.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #41  
Old October 31st, 2003, 03:46 AM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Dominions II Bug Thread

*************

Another Design Bug :

Melee units are able to attack rear units {this is fine}
Archers cannot fire at rear units and we're stuck with fire at archers.
~Sometimes there is no enemy archers.


~~Hopefully this gets fixed in a patch because it would save the lives of friendly units!
Thanks ~

[ October 31, 2003, 01:50: Message edited by: NTJedi ]
__________________
There can be only one.
Reply With Quote
  #42  
Old October 31st, 2003, 04:06 AM

johan osterman johan osterman is offline
Captain
 
Join Date: Aug 2003
Posts: 883
Thanks: 0
Thanked 13 Times in 5 Posts
johan osterman is on a distinguished road
Default Re: Dominions II Bug Thread

Quote:
Originally posted by NTJedi:
*************

Another Design Bug :

Melee units are able to attack rear units {this is fine}
Archers cannot fire at rear units and we're stuck with fire at archers.
~Sometimes there is no enemy archers.


~~Hopefully this gets fixed in a patch because it would save the lives of friendly units!
Thanks ~
This is no design bug. It is an intentional feature. The idea is that it is hard to target at the rear since you do not know exactly where they are, but as you outflank you can discover what is on the other side of the enemy lines. It is also intended to combat what illwinter percieved to be the somehwat cheesy dom 1 tactic of putting all you archers on fire magic Users or commander. Thius was especially potent against indeps.
Reply With Quote
  #43  
Old October 31st, 2003, 10:56 AM
Daynarr's Avatar

Daynarr Daynarr is offline
Lieutenant General
 
Join Date: Dec 2000
Posts: 2,555
Thanks: 5
Thanked 3 Times in 3 Posts
Daynarr is on a distinguished road
Default Re: Dominions II Bug Thread

Quote:
Originally posted by NTJedi:
*************

Another Design Bug :

Melee units are able to attack rear units {this is fine}
Archers cannot fire at rear units and we're stuck with fire at archers.
~Sometimes there is no enemy archers.


~~Hopefully this gets fixed in a patch because it would save the lives of friendly units!
Thanks ~
Good alternative is to order them Fire/None order. They will choose their target, which sometimes can even be enemy commander. They usually choose their target better with that order.
Reply With Quote
  #44  
Old October 31st, 2003, 04:41 PM
st.patrik's Avatar

st.patrik st.patrik is offline
Major
 
Join Date: Sep 2003
Location: The Forest of Avalon
Posts: 1,162
Thanks: 0
Thanked 50 Times in 11 Posts
st.patrik is on a distinguished road
Default Re: Dominions II Bug Thread

Quote:
Originally posted by Pocus:
while we are at battle orders, I have a request:

Can we have units on bodyguard order fire their missiles weapons? We had already a discussion on the newsgroup about that, but got no feeback from IW, so perhaps there is a design decision about this.

My opinion is that allowing units on bodyguard to fire missiles would fix 2 problems at once:

1- it dont appears logical that - say velites - on bodyguards never use their pilum.

2 - more importantly, it would fix the problem of seeing our archers running to the front to get in range of the enemy, just to be caught in melee the next round because of advancing opponents. In essence, this would allow the much requested order of :

'fire, or stand still until you have somebody in range, you stupid archers!'.

Thank you for your time.
This should be added to the MASTER LIST. I will quote your message over there.
Reply With Quote
  #45  
Old October 31st, 2003, 07:13 PM
Nagot Gick Fel's Avatar

Nagot Gick Fel Nagot Gick Fel is offline
Major
 
Join Date: Sep 2003
Posts: 1,177
Thanks: 0
Thanked 1 Time in 1 Post
Nagot Gick Fel is on a distinguished road
Default Re: Dominions II Bug Thread

What about the dominion scales bug I reported earlier in this thread? Unless I'm mistaken, none of the devs provided an explanation yet (?). I've seen it happen at least 5 times so far, out of maybe 15-20 games, so I can't believe noone else noticed it.

Bug description: some of your dominion scales are reset to non-optimal values (usually zero) in your capital as soon as turn #2. It is possible only some scales are affected. So far I've seen:

Order: +3 -> 0
Production: +3 -> 0 (often) or +1 (sometimes)
Growth: +3 -> 0
Luck/Unluck: no change
Magic/Drain: no change
Heat/Cold: sometimes vary by +1/-1, but I assume these changes are seasonal effects.

