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Old March 1st, 2007, 04:34 PM
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Default Bug Thread: The Shortlist

Bug Thread: Discussion
In-Game Typos
Manual Typos
Dom3 Progress Page at Illwinter

The Shrapnel Games staff have asked me to tackle the task of clearing up the bug thread and managing bug reporting here on the forum and I decided to take it up. Therefore, there are going to be some changes to the way we are doing those things from now on.

This thread here is going to be serving as a shortlist of known bugs. The bugs are going to be categorized according to what they affect, the severity and possible other things. This thread is also going to stay locked and the only people posting here will be me, the devs and possibly other moderators. That way the bug list is not going to get cluttered up as the original bug thread did. The basis for this thread is going to be a distillation of the issues currently buried in the old bug thread. It will be posted in sections as soon as I manage to comb through it, collect unresolved issues and organize them to a coherent list.

The original bug thread will still serve in much the same capacity as it did previously, i.e. you can use it to report new bugs and discuss them. That way if something that is not actually a bug is reported as such, it can simply be commented to be Working As Designed (WAD) and forgotten. The discussion thread and the typo threads are going to be unstickied to give more room for general topics on the first forum page. The relevant threads are linked above.

If you have games or files that require more thorough analysis, send them to Illwinter along with a thorough, detailed description of the problem. You should send them to the i-n-f-o(at)i-l-l-w-i-n-t-e-r(dot)c-o-m address. Just remove the dashes and format the address correctly.

If the issue you are reporting is more than a minor detail and especially if it is something major like the bugs related to the Gatestone and gating spells that transport armies, please DO post a separate thread for discussing that problem in more detail. Linking such a separate thread from the shortlist is much easier than trying to find a possibly large number of posts from the mass in the discussion thread.

Note that even the discussion thread is subject to far more aggressive moderation than it used to be up until this point. Posts that report WAD things as bugs because the personal preferences of the forumer reporting it will be split to a feature requests thread, or if splitting is too unwieldy due to forum moderation mechanics, quoted to the feature request thread and then deleted from the discussion thread.

Some guidelines on how to report bugs:
  • Unit bugs: ALWAYS include the monster number (you can see this by viewing the unit and pressing shift+i and it will also tell you weapon and armor numbers of the unit) and name and then specify the problem with that particular unit. This is especially important because there are several units with the same name and several units with functionally much the same things but perhaps only one of them has some minor issue (e.g. a typo). If you do not provide the ID number, chances are nobody else is going to bother looking it up either and thus it is not likely to get fixed.
  • Weapon bugs: ALWAYS include weapon number, name and an accurate, detailed description of the problem.
  • Armor: See weapon bugs
  • Magic Items: ALWAYS include magic item number (select item for viewing and Shift-I will give you item number, or look it up in the Dom3 DB) and an accurate description of the problem.
  • Magic sites: ALWAYS include site number, name and a detailed description of the problem. If you do not know the site number, please look it up in the Dom3 DB (link in my sig)
  • Forts, poptypes: As above, include ID number and accurate description of the problem
  • Typos: Please report in-game typos in the In-Game Typos thread. When you report a typo, specify exactly where it appears (monster number, item number etc). Provide a correction for the typo. Preferably, write out the entire description with the spelling errors, displaced commas etc corrected, because that will allow the devs to concentrate on fixing more important things and just copy-paste the corrected description into the code. REMEMBER: If something is not spelled according to American English spelling, it is not necessarily a typo, because UK English spelling is somewhat different on many counts. If you are not sure, consult a dictionary first.


BUG REPORT SHORTLIST SYNTAX:

The following syntax will be used to express what category bugs belong to and how the short code each bug will get is formed:

Category:
  • Units: U [monster nbr]-[entry nbr] (each issue to be listed separately, may have varying severity)
  • Weapons: W [weapon nbr]-[entry nbr] (see above)
  • Armor: A [Armor nbr]
  • Magic items: I [item nbr]-[entry nbr] (see above)
  • Magic sites: MS [site nbr]
  • Spells: SP [spell name][entry nbr] (if there is more than one entry for a given spell and more than one problem with different severity)
  • Forts/Poptypes: FT [fort nbr] or POP [poptype nbr]
  • Behavior: BHV [optional codes][summary]
  • Mercenaries: MERC [entry nbr]
  • Combat issues: CBT-[clarification]-[optional entry nbr]
Other issues might need to get more individual codes or can't perhaps be straightforwardly categorized. We can wing those as they come along.

Severity/status/other:
Major
Significant
Normal/Average/Not yet classified to another category
Minor
Trivial
Fixed
Dev Comments
Edi's Comments

Severity and status will be primarily determined by Illwinter. Anyone else's assessments are secondary and only guesstimates unless the issue is well known. Typos are always either minor (missing descriptions, significant description errors) or trivial (e.g. other vs otehr or similar).

That should be just about all of it for now. Of course, anything and everything said above is subject to revision by the administrative staff or the developers if they think something should be done differently. The following post will contain the list of bugs as soon as I can compile it.

Last edited by Edi; October 19th, 2008 at 05:16 AM.. Reason: Color Code Update
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  #2  
Old March 3rd, 2007, 10:38 AM
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Default Re: Bug Thread: The Shortlist

The first installment in the bug shortlist is a fairly large number of things related to units, weapons, armor, magic sites and other such. Most of these things are data typos and easy to fix and the list had been largely compiled and ready to post.

Many of them are trivial and do not impact gameplay as such, but they have been included for the sake of completeness.

Issues that start the summary/description with a question mark are things that could be either WAD or could be bugs and have been included to get clarification. If they are WAD, they will be dismissed and if they are not, then they belong on this list anyway.


