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September 2nd, 2004, 05:32 PM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
Thanks: 7
Thanked 7 Times in 6 Posts
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Re: Dominions II Bug Thread
Quote:
clhannah said:
recruiting bug
start a new game
choose a commander to pillage your home province
host
now you cannot recruit anything there forevermore
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Are you sure your unrest isn't over 100? Then you can't recruit anything.
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September 2nd, 2004, 07:39 PM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
Thanks: 12
Thanked 165 Times in 22 Posts
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Re: Dominions II Bug Thread
Check the unrest. It's impossible to recruit units when unrest is >99.
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September 2nd, 2004, 09:19 PM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re: Dominions II Bug Thread
Quote:
clhannah said:
recruiting bug
start a new game
choose a commander to pillage your home province
host
now you cannot recruit anything there forevermore
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Pillaging would make your unrest increase. If it's over 100, then you have no actual resources in that province.
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September 2nd, 2004, 09:56 PM
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Private
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Join Date: Aug 2004
Posts: 6
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Dominions II Bug Thread
sorry -- that goes along with the under seige thing -- an interface issue
Cheers!
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September 3rd, 2004, 01:09 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
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Re: Dominions II Bug Thread
Cthgul the Stargazer still has feet; probably unintended? Decent bonus if it is, 'tho.
Elemental Queens of Water still have less than the described 100% regeneration when underwater.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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September 7th, 2004, 12:05 AM
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Private
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Join Date: Feb 2004
Posts: 26
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Dominions II Bug Thread
I have found 2 bugs that keep recurring in my games.
The first one is minor but annoying: Whenever I give a commander the tartarian chains they are sometimes attacked by an ashen angel, the problem is that if I try to watch the battle it gives me an error (something like: bad vcr header) and kicks me out of the game. Like I said it's only minor because I can choose not to watch the battle and just check if the commander is still alive then that means he won.
The second bug is major as it makes the Amon Hotep helmet useless. Whenever I have commander with this helmet casting mummifaction, if I try to change his orders it gives me an error (roh: bad mt0) and kicks me out of the game.
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September 7th, 2004, 06:10 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Dominions II Bug Thread
Three item related bugs:
#1: Thunder Whip is not a magic weapon, even though it should be. The #magic mod command has obviously been forgotten when the weapon has been added.
#2: The Sharpest Tooth (artifact) is broken. When equipped on a commander, that commander displays his weapon as "Magic Sceptre" (weapon #172), instead of as "The Sharpest Tooth" (weapon #336). Wp 336 works as it should if you mod it into the unit, but the artifact item is broken.
#3: Evening Star (item) is broken exactly the same way as The Sharpest Tooth. Commanders get a Magic Sceptre when they equip Evening Star, instead of getting Evening Star (wp #304). Again, if #304 is modded for a unit's weapon, works just dandy, but the item is broken.
Edi
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September 7th, 2004, 08:05 PM
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Corporal
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Join Date: Mar 2004
Location: Copenhagen, Denmark
Posts: 54
Thanks: 0
Thanked 0 Times in 0 Posts
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Overzealous cheat detection
I just had the dubious pleasure in a MP game to be confronted with a "Message from Host" stating "Abysia had an unexplainable increase of wealth this turn. This is probably caused by cheating."
The thing is that I am abysia in that game and I know as a fact that I did no such thing.
Since I back up (yeah, yeah, real men...) I have the .trn file from both this and the previous turns as well as my .2h file with the orders I gave Last turn. I will be happy to send them to illwinter along with my password for the game - just let me know where to send them.
Also, given the amount of false alarms of the cheat detection I really think that the text should say "might be caused by cheating" instead of "probably caused by cheating". This bug is way worse than the game crashing since here you might actually give innocent people reputations as cheaters.
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September 7th, 2004, 08:09 PM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
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Re: Overzealous cheat detection
the only clear false alarm comes from using the alchemist's stone, which is well known. Were you using the alchemist's stone? (this is w/ 2.12. 2.13 I'm not sure about - would you mind mentioning what patch you and the server are using?)
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September 7th, 2004, 08:18 PM
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Corporal
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Join Date: Mar 2004
Location: Copenhagen, Denmark
Posts: 54
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Overzealous cheat detection
Quote:
archaeolept said:
the only clear false alarm comes from using the alchemist's stone, which is well known. Were you using the alchemist's stone? (this is w/ 2.12. 2.13 I'm not sure about - would you mind mentioning what patch you and the server are using?)
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I heard about that bug before, but no I was not using the alchemist stone (or an alchemist for that matter).
I am playing in Tinktanks low-tempo pbem game where we (all players including the host) upgraded from 2.12 to 2.13 a couple of turns back.
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