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  #711  
Old August 6th, 2004, 10:00 PM

Ozymandias Ozymandias is offline
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Default Re: Dominions II Bug Thread

Mine income is effected by order, turmoil, &cetera. So 32 gold for 200% taxation is not so wierd, for Ermor.
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  #712  
Old August 7th, 2004, 01:55 AM
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Agrajag Agrajag is offline
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Default Re: Dominions II Bug Thread

Quote:
Originally posted by Molog:
quote:
Originally posted by Snarker:

As an aside, in 40 game sessions, no crashes or glitches until I lost the use of the mouse buttons Last night. Pointer worked, buttons just stopped working. It was on a screen change to check mercenary availability.
When you alt-tab and back the actual position of the buttons is beneath where you see the button. Press alt-enter twice to fix this glitch.

Also I remember that a gold mine supposed to give 30 gold gives 16 gold with 100% taxes and 32 with 200%.

1. You should be careful when Alt-Entering, for me atleast it crashes the game...

2. You are right, a 30 gold mine gives 30 only on 190 taxes, 32 on 200 and 16 with 100, this doesnt make too much sense though :/
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  #713  
Old August 7th, 2004, 09:20 AM

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Default Re: Dominions II Bug Thread

This is no bug, but a heartfelt request. I'd love it if players could see the upkeep cost of individual units. That would help make informed decisions on how many mages/hydras/whatever to buy, or rather to stick to more standard units.
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  #714  
Old August 7th, 2004, 09:51 AM

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Default Re: Dominions II Bug Thread

Quote:
Originally posted by Hasslmaster:
This is no bug, but a heartfelt request. I'd love it if players could see the upkeep cost of individual units. That would help make informed decisions on how many mages/hydras/whatever to buy, or rather to stick to more standard units.
It would be nice if they would add it in. However, In lieu of that, the current upkeep system is fairly simplistic. Upkeep is 1/15th of the Unit Gold Price with the exception of Sacred units which is 1/30.
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  #715  
Old August 7th, 2004, 08:01 PM
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Cainehill Cainehill is offline
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Default Re: Dominions II Bug Thread

Quote:
Originally posted by Zen:
quote:
Originally posted by Hasslmaster:
This is no bug, but a heartfelt request. I'd love it if players could see the upkeep cost of individual units. That would help make informed decisions on how many mages/hydras/whatever to buy, or rather to stick to more standard units.
It would be nice if they would add it in. However, In lieu of that, the current upkeep system is fairly simplistic. Upkeep is 1/15th of the Unit Gold Price with the exception of Sacred units which is 1/30.
True, but the problem is all the summoned units, some of which cost upkeep, some of which don't.

Yes - people can find and download the Summoned Creatures Quick Reference, but how many new players don't know about that? Or don't have good internet access (or internet access at all)?

There's certain things that really ought to show up in the user interface, and don't, which possibly leads to people trying the demo, and giving up on the game. (Supply usage, upkeep, and it'd also be nice if scouts, dominion scouting, or at least a scrying spell (probably for water) would give you some idea how many supplies are generated by a province before conquering it.)

But, TPTB don't like don't UI, and don't want to get a UI programmer, so we won't see any of that.
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  #716  
Old August 7th, 2004, 08:50 PM

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Default Re: Dominions II Bug Thread

Hey, TPTB, Cainehill just called you sissies! I bet you want to prove him wrong, don't you?
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  #717  
Old August 7th, 2004, 09:58 PM

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Default Re: Dominions II Bug Thread

I doubt there is an arguement outside of vicious and heartfelt pummeling with bags of money that will make IW suddenly decide to do a whole UI revamp. They won't even put a little icon denoting what a province type is (Mountain, etc) on the top in order to keep you from constantly pressing the 'i' to find out terrain type (if that is all you are looking at), I don't think they are going to add a upkeep notation but they may add in a Gold cost for summoned units.

I have no sympathy for people who won't download the community based help references and would like them 'included' in the game. If only because newbies who are 'turned off from the demo' because they can't see upkeep probably wouldn't like any one of the many user-unfriendly aspects of Dom2 and decide to pirate/not purchase based on any number of reasons.
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  #718  
Old August 11th, 2004, 01:21 AM

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Default Re: Dominions II Bug Thread

I captured the magic site "The Primal Forest". I'm getting the gems from it, but my nature mages are not getting the option of 'enter magic site' to summon Hamma drayads.

Is there a hotkey for enter site?

Other bug:

I was playing a game and ended up with just a Devil comander and a few imps straded on an island that was the only province I had left. It started getting random events at about 3 per round. All of the mine events failed to actualy create the proper sites, the other events worked normaly.

P.S. Why does the pretender Lord of Fertility wear a leaf over his crotch, while the otherwise identicle nuetral-defender Lord of Fertility is naked?
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  #719  
Old August 11th, 2004, 02:58 PM

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Default Re: Dominions II Bug Thread

In my current game - playing Man and Using the Earth Mother as Pretender (3N 2E) my Earth Mother doesn't seem to be able to find Magic sites.
I have searched 2 provinces with her which should have given me nature sites but nothing came up when I searched with her.
When I searched those provinces again , later in the game (one province with a 1A 2N Mage and the other with a 2N 2D 1B mage) the nature sites showed up.

Of the four searches total I have done with the Earth Mother I have had NO RESULT at all.
No nature sites and no Earth sites found at all.
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  #720  
Old August 11th, 2004, 04:08 PM
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Default Re: Dominions II Bug Thread

The magical nature trinket 'boots of long strides' doesn't have any effect. It is supposed to increase the unit's movement (whether that extends to map movement I don't know).

The unit's stated AP and map movement are unaffected, and I don't think there's any 'hidden' effect on the battlefield either, although it can be kinda difficult to tell in the melee. I will try to organise a 'race' to further verify this.

It's not an item which is likely to be used very often - there are many better uses for 5 nature gems, and most skilled players will quickly research to higher levels of construction, and the many good boots available there probably make the boots of long strides look pretty useless. So that's why no-ones picked up on this before (as far as I'm aware).

If they had the effect of boosting map movement, they could be a rather handy item; especially since nations with nature tend to have forest movement as well.
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