The Old God has left the world and the pretenders are awakening and coming out from hiding. You start the game by designing one of the pretender gods that will compete for true ascension to godhood. The type of god can range from a magically powerful arch mage to an ancient kraken or a mystic monolith that people pray to. Your pretender controls one of over sixty different nations and with the help of that nation he will spread his word and battle the other pretenders. Dominions 3 is a turn based strategy game. You can play single- or multiplayer (1 - 23 players) with simultaneous turns. There are more than 1500 different units, 600 spells and 300 magic items in the game. The game also features a medieval musical score by Erik Ask Uppmark and Anna Rynefors, both awarded the title of Musicians of the Realm by the Swedish Zornmärkeskommiten. Dominions 3 is a highly detailed game and a 300 page pdf manual is included in the download.

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Jun 14 2013, 4:50pm Anchor

What bugs did those have?

Jun 14 2013, 5:33pm Anchor
Soyweiser wrote:What bugs did those have?

The ones Golog listed above.

Jun 15 2013, 7:49am Anchor

/me facepalms. How did I miss the other spell bugs?

Edit: added it all to the wiki. Thanks Golog and Edirr.

Edited by: Soyweiser

Jun 15 2013, 1:15pm Anchor
Soyweiser wrote:Edit: added it all to the wiki. Thanks Golog and Edirr.

Thanks for add to wiki. But I should correct this:
Shatter not have bug. I say Shatter and Bone Grinding is using same nextspell.
Unlike general behavior, if spell has AoE666, they do not expand nextspell's AoE. So Bone Grinding's nextspell only affect one square.
And Bone Grinding has range 0, so nextspell is always affect caster's position.

Sorry for my bad English and explanation.

Edited by: Golog

Jun 15 2013, 5:20pm Anchor

Thanks for the explaination. Do not worry, mistakes happen. I will fix it.

Jun 19 2013, 3:10am Anchor

Minor bug. Related to Astral Corruption.

If Astral Corruption is active, Call Horror may summon Doom Horror instead.
Unlike Send Horror, this function works properly. But this Doom Horror is considered as belongs to the nation which summoned it.
Even so, Doom Horror attacks everyone. But regular Horrors attacks Doom Horror, and Doom Horror attacks regular Horrors as well.
And when only Doom Horror is left in the battlefield, summoner won this battle. So owner of provinces switched to summoner's nation.

P.S.: Similarly, Call Lesser Horror may summon regular Horror instead. But this has no bug.

Jun 19 2013, 3:22am Anchor

Hmm, I gathered that much from the earlier post. Thanks for putting it in a more concise form, though. :)

Oh, and Golog, please don't apologize for your English. It's not your first language, so nobody expects native fluency (or the Spanish Inquisition). ;)

Your reports have been valuable, never doubt that. Several of the issues you reported would have been also present in Dominions 4, but have been fixed because you took the time to report them. :)

Jun 19 2013, 3:56am Anchor

Thanks Edirr.
If they are useful, I'm really happy. :D

Oh, and I write this to make sure:
My earlier report write for "Send" Horror, and this time report "Call" Horror. It's confusing!

Additional post:
Probably this is my last bug report for Dom3... Unless I forgot something.
Now I wait Dominions4! :D

Caelian Scout look like Spire Horn Caelian.
But their status and ability is High Caelian.

If try to get Abomination of Desolation by using Wish, they come as ordinary units.
Defiler of Dreams too.

Cerulean Warrior's events not work properly.
Cerulean Warrior banished properly. Still, player can't get Guru.
IIRC, Zamzummite event has same problem.

Abomination of Desolation can't summon False Horror if battlefield is underwater.
Normal False Horror spell can cast in underwater battle.

Earthquake avoidable by Defence skill and shield parry. Still, Defence bonus from weapons not help this.
I think shield parry shouldn't work for this.

Banefire Strike's secondary effect is called "Decay", but this effect not Decay, but a Plague.
If someone take decay from King of Banefires, it's function of Banefire Shield.

