:33 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by PvK:
Did the enemy have some units which were immune to poison? Maybe the AI if the tries to target enemies, and the first choice is poison immune, they decide to attack them anyway, with their non-poison weapons... oops.

Just a theory.

PvK

<font size="2" face="sans-serif, arial, verdana">Nah, they were fighting indies and such. Normal Heavy Infantry and then some of Jotunheim units.

After using a unit for 100s of battles you sort of get a feel for how they work. Since it happened over several battles vs. different creatures in different formations (including behind and in front) and the enemies were normal I'm sure it is a glitch.

I'm a professional programmer also and think I can tell a bug.

The ONLY possible explanation would be if a unit can run out of ammo for 6 or 7 turns straight. Something that I've never seen in this game under any circumstances.

The bug is obviously something that happens rarely and the fact that I still haven't been told where to email these files disappoints me.

If that happened to me in a long PBEM game that had been going on for weeks, it would be nearly infinately frustrating. Believe me, those units die fast when they pull their daggers and rush heavy infantry or giants http://forum.shrapnelgames.com/images/icons/icon12.gif

The file I have shows the following:

1) slinger unit rushes giants when given 3 chances to fire at them. This had happened the previous 5 turns also.

2) And the PROOF that they were set properly to fire is that in the tower battle that follows they fire at the giants.

3) However! Oddly enough, the tower that is firing at the giants has missiles that also leave the "black cloud" of poison without them being poisonous. This is probably another bug unless towers get poison looking missles for some strange reason when playing Miasma.

[ January 30, 2004, 07:16: Message edited by: diamondspider ]

Johan K January 30th, 2004 12:56 PM

Re: Dominions II Bug Thread
 
There have been many bugs fixed for the upcoming patch, especially for the windows Version. So I prefer if you mail the files to us after the patch and if the bug still remains.

johan osterman January 30th, 2004 04:19 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by diamondspider:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Johan K:
There have been many bugs fixed for the upcoming patch, especially for the windows Version. So I prefer if you mail the files to us after the patch and if the bug still remains.

<font size="2" face="sans-serif, arial, verdana">Thanks! I'll keep the file in case you ever want to see a tower shooting poison sling stones http://forum.shrapnelgames.com/images/icons/icon12.gif

Looking forward to the next patch...
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">They are supposed to shoot poison sling stones. I believe it's in the manual.

diamondspider January 30th, 2004 04:28 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by johan osterman:
They are supposed to shoot poison sling stones. I believe it's in the manual.
<font size="2" face="sans-serif, arial, verdana">Thanks, I hadn't seen them do that before. http://forum.shrapnelgames.com/images/icons/icon7.gif

I guess it I only found one glitch. Not bad for a game so complex, must say!

[ January 30, 2004, 14:31: Message edited by: diamondspider ]

LordArioch January 30th, 2004 11:49 PM

Re: Dominions II Bug Thread
 
I've been having some buggy problems with the modding tools. Specifically, when trying to clear units to edit them, sometimes items remain, and when I tried to clear all the units from abysia and replace them with new recruitable units the Lava Warrior, Warlock Apprentice, Warlock, and Demonbred all remained. Also, trying to give my new abysia a commander leading an army, and a scout at the start of a game, just resulted in a scout leading an army and no commander to be seen.

I can send the appropriate mod files if you want to see for yourself.

diamondspider January 31st, 2004 02:57 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Johan K:
There have been many bugs fixed for the upcoming patch, especially for the windows Version. So I prefer if you mail the files to us after the patch and if the bug still remains.
<font size="2" face="sans-serif, arial, verdana">Thanks! I'll keep the file in case you ever want to see a tower shooting poison sling stones http://forum.shrapnelgames.com/images/icons/icon12.gif

Looking forward to the next patch...

Johan K January 31st, 2004 12:28 PM

Re: Dominions II Bug Thread
 
To add the scout you must use the #addscout command. There can only be one commander and one scout. Also the #clear command doesn't work yet, but it will do in the next patch.