FORTS & POPTYPES
  • POP86 no recruitable commanders, bakemono poptype
  • POP87 no recruitable commanders, bakemono poptype
  • FT43 Jewled City should be spelled "Jeweled City" or "Jewelled City"

MAGIC SITES
  • MS 63 City of Tombs 1095 Keeper of Tombs is recruitable by all instead of being homecommander for C'tis only
  • MS 546 Forest beneath the Waves should summon monster 1062 Sea Stag, not 1162 Warrior Chief
  • MS 437 Academy Underneath should give fort 12 Kelp Fortress, not fort 16 Cave Castle
  • MS 443 Kelp Fortress should give fort 12 Kelp Fortress, not fort 16 Cave Castle
  • MS 558 Sea of Dead Memories cannot enter site to summon creatures


WEAPONS
  • W53 Delibitative Poison should be spelled "Debilitative Poison"
  • W81 Thorn Staff 1-handed, should be 2-handed
  • W83 Wave Breaker 1-handed, should be 2-handed
  • W89 Snake Staff 1-handed, should be 2-handed
  • W124 Ice Rod not magic weapon, should be
  • W223 Venomous Bite not bonus, should be as all other bites are
  • W323 Venomous Bite not bonus, should be as all other bites are
  • W340 Procas's Axe of Rulership 2-handed, should be 1-handed
  • W351 Pitchfork 1-handed, should be 2-handed
  • W411 Small Area Stun is NOT stun damage!!! Causes automatic 10 an normal damage with aoe 1
  • W457 Spectral Axe 2-handed, should be 1-handed based on stats (length 1) OR should be 2-handed and length 3 Update: Is now length 3, 2-handed
  • W459 Thrown Sutra should have effect #460 (Stop the Dead) as per description of Master of the Dead (monster #806)

ARMOR
  • A31 Rusty Scale mail Hauberk should be "Rusty Scale Mail Hauberk" Important because assigning armor in mods happens by armor name, not number. This requires consistent spelling.
  • A32 Rusty Ring mail Hauberk should be "Rusty Ring Mail Hauberk"
  • A33 Rusty Chain mail Hauberk should be "Rusty Chain Mail Hauberk"


MONSTERS
  • U121 Demonbred undead leadership 0, should be 40 like Demonbred 87
  • U208 War Shambler should have armor 151 Sharkskin Armor or description is wrong
  • U360/1 Undine should not have foot itemslot
  • U360/2 Undine no magic leadership
  • U401 ***** Queen > Cost mismatch 60/40 between 401 & 402
  • U402 Crone goldcost 40 should be 60; ***** Queen gets a 20 point discount in pretender creation due to the mismatch
  • U644 Dracolich > cost mismatch 50/100 between 644 & 645
  • U645 Bog Mummy goldcost 100 should be 50; This cost mismatch makes dracolich too expensive to be a viable pretender
  • U471 Golem not magic being, should be
  • U561/1 Earth Gnome no magic leadership
  • U561/2 Earth Gnome has foot itemslot, should not have
  • U562/1 Sylph no magic leadership
  • U562/2 Sylph has foot itemslot, should not have
  • U591/2 Dragonfly itemslots 2hand+head+body+foot+2misc, should only have 2 misc
  • U693 Tomb Wyrm should only have 2 misc slots, has humanoid slots (2hand, 1head, 1body, 1foot, 2misc)
  • U717 Carrion Beast (horse) should only have 2 misc slots, has humanoid slots (2hand, 1head, 1body, 1foot, 2misc)
  • U741 Giant Mummy ? no fire weakness; Mummy 389 has fire resistance -100%
  • U742 Giant Mummy ? no fire weakness; Mummy 389 has fire resistance -100%
  • U743 Mummy ? no fire weakness; Mummy 389 has fire resistance -100%
  • U751/2 Thing that Should not Be should not have head slot
  • U752 Elder Thing should have only 2 misc slots, not humanoid slots
  • U888 Hunter Spider has weapon 314 (nostr), should have weapons 65 & 261
  • U899 Hunter Spider (black sorcerer) should not be sacred
  • U982 Clockwork Horror ? should not have itemslots for hands
  • U984 Abysian Light Infantry startage/oldage = 22/50, should be 20/45 like other Abysians
  • U1008 Fanatic Deep One darkvision 5%, should be 50%
  • U1048 Wave Warrior prot 0 should be 1
  • U1062 Sea Stag size 2, should be 3
  • U1063 Sea Lion size 2, should be 3
  • U306 Ice Devil ? should have neednoteat + fire resistance -50 OK
  • U1087/1 Giant Ant has humanoid itemslots, should have none or 2 misc at most
  • U1116 Markata should not have neednoteat
  • U1198 Horticulturist oldage should be 80 like all other hoburgs
  • U1261 Oni Spirit encumbrance 1, should be 0 like all other oni spirits
  • U1295 Mermidon (landform) should have itemslot for feet
  • U1347/1 Sirrush ? mapmove should be 2 is now 3
  • U1362/1 Turkey goldcost 0, should be 110 (shapechanged form 1361 Nahualli costs 110)
  • U1362/2 Turkey leadership 40, should be 10
  • U1383/1 Great Eagle ? should be animal
  • U1416 Mermage (landform) description error: description is that of 1417 Amber Clan Mage (Oceanian)
  • U1430 Ghost Cat goldcost 0 should be 150 (shapechanged from 1429 Uba costs 150)
  • U1491 Wet One goldcost 7 should be 10 or goldcost 10 of unit 1489 Wet One should be 7 (so that landshape and seashape have same price)
  • U1569/1 Mad Triton insane 10% should be 50% like all other mad ones (1564-1568)
  • U1623 Tungalik ? no coldres, should have CR 50%
  • U1635 Wet One ? goldcost 10 should be 7
  • U1638 Wet One Captain ? goldcost 7 should be 10
  • U1715/1 Pisacha should have encumbrance 0 like ghouls
  • U1723 Longdead Raja should have weapon 18 battleaxe instead of 363 iron cudgel: graphic has axe and so does 1760 Bandaraja
  • U1740 Manyusha Rakshasi goldcost 250 should be 350 (shapechanged from 1739 Rakshasi costs 350)
  • U1753 Tuatha Warrior should have enc 3, not 4
  • U1759 Sidhe Lord has no magic, should have Air & Nature Sidhe and tuatha are not yet as they will be. But thanks for the notification
  • U1772 Olm Spawn ? chance of random magic should be 10%, not 1% Update: Is now 100%

Last edited by Edi; August 13th, 2008 at 01:05 PM..
  #3  
Old March 5th, 2007, 07:30 PM
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Default Re: Bug Thread: The Shortlist

Next installment of the bug shortlist, this has all the unresolved unit, battlefield and nation issues from the old bug thread and a couple of others that have appeared in recent threads. Issues related to the GUI, spells, events, AI, systems and commander behavior will appear later.

