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

Arryn February 1st, 2004 02:35 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Johan K:
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.
<font size="2" face="sans-serif, arial, verdana">The #addscout command does not appear to be listed in the modding .PDF document that came with the game. Can you give us an example code line for this command? (I've tried #addscout and have not gotten it to work.)

Saber Cherry February 1st, 2004 03:12 AM

Re: Dominions II Bug Thread
 
Centaur Cataphract natural protection is 0. Should be 3.

Jasper February 1st, 2004 06:31 AM

Re: Dominions II Bug Thread
 
Centaur Commanders also have natural protection 0, but judging by the other Centaurs should have 3.

johan osterman February 1st, 2004 12:36 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by LordArioch:
Oh, I used #startscout instead of #addscout,
<font size="2" face="sans-serif, arial, verdana">My bad, it's supposed to be #startscout

/JK

[ February 01, 2004, 10:36: Message edited by: johan osterman ]

LordArioch February 1st, 2004 07:49 PM

Re: Dominions II Bug Thread
 
JK is posting as JO? Well anyway then there's some issue with the functionality of #startscout since it gave me only a scout and no commander. If you want i can send my mod file or you can try to reproduce it yourself, but it sure is strange looking when your scout ends up with the army.

Andy February 2nd, 2004 12:04 AM

Re: Dominions II Bug Thread
 
I guess someone already mentioned it in the preceding 20+ pages (I didn't read them all http://www.shrapnelgames.com/ubb/icons/icon11.gif) but I hate having more than one commander with the same name - in my game yesterday I had three guys named Wilfrid http://forum.shrapnelgames.com/images/icons/icon9.gif

[ February 01, 2004, 22:05: Message edited by: Andy ]

Johan K February 2nd, 2004 09:17 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by LordArioch:
JK is posting as JO? Well anyway then there's some issue with the functionality of #startscout
<font size="2" face="sans-serif, arial, verdana">I didn't post from my computer. Anyway the startscout thing is fixed now.

NTJedi February 3rd, 2004 01:35 AM

Re: Dominions II Bug Thread
 
New Error for a long multiplayer game and reloading the game usually gets it working again:

The game crashes to the desktop with an error:

spelled exactly as listed below:

auto meele: molesting the dead

geo981010 February 3rd, 2004 03:31 AM

Re: Dominions II Bug Thread
 
This list is pretty long, so I apologize if these have been mentioned before

1) Abysia prophet morphs into Warlock - take Salamander (or Dragon), turn him into a prophet, and he claims to be a warlock.

2) Watch Tower bug - a bunch of routing troops in the dead center can get "stuck" on the watchtower icon in the back middle - they want to move straight back, but the building is in the way so they stopped. Very annoying!

February 3rd, 2004 01:11 PM

Re: Dominions II Bug Thread
 
Heliophagii are not unique, as they should (all of them). The bug was reported in November already, but is still there.

Blofeld February 3rd, 2004 01:53 PM

Re: Dominions II Bug Thread
 
Harbingers ignore scripted orders. Pity that, instead of casting orb lightings or bLasting undead with their horn as scripted they usually cast far less effective spells.

Tia.

Karacan February 3rd, 2004 05:18 PM

Re: Dominions II Bug Thread
 
Something I haven't seen reported before:

Due to spelldescription, Call Of The Wild is limited to target forest provinces only. However, you can cast it on any non-underwater province, no matter if it got the Forest attribute or not. (Come to think of it, I haven't yet tried to cast it at an underwaterprovince...)

Arryn February 3rd, 2004 10:48 PM

Re: Dominions II Bug Thread
 
When you bid on a mercenary unit already in your employ, the game automatically doubles the value of your bid. However, it subtracts the doubled value immediately from your cash on hand, rather than the correct 1x value. (Bidding 100 gold is doubled to 200 and 200 is subtracted.)

Arryn February 3rd, 2004 10:53 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Blofeld:
Harbingers ignore scripted orders. Pity that, instead of casting orb lightings or bLasting undead with their horn as scripted they usually cast far less effective spells.
<font size="2" face="sans-serif, arial, verdana">As Graeme alluded to, you need to be careful where you place the angel. The horn is ranged 23, and orb is only range 15. I have seen my own harbingers use the horn, so I know it's not a scripting bug.