LordArioch January 31st, 2004 07:10 PM

Re: Dominions II Bug Thread
 
Oh, I used #startscout instead of #addscout, so maybe that was it. And as long as #clear gets patched to work I'm happy. It was still better to get the early, somewhat limited mod tools than wait longer for the complete thing.

Ragnarok-X February 1st, 2004 12:50 AM

Re: Dominions II Bug Thread
 
clicked end turn at turn 156, my nation was pangaea, normal theme. the game just crashed to windows, the only SERIOUS bug so far imho.

here is the log


-------------------------
----- DOMINIONS ---------
-------------------------

dbglevel 1 pc_endian
datapath='.'
savepath='.'
temppath='C:\DOKUME~1\Chris\LOKALE~1\Temp/dom16882'
-- InitGLStuff --
domdata_path = .
tga2rgba32 alphamode 0 tgatype 10 tgaadr54132816 dstadr54324752 tgalen191909
tga2rgba32 alphamode 1 tgatype 3210 tgaadr54132816 dstadr38243128 tgalen2679
tga2rgba32 alphamode 2 tgatype 10 tgaadr54132816 dstadr38243128 tgalen172
tga2rgba32 alphamode 2 tgatype 3210 tgaadr54133008 dstadr54190032 tgalen57002
InitPrint
Reaver file Version 1030
Reaver highestrmod 37 (filemods 38)
Reaver highestrtex 23 (filertex 24)
Create Texture 0, w512 h756 data61472808 alpha0
Create Texture 1, w255 h173 data54666752 alpha0
Create Texture 2, w128 h756 data63045712 alpha0
Create Texture 3, w219 h366 data54843232 alpha0
Create Texture 4, w256 h256 data63432808 alpha0
Create Texture 5, w256 h256 data63694976 alpha0
Create Texture 6, w219 h122 data63957144 alpha0
Create Texture 7, w128 h128 data64064040 alpha0
Create Texture 8, w64 h256 data64129600 alpha1
Create Texture 9, w64 h256 data64195160 alpha1
Create Texture 10, w128 h256 data64260720 alpha1
Create Texture 11, w128 h256 data64391816 alpha1
Create Texture 12, w128 h128 data64522912 alpha1
Create Texture 13, w128 h128 data64588472 alpha1
Create Texture 14, w128 h128 data64654032 alpha1
Create Texture 15, w128 h128 data64719592 alpha0
Create Texture 16, w128 h128 data64785152 alpha0
Create Texture 17, w128 h256 data64850712 alpha1
Create Texture 18, w64 h128 data64981808 alpha1
Create Texture 19, w128 h256 data65142864 alpha1
Create Texture 20, w256 h128 data65273960 alpha1
Create Texture 21, w756 h512 data69337128 alpha0
Create Texture 22, w256 h256 data65405056 alpha0
Create Texture 23, w64 h256 data65014600 alpha1
Optimizing Model 0, 1 textures
Optimizing Model 1, 1 textures
Optimizing Model 2, 1 textures
Optimizing Model 3, 1 textures
Optimizing Model 4, 0 textures
Trimrmod5 left 1 right 2 top 8
Trimrmod5 left 1 right 2 top 8
Optimizing Model 5, 1 textures
Optimizing Model 6, 2 textures
Optimizing Model 7, 3 textures
Optimizing Model 8, 1 textures
Optimizing Model 9, 2 textures
Optimizing Model 10, 2 textures
Trimrmod11 left 22 right 14 top 40
Trimrmod11 left 22 right 14 top 40
Optimizing Model 11, 1 textures
Trimrmod12 left 7 right 9 top 19
Trimrmod12 left 7 right 9 top 19
Optimizing Model 12, 1 textures
Trimrmod13 left 2 right 1 top 4
Trimrmod13 left 2 right 1 top 4
Optimizing Model 13, 1 textures
Trimrmod14 left 17 right 16 top 0
Trimrmod14 left 17 right 16 top 0
Optimizing Model 14, 1 textures
Optimizing Model 15, 1 textures
Optimizing Model 16, 1 textures
