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Old March 6th, 2008, 04:31 PM
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Default 3.15 Map & Mod Issues

VERSION 3.23b

Last edited by Edi; April 4th, 2009 at 04:35 PM.. Reason: Update
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Old June 1st, 2008, 05:43 PM
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VERSION 3.26

Last edited by Edi; January 14th, 2011 at 03:49 PM.. Reason: Update
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Old June 1st, 2008, 05:44 PM
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Things fixed from 3.24 to 3.26

MISCELLANEOUS / PREVIOUSLY UNLISTED
  • Trampling could result in multiplying the target in some circumstances. Fixed.
  • Shields could parry some effects they shouldn't be able to, like fear. Fixed.
  • It was sometimes possible to continue sacrificing slaves even if your temple had burned down, fixed.
  • Two monthly Voice of Tiamat spells didn't cooperate very well, fixed.
  • Burned down lab/temple event messages while sieged now go to the sieged player.
  • Fixed crash during turn generation.
  • Trying to view a non existant battle will no longer crash the game.
  • popkill now works for non commanders as well.
  • Command line switch --nonationinfo is now implemented.
  • Some typos fixed.
  • Mighty Yari was incorrectly a missile weapon, fixed.
  • Yogini was not a female, fixed.
  • Some units got wrong type of names, fixed.
  • Horse Brothers had switched pictures with their commander, fixed.
  • Tribal King now has a javelin instead of a sling, just like in the picture.
  • Pulseaudio on linux now longer requires pulseaudio dev package to be installed.

MODDING
  • New commands for underwater recruiting #uwcom1 ... #uwcom5 and #uwunit1 ... #uwunit5.
  • New command, #heretic.
  • Gift of reason target is subject to spec limitations.
  • Maximum number of spells increased from 1200 to 2000. This will make it possible to have more spells in mods.
  • Maximum number of name types increased from 60 to 100.


STATFIXES
  • U 730 Tribal King Wrong graphics or weapon, unit is equipped with sling but the graphic has javelin.
  • U 1963 Bakemono Scout Wrong nametype, should be Japanese male (134) instead of the default indie. Should have leadership 0 as other scouts instead of 40. Bandit leader is worthless for Shinuyama if this is not corrected.
  • U 1608 Bakemono Shaman Wrong nametype, should be Japanese male (134) instead of the default indie
  • U 1712 Celestial Master Wrong nametype. Uses indie nametype (100) when should have Tien Chi male (121) instead.


SPELLS
  • SPELL Flaming Arrows does not change weapon 361 Small Bow to weapon 405 Fire Small Bow even though it should. Weapon 360 Sticks and Stones are not changed either, is this bug or WAD?
  • SPELL Arrow Fend seems to have a too high casting priority, overriding scripts even when it should not. Mistakenly identifies friendly archers as enemy archers? Should be checked. Discussion thread
  • SPELL Gift of Flight: Mages cast Gift of Flight on enemy units if no friendly targets are left on the battlefield. Target selection should be limited to friendly units only.
  • SPELL Maggots Damage is capped at 110 points, making it useless against Tartarians, which are corporeal undead and should thus die from this spell.
  • SPELL Legions of Steel Seems to target primarily low armor units first instead of heavily armored ones. Not a bug as such, but it lowers usefulness of the spell since there are generally far fewer high armor units who would most benefit from the spell (modest increase to low prot helps a lot less than modest increase to high prot since medium armored units die just a little less swiftly than lightly armored ones). The lesser numbers of high prot units would also be swiftly taken care of, at which point low armor units would get subsequent casts. Does this need reevaluation?