Things have been categorized here much the same as previously to help resolve them quicker. Same deal with things that have question marks: Unclear but included in order to get clarification.

EDIT: Attached a file with two savegames that demonstrate the HoF bug mentioned toward the end of the list. Both games are on the Cradle of Dominion map.

AGE DISCREPANCIES Might have something to do with regen. I think regen increases lifespan
  • U525/1 Couatl oldage 75
  • U934/1 Feathered Serpent oldage 75
  • U1194/1 Couatl oldage 300 Essentially same monster as 525 and 934, why different old ages ?
  • U518 Troll ? age discrepancy: oldage 200 when recruiting from poptype, oldage 400 when modded as recruitable
  • U564 Sea Troll ? age discrepancy: oldage 200 when recruiting from site, oldage 400 when modded as recruitable
  • U1037 War Troll ? age discrepancy: oldage 200 when recruiting from poptype, oldage 400 when modded as recruitable
  • U1086 Troll Moose Knight ? age discrepancy: oldage 200 when recruiting from poptype, oldage 400 when modded as recruitable
  • U1309 Jotun Wolf ? age discrepancy: oldage 200 when recruiting from nation, oldage 400 when modded as recruitable elsewhere
  • U1310 Jotun Skinshifter ? age discrepancy: oldage 200 when recruiting from nation, oldage 400 when modded as recruitable elsewhere
  • U1651 Jotun Werewolf ? age discrepancy: oldage 200 when recruiting from nation, oldage 400 when modded as recruitable elsewhere
  • U1652 Jotun Werewolf ? age discrepancy: oldage 200 when recruiting from nation, oldage 400 when modded as recruitable elsewhere
  • U1653 Jotun Wolf ? age discrepancy: oldage 200 when recruiting from nation, oldage 400 when modded as recruitable elsewhere
  • U1425 Troll Guard ? age discrepancy: oldage 200 when summoned, oldage 400 when modded as recruitable
  • U1529 Slave Troll ? age discrepancy: oldage 200 normally, oldage 400 when modded as recruitable
  • Other troll units can also have this same discrepancy, but have not been confirmed


HERO/UNIQUE ISSUES:
  • U506/U866 Hero ? Hierogallus, 506 startage 60, 866 startage 27, description same and says old
  • U540 White Minotaur ? national hero, goldcost 70 should be 0
  • U544 Einhere ? national hero, goldcost 20 should be 0
  • U556 Sacred One ? national hero, goldcost 30 should be 0
  • U585 Guild Master no swamp survival, should have it like other C'tisians
  • U622 Traitor King ? national hero, goldcost 290 should be 0
  • U635 Ancient Shaman ? national hero, goldcost 230 should be 0
  • U770 White Satyr ? national hero, goldcost 110 should be 0
  • U863 Apostatic Warrior ? national hero, goldcost 320 should be 0
  • U865 Pontifex Serpentus ? national hero, goldcost 190 should be 0
  • U946 Lady of Spiders ? national hero, goldcost 110 should be 0
  • U952 Hero (Abasi) ? should have mapmove 3 as per basic Machakan infantry
  • U953 King Triumphant (Yasini) ? should have mapmove 3 as per basic Machakan infantry
  • U1021/1 Ghoul Baron should have mapmove 2 like Ghoul Guardians (1020)
  • U1021/2 Ghoul Baron ? national hero, goldcost 20 should be 0
  • U1228/1 Pharmakeia ? national hero, goldcost 210 should be 0
  • U1228/2 Pharmakeia has glamour, no stealth
  • U1382 Abductor ? national hero, goldcost 500 should be 0
  • U1584 Son of Steel ? mapmove 1 while all other EA Ulm commanders and heroes have mapmove 2
  • U1670 Heart Hider no description
  • U359 Queen of the Sea no regen, should have regen 90%she regenerates under water
  • U470/1 Father Illearth ? not magic being even though King of Mountains (469) is
  • U470/2 Father Illearth oldage 100, should be more All other elemental royalty have oldage 1000+
  • U906 King of Deeper Earth has enc 1 (like 469 and 470, the other earth kings), all other elemental royalty have enc 0 and so do earth gnomes
  • U1405 Goat Sun ? goldcost 100 should be 0 Rather trivial and the demon lord could be greedy.


HITPOINT DISPLAY WRONG IN RECRUITMENT SCREEN:
What does this mean? Most of these are not recruitable. In what way do their HP display wrong? Perhaps they are old. Old guys have less HP. Or do they have extra HP?
This issue is apparently caused by a unit's startage being greater than its modified maxage. In other words, if the unit would suffer from old age without the magics it has, its hitpoints are displayed in the recruitment screen as if it were old even though it does not have any penalty
  • U238 Pan (25/27)
  • U446 Lord of the Plague Wind (84/88)
  • U470 Father Illearth (104/130)
  • U516 Pandemoniac (25/27)
  • U525/2 Couatl (17/20)
  • U585 Guild Master (10/11)
  • U586 Great Hag (42/44)
  • U611 Black Bull (25/29)
  • U614 Harpy Queen (15/16)
  • U621 Treelord (238/250)
  • U626 Fallen Angel (47/49)
  • U706 Pan (25/27)
  • U709 Panic Apostate (25/27)
  • U732 Priest King (14/15)
  • U780 Lord of the Hunt (77/90)
  • U810 Lord of Hell (160/177)
  • U865 Pontifex Serpentus (11/12)
  • U900 Lord of Corruption (130/144)
  • U934/2 Feathered Serpnet (16/20)
  • U980 Treelord (238/250)
  • U981 Dying Treelord (200/250)
  • U1038 Capricorn (34/37)
  • U1190 Priest King (14/15)
  • U1194/2 Couatl (19/20)
  • U1360 Onaqui (30/31)
  • U1405 Goat Sun (94/104)
  • U1431 Nushi (9/10)
  • U1582 Guardian of the Tree (10/13)
  • U1672 Master of the Shadow Blossom (14/15)
  • U1708 Consort of the Dead (8/10)


