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Bug thread
I figure it might be helpful to assemble a list of any bugs or errors we stumble across.
So far I've found 1:Alt-tab produces graphical errors (dom scales replaced by random pictures, same with units in build screen) Seems to be sometimes fixed by alt-tabbing out and in again. 2:serpent cult serpent cataphract buildable everywhere, even without temple. This might be intentional, but assuming sacred troops need a temple the sacred serpent cataphract leader should too 3:Abysian humanbred with 2-h weapons have shields too. The special theme letting you get more humanbred has humanbred with shields and 2 handed weapons...shields arent in cost or picture but add to defense and protection still. I think this wasn't intended. All really minor though...I'm glad I trusted to pre-order because I'd be ordering it now anyway http://forum.shrapnelgames.com/images/icons/icon7.gif It seems to be a bit hard on 3d cards though...mine can only really run it on normal and I have a radeon 9600 pro with newest drivers...but I dunno |
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Anathemant Dragon who is turned to a prophet gets description of a Warlock
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When playing C'tis with desert tomb theme, if you reanimate "souless" with the unholy priests you get nothing. The other reanimations work fine, it's just the souless that fail to generate.
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3) Definite bug. |
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In order to reanimate soulless there must be unburied corpses. These appear where there have been battles (then the soulless come armed) or where there has been a disaster (or a destructive ermorian dominion). The spell raise dead also uses unburied corpses so it is more effective if there has already died some soldiers in the battle. |
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Well, I can't get into the game at all.
Johan K, when you have the chance, please check my pm. Thanks. [ October 28, 2003, 21:21: Message edited by: HJ ] |
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just tried to reanimate soulless in a province with corpses, it worked (I believed there was a bug as Alex said). I got a bunch of soulless, perhaps 10. Seems an interesting choice compared to ghouls.
Dont tell me that you store the kind of armaments each killed unit had? I got a mix of soulless with spears and swords, and I killed 2 turns before light inf and hvy inf. There tomb wyrms are powerfuls, if backed by the right magic. I miss my swamp guards though http://forum.shrapnelgames.com/images/icons/icon7.gif |
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The soulless armaments are dependent on the resource value of te dead unit. 15+ => sword and armor.
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ok, attention to detail, I like that.
got a minor case of AI override (yes). My two sauromancers which are scripted to cast 4 animate deads in a row, always start to cast protection on my tomb wyrms (giving them the tremendous boost of 10->11 prot). It seems there was no problem with corpses, as the 3 animates they each cast after were at full complement. I remember a previous discussion where you said that AI override would only occurs on gems consuming spells. So whats give? If the AI start to think too much for us... |
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3) Definite bug. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Are you referring to the Niefelheim theme, or to the standard Jotunheim theme in Dom II? (Or is Niefelheim the new standard for Jotunheim?) In any case, I don't see what's so wrong with making Jotunheim build a temple in every fortress if they want to recruit Jotun commanders. It's not like they're going to be hurting for commanders anyway - when one commander can command 25 Jotuns, you rarely need another commander so you can have more troops. Jotun commanders have a really low casualty rate, too (especially if they have regen items, which are really good for them). And if you're using local troops or Vaettir you can use local commanders or Vaetti chiefs (the Vaetti part doesn't apply if this is a Niefelheim-only issue, though). I usually build temples in most if not all of my forts _anyway_ - for dominion spreading, if nothing else; and they're hard to destroy and help boost my dominion strength (especially important for unusual-temperature nations). So basically I think allowing sacred commanders without temples may be a solution without a problem. |
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Animate skeleton is preferable as it always works (regardless of corpses present). |
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I've made the same mistake with trying to cast animation spells that require bodies when there just aren't any bodies yet. It's easy to do!
The AI will avoid spells that cost gems or dangerous amounts of fatigue if it doesn't see a reason, but it isn't unreasonable about. It only gets really balky if you have set it to do something that simply won't help. A good example would be in the game I'm currently playing a turn or two a day in. (What is this 'free time' thing I hear so much about?) I had my Carrion Lord set to cast a spell that starts Manikin to regenerating. Alas, all his Manikin were dead (well, dead again) so he had nobody to "boost". He aborted the spell and did something a little less pointless instead. A note on the graphical corruption: Alt-enter cleans it up, and you can alt-enter back to fullscreen instantly afterwords, obviously, if you so wish. I find that it usually strikes me only when something co-opts the program, like a TSR or something. Alt-entering and back works well, and makes a nice option when you are multi-tasking. |
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Ok, I just found something else that's probably a bug...
Commanders with retreat orders will retreat from assassination attempts and die. This just happened to my pretender. If it's meant to be like dominions 1 my pretender should have ignored the retreat order if i understand right. You shoulda made me a beta tester. http://forum.shrapnelgames.com/images/icons/icon12.gif [ October 29, 2003, 00:37: Message edited by: LordArioch ] |
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[ October 29, 2003, 00:47: Message edited by: Gandalf Parker ] |
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I wasn't really serious about being a beta-tester...and I've found the best way to alt-tab out is just to alt-enter and then minimize. It causes a lot less trouble.
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Animate skeleton is preferable as it always works (regardless of corpses present). </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">yes, soulless. So it explains. Thanks. |
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I dont know that this is a bug as such, but why does machaka start with a eye of the lord and not an ear of the lord? They have a stealthy spy unit but don't start with it, but instead a priest meant for patrolling. It just seems like a strange break in convention to me.
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#1 While fighting an indy that had crossbow, the enemy crossbow fired over 40 times (full length of battle) even though they are only supposed to have 12 ammo.
#2 The spell Paralyze states Damage: 60+ (paralyze, armor negating). However there is no damage. It seems to work differently that Dom I. The new paralyze simply tags the target with a "paralyzed" icon and does not damage nor fatigue. Looks like you guys forgot to change the description. |
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The battle Lasted 80 turns? And I think the paralyze "damage" might be some sort of duration..but its not clear.
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But, it also could just be an old description. |
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Pardon me if this is supposed to be this way, but...
I was playing Jotunheim with a bog mummy pretender. Although it doesn't have an icon for it, he desription says that it should be immortal. Well, it isn't, once slain it didn't return to the capitol. Also, the mummy changed shape into dracolich once wounded. I don't think this is mentioned anywhere. |
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But he did turn into a Dracolich..... I should really get some sleep now.... |
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But he did turn into a Dracolich..... I should really get some sleep now.... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You took the Dracolich pretender, who isn't immortal and can shapeshift to a Bog Mummy. |
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