ITEMS & ITEM SPELLS
  • I 277 The Magic Lamp Wishing for the magic lamp and then using it does not remove the Al-Khazim the Djinn from play, so using this method allows multiple Djinns at the same time


MAGIC SITES
  • MS 100 Augurs' Circle locmask 0 (no terrain) should be ???
  • MS 119 The Smouldercone Does not increase heat Probably due to having gems + 4 recruitables. Move 1 recruitable to other site & add heat? Or leave as is?
  • MS 399 The Blood Keep Site only appears in mountains, but builds fort 5 Swamp City instead of fort 42 Mountain City; Alternatively change locmask from 16388 (unique mountain) to 16516 (unique mountain, swamp)
  • MS 471 Temple of the Turning Tide locmask 223 (any land) should be 64 (coast), makes no sense for for tidal temples to be inland and not on the coast
  • MS 490 The Obsidian Sphere locmask 16384 (no terrain) should be ???
  • MS 634 Bloodshade Glen locmask 16384 (no terrain) should be 16386 (forest) or 16514 (forest, swamp)


The DB update is complete. These are the potential leftover issues.

This section of the Bug Shortlist differs a slight bit from the others, which is why it is in a separate post. All of the problems listed here are statfix issues by nature. First, there are the real, completely legitimate bugs related to magic sites.

The second and greater half of this section concerns itself with the magic site locmasks (location masks), which determine what kind of terrain magic sites appear in. The entries herein are based on an analysis of the locmasks as they currently are in the game. Dominions 3 has had a lot of things added to it since Dominions 2, first in the development and beta testing phase and later in patches, including new terrain. Patch 3.10 alone added 140 new sites. However, almost all of the old sites are still using Dominions 2 era locmasks, which are not the equivalent of Dominions 3 locmasks past value 128 or in the combination values as listed in the modding manual. Dominions 2 did not have the Deep Sea or Cave terrain types, nor locmasks for them. Therefore, a lot of the old sites are not available for these new terrains and certain combinations that would be logical do not appear at all.

The most problematic locmask has been 223, which in Dom2 terms would have meant "any land" (if Dom2 had used locmasks, which it did not), and 16607, which would be "unique site, can appear in any land". Unfortunately, cave terrain being mask 512, so 223 in Dom3 would be "any land except cave" while "any land" would be 735 and "unique any land" 17119.

The following entries are in many cases indicate what the locmask for that site should be, but in some cases it may be no more than an educated guess. I have tried to be logical (so no towers, pyramids, crypts in the sand or gardens of weeping roses in caves, for example) and these efforts are suggestions on how to make a greater variety of sites available for the new terrain types and how to add some terrain types to certain sites that seem to be missing them.

Finally, some sites only have locmasks that indicate uniqueness, but apparently cannot appear in any terrain, which seems like an oversight since they do not have special rarity (5, appears only by script)

The greater portion of this list was taken care of when Dominions 3 was patched to version 3.14, with several sites (mostly unique ones)that were originally on this list also getting changed locmasks. The ones left are not bugs as such, but leftovers from the original locmask review. Whether they are changed at all or left as is is completely up to the developers.



MAGIC SITE LOCMASKS


Unique Sites
  • MS 559 The Iron Caverns ? locmask 16640 (deep sea) should be 16896 (cave) or 17152 (cave, deep sea) or 17156 (mountain, cave, deep sea) ?
  • MS 701 The Silent Sea ? locmask 16896 (cave) should be 17152 (cave, deep sea) ?

Non-Unique Sites, Mines
  • MS 164 Orichalum Mine locmask 4 (mountain) should be 516 (mountain, cave)
  • MS 225 Rockside Spring locmask 4 (mountain) should be 516 (mountain, cave)
  • MS 251 Mine of Superior Iron locmask 4 (mountain) should be 516 (mountain, cave)
  • MS 252 Great Iron Mine locmask 4 (mountain) should be 516 (mountain, cave)
  • MS 253 Great Gold Mine locmask 4 (mountain) should be 516 (mountain, cave)
  • MS 254 Great Silver Mine locmask 4 (mountain) should be 516 (mountain, cave)
  • MS 255 Hidden Gold Mine locmask 4 (mountain) should be 516 (mountain, cave)
There are various ore deposit sites for caves, so perhaps these mine sites are intended to be mountain only?


