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  #191  
Old December 2nd, 2003, 09:26 PM
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Default Re: Dominions II Bug Thread

This is either a bug or a typo:

New Era Centaur Cataphracts: in their description it says they fight with lances (like other knights) but in actual fact they have a spear, just like regular theme centaur cataphracts.
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  #192  
Old December 2nd, 2003, 11:36 PM
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Default Re: Dominions II Bug Thread

I don't know if this is known...

I selected two Commanders in a Province: a Slayer (can Assassinate) and a Scout. I hit Space, and gave the order to Assassinate.

Both got the order, while only one should accept it.

When hosting, I didn't get an assassination attempt with the Scout, but then, attempts don't always work, right?
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  #193  
Old December 3rd, 2003, 05:18 AM
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Default Re: Dominions II Bug Thread

When some units are given additional weapons or shields, they lose their existing ones, when they shouldn't. For example - give an Assassin or Slayer a magical 1-h weapon, and they lose both of their previous weapons!

Also, if heavy cavs or knights, with 2 weapons and a shield (for example, lance, falchion, kite shield) are given a magic shield, they drop both their shirld and weapon. In other words:

Lance, Falchion, Shield

goes to

Lance, Magic Shield

So giving them magic shields makes them suddenly dumb, so they throw their weapon away. I can see that with the lead shield, since lead causes brain damage, but not the other ones=)
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  #194  
Old December 3rd, 2003, 11:16 AM

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Default Re: Dominions II Bug Thread

I lost a scout once to assasination who was building a fortress. I had to pay to restart; this is the way it worked in Dom 1, but I thought was supposed to have changed in Dom 2.
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  #195  
Old December 4th, 2003, 12:49 AM
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Default Re: Dominions II Bug Thread

It seems that no matter how many gems it's supposed to take for your god to learn a new magic path, it always takes 50.
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  #196  
Old December 4th, 2003, 05:26 AM
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Default Re: Dominions II Bug Thread

Quote:
Originally posted by Ed Kolis:
It seems that no matter how many gems it's supposed to take for your god to learn a new magic path, it always takes 50.
Oh, yeah. That's empowerment, and it always takes 50, for a god or non-god to learn the first level. At god creation time, new paths can be learned for different design point costs.

I think it would be neat if gods with cheap paths had cheap empowewment too, but it's fine as is. At any rate, not a bug, AFAIK.
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  #197  
Old December 4th, 2003, 10:02 PM

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Default Re: Dominions II Bug Thread

This isn't exactly a bug as much as it is me overloading the capability of either my computer or the dominions combat system, but I managed to set up a battle that crashes when hosting. The debug error file is interesting and very very long. I think the problem is a result of the conflict consisting of the fact I have the max selectable commanders, mainly mages, + many units, and there's just too much occuring for the game to keep track of. If anyone wants to see the turn that will not host I can send you the file.

This wasn't in a game I was really playing as such, and I doubt this event will ever occur in any actual game, especially MP ones.
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  #198  
Old December 5th, 2003, 01:29 AM
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Default Re: Dominions II Bug Thread

Please send it to me. I wanna see it.
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  #199  
Old December 5th, 2003, 08:12 PM

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Default Re: Dominions II Bug Thread

I also have a high seraph as my prophet with a few issues. His magic is that of a seraph + the priest levels, but he's actually a high seraph. Also at some point he became a magic being. I have no idea how or when either of these happened to him, but I have him nonetheless.

I think I should specalize in finding unusual bugs.

Edit: Actually appointing a seraph/high seraph as prophet changes unit type to a different high seraph who is a magic being and has an ice rod. Apparently my prophet was really a standard seraph before he became a prophet, but this is still a bug.

[ December 05, 2003, 18:17: Message edited by: LordArioch ]
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  #200  
Old December 6th, 2003, 01:08 AM
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Default Re: Dominions II Bug Thread

Major bug. Has this been mentioned before? Tactical AI likes casting spells that mass-murder allies, such as Breath of Winter.

Here's a perfect example, where I lost 5 heroic, magic-item equipped commanders and mages to a lowly Master of the Way casting Breath of Winter for no particular reason. As in, there could have been no possible advantage.

...fortunately it was just a battle-tactics testing SP game, not MP=) But Breath of Winter should be made script-only unless the AI gets smarter=)

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