UNITS
  • U601 Lady of Fortune Current maxage 50 should be 1000 like other titans. Obsolete unit not available as pretender for any nation per se, but wishing for Lady of Fortune produces this unit.
  • U1039 Capricorn (landform) Should have stealth. Giving the seaform orders to sneak to land ends up sending the unit to combat or getting it stuck without possibility to give any orders if target province is independent or hostile because the seaform has stealth but the landform does not.
  • U1235 Leviathan Counts as normal unit despite being undead. Not confirmed independently.
  • U1236 Leviathan Counts as normal unit despite being undead. Not confirmed independently.
  • U529 Sea Father ? Description obsolete, needs updating. Not confirmed independently.
  • U1483 Tzitzimitl counts as normal unit despite being demon. Not confirmed independently.
  • U1035 Blood Marshal should not be able to enter the sea, other vampires can't
  • U1703 Mournful have no shield despite graphic. Update graphic or add bone shield armor (not in the game as of yet) and slap that on them?
  • U187 Longdead Legionnaire has wrong graphics. Unit is armed with sword, graphic shows spear and is identical to 186 Longdead Velite

WEAPONS
  • ? W451 Obsidian Club Sword is 1-handed, length 3 should be 1 or 2 ?


BATTLEFIELD
  • CBT 004 Cave battlefields (cave terrain and the various cave castles) are bugged. There is a hole in the battlefield, if units start in hole, they cannot move, attack or retreat and must be killed or autokilled after routing before battle ends.
  • SYS PD Limit PD limit of 125 will overflow to negative values if events push the value past that.
  • GUI Negative Death Scale Negative death scale shows wrong % penalty to population (0.-6% instead of -0.6% for death 3 etc.).
  • GUI Special Reported by PM No, don't ask before the next patch comes out, I will still NOT give an answer
  • GUI Shortcut 'H' does not work
  • GUI Shortcut 'h' does not work correctly: When the right side menu is hidden - key (h) - , the access to the options menu - key (esc) - doesn't work anymore, the right menu must be unhidden to regain access to the options menu.
  • GUI Tips A tip states that Man temples cost only 200, but they still cost 400 (?). Carryover from Dom2 with just the gold value changed? Seems that tip was correct and temple cost was wrong, but it is listed as fixed on the progress page.

Quote:
Cainehill said:
Tien Chi Barbarian Kings display says it has Water, Astral, Air, and _Fire_ for magic. Since none of their mages can get fire, that's incorrect.
Also, says "Priests: Average" - with only H1 priests, so should display Weak. Also : some nations display Average, others Medium - what's the nominal difference?
Attached Files
File Type: zip 501434-HoFNationBug.zip (159.1 KB, 1418 views)

Last edited by Edi; August 22nd, 2008 at 06:53 AM..
  #4  
Old March 8th, 2007, 07:28 PM
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Default Re: Bug Thread: The Shortlist

Installment #3, containing bugs related to spells, map and mod commands, scenarios, game creation, events, AI issues and various types of behavior (commanders, as well as other). All behavior bugs start with BHV and may have other flags also (e.g. BHV MERC <description> for a bug related to behavior of mercenary commanders only)

I'll add the system issues and GUI issues during the weekend. Some of them need some serious attention to formatting before they can be added to the shortlist and I might end up making a report post concerning some of them that will just quote the actual reports since they include the type of information that does not suffer truncating without becoming garbled.

EDIT: Added the helmet and awe bugs to mod command bugs.

Here we go:

Maps, Map Commands & Modding Issues
  • MAP Cradle of Dominion: Several incorrect terrain assignments, some neighbor problem and a lot of missing nostarts. Fixed version available here
  • MAP Parganos: Some missing nostarts, several missing neighbors for the string of eastern sea provinces. Fixed version available here
  • MOD (spell) #copyspell doesn't work
  • MOD (monster) helmet type armors have halved protection
  • MOD (monster) #siegebonus <nbr> does not work at all
  • MOD (monster) #castledef <nbr> always produces castle defense bonus of 1000
  • MOD (weapon) #dt_demon does not work. Weapons do not display the 2x dmg vs demons attribute.
  • MOD (weapon) #nratt does not work There is a limit of -3 for weapons that have less than 1 attack per round, however.
  • MAPEDITOR #defaultmapzoom & #maptextcol Generating a map with the RMG will add #defaultmapzoom into the map file. When you edit the map in the map editor and save the file, #maptextcol will be added but #defaultmapzoom will be wiped out. Presumably this should not happen, since the behavior only cropped up after #maptextcol was added.

SPELLS
  • SPELL Mind Hunt causes game to crash
  • SPELL Wild Hunt: If there are priests sieging a castle that are attacked by the Wild Hunt, the ownership of the castle switches to the sieging force without contest on the next turn and the former defenders will be sieging the castle. Has been tested. Ask Nickles for more information if needed.
  • SPELL Ritual of Rebirth only affects first 10 slots of Hall of Fame, not the full 15. Legacy from Dom2.
  • SPELL Summon Black Dogs / Summon Barghest These two spells have their effects switched around, i.e. Summon Black Dogs summons Barghest and vice versa.
  • SPELL The Looming Hell Devils from this spell can appear and fight underwater even though devils (304) are not capable of entering the sea (neither amphibian, poor amphibian or aquatic).
  • SPELL Summon Umbrals (MA Agartha) works underwater but Umbrals (1490) cannot enter the sea and drown instantly. Either spell or monster should be modified.
  • SPELL Dreams of R'lyeh Causes game to hang if cast at a province that contains only undead.
  • SPELL Summon Great Eagle Description error: Description says the summoned eagles are sacred, they are not and are not even supposed be (ref. U1383 in first summary post)
  • SPELL Blood Rite Description error: Description says vampires are almost impossible to hit without magical weapons, a reference to the ethereal ability they no longer have
  • SPELL Voice of Tiamat Description does not say that this spell can only be cast underwater

  • SPELL Faery Trod Affects caster only, troops stay in province of origin Discussion thread here
  • SPELL Astral Travel Affects caster only, troops stay in province of origin, see discussion thread linked above
  • SPELL Stygian Paths Numerous forms of strange behavior, see discussion thread linked above
  • SPELL Relief can cause game to crash. Hadrian II reports: Linux version, enemy casts Relief in battle, game crashes and console output is ?N?got gick fel! spritewidth: unfetched spr N?got gick fel! spritewidth: unfetched spr N?got gick fel +2 ()!? Ask him for more information if necessary. Game files were not included in report, though the host of the game where this occurred may still have them if he followed Hadrian's request to save them.


