|
|
|
|
|
October 28th, 2003, 08:50 PM
|
Sergeant
|
|
Join Date: Sep 2003
Location: Austin, TX
Posts: 262
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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 pent 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
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
|
October 28th, 2003, 08:56 PM
|
|
Lieutenant General
|
|
Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Bug thread
Anathemant Dragon who is turned to a prophet gets description of a Warlock
__________________
"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
|
October 28th, 2003, 09:02 PM
|
|
Second Lieutenant
|
|
Join Date: Oct 2003
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bug thread
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.
|
October 28th, 2003, 09:05 PM
|
|
General
|
|
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
|
|
Re: Bug thread
Quote:
Originally posted by LordArioch:
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.
2pent 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
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
|
2) Sacred commanders are buildable regardless of temples. Priests are not. This is because Jotun only had sacred commanders.
3) Definite bug.
|
October 28th, 2003, 09:05 PM
|
|
Major General
|
|
Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bug thread
Quote:
Originally posted by apoger:
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.
|
I seem to recall something about some spells and processes requiring fresh corpses, and a corpse count being present in some provinces. I wonder if that is the cause?
|
October 28th, 2003, 09:08 PM
|
|
General
|
|
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
|
|
Re: Bug thread
Quote:
Originally posted by apoger:
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.
|
Were there any corpses in the province? An unholy priest or a necromancer will know the number of corpses in a province they visit.
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.
|
October 28th, 2003, 09:41 PM
|
Second Lieutenant
|
|
Join Date: Sep 2003
Posts: 483
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Bug thread
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 ]
|
October 28th, 2003, 09:58 PM
|
Lieutenant Colonel
|
|
Join Date: Apr 2003
Location: Nuts-Land, counting them.
Posts: 1,329
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: Bug thread
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
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
|
October 28th, 2003, 10:01 PM
|
Captain
|
|
Join Date: Aug 2003
Posts: 883
Thanks: 0
Thanked 13 Times in 5 Posts
|
|
Re: Bug thread
The soulless armaments are dependent on the resource value of te dead unit. 15+ => sword and armor.
|
October 28th, 2003, 11:15 PM
|
Lieutenant Colonel
|
|
Join Date: Apr 2003
Location: Nuts-Land, counting them.
Posts: 1,329
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: Bug thread
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...
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|