Graeme Dice February 4th, 2004 02:06 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Blofeld:
Harbingers ignore scripted orders. Pity that, instead of casting orb lightings or bLasting undead with their horn as scripted they usually cast far less effective spells.
<font size="2" face="sans-serif, arial, verdana">How far away from the nearest targets did you put them? Orb lightning is extremely short ranged.

Taqwus February 4th, 2004 06:55 PM

Re: Dominions II Bug Thread
 
Strangeness: I've seen the AI use Hama Dryads on the attack. Odd, given that they're strat move 0, non-stealthy IIRC.
Strangeness: Sometimes a 90-hp Pretender in massively hostile dominion and never-healing wound (- totaling -90hp) starts battle at 200+ hp.
Spell AI: I don't think I've ever seen an earth mage cast Summon Earthpower without having been scripted to do so. Strikes me as odd, since it doesn't cost gems, and gives +4 reinvig as well as +1 earth.

Ed Kolis February 5th, 2004 04:52 AM

Re: Dominions II Bug Thread
 
Never healing wounds seem to deduct from the base HP, not the HP after dominion, etc. are taken into account, so a 10-HP prophet whose HP are boosted to 30 by a +10 dominion loses a measly 2 HP, bringing him down to 28, which isn't significantly different from 30... http://forum.shrapnelgames.com/images/icons/tongue.gif

If there is a battle between 2 other nations and you're privy to seeing it, you don't get a report on the forces' composition, but you DO get a full replay? That doesn't make any sense... http://forum.shrapnelgames.com/image...s/confused.gif

The nations show up in a different order in the "send message" screen than elsewhere in the game, which makes them harder to find there.

The Raw Hide Shield shows up as Leather Shield in the armor list when you equip it; similar things happen to various other items (Horror Helmet becomes "Magic Helmet", Feathered Cloaks of the Mictlan Eagle Warriors show up as Furs, etc.)

Arryn February 5th, 2004 08:56 AM

Re: Dominions II Bug Thread
 
There is a subtle bug in the process for determining monthly ritual casting. The check on the next turn as to whether the caster has sufficient gems available is made prior to the new month's accrual of gem income. Example:

Host the game. Spells are cast at the end of month since gem cost subtraction is immediate and you had enough gems when you gave the orders. So far so good. Assume you end the month with zero nature gems. If you have a gem income of +1 nature and you had set a caster to cast Awaken Vine Ogre monthly, you should have enough gems to cast it again on this following month. However, the check to see if the caster has enough gems apparently happens right after the game advances the Calendar to the next month, but before gem income has been done. Thus the pool for nature gems is still zero. Caster's monthly ritual order is then reset to no-cast since the game (erroneously) believes that there are insufficient gems to cast it. Gem income is then done and now the pool contains 1 nature gem and the player is left to re-issue the command.

Very annoying.

Norfleet February 5th, 2004 09:06 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Taqwus:
Strangeness: I've seen the AI use Hama Dryads on the attack. Odd, given that they're strat move 0, non-stealthy IIRC.
Strangeness: Sometimes a 90-hp Pretender in massively hostile dominion and never-healing wound (- totaling -90hp) starts battle at 200+ hp.

<font size="2" face="sans-serif, arial, verdana">He might be teleporting them with a spell. The Pretender's HP, I believe, is based on where he starts, not where he moves to, so if he starts out in friendly Dominion, he'll have his hitpoints still. Also, a unit that's affected by Gift of Health will retain its boosted hitpoints even when it leaves friendly dominion, and either loses them very slowly, or keeps them until they're actually lost in battle.

Jasper February 5th, 2004 09:33 AM

Re: Dominions II Bug Thread
 
#armor 100 crashes Dominions
#armor "Bronze Cuirass" doesn't give anything

Saber Cherry February 5th, 2004 09:46 AM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Jasper:
#armor 100 crashes Dominions
#armor "Bronze Cuirass" doesn't give anything

<font size="2" face="sans-serif, arial, verdana">It is mis-typed, and has an extra space. Try "Bronze Cuirass".

