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  #671  
Old July 1st, 2004, 04:36 AM
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Cainehill Cainehill is offline
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Default Re: Dominions II Bug Thread

Quote:
Originally posted by HJ:
quote:
Originally posted by Ramgar:
I was playing a single player game on vertion 2.12 of D2 Lastnight when the game informed me that my country had recieved money that the game could not account for and figured that my country was cheating. I had acually lost money, has anyone ever exprenced that? I am very very glad that that did not happen in a multi player game.

NM I found the answer I was using the Alchemist Stone.
Just disable the cheat detection in SP.
A shame this work around doesn't work in MP.
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  #672  
Old July 4th, 2004, 03:16 AM

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Default Re: Dominions II Bug Thread

The carrion dragon's head slot gets cleared if you shapechange. Can be annoying.
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  #673  
Old July 4th, 2004, 03:08 PM
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Default Re: Dominions II Bug Thread

Smite looks to hit one grid too near the player. I didn't do extensive testing, but the damage seems to be done or resisted to/by the target like it should.

to make it clear:

.....
..T.. Target
..S.. Smite

Viewed from above, like in the troop placement screen.

[ July 04, 2004, 16:39: Message edited by: Endoperez ]
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  #674  
Old July 5th, 2004, 02:53 AM
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Default Re: Dominions II Bug Thread

Centaur Chariot (unit #365):

* Description says bow, spear and shortsword; actual weapons are bow, and two spears.

* When I GoR one , it only has two hand slots. Seems like it should have at least four hand slots, and/or the bow should be intrinsic and not vanish when given a magic weapon. (If I then add one magic weapon, all three attacks vanish. If I add one shield, both spears vanish, but the shortbow remains. If I add two shields, I get a "useless kick" attack, and a shortbow attack. If I add a shield and a weapon, I get only the one weapon attack. Hard to make sense of.)

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  #675  
Old July 5th, 2004, 03:53 PM

calmon calmon is offline
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Default Re: Dominions II Bug Thread

Juggernauts ability to increase dominions like a prophet don't work as long as they are only units. I've tested this with a 100 unit juggernaut army.

After some Gift of Reasons the prophet effect works fine!

There is no hint about this in the unittext so i think this is a bug.

[ July 05, 2004, 15:37: Message edited by: calmon ]
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  #676  
Old July 5th, 2004, 09:02 PM
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Default Re: Dominions II Bug Thread

The #nametype mod command seems to have no effect on national heroes, even applied to each hero number specifically. Ideally, they could be given new names, or #nametype could give them a random name from that list (different in each game, like Man's Knights of the Stone).

PvK

P.S. Of course, it would be great to be able to add any number of units to the hero list of a nation with mod commands, instead of just replacing the existing ones.

[ July 05, 2004, 20:09: Message edited by: PvK ]
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  #677  
Old July 6th, 2004, 12:33 AM
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Default Re: Dominions II Bug Thread

Quote:
Originally posted by calmon:
Juggernauts ability to increase dominions like a prophet don't work as long as they are only units...
That certainly sounds like a bug, they are supposed to spread dominion even as normal units.
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  #678  
Old July 6th, 2004, 09:23 AM

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Default Re: Dominions II Bug Thread

There is no battle summary for a siege.


After a siege you get a message saying if you won or lost. (which you can see on the map also)

You do NOT get a summary of the battle showing each sides troop losses.

~msew
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  #679  
Old July 6th, 2004, 02:37 PM
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Default Re: Dominions II Bug Thread

There is a bug involving instant movement spells when targeted enemy province contains a fortress. Magical movement is supposed to happen before normal movement, so e.g. a phoenix cloud trapezing into an enemy province should engage the defenders in battle before they move, but this does not happen. The enemy army that should first battle the phoenix and either die, retreat inside walls or win instead executes its normal move orders and attacks the adjacent provinces at will, in violation of the orders execution sequence.

What gives? This problem only happens in fortress provinces, but in them it happens every single time.

Edi
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  #680  
Old July 6th, 2004, 04:47 PM
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Default Re: Dominions II Bug Thread

Quote:
Originally posted by Edi:
There is a bug involving instant movement spells when targeted enemy province contains a fortress. Magical movement is supposed to happen before normal movement, so e.g. a phoenix cloud trapezing into an enemy province should engage the defenders in battle before they move, but this does not happen. The enemy army that should first battle the phoenix and either die, retreat inside walls or win instead executes its normal move orders and attacks the adjacent provinces at will, in violation of the orders execution sequence.

What gives? This problem only happens in fortress provinces, but in them it happens every single time.

Edi
Seems to me this is more or less consistent with the way forts work. If you cloud trapeeze into (or otherwise attack) an enemy province which has a fortress, you only engage the PD and enemy forces who are patrolling the countryside - not the forces inside the fortress - even, in this case, forces which are leaving the fortress. So even though you can arrive early, you can't blockade the fortress before they can escape, because you have to engage the provincial defense and set up a seige first. Instantly arriving to attack is one thing, but instantly beseiging a fortress is another. I guess it could be implemented either way, without either being a bug, per se.

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