More additions:
  • GUI Cave Provinces have junk icon instead of cave icon on main screen
  • BHV SPELL Paralyze Unique summonable monsters that are paralyzed and then killed in combat will remain paralyzed when summoned again, the paralysis persists with the leftover value. Is this possibly tied to the way paralysis works in combat and the unique ID tag of the monster in the game? Fixed by adding a nullification on death, the same way exp is handled?
  • BHV SPELL Burden of Time Burden of Time affects undead with disease affliction and kills them or keeps adding afflictions. Discussion thread here
  • BHV SYS Exit on Right-click Some players have reported Dom3 to quit to Windows when right-clicking on a province. Discussion thread. See also end portion of bug discussion thread.

Last edited by Johan K; May 15th, 2010 at 06:51 AM..
  #5  
Old March 10th, 2007, 07:21 PM
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Default Bookmark: Patch 3.08

Version 3.08

The management of the Bug Shortlist changes somewhat with this patch. Issues will be divided into separate posts by category. If new issues belonging to an existing category are reported, they will be added by editing the relevant post. This way the thread will stay organized. When the next patch comes out, it will also be bookmarked, all open issues will be transferred below the bookmark post and fixed issues will stay where they are.



CREATURES WITHOUT ANY LEADERSHIP FOR THEIR OWN TYPE (MAGIC BEING/UNDEAD/DEMON)

MAGIC BEINGS
  • U 213 Salamander
  • U 307 Lesser Horror
  • U 308 Horror
  • U 408 Water Elemental
  • U 409 Water Elemental
  • U 410 Water Elemental
  • U 411 Water Elemental
  • U 412 Water Elemental
  • U 413 Water Elemental
  • U 466 Cockatrice
  • U 467 Foul Beast
  • U 474 Living Statue
  • U 475 Crusher
  • U 476 Lumber Construct
  • U 493 Earth Elemental
  • U 494 Earth Elemental
  • U 495 Earth Elemental
  • U 496 Earth Elemental
  • U 497 Earth Elemental
  • U 498 Earth Elemental
  • U 511 Winter Wolf
  • U 512 Fall Bear
  • U 513 Spring Hawk
  • U 514 Kithaironic Lion
  • U 515 Summer Lion
  • U 527 Will o' the Wisp
  • U 528 Corpse Candle
  • U 531 Iron Dragon
  • U 542 Gargoyle
  • U 543 Angel of the Host
  • U 567 Air Elemental
  • U 568 Air Elemental
  • U 569 Air Elemental
  • U 570 Air Elemental
  • U 571 Air Elemental
  • U 572 Air Elemental
  • U 591/1 Dragonfly
  • U 592 Sprite
  • U 594 Fire Elemental
  • U 595 Fire Elemental
  • U 596 Fire Elemental
  • U 597 Fire Elemental
  • U 598 Fire Elemental
  • U 599 Fire Elemental
  • U 736 Ether Warrior
  • U 737 Ether Lord
  • U 750 Thing from Beyond
  • U 751/1 Thing that Should not Be
  • U 753 Thing from the Void
  • U 754 Greater Otherness
  • U 755 Otherness
  • U 756 Lesser Otherness
  • U 757 Vile Thing
  • U 758/1 Thing of many Eyes
  • U 759 Dweller in the Deep
  • U 760 Siege Golem
  • U 814 Fire Snake
  • U 817 Clayman
  • U 831 Ice Elemental
  • U 832 Ice Elemental
  • U 833 Ice Elemental
  • U 834 Ice Elemental
  • U 835 Ice Elemental
  • U 836 Ice Elemental
  • U 1087/2 Giant Ant
  • U 1338 Celestial Hound
  • U 1347/2 Sirrush
  • U 1349/1 Devourer of Souls
  • U 1496 Sentinel
  • U 1497/1 Attentive Statue
  • U 1498 Granite Guardian

UNDEAD
  • U 433 Bone Fiend
  • U 534 Corpse Construct
  • U 536 Damned Buccaneer
  • U 809 Shadow Vestal
  • U 994 Eater of the Dead
  • U 995 Eater of the Dead
  • U 996 Eater of the Dead
  • U 997 Unfettered
  • U 1235 Leviathan
  • U 1236 Leviathan
  • U 1490/1 Umbral
  • U 1562 Void Spectre

DEMONS
  • U 1356 Ozelotl
  • U 1357 Beast Bat
  • U 1360 Onaqui
  • U 1661 Misbred

  • FT 27 Ermorian Castle Battle graphics are broken and defenders start outside walls and cannot retreat from the battlefield Are you sure? Castle 8 and 28 are positively broken, but 27 doesn't seem to be Mistaken report. I did not test this myself, so there we are. Apologies.
  • SPELL Summon Bean Sidhe conjures a Tlahuelpuchi, the Mictlan blood summon.
  • AI CBT SPELL Raise Dead AI will cast Raise Dead in combat even if there are no corpses. Nothing is reanimated and the caster only gets fatigue from casting.
  • AI ITEM Black Heart AI gives Black Hearts to commanders without stealth, ruining both item and commander.
  • BHV SPELL Blessing (all varieties) does not affect undead sacred units, making them unblessable. There is a thread with a mod attached that temporarily fixes this issue here and DrPraetorius can probably help pinpoint where the problem is if it's necessary.
  • BHV MERC Gems: It is possible to steal blood slaves from a mercenary by selecting him and using the Z shortcut. This should not work.