Non-Unique Sites, Other
  • MS 423 Underwater Cave locmask 32 (sea) should be 800 (sea, deep sea, cave)
  • MS 454 Arcane Gateway locmask 288 (sea, deep sea) is a bit strange for this site. Is it supposed to be underwater only?
  • MS 456 Ancient Temple of the Deeps locmask 32 (sea) should be 288 (sea, deep sea)
  • MS 458 Magma River locmask 256 (deep sea) should be 768 (deep sea, cave)
  • MS 466 Gorge of Mystery locmask 256 (deep sea) should be 768 (deep sea, cave)
  • MS 693 Sentient Current locmask 32 (sea) should be 288 (sea, deep sea)
  • MS 188 Howling Gorge locmask 223 (any land but cave) should be 735 (any land)
  • MS 191 Elusive Lights locmask 223 (any land but cave) should be 735 (any land)
  • MS 224 Waterfall locmask 223 (any land but cave) should be 735 (any land)
  • MS 226 Well of Yesterdays Waters locmask 223 (any land but cave) should be 735 (any land)
  • MS 229 Lifeless Lake locmask 223 (any land but cave) should be 735 (any land)
  • MS 231 Bottomless Lake locmask 223 (any land but cave) should be 735 (any land)
  • MS 256 Gem Deposits locmask 223 (any land but cave) should be 735 (any land)
  • MS 260 Water Filled Cave locmask 223 (any land but cave) should be 735 (any land)
  • MS 264 Entrance locmask 223 (any land but cave) should be 735 (any land)
  • MS 274 Runaway Pit locmask 223 (any land but cave) should be 735 (any land)
  • MS 279 Ten Thousand Things locmask 223 (any land but cave) should be 735 (any land)
  • MS 291 Crystal Garden locmask 223 (any land but cave) should be 735 (any land)
  • MS 299 Scrying Pool locmask 223 (any land but cave) should be 735 (any land)
  • MS 319 Well of Pestilence locmask 223 (any land but cave) should be 735 (any land)
  • MS 331 Marble Mausoleum locmask 223 (any land but cave) should be 735 (any land)
  • MS 395 Summoning Circle locmask 223 (any land but cave) should be 735 (any land)
  • MS 476 Standing Stones locmask 223 (any land but cave) should be 735 (any land)
  • MS 492 Haunted Torture Chamber locmask 223 (any land but cave) should be 735 (any land)
  • MS 511 Frozen Fountain locmask 223 (any land but cave) should be 735 (any land)
  • MS 571 Enchanted Well locmask 223 (any land but cave) should be 735 (any land)
  • MS 616 Plaguewater Stream locmask 223 (any land but cave) should be 735 (any land)
  • MS 631 Bloodmarble Mausoleum locmask 223 (any land but cave) should be 735 (any land)
  • MS 632 Bloodpslatter Pattern locmask 223 (any land but cave) should be 735 (any land)
  • MS 637 Pool of Unhealthy Rites locmask 223 (any land but cave) should be 735 (any land)
  • MS 708 The Imperial Quarry locmask 17407 (any terrain) should be 17119 (any land)
  • MS 709 Dolmen if this site is not supposed to be unique, locmask 17119 (any land) should be 735. Otherwise disregard this entry.

Last edited by Edi; January 14th, 2011 at 04:21 PM.. Reason: Update
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Old September 6th, 2008, 04:56 PM
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BLESS WEAPONS
  • Bless effects on weapons (fire & death) with multiple attacks If a weapon (e.g. Sword of Swiftness) has multiple attacks and is affected by fire blessing (and presumably also the same with death blessing), only the first attack of the weapon does normal + bless damage. All following attacks by the same weapon that turn do ONLY bless damage. Discussion thread. It has not been tested how such weapons would behave with a F9/D9 bless.
  • Bless effects on weapons (fire & death) with secondary effects and secondaryeffectalways effects Fire and death blessing on weapons that have a secondaryeffect or a secondaryeffectalways attribute [e.g. Firebrand with the Small Area Fire) have the secondaryeffect/secondaryeffectalways removed for the duration of combat and replaced with the blessweapon effect.