In Late Ages, most of nation use Forest Castle and Hill Castle.
But strangely, Pythium and Bogarus still use Forest Fortress and Hill Fortress.

Mictlan's starting army is same in all ages.
Warrior used for this is Early Age version. They should be replaced in Middle Age or Late Age.

Agartha's underwater PD consist of Wet Ones.
But this Wet Ones is land shape, and not changed into water shape.

Ranged weapon's secondaryeffects has very strange behavior.
Even if main attack missed, secondaryeffects can trigger.
And secondaryeffects have own hit rolls, and even can hit other enemies in same square.
If secondaryeffects is AoE attack, this is no problem. But I checked this by Poison Bow.
Debug log for this:

blastsqr: unr9372 x46 y15 aoe0 dmg12 eff2 spc1075838978 as-1 al0     //Main attack. Failed to damaging enemies.
blastsqr: unr9372 x46 y15 aoe0 dmg5 eff7 spc1073750144 as-1 al0
  affectvic vic3211 hv0
hitunit 9372 3211 dmg5 spec1073750144 ba1                                              //But Weak Poison will trigger and hit enemies.

...

blastsqr: unr9383 x46 y16 aoe0 dmg12 eff2 spc1075838978 as-1 al0
  affectvic vic3212 hv0
hitunit 9383 3212 dmg12 spec1075838978 ba2                                           //Main attack. Hit to Unit ID 3212
damage 3 on Archer, spec0x40200002(missile) ba2
blastsqr: unr9383 x46 y16 aoe0 dmg5 eff7 spc1073750144 as-1 al0
  affectvic vic3213 hv0
hitunit 9383 3213 dmg5 spec1073750144 ba2                                             //Weak Poison. Hit to Unit ID 3213

...

blastsqr: unr9443 x47 y16 aoe0 dmg12 eff2 spc1075838978 as-1 al0
  affectvic vic3224 hv0
hitunit 9443 3224 dmg12 spec1075838978 ba4                                          //Main attack. Hit to Unit ID 3224
damage 1 on Archer, spec0x40200002(missile) ba4
blastsqr: unr9443 x47 y16 aoe0 dmg5 eff7 spc1073750144 as-1 al0     //But Weak Poison missed by own hit rolls.

Edited by: Golog

Jun 29 2013, 7:53am Anchor

In reply to the latest addition:

Wish always produces units, never commanders. You need to cast Gift of Reason on them to make them commanders. WAD.

The castles are WAD.

The Caelian Scout issue is not really relevant. Good eye for detail, though. :)

The other stuff will be looked at.

Jun 29 2013, 8:21am Anchor
Edirr wrote:Wish always produces units, never commanders. You need to cast Gift of Reason on them to make them commanders. WAD.


Sorry, my explanation was not enough.
When call Horror in Wish, other Horrors do not come as units. Instead, random Doom Horror come to kill caster or serve as commander.
Now, only Abomination of Desolation and Defiler of Dreams are exceptions.

Quotation from Wiki:
lesser horror / horror / eater of gods / eater of dreams / slave to unreason / king of the world / hunter of heroes / maker of ruins
    One of the unique Doom Horrors, which one is determined randomly. The Doom Horror has a 50/50 chance of being under control of the player, or attacking the caster. The horrors arrive as commanders. If there is no doom horror left, a normal Horror is chosen.

Edited by: Golog

Jun 30 2013, 1:13am Anchor

I think this might be a bug- SP, hired a bunch of mercenaries. The AIs have been casting the lightening global (wrath of god), which occasionally kills my units (And commanders!). I now have roughly 100 unselectable pikemen in the province they were hired in, with no commander and no mercenary company in existence. i think that if a global kills my merc captain, something weird happens with his troops.

Edited by: short.alastair

Jun 30 2013, 2:18am Anchor
short.alastair wrote:I think this might be a bug- SP, hired a bunch of mercenaries. The AIs have been casting the lightening global (wrath of god), which occasionally kills my units (And commanders!). I now have roughly 100 unselectable pikemen in the province they were hired in, with no commander and no mercenary company in existence. i think that if a global kills my merc captain, something weird happens with his troops.

