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October 2nd, 2006, 11:09 PM
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Second Lieutenant
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Bug Thread: Discussion
Received the game today and played one game. I found a bug that I thought was fixed in Dominions 2. An assassin with retreat orders will still retreat and die on an assassination attempt.
Last edited by Edi; August 19th, 2008 at 02:27 AM..
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October 3rd, 2006, 03:16 AM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: Bug thread
Hmm, annoying.
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October 3rd, 2006, 03:26 AM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: Bug thread
Better make this thread sticky. Collect bugs here.
Bug: This is an example
Make a nice header and a brief explanation of the bug so it is easy to find and sort bugs.
Bug: This is an example of a fixed bug
I will try to color fixed bugs green at times
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October 3rd, 2006, 05:51 AM
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Lieutenant General
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Re: Bug thread
You can use [img]/threads/images/Graemlins/Bug.gif[/img] symbol at the start as well.
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October 3rd, 2006, 05:51 AM
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Major
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Location: Budapest, Hungary
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Re: Bug thread
Quote:
ioticus said:
Received the game today and played one game. I found a bug that I thought was fixed in Dominions 2. An assassin with retreat orders will still retreat and die on an assassination attempt.
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Hehe. This is a historical event you know btw. You've found the first bug in the commercial release.
__________________
Dominions 3. Wallpapers & Logos
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"Training is principally an act of faith. The athlete must believe in its efficacy: he must believe that through training he will become fitter and stronger, that by constant repetition of the same movements he will become more skillful."
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October 3rd, 2006, 11:13 AM
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National Security Advisor
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Join Date: Sep 2003
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Re: Bug thread
[img]/threads/images/Graemlins/Bug.gif[/img] #maxage always sets the start of the unit's old age to 2397 years. Tested with #maxage 50, #maxage 100, #maxage 500, #maxage 1000 .
EDIT:
the maxage seems to depend on type of magic, or perhaps from the starting age which depends on the spider form of the God Spider of my mod. Either way, I couldn't use #maxage to properly set the start of the old age for a creature that uses #copystats and #shapechange, in that order.
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October 3rd, 2006, 01:02 PM
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National Security Advisor
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Join Date: Sep 2003
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Re: Bug thread
[img]/threads/images/Graemlins/Bug.gif[/img] Riderless Hunter Spiders(888) can't spit web. Their description claims they can, and the second form of Black Sorcerers (899) can. The weapon 899 has is Web (261).
The big spiders have Strength of only 10 or 11. Their weapons aren't affected by strength (18 no-str, death poison, web Spider Fangs for the Hunter Spiders), but higher strength would help them get free from Entangle and similar effects. Thus, I suggest that Great Spider (884, 898, 947) and Hunter Spider (888, 899) get some more strength. 898 and 899 are secondary forms of Sorceress and Black Sorcerer, 884 and 888 riderless mounts, 947 is shapechange form of Ainra the Lady of Spiders.
Hunter spiders don't throw webs. They hunt prey. THats why they are hunter spiders . The sorceror doesn't care for such conventions and spits webs. The strength reflects the riders strength. The rider might still be entangled in webs after the spider is free.
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October 3rd, 2006, 03:19 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Bug thread
[img]/threads/images/Graemlins/Bug.gif[/img] Adding descriptions to mods doesn't work properly. New lines entered in all text editors (tested on Notepad and Wordpad) don't start new paragraph; they seem to act as spaces. Also, the last #description command in the mod is used as the mod's description, even if the said command is actually a monster's description. This forces the modder to put the description of the mod to the very end of the mod.
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October 3rd, 2006, 03:29 PM
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Major General
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Re: Bug thread
Quote:
Endoperez said:
[img]/threads/images/Graemlins/Bug.gif[/img] Adding descriptions to mods doesn't work properly. New lines entered in all text editors (tested on Notepad and Wordpad) don't start new paragraph; they seem to act as spaces. Also, the last #description command in the mod is used as the mod's description, even if the said command is actually a monster's description. This forces the modder to put the description of the mod to the very end of the mod.
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Can't 2nd this. Use Unix-type linefeeds/newlines, that may help.
You need 2 newlines (an completly empty line) to get paragraphs in the description window. 'was this way in Dom2 as well.
If the #description does not work properly, you might have left out a " somewhere...
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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October 3rd, 2006, 03:31 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
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Re: Bug thread
[img]/threads/images/Graemlins/Bug.gif[/img] Mods are not unloaded from the game if de-selected in the menue or invalidated by loading a mod-free savegame!
This is a known bug.
Workaround: Shut down and restart Dom3.exe after deselecting the mods.
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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