FORTS
  • FT8 Citadel Battle graphics are broken and defenders start outside walls and cannot retreat from the battlefield
  • FT28 Ermorian Citadel Battle graphics are broken and defenders start outside walls and cannot retreat from the battlefield
  • FT Construction Commanders killed by Mind Hunt or other remote spells when constructing a castle prevents continuing fort construction even if province does not change hands.

BATTLEFIELD
  • CBT Battlefield Enchantment autocasting by units: Mandaha autocasts Darkness, if there are several mandahas in battle and one dies, Darkness ends, effectively nullifying ALL mandahas.
  • CBT Doom Horrors bypassing bodyguards: According to Ranger, doom horrors somehow manage to bypass all bodyguard units to directly attack horrormarked target even when squares around target are filled with units. More discussion in this thread. No independent confirmation available, report may be inaccurate.
  • CBT Cave Provinces are not automatically under the effects of the Darkness spell as they should be
  • CBT Domes Combat shows domes as battlefield enchantments, bug or WAD?

SPELLS
  • SPELL Twiceborn: Does not work if the death mage dies by drowning in friendly dominion. A pretender who is attacked by the Kindly Ones and dies retreating from battle in friendly dominion is also not resurrected as a wight mage. Instead, when called back from the dead, he will still have Twiceborn in effect.
  • SPELL Inner Furnace (EA Abysia national) affects non-Abysians and gives non fire immune units heat aura, resulting in their death.
  • SPELL Communion 2 Using a Crystal Matrix on a priest with only H path, with at least two communicants, lets him cast four spells per turn. If the priest has other paths, like an H1N1 mage, the priest can cast only one H spell per turn, until one of his communicants is killed, at which point he casts two per turn. Discussion thread
  • SPELL Vengeance of the Dead If combat stretches past 75 turns, attackers are not killed by autorouting as they should be and the defender dies. Discussion thread here Bug or WAD?



ITEMS & ITEM SPELLS
  • I 168 Shroud of the Battle Saint The blessing from Shroud of the Battle Saint is removed when the unit wearing it casts Iron Will or Ironskin if the unit is not natively sacred. This bug does not affect natively sacred units wearing the shroud or sacred units that have been blessed with the Blessing spell. Discussion thread here
  • I 177 Bone Armor Soul Vortex from bone armor works erratically or not at all when the wearer of bone armor has the property of autocasting a battlefield enchantment (e.g. 1748 Mandaha).
  • I 145 Spirit Helmet Wearing a Spirit Helmet negates soul vortex from Bone Armor.

Last edited by Edi; January 14th, 2011 at 04:01 PM.. Reason: Update
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Old September 6th, 2008, 04:57 PM
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GUI
  • GUI Map Tearing & Battlefield Tearing Some maps experience tearing under some circumstances and the tearing seems to be caused by the filtering functionality in Dominions 3. Turning filters off, closing and restarting Dominions is a workaround. It is quite possible that the tearing seen on battlefields in some combats, especially on some battlefields (the sloping ones) is caused by this problem. Setting battle details to 5 or so usually solves it as a workaround. Both of these problems appeared after patch 3.10. The problem with map tearing is discussed here
  • GUI Shortcut 'y', issue nbr 1 Sending an army to a province, then selecting province and using 'y' to manage incoming armies will not allow shift-clicking to select multiple units from the incoming army but shift-clicking to select units already in province works.
  • GUI Shortcut 'y', issue nbr 2 setting an army to move from province 321 to province 123 where you already have an army, then going to 123 and hitting 'y' shortcut only allows placement of army from 321 and army already in 123 is not shown on battlefield overview.
  • GUI Scouting Reports Sometimes game decides to give player "enemy army reports" on his own armies.
  • GUI MSG Screen No exit button, details here
  • GUI MSG Esc key Using Esc to return from Research to Messages (if you view Rsr from a link on the Msg list) sometimes returns you to Msg window scrolled way way down past your actual messages Happens fairly consistently with long message windows.
  • GUI MSG Question Mark Commanders Late game occurrence, all commander icons in the Message window may be replaced by question marks. If this happens, clicking ?Go to Commander? will only find the first commander in the list. Commanders still exist and work as they should, the game just loses trackof them in the message window. Ewierl has save files available.
  • GUI GRAPH Nation Vanishing on Defeat Anytime an opponent dies the graph of the opponent vanishes (did not happen in Dom2). At the end of the game there's no way to review the progress of the game because no one remains. This one is a very important issue to quite a few players even though it does not actually affect the progress of the game or cause crashes.
  • GUI GRAPH Limits Income, gem income, dominion and research graphs seem to have hardcoded limits to the values they display and the values seem to be low enough that they can be (at least for income, dominion and research) be easily exceeded. When a player hits the limit, after that nothing is shown, so doubling or tripling of income will just show the same flat line at the maxed out graph value.
  • GUI Numeric Keypad Numeric keypad arrows seem to have stopped working in 3.06 (they no longer scroll the map for example). They worked fine in 3.04.
  • GUI Resource Carryover Display does not work correctly. When recruiting units from a province, GUI will show negative resources on the turn the player pays for the units, but does not display subtraction of negative resources from previous turn correctly in the display even though the subtraction does occur.
  • GUI Orders Menu Menu can still appear in wrong place when opened by pressing space while a commander is selected. Appears partially or totally off the right edge of the screen if the mouse is in the middle of the screen. Esc to quit the menu and using space again usually gets it back in visible range.



