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

HJ November 4th, 2003 04:10 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Wendigo:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Nagot Gick Fel:
Heat/Cold: sometimes vary by +1/-1, but I assume these changes are seasonal effects.

<font size="2" face="sans-serif, arial, verdana">I am not so sure it's a seasonal thing, or if it is, it seems out of synch:

Playing Niefelheim with a +3cold scale in the current turn (early fall I think) I have +1heat at the capitol while the temperature scale is cold all over my dominion. [/QB]</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I don't know if it's a bug or not, but I think I've noticed these things as well. All other scales seem to be fairly stable, but the heat/cold scale seems to wobble in ways I cannot explain even later in the game. It's not in sync with seasons, and it happens even in a strong dominion in the middle of my provinces (meaning no enemy dominion near). Does it have something to do with terrain, or is it harder to get +3 cold in a province than it is to get +3 order?

Wendigo November 4th, 2003 04:59 PM

Re: Dominions II Bug Thread
 
Karakan, try selecting your evocation-scripted mages among mages with a random (or not) pick in Nature or Air.

Have them open up with Eagle eyes or Aim before bLasting away.

Nagot Gick Fel November 4th, 2003 05:03 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by HJ:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Wendigo:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Nagot Gick Fel:
Heat/Cold: sometimes vary by +1/-1, but I assume these changes are seasonal effects.

<font size="2" face="sans-serif, arial, verdana">I am not so sure it's a seasonal thing, or if it is, it seems out of synch:

Playing Niefelheim with a +3cold scale in the current turn (early fall I think) I have +1heat at the capitol while the temperature scale is cold all over my dominion.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I don't know if it's a bug or not, but I think I've noticed these things as well. All other scales seem to be fairly stable, but the heat/cold scale seems to wobble in ways I cannot explain even later in the game. It's not in sync with seasons, and it happens even in a strong dominion in the middle of my provinces (meaning no enemy dominion near). Does it have something to do with terrain, or is it harder to get +3 cold in a province than it is to get +3 order? [/QB]</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I think we have 2 separate bugs here. I too noticed the same heat/cold weirdness you report throughout the whole game. The other scale changes are less frequent (although I've seen them ~10 times now), and seem to happen only in the capital just after you submit your first turn.

From what I've seen so far my conclusion is: positive order/production/growth scales can sometimes be reset to zero in your capital in turn #2, and when it happens it affects all said scales. These scales will then tend to revert to their natural values as your dominion kicks in.

tka November 4th, 2003 05:21 PM

Re: Dominions II Bug Thread
 
Burning Pearl gives fire protection(100).

I think it should be less...

Saber Cherry November 4th, 2003 08:06 PM

Re: Dominions II Bug Thread
 
Or cost more. Currently, the rings still seem pretty worthless... if you can get protection AND another effect in one slot for 5 gems, why would you bother with a 5-gem ring that only provides protection?

Nerfix November 4th, 2003 08:23 PM

Re: Dominions II Bug Thread
 
I think IW has said that most of the items shouldn't give 100% prot from fire/shock/ice/poison. Must be somekind of leftovers from time before percentual resistances...

HJ November 4th, 2003 09:46 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Nerfix:
I think IW has said that most of the items shouldn't give 100% prot from fire/shock/ice/poison. Must be somekind of leftovers from time before percentual resistances...
<font size="2" face="sans-serif, arial, verdana">Elemental armor definitely seems like one....

Pocus November 5th, 2003 08:27 AM

Re: Dominions II Bug Thread
 
another bug (or is it a strange work as designed feature?):

mixing units (in same formation) with missiles capability (velites) and units without, will prevent the first Category to fire.

velites + triari
peltasts + hoplites
etc.

Karacan November 5th, 2003 12:18 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Wendigo: Have them open up with Eagle eyes or Aim before bLasting away.
<font size="2" face="sans-serif, arial, verdana">Ah, true, but the point is that I perceive it to be much harder to cast a perfect circle with half a hundred blades, than an even covering of a great area, as the spell suggests. Instead, it's a nice concentric ring quite obviously surrounding my mage's designated target, which looks fairly ridiculous with the Blade Wind spell in particular.

I still believe there's something pretty odd with the "missing" algorithm. It currently looks like something like: "If (precision smaller than specific number) and (range greater than another specific number) then set minimum distance for scattering around target to a third specific numer". Which doesn't make much sense to simulate scatternig.... It's not as obvious with arrows, or with other mass projectile spells, like flying shards. Just Bladweind seems to suffer from that, I guess an additional scatter routine seems to miss...

Pocus November 5th, 2003 05:57 PM

Re: Dominions II Bug Thread
 
demonbred are not demons as of now, but one named as prophet get the demonic ability.


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