Optimizing Model 17, 2 textures
Optimizing Model 18, 3 textures
Optimizing Model 19, 4 textures
Optimizing Model 20, 3 textures
Optimizing Model 21, 4 textures
Optimizing Model 22, 4 textures
Optimizing Model 23, 1 textures
Optimizing Model 24, 2 textures
Optimizing Model 25, 1 textures
Optimizing Model 26, 1 textures
Optimizing Model 27, 1 textures
Optimizing Model 28, 1 textures
Optimizing Model 29, 1 textures
Trimrmod30 left 29 right 26 top 49
Trimrmod30 left 29 right 26 top 49
Optimizing Model 30, 1 textures
Trimrmod31 left 12 right 11 top 45
Trimrmod31 left 12 right 11 top 45
Optimizing Model 31, 1 textures
Trimrmod32 left 38 right 26 top 75
Trimrmod32 left 38 right 26 top 75
Optimizing Model 32, 1 textures
Optimizing Model 33, 1 textures
Optimizing Model 34, 1 textures
Optimizing Model 35, 1 textures
Optimizing Model 36, 1 textures
Optimizing Model 37, 3 textures
tga2rgba32 alphamode 0 tgatype 10 tgaadr65670176 dstadr65867360 tgalen197164
tga2rgba32 alphamode 0 tgatype 10 tgaadr70909992 dstadr71565352 tgalen612515
tga2rgba32 alphamode 0 tgatype 10 tgaadr70909992 dstadr71499816 tgalen568152
tga2rgba32 alphamode 0 tgatype 10 tgaadr70909992 dstadr71565352 tgalen610297
tga2rgba32 alphamode 0 tgatype 10 tgaadr70909992 dstadr71499816 tgalen585294
tga2rgba32 alphamode 0 tgatype 10 tgaadr65670176 dstadr70909992 tgalen484684
tga2rgba32 alphamode 0 tgatype 10 tgaadr70909992 dstadr71630888 tgalen659601
-- sound_init --
GUISoundEffects: program compiled without gui sound
SetGraphicsQuality 16
-- general_init --
-- start --
Loading battle map ./campfire.d3m
ver 100 x -1 z -1 l -1
EnableGameInfoMods -1
playturn: autohost 0 readypl 1 humanpl 1
ppt: gameturn 156 turn 156
got turn info for player 10
get turn data for player 10 global_mappic returgaia.tga fileVersion 205
lands 60 kingdoms 26 units 2232 coms 29 [eof]
player 10 has 0 vcrs
get 2h data for player 10
LoadBigMap returgaia.tga ()
loading map ./maps/returgaia.tga
tga2rgba32 alphamode 0 tgatype 10 tgaadr107085864 dstadr111411240 tgalen4275414
w1200 h1200
CreateMapTextures
CMT: done
getcompnbr l 156
got nbr 31313
EnableGameInfoMods -1
ViewMessages player 10 game 'l'
tga2rgba32 alphamode 0 tgatype 10 tgaadr107085864 dstadr107937832 tgalen787813
ustatbox unr1262 sel0
ustatbox unr5504 sel0
ustatbox unr5509 sel0
EnableGameInfoMods -1
playturn: autohost 0 readypl 1 humanpl 1
Loading battle map ./campfire.d3m
ver 100 x -1 z -1 l -1
EnableGameInfoMods -1
get 2h data for player 10
AI 2 b-25 r0 r0
Bartholomeus cast spl Baleful Star (good 61 vis 7)
Decimus cast spl Sea King's Court (good 204 vis 45)
Iglarus cast spl Call of the Winds (good 38 vis 5)
Quirinus cast spl Summon Spring Hawks (good 177 vis 20)
Marcus (str401) attacking Fenica (str78) (good 65)
AI 2 might decide to get some mercs
AI 7 b-25 r0 r0
AI 7 might decide to get some mercs
AI 12 b-25 r0 r0
cnr 24 got onehand Frost Brand
Gerus cast spl Black Servant (good 45 vis 3)
AI 12 might decide to get some mercs
com2(Bartholomeus) is casting spell 248(Baleful Star) (a2=7, a3=25)
Labspell: Bartholomeus casts Baleful Star
com19(Decimus) is casting spell 344(Sea King's Court) (a2=45, a3=0)
