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October 10th, 2006, 03:18 AM
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First Lieutenant
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Join Date: Oct 2006
Location: Palo Alto, CA
Posts: 638
Thanks: 1
Thanked 3 Times in 3 Posts
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Re: Bug thread
Quote:
Nerfix said:
Yeah, that must be it. They essentially do 0 damage.
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It is still a bug I think. They should do 0+2d6 vs 0+2d6, meaning almost 50% of hits that landed should do some damage.
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October 10th, 2006, 03:24 AM
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First Lieutenant
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Join Date: Oct 2006
Location: Palo Alto, CA
Posts: 638
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Re: Bug thread
Quote:
Bladess said:
3) I have been building temples in all my secure provences. After about 40 turns, I noticed that 2 provences near my capital no longer have temples. Thinking they may have been destroyed by enemy action somehow, I move a priest in and for 3 turns I spend money and buuld temples and it never appears the next turn.
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I've seen temple vanished from my capital. I thought it was strange, since I never saw random event that would destroy temple in that game. Perhaps it is the same bug as yours.
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October 10th, 2006, 03:45 AM
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First Lieutenant
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Join Date: Oct 2006
Location: Palo Alto, CA
Posts: 638
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Re: Bug thread
Ok, first bug of my own:
The Sea Father's (indep water mage) description needs to be updated for Dom3.
It said: "Sea Father can bring more people with him underwater than ordinary Water mage". Since water mages can not bring people underwater now, the description is outdated.
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October 10th, 2006, 04:34 PM
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Corporal
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Join Date: Jun 2006
Posts: 105
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Re: Bug thread
Deathmatch can give a mindless commander experience.
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October 10th, 2006, 05:24 PM
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Private
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Join Date: Sep 2006
Location: London, UK
Posts: 32
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Re: Bug thread
[img]/threads/images/Graemlins/Bug.gif[/img]Alphabetical Mercenaries
After playing several games I notice that the mercenaries always turn up in alphabetical order - I always seem to get Edward Blackfist early and then the remainder of mercenaries turn up in alphabetical order - I think the selection should be randomised so it is possible that any mercenary turns up.
Edit: Only seems to hppen when you first install game 5 had random selection.
GM12
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October 10th, 2006, 06:03 PM
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Second Lieutenant
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Join Date: Mar 2004
Location: Gdansk, Poland
Posts: 420
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Re: Bug thread
Sea King's Court spell description says Sea Troll King can lead ordinary people underwater.
More about philosophers: now that you mention, yes, there are some hints that philosophers work better in slothful dominion, but NOT in unit description. I think unit description should be updated to avoid further confusion.
__________________
Those who do not understand Master Of Magic are condemned to reinvent it - badly.
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October 10th, 2006, 06:34 PM
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First Lieutenant
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Join Date: Oct 2006
Location: Palo Alto, CA
Posts: 638
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Re: Bug thread
Quote:
B0rsuk said:
Sea King's Court spell description says Sea Troll King can lead ordinary people underwater.
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Sure he can. Now if they will survive the trip or not, is entirely different matter...
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October 10th, 2006, 07:20 PM
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First Lieutenant
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Join Date: Oct 2006
Location: Palo Alto, CA
Posts: 638
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Re: Bug thread
Bug: Several times when I was using gem searching spell on some province in messages I got report "magic site has been found", but when I looked in the province in question there were no new sites there.
I am playing Glory of Gods SP map, the spell I was using was Earth Lore.
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October 10th, 2006, 08:16 PM
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General
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Join Date: Apr 2005
Posts: 3,327
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Re: Bug thread
Not sure if qualifies as a bug, but it gave me a laugh.
Watching a battle, I saw a "-15" damage floating over one of my Machakan Spider Knights. The rider was hit when he had 2 hp left, then the resulting spider had 17.
Makes sense, but -15 damage doesn't really seem like the right way to show that.
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October 10th, 2006, 08:30 PM
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Private
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Join Date: Sep 2004
Posts: 43
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Re: Bug thread
Major Bug: When any single member of a missile squad is - or becomes - unable to shoot, the entire squad will stop shooting and immediately charge in to close combat.
This is having major repercussions. It arrives most commonly through injury in battle (eg. lost an arm), but can also come about because of disease, spell effects, or unit capabilities such as spirit form for the Yomi. It also prevents Marvarni Horn Blowers and the like being attached to missile squads.
Not only does the missile fire stop, but also as most missile troops are hopeless hand-to-hand they usually get slaughtered.
While I'm currently seeing this in solo play, I can also imagine that it could be an horrendous exploit in multiplay.
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