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September 1st, 2004, 08:29 AM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
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Re: Patch 2.13 available now
Quote:
deccan said:
Quote:
Boron said:
where is the cd - key stored ?
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I believe that the cd key is stored in a simple text file in your dom2 directory called "key".
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correct .
good news thnxs
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September 1st, 2004, 09:38 AM
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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: Patch 2.13 available now
Some issues that have not been fixed, at least according to the list of what has and has not been repaired:
Units:
Demonbred (121): Unit is Demonbred (87) turned into prophet. 87 has base undead ldr 25; 121 has base undead ldr 0
Captain (293): Unit should be mounted, not infantry (graphic is mounted, but the unit is not, has feet slot for items)
Holy Deep One (1009): Unit should have Magic leadership or Mad Deep Ones will self-destruct, rendering underwater Imprint Souls useless.
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September 1st, 2004, 10:40 AM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
Thanks: 12
Thanked 165 Times in 22 Posts
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Re: Patch 2.13 available now
A new working Linux patch for 2.13 can be downloaded now (same place and filename as old non working one).
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September 1st, 2004, 01:09 PM
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Second Lieutenant
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Join Date: Jan 2004
Location: Copenhagen, Denmark
Posts: 410
Thanks: 0
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Artifact bug status?
What is the status of the Artifact bug mentioned above?
__________________
"It makes you wonder if there is anything to astrology after all. "Oh, there is," said Susan, "Delusion, wishful thinking and gullibility." (T. Pratchett)
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September 1st, 2004, 02:07 PM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
Thanks: 12
Thanked 165 Times in 22 Posts
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Re: Artifact bug status?
Esben, the host will crash if anyone tries to summon a mummy or djinn when the cheat detection is on.
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September 1st, 2004, 02:11 PM
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Corporal
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Join Date: Oct 2003
Location: Rochester, NY
Posts: 75
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Artifact bug status?
EMH-
Far as I can tell, you at least cannot use the following artifacts free spells with cheat detection on:
Amon Hotep
Magic Lamp
If you have cheat detection on, they fail when the turn is processed. Even if you don't (haven't checked this but this is what I gather from JK's post) and definitely if you do have it on, you get an error if you try to edit a commander's orders who is casting those spells. The edit error happens immediately, so you will lose all orders for the current turn (argh). Since JK confirmed the bug and more or less stated this, I guess this will be an issue until the next patch
The good news is that JK confirmed that this is because of the cheat detection code. So the cheat protection was changed, though that isn't in the patch notes so it's a free bonus. Since the turn won't process, I guess this means that the server is doing at least some checks for valid orders but it doesn't like the unique item spells? How much did the cheat detection change, and do we have a dabbler in the black arts who can try some of the posted (but then deleted) 2h hacks and see if they are caught?
Next - any way known to turn detection off for an existing game? For MP this might be a bitter pill unless everyone is very trusted, but for SP the cheat detection for existing games is a real PITA now.
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September 1st, 2004, 02:16 PM
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Second Lieutenant
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Join Date: Jan 2004
Location: Copenhagen, Denmark
Posts: 410
Thanks: 0
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Re: Artifact bug status?
Thanks, Johan. I'll ask in the server thread if the public opinion says upgrade or don't upgrade (That was an advertisement )
__________________
"It makes you wonder if there is anything to astrology after all. "Oh, there is," said Susan, "Delusion, wishful thinking and gullibility." (T. Pratchett)
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September 1st, 2004, 03:13 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Patch 2.13 available now
Quote:
Edi said:
Some issues that have not been fixed, at least according to the list of what has and has not been repaired:
Units:
Demonbred (121): Unit is Demonbred (87) turned into prophet. 87 has base undead ldr 25; 121 has base undead ldr 0
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#selectmonster 121
#poormagicleader
#end
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Captain (293): Unit should be mounted, not infantry (graphic is mounted, but the unit is not, has feet slot for items)
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#selectmonster 293
#mounted
#end
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Holy Deep One (1009): Unit should have Magic leadership or Mad Deep Ones will self-destruct, rendering underwater Imprint Souls useless.
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#selectmonster 121
#poormagicleader
#end
Does anyone else remember Saber Cherry pre-
(or was it post-?) patch-fix that changed things like these, but in a larger scale? Official quick-fix mod would be a nice thing, but someone should do it and we can't just put it for the developers. And as Zen and SC have both left the field it might not be the best idea to give it someone like Gandalf who are too important to risk leaving... I were going to make one, few months ago. It didn't come to be.
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September 2nd, 2004, 03:03 AM
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Major General
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Join Date: Jan 2004
Location: twilight zone
Posts: 2,247
Thanks: 0
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Re: Patch 2.13 available now
The fix that prevents one-armed troops from using two-handed weapons is great! It's amusing to see one of my 3-star Caelumite archers go charging on foot after the routing enemy. I can picture him shouting and shaking his (sole remaining) fist, in fine Monty Python fashion, "Come back ye heathen swine! Cowards!"
Absolutely priceless! [img]/threads/images/Graemlins/icon09.gif[/img]
Now what I can't figure out is why he just didn't fly over to the beggars to try to pummel them with his (not-so-)mighty fist?
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September 2nd, 2004, 03:54 AM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: Patch 2.13 available now
Quote:
Arryn said:
The fix that prevents one-armed troops from using two-handed weapons is great! It's amusing to see one of my 3-star Caelumite archers go charging on foot after the routing enemy. I can picture him shouting and shaking his (sole remaining) fist, in fine Monty Python fashion, "Come back ye heathen swine! Cowards!"
Absolutely priceless! [img]/threads/images/Graemlins/icon09.gif[/img]
Now what I can't figure out is why he just didn't fly over to the beggars to try to pummel them with his (not-so-)mighty fist?
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If he had flown, he would come uncomfortably close to the enemies. There is a minimum range to taunts and boasts of courage
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