Labspell: Decimus casts Sea King's Court
Labspell: Decimus casts 15 Sea Trolls
com42(Quirinus) is casting spell 314(Summon Spring Hawks) (a2=20, a3=0)
Labspell: Quirinus casts Summon Spring Hawks
random event 15
random event 88
random event 88
random event 87
random event 94
random event 27
random event 17
random event 16
random event 22
random event 11
random event 36
2 vs 7 in lnr 41 (castlemode 0) Laststand_att0 Laststand_def0
initbattle lnr41 (rand=780)(check=33680133)
rand after setup (host battle) 96
dobatl: highestunit 3591 highestcom 12
calcoverkill player 7
calcoverkill 83 vs 401
calcoverkill player 2
calcoverkill 401 vs 83
SetGraphicsQuality 16
Loading battle map ./plains.d3m
ver 100 x 258 z 379 l -1
setupsquads end (rand=670)(check=33603173)
Get an order for 1525 Spire Horn Warrior, ord 0
Closest enemy (for unr 1525)
Get an order for 3587 Caelian Light Infantry, ord 0
Closest enemy (for unr 3587)
com Aurvasara cast spell (favspell Nothing) (mayusegems 1)
best Blessing this far, 45 14 (37 pnts)
best Blessing this far, 47 16 (40 pnts)
best spell so far Blessing (score43)
castspell: cnr0 spl603 (Blessing) vis0 x47 y16 spldmg1
Get an order for 144 Barbarian, ord 0
Closest enemy (for unr 144)
Get an order for 3444 Alae Legionnaire, ord 0
Closest enemy (for unr 3444)
Closest enemy (for unr 3444)
Get an order for 3371 Emerald Guard, ord 0
Closest enemy (for unr 3371)
----- turn 1 (rand 806)(check 101944998)
com Aurvasara cast spell (favspell Nothing) (mayusegems 1)
com Aurvasara cast spell (favspell Nothing) (mayusegems 1)
----- turn 2 (rand 345)(check 101525154)
- Battle Aftermath (rand=308)(check=101561217) -
Remove all temp units
done
-------------------
25 vs 2 in lnr 13 (castlemode 0) Laststand_att0 Laststand_def0
initbattle lnr13 (rand=302)(check=672215)
rand after setup (host battle) 408
dobatl: highestunit 4004 highestcom 63
creating default spellbook for player 25
calcoverkill player 2
calcoverkill 799 vs 144
Overkill for player 2 (799 vs 144)
calcoverkill player 25
calcoverkill 144 vs 799
SetGraphicsQuality 16
Loading battle map ./plains.d3m
ver 100 x 258 z 379 l -1
setupsquads end (rand=887)(check=3500516)
Get an order for 3883 Militia, ord 0
Closest enemy (for unr 3883)
Get an order for 3953 Slinger, ord 0
Closest enemy (for unr 3953)
Closest enemy (for unr 3953)
Get an order for 3989 Velite, ord 0
Closest enemy (for unr 3989)
Closest enemy (for unr 3989)
Get an order for 3857 Barbarian, ord 0
Closest enemy (for unr 3857)
----- turn 1 (rand 270)(check 223844)
----- turn 2 (rand 825)(check 4004655)
----- turn 3 (rand 782)(check 9313718)
----- turn 4 (rand 437)(check 33553841)
Get an order for 3953 Slinger, ord 0
Closest enemy (for unr 3953)
Closest enemy (for unr 3953)
Get an order for 3989 Velite, ord 0
Closest enemy (for unr 3989)
Closest enemy (for unr 3989)
----- turn 5 (rand 6)(check 9997302)
Get an order for 3953 Slinger, ord 0
Closest enemy (for unr 3953)
Closest enemy (for unr 3953)
Get an order for 3989 Velite, ord 0
Closest enemy (for unr 3989)
Closest enemy (for unr 3989)
----- turn 6 (rand 489)(check 7362543)
Get an order for 3953 Slinger, ord 0
Closest enemy (for unr 3953)
Closest enemy (for unr 3953)
