|
|
|
|
|
July 20th, 2007, 12:52 PM
|
Corporal
|
|
Join Date: Jun 2007
Posts: 181
Thanks: 2
Thanked 12 Times in 8 Posts
|
|
Re: Bug thread
Not really a bug, but something that could get improved.
Currently for modding, there is only the "#cold" command, that gave a cold Aura of 4 or 5 I think. "#cold <strength>" shouldn't be to hard (I guess) and be useful.
|
July 20th, 2007, 01:23 PM
|
|
General
|
|
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
|
|
Re: Bug thread
Reasonable. I guess the modding command is old, and uses the old dom2 cold mechanics (when the area was the same for all units).
|
July 20th, 2007, 02:48 PM
|
|
General
|
|
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
|
|
Re: Bug thread
Quote:
Kristoffer O said:
Some horse heavy nations like sauromatia might deserve a horse reanim ability, should they get an undead priest (Sauromatian got one with the new hero, Skögu's immortal spouse, but she is more likely used to summon her partholonian longdead allies than to reanimate).
|
[img]/threads/images/Graemlins/Bug.gif[/img]
I have an undead mummy which is level_1 air and level_1 priest. Even being only level_1 I'm able to reanimate ghouls(LvL1), soulless(LvL2) or longdead warriors(LvL3)... in Dominions_2 the level_1 status meant only reanimate ghouls.
Seems like a bug.
__________________
There can be only one.
|
July 21st, 2007, 03:58 PM
|
Corporal
|
|
Join Date: Dec 2004
Posts: 138
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Move Patrol Bug
A bug with Move Patrol lets you move units at the speed of the commander rather than the speed of the slowest unit. This includes being able to move 0 move immobile units.
Easy to reproduce. Do Move Patrol on a commander with no units in his command that are slower than him. Now add any units that are slower. Not only does the 'red movement arrow' stay, but next turn the entire army has moved at the speed of the commander. This obviously does not happen with the regular Move command.
|
July 21st, 2007, 10:52 PM
|
|
Colonel
|
|
Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
|
|
Map Editor \'m\' key used for Mountain & Many Sites
[img]/threads/images/Graemlins/Bug.gif[/img] Map Editor 'm' key used for Mountain & Many Sites
Minor inconvenience really.
|
July 22nd, 2007, 08:31 AM
|
|
General
|
|
Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
|
|
Caves get inappropriate random events
Cave provinces can get inappropriate random events, for example, "A hailstorm has devastated the countryside killing cattle and shepherds."
__________________
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?
|
July 22nd, 2007, 02:31 PM
|
Lieutenant Colonel
|
|
Join Date: May 2007
Posts: 1,355
Thanks: 0
Thanked 5 Times in 4 Posts
|
|
Re: Caves get inappropriate random events
Bah. In Jaguar, I've wasted 2400 gold trying to build a fort in this one mountain province. I've been unable to continue construction the same turn or the next, when remotely assassinated.
|
July 22nd, 2007, 03:17 PM
|
|
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Caves get inappropriate random events
LP, that could be WAD, but it needs some more clarification. Was the commander killed via a spell like Seeking Arrow or Flames from Afar that cause X amount of damage, or was it a remote assassination spell like Earth Attack that causes an assassination attempt?
The distinction is important since losing a battle in a province where a fort is being constructed will prevent resuming construction if the loss results in the fort construction orders being canceled. The most frequent occasion for this happening is somebody moving an army in before the fort is ready, in which case the province also changes hands. It would be easier to investigate if it was known whether the trigger is losing a battle or province ownership changing.
|
July 22nd, 2007, 03:52 PM
|
Lieutenant Colonel
|
|
Join Date: May 2007
Posts: 1,355
Thanks: 0
Thanked 5 Times in 4 Posts
|
|
Re: Caves get inappropriate random events
The commander was killed by Mind Hunt, Soul Slay I presume.
There's no battle.
I'm confused about something else I thought was a bug, but some tests point to me being mistaken. I can't have two commanders starting the construction of a fort?
|
July 22nd, 2007, 04:17 PM
|
|
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Caves get inappropriate random events
Indeed, you can't. Only one commander at a time can start fort construction. Thanks for the clarification.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|