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  #321  
Old January 28th, 2004, 11:53 AM
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Default Re: Dominions II Bug Thread

Units will only get extra fatigue in cold/heat +3 provinces unless they are cold blooded, in which case they will also get fatigue for cold>=0.
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  #322  
Old January 28th, 2004, 03:04 PM
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Default Re: Dominions II Bug Thread

Quote:
Originally posted by Johan K:
Units will only get extra fatigue in cold/heat +3 provinces unless they are cold blooded, in which case they will also get fatigue for cold>=0.
Care to confirm the superior or equal operator?

Note Cold+0 is the same as Heat+0, and I'd find it... odd if cold-blooded creatures were actually penalized in a Heat+0 province.
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  #323  
Old January 28th, 2004, 03:41 PM

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Default Re: Dominions II Bug Thread

Quote:
Originally posted by Nagot Gick Fel:
Care to confirm the superior or equal operator?
Sure, it is heat/cold +0 or colder. But the penalty for cold+0 is very small (1).
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  #324  
Old January 28th, 2004, 05:23 PM

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Default Re: Dominions II Bug Thread

Quote:
Originally posted by Psitticine:
If I get what you're looking for, it's already there. Just click on the names of the schools in the Research window to see what you have (in bold) as well as what you're aiming for. You can also click on the individual spell names for details on them.
YES! Thanks alot!
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  #325  
Old January 28th, 2004, 07:29 PM
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Default Re: Dominions II Bug Thread

Bug or oddity: There's a magical site ("House of Strange Lights" or something like that) which appears to have the same "enter to summon void monsters" as R'lyeh's Void Gate. This House appears on land... yet water-only things such as the Dwellers of the Deep can appear. Resulting battles use the terrain of the surrounding province.
Perhaps the aquatic-only should be disabled?
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  #326  
Old January 29th, 2004, 02:06 AM

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Default Re: Dominions II Bug Thread

I think I may have read this somewhere here before, but unsure so I will post it again. Commanders don't follow orders all the time. I started a new game playing Man, with a rainbow/sage pretender. My first battle, I saw him cast the spell "sulphur haze" a couple of times. I had never seen or used that spell before, so I set his battle orders to the following: cast sulphur haze, soothing song, rust mist, fire darts (none of these require gems). Attacked an indie next turn and viewed the battle. My pretender cast "air shield"!?? He then cast soothing song, but skipped rust mist also and went to fire darts. Odd...
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  #327  
Old January 29th, 2004, 02:18 AM

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Default Re: Dominions II Bug Thread

It is based on range as well. They will try to cast the spell if they are in range. Certain spells have short range and if your mage is not close enough to cast it, it will go to the (AI most logical spell) instead of casting a spell at nothing.
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  #328  
Old January 29th, 2004, 04:29 AM
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Default Re: Dominions II Bug Thread

Illwinter probably already knows about this one, but unit 1082 will cause the game to crash to desktop. I imagine that it's some kind of Chariot missing one of its riders?

The new arco theme with philosophers, sceptics, siege engineers and chariots looks interesting, as do the Oceanian Icthysatyrs.
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  #329  
Old January 29th, 2004, 10:30 AM

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Default Re: Dominions II Bug Thread

"E" and "W" do not seem to be working correctly for unit selection. I left-clicked a unit, then held down the "E" or "W" and lef-clicked another unit in the same squad.

Using the selection for wounded would pull out the wounded from the squad, but also the bookends of the selected squad, even if they were not wounded.

Using the selection for experienced units only resulted in the bookends being selected, whether or not they were actually experienced.

I am a newbie, so may be doing something wrong. Don't think so because the "shift" for selection worked fine.

Aikamun

[ January 29, 2004, 09:56: Message edited by: Aikamun ]
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  #330  
Old January 29th, 2004, 06:22 PM

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Default Re: Dominions II Bug Thread

The fay boars immotality is not working
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