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November 23rd, 2007, 09:35 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Bug Thread: Discussion
Unit# 553 Jotun Skratti has old age at 200 in Skratti form, but this changes to 400 in U#1653 Jotun Wolf and U#1652 Jotun Werewolf forms. (U#1653 and U#1652 are already in the shortlist because of age issues with mods, but the change shape issue is not listed).
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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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November 24th, 2007, 05:55 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
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Re: Bug Thread: Discussion
Weapon number 336 (the Deadliest Poison), which acts as a secondaryeffect for the artifact "The Sharpest Tooth", is bugged. It does not affect poison immune creatures, like hinted in the description of the artifact "The Sharpest Tooth" (weapon number 337, Item Number 112 ).
I tested this by making a quick mod whic gave some C'tis troops the Sharpest Tooth as a weapon and the bidding them against modded 100hp sitting duck units, some which had posionres 100 and others didn't. The poisonres 100 units did not take any poison damage from units using the Deadliest Poison or The Sharpest Tooth as weapons (I tested both possibilites).
The mod I used is attached to this post.
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I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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November 24th, 2007, 09:26 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
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Re: Bug Thread: Discussion
Edit: Not a bug! If I had bothered to scroll down a little more, or paid attention to the icon more closely, I would have seen that the Kokythiad was leading 5 non-flying units. Duh. Sorry!
Unit #1477 Kokythiad is amphibious and stealthy. I gave a Kokythiad in a coastal (land) castle a pair of winged shoes. The Kokythiad's possible movement did not change at all. The "Flight" icon appears on the Kokythiad view unit screen, but the Kokythiad does not get any overland flight.
The castle the Kokythiad is located in is friendly and not sieged.
Specifically, the Kokythiad is unable to fly over any enemy land territory. The Kokythiad is even unable to fly over 2 consecutive friendly land provinces into a 3rd friendly land province. If I give the winged boots to a Commander (Unit#34) instead, he can fly to any land province within 3 moves.
__________________
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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November 24th, 2007, 09:52 AM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
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Re: Bug Thread: Discussion
To know for mapmaking :
[img]/threads/images/Graemlins/Fish.gif[/img] Only aquatic magic sites seem to appear on Sea + (most land terrains) - so underwater mountains may be used for a sea with more ressources.
BUT [img]/threads/images/Graemlins/Bug.gif[/img] Deep Sea + (a land terrain) may make land sites appear (at least seen with deep sea + cave and deep sea + mountain)
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November 24th, 2007, 03:02 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: Bug Thread: Discussion
Quote:
Twan said:
[img]/threads/images/Graemlins/Bug.gif[/img] Deep Sea + (a land terrain) may make land sites appear (at least seen with deep sea + cave and deep sea + mountain)
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Despite lots of people trying to combine sea provinces and caves, like last seen in the World of Geometry map, the sea / deep sea should not be combined with any other terrain modifier by design. I have asked about exactly the same thing some weeks ago and I was told that this is WAD.
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November 29th, 2007, 08:19 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
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Re: Bug Thread: Discussion
Info on two bugs:
If you start a new game after playing dom3, without exiting the application, then provinces can have "Ghost" neighbors. This causes dominion problems and counts towards the "more than 6 neighbors" bug.
If your province has more than 6 neighbors, and you do not have positive dominion in the 7th neighbor (in map file order), your beneficial scales will decrease in your province. If you also do not have positive dominion in the 1st neighbor, then the beneficial scales will evaporate in your province.
Please see:
http://www.shrapnelcommunity.com/thr...&Number=567585
__________________
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 1st, 2007, 10:39 AM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
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Re: Bug Thread: Discussion
MOD :
Game (may) crash at game creation stage if a mod using nametype 148 or 149 is enabled.
edit : It seems a really strange bug as other modders didn't have a crash using 148 (but if I only change a #selectnametype 143 by 148 I have a crash with Greyhawk mod).
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December 1st, 2007, 04:15 PM
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First Lieutenant
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Join Date: Aug 2007
Location: Honolulu HI
Posts: 785
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Re: Bug Thread: Discussion
Seige bonuses from items on commanders don't stack. In other words a cleaver (+50) and a wall shaker (+25) = 50.
I am not sure if this is a bug or intended. It seems both items use the same effect and that is why they do't stack.
__________________
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
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December 2nd, 2007, 09:02 AM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
Thanks: 7
Thanked 7 Times in 6 Posts
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Re: Bug Thread: Discussion
In one of my current MP games i had it twice that a whole army didn't move (different turns). The commanders + units just stand still, ignore the move order and do nothing. I never had this before in all my other games.
The only special is that i used a mixed of stealth & non-stealth commanders but all got the "move" command (approved).
At least in one case i'm sure that no other army tried to intercept me. I never got a battle on the province. Mysterious for me.
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December 2nd, 2007, 07:26 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: Bug Thread: Discussion
Quote:
calmon said:
In one of my current MP games i had it twice that a whole army didn't move (different turns). The commanders + units just stand still, ignore the move order and do nothing. I never had this before in all my other games.
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I've seen it a lot. This is not a new bug, it's a very very old one. Might even date back to Dominions 2. It's happening only occasionally, but pops up from time to time in games.
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