SYSTEM
  • SYS VPs, Command Line & Dedicated Servers When starting a new game from the command line for a dedicated server there always end up victory points in the map, even if you didn't touch those settings and even if there is no VP victory in the game. Is this supposed to be WAD? Is it possible to turn this off? (This report courtesy of lch)
  • SYS File time stamps File time stamps are updated on the server in MP games even when the player elects to Quit Without Saving
  • SYS Save & Quit Save and quit when connected to the server actually uploads the 2h file even though the warning message says it will not upload. This can cause problems when the server is on quick host and you are the last player to take his turn. It can cause premature end turns.
  • SYS Incompatible Battle Replay: An old Dom2 bug making a comeback, battle replays of the same battle may show a different outcome between different operating systems in certain situations. Link to bug discussion thread post

EVENT ISSUES & SIEGE BEHAVIOR
  • EVT Siege & Indie Monsters: If a castle is under siege and the province is hit with an event that causes a monster attack (barbarian horde, knights, vine men, vampire count, necromancer, Bogus etc), nothing happens. The siege goes on as usual and after the sieging army successfully storms the castle or the defender successfully breaks the siege and kicks the invaders out, the monsters from the event emerge out of timewarp and attack the victorious player, shutting him inside the castle and requiring another break siege. Presumably such independent army should attack the besieging army on the turn it appears. This was fixed and the fix worked, but caused side effects that would have altered game behavior and turn sequence too much to be acceptable. The new feature was thus classified as a worse bug than this one.
  • EVT Siege & PD Increase: Events that increase PD can happen in provinces where a castle is under siege and therefore under the control of the sieging player (who can't buy PD until he has the castle). Such events do not have an effect, but presumably they should not happen in provinces with a siege going on. Update: These events do have an effect, as the person who is sieging the province does get the PD and it stays with them. It also acts on the sieging player's side in battle if someone attacks the province (Break siege or other attack)
  • BHV Siege Blood Sacrifice When sieging a fort, the sieging commander (happened with dryad if that matters) gets the option to perform a blood sacrifice in command list (though the temple naturally belongs to besieged).
  • BHV Move to Break Siege & Lesser Horror: Moving a commander into a break siege battle at a castle when that commander is going to be attacked by a lesser horror in the next turn can cause the game to crash during battle processing with a "unit2com inconsistency" error.
  • BHV Siege AI 1: The AI sometimes behaves weirdly in siege situations, requiring an inordinate amount of time (on the order of several turns with 100+ army) to destroy castle walls despite there being only one mage with no troops inside. Update: This seems to be caused by the AI sieging algorithm getting stuck, i.e. it can take dozens of turns to try to break down walls with even a huge army becasue something doesn't add correctly, but if any disruptive event oir other change occurs (e.g. a battle in the province), all of the accumulated effects from the sieging army are applied all at once.
  • BHV Siege AI 2: Independent forces (barbarians etc) never storm forts they are sieging even if they break down the walls.
  • EVT Cave Provinces Cave provinces can get inappropriate random events, for example, "A hailstorm has devastated the countryside killing cattle and shepherds."
  • EVT Amber Clan event monster nmbr Event that gives an Amber Clan Mage to UW player should give monster 575, not 1417

