|
|
|
|
|
January 23rd, 2007, 11:41 PM
|
|
General
|
|
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
|
|
broken ritual of rebirth
[img]/threads/images/Graemlins/Bug.gif[/img]
As already known drowning in a water province of friendly dominion will not allow ritual of rebirth to work which did work within DOM_2.
.........
also
[img]/threads/images/Graemlins/Bug.gif[/img]
an attack from "the friendly ones" can also cause ritual of rebirth not to work when the pretender retreats even when the pretender was in friendly dominion.
Strangely enough when the pretender is called back it still has the ritual of rebirth mark as well.
__________________
There can be only one.
|
January 25th, 2007, 01:00 AM
|
Private
|
|
Join Date: Jan 2007
Posts: 3
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Odd problem
Hey there, I'm new to the forums and I was wondering if anyone could help me with the probelm I'm having, I have just installed dominions and patched it and for some reason after I patched it it stopped working, when-ever I end a turn it either stops on 'Horrors' or on the first or second round of a battle can somebody please help? the game works fine unpatched and I'm running it on windows.
|
January 25th, 2007, 02:42 AM
|
|
Colonel
|
|
Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
|
|
Re: Odd problem
BUG: --mapbcol & --mapsbcol command line switches appear to be reversed.
mapb is supposed to be border color, and mapsb is supposed to be sea border color. I can work around it, but it may save some poor souls a little time in trial and error were it fixed.
Here is a screen showing what I mean:
|
January 25th, 2007, 04:26 PM
|
Sergeant
|
|
Join Date: Jan 2005
Location: Rhode Island, USA
Posts: 359
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Rime Hauberk
The Rime Hauberk provides a 200% cold resistance.
I suspect this comes from the combination of the item's base CR value on top of the CR provided by Breath of Winter.
|
January 25th, 2007, 06:03 PM
|
BANNED USER
|
|
Join Date: Nov 2006
Location: Chicago, IL, USA
Posts: 372
Thanks: 0
Thanked 1 Time in 1 Post
|
|
HOF bug
Perhaps already posted, this list is far too unweildy...
[img]/threads/images/Graemlins/Bug.gif[/img] Hall of Fame displays same hero twice. And/Or Hall of fame displays non-existant heros. (ie it tells me that a vampire queen of my nation is in the hall of fame. I have no vampire queen. I had one last game...)
Seems to happen most during early game when playing with 15 slot hall of fame. Still present in 3.04.
[img]/threads/images/Graemlins/Bug.gif[/img]
|
January 29th, 2007, 07:38 AM
|
Private
|
|
Join Date: Jan 2007
Posts: 28
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Alchemist\'s stone bug
I was trying to understand how the Alchemist's Stone works. Gave it to a character and converted gems to gems... no effect. So then I thought, it must be gems into gold, that would make sense. So I tried converting one fire gem into gold with the alchemist's stone, and one fire gem into gold without the alchemist's stone, to see what the difference was.
Result: the guy without the alchemist's stone went up the normal amount, guy with the alchmist's stone went up 22 Gold! i.e. about a tenth what I would expect. Is there a decimal point issue somewhere?
|
January 29th, 2007, 08:50 AM
|
|
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Alchemist\'s stone bug
No, there is not.
The Alchemist's Stone gives a 50% bonus to alchemy, i.e. you would get 15 gold per earth gem with it and 10 without, 22 gold per fire gem with and 15 without. The only way you can get more than that is using it either with the Master Alchemist pretender or the Alchemist mage (available from the Alchmeists Guild site).
Edi
|
January 29th, 2007, 10:07 AM
|
Private
|
|
Join Date: Jan 2007
Posts: 28
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Alchemist\'s stone bug
Fair enough- I guess I must have misread the manual, apologies.
|
January 29th, 2007, 07:46 PM
|
Private
|
|
Join Date: Oct 2006
Location: Earth
Posts: 18
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bug thread
Quote:
Tichy said:
If you hire away a mercenary by outbidding a nation they're working for, sometimes they show up with a build order. (i.e. they're building a fortification before you tell them to do anything)
I assume this has something to do with not clearing the orders they have from their previous employer?
I've seen it twice, only forts, not lab or temple orders.
|
I've seen this as well. Although I haven't tested this, this could allow 2 players colluding a chance to gain a free (ish) fort for one of the players. The merc building the fort is employed by antother player, the new employer gets a fort built for the costs of the merc but the previous employer (I assume) still has a fort half built? So for the cost of employing a merc you gain a fort. Not sure whether you can get a "better" fort or not.
Incidentally, if you cancel the fort, you get the cash back but the game "accuses" you of cheating
Cheers
D
|
January 31st, 2007, 12:49 AM
|
Sergeant
|
|
Join Date: Jan 2005
Location: Rhode Island, USA
Posts: 359
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Astral-blessing MR bugs
At least for high-MR creatures, the MR bonus from an Astral blessing has some bugs, the biggest of which being that it doesn't actually increase MR.
I have a wish-acquired Seraph hit squad, and an Astral-9 bless. They all get the MR bonuses from items and spells and dominions normally, things only go wrong with blessings...
First, while the info that shows up on the Sacred icon lists the correct MR+3 bonus, the Magic Resistance window shows a +4 bonus from blessing. (My pretender has Astral-10 this turn, but that shouldn't matter.) Most importantly, the final MR value doesn't change when the blessing lands.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|