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February 19th, 2004, 09:23 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Thanked 479 Times in 326 Posts
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Re: patch 2.08 is out
My upgrade on one copy failed because the Command_Line_Switches file was the wrong Version. It was ver2.00
Wont that cause a problem for people who buy the game now and try to upgrade to ver 2.08?
OK deleting the switches file will let it upgrade. But I get no new switches file. Looks like I will need to grab the docs off of my linux Version (which updates alot more files than the Win Version).
Hmmm I dont see anythinga bout a preexec switch.
[ February 19, 2004, 20:07: Message edited by: Gandalf Parker ]
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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February 19th, 2004, 09:27 PM
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General
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Join Date: Nov 2000
Posts: 3,013
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Re: patch 2.08 is out
Quote:
Originally posted by SurvivalistMerc:
I heard somewhere that paralyze gets a bonus to penetration. At least that was what folks were saying when calling it the "SC killer" pre-patch 2.08. No idea whether that is still true or not since I haven't patched...too many stories of things going wrong.
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The reason it has a penetration bonus is that it's astra 2, so an astral 4 mage gets a bonus of 1, while you need an astral 5 mage for bonus penetration with soul slay. The other reason it was too effective is that it hit the target twice for every cast. As for upgrading to 2.08, the only problems I see are those with the Utgard theme.
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February 19th, 2004, 10:48 PM
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Second Lieutenant
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Join Date: Nov 2003
Posts: 419
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Re: patch 2.08 is out
Graeme Dice,
There have also been stories of crashes during hosting. I have no idea how common they are or whether they are related to operating system.
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February 20th, 2004, 01:37 AM
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BANNED USER
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Join Date: Nov 2003
Location: Adelaide, Australia
Posts: 13
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Re: patch 2.08 is out
>I don't know if any one has mentioned this yet,
>put on the OS X Version of Golden Era Arcos, if
>you try and look at the the priestess' stats
>the game quits without an error. Also the
>icarids (?) are mooses.
I dont have the OS X Version, but I was having the same problems in the windows Version (getting "sprnbr too high for this file" errors upon right clicking on certain units). I found out what was wrong - I had copied the old dominions directory (c:\games\dominions2) to a new directory (c:\games\dom2updated) so that I had both Versions for the two multiplayer games I'm in (one where the players wanted the game patched and one that wanted to wait for Jotunheim to be fixed). Originally I had two desktop shortcuts for dom2 that specified the ip address and port numbers in command line switches (so I dont have to type it in each time I play the two different games). What caused the error was that I went to the shortcut properties and changed "target" to the new "c:\games\dom2updated" directory but I forgot to change "start in" directory to the new directory. So the program must have been running the new executable but using the files in the old "c:\games\dominions2" directory. When I changed the "start in" directory to the correct one all problems disappeared.
[ February 19, 2004, 23:40: Message edited by: dire ]
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February 20th, 2004, 09:47 PM
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Corporal
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Join Date: Oct 2003
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Re: patch 2.08 is out
Quote:
Originally posted by dire:
[snipped]
What caused the error was that I went to the shortcut properties and changed "target" to the new "c:\games\dom2updated" directory but I forgot to change "start in" directory to the new directory. So the program must have been running the new executable but using the files in the old "c:\games\dominions2" directory. When I changed the "start in" directory to the correct one all problems disappeared. [/QB]
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Bingo! The problem I had was basicly the same. I had renamed the .app dominions2.8 and had the old 2.6 Version in the same directory as "dominions2". I renamed the old one to dominionsold and renamed the new one as dominions2 and it worked no problems.
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February 20th, 2004, 10:53 PM
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Private
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Join Date: Nov 2003
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Re: patch 2.08 is out
Quote:
Originally posted by NTJedi:
quote: Originally posted by Pillin:
The whole discussion on paralyzation is just.. silly. Your paralyzed unit is only lost if thats you attacking and you dont win. So basicly what happens, is that the province gets together for a big party. Where they either build a fire around you and burn you, or simply chisle away at you untill your a pile of ruble. See, no need to discuss that anymore.
Edit: spelling (yeah its still bad)
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That was the most far-fetched and bizarre response I have seen. Considering that 95% of the province defense was killed in the battle... leaving only citizens/farmers...
the regenerating powers of the Tartarian Cyclops(size 6) would easily keep him alive from their sticks and stones. Most of the citizens/farmers would also be too afraid to approach him since he also carried 'cause fear +2' .
He had items which gave him his regeneration and other enhancements.
When the game auto-kills a unit just because X amount of turns passed... that's just wrong.
The fix we need is to remove the auto-kill and replace it with auto-flee. OR
Change/Adjust Paralyzation OR
Change the Last turns of battle so units can wake up and properly flee. maybe the local thief snitched his regen item then a wandering herd of carnivorous cows came and chewed him up?
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February 20th, 2004, 11:13 PM
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Private
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Join Date: Nov 2003
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Re: patch 2.08 is out
Quote:
Originally posted by Zapmeister:
I'm not sure what what is meant by:
quote: If both sides are fully routed ... they should both automatically rout ...
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In any event, considerations of "realism" (whatever that means in a fantasy game) take a back seat to more pragmatic concerns, like ensuring that the hosting terminates.
The auto-die code is in there to ensure that no combat can get "stuck" for reasons involving Paralyze or other reasons not foreseen, and I for one don't particularly care whether or not it can be rationalized in game terms. lol I like that
BTW realism has little to do with reality it's just a term describing a logical cause and effect system not a the same as reality system
oh, and it could easily end in a TIE with all attackers not dead at the end of combat routing... I would think that would be a preferred method. auto-kill is never a good thing to do just because you wanted to set an arbitrary limit to the number of combat rounds.
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