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You are a God! You are master and ruler of a loyal nation. You have unimaginable powers at your disposal. You have claimed this world as yours. But there are others who stand in your way. You must defeat and destroy these pretenders. Only then can you ascend to godhood and become the new Pantokrator. When you start the game you decide what kind of god you are and how your DOMINION affects your lands and followers. It is an expression of your divine might and the faith of your followers. If your dominion dies, so do you. Your dominion also inspires your sacred warriors and gives them powers derived from your dominion. In order to win and become the one true god you have to defeat your enemies one of three different ways: conquer their lands, extinguish their dominion or claim the Thrones of Ascension. Release version and manual is available now. Manual can be downloaded from Illwinter's web page.

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The Bug Thread (Games : Dominions 4: Thrones of Ascension : Forum : The Halfway Inn - General Discussion : The Bug Thread) Post Reply
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Oct 10 2013 Anchor

Report bugs from the release versions (4.01+) of Dominions in this thread.

When writing a bug post make sure to include what version of Dominons it occurred in.

If it is a crash bug it will be helpful to include the last part of the debug log. Find out how to create a debug log here:
Illwinter.com

Oct 10 2013 Anchor

something strange happens when in gameturn cheks horrors
turn count freezes with last "host: special horrors2" line in log
some turns are normal - but perhaps a positive check and horror happening is bagged?
dom ver 4.01

(using mod with +1 nation in LA with number 100) - but horror2 freezes not in my nation turn - any time it is different
-
so while testing i found that bag catchs because one of my recruits - has:
#firstshape (recruit himself)
#secondshape (other monster)
-
and the other monster (his second shape) has
#firstshape (to my recruit)
-
ps. tested
#secondtempshape looks ok

Edited by: jk.illwinter

Oct 10 2013 Anchor

4.01

This event still needs fixing, I didn't get a magic site: Fixed in event file/upcoming patch.

Edited by: RandomEvents

Oct 10 2013 Anchor

Sauromatian Raider (unit 1168) says that he favors the spear and the Short Bow. However, like all Sauromatians, he uses the Composite Bow.

Scathach the Trainer of Heroes (unit 1844) says that she has prophetic powers. She does not in fact have any prophetic powers.

-Frank

Oct 10 2013 Anchor

if in the province i recruit two types of soldiers that has #reclimit
only one first group is recruited (resourses are ok for even x2 recruit number of all of them)
the other stays for next turn
the other forces without #reclimit are recruited normally

Edited by: jk.illwinter

Oct 10 2013 Anchor

Oh right, I noticed that playing with my cap only Chosens, of which there are two different types. I gave both of them a #reclimit of 5, and I had the resources to recruit 5 of one type, and 2 of the other. The game seemed to think it was entirely possible, too, none of them were grayed out. But after I ran the turn, I only got the 5 of one kind, and the 2 of the other kind were left for the next turn's recruitment cycle. So next turn I got those two, and instead of 5 of the other type of Chosen that I added to the list again... I got 3 (due to 2+3). So now I had to put them to #reclimit 10, since I want ten Chosens to be recruitable per turn, even if I originally wanted it to be 5 + 5. Meh!

Edited by (in order): Tzeentch-cultist, jk.illwinter

Oct 10 2013 Anchor

The discription of ea and ma oceania are still using dominions 3 version, and Al Khazim the Djinn are still using a zombie warrior sprite.

Giving king of banefire a weapon, it will replace his original banefire strike, but giving to other king of elemental fire won't replace fire strike. Seems banefire strike are not made into bonus attack as other fire strike?

Oct 10 2013 Anchor

if you make
#noleader -
than commander has 0 undead leadership even if he has #okundeadleader or good or poor or else more than 0 undeadleadership
it doesn't work

Oct 10 2013 Anchor

LA Pangaea, catapharact commander, has the isrealit female name list.

Oct 10 2013 Anchor

Here's the spreadsheet for adding stat/sprite bugs. A lot has been fixed in 4.01. It's able to be edited by anybody, so contribute if you can. :)
Docs.google.com

Oct 10 2013 Anchor

4.01
The reverse of direction for Mounted Commander.
If he moves some, it will recover.

Oct 10 2013 Anchor

That's always been sort of a bug.

Oct 10 2013 Anchor

I consider it a bug that it's easier to give provinces to enemies than to allies in a Disciples team game.

