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October 15th, 2006, 10:13 PM
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General
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Join Date: Nov 2000
Posts: 3,013
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Re: Bug thread
Quote:
Quietly said:
Amusing AI choice -- it gave its titan pretender 2 eyes of aiming... thereby making it blind with 0 precision.
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It's possible that the AI won a battle where another unit with an eye of aiming died. It's a cursed item, so commanders tend to find them. Still, that's one thing I'd not mind seeing changed. Hopefully most intelligent creatures wouldn't end up in a "Head of Vecna" scenario.
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October 15th, 2006, 11:34 PM
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Corporal
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Join Date: May 2004
Location: Ohio
Posts: 133
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Re: Bug thread
Bug: Prender titles can become too long to display
I tried my first Ermor LA game and my pretender was "the Dead and Undying Goddess, God of Invincible Power, the One Always at the Shoulder, Guardian of the Dead, the Divine Shepherd, Goddess of poetry a" The rest was just never displayed. I had dominion 10, death 9, nature 5 and some very extreme scales with an awake lich queen.
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October 16th, 2006, 04:37 AM
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Sergeant
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Join Date: Apr 2004
Location: Forlì, Italy
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Re: Bug thread
Wrong description on many units of Caelum Early age. They reference about the departure of the raptors (as in middle age) while thy are not banished yet.
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October 16th, 2006, 08:15 AM
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Private
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Join Date: Feb 2006
Posts: 19
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Re: Bug thread
Quote:
Nerfix said:
Sometimes move orders aren't followed.
Happened to move three times in a row once on the Silent Seas map as Late Ermor and once as Middle Tien. The ordered commanders just refused to move to a bodering province, even if the Move order clearly apperead for them.
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I have experienced the same (irritating) problem several times, and I first thought I might have canceled my moves by accident. So I started to backup my moves before resolving turns, and I managed to isolate the two following cases, which the developers might analyse from attached zip file.
- 1st case, playing as Agartha, moving from Eal to Ferran Mountains (owned by Oceania), my armies didn't move;
- 2nd case, same game, moving from Phalicia to Cuna Eral (owned by Vanheim), again Agarthan armies didn't move.
In both cases, defending forces might have decided to attack my invading armies as well, and it might have been (incorrectly) decided by Dom3 that neither should move (instead of having a battle take place in one or the other province, or having both armies switch provinces).
In both cases, I had the end-of-turn re-computed by Dom3, using the same saved game file, but with possibly different orders decided by the AI for the opposing armies, and this time, my armies did actually move into the attacked province -- so it may take several tries with the attached saved games to experience the problem I have witnessed, depending on what the AI decides for the opposing armies (stay or attack).
Grob
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October 16th, 2006, 12:17 PM
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Second Lieutenant
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Join Date: Feb 2004
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Re: Bug thread
The "no movement bug" also happened to me in Dominions 2 a few times.
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October 16th, 2006, 01:04 PM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
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Re: Bug thread
Not saying that it never happened in Dom2, but I never experienced it. I have however experienced it several times in Dom3. Happened again in my current game. This time I had several armies in two provinces. They had orders to attack an adjacent province. The group attacking from a fortress switched themselves to patrol! The 2nd group from the 2nd province attacked alone. Something outside the normal move/attack rules is going on here.
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October 16th, 2006, 03:49 PM
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Corporal
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Join Date: Jul 2004
Posts: 98
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Re: Bug thread
My copy of Dom3 only shipped today, so these are all from the demo.
The Sacred Statue pretender lacks the blind trait, and is presumably vulnerable to eyeloss and blindness, despite being a statue.
All the following bugs are spelling or grammatical errors with flavor text. They have no effect on gameplay, but should be easy to fix.
The description of the Drakaina uses hungers instead of hunger.
The description of the Ageless Olm uses lives instead of live.
The description of the Destroyer of Worlds has a misplaced comma in its list of weaponry.
The description of the Lady of Fortune uses affect instead of effect.
The first line of the Agarthan Wet one description uses lives instead of live.
The Seal Guard description uses lurks instead of lurk.
The description of all three sorts of Agarthan Oracle uses decide instead of decides.
In the descriptions of Ancient Lords and Ancient Ones Agarthan is not capitalized.
Maverni Horn blowers are described with "boomming" horns, should be booming.
Living Pillars are said to "stang guard", this should be written stand guard.
Not a bug, but stylisticly the double use of enormous in the first sentance of the description of the Wyrm is awkward.
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October 16th, 2006, 04:09 PM
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Private
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Join Date: Mar 2005
Posts: 35
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Re: Bug thread
[img]/threads/images/Graemlins/Bug.gif[/img] Yomi - National Oni ghost forms are not immune to poison (they're ghosts right?). They show up as 'undead' but the latent resistances of their previous forms are not applied, and they're still vulnerable to poison (unlike almost every other undead/spirit/ghost in the game).
If this is not a bug, then I'm quite curious how/why a spirit or ghost could be poisoned if it doesn't have blood or a normal physical body?
Resok
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October 16th, 2006, 04:16 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Bug thread
Sheesh. When Oceania's stealthy commanders go onto dry land, they change into a form that is a _poor_ amphibian. Worse, when the Capricorns go onto land, they can't _MOVE_. In fact, the only command available is _DEFEND_, removing their hide status and causing them to get into battle.
This one more or less makes Oceania unplayable until fixed, unless someone wants to play a game with no land masses.
__________________
Wormwood and wine, and the bitter taste of ashes.
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October 16th, 2006, 05:20 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
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Re: Bug thread
Quote:
Resok said:
[img]/threads/images/Graemlins/Bug.gif[/img] Yomi - National Oni ghost forms are not immune to poison (they're ghosts right?). They show up as 'undead' but the latent resistances of their previous forms are not applied, and they're still vulnerable to poison (unlike almost every other undead/spirit/ghost in the game).
If this is not a bug, then I'm quite curious how/why a spirit or ghost could be poisoned if it doesn't have blood or a normal physical body?
Resok
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Actually, they don't get poisoned, and they are 100% poison resistant.
But resistance is only checked (and calculated) when the poisoning hit occurs. The 'stored' per-turn-poison damage carries over to the 2nd form and isn't discarded.
This is a known bug, which applies not only to Onis but e.g. Machakan spiders as well, and most likely every other 2-form creature with poison resistant 2nd form.
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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