That's expected behavior. If the commander dies or teleports away, the troops become stuck in that province.

Jul 6 2013, 3:28pm Anchor
Edirr wrote:
short.alastair wrote:I think this might be a bug- SP, hired a bunch of mercenaries. The AIs have been casting the lightening global (wrath of god), which occasionally kills my units (And commanders!). I now have roughly 100 unselectable pikemen in the province they were hired in, with no commander and no mercenary company in existence. i think that if a global kills my merc captain, something weird happens with his troops.

That's expected behavior. If the commander dies or teleports away, the troops become stuck in that province.


I think it keeps being reported because it's not what players expect, especially given the attention to detail that the devs have generally exhibited. Maybe there should be another shortlist for stuff like this or maybe this particular item should be transformed into an enhancement request (for Dom 3 or Dom 4, either way), if it is not one already?

And, I have another bug report (against Dom 3.28, since I haven't seen a patch for 3.29 appear yet, although the Illwinter status page seems to indicate a code freeze for that milestone). The mod parser picks up string tokens inside of comments. For example:

Quote:#selectmonster 587 - Hierophant ("Orokestes")

will result in the dreaded "Naagot gick fel" error. (Can also reproduce with other modding commands, such as #addreccom, for example.) Changing the above to

Quote:#selectmonster 587 - Orokestes the Hierophant

works around the problem (and demonstrates that it is not some other problem with the contents of the mod).

Jul 6 2013, 4:32pm Anchor

Dominions 3 does not have actual support for comments in mods and maps. The double dash (--) has been used a comment by convention, but it does not really mean anything and the game ignores it. In Dominions 4 a double dash means a comment and anything after that is ignored, so you can actually comment out mod commands without deleting them.

Jul 6 2013, 4:52pm Anchor
Edirr wrote:Dominions 3 does not have actual support for comments in mods and maps. The double dash (--) has been used a comment by convention, but it does not really mean anything and the game ignores it. In Dominions 4 a double dash means a comment and anything after that is ignored, so you can actually comment out mod commands without deleting them.

Ah. I see. So, every place that I thought I was commenting things, I've actually been using bare words.... Well, that changes my perception somewhat. ;-)  I guess I should've figured something like that, since I've been working around the corresponding "parsing bug" for mod commands by  changing '#' to '-'when I wanted to "comment out" one of them.

Sorry for the false report - returning to lurk mode now.  (Definitely glad to see Dom 4 is coming, btw.)

Jul 13 2013, 4:59am Anchor

I couldn't find a mention of this with a quick google search, but knowing the issues Scrying's had in the past this may already be known [Edit after thinking about it some more: it's almost certainly already known, but hey I'm late to the party]. Also, depending on what's going on behind the scenes it may well be a typo rather than a bug. :P
scrybug

...In case it's not immediately obvious, that's me as MA Arco beseiging TC (capital) which happens to have a single candle of my dominion on it. The scrying report is describing the beseiged army as though it were beseiging (my own army consists of about 60 troops. A huge Lord of the Sky was seen flying above the army. It radiated power. 8) )

(this is in 3.29)

Edited by: gothefungus

Jul 13 2013, 5:41am Anchor

The various scouting report bugs should be squashed. Things got pretty interesting on that front with the disciple games (you got enemy reports of your allies until it was settled), so that should be taken care of.

Jul 14 2013, 1:27pm Anchor

Hi, on the last version of the Macbook Air (2013) and with OS X 10.8.4, Dominions 3 crash at launch :

code:
Process:         Dominions3 [555]
Path:            /Users/USER/Downloads/*/Dominions3.app/Contents/MacOS/Dominions3
Identifier:      Dominions3
Version:         0.1
Code Type:       X86 (Native)
Parent Process:  launchd [137]
User ID:         501

Date/Time:       2013-07-14 19:23:02.754 +0200
OS Version:      Mac OS X 10.8.4 (12E3067)
Report Version:  10
Sleep/Wake UUID: E78B8365-C18F-49ED-BCCB-D4F88DB01413

