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December 11th, 2005, 03:30 PM
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Private
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Join Date: Oct 2005
Posts: 32
Thanks: 0
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Re: regen
Possible bug, possible terrible luck: I sent a Scorpion King in vs. a handful of Ulmites. Scorp cast Personal Regen and went to attack. Did not seem to regenerate [or took more damage than I realized] but got three Permanent Afflictions: Lost one eye, lost other eye, and lost pincers.
It was like the Regen was ADDING afflictions.
Could have been a combination of bad luck and lots-of-little-injuries.
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December 13th, 2005, 01:53 AM
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Sergeant
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Join Date: Oct 2003
Posts: 262
Thanks: 1
Thanked 0 Times in 0 Posts
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Re: Rout
Troglodytes rose from a crack in the ground and attacked the PD and my Wyrm. They killed all the PD and my Wyrm *didn't* rout. That's good but, unless the rules have been changed, it's a bug.
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December 26th, 2005, 04:58 PM
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First Lieutenant
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Join Date: Sep 2004
Posts: 666
Thanks: 0
Thanked 0 Times in 0 Posts
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Flight spell targetting bogosity even worse
Earlier in this thread I complained about a mage casting Flight on the friendly unit who already had flight, even casting Flight over and over on the same friendly unit (who had already started the battle with flight) instead of on an adjacent friendly unit who didn't have flight and needed it.
However today I have discovered that targetting of the Flight spell is even more bogus: my mages cast Flight on enemy units instead of on friendly units! Perhaps they had some clever strategem in mind. They were going to make the Flying enemy units rout from the battlefield faster? They were going to cast some spell that destroys flying units? Who knows what they intended -- instead they lost the battle!
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January 27th, 2006, 10:34 AM
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Sergeant
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Join Date: Oct 2003
Location: Vienna, Austria, Europe
Posts: 234
Thanks: 62
Thanked 11 Times in 6 Posts
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bug: #castledef gives always castledef(1000)
Hi,
can you point me to a solution how to use the modding command
#casltedef <value> ?
No matter what number i enter for <value>, the unit description in the game says always: castledef(1000)
here is a test mod:
--castledef test with Tien Chi imperial Archer
#selectmonster 801
#castledef 5
#end
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February 5th, 2006, 03:13 PM
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Corporal
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Join Date: Aug 2004
Location: Lille, France
Posts: 91
Thanks: 0
Thanked 2 Times in 1 Post
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besieging army swapped with defending one
Active globals: Wild hunt
Mictlan's troops were sieging one of my (pangean) fortress. The lord of the hunt attacked one of the sieging priest and all my troops were suddenly ousted from the fortress. They stand now outside, with no lab, casting summonning spells or researching.
It's a really weird bug.
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February 5th, 2006, 07:16 PM
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Colonel
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Join Date: Aug 2005
Posts: 1,606
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Flight spell targetting bogosity even worse
Quote:
Zooko said:
Earlier in this thread I complained about a mage casting Flight on the friendly unit who already had flight, even casting Flight over and over on the same friendly unit (who had already started the battle with flight) instead of on an adjacent friendly unit who didn't have flight and needed it.
However today I have discovered that targetting of the Flight spell is even more bogus: my mages cast Flight on enemy units instead of on friendly units! Perhaps they had some clever strategem in mind. They were going to make the Flying enemy units rout from the battlefield faster? They were going to cast some spell that destroys flying units? Who knows what they intended -- instead they lost the battle!
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ive noticed it too, although unless against strong enemys (jotuns/sacred cavalry ect) i like it when my mages cast flight on enemys because then they come over one at a time and are slaughtered
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February 8th, 2006, 07:10 AM
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Private
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Join Date: Jan 2006
Posts: 26
Thanks: 0
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Re: Looks and feels like a bug, but may be not
I am running the latest patch of Dominions 2 (2.16) on Gentoo Linux. The game has two directories one at ~/dominions2 and one at /opt/dominions2. The first one is used to store pretenders, created games, etc. It also has the maps and mods sub-directories. The second one holds the game data and executables.
The mods I have placed in ~/dominions2/mods are recognized by the game and can be loaded. However, the maps I place in ~/dominions2/maps are _not_ picked up by the game. I have to place them in /opt/dominions2/maps in order for the game to load them.
I am not sure if this has been discussed here before; a quick search returned nothing relevant and I am too bored to go through 74 pages of posts. So, I apologize in advance if this is a known issue.
__________________
2BA8 C3B7 6842 9393 FC52 BAFD EFA9 3C46 25CD 7597
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February 8th, 2006, 05:28 PM
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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: Looks and feels like a bug, but may be not
Placing maps in ~/dominions3/maps doesn't work unfortunatelly.
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February 8th, 2006, 06:18 PM
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First Lieutenant
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Join Date: Feb 2005
Posts: 693
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Looks and feels like a bug, but may be not
Good to see that dom3 is heavily on your mind
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February 9th, 2006, 12:58 PM
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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: Looks and feels like a bug, but may be not
Yeah, that should be dominions2.
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