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  #371  
Old February 5th, 2004, 09:46 AM
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Default Re: Dominions II Bug Thread

Quote:
Originally posted by Jasper:
#armor 100 crashes Dominions
#armor "Bronze Cuirass" doesn't give anything
It is mis-typed, and has an extra space. Try "Bronze Cuirass".
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  #372  
Old February 5th, 2004, 11:45 AM

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Default Re: Dominions II Bug Thread

I've seen that units with one weapon and one natural attack still have the "2 weapons" attack penalty. It was a R'lyeh hybrid (1 spear + 1 tentacle = -4 att. penalty, so att. drops from 10 to a pathetic 6). Are natural attack (think of tentacle, hoof, tail, sting etc) supposed to count as a weapon attack ?

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  #373  
Old February 5th, 2004, 11:50 AM

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Default Re: Dominions II Bug Thread

"Bronze Cuirass" with two spaces in the middle doesn't work either.
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  #374  
Old February 6th, 2004, 01:12 AM
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Default Re: Dominions II Bug Thread

Found another (possible) turn sequencing related bug.

- Hosted the turn.
- I then read the Messages. I see a message that reads like: "There was a battle in Fom". The report indicates that I lost two units in the battle (which I won).
- A little further down the Messages list I see a message that reads "Your troops in Fom are starting to starve due to lack of supplies."
- I click on Go To Province and I look at Fom. Supply Usage 54, Supplies 56. (Net 2 surplus.) I examine my units and, indeed, some are starving.

My conclusion from this is that battles take place, not at the end of a turn, but at the beginning of a new one. So that the sequence appears to be:

- magic
- move
- advance the Calendar and calculate supply for the new turn (tag units as starving *now*)
- execute battle
- update UI stats

I had thought the sequence was suppose to be:

- magic
- move
- fight
- advance Calendar, calculate supply (tag units as starving if any), update UI

If battles take place at the end of a turn, then units which are killed will no longer be around to use up supplies for the coming month. Even if the battle takes place at the start of a month, killed units still won't be around to eat. So the supply calculation needs to reflect this.
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  #375  
Old February 6th, 2004, 02:49 AM
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Default Re: Dominions II Bug Thread

Someone's probably already reported this, but forge bonuses don't seem to be taken into account in displaying the gems required to forge things, but they are when the gems are actually deducted. (So if I'm wielding a Dwarven Hammer and I try to forge a Fire Helmet then it shows up as costing 5 fire gems, which is incorrect, as only 3 are deducted.)
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  #376  
Old February 6th, 2004, 06:41 AM

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Default Re: Dominions II Bug Thread

There's a bug in the Map Editor (and maybe in the game also). Depending on the placement of the white dots for province capitals, you can make Dom2 lock up and get caught in an infinite loop.

Pasted from log.txt:

LoadBigMap targa.tga ()
loading map ./maps/targa.tga
tga2rgba32 alphamode 0 tgatype 3202 tgaadr130482216 dstadr138215464 tgalen7680044
w1600 h1200
FindCapitals
155 capitals found
FindNbors (hl155)
gooddist=180341.000000
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 1 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)
prov 1 and 0 are nbors (not unanimous)

Like the energizer bunny, it just keeps going and going.... (log.txt got to 4 megabytes before I forced the game to shut down)

[ February 06, 2004, 04:57: Message edited by: Targa ]
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  #377  
Old February 7th, 2004, 01:43 PM

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Default Re: Dominions II Bug Thread

Here are a few inconsistancies:

Animist - Picture shows him holding a Staff, he's carrying a Dagger

Great Warlock - Pic Staff, carrying Dagger

Black Sorceror - Pic Bane Dagger/Blade, carrying Dagger

Witch Doctor/Sorceror - Pic Staff, carrying Dagger
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  #378  
Old February 7th, 2004, 10:04 PM

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Default Re: Dominions II Bug Thread

Edit: Deleted, never mind. It was my mapping error. Forgot to put dots in some provinces, added them in Photoshop, then when I loaded the .map file, Dom2 renumbered the provinces, adding in the new one(s). This "shifted" all the province numbers, and hence the neighbors were appearing messed up.

[ February 07, 2004, 23:56: Message edited by: Targa ]
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  #379  
Old February 8th, 2004, 07:57 AM

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Default Re: Dominions II Bug Thread

1) Holy units lose their Holy status after being killed while having the Life after Death bonus (Death 9). While maybe holy troops like flags/Lava Warriors/Dancers etc were intended to lose their holy bonus (maybe, but I don't think they should!), units with holy magic also lose their holy status (priests/theurgs/etc) which really has to be wrong. Such a defrocked priest can build a temple, but can't preach. Interestingly, if this happens to your prophet he will stay blessed.

2) Blessed units with Death 9 (either a prophet or Shroud) who drown (either from natural means like Water Cult dominion shifts (argh!) or Thetis Blessing running out, or on purpose by removing their water breathing gear) do not get reborn as undead. They really should!

3) Items that allow casting Ritual spells (Crown of the Ivy King being the main culprit) can only be cast as a monthly repeating spell (the 'm' command) by a mage with the magic skills to cast the spell normally. A commander without the proper spell paths will get a message box stating that the spell is too complicated for him, so you have to do it every turn or give it to a mage who has the right skills.
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  #380  
Old February 8th, 2004, 05:21 PM
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Default Re: Dominions II Bug Thread

I don't know if this has been noticed/mentioned/experienced etc. by anyone else but it took me quite by surprise:

Playing a network game, and everything has gone smoothly so far, but this turn when I tried to watch any battle replay the game would crash. This hasn't happened before. I have nothing else open at all - nothing is different from how things usually are that I can tell. The number of units involved in some of the battles may be larger than normal - could this be it? I dunno.

I'm playing the OS X Version 2.06, with the Caelum Mod (because the network game host is using this also).

Any ideas?
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