Interval Since Last Report:          485511 sec
Crashes Since Last Report:           20
Per-App Crashes Since Last Report:   3
Anonymous UUID:                      ABA1697C-06C0-AD0B-7A83-C487B99FB7A3

Crashed Thread:  0  Dispatch queue: com.apple.main-thread

Exception Type:  EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000

Application Specific Information:
abort() called

Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0   libsystem_kernel.dylib            0x95b05a6a __pthread_kill + 10
1   libsystem_c.dylib                 0x9002e2af pthread_kill + 101
2   libsystem_c.dylib                 0x90064db1 abort + 168
3   Dominions3                        0x00091aba bug + 94
4   Dominions3                        0x001378ea myloadmalloc2 + 194
5   Dominions3                        0x00137bdd myloadmalloc + 57
6   Dominions3                        0x00114d10 anyfile2rgba32 + 28
7   Dominions3                        0x0013ce3f CreateMaxTexture + 107
8   Dominions3                        0x0013cfef CreateTexture + 50
9   Dominions3                        0x00119de0 SetActiveGUIBorderTexture + 322
10  Dominions3                        0x0011a4f8 InitGUI + 163
11  Dominions3                        0x000cbb99 InitGLStuff + 221
12  Dominions3                        0x00095d06 SDL_main + 1992
13  Dominions3                        0x0000280a -[SDLMain applicationDidFinishLaunching:] + 66
14  com.apple.Foundation              0x9517ce52 __57-[NSNotificationCenter addObserver:selector:name:object:]_block_invoke_0 + 49
15  com.apple.CoreFoundation          0x941be851 ___CFXNotificationPost_block_invoke_0 + 257
16  com.apple.CoreFoundation          0x94109e8a _CFXNotificationPost + 2794
17  com.apple.Foundation              0x95165988 -[NSNotificationCenter postNotificationName:object:userInfo:] + 92
18  com.apple.AppKit                  0x9277408e -[NSApplication _postDidFinishNotification] + 367
19  com.apple.AppKit                  0x92773d48 -[NSApplication _sendFinishLaunchingNotification] + 249
20  com.apple.AppKit                  0x92770c9f -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:] + 751
21  com.apple.AppKit                  0x927707b4 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 378
22  libobjc.A.dylib                   0x942c8628 -[NSObject performSelector:withObject:withObject:] + 77
23  com.apple.Foundation              0x9518041a __76-[NSAppleEventManager setEventHandler:andSelector:forEventClass:andEventID:]_block_invoke_0 + 121
24  com.apple.Foundation              0x9517ff71 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 430
25  com.apple.Foundation              0x9517fd6e _NSAppleEventManagerGenericHandler + 173
26  com.apple.AE                      0x90108a35 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 331
27  com.apple.AE                      0x900ddfbe dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 44
28  com.apple.AE                      0x900dde7d aeProcessAppleEvent + 318
29  com.apple.HIToolbox               0x94b2dc58 AEProcessAppleEvent + 100
30  com.apple.AppKit                  0x9276ccdd _DPSNextEvent + 1655
31  com.apple.AppKit                  0x9276c16c -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 119
32  com.apple.AppKit                  0x927625cc -[NSApplication run] + 855
33  Dominions3                        0x00002eca main + 1431
34  Dominions3                        0x000025e2 _start + 228
35  Dominions3                        0x000024fd start + 41

Thread 1:
0   libsystem_kernel.dylib            0x95b060ee __workq_kernreturn + 10
1   libsystem_c.dylib                 0x9002f82c _pthread_workq_return + 45
2   libsystem_c.dylib                 0x9002f5f9 _pthread_wqthread + 448
3   libsystem_c.dylib                 0x9001752a start_wqthread + 30

Thread 2:: Dispatch queue: com.apple.libdispatch-manager
0   libsystem_kernel.dylib            0x95b069ae kevent + 10
1   libdispatch.dylib                 0x934b7c71 _dispatch_mgr_invoke + 993
2   libdispatch.dylib                 0x934b77a9 _dispatch_mgr_thread + 53

