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  #261  
Old January 13th, 2004, 02:42 AM

Jasper Jasper is offline
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Default Re: Dominions II Bug Thread

Pythium's Serpent Acolytes seem like they should have at least some poison resistance according to their description, but they don't. It would fit the theme as well.
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  #262  
Old January 13th, 2004, 08:19 AM
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Default Re: Dominions II Bug Thread

Issue with the mod tools.

Trying to use the commands that affect dominion scales.

#deathdeath does not seem to be working right.

No matter what I enter as a value I get a fantastic population increase (200-400%) and then the population goes to zero.

Am I doings something horribly wrong, or is this a bug?
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  #263  
Old January 13th, 2004, 08:36 AM
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Default Re: Dominions II Bug Thread

Bug with new patch: higher resolutions. I changed my resolution to 1920x1440 and now I can't even launch the game.

I get the error: "N�got gick fel!
Failed to init OpenGL" whenever I try to launch dom2.exe. That is also listed in "stderr".

There is also a file called "stout" in my directory that says "SDL_SetVideoMode failed: No video mode large enough for 1920x1440"

(edit: I could launch the game using --res 800 600, but now all the higher resolutions are greyed out like they were previous to the patch)

[ January 13, 2004, 06:48: Message edited by: sergex ]
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  #264  
Old January 13th, 2004, 09:20 AM
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Default Re: Dominions II Bug Thread

Quote:
Originally posted by apoger:
Issue with the mod tools.

Trying to use the commands that affect dominion scales.

#deathdeath does not seem to be working right.

No matter what I enter as a value I get a fantastic population increase (200-400%) and then the population goes to zero.

Am I doings something horribly wrong, or is this a bug?
Deathdeath worked fine for me. I set it at 3, and it gave a correct 0.3% increase per turn.
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  #265  
Old January 13th, 2004, 10:07 AM

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Default Re: Dominions II Bug Thread

I don't know if it's a new feature or a bug, but pretender units (not pretending) now keep the magic paths they come with, unlike the way it was in Dom I and in the first patch.
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  #266  
Old January 13th, 2004, 05:22 PM
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Default Re: Dominions II Bug Thread

>Deathdeath worked fine for me. I set it at 3, and it gave a correct 0.3% increase per turn.

I got it working.

The mod needed a #end

In the docs it says to put #end after a monster, but it seems needed for scale work as well.
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  #267  
Old January 13th, 2004, 08:01 PM
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Default Re: Dominions II Bug Thread

Quote:
Originally posted by Treebeard:
I don't know if it's a new feature or a bug, but pretender units (not pretending) now keep the magic paths they come with, unlike the way it was in Dom I and in the first patch.
This is a result of the modding tools I believe.
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  #268  
Old January 15th, 2004, 05:11 PM

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Default Re: Dominions II Bug Thread

This has probably been mentioned before, but anyway:

Turn 1: everything ok.
Turn 2: My capital's dominion partially messed up (production 3 -> 0, other scales as should be)

No indication of random events or such, just the scale reset. I assume this shouldn't happen (patched to 2.06)? Well, not many HIs for me this time. Hopefully the scales go back since this is a multiplayer game...
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  #269  
Old January 15th, 2004, 05:21 PM
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Default Re: Dominions II Bug Thread

Quote:
Originally posted by atul:
This has probably been mentioned before, but anyway:

Turn 1: everything ok.
Turn 2: My capital's dominion partially messed up (production 3 -> 0, other scales as should be)
I've seen that bug happen dozens of times and reported it (look at the first Posts in this thread). Seems to happen only after submitting the first turn, and affects only Order, Production and Growth.
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  #270  
Old January 16th, 2004, 08:03 PM

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Default Re: Dominions II Bug Thread

When giving preach-command (stealth preaching) using shift+p shortcut, unit first tries to attack that province. Works fine when you give the command using different method( hitting space or just clicking).
Version 2.06.

[ January 16, 2004, 18:05: Message edited by: Morag ]
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