February 5th, 2004 11:45 AM

Re: Dominions II Bug Thread
 
I've seen that units with one weapon and one natural attack still have the "2 weapons" attack penalty. It was a R'lyeh hybrid (1 spear + 1 tentacle = -4 att. penalty, so att. drops from 10 to a pathetic 6). Are natural attack (think of tentacle, hoof, tail, sting etc) supposed to count as a weapon attack ?

TIA

Jasper February 5th, 2004 11:50 AM

Re: Dominions II Bug Thread
 
"Bronze Cuirass" with two spaces in the middle doesn't work either.

Arryn February 6th, 2004 01:12 AM

Re: Dominions II Bug Thread
 
Found another (possible) turn sequencing related bug.

- Hosted the turn.
- I then read the Messages. I see a message that reads like: "There was a battle in Fom". The report indicates that I lost two units in the battle (which I won).
- A little further down the Messages list I see a message that reads "Your troops in Fom are starting to starve due to lack of supplies."
- I click on Go To Province and I look at Fom. Supply Usage 54, Supplies 56. (Net 2 surplus.) I examine my units and, indeed, some are starving.

My conclusion from this is that battles take place, not at the end of a turn, but at the beginning of a new one. So that the sequence appears to be:

- magic
- move
- advance the Calendar and calculate supply for the new turn (tag units as starving *now*)
- execute battle
- update UI stats

I had thought the sequence was suppose to be:

- magic
- move
- fight
- advance Calendar, calculate supply (tag units as starving if any), update UI

If battles take place at the end of a turn, then units which are killed will no longer be around to use up supplies for the coming month. Even if the battle takes place at the start of a month, killed units still won't be around to eat. So the supply calculation needs to reflect this.

Ed Kolis February 6th, 2004 02:49 AM

Re: Dominions II Bug Thread
 
Someone's probably already reported this, but forge bonuses don't seem to be taken into account in displaying the gems required to forge things, but they are when the gems are actually deducted. (So if I'm wielding a Dwarven Hammer and I try to forge a Fire Helmet then it shows up as costing 5 fire gems, which is incorrect, as only 3 are deducted.)

Targa February 6th, 2004 06:41 AM

Re: Dominions II Bug Thread
 
There's a bug in the Map Editor (and maybe in the game also). Depending on the placement of the white dots for province capitals, you can make Dom2 lock up and get caught in an infinite loop.

Pasted from log.txt:

LoadBigMap targa.tga ()
loading map ./maps/targa.tga
tga2rgba32 alphamode 0 tgatype 3202 tgaadr130482216 dstadr138215464 tgalen7680044
w1600 h1200
FindCapitals
155 capitals found
FindNbors (hl155)
gooddist=180341.000000
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 1 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)

Like the energizer bunny, it just keeps going and going.... (log.txt got to 4 megabytes before I forced the game to shut down)

[ February 06, 2004, 04:57: Message edited by: Targa ]

February 7th, 2004 01:43 PM

Re: Dominions II Bug Thread
 
Here are a few inconsistancies:

Animist - Picture shows him holding a Staff, he's carrying a Dagger

Great Warlock - Pic Staff, carrying Dagger

Black Sorceror - Pic Bane Dagger/Blade, carrying Dagger

Witch Doctor/Sorceror - Pic Staff, carrying Dagger

Targa February 7th, 2004 10:04 PM

Re: Dominions II Bug Thread
 
Edit: Deleted, never mind. It was my mapping error. Forgot to put dots in some provinces, added them in Photoshop, then when I loaded the .map file, Dom2 renumbered the provinces, adding in the new one(s). This "shifted" all the province numbers, and hence the neighbors were appearing messed up.

[ February 07, 2004, 23:56: Message edited by: Targa ]

geo981010 February 8th, 2004 07:57 AM

Re: Dominions II Bug Thread
 
1) Holy units lose their Holy status after being killed while having the Life after Death bonus (Death 9). While maybe holy troops like flags/Lava Warriors/Dancers etc were intended to lose their holy bonus (maybe, but I don't think they should!), units with holy magic also lose their holy status (priests/theurgs/etc) which really has to be wrong. Such a defrocked priest can build a temple, but can't preach. Interestingly, if this happens to your prophet he will stay blessed.

