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December 1st, 2007, 12:57 AM
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Second Lieutenant
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Join Date: Sep 2007
Posts: 525
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Poison Barbs - bugged?
Poison barbs are suppose to affect 0-1 length weapons, aren't they? Well, in a recent game, a shark knight attacked two paralyzed triton troopers and killed them both, as expected. But the shark knight is also seriously poisoned and died in a few rounds.
There are no other enemy troops around and the two triton guards are paralyzed, so there is no chance of striking back. In any case, shark knights uses length 4 and 5 weapons and should not be subject to counterattack.
Is it a known bug?
On a side note, since all tritons are carrying poison, what's the point of recruiting shark knights?
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December 1st, 2007, 04:35 AM
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Corporal
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Join Date: May 2007
Location: Sydney, NSW
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Re: Poison Barbs - bugged?
Shark knights have bite, no?
And thats length 0-1, isn't it?
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December 1st, 2007, 04:56 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Poison Barbs - bugged?
Not all tritons have poison barbs by a long shot. In fact only the relative few with coral armour have them. Even if the shark does suffer from the poison barbs, it still kills the enemy before it dies (if it dies), right?
I just think "What's the point of Shark Knights" is a dumb question. They're a good unit. The fact that they die shouldn't prevent anyone from using them.
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December 1st, 2007, 08:17 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Poison Barbs - bugged?
No, poison barbs are NOT weapons as such. They are an effect which results in a poison attack against anyone who strikes AT the poison barbed unit with length 0-1 weapons. The barbed unit gets damage normally from the attack, but the attacker may get poisoned and will suffer the effects of that.
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December 1st, 2007, 08:45 PM
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Second Lieutenant
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Join Date: Sep 2007
Posts: 525
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Re: Poison Barbs - bugged?
Since there are misunderstandings from my original post, here are the clarifications:
1. Shark knight has two attacks, one is coral spear, length 4; the other is bite, length 5.
2. Neither of these two weapons are length 0-1, and should not suffer from any poison barb effect. (I never claimed that poison barbs are weapons in my original post)
3. There are no counter attacks so the poison cannot be from triton's weapons.
4. As for the smart answer that shark knight does kill its opponent before being killed by poison in return: I had not thought trading a 70 gold unit for a 10 gold one was a good deal. But apparently someone thinks differently. Beats me.
Still, no one seems to be able to explain why the shark knight gets poisoned. Anyone?
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December 1st, 2007, 09:03 PM
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General
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Join Date: Mar 2007
Location: Japan
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Re: Poison Barbs - bugged?
Them shark knights got long teeth! Probably that should be length 0 or 1, not 5. I realize that the stats popup window for shark knight does show ginormously long teeth.
I wonder if it's possible that somehow the teeth wpn length displays as 5 but is actually 0. And if it's possible that repel attacks occur even for unconscious defenders. Then your shark could have impaled himself on the triton's poison length-4 spear during his feeding frenzy.
Do you have a zip of the turn? Debug info should contain sufficient info to determine what happened. Actually, if you are interested, you can generate debug info yourself, just run with -ddddd, view the battle, and peruse the output.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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December 2nd, 2007, 12:23 AM
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Second Lieutenant
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Join Date: Sep 2007
Posts: 525
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Re: Poison Barbs - bugged?
It is a MP game so there is no debug info, but yeah I do have the savegame in hand.
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December 2nd, 2007, 12:27 AM
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General
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Join Date: Mar 2007
Location: Japan
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Re: Poison Barbs - bugged?
Even in an MP game, you run the Dom3 program to view your turn. When you do that, if you use -ddddd, you'll see the debug output when you view the battle. You don't need to host with -ddddd.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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December 2nd, 2007, 12:28 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Poison Barbs - bugged?
I don't think repel attacks would ever inflict poison damage.
I didn't realise that the shark has a length 5 bite. It's a bit weird.
As for trading a 70 gold unit for a 10 gold one,.. uh,.. the Shark Knight presumably kills more than one of the tritons before it dies. I didn't say they were good in that scenario, just that they still do ok even in cases where your opponent has coral armour (and it isn't common). Falling fires is useless against enemies with fire immunity, so what's the point of falling fires.
This does look rather like a bug though.
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December 2nd, 2007, 12:32 AM
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Second Lieutenant
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Join Date: Sep 2007
Posts: 525
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Re: Poison Barbs - bugged?
Did not know that. You always learn something new from the board. Thanks!
Here is the relevant part from the logfile (I think):
gettarget player 22 targtype 5 unr 14509 eu 300 mode 2
292 striking with weapon Coral Spear. att15 def10
hitloc Shark Knight strikes Triton Trooper wl4 diff-7 -> 4
hitunit 292 301 dmg2 spec2097153 ba4
damage 7 on Triton Trooper, spec0x200001 ba4
hitunit 301 292 dmg5 spec8320 ba2
292 striking with weapon Shark Bite. att28 def4
hitloc Shark Knight strikes Triton Trooper wl5 diff-8 -> 4
hitunit 292 298 dmg22 spec136314880 ba4
damage 3 on Triton Trooper, spec0x8200000 ba4
The suspicious line is
hitunit 301 292 dmg5 spec8320 ba2
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