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December 4th, 2008, 04:49 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
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Re: Bug Thread: Discussion
Quote:
Originally Posted by Dectilon
If I use the random map generator once, quit that game and generate a new map I get the exact same map grahpics but with each province redefined (water provinces will often be land and vice versa).
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That happens if you save the map under the same name as before and is because of image caching in Dom3. You'll have to restart the game in-between or use another name. It's a bug that has screwed at least one MP game that wanted to start that I played in.
Last edited by lch; December 4th, 2008 at 04:52 PM..
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December 5th, 2008, 02:38 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
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Re: Bug Thread: Discussion
Bug using gems against PD when mayusegems is initially 0:
I had a battle against PD, where my commander was loaded up with a couple nature gems (I was expecting something more).
So, he didn't cast the spells he was scripted for, I checked the debug log, and I see (mayusegems 0). No mystery there.
My army proceeds to trash the PD, the infantry runs away, and there's just archers left shooting at me still. My mage lets off some buffs, etc, and then ... Swarm! My army had taken very minimal losses, just engaged the archers, there were no new enemy summons on the field, but I check the debug log and for some reason I see for my casters (mayusegems 1). It toggled on in turn 8 of the battle.
Is this a known problem?
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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December 5th, 2008, 05:23 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: Bug Thread: Discussion
Units with Forest Survival + Gluttony still starve inside of Forests? Is this WAD?
To clarify, I have an army as Lanka, in a Forest. Every unit present has Forest Survival. Yet, it still states "Supply Used 490", I got a Starvation report, and my Palankashas all have the Starving debuff on them.
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December 5th, 2008, 06:11 PM
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Major
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Join Date: Mar 2008
Posts: 1,099
Thanks: 56
Thanked 122 Times in 48 Posts
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Re: Bug Thread: Discussion
Quote:
Originally Posted by vfb
Bug using gems against PD when mayusegems is initially 0:
I had a battle against PD, where my commander was loaded up with a couple nature gems (I was expecting something more).
So, he didn't cast the spells he was scripted for, I checked the debug log, and I see (mayusegems 0). No mystery there.
My army proceeds to trash the PD, the infantry runs away, and there's just archers left shooting at me still. My mage lets off some buffs, etc, and then ... Swarm! My army had taken very minimal losses, just engaged the archers, there were no new enemy summons on the field, but I check the debug log and for some reason I see for my casters (mayusegems 1). It toggled on in turn 8 of the battle.
Is this a known problem?
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I believe I've seen this problem before as well. Battles where my mages don't use the gems they were scripted to use then use the gems later on, even when I'm in a winning battle. The worse part is that they are always spells I would never bother casting.
Also, I'm not sure how the opposition is weighed to determine when to use gems or when not to, but it appears that a lone black servant with almost no gear and scripted to retreat can cause all my mages to use gems. This is rather annoying as the unit presents no threat to my army, even if it were to attack rather then flee.
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December 5th, 2008, 07:04 PM
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Major
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Join Date: Dec 2006
Posts: 1,226
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Re: Bug Thread: Discussion
I think the gem use starts because the mage's fatigue gets high and he doesn't want to drop unconscious when the battle takes a few turns, even when the opposition is outmatched. Still buggy, but that might be the root of the problem. Just a thought.
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The Following User Says Thank You to Micah For This Useful Post:
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December 5th, 2008, 07:05 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Bug Thread: Discussion
Quote:
Originally Posted by JimMorrison
Units with Forest Survival + Gluttony still starve inside of Forests? Is this WAD?
To clarify, I have an army as Lanka, in a Forest. Every unit present has Forest Survival. Yet, it still states "Supply Used 490", I got a Starvation report, and my Palankashas all have the Starving debuff on them.
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They eat a lot more than the forest survival bonus provides in forests.
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December 5th, 2008, 07:26 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Bug Thread: Discussion
Quote:
Originally Posted by Micah
I think the gem use starts because the mage's fatigue gets high and he doesn't want to drop unconscious when the battle takes a few turns, even when the opposition is outmatched. Still buggy, but that might be the root of the problem. Just a thought.
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Thanks, if I have the same situation I'll try scripting my casts, followed by "Stay Behind" instead of "Cast Spells", and see how that goes. I'm hoping the mage might just decide to do nothing instead of burn gems.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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December 5th, 2008, 09:12 PM
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Major
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Join Date: Mar 2008
Posts: 1,099
Thanks: 56
Thanked 122 Times in 48 Posts
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Re: Bug Thread: Discussion
Quote:
Originally Posted by Micah
I think the gem use starts because the mage's fatigue gets high and he doesn't want to drop unconscious when the battle takes a few turns, even when the opposition is outmatched. Still buggy, but that might be the root of the problem. Just a thought.
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I haven't used "cast spells" for months. I still suspect that this is a problem. Still a thought to consider.
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December 6th, 2008, 05:30 AM
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Sergeant
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Join Date: Nov 2004
Location: Montpellier, France
Posts: 208
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Re: Bug Thread: Discussion
Hi, didn't saw this one in the bugs shortlist. When scripting cave drakes (conj 2 summon) to fire closest, they don't seem to fire. In fact, I never saw them firing anything - I would expect something like shards or stones... or maybe they do fire and this is a graphical glitch, but I don't think so, they just run into melee. Ranged attack seems broken for these poor creatures...
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December 6th, 2008, 05:59 AM
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Sergeant
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Join Date: Dec 2006
Location: Australia
Posts: 202
Thanks: 98
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Re: Bug Thread: Discussion
Cave drakes do not have a ranged weapon unlike fire and ice drakes.
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