MODS
  • MOD (weapon) #secondaryeffectalways does not work correctly.
  • MOD (weapon) #aoedoes not work
  • MOD (monster) #reinvigoration does not work
  • MOD (monster) #awe <bonus> effect is actually #awe <bonus-1>, so to get awe 0 the command must be formatted #awe 1 WAD, it's like that in the code as well. 0=no awe Very good, this is nice to know and Mod FAQ material when somebody writes one
  • MOD (nation) #clearsites does not work as it should. If a nation has several startsites (e.g. Mictlan, all eras, 4 sites), each site must be cleared separately before all sites are clear


NATION ISSUES
  • NAT EA & MA Caelum leadership issue: Storm Generals and Tempest Lords (1288) of Caelum can only lead 40 units. High Seraphs and Seraphines can lead the same amount, cost less resources and one is a mage, the other a stealthy priest. There's no reason to ever buy a Storm General. Thus Storm Generals should have a better leadership value? Same problem with Tempest Lord in EA.
  • NAT EA Abysia PD: Has humanbreds as PD but can't recruit them.
  • NAT LA C'tis Reanimation: Cannot reanimate Tomb Wyrms (monster 693) in 3.04
  • NAT MA Agartha PD: MA Agartha can't recruit PD underwater. Agartha MA has no wet ones and most of the population are humans.
  • NAT Kailasa PD: PD includes heavily armored Bandar Warriors that are not available for recruitment in EA.
  • NAT LA Man Stealth LA Man has stealthy sacred units but no stealthy priests. Thus stealthy blessed raiders are not available for strategy options. This seems like an accidental oversight. Lord Warden got p1 and a slightly new descr
  • NAT MA Eriu forts: Eriu can only build motte-and-bailey, seems to be in all terrains but plains/farm. Should probably have more variety As far as I can tell from the code they should have hillforts in mountainns, cities in farms, swampcastles in swamps and mottes in forests, and motte also in plain and waste as default. True. Reported as bug due to incomplete testing. My mistake.
  • NAT EA(?) Agartha PD: Agartha receives the same province defense under water as on the surface. Should receive Wet Ones underwater?
  • NAT LA Mictlan PD: Underwater PD is the same as land PD, even though manual says uw PD should be Atlantean. High level of PD adds some Atlantean light infantry, but base uw PD should get Atlantean militia? doesn't seem to be in the code, are you certain? Perhaps I was mistaken, but somebody did report the uw PD not being what it should. Works just fine when tested with v3.10
  • NAT All amphibious PD: Underwater PD is the same as land PD, feat_uwdef1 etc doesn't work.

DESCRIPTION ERRORS, NATIONS DESCRIPTIONS
  • Middle Era Arco doesn't have any air magic, yet is still described as having 'elements' magic.
  • Shinuyama has nature and water, but this is not mentioned, nor are its many national summons. The troops category should mention Kappas.
  • Middle Era T'ien Ch'i says it has fire magic when it actually has earth.
  • Middle Era Jotunheim's magic description should read 'Water, Blood, Death, Nature, Astral' to better reflect its relative power in these paths.
  • Barbarian Kings' magic description is completely wrong.
  • Conquerors of the Sea has air and astral magic, but this is omitted.
  • Early Era Abysia has earth magic, but this isn't mentioned.

Last edited by Edi; August 22nd, 2008 at 06:55 AM..
  #6  
Old March 11th, 2007, 05:51 AM
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Default 3.08 Statfix Issues

Various issues that would mainly be simple statfixes.

Note that while some description errors are listed, most of these and any other typos in the game should be taken care of in the next patch, pending the outcome of a project I have been working on. Mentions of the "Great Fixing" in my comments are references to this project.


MAGIC SITES
  • MS 1 The Smouldercone (ME) Does not increase heat Probably due to having gems + 4 recruitables. Move 1 recruitable to other site & add heat? Or leave as is? Has apparently been fixed by adding heat and moving one recruitable to another site

ARMOR
  • A50 Weigthless Scale Mistyped as "Weigthless Scale", correct spelling is "Weightless Scale"

WEAPONS
  • W 94 Spear should be bonus but is not (Centaur Chariot bonus weapon). This causes the Centaur chariot to have completely abysmal attack values for all of its weapons because it gets ambidexterity penalties for all three spears (1, 94 & 96)
  • W 96 Spear should be bonus but is not (Centaur Chariot bonus weapon). This causes the Centaur chariot to have completely abysmal attack values for all of its weapons because it gets ambidexterity penalties for all three spears (1, 94 & 96)
  • W 119 Hammer of the Cyclops ? nostr, should not be WAD, the hammer gives the wielder the strength of a cyclops
  • W 195 Sword of many Colors typo: should be spelled "Sword of Many Colors"
  • W 208 Thunder Whip ??? 10 an damage, shock only? Or should be 0 (max 1) + shock ? Apparently 1st option is WAD?
  • W 433 Shadow Spear rescost 0, should have rescost 1+ because is equipped on recruitable units
  • W 437 Long Spear should be bonus but is not, is nostr weapon used from back of elephant. This causes the elephant to suffer ambidexterity penalties from all weapons when attacking same sized targets and a totally abysmal attack value