Get an order for 3989 Velite, ord 0
Closest enemy (for unr 3989)
Closest enemy (for unr 3989)
----- turn 7 (rand 704)(check 7344113)
Get an order for 3953 Slinger, ord 0
Closest enemy (for unr 3953)
Closest enemy (for unr 3953)
Get an order for 3989 Velite, ord 0
Closest enemy (for unr 3989)
Closest enemy (for unr 3989)
- Battle Aftermath (rand=683)(check=2235324) -
Remove all temp units
done
-------------------
2 vs 12 in lnr 50 (castlemode 1) Laststand_att0 Laststand_def1
initbattle lnr50 (rand=771)(check=64411993)
rand after setup (host battle) 312
dobatl: highestunit 6475 highestcom 174
calcoverkill player 12
calcoverkill player 2
Rearmost enemy (for unr 2673)
Rearmost enemy (for unr 2752)
SetGraphicsQuality 15
Loading battle map ./citadel.d3m
ver 100 x 249 z 378 l -1
setupsquads end (rand=255)(check=68128810)
Get an order for 245 Mandragora, ord 0
Closest enemy (for unr 245)
Get an order for 2314 Clayman, ord 0
Closest enemy (for unr 2314)
Get an order for 3382 Jotun Hurler, ord 0
Closest enemy (for unr 3382)
Closest enemy (for unr 3382)
com Eitre cast spell (favspell Nothing) (mayusegems 1)
best spell so far Breath of Winter (score520)
castspell: cnr24 spl402 (Breath of Winter) vis0 x46 y17 spldmg12288
addunitfx: unr3342 fx201 fxattr100
addunitfx: unr3342 fx201 fxattr100
com Gerus cast spell (favspell Nothing) (mayusegems 1)
best spell so far Air Shield (score398)
best Horror Mark this far, 14 6 (2 pnts)
best Horror Mark this far, 15 6 (12 pnts)
best Horror Mark this far, 14 7 (13 pnts)
best Horror Mark this far, 14 12 (21 pnts)
best Frighten this far, 14 6 (18 pnts)
best Frighten this far, 15 6 (24 pnts)
best Frighten this far, 16 6 (25 pnts)
best Frighten this far, 17 6 (26 pnts)
best Frighten this far, 15 7 (32 pnts)
best Frighten this far, 16 7 (34 pnts)
best Frighten this far, 17 7 (35 pnts)
best Frighten this far, 18 7 (37 pnts)
best Frighten this far, 19 7 (39 pnts)
best Frighten this far, 18 8 (42 pnts)
best Curse this far, 14 6 (1 pnts)
best Curse this far, 15 6 (11 pnts)
best Curse this far, 16 6 (12 pnts)
best Curse this far, 15 8 (14 pnts)
best Curse this far, 14 12 (19 pnts)
best Flight this far, 45 10 (6 pnts)
best spell so far Raise Skeletons (score654)
best Regeneration this far, 42 2 (18 pnts)
best Regeneration this far, 41 3 (127 pnts)
best Regeneration this far, 46 17 (140 pnts)
best spell so far Antimagic (score32390)
castspell: cnr128 spl425 (Antimagic) vis3 x46 y15 spldmg67108864
addms: out of spr


cant help you anymore, i didnt did anything special (other than setting 9 commanders on research in one province)

Targa February 1st, 2004 01:39 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Ragnarok-X:
...player 10 has 0 vcrs
<font size="2" face="sans-serif, arial, verdana">Probably needs a DVD player anyways... http://forum.shrapnelgames.com/images/icons/icon10.gif

Quote:


AI 2 might decide to get some mercs
AI 7 might decide to get some mercs

<font size="2" face="sans-serif, arial, verdana">That made me chuckle. Shows how cool this game coding is. http://forum.shrapnelgames.com/images/icons/icon6.gif


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