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  #1  
Old April 26th, 2005, 08:16 PM

Ironhawk Ironhawk is offline
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Default Re: List of known issues

Quote:
Chazar said:
But battles caused by magic are resolved before any ordinary movement, at least according to the written manual.
Correct, chazar. I specifically used cloud trapezee to have the battle occur before friendly movement. Consider what happens if you cloud trapezee onto the army province? You will attack that army. But if you cloud trapezee into the middle province, the army will somehow end up on the other side of the VQ.

This leads me to believe that movement orders are calculated and enforced by the dom2 client, not the dom2 server. So the client checks if there is a friendly path A->B->C, sees that there is one and assigns a "move to province C" command to that army. Then, as long as the army isnt dead by the time friendly movement comes around, the server just automatically executes the "move to province C" order. I'm not sure how it would be achieved, but I can see that this is an exploit waiting to happen. All you need to do is somehow convince your dom2 client that your army can move from province A to province Z.

Quote:

What happens if teleporters teleport onto the starting location of a moving army and fail? Will the army still move after defeating the teleporters? Will it even conduct an ordinary attack as ordered? Or will they stand idle? It is not clear form the manual, is it?
I believe that all surviving commanders carry out thier orders, taking along whatever troops they have (left) under thier command.
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Old April 26th, 2005, 08:31 PM

Huzurdaddi Huzurdaddi is offline
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Default Re: List of known issues

Battle:

Mirror image renders the unit immune to area effect spells.
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Old April 27th, 2005, 11:53 AM

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Default Re: List of known issues


Is it immune or just that the area spell is (incorrectly) checking to see if it hit the unit or the an image?

This thread seems to have turned into a combination of the bug/wishlist thread...
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  #4  
Old April 27th, 2005, 12:50 PM
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Default Re: List of known issues

A few entries have been added, most notably the matter of movement resolution. I am waiting for confirmation about area spells and mirror images, and I am not too sure about what to do with some of Taqwus' entries (namely prophets and Mechanical Men).

A section about the AI has been added on Arralen's suggestion. I think the items about the independents will also be switched to this section.

And about the thread itself: the important part of the thread will be the list, and not all the other posts, so posts on the thread should be fine (so long as the list does stay updated, or otherwise this thread will become the Buglist reloaded). Hmm, I should add a "last modified on..." entry to the name of the thread.
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Old April 27th, 2005, 05:26 PM

Ironhawk Ironhawk is offline
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Default Re: List of known issues

Quote:
Huzurdaddi said:
Battle:

Mirror image renders the unit immune to area effect spells.
I can confirm this effect. I had a squad of TC mages set to blast a set of Vans back to the stone age with quickened acid bolts (AOE 1). And tho they rained down acid bolts on the vans with abandon, no vans were injured and no mirror images were shattered.

I can't comment on what effects it would have on bigger AOE spells like Falling Fires/Frost.
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Old April 28th, 2005, 05:23 AM
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Default Re: List of known issues

Interface Issue:

Undead Commanders do not accept troops


It is possible to give a scout (Scout, Spy, Black Servant etc. - something which does not have leadership at all ) "undead leadership 50" by handing him a "Rod of the Leper King". On the troops screen, you run into trouble, though:

(tested with Black Servant only, for obvious reasons)

- it is only possible to 'drop' troops on the commander by directly clicking on him, the big background square of the pic will not do.

- squad slots are not colour-marked for being able to receive troops, even if only one single undead troop is selected. Slots from "normal" commanders with undead leadership are marked, though.

=> therefore dropping troops in a squad slot which already contains some does not work, one has to drop them on the pic (not square) of the commander.
Pooling of squads is not possible therefor, unless one puts everything into the province slot and transferes everything back at once.


EDIT:
Haven't tested with "Crown of Leadership" (normal and magical troops) and "Sceptre of Authority" (normal troops), but it might be the same effect with the first and magic troops, if not generally with both...