Edit:

warclone@gmail.com wrote: Why is it easier for enemies to take a province resisting their control than it is for allies to take a province welcoming their control? The 'Relinquish Province' command to give your province to an ally in a team disciples game is unnecessary, unrealistic and unhelpful.

I captured some provinces from an enemy that border my ally. If these provinces bordered a second enemy instead of my ally, I could hand the provinces over much faster to my enemy than to my ally (this doesn't make sense) by leaving them undefended and letting him move in with any commander. My ally, however, has no way of taking these provinces that I would like to give him unless:

  1. I recruit a commander behind enemy lines
  2. I have that useless commander then waste a turn 'Relinquishing Province'
  3. My ally has an unused commander in the area

In contrast, an 'enemy' can take a province that I would like to give him by:

  1. My enemy has an unused commander in the area

My proposed solution is to have an 'Acquire Province' command available to allies that are in your provinces. This could be executed on the run like 'Move and Patrol'. If your permanent ally is taking your provinces against your will, you have bigger problems than preventing that action! Given AI allies, the 'Relinquish Province' command could still exist so that you can prompt the AI as to which provinces should be taken.

Edited by: warclone@gmail.com

Oct 10 2013 Anchor

HaruyaMizuki wrote: 4.01
The reverse of direction for Mounted Commander.
If he moves some, it will recover.

Probably trying to ge3t behind troops.

Oct 10 2013 Anchor

It seems like missing eyes can't be healed. I'm playing EA Ermor and I had a huge amount of Ether Warriors with afflictions. I sent them all to my capital for healing where I have several healers. All the Ether Warriors have healed except for the ones with missing eyes and it's been several turns now of them sitting around.

Oct 10 2013 Anchor

4.01
The Enkidu Commander wields a spear despite his pixels showing an axe.
Utnapishtim doesn't have a description (I mean, I know the myth, but still, :()

Oct 10 2013 Anchor

The MA C'tissian heroes, Sobek High Priest (2272) and Sobek Sauromancer (2394) have no descriptions.

Oct 10 2013 Anchor

Edit: Chud Jarl can't berserk. Chuds have berserk, Van have glamour.
Oops.

Edited by: amuys

Oct 10 2013 Anchor

Am I mistaken or can land nations no longer build forts under water? The only option fort vice you get is #fortera and you sort of can't include underwater forts trough that, I think...

Also, #uwunit1...5 and #uwcom1...5 don't work for me either. Put up a kelp fortress in a random sea province to check it out and I get nothing.
4.01 version.

Oct 10 2013 Anchor

Do you guys know about missing descriptions in 4.01?

Oct 10 2013 Anchor

Still seeing double maps whenever I try to edit a map and it will not let you delete the old version!

Edited by: auboy105

Oct 10 2013 Anchor

Berserkben wrote: Do you guys know about missing descriptions in 4.01?

Not all of them because I have not yet had time to go through the units again. Some have already been listed, but keep them coming.

Edited by: Edirr

wilsonmax
wilsonmax Call me "Max"
Oct 10 2013 Anchor

'e' has stopped working for 'fire and keep distance'. All the other keys work though ('f' = Fire, 'h' = Hold and Attack, etc.).

Edited by: jk.illwinter

Oct 11 2013 Anchor

TienChi LA

Ancestor Vessel 1577
has buckler ( armor nbr 1)
but in its icon he hasn't
Barbarian Heavy Horseman has shield but the icon - is buckler (as Barbarian Horseman has)
And no falchion in their images too))
Same with buckler - commander Khan (when shield from com General - is different in image - without dot)

Abysia LA
Abysian commander (992)
has axe but in the icon - it is twohanded battleaxe

Caelum LA
Harb Seraph (1003) in the image icon - has quarterstaff and short sword
but only short sword present

Edited by: guardianru

Oct 11 2013 Anchor

The manual says:

"Pretenders whose physical form does not normally have the Awe ability are treated as Awe -1 before the bonus. If this leaves the pretender with Awe 0, it becomes Awe +1.
Example: [...] has his maximum dominion set to 10 at start. Because he did not have Awe to begin with, his final ability is Awe +2. "

This is, one way or another, false. Either the example is wrong because Awe-1+2 = 1, or base Awe = 0 giving Awe+2 at 10 and Awe+1 at 9. If the second case is true then there will never a 0 to be bumped to 1, so that line can be deleted. If it's the example that is wrong then both Dominion 9 and 10 are the same for non-native-Awe pretenders because Awe-1+1 = 0 becomes 1 = Awe-1+2 .

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