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  #401  
Old February 14th, 2004, 11:20 PM
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Default Re: Dominions II Bug Thread

Agreed, though what happens if you re-take the province the turn you try to build troops at a besieged location?

A bug that might have been reported before - Tien Chi archers who lose an arm, can still fire their composite bows (the image that comes to mind has them pulling the string with their teeth ). Maybe true of all archers?

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  #402  
Old February 15th, 2004, 01:54 AM
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Default Re: Dominions II Bug Thread

Quote:
Originally posted by PvK:
Agreed, though what happens if you re-take the province the turn you try to build troops at a besieged location?
Well, the castle was beseiged. The defenders would have a tough time getting a messenger out, nevermind not having him caught while trying to recruit in territory that's been overrun by an invading army. It's just a wee bit unrealistic, if you'll pardon my using that term. While messengers escaping from beseiged keeps did occur historically, it was typically uncommon, and mostly happened with combinations of inept attackers and bad weather.
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  #403  
Old February 15th, 2004, 11:16 AM
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Default Re: Dominions II Bug Thread

Oh I agree in general. It should just prohibit recruiting while beseiged, like in Doms I.

From a realism standpoint, I suppose it could represent that you plan to recruit units there after quickly relieving the castle (especially if the seige was by something pathetic), but eh... it's not really right. Confusing - there should be at least a warning.

I mainly was just curious though what would happen in the current Version, if anyone knew.

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  #404  
Old February 15th, 2004, 03:12 PM
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Default Re: Dominions II Bug Thread

Starspawn priests and mages who lose an arm use their fist instead of their regular attack. Seems like 'Life drain' requires both hands (or is it both tentacles?). Does this make sense? I think not.
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  #405  
Old February 15th, 2004, 07:20 PM
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Default Re: Dominions II Bug Thread

One of my Assassins apparently tried to assassinate... a Militia!

The game crashes when I try to watch the battle, too.

I've sent the game files to Illwinter, just in case it helps.
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  #406  
Old February 15th, 2004, 09:35 PM
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Default Re: Dominions II Bug Thread

The description for Will o' the Wisp says that 3 wisps are summoned, yet the "number of effects" is listed as 2.
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  #407  
Old February 16th, 2004, 04:10 PM
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Default Re: Dominions II Bug Thread

One MAJOR bug in 2.08: Seithkona are no longer commanders, and do not have magic skills!!!

Also, I can find no info on how to rename commanders.
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  #408  
Old February 16th, 2004, 08:38 PM

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Default Re: Dominions II Bug Thread

I'm getting a very odd "SDL Parachute Deployed" problem. If I host a turn, then try to play the next turn, I get an immediate CTD, no "Nagot Gick Fel", only a "Fatal signal: SDL Parachute Deployed" in stderr.txt. If I restart the game and try to play my turn, however, it works perfectly fine again...until the next turn.

Any idea what causes this?

Update: The apparent initial consistency of behavior was due to sampling error: Sometimes it will randomly crash anyway, even after a clean restart. You'd think that the behavior would be more deterministic, given that nothing has changed....

Update: Also, sometimes a turn generation will hangfire, and remain in "Generating turn" indefinitely. This occurs most frequently in tests where multiple human-controlled nations exist, although it happens with 1-human games as well....including games where this is one, and only one, player. Once again, no consistency: Can happen after a clean restart of the game, or not happen. Sometimes it will happen on fresh start, I'll kill the game, changing no files, and then restart the game, and try again, and it will run.

What on Earth is causing this?!?

Update: Although the mysterious, elusive, CTD-on-attempting to take turn bug remains unidentified, I did produce a fluke Nagot Gick Fel: Bad spritenbr on my other test computer. It has not reappeared, and did not occur consistently: CTDs continue on both test systems sporadically.

However, I *HAVE* isolated a probable cause of the turn hangfire bug. My extensive logging reports and experimental procedures have been posted here:
http://www.shrapnelgames.com/cgi-bin...;f=74;t=001485

[ February 16, 2004, 20:56: Message edited by: Norfleet ]
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  #409  
Old February 17th, 2004, 01:23 AM

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Default Re: Dominions II Bug Thread

Even small paralyzation effects still do not wear off -- their values never decrement, and nobody ever recovers. This can be easily seen with Astral Shield.
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  #410  
Old February 17th, 2004, 02:16 AM
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Default Re: Dominions II Bug Thread

Quote:
Originally posted by Norfleet:
"Nagot Gick Fel"
BTW, I finally had my curiosity overwhelm me and looked this phase up in an Online swedish-english dictionary. Best translation I can come up with is "something went wrong". I think it's hilarious that the program sort of yells this at you. Duh. Of course something went wrong ...
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