2) Blessed units with Death 9 (either a prophet or Shroud) who drown (either from natural means like Water Cult dominion shifts (argh!) or Thetis Blessing running out, or on purpose by removing their water breathing gear) do not get reborn as undead. They really should!

3) Items that allow casting Ritual spells (Crown of the Ivy King being the main culprit) can only be cast as a monthly repeating spell (the 'm' command) by a mage with the magic skills to cast the spell normally. A commander without the proper spell paths will get a message box stating that the spell is too complicated for him, so you have to do it every turn or give it to a mage who has the right skills.

st.patrik February 8th, 2004 05:21 PM

Re: Dominions II Bug Thread
 
I don't know if this has been noticed/mentioned/experienced etc. by anyone else but it took me quite by surprise:

Playing a network game, and everything has gone smoothly so far, but this turn when I tried to watch any battle replay the game would crash. This hasn't happened before. I have nothing else open at all - nothing is different from how things usually are that I can tell. The number of units involved in some of the battles may be larger than normal - could this be it? I dunno.

I'm playing the OS X Version 2.06, with the Caelum Mod (because the network game host is using this also).

Any ideas?

Johan K February 8th, 2004 06:59 PM

Re: Dominions II Bug Thread
 
Start Dominions from a terminal window and you will probably get an error message when the game exits.

mivayan February 9th, 2004 02:59 AM

Re: Dominions II Bug Thread
 
The nature site gateward valley allows you to build the centaur chariot. They are wielding dual spears, which are length 4 and give a horrible att penalty. Base attack skill 9, attack nr1:1, nr2:1. The description mentions other weapons.

They trample however so it should not matter if facing their prefered targets.

[ February 09, 2004, 01:00: Message edited by: mivayan ]

mnoracle February 9th, 2004 03:10 PM

Re: Dominions II Bug Thread
 
In Marignons Diabolic Faith theme, you can get Witch Hunter hero, but Witch Hunters shall be disabled here...

Norfleet February 9th, 2004 10:41 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by geo981010:
1) Holy units lose their Holy status after being killed while having the Life after Death bonus (Death 9). While maybe holy troops like flags/Lava Warriors/Dancers etc were intended to lose their holy bonus (maybe, but I don't think they should!), units with holy magic also lose their holy status (priests/theurgs/etc) which really has to be wrong. Such a defrocked priest can build a temple, but can't preach.
<font size="2" face="sans-serif, arial, verdana">This isn't really a bug, so to speak, since the unit in question is no longer whatever type he was before, which was sacred, and is now a soulless, which is not sacred. The thematic explanation in the case of the priest is obviously that he still remembers how to build temples, but that preaching as smelly zombie is probably not going to draw many crowds.

Norfleet February 10th, 2004 09:16 AM

Re: Dominions II Bug Thread
 
Here's a bug: Carrion Dragon lists as costing 50 points, actually costs 100 when chosen, since after taking it, you have 400 points to spend.

Is it supposed to be a 50 point creature, or a 100 point creature?

rabelais February 10th, 2004 07:15 PM

Re: Dominions II Bug Thread
 
Amber Clan priests (!) are NOT sacred.


Rabe the Sacerdotally Challenged

Argitoth February 10th, 2004 07:19 PM

Re: Dominions II Bug Thread
 
Will the turn-crash bug ever be fixed?

Kristoffer O February 10th, 2004 07:25 PM

Re: Dominions II Bug Thread
 
I'm not familiar with the terminology here. What is the turn-crash bug? And no, it will never be fixed ever!!! http://forum.shrapnelgames.com/images/icons/tongue.gif

Kristoffer O February 10th, 2004 07:26 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by rabelais:
Amber Clan priests (!) are NOT sacred.


Rabe the Sacerdotally Challenged

<font size="2" face="sans-serif, arial, verdana">Thats because they eat clams - unholy stuff according to JK.

