![]() |
Re: Dominions II Bug Thread
Quote:
|
Re: Dominions II Bug Thread
Centaur Cataphract natural protection is 0. Should be 3.
|
Re: Dominions II Bug Thread
Centaur Commanders also have natural protection 0, but judging by the other Centaurs should have 3.
|
Re: Dominions II Bug Thread
Quote:
/JK [ February 01, 2004, 10:36: Message edited by: johan osterman ] |
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.
|
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 ] |
Re: Dominions II Bug Thread
Quote:
|
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 |
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! |
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.
|
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. |
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...) |
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.)
|
Re: Dominions II Bug Thread
Quote:
|
Re: Dominions II Bug Thread
Quote:
|
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. |
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.) |
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. |
Re: Dominions II Bug Thread
Quote:
|
Re: Dominions II Bug Thread
#armor 100 crashes Dominions
#armor "Bronze Cuirass" doesn't give anything |
Re: Dominions II Bug Thread
Quote:
|
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 |
Re: Dominions II Bug Thread
"Bronze Cuirass" with two spaces in the middle doesn't work either.
|
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. |
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.)
|
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 ] |
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 |
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 ] |
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. |
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? |
Re: Dominions II Bug Thread
Start Dominions from a terminal window and you will probably get an error message when the game exits.
|
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 ] |
Re: Dominions II Bug Thread
In Marignons Diabolic Faith theme, you can get Witch Hunter hero, but Witch Hunters shall be disabled here...
|
Re: Dominions II Bug Thread
Quote:
|
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? |
Re: Dominions II Bug Thread
Amber Clan priests (!) are NOT sacred.
Rabe the Sacerdotally Challenged |
Re: Dominions II Bug Thread
Will the turn-crash bug ever be fixed?
|
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
|
Re: Dominions II Bug Thread
Quote:
|
Re: Dominions II Bug Thread
Quote:
|
Re: Dominions II Bug Thread
Quote:
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 |
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 ??? |
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? |
Re: Dominions II Bug Thread
Quote:
|
Re: Dominions II Bug Thread
Quote:
|
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. |
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...
|
Re: Dominions II Bug Thread
My mounted Tuatha was able to use a Crystal Shield which says mounted units cant use it
|
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! |
Re: Dominions II Bug Thread
Quote:
|
All times are GMT -4. The time now is 06:40 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.