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  #171  
Old November 26th, 2003, 02:57 AM

Karacan Karacan is offline
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Default Re: Dominions II Bug Thread

Similar thing like Endoperez' Knights happened to me.... laying siege to Man's home citadel, I was informed that a barbarian horde attacked and tried to pillage the province. Hum. Twice, actually... two Messages of the same kind in the same turn, both for the same province, right after the other.

Nothing happened, though. Next turn, I stormed the castle, and frankly forgot about the barbarians who never came.

The turn after that, I got the information that the enemy has captured my undefended province... and lo and behold, the barbarian horde was outside my castle walls.
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  #172  
Old November 26th, 2003, 02:58 AM
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Default Re: Dominions II Bug Thread

Quote:
Originally posted by Graeme Dice:
The same problem occurs with the Prince of Death and his longdeads. He's routed after two of the three around him were killed, which doesn't make a lot of sense.
True. However, at least in this case you can avoid the problem (move the PoD without his retinue). Whereas the imps spawn at the beginning of battle.

I think commanders should have a "Never Retreat" box. If checked, they act like a normal unit and only flee if they fail a morale throw.

[ November 27, 2003, 02:25: Message edited by: Saber Cherry ]
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  #173  
Old November 26th, 2003, 09:17 AM

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Default Re: Dominions II Bug Thread

Quote:
Originally posted by HJ:
There seems to be something with the shift key if you start in windowed mode. The "?" wasn't working either. You can start in fullscreen, and then switch to window by hitting alt-enter. That should fix the problem in my experience.
Hmmhmm... only been running in fullscreen mode, though at a different resolution than my desktop. Maybe switching resolution causes that. I'll play around with it some more.


As to the Moloch routing problem, this one is from the manual, point 6.6: When all your commanders are slain or have left the battle, your whole army will rout. This will also happen if all units are slain or routed and only commanders remain on the battlefield.

The exception to this are immortal units, so I guess that's what ticks the Moloch off to flee.
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  #174  
Old November 26th, 2003, 10:25 PM
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Default Re: Dominions II Bug Thread

It seems that, if you try to cast a ritual in a Province that has a site that gives a bonus to the appropriate path, and you don't have enough gems to normally cast the spell (but have enough to cast the spell with the cost reduction), the order will not be accepted (my mage went back to "defend").
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  #175  
Old November 26th, 2003, 10:45 PM

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Default Re: Dominions II Bug Thread

Quote:
Originally posted by PhilD:
It seems that, if you try to cast a ritual in a Province that has a site that gives a bonus to the appropriate path, and you don't have enough gems to normally cast the spell (but have enough to cast the spell with the cost reduction), the order will not be accepted (my mage went back to "defend").
Yes, I've noticed that too. Although it will take the reduced cost into account, you have to have prescribed amount available to give the order. It doesn't seem to be the case with forge bonus though.

[ November 26, 2003, 20:46: Message edited by: HJ ]
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  #176  
Old November 27th, 2003, 03:02 PM

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Default Re: Dominions II Bug Thread

A local lord was worried about revolting peasants or somesuch, and built a castle. Yay! Free castle! Imagine my surprise when I found out that he had erected a Hill Fortress in the middle of the ocean...


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  #177  
Old November 27th, 2003, 03:48 PM

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Default Re: Dominions II Bug Thread

Specializing in weird bugs... "The Twin Towers":

Was fighting against Caelum and Pangaea. Caelum's castle is a fortified city, Pangaea has one impressive watchtower.

My lonely dragon was munching up Caelum's attempts to liberate their homeprovince again, but was obviously not strong enough to dent their fortification on its own, and I got a lot of "can't damage, need more men"-Messages.

However, when my main army, consisting of about 60-80 small units (including two flying heroes) laid siege to Pangaea's Watchtower (you know, that thing with a defence value of 50), my lonely dragon suddenly started to damage the Fortified City of Caelum, but my troops around Pangaea's Watchtower got the message they needed more men...


Looks to me like some crosslinking of values.
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  #178  
Old November 27th, 2003, 04:58 PM
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Default Re: Dominions II Bug Thread

I'm not sure if this is a bug or the way it's supposed to be, but if a game is being auto-hosted (i.e., the turn is processed as soon as everyone completes their move), and someone ends their turn, sees that the others are still doing theirs, and decides to go back in and fool around some more (choosing Continue), his turn-finished flag doesn't appear to get set back to false. If everyone else finishes their turn before he hits end turn a second time, none of the stuff he did since he went back into the game will occur.
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  #179  
Old November 27th, 2003, 05:11 PM
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Default Re: Dominions II Bug Thread

Quote:
Originally posted by Raen:
I'm not sure if this is a bug or the way it's supposed to be, but if a game is being auto-hosted (i.e., the turn is processed as soon as everyone completes their move), and someone ends their turn, sees that the others are still doing theirs, and decides to go back in and fool around some more (choosing Continue), his turn-finished flag doesn't appear to get set back to false. If everyone else finishes their turn before he hits end turn a second time, none of the stuff he did since he went back into the game will occur.
When you end your turn a .trn file is created. If all nations have trn files the autohost kicks in. If you are revisiting, your trn file is not removed so you must finish before everyone else is ready if you want your changes to be added to your trn file..
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  #180  
Old November 27th, 2003, 10:06 PM

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Default Re: Dominions II Bug Thread

Quote:
Originally posted by Karacan:
Specializing in weird bugs... "The Twin Towers":

Was fighting against Caelum and Pangaea. Caelum's castle is a fortified city, Pangaea has one impressive watchtower.

My lonely dragon was munching up Caelum's attempts to liberate their homeprovince again, but was obviously not strong enough to dent their fortification on its own, and I got a lot of "can't damage, need more men"-Messages.

However, when my main army, consisting of about 60-80 small units (including two flying heroes) laid siege to Pangaea's Watchtower (you know, that thing with a defence value of 50), my lonely dragon suddenly started to damage the Fortified City of Caelum, but my troops around Pangaea's Watchtower got the message they needed more men...


Looks to me like some crosslinking of values.
Damaging castles depends on the strength of defenders vs. strength of besiegers. Maybe your dragon finally killed enough defenders to start to make a dent in the defenses? While Pangaea had a lot of strong troops trapped in the castle, since the siege has only begun.

[ November 27, 2003, 20:07: Message edited by: HJ ]
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