UNITS
  • U 334 Golden Naga ? should have darkvision 75, oldage should be 1000 if unit is ever to be used, and it can be wished for. She is not supposed to be wished for. She is not in the game, unless you sort of cheat, and then you must face the consequences
  • U 385 Daughter of the Land oldage should be 1000; irrelevant as such because the unit is obsolete and not available, but all other titans have oldage 1000+Huge pretenders automatically get 100 maxage. If made pretender she should have 1000 maxage as well This unit, like the golden naga, can be wished for, so it'd be nice if the maxage wre increased to 1000, but not such a big deal
  • U 562/1 Sylph Itemslots 4x hand, 1x head, should be 2x hand, 1x head, 1x body, 2x misc
  • U 563, U 911, U 912; The Air Queens: If the air queens are equipped with a water breathing item and cloud trapezed into a sea province (which they normally cannot enter), they behave erratically. If the sea province is next to land, they can move out into the land province. If it is surrounded by other sea provinces, the unit is stuck and cannot move AT ALL, nor can it use Cloud Trapeze to get out. WAD. Air queens cannot enter seas. Just like a vampire she is hurt by water, and if you by magic forced her to enter the sea, you should be lucky that she did survive at all . She is supposed to loose 100% of her hitpoints every turn. If she was a prophet she might have survived. She will be happy to leave the sea, but not to enter another sea.
  • U 585 Guild Master No swamp survival
  • U 671 Dispossessed Spirit should not have itemslot for feet
  • U 751 Thing that Should not Be should be spelled "Thing That Should Not Be"
  • U 758 Thing of many Eyes should be spelled "Thing of Many Eyes"
  • U 821 Ice Devil should have fire resistance penalty 50% ?
  • U 823 Ice Devil should have fire resistance penalty 50% ?
  • U 824 Ice Devil should have fire resistance penalty 50% ?
  • U 825 Ice Devil should have fire resistance penalty 50% ?
  • U 1198 Horticulturist Weapons 153 Stick & 80 Fire Brand, should only have 153 Stick
  • U 1287 Tempest Warrior Description refers to Ring Mail Hauberks as armor and states they do not use ice armor, yet unit has 2 points of iceprot (temp dependent).
  • U 1288 Tempest Lord Description refers to Ring Mail Hauberks as armor and states they do not use ice armor, yet unit has 2 points of iceprot (temp dependent).
  • U 1363 Ancestral Spirit should not have itemslot for feet[/color]
  • U 1416 Mermage Descr typo "...loose..." --> "...lose..." This should be taken care of by the Great Fixing
  • U 1549 Shuten-doji flute aura affects friends as well as foes; it should not. Version 3.04
  • U 1562 Void Spectre No undead leadership, is an undead commander
  • U 1776 Bean Sidhe Undead unit, has encumbrance 3. Description & name are same as 1774 Bean Sidhe, is this intended?
  • U 1778 Hero (Cu Chulainn) AP 13, other chariot units have 16
  • U 1788 Firbolg Champion Goldcost 13 should be 45

    Pokey noses . Why report bugs on unfinished units? Some might be useful though.
  • U 1790/1 Nemedian Warrior No forest survival (Nemedian Sorceress and Nemedian Queen have forest survival)
  • U 1790/1 Nemedian Champion No forest survival (Nemedian Sorceress and Nemedian Queen have forest survival)
  • U 1792/1 Nemedian Sorceress Wrong weapon or graphics. Weapon is dagger, graphic is staff/spear. Units with essentially same graphics 1794 Partholonian Sorcerer has weapon 473 Golden Spear and 1795 Partholonian Sorceress has 7 Quarterstaff
  • U 1792/2 Nemedian Sorceress Cost same as 1790 Nemedian Champion, but not sacred (more upkeep), only has 1 more magic, so no incentive to ever buy this unit except MAYBE for the random.
  • U 1793/1 Nemedian Queen Wrong weapon or graphics. Weapon is dagger, graphic is staff/spear. See U1792 for more graphics notes
  • U 1793/2 Nemedian Queen If this unit is a national hero, goldcost 200 should be 0
  • U 1793/3 Nemedian Queen Base hit points displayed as 12 in recruitment screen, true value is 13, visible when right-clicking stat
  • U 1800 Fomorian Champion Graphic has javelin, unit does not
  • U 1805 Long Handed Size 3. Intended, or should be size 2? Has glamour, but no stealthLugh doesn't hide. He has the splendour and the might of the sun.
  • U 1806 Fianna Size 3. Intended, or should be size 2?
  • U???? LA Mictlan Hero Cimmeru appears as if he were Quetzalcoatl but without magic.

Last edited by Edi; August 22nd, 2008 at 06:55 AM..
  #7  
Old October 11th, 2007, 04:24 PM
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Default VERSION 3.17

VERSION 3.17
  #8  
Old October 28th, 2007, 03:03 PM
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Default Re: 3.10 Statfix Issues

THINGS FIXED FROM 3.17 TO 3.20



THE REALLY IMPORTANT STUFF
  • CBT Battlefield Enchantments Battlefield enchantments that affect the whole battlefield for the duration of the battle (e.g. Wrathful Skies, Darkness, Solar Brilliance etc) do not end when the mage who cast them leaves battlefield, even though they should.
  • BHV Army Movement: Move & Patrol When a commander is selected to move into a province with a castle and the move order changed to move and patrol, adding units to his squads will not change the move order even if the units do not have sufficient map move. Thus units with strategic move of 0 can be moved from province to province and units with strategic move of 1 can be made to move farther than they should.
  • BHV Non-stealthy Units Sneaking Out of Besieged Castles Non-stealthy units can sneak out of besieged castles. Requires stealthy commander. Give commander move orders out of castle and he will sneak. Add non-stealthy units and move orders change from sneak to move, but orders are executed on hosting anyway. Can be used to evacuate sieged castles to friendly neighboring provinces and/or attack neighboring hostile provinces. This seems to be a special case of the above issue.



THE OTHER STUFF
  • W 43 Poisoned Claw cannot be assigned to holy units (unless undead?) Can't see why, no different from any other weapon
  • W 250 Poisoned Claw cannot be assigned to holy units (unless undead?) Can't see why, no different from any other weapon On further testing it turned out that these two weapon "issues" are false reports caused by a mod error.

  • U 1162 Archer & U 1163 Warrior Maiden Archer had stealth removed, warrior maiden still has stealth. Are both supposed to be non-stealthy? (Ref. EA balancing thread) Apparently WAD
  • U 1847 Decrepit Description suggests loss of sacred status, so should he have H1 and sacredness? Apparently this is WAD

  • MAPCOM #seaplayers 0 is ignored if randomly determined nation is an UW nation This command has no effect in Dom3
  • MOD (monster) nametypes for Jomon: Jomon male and female nametypes are listed incorrectly in mod manual, they should be switched (female number is listed as male and vice versa)
  • MOD (monster) #magicboost does not work for specific paths

