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  #1171  
Old August 27th, 2007, 01:15 PM
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Default Starting games from the command line

When creating games from the command line the game tends to always get VP provinces, even if you don't use them as victory condition. With manual creation, you can set the number of VP provinces to zero, effectively disabling them, IIRC. Maybe the other way around, but I have created a MP game without them.
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  #1172  
Old August 27th, 2007, 07:51 PM

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Default Re: Modding nations

I also know a good bit about this last point, if more information is wanted. Spent a fair while fooling about with it.

Edit: I mean the thing about being unable to create mod nation games from the command line. It's unfortunate because it means the llamaserver can't run mod nation games without a degree of hassle.
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  #1173  
Old August 28th, 2007, 12:28 PM
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Default Re: Devasura description; underwater devils; capit

Quote:
Edi said:
while some are specific (e.g. can't get your tail chopped off if you don't have one).

(blind units can't become blind or get eyeloss being the only exception to my knowledge).
Feebleminded affliction on mindless is the same as becoming blind without eyes or having your tail chopped off when not having one. These units have no minds... if the game is reporting mindless units as becoming feebleminded this would actually be an upgrade.
If given the choice anyone would choose being feebleminded over being mindless.
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  #1174  
Old August 28th, 2007, 12:33 PM

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Default Frozen seas - travel still possible

Did anyone experience problems with the frozen seas spell ?

I am in a SP game with MA Oceania as a neighbor and I casted frozen seas to avoid having to fight them, but I still get attacked by troops traveling from Oceania sea province to my land provinces. I thought frozen seas prevented that.

Could it have anything to do with Oceania units having a different form on sea and land, so that the game mechanics make oceania sea troops vanish from his provinces and "teleport" land troops to my provinces, rather than walk from his provinces to my provinces ?
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  #1175  
Old August 28th, 2007, 01:15 PM
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Default Re: Devasura description; underwater devils; capit

Quote:
NTJedi said:

Feebleminded affliction on mindless is the same as becoming blind without eyes or having your tail chopped off when not having one. These units have no minds... if the game is reporting mindless units as becoming feebleminded this would actually be an upgrade.
If given the choice anyone would choose being feebleminded over being mindless.
Don't be obtuse. I know that and it's a logical disconnect, but it's still only tangential to the point of my above post, which was specific afflictions (only some can get them) vs. generic afflictions (everyone can get them).

In the case of feeblemind, it is from the game mechanics point of view a generic affliction, since as far as I know, it is NOT tied to the mindless flag on a unit. If it is tied to the mindless flag with some kind of a hook, that would solve the problem, but whether that is feasible is up to the devs. It merits discussion, but this is in my opinion a lesser problem than stone beings (such as gargoyles, staues tec) not being immune to petrification, which is another thing I need to add.
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  #1176  
Old August 29th, 2007, 12:12 AM
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Default Re: Devasura description; underwater devils; capit

Quote:
Edi said:
Quote:
NTJedi said:

Feebleminded affliction on mindless is the same as becoming blind without eyes or having your tail chopped off when not having one. These units have no minds... if the game is reporting mindless units as becoming feebleminded this would actually be an upgrade.
If given the choice anyone would choose being feebleminded over being mindless.
Don't be obtuse. I know that and it's a logical disconnect, but it's still only tangential to the point of my above post, which was specific afflictions (only some can get them) vs. generic afflictions (everyone can get them).

In the case of feeblemind, it is from the game mechanics point of view a generic affliction, since as far as I know, it is NOT tied to the mindless flag on a unit. If it is tied to the mindless flag with some kind of a hook, that would solve the problem, but whether that is feasible is up to the devs. It merits discussion, but this is in my opinion a lesser problem than stone beings (such as gargoyles, staues tec) not being immune to petrification, which is another thing I need to add.
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Simply revealing a logical flaw within the game. This logical flaw is the same as a fire elemental being vunerable to fire. Whether or not either can be fixed doesn't change it from being a flaw.
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  #1177  
Old August 29th, 2007, 02:28 AM
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Default Bugs

When you have a spy or are assaulting a castle, if there are any sites that have been discovered they show as 'magical site'... however in the F1 screen hovering over them reveals what the site is.
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  #1178  
Old August 29th, 2007, 02:59 AM
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Default Re: Bugs

NT Jedi, no problem, I just felt we might have been talking past each other and wanted to clarify. Not angry at you or anything.

PurpleRhino, known issue, already in the list.
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  #1179  
Old August 30th, 2007, 01:50 PM
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Default Re: Bugs

On modded nations and game creation....
the basic problem seems to be that in multiplayer mode, Dom3 does not look at the mods until it comes to creating the game. mod changes (# of nations, AIs, name of nations, flag changes) do not reflect in the signup screens. This is also a problem with scenario maps that add AIs since players can be offered a nation which becomes modified or unplayable when the game is created (first turn hosting).

The "workaround" is that mods work for manual game creation. So a game can be manually created by the host adding in all of the gods that were provided, and can then be RUN by internet connection.

Two methods have been used to start games where the modded nations did not appear in the online selection menu. An email start where everyone used the mods to create their gods then mailed them to the host. Or, in the case of the mega games, using multiple onine servers to collect the gods then gather them together to create the first turn with the updated fatherland file.

Once a game is created with the mods, the online menus did properly reflect the numbers of players, the proper nation names, and the proper flags that were set by the mods.

Gandalf Parker
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  #1180  
Old September 1st, 2007, 02:28 AM
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Default What\'s this?

Having reinstalled my system from scratch, I receive these messages regularly after I quit from Dom3, and from this game only. What is this? Have I unlocked some debug functionality of the aRts deamon? Does the game leak somewhere?

Code:
warning: leaving MCOP Dispatcher and still 4 object references alive.
- Arts::FlowSystemSender
- Arts::ByteSoundProducerV2
warning: leaving MCOP Dispatcher and still 60 types alive.
warning: leaving MCOP Dispatcher and still 7 data packets alive.

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