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Old April 28th, 2005, 10:43 AM

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Default Re: List of known issues

Quote:
Arralen said:
Interface Issue:

Undead Commanders do not accept troops


It is possible to give a scout (Scout, Spy, Black Servant etc. - something which does not have leadership at all ) "undead leadership 50" by handing him a "Rod of the Leper King". On the troops screen, you run into trouble, though:

(tested with Black Servant only, for obvious reasons)

- it is only possible to 'drop' troops on the commander by directly clicking on him, the big background square of the pic will not do.

- squad slots are not colour-marked for being able to receive troops, even if only one single undead troop is selected. Slots from "normal" commanders with undead leadership are marked, though.

=> therefore dropping troops in a squad slot which already contains some does not work, one has to drop them on the pic (not square) of the commander.
Pooling of squads is not possible therefor, unless one puts everything into the province slot and transferes everything back at once.


EDIT:
Haven't tested with "Crown of Leadership" (normal and magical troops) and "Sceptre of Authority" (normal troops), but it might be the same effect with the first and magic troops, if not generally with both...

-
I'm not sure, but I believe having seen (some time ago..) the same problems with a Scout given a Soul Contract, who was thus able to lead Demons (the new demons were created "in his squad") but with interface issues when trying to reorganize groups... And he was maybe even able to lead undead
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Old April 28th, 2005, 11:55 AM
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Default Re: List of known issues

After more sleep, I conclude I was probably wrong about the prophet's blessing issue -- likely confused due to playing when I should have been sleeping. An enslaved prophet does lose his priestly magic, 'tho, if he wasn't a priest (because magic is re-rolled based on the unit type, including holy/unholy) but the prophet flag still remains (even when a unit pre-GoR), and hp/etc vary based on owner's dominion. I don't have the saved game with me at the moment, but I think it also retained a 'sacred' flag, which might have interesting (ab)uses in a multiplayer game. And the unit was a Black Lord, not something normally sacred, IIRC.

Haven't checked to see whether one can grab an 'unholy' flag as well. If so, hm, could one get both Unholy and Holy on the same unit (enslave an unholy prophet, make him your own holy prophet?). Athematic if possible.

Other bits do seem real, 'tho (e.g. why are Tartarian Spirits amphib but Titans not? Are Titans considered to be fleshy bane/wight-types or Soulless?)

Regarding scouts, IIRC units with 0 leadership get special treatment. I once had a 0-leadership assassin-type get a Heroic General-type ability he wasn't allowed to use, but it's been a lot of patches ago and I don't know if this is still possible.

Another bit that strikes me as odd: the AI seems to rarely, if ever, attempt to cast Dispel -- unless it's simply not reporting it when the Dispel fails and it's consistently undershooting.

I'm a bit tempted to think that the Soulstone of the Wolves is too good for the price, because the sheer number and placement of wolves gives a huge number of very distracting targets, even during a castle storming battle; and if the user casts army buffs after a few turns (Wolves with Antimagic, Marble Warriors and Battle Fortune? Or Haunted Forest?) or if the flanks are unprotected they can be far more than a distraction. Needs to be considered in the context of whether Nature magic and Cons-8 are reasonable overall, however.
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  #9  
Old April 28th, 2005, 12:13 PM

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Default Re: List of known issues

I don't know about the prophet issues, but I do know that mind-enslaved sacred units remain sacred for their new owner. That is rather anti-thematic, but it may be too deeply ingrained in how units are represented for them to be able to do much about it.

The specific example is from an MP game. I (as Pythium) enslaved a bunch of Black Hunters. The hunters kept their sacred attribute. They showed no signs that they kept the regen part of their previous blessing (N9 - the regen symbol appears when they get the nature blessing and it did not appear when they were blessed by Pythian priests). Instead, they did clearly get the increased prot from the Pythium E10 blessing. More buggy (though I have not tried to reproduce the effect) was that the regular Pythium sacred units seemed to acquire the berserker part of the N9 blessing, even when there were no former Machaka units in the battle. After having enslaved the hunters, I regularly had Theurgs go berserk (I suppose there could be some other explanation for that, but if so, I am not aware of it).
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