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July 1st, 2004, 04:36 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
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Re: Dominions II Bug Thread
Quote:
Originally posted by HJ:
quote: Originally posted by Ramgar:
I was playing a single player game on vertion 2.12 of D2 Lastnight when the game informed me that my country had recieved money that the game could not account for and figured that my country was cheating. I had acually lost money, has anyone ever exprenced that? I am very very glad that that did not happen in a multi player game.
NM I found the answer I was using the Alchemist Stone.
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Just disable the cheat detection in SP. A shame this work around doesn't work in MP.
__________________
Wormwood and wine, and the bitter taste of ashes.
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July 4th, 2004, 03:16 AM
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Sergeant
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Join Date: May 2004
Posts: 338
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Re: Dominions II Bug Thread
The carrion dragon's head slot gets cleared if you shapechange. Can be annoying.
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July 4th, 2004, 03:08 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Dominions II Bug Thread
Smite looks to hit one grid too near the player. I didn't do extensive testing, but the damage seems to be done or resisted to/by the target like it should.
to make it clear:
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..T.. Target
..S.. Smite
Viewed from above, like in the troop placement screen.
[ July 04, 2004, 16:39: Message edited by: Endoperez ]
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July 5th, 2004, 02:53 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Dominions II Bug Thread
Centaur Chariot (unit #365):
* Description says bow, spear and shortsword; actual weapons are bow, and two spears.
* When I GoR one , it only has two hand slots. Seems like it should have at least four hand slots, and/or the bow should be intrinsic and not vanish when given a magic weapon. (If I then add one magic weapon, all three attacks vanish. If I add one shield, both spears vanish, but the shortbow remains. If I add two shields, I get a "useless kick" attack, and a shortbow attack. If I add a shield and a weapon, I get only the one weapon attack. Hard to make sense of.)
PvK
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July 5th, 2004, 03:53 PM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
Thanks: 7
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Re: Dominions II Bug Thread
Juggernauts ability to increase dominions like a prophet don't work as long as they are only units. I've tested this with a 100 unit juggernaut army.
After some Gift of Reasons the prophet effect works fine!
There is no hint about this in the unittext so i think this is a bug.
[ July 05, 2004, 15:37: Message edited by: calmon ]
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July 5th, 2004, 09:02 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Dominions II Bug Thread
The #nametype mod command seems to have no effect on national heroes, even applied to each hero number specifically. Ideally, they could be given new names, or #nametype could give them a random name from that list (different in each game, like Man's Knights of the Stone).
PvK
P.S. Of course, it would be great to be able to add any number of units to the hero list of a nation with mod commands, instead of just replacing the existing ones.
[ July 05, 2004, 20:09: Message edited by: PvK ]
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July 6th, 2004, 12:33 AM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
Thanks: 12
Thanked 165 Times in 22 Posts
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Re: Dominions II Bug Thread
Quote:
Originally posted by calmon:
Juggernauts ability to increase dominions like a prophet don't work as long as they are only units...
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That certainly sounds like a bug, they are supposed to spread dominion even as normal units.
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July 6th, 2004, 09:23 AM
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Corporal
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Join Date: Jun 2004
Posts: 160
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Re: Dominions II Bug Thread
There is no battle summary for a siege.
After a siege you get a message saying if you won or lost. (which you can see on the map also)
You do NOT get a summary of the battle showing each sides troop losses.
~msew
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July 6th, 2004, 02:37 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Dominions II Bug Thread
There is a bug involving instant movement spells when targeted enemy province contains a fortress. Magical movement is supposed to happen before normal movement, so e.g. a phoenix cloud trapezing into an enemy province should engage the defenders in battle before they move, but this does not happen. The enemy army that should first battle the phoenix and either die, retreat inside walls or win instead executes its normal move orders and attacks the adjacent provinces at will, in violation of the orders execution sequence.
What gives? This problem only happens in fortress provinces, but in them it happens every single time.
Edi
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July 6th, 2004, 04:47 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Dominions II Bug Thread
Quote:
Originally posted by Edi:
There is a bug involving instant movement spells when targeted enemy province contains a fortress. Magical movement is supposed to happen before normal movement, so e.g. a phoenix cloud trapezing into an enemy province should engage the defenders in battle before they move, but this does not happen. The enemy army that should first battle the phoenix and either die, retreat inside walls or win instead executes its normal move orders and attacks the adjacent provinces at will, in violation of the orders execution sequence.
What gives? This problem only happens in fortress provinces, but in them it happens every single time.
Edi
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Seems to me this is more or less consistent with the way forts work. If you cloud trapeeze into (or otherwise attack) an enemy province which has a fortress, you only engage the PD and enemy forces who are patrolling the countryside - not the forces inside the fortress - even, in this case, forces which are leaving the fortress. So even though you can arrive early, you can't blockade the fortress before they can escape, because you have to engage the provincial defense and set up a seige first. Instantly arriving to attack is one thing, but instantly beseiging a fortress is another. I guess it could be implemented either way, without either being a bug, per se.
PvK
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