Thread 3:
0   libsystem_kernel.dylib            0x95b060ee __workq_kernreturn + 10
1   libsystem_c.dylib                 0x9002f82c _pthread_workq_return + 45
2   libsystem_c.dylib                 0x9002f5f9 _pthread_wqthread + 448
3   libsystem_c.dylib                 0x9001752a start_wqthread + 30

Thread 4:
0   libsystem_kernel.dylib            0x95b060ee __workq_kernreturn + 10
1   libsystem_c.dylib                 0x9002f82c _pthread_workq_return + 45
2   libsystem_c.dylib                 0x9002f5f9 _pthread_wqthread + 448
3   libsystem_c.dylib                 0x9001752a start_wqthread + 30

Thread 5:
0   libsystem_kernel.dylib            0x95b060ee __workq_kernreturn + 10
1   libsystem_c.dylib                 0x9002f82c _pthread_workq_return + 45
2   libsystem_c.dylib                 0x9002f5f9 _pthread_wqthread + 448
3   libsystem_c.dylib                 0x9001752a start_wqthread + 30

Thread 6:
0   libsystem_kernel.dylib            0x95b060ee __workq_kernreturn + 10
1   libsystem_c.dylib                 0x9002f82c _pthread_workq_return + 45
2   libsystem_c.dylib                 0x9002f5f9 _pthread_wqthread + 448
3   libsystem_c.dylib                 0x9001752a start_wqthread + 30

Thread 0 crashed with X86 Thread State (32-bit):
  eax: 0x00000000  ebx: 0xac004604  ecx: 0xbfffb81c  edx: 0x95b05a6a
  edi: 0xac008a28  esi: 0x00000006  ebp: 0xbfffb838  esp: 0xbfffb81c
   ss: 0x00000023  efl: 0x00000206  eip: 0x95b05a6a   cs: 0x0000000b
   ds: 0x00000023   es: 0x00000023   fs: 0x00000000   gs: 0x0000000f
  cr2: 0x006de8c0
Logical CPU: 0

Edited by: NitroG42

Jul 25 2013, 12:45am Anchor

Hi, I noticed a bug where I will take an enemy's capital and kill their god, only to have the god respawn at the gates of that capital. This happens with a variety of nations vs a variety of nations against gods who are not "immortal" and sometimes when my dominion is present in that territory. This does not happen constantly, just about 40% of the time, but its pretty malignant.

Jul 25 2013, 1:53am Anchor

Gods can come back if they're called back by priests, and since they always come back at the capital if someone else has captured it they'll walk into it alone and get killed. Or do you mean they come back right after they've been killed?

Jul 25 2013, 3:50am Anchor

DmcGraye, that sounds like it's working as designed. From the manual:

ManualPg52 wrote:
If a pretender dies, he or she can be brought back by his nation’s priests. Each priest levelassigned to the Call God order in a turn generates 1 point. Once a nation has accumulated40 points, the pretender returns to his or her home province. A pretender loses one skill levelin each path of magic for each death suffered. This does not affect bless effects, whichremain what they were at the beginning of the game.


I think the threshold is 50 points in reality, not 40, though. 

Edited by: wilsonmax

Jul 25 2013, 5:26am Anchor

Yes. The 40 points is an old manual error. The correct number is 50 holy points to call a god back from the dead.

Jul 25 2013, 12:56pm Anchor

Well I don't know if this counts as a bug. In a recent game, me and another player tried to forge an artifact on the same term. However, only one gets it while the other loses all the gems. Do you guys know what determines this?
User Posted Image

Edited by: amuys

Jul 25 2013, 1:05pm Anchor

Casting order, or in this case forging order. Which is the same as casting order and it starts either from the lowest unit id or the highest unit id.

Jul 28 2013, 11:29am Anchor

Yeah, the god re-spawn bug happens the turn after I kill the god. Often against nations that have 3 or 4 territories in total and like 1 or 2 temples. Definitely not the standard resurrection. Sadly I deleted my save file with this. I'm sure it will happen again soon though. I'll just have to run another npc game.

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