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October 28th, 2003, 09:58 PM
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Lieutenant Colonel
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Join Date: Apr 2003
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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 
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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October 28th, 2003, 10:01 PM
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Captain
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Re: Bug thread
The soulless armaments are dependent on the resource value of te dead unit. 15+ => sword and armor.
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October 28th, 2003, 11:15 PM
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Lieutenant Colonel
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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...
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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October 28th, 2003, 11:16 PM
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Sergeant
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Re: Bug thread
Quote:
Originally posted by Kristoffer O:
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.
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
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2) Sacred commanders are buildable regardless of temples. Priests are not. This is because Jotun only had sacred commanders.
3) Definite bug. Are you referring to the Niefelheim theme, or to the standard Jotunheim theme in Dom II? (Or is Niefelheim the new standard for Jotunheim?)
In any case, I don't see what's so wrong with making Jotunheim build a temple in every fortress if they want to recruit Jotun commanders. It's not like they're going to be hurting for commanders anyway - when one commander can command 25 Jotuns, you rarely need another commander so you can have more troops. Jotun commanders have a really low casualty rate, too (especially if they have regen items, which are really good for them). And if you're using local troops or Vaettir you can use local commanders or Vaetti chiefs (the Vaetti part doesn't apply if this is a Niefelheim-only issue, though).
I usually build temples in most if not all of my forts _anyway_ - for dominion spreading, if nothing else; and they're hard to destroy and help boost my dominion strength (especially important for unusual-temperature nations).
So basically I think allowing sacred commanders without temples may be a solution without a problem.
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People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
Pigs, on the other hand, are not bothered, or at least they don't complain.
-- Dominions II spell manual
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October 28th, 2003, 11:21 PM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: Bug thread
Quote:
Originally posted by Pocus:
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...
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Was it the animate dead that creates one solless? It might be that there were no unburied corpses in the province the first two turns of the battle. Then someone died and the casting worked as you scripted it.
Animate skeleton is preferable as it always works (regardless of corpses present).
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October 28th, 2003, 11:27 PM
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General
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Join Date: Aug 2003
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Re: Bug thread
Quote:
Originally posted by Chris Byler:
Are you referring to the Niefelheim theme, or to the standard Jotunheim theme in Dom II? (Or is Niefelheim the new standard for Jotunheim?)
In any case, I don't see what's so wrong with making Jotunheim build a temple in every fortress if they want to recruit Jotun commanders. It's not like they're going to be hurting for commanders anyway - when one commander can command 25 Jotuns, you rarely need another commander so you can have more troops. Jotun commanders have a really low casualty rate, too (especially if they have regen items, which are really good for them). And if you're using local troops or Vaettir you can use local commanders or Vaetti chiefs (the Vaetti part doesn't apply if this is a Niefelheim-only issue, though).
I usually build temples in most if not all of my forts _anyway_ - for dominion spreading, if nothing else; and they're hard to destroy and help boost my dominion strength (especially important for unusual-temperature nations).
So basically I think allowing sacred commanders without temples may be a solution without a problem.
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No, I'm referring to a residual effect of an early Version of Dom I. I'm not sure but I cannot remember any instances where there should be a problem to restrict recruitment of sacred commanders by temples. So basically it is an old solution to an old problem that isn't there any more. 
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October 28th, 2003, 11:53 PM
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Major General
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Re: Bug thread
I've made the same mistake with trying to cast animation spells that require bodies when there just aren't any bodies yet. It's easy to do!
The AI will avoid spells that cost gems or dangerous amounts of fatigue if it doesn't see a reason, but it isn't unreasonable about. It only gets really balky if you have set it to do something that simply won't help. A good example would be in the game I'm currently playing a turn or two a day in. (What is this 'free time' thing I hear so much about?) I had my Carrion Lord set to cast a spell that starts Manikin to regenerating. Alas, all his Manikin were dead (well, dead again) so he had nobody to "boost". He aborted the spell and did something a little less pointless instead.
A note on the graphical corruption: Alt-enter cleans it up, and you can alt-enter back to fullscreen instantly afterwords, obviously, if you so wish. I find that it usually strikes me only when something co-opts the program, like a TSR or something. Alt-entering and back works well, and makes a nice option when you are multi-tasking.
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