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October 23rd, 2004, 07:06 PM
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First Lieutenant
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Join Date: May 2004
Posts: 654
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Re: Dominions II Bug Thread
The game is Newbies_Unite, hosted on mosehansen.dk... I assume Esben has to fish out the neccessary files for you?
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October 24th, 2004, 12:59 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Dominions II Bug Thread
A resistance bug here : With the skull of fire on, my carrion dragon pretender doesn't show any cold susceptibility. Adding the elemental staff of fire/water, it then shows susceptible to cold (0) - taking off the skull of fire and cold resistance goes to 50.
Similarly, putting the skull of fire on my Tarrasque (or other commanders) doesn't add cold susceptibility.
__________________
Wormwood and wine, and the bitter taste of ashes.
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October 24th, 2004, 11:05 AM
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Corporal
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Join Date: Jul 2004
Location: clemson, sc
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Re: Dominions II Bug Thread
A spell effect / global bug.
SP, enemy pretender had Ritual of Return and 2 Global Spells. Took the pretenders capital and the pretender fought but was RORed away. Then took the enemies Last province. Later, checked and saw his Globals were still in effect.
Rylen
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October 24th, 2004, 12:05 PM
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Corporal
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Join Date: Feb 2004
Location: Michigan
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Re: Dominions II Bug Thread
I am not sure if this is known or listed here, but in my recent game under 2.14 I had an army that was inside a castle and under siege by Marignon. When I went to the actions for a commander and would cursor over "Defend Castle", "Break Siege", or "Empowerment" it would say in text at the bottom of the screen the message for Destroying the Lab, "Destroy the lab to prevent the besiegers from getting hold of it".
I set my commanders to "Break Siege" and the function worked next turn, it just didn't display the correct message at the bottom of the screen while selected.
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October 24th, 2004, 12:07 PM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
Posts: 1,449
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Re: Dominions II Bug Thread
Just wondering if this is a bug (2.12):
I noticed that a mage of mine that won the championship trident could cast two spells each battle round, it is as if the "Number of Attacks: 2" attribute means "Number of ACTIONS: 2".
I don't know if this is known, fixed, or as is, just thought I should mention it having seen it yesterday.
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I'm in the IDF. (So any new reply by me is a very rare event.)
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October 24th, 2004, 01:15 PM
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General
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Join Date: Nov 2000
Posts: 3,013
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Re: Dominions II Bug Thread
The trident gives you quickness as well as having two attacks.
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October 24th, 2004, 01:31 PM
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First Lieutenant
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Join Date: May 2004
Posts: 654
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Re: Dominions II Bug Thread
Quick update on the immortality/VL bug. It manifested twice this turn:
First during an earth attack... ever seen a D3 B3 earth elemental? One that... raises skeletons instead of trying to trample its target?
www.soapyfrog.net/dom2/earthattack.jpg
And my little vampiric ghost:
www.soapyfrog.net/dom2/wormfeast.jpg
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October 24th, 2004, 02:16 PM
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Corporal
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Join Date: Feb 2004
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Re: Dominions II Bug Thread
Modding Manual Erratum
The command #magicpath (commander modding section) does not work. The proper command is #magicskill.
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October 24th, 2004, 04:25 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: Dominions II Bug Thread
Hm. If the "new unit gets funky magic paths that belonged to somebody else" issue is really related to immortals dying, I'd have to worry about whether this can be deliberately exploited e.g. repeatedlysuiciding one's own magically powerful VQ or Phoenix or what-have-you in one's own dominion. Probably not, since it might be anyone's guess who benefits from the bug, but...
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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October 24th, 2004, 05:48 PM
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First Lieutenant
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Join Date: May 2004
Posts: 654
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Re: Dominions II Bug Thread
My guess it only happens when the immortal dies in friendly dominion, but its respawn point (i.e. your capital) is under enemy control... now this is just a wild GUESS, and there may be other factors involved of course, like an excess of units in play or something.
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