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  #81  
Old November 5th, 2003, 10:08 PM

LordArioch LordArioch is offline
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Default Re: Dominions II Bug Thread

I think there's a bug where you can get the hydra hatchlings if you take over pythium's capital.

Also somewhat OT of bugs, but a virtue with 10 air is pretty accurat with those spells. I do agree that the "ring surrounding target army" doesnt seem quite like what should happen with fire flies and such spells.
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  #82  
Old November 5th, 2003, 10:19 PM
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Default Re: Dominions II Bug Thread

Quote:
Originally posted by LordArioch:

Also somewhat OT of bugs, but a virtue with 10 air is pretty accurat with those spells.
Uhhhh sir, precision over 10 has been boosted to give more results...
10 Air Virtue has something like 23 precision...
1+1=Virtue has a good prec and it is a feature
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  #83  
Old November 6th, 2003, 12:04 AM

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Default Re: Dominions II Bug Thread

I realize that...but its still fun to see a 10 air 10 fire virtue kill hundreds of units from a long distance with incredibly precise fire darts (25 precision)
Expensive but you get a super combat support mage. And you dont really need ten in either, I'm just excessive.
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  #84  
Old November 6th, 2003, 03:23 PM
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Default Re: Dominions II Bug Thread

Quote:
Originally posted by Pocus:
why not giving him a air 3 water 1 need? Now that would be difficult to forge it, which should be justified (and water is still in theme with the storm)
But it would still be open for Caelum...
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  #85  
Old November 6th, 2003, 03:45 PM

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Default Re: Dominions II Bug Thread

right. The best solution would be to push him back to construction 6. I dont quite understand why it was lowered to 4.
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  #86  
Old November 6th, 2003, 05:59 PM

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Default Re: Dominions II Bug Thread

As posted elsewhere (but this is the offial palace for bugs? )

The naga's cost for new paths is wrong (it should be 20, but it costs 30) the golden naga is ok.

Undead are becoming diseased in a miasma domain, though the effects of disease do not appear to affect them. Maybe this is intentional? But does it lead to the diseased undead spreading disease to the supposedly immune cold blooded units?
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  #87  
Old November 6th, 2003, 07:00 PM
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Default Re: Dominions II Bug Thread

Quote:
Originally posted by licker:
Undead are becoming diseased in a miasma domain, though the effects of disease do not appear to affect them. Maybe this is intentional? But does it lead to the diseased undead spreading disease to the supposedly immune cold blooded units?
Same as in Doms 1. Undead may get diseased, but it has no effect on them (disease actually works as a "joker" card for them). Your other troops are safe as well, the diseasing effect of units like mummies or some crossbreds works differently.
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  #88  
Old November 6th, 2003, 07:06 PM

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Default Re: Dominions II Bug Thread

Quote:
Originally posted by Nagot Gick Fel:
quote:
Originally posted by licker:
Undead are becoming diseased in a miasma domain, though the effects of disease do not appear to affect them. Maybe this is intentional? But does it lead to the diseased undead spreading disease to the supposedly immune cold blooded units?
Same as in Doms 1. Undead may get diseased, but it has no effect on them (disease actually works as a "joker" card for them). Your other troops are safe as well, the diseasing effect of units like mummies or some crossbreds works differently.
Ok, well that's good to know, but I'd ask then what's the point of showing the affliction on them? Besides confusing me
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  #89  
Old November 6th, 2003, 07:32 PM
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Default Re: Dominions II Bug Thread

Quote:
Originally posted by licker:
Ok, well that's good to know, but I'd ask then what's the point of showing the affliction on them? Besides confusing me
Maybe that's an inocuous form of osteoporosis?
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  #90  
Old November 6th, 2003, 07:50 PM

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Default Re: Dominions II Bug Thread

The magic item Dancing Trident is supposed to fight seperately, yet it counts as a weilded weapon and subtracts it's length from my abysian assassin's attack skill. Shouldent this misc. item have it's own base attack skill (12 or something?)
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