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  #1111  
Old December 11th, 2005, 03:30 PM

boltcutter boltcutter is offline
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Default 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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  #1112  
Old December 13th, 2005, 01:53 AM

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Default 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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  #1113  
Old December 26th, 2005, 04:58 PM

Zooko Zooko is offline
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Default 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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  #1114  
Old January 27th, 2006, 10:34 AM
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Horst F. JENS Horst F. JENS is offline
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Default 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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  #1115  
Old February 5th, 2006, 03:13 PM
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Default 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.
Attached Files
File Type: zip 404322-pangaea.trn.gz.zip (19.9 KB, 323 views)
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  #1116  
Old February 5th, 2006, 07:16 PM

shovah shovah is offline
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Default 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!
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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  #1117  
Old February 8th, 2006, 07:10 AM

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Default 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.
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  #1118  
Old February 8th, 2006, 05:28 PM
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Johan K Johan K is offline
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Default Re: Looks and feels like a bug, but may be not

Placing maps in ~/dominions3/maps doesn't work unfortunatelly.
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  #1119  
Old February 8th, 2006, 06:18 PM

Oversway Oversway is offline
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Default 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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  #1120  
Old February 9th, 2006, 12:58 PM
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Default Re: Looks and feels like a bug, but may be not

Yeah, that should be dominions2.
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