Pending addition to the bug shortlist, commentary on some already reported bugs so that I won't have to deal with those questions later.
WAD = Working As Designed
PAY ATTENTION:
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Taqwus said:
Thematic bug: it's very odd that, after capturing a capital, one can recruit troops there based on the underlying indy poptype that the owner of the capital could not recruit. If I capture Ulm and can recruit amazons there... why couldn't Ulm have done the same?
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WAD. All provinces are assigned a random poptype during map creation. Nobody can recruit the indies of their own province. If there were some routine in the game that assigned poptype 88+ to home provinces after their locations were determined, then NO independent units would be recruitable.
A trivial enough issue that it is hard to justify using programming time to do anything about it unless the devs feel that way.
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NT Jedi said:
Rejuvenate spell does not work on undead which cast the spell. The spell is still casted yet the age for the undead doesn't decrease.
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WAD. Undead do not seem to be affected by any age related effects of either nature or fire magic or presumably other age increasing/decreasing effects. At all.
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NT Jedi said:
Victory Point Provinces with 2 or 3 Crowns only shows one crown on the map within randomly generated games. Not sure if the same is true for premade maps.
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Fixed in 3.06 or earlier
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GrobRim said:
Shift-click for selecting multiple units doesn't work when army setup screen is called up using 'y' rather than 't'
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Fixed in 3.06 or earlier.
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Frank Trollman said:
Map Bug: Parganos: Province 31 is not marked "no start".
Ygorl said:
In the Cradle of Dominion map, provinces 120 and 167 should be tagged as water provinces
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Will be fixed in next patch. I will provide Illwinter with fixed map files for these two maps so that they can devote their time to more crucial issues instead of bothering with such relatively minor things.
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cthulhu said:
independants have temples. happened in dom2 also, but seems much more common now
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WAD. Independent provinces can suffer/benefit from random events just the same as the provinces of any nation. One event builds a temple in the province. Indie temples do not spread any dominion nor do they decrease the dominion of surrounding nations. They will be destroyed upon conquering the province.
Thematically, they can be regarded as temples to now vanished deities or some minor local god whose worhsip is stamped out by the invading nation to make room for the True God.
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cthulhu said:
vampire lords can't use water breathing items, but national troops can? I guess this is probably intentional, one of the many, many ways that vampire lords have been nerfed
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WAD. Vampires in mythology tend to be stymied by running water and are bound to land and the earth, specifically to the earth of their own graves in certain folklore. Therefore it is thematically inappropriate for them to be able to enter the sea.
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cthulhu said:
vaetti hags start old age at 50. vaette cheiftains start it at 100. vaette at 50.
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WAD.
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cthulhu said:
vaetti hags don't require a lab to build
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WAD. Due to the mechanics of the game, only mages who have one magic of a specified path require a lab to build. Mages who have no magic to begin with but who have a chance to get a random magic (no matter if that chance is 100%) do not. Thematically this can represent hedge wizards and witches who are not formally trained but stumble upon the gift of one magic path or another and puzzle their way to some basic understanding of it.
With the vaetti hag, this is especially appropriate given the starting age of the unit. A whole lifetime of practicing whatever it is such hedge witches practice to learn a single level of a single path and without any formal training. Doesn't need any expensive labs for that.
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Lasu said:
This occured to me recently: I summoned an unique Demon Lord and prophetised him. A while after he died in combat, so I summoned him again and he had retained his prophet status, even though I was able to appoint another prophet, so in effect I could have had two prophets.
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WAD. Unique summons in Dominions 3 are
unique. Aside from experience, they seem to retain the characteristics they acquire during games. If a unique creature such as a demon lord or arch devil is placed on a map by map command and modified via map commands (renamed, magics removed with #clearmagic etc), then those characteristics will persist throughout that particular game. Even if killed and summoned again, they will keep their original name and will not automatically reacquire stripped magic.
This has been verified with a test map.
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cthulhu said:
hamas dryads still have flavor text that says they can't leave their home provinces... and still are perfectly capable of leaving their home province
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WAD. Hamadryads can leave their home province, just as they could in Dom2, but will lose 1 hit point per turn as long as they are away and will eventually die. In that sense they are unable to leave their homes.
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B_Bond: said:
I don't know if anyone has commented on the Colossal Fetisch. <snip reference to another fixed issue> maybe "Fetisch" should be "Fetish" as in "an object regarded with awe as being the embodiment or habitation of a spirit" (Dictionary def)?
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Fixed in 3.06 or earlier
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Cainehill said:
Equipping magic weapons on commanders with 4 arms is very buggy : for example, the Destroyer of Worlds has 4 hand slots, starts with 4 weapons (2 melee, 2 ranged). Equipping a Thorn Spear costs _all_ 4 slots, while adding an Enchanted Shield gives back the Plague Bow and Lightning ranged attacks.
Same thing happens if a Serpent Kryss or Enchanted Sword is equipped. And, if two magical weapons are equipped, _plus_ a shield, the pretender now has 2 melee attacks, 2 ranged, _and_ a shield. In fact, a Black Steel Tower Shield can be added, for 2 (forged) magical melee weapons, 2 magic shields, and 2 missile weapons equipped. Take away the 2 weapons, he doesn't get the original equipped items back, instead gets a useless kick. And of course, equipping the shields _before_ the weapons takes away the missile weapons.
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WAD. This is related to the behavior of non-bonus missile weapons in the game. Non-bonus missile weapons behave as if they were bonus weapons with regard to intrinsic melee weapons. If a unit is not assigned an intrinsic melee weapon but is given a non-bonus missile weapon in a mod, they get weapon 92 Fist as default melee weapon. It is possible that they would keep any previously assigned intrinsic melee weapon, but I've only tested with units whose intrinsic weapon was fist, so the point is moot. In any case, addition of the missile weapon will leave the unit with both melee and missile weapon.
Giving the unit a shield item only will not affect the missile weapon. Giving the unit a weapon item only will eliminate ALL non-bonus weapons it intrinsically had. Giving both weapon and shield items will also eliminate all intrinsic items. IF the unit only has 2 hand slots, that is. It is NOT confirmed, but my speculation is that units with 4 arms will check after the first weapon and shield if there are any empty arm slots and keep missile weapons if there are. The case with two shields would probably work according to similar logic. A test case with three 1-handed weapons and 1 shield could be used to fully test out this behavior. Possibly as long as the last hand slot contains a shield, the DoW gets to keep both missile weapons due to their peculiar status as de facto bonus wrt melee weapons if they are intrinsic.
These are all of the things that I have gleaned from previous posts in the bug thread that seem to be completely WAD or which have a logical, consistent (if sometimes strange) explanation in light of observed game mechanics.
Unless the devs personally intervene to pronounce one of these issues as bugs, I DO NOT WANT TO SEE THEM REPORTED AGAIN.
Thank you for your time.
Edi