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Azure mages broken?
Well azure mages description says it's supposed to be able to lead non amfibious troops to seas but when I put some troopers on him and give move to sea province game prompts me to remove all unable units and then removes all land troopers...
So bug or programmer was high when typing unit descriptions? Version is 3.10 Does any unit give non water units ability to go underwater without magic items? |
Re: Azure mages broken?
There was a major gameplay change where water mages could no longer enter water provinces in DOM_3. This hurt the SP games as the AI which previously had some difficulty entering the water now has extreme difficulty entering the water. In answering your question... the description was never updated.
As a result if you're playing SP games with no water nations... you want to have very little or zero water provinces otherwise it provides the human player an unfair advantage. |
Re: Azure mages broken?
In Dom2 all water mages could bring some troops with them underwater. It was noted in some of their descriptions.
They didn't all get changed for Dom3. So it's a description bug, and a very misleading one. It probably should go on the Shortlist, along with any other mages with that description. I don't know offhand if any commanders can bring troops underwater. |
Re: Azure mages broken?
Well after delving into bug thread this game sure seems to have helluva lots of bugs and discrepancies for commercial product.
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Re: Azure mages broken?
Quote:
These particular mages should be added to the shortlist tho. |
Re: Azure mages broken?
If you look closely at the bug thread, most of those issues are either minor, resolved or both.
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Re: Azure mages broken?
You know what else this game has helluva lots of? Details, intricacies, flavour,
complexity. Such games are left with problems, no matter whether they're made by two guys in their spare time, or by, let us say, just for the sake of example, Creative Assembly... Take the second Total War: Medieval. For months after release, shields took away from defense, instead of adding to it. Two handed weapons' animations were so slow, that no one using them could ever take a swing in combat. Peasants with sticks would slaughter knights with plate mail and two-handed swords. On sallies, the besiegers would stand and let you shoot all your arrows at them without moving a finger. On release, and after the first patch, these three problems happened 100% of the time. It took months for us to convince the developers that some of these issues EXISTED! Now, years later, they are not fully fixed. Oh, they have been worked on, and they are mostly fixed... but every now and then, one will run into some variation that the developers missed. And Creative Assembly is no two man show. The more complex a game, the more bugs you will get. I have never played a game that is as complex as Dominions III. Apart from Angband, I have never played a game for as long as I have played Dominions II. Dominions III will probably displace it, if I manage to get some times to actually play games. I fully expect it to always have bugs. There is a bug that has been with us for years - the disappearing scales. I had despaired of it ever being figured out. And all of a sudden, on a weekend, enough players got on it to finally figure out what was happening. Chances are that next patch will fix it. And so it goes... |
Re: Azure mages broken?
Do any units retain the ability to intrinsically grant water breathing? Because I've long wanted to mod that onto a variety of units.
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Re: Azure mages broken?
I know one of the Jomon heroes does.
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Re: Azure mages broken?
A couple of Pretenders do too - Son of the Sea and Lady of Luck, possibly others.
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