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-   -   Bug: Bug Thread: Discussion (http://forum.shrapnelgames.com/showthread.php?t=30593)

Ewierl May 1st, 2007 03:28 PM

Re: bugs
 
I had a very odd and subtle bug crop up in a MP game. Basically, the battle was inconsistent about the amount of dominion in the province.

My pretender lists "dominion penalty -6" for HP, yet (with Gift of Health up too), her actual final count of HP corresponds to a Dominion 10.

My Pangaean Maenads have a HP bonus from GoH that looks like about Dominion 7, but have a Hostile Dominion -1 penalty to their morale.

I haven't looked at every single unit, but other units seem to range from 70-100% HP bonuses.

Looking at the map this turn, my dominion in the province is 3. The previous turn, it had been 7.

Should I upload the .trn file?

Edi May 1st, 2007 03:40 PM

Re: bugs
 
Did your armies move into the province where the battle took place from somewhere else? Because if they did, that would explain it. With GoH up, or in the case of prophets and pretenders, the hit points for units are calculated based on the values that are correct for province of origin. Afterward they drop to reflect the values of the province they moved into.

What I started wondering about is if you move a pretender from high dominion to lower one, he uses hit point values according to province of origin, gets wounded in battle but survives and then the dominion penalty kicks in, could it kill him? Because for example site effects can kill units wounded in combat before the healing phase.

The dominion morale penalty is stranger, so the game files could be helpful in that regard.

lch May 1st, 2007 04:03 PM

Re: bugs
 
I suppose that it cannot kill them because dominion effects are calculated towards their final HPs in the healing phase. So when their HPs drop, they'll have full HP regardless.

Have I already told in this thread that diseased units ignore dominion effects because, as it seems, they skip their healing phase? So when you get your SC pretender diseased in friendly Dom10 dominion you'd be able to wreak alot of havoc deep inside enemy dominion as long as he doesn't get hit in combat...

Ewierl May 1st, 2007 05:00 PM

Re: bugs
 
1 Attachment(s)
Pretender was moving in, while everyone else was breaking a siege. That does explain the pretender's HP (she was moving out of a Dom10 province), but the pretender's MR and strength both suggest a hostile dominion: no MR bonus/penalty is listed, while strength has a -1 penalty. Perhaps those values are calculated later, separate from the HP?

.trn file is attached now. The battle in question is in Pangaea.

Please don't download this if you're playing Dark Matter, folks http://forum.shrapnelgames.com/images/smilies/wink.gif

lch May 1st, 2007 05:23 PM

Re: bugs
 
Quote:

Ewierl said:
the pretender's MR and strength both suggest a hostile dominion: no MR bonus/penalty is listed, while strength has a -1 penalty. Perhaps those values are calculated later, separate from the HP?

Yep, since you are fighting in enemy dominion you are experiencing all the ill effects of it. The same would happen if you're in another heat/cold scale. Those effects are determined when the battle starts. Your pretenders HP are determined in the healing phase of the previous turn, so you can "pump him up" in friendly dominion before entering an enemy dominion. If he enters a province with friendly dominion from one with enemy dominion, then his Max HP are higher than the HP that he used to have the turn before, too, which show as "wounds" (a red bar), and which he can regenerate to the amount of HP he'd get from dominion effects. In the same way, if you enter enemy dominion from friendly dominion, you can't regenerate more HP than would be allowed in the enemy dominion during that battle.

lch May 1st, 2007 06:25 PM

Wyrm has infinite amount of eyes
 
Wyrm, monster id #269 (dunno if there is another one for the pretender)

If you give it an item which causes eyeloss, then the description reads "lost a couple of eyes", even if it's only one Eye of aiming. I suppose the same holds true for afflictions from battle. Here's the strange thing: If you give him a couple more eyes, then it stays at "lost a couple of eyes", the Wyrm never goes blind. Even if you give it four eyes by modding the unit to allow it. How many eyes does the Wyrm have to lose before it turns blind? <font color="blue"> Should be four. He has 2 extra eyes according to the code. Hmm, perhaps a magical eye doesn't remove more than the first eye. Hit him in the head a couple of times and see if he looses all eyes </font>

ano May 1st, 2007 07:05 PM

Nice bug
 
Hi, everyone)
I've noticed a rather annoying bug that makes a generally not bad tactic almost unplayable.
It is about "flight" spell. Flying commander not only may cast "flight" on himself (i think that he shouldn't be able to do this) instead of one units nearby, but he may also cast it twice onto the same unit. This is really bad.
Regeneration, for example, cannot be cast on a unit that already has it (or maybe I'm mistaken?).

thejeff May 1st, 2007 07:24 PM

Re: Nice bug
 
He shouldn't target an already flying unit, but it's not a 100 precision spell. He could miss.
Hard to say if that's happening.
What happens if he's solo and scripted to cast fly twice?

MaxWilson May 1st, 2007 08:12 PM

Re: Nice bug
 
Even a low-precision spell should have 100% precision when cast on adjacent units. Within (Prec/2 - 2) squares it's supposed to be totally accurate.

-Max

Endoperez May 3rd, 2007 01:26 PM

Re: Nice bug
 
Marble Oracles have two eyes, and they can become blind. I suspect that Granite Guardiaans also have two eyes can lose them. They also lack darkvision. I'm not sure if magical constructs are immune to darkness, or if they need their eyes to be able to see, but #darkvision and/or #blind might be needed.


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