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Re: Dominions II Bug Thread
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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. |
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.
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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.
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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.
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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 ] |
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 |
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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? |
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I think the astral serpent is a bug and the chi shoes a feature.
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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.
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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. |
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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
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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.
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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... |
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.
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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. |
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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? |
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...
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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.
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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. |
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 ] |
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The fay boars immotality is not working
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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 ] |
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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 ] |
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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 |
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 ] |
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 ] |
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.
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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 ] |
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.
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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. |
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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 ] |
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. |
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Looking forward to the next patch... |
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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.
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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.
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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) |
Re: Dominions II Bug Thread
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