IMMORTALITY
  • IMMORTALITY 001: Immortal units do not respawn in capital when killed in friendly dominion. Detailed discussion in this thread. Phoenix pretender observed repeatedly autorouting in battle inside own dominion the first time it was killed despite having Phoenix Pyre in effect. The Phoenix was the only unit for that side. Immortals should not rout in own dominion?

AI
  • AI Dominion Suicide The AI can commit suicide if it chooses a sleeping pretender, as it has no idea how to avoid an almost immediate dominion defeat. Probably most problematic with Mictlan.

Last edited by Edi; January 14th, 2011 at 04:06 PM.. Reason: Update
  #6  
Old April 4th, 2009, 04:36 PM
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MAP COMMANDS, MAP EDITOR & RMG
  • MAPCOM #fort [fort nbr] Does not work correctly for deep sea provinces. Underwater forts (12 Kelp Fortress, 13 Kelp Citadel, 18 Dark Citadel and 19 Living Castle) do not appear in deep sea. Land forts appear normally, so do labs and temples.
  • MAPCOM #randomequip <#> #randomequip 4 should give a commander several powerful items, but usually only two items will appear even when 7 slots are available.
  • MAPEDITOR Inserted Province does not seem to do anything. Discussion thread here.
  • MAPEDITOR Shortcut 'm' is used to assign both mountains and many sites terrain. WAD, it's shift+M for many sites
  • MAPEDITOR Province name lists: Jelenia Gora is used as name for a sea province. Jelenia Gora is Polish and means Deer Mountain. Morskie Oko is used as a sea province name. The name is Polish and means Eye of the Sea, which is a location of folklore that appears in the mountains. The name alludes to legends of a mountain lake having an underwater connection to sea. Both names should therefore be used in the mountain names list (so that B0rsuk's head doesn't explode ).
  • GAME CREATION Scenario Restrictions: After initiating a scenario restricted to a single age, even after canceling out of the scenario, you cannot select the restricted ages when starting up a new game on a different map. Discovered by backing out scenario and then creating a random map.
  • RMG: Neighbors & terrain strangeness: Neighbor assignment in random maps can be strange and sometimes neighbors are missing altogether. Sometimes water provinces can have land graphics and land provinces water graphics. Sometimes provinces can appear apparently straddling boundaries between two other provinces that are not actual boundaries after all.

