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  #141  
Old October 9th, 2006, 06:16 PM
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Default Re: Bug thread

http://i2.photobucket.com/albums/y26/Zeldor/phil1.jpg

Seems like my friend found a truly ugly bug.
Note research values on these guys. This is from windows version, of course. I can ask my friend for savegames, if necessary. Not a bug - see answer below
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  #142  
Old October 9th, 2006, 06:33 PM

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Default Re: Bug thread

Description:
"The Sorceress is a female mage specializing in Astral and Air magic."
But the paths are 1F1E1S 20%(WSDN)
No Air in sight.
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  #143  
Old October 9th, 2006, 06:37 PM

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Default Re: Bug thread

Immortality bug
The AI had an immortal Lich pretender. I had seiged his capital and killed the Lich. He returned and attacked the sieging army several times, properly. When I stormed the castle, I had already killed him that turn in a fight outside, but he appeared inside to fight again.

I didn't think to save the game, unfortunately.
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  #144  
Old October 9th, 2006, 06:42 PM
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Default Re: Bug thread

Quote:
B0rsuk said:
http://i2.photobucket.com/albums/y26/Zeldor/phil1.jpg

Seems like my friend found a truly ugly bug.
Note research values on these guys. This is from windows version, of course. I can ask my friend for savegames, if necessary.
That's not a bug. If you go with a productive scale with EA Arco the philosophers are not as effective, which forces you to choose between fast research or larger armies.
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  #145  
Old October 9th, 2006, 06:51 PM
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Default Re: Bug thread

I used a mod to check out all the units in the game and noticed several things:
[img]/threads/images/Graemlins/Bug.gif[/img]watchers have Darkvision (1), should probably be 100
[img]/threads/images/Graemlins/Bug.gif[/img]one of the Ice Devils has a description that says he is a death mage, but he is currently a level 3 water mage and a level 3 priest As he is a deomon and priest he is able to reanimate the dead
[img]/threads/images/Graemlins/Bug.gif[/img]the hero for LA Atlantis who rides a tupilak or whatever that thing is called is currently only size 2
[img]/threads/images/Graemlins/Bug.gif[/img]the hog knight has a foot slot
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  #146  
Old October 10th, 2006, 12:23 AM
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Default Re: Bug thread

Quote:
Agrajag said:
Quote:
Cainehill said:
Also in the shortcuts list : No mention of the Tab key which also doesn't conceal researchers on the map.
Apparently (from the demo) the tab key is used to toggle province names (that is, hold it to keep province names visible when filtering them out), so I don't think that's technically a bug.
However, I really miss the way the tab key worked, it was really useful.
Yes, TAB hiding reseachers is much more useful than toggling province names, which are almost always turned off, since they make map unreadable due to obscuring all other information, which Dom3 now displays on the map.

Can we have our old TAB back? Or some other shortcut, which hides (or dims out) reseachers.
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  #147  
Old October 10th, 2006, 01:31 AM
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Default Re: Bug thread

Quote:
Cainehill said:
Equipping magic weapons on commanders with 4 arms is very buggy : for example, the Destroyer of Worlds has 4 hand slots, starts with 4 weapons (2 melee, 2 ranged). Equipping a Thorn Spear costs _all_ 4 slots, while adding an Enchanted Shield gives back the Plague Bow and Lightning ranged attacks.

Actually part of it is not a bug, but rather a feature. The 4 hands pretender would lose all its default weapons in Dom2 as well. Since it was never changed in any of the patches, one can assumed that it is working as intended.


The rest of your observation indeed sounds like it's buggy.
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  #148  
Old October 10th, 2006, 01:46 AM
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Default Re: Bug thread

The small version of Glory to the Gods should have provinces 71 and 85 connected (adjacent ocean provinces).
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  #149  
Old October 10th, 2006, 02:30 AM
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Default Re: Bug thread

Quote:
Taqwus said:
Magic Duel: If the spell behavior has changed to be less lethal except in heavy gap in astral magic, the description does not reflect this.
O.T. So what is the new behavior? I must have missed it.
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  #150  
Old October 10th, 2006, 02:38 AM
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Default Re: Bug thread

Quote:
BigJMoney said:
[img]/threads/images/Graemlins/Bug.gif[/img] Resources hold-over not functioning properly.

Example: If a province is producing 100 resources and I queue up units worth 105 resource points, to show -5 resource remaining, the next turn, I should have 95 resources remaining. Let's say the last unit in the queue costs 10 resources. The next turn, that unit will be queued up, and I will only have 90 resources available, as if none of the previous turn's excess resources were put to use.

=$= Big J Money =$=
Yeah, it's been always bugging me in Dom2, and it was never fixed for some reason.

Resources *are* actually being carrying over from previous turn, but there is no way (other than to just remember it from the previous turn), to know how many resources were already spent on the last unit that partly completed in the previous turn.

I hope Illwinter will finally fix it with the patch, currently if you want to get max out of some important province with resource-heavy units, you may have to do notes on how much resources were really spent last turn on the last unit in query, which doesn't make any sense. (and which I don't do of course, sometimes there is plenty of MM without this thing >;( ).
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