Of course these changes affect income, production and growth. So that's a major issue.
__________________
God does not play dice, He plays Dominions Albert von Ulm
Reply With Quote
  #46  
Old October 31st, 2003, 08:51 PM

HJ HJ is offline
Second Lieutenant
 
Join Date: Sep 2003
Posts: 483
Thanks: 0
Thanked 1 Time in 1 Post
HJ is on a distinguished road
Default Re: Dominions II Bug Thread

Quote:
Originally posted by Nagot Gick Fel:
Wasteland Survival: unlike 'Forest Survival', does not seem to give movement bonuses, only extra supplies. The Moloch has it. But he also has the 'Need not Eat' ability - so what is WS good for for him?
Good point.
Btw, I guess wastelands do not incur movement penalties, and that's why their survival skill is not related to the movement?

[ October 31, 2003, 20:41: Message edited by: HJ ]
Reply With Quote
  #47  
Old November 1st, 2003, 02:13 AM

Pocus Pocus is offline
Lieutenant Colonel
 
Join Date: Apr 2003
Location: Nuts-Land, counting them.
Posts: 1,329
Thanks: 1
Thanked 0 Times in 0 Posts
Pocus is on a distinguished road
Default Re: Dominions II Bug Thread

while we are at battle orders, I have a request:

Can we have units on bodyguard order fire their missiles weapons? We had already a discussion on the newsgroup about that, but got no feeback from IW, so perhaps there is a design decision about this.

My opinion is that allowing units on bodyguard to fire missiles would fix 2 problems at once:

1- it dont appears logical that - say velites - on bodyguards never use their pilum.

2 - more importantly, it would fix the problem of seeing our archers running to the front to get in range of the enemy, just to be caught in melee the next round because of advancing opponents. In essence, this would allow the much requested order of :

'fire, or stand still until you have somebody in range, you stupid archers!'.

Thank you for your time.
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
Reply With Quote
  #48  
Old November 1st, 2003, 05:40 AM
Nagot Gick Fel's Avatar

Nagot Gick Fel Nagot Gick Fel is offline
Major
 
Join Date: Sep 2003
Posts: 1,177
Thanks: 0
Thanked 1 Time in 1 Post
Nagot Gick Fel is on a distinguished road
Default Re: Dominions II Bug Thread

Just noticed that the 2 new sharks units (815 & 816) have slots for hands, head, body and feet ;-)
__________________
God does not play dice, He plays Dominions Albert von Ulm
Reply With Quote
  #49  
Old November 1st, 2003, 11:03 PM

Wendigo Wendigo is offline
Sergeant
 
Join Date: Sep 2003
Posts: 289
Thanks: 0
Thanked 0 Times in 0 Posts
Wendigo is on a distinguished road
Default Re: Dominions II Bug Thread

Quote:
Originally posted by Nagot Gick Fel:
Heat/Cold: sometimes vary by +1/-1, but I assume these changes are seasonal effects.
[/QB]
I am not so sure it's a seasonal thing, or if it is, it seems out of synch:

Playing Niefelheim with a +3cold scale in the current turn (early fall I think) I have +1heat at the capitol while the temperature scale is cold all over my dominion.
Reply With Quote
  #50  
Old November 2nd, 2003, 12:50 AM

-Storm- -Storm- is offline
BANNED USER
 
Join Date: Oct 2003
Posts: 85
Thanks: 0
Thanked 0 Times in 0 Posts
-Storm- is on a distinguished road
Default Re: Dominions II Bug Thread

Quote:
Originally posted by Nagot Gick Fel:
What about the dominion scales bug I reported earlier in this thread? Unless I'm mistaken, none of the devs provided an explanation yet (?). I've seen it happen at least 5 times so far, out of maybe 15-20 games, so I can't believe noone else noticed it.

Bug description: some of your dominion scales are reset to non-optimal values (usually zero) in your capital as soon as turn #2. It is possible only some scales are affected. So far I've seen:

Order: +3 -> 0
Production: +3 -> 0 (often) or +1 (sometimes)
Growth: +3 -> 0
Luck/Unluck: no change
Magic/Drain: no change
Heat/Cold: sometimes vary by +1/-1, but I assume these changes are seasonal effects.

Of course these changes affect income, production and growth. So that's a major issue.
Dude, you should know, that the devs won't reply usually. Just check out an threads about the AI...they didn't made a single reply..
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:55 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.