MODS
  • MOD Armor Assignment to Creatures Armor can be selected for modding by armor number but cannot be assigned to units by armor number, the name must be used. This breaks mods if there are ever changes to armor names and makes it impossible to assign various armors of the same name (e.g. Centaur Barding) because the game always picks the first one. Weapons can be assigned by number, so armor should as well.
  • MOD (monster) #okleader Does not work if #copystats is used first to generate new unit
  • MOD (monster) #startaff [percent] does not work
  • MOD (monster) #leper [percent] does not work correctly. Popkill happens, but units in province are not diseased like they should. There is confusion on whether this mod command invokes fx_leper or fx_leprosy and what icon should appear. Currently it gives the scythe icon that Mabakiel and Harvester of Sorrows have and both os those units also spread disease to units. There is another ability, plaguecarrier which has its own icon and does not cause popkill, but spreads disease to units. Clarification and correction is needed.
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Old April 4th, 2009, 04:37 PM
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BEHAVIOR
  • BHV Army Movement vs Magic Phase Siege Discussion thread here Two armies moving against each other, one from castle to open ground can miss each other and instead of the army from open moving to siege a castle starting a siege, ends up inside castle and besieged if someone else drops a summoned spell (e.g. Angelic Host) to siege castle in magic phase. Ironhawk reports that the issue is caused by server not rechecking move orders unless army is attacked, so events that disrupt movement but do not cause attack will be ignored.
  • BHV Dominion Spread: Dominion increase chances and spread seems in some cases (or perhaps always) to be only affected by base dominion, not increased dominion. Discussion thread on Dominions spread and Bug discussion thread post
  • BHV Recycling Unique Summons Unique summons can be recycled. Uniqueness seems to be tied to the monster type ID and the game checks if a particular ID (e.g. Queen of Storms, Queen of Thunder and Queen of Clouds) is already on the map and if all applicable monster IDs are found, summon fails. If the unique summon is transformed (by Transformation or dying and casting Ritual of Rebirth), the unique slot becomes free again and the creature can be resummoned. This means that it is possible to get several supercombatants through these means, even though the gem cost is fairly large.
  • BHV SITES General, Unrest Sites that cause unrest will cause positive unrest in provinces with 0 population unless taxes are set low enough to eliminate all unrest.
  • BHV Imprisonment Equivocation: AI gods slip in and out of imprisonment. AI gods that are killed somehow revert back to imprisoned status and almost immediately break free again, suffering no reduction of magic paths.
  • BHV MERC Ritual of Rebirth: Rebirthed mercenary mummies retain mercenary behavior. Retreating from battle will still kill them, they cannot be given troops, won't let go of gems and items. WAD?
  • BHV Forging: Changing forge orders on a unit does not count gems spent on the item being cancelled, so first forging must be cancelled with some other command before assigning new forge orders if necessary gems are low.
  • BHV Nation Overview & Scouting Reports It used to be that in Dom2 spies were able to see the sites of the province they were in. This is not possible anymore (they just see the icons). However, if you lay siege to an enemy castle, you will be able to see the sites in that province fully through the Nation Overview screen. Is this WAD due to the nature of the F1 screen and the special situation of sieges?
  • BHV Pretender Creation Reported in detail earlier by PM, Dom3 behaves very strangely if a pre-created pretender is selected for loading, deleted and a new pretender created from the default form suggestion. Results can look like this.
  • BHV AI Bodyguards AI sometimes assigns far too many units as bodyguards, such as entire stacks of 20 or more that would be much more effective directly in battle.



UNCONFIRMED, POTENTIAL ISSUES
  • BHV Critical hits There MAY be something strange about critical hit determination in some cases. The problem seems to crop up more frequently when flagellants are involved. I do not have sufficient skill to analyze the posted debug logs or to make more than tentative conclusions about them. So this is a potential issue, NOT a confirmed one. Discussion thread here.

MINOR ISSUES
  • BHV Items & intrinsic ranged weapons When a unit with an intrinsic ranged weapon is given a weapon item that gives a melee weapon, it loses its ranged weapon in addition to its intrinsic melee weapon. If it is also given a shield, it gets its ranged weapon back. If it is first given a shield and then a melee weapon item, ranged weapons disappear. Same behavior appears also with units with 4 arms. As long as the item in the last hand slot is a shield, it keeps its ranged weapons, but if the last hand slots contains a weapon, they disappear.
  • EA R'lyeh Descriptions Some players feel that all EA R'lyeh units should refer to Aboleths in their descriptions instead of R'lyeh. Affected units are 336 Slave Guardian, 1524 Slave Guardian, 1525 Slave Guardian, 1526 Slave Guardian, 1518 Slave Mage, 1519, Slave Mage, 335 Slave Trooper, 1515 Slave Trooper, 1516 Slave Trooper, 1517 Slave Trooper, 337 Lobo Guard, 425 Shambler Thrall, 1527 Slave Priest, 1528 Slave Priest. All of these units would need completely new versions with a different description for EA R'lyeh and the EA recruitment list updated, land and sea forms matched etc. Currently all of these units appear in all eras of R'lyeh.

Last edited by Edi; May 30th, 2009 at 05:07 PM..
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