Saber Cherry February 10th, 2004 08:21 PM

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 rabelais:
Amber Clan priests (!) are NOT sacred.


Rabe the Sacerdotally Challenged

<font size="2" face="sans-serif, arial, verdana">Thats because they eat clams - unholy stuff according to JK. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">If you think clams are unholy, I guess you've never been to a coast with starfish and sea urchins=)

rabelais February 10th, 2004 09:10 PM

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 rabelais:
Amber Clan priests (!) are NOT sacred.


Rabe the Sacerdotally Challenged

<font size="2" face="sans-serif, arial, verdana">Thats because they eat clams - unholy stuff according to JK. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Wow. I didn't realize the default religion of the game was Jewish. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

Bad news for Vanheim... ritual eaters of pigs, definitely unkosher http://forum.shrapnelgames.com/images/icons/tongue.gif

And for Mictlan, the long pig is even worse. http://forum.shrapnelgames.com/images/icons/shock.gif

OTOH, Mussels in white wine and butter sauce may be worth forgoing paradise, on a present-value calculation.... http://forum.shrapnelgames.com/images/icons/icon6.gif

Rabe the Shokhet du Jour

Cosmos February 11th, 2004 02:24 AM

Re: Dominions II Bug Thread
 
I am on turn 65 of my first game...... and every time I hit host button the game crashes to desktop.

I have 3 files in my save game. Should I send these to someone to fix ???

Arryn February 11th, 2004 11:12 AM

Re: Dominions II Bug Thread
 
I just created a game on the World map, as Jotun/Utgard, and my starting location was Hawaii. Surrounded by water, my giants are unable to move.

I presume this is a bug?

Johan K February 11th, 2004 01:15 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Cosmos:
I am on turn 65 of my first game...... and every time I hit host button the game crashes to desktop.

I have 3 files in my save game. Should I send these to someone to fix ???

<font size="2" face="sans-serif, arial, verdana">Please wait for the upcoming patch which will hopefully fix that.

Saber Cherry February 11th, 2004 06:31 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by Arryn:
I just created a game on the World map, as Jotun/Utgard, and my starting location was Hawaii. Surrounded by water, my giants are unable to move.

I presume this is a bug?

<font size="2" face="sans-serif, arial, verdana">Probably a map bug. The province could be specially marked as "#nostart" in the .map file.

Saber Cherry February 11th, 2004 09:45 PM

Re: Dominions II Bug Thread
 
New bug:

When modding a unit, giving it a new name clears the description. For example,

#selectunit 100
#name "Sheep Shredder"
#end

...gives unit 100 a new name, but deletes the old description.

Taqwus February 13th, 2004 09:07 PM

Re: Dominions II Bug Thread
 
Ivy Kings can't wear the Crown of the Ivy King, lacking a head (slot). Seems a bit odd, but perhaps the missing head explains their prolonged absence...

Gandalf Parker February 13th, 2004 10:51 PM

Re: Dominions II Bug Thread
 
My mounted Tuatha was able to use a Crystal Shield which says mounted units cant use it

rabelais February 14th, 2004 09:06 AM

Re: Dominions II Bug Thread
 
Defenders in sieges can recruit troops, in the sense that they can pay gold for them, .... but they don't actually appear the next (or any following) turn.

This should be fixed, so they can't recruit at all,(as with attackers) ....or can and actually do... otherwise it is a potentially ugly bug, especially in MP.

At the very least it should be aggressively documented.

Thanks,

Rabe the Missing his Yummy new mage, Dammit!

Arryn February 14th, 2004 11:11 PM

Re: Dominions II Bug Thread
 
Quote:

Originally posted by rabelais:
This should be fixed, so they can't recruit at all,(as with attackers) ....or can and actually do... otherwise it is a potentially ugly bug, especially in MP.
<font size="2" face="sans-serif, arial, verdana">Since the defender loses the income of the province to the beseigers, who after all occupy the entire province except the keep itself, then the defenders should most definitely not be able to gather more troops. The proper fix, IMHO, is to simply disable recruiting. No recruiting, no gold loss.


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