  • SPELL Mossbody: Explosion from mossbody also kills poison immune units, even though it should only cause poison damage. Works as it should for me
  • SPELL Communion 1 Slaves can act if they do so before the master has acted. This was originally a bug, but was intentionally left in the game to allow certain unique strategies arising from it.
  • SPELL Mists of Deception Needs a review of its operation mechanics for being too easily abusable with the CBT Battlefield Enchantments bug. Earlier report erroneously stated it keeps on producing phantasms even if all enemies are dead, but killing all enemies and phantasms ends the spell. However, this is very often very hard to do without a massive investment in resources compared to what Mists of Deception requires. Discussion threads are here and here Grayed out because the BFE bug has been fixed, but left here in case there is any relevance later

Last edited by Edi; September 6th, 2008 at 04:52 PM..
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Old February 16th, 2008, 04:16 AM
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Default

VERSION 3.20

Last edited by Edi; September 6th, 2008 at 04:54 PM..
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Old March 6th, 2008, 04:28 PM
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Default

THINGS FIXED FROM 3.20 TO 3.23b

ITEM SLOTS
  • No arm, no helmet: Commanders wielding two-handed item weapons in combat and getting the affliction 'Lost an arm' can lose their intrinsic helmet (but not the head slot). One of Blofeld's bane lords had his arm chopped off while wielding a wraith sword and when the item was later removed (it wasn't lost), the default full helmet was gone. Adding a starshine skullcap gave MR bonus but no head armor. Related to wielding 2-h item and 'Lost an arm' affliction? Or 2-h item causing confusion between 'Lost an arm' and 'Lost his head' afflictions or something else?
  • Item Slots Changing due to afflictions. Basically a different instance of the above case, an immortal unit healing from the "Lost an arm" affliction and getting its hand item slot back can cause unit to drop items. If an artifact is lost in this way, it will not be available for reforging unless the game is reloaded. In short, afflictions and item slots may result in very strange behavior. In the example case, a regrowing arm caused helmet, armor and boots to be dropped.



BEHAVIOR
  • BHV MERC Retaining commands: Mercenaries outbid from previous employer can appear as already executing orders previously given. This can result in the winning bidder gaining a free fort, temple or lab, depending on what orders were given on the previous turn(s, in the case of forts).
  • BHV SPELL Globals Global enchantments of nations that have vanished stay in effect. [Edi's note: Presumably in cases where nation is defeated without the casting unit explicitly being killed (e.g. dominion death)]
  • BHV Recruitment Queue 1: Canceling previously bought recruitment queue while being besieged triggers cheat-detection If it did it has been fixed.
  • BHV Recruitment at Unrest 100+ Should the recruitment queue be grayed out like it is during sieges when unrest rises above 100? Currently it is not, though units cannot be recruited. Changed so it's greyed out. Probably easier to understand that way.
  • BHV Shapechange 1: Dragon changing from human shape to dragon shape keeps helmet and misc items. Dragon changing from dragon shape to human shape keeps misc items but loses helmet. If misc slots are empty, the drago keeps the helmet.
  • BHV Shapechange 2: Dragon in human shape does not change into dragon shape immediately upon being wounded but upon death of human shape, which usually results in the dragon gaining several battle afflictions. Bug or WAD? WAD
  • BHV Unable to get new prophet This behavior may happen if a prophet dies of disease, player is unable to assign new prophet even after 20 or more turns. Possibly related to the late winter disease bug (units lose 1 hp to disease, then an extra HP, which also permanently kills immortal units in friendly dominion if it happens). Discussion thread and uploaded files here

BHV AI & Seduction
Quote:
Originally Posted by lch View Post
AI "bug": It seems to me that the AI only seduces with units that have the seduction effect of a succubus (fx number 210), and never with units that have the seduction effect of a Nagini (fx number 298). I suppose that the relevant code for assassinations/seductions hasn't been updated when the new seduction type was introduced. Thus the only units that the AI uses for seduction attempts are Succubus (811) and Lilot (2071).

Units affected:
  • Nagini (1325)
  • Oreiad (1650)
  • Manushya Rakshasi (1740)
  • Satyr (1881)
  • Cloud Vila (1941)
  • Mountain Vila (1942)
  • Sirin (1945)
  • Rusalka (1954)

IMMORTALITY & DISEASE
  • IMMORTALITY 002: Diseased immortal units may die permanently. Discussion thread here. Apparently, diseased units lose 2 hit points in late winter due to the mechanics and affliction determination, which can lead to permanent death of imortal units in friendly dominion. (fixed in 3.22)
  • BHV Unable to get new prophet This behavior may happen if a prophet dies of disease, player is unable to assign new prophet even after 20 or more turns. Possibly related to the late winter disease bug (units lose 1 hp to disease, then an extra HP, which also permanently kills immortal units in friendly dominion if it happens). Discussion thread and uploaded files here (fixed in 3.22)

SYSTEM
  • SYS CLI 002 --nonationselect and --noscoregraphs don't seem to work. When creating a game from the commandline in linux, use of either switch will reply with unkown switch. WAD, it's --nonationsel. --noscoregraphs works fine.


STATFIXES, UNITS
  • U 1652 Jotun Werewolf Goldcost 0 should be 250 to match Jotun Skratti or Skratti in werewolf form will cost 0 upkeep
  • U 1653 Jotun Wolf Goldcost 0 should be 250 to match Jotun Skratti or Skratti in wolf form will cost 0 upkeep


SPELLS
  • SPELL Domes Domes of the same type stack, making it possible to erect any number of domes of the same type simultaneously. All domes must be broken during the same turn or none of them will go down, which means that layered air domes make a province virtually immune to any overland spells if stacked five times or more. Other domes have the same problem, just not 80% stopping power. Works like this now.
  • SPELL Wish: Wishing for a non-unique item removes one existing item of wished for type from every nation (except the nation casting the wish, presumably), which can make for a very nasty exploit in the case of powerful non-unique items like Ring of Wizardry, Staff of the Elements and similar. Discussion thread
  • SPELL Sea of Ice does not affect AI at all. In fact, AI seems to be somewhat immune to movement restrictions that completely prohibit movement. Discussion thread
  • SPELL Tidal Wave AI is not affected by spell limitations in selecting target province and can cast it at inland provinces. Human players are affected normally by the limitation.

Last edited by Edi; May 30th, 2009 at 05:08 PM.. Reason: Update
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