View Full Version : FfH2 0.11a Bugs:
Kael May 20, 2006, 02:22 PM [tab]The patch contains the following changes:
Download here: FfH2011a.exe (http://kael.civfanatics.net/files/FfH2011a.exe) (3 Meg)
Fixes:
1. Multiple Orthus's no longer appear (reported by Teg_Navanis).
2. Non-Luchuirp civs cannot build Stone Golems anymore (reported by Frozen-Vomit).
3. Spirit Guide promotion works now (reported by Teg_Navanis).
4. Enraged promotion works now (reported by Teg_Navanis).
5. Text error for the leadername in the Dawn of Man screen fixed (reported by Frozen-Vomit).
6. Orcish Slave graphics fixed (reported by BeefontheBone).
7. Infernal Grimoire fixed (reported by c.fe).
8. Civ heroes are now world instead of national units, so they can't be rebuilt (reported by Teg_Navanis).
9. Starting alignment are now assigned correctly on game start (reported by Chammadai).
10. Ships can now enter cities (reported by BeefontheBone).
11. Fireballs don't start with 0 movement when created by Arcane Barges (reported by Teg_Navanis).
12. Buidling an Order temple removes the Veil and vise versa (reported by mindlar).
13. Vampiric Governors can now be assigned (reported by Panda).
14. Civics now correctly allow gold and production rushing (reported by felwar).
15. Water buildings require a sea, not just an inland lake to be built (repoted by kevjm).
16. God King civic now correcly gives commerce instead of research (reported by Black Whole).
Balance changes:
1. Expansionist trait give +3 instead of +2 health (recommended by Frozen-Vomit).
Cosmetic changes:
1. Added a new Main Menu screen.
2. New Ancient Forest graphic.
3. Full promotion requirements show up in the Pedia (thanks Talchas!).
Issues that will be fixed in the next version: http://forums.civfanatics.com/showthread.php?t=171497
Nikis-Knight May 20, 2006, 03:24 PM As the Sheim, I don't think I can get my unique unit eater of souls--my adepts upgrade to regular conjurers.
Also, that upgrade process is tricky. I was trying to save promotions until upgrading, but the uprade option wasn't availible. when I had 20 exp, I tried promoting, and then he could become a conjurer that same turn, only after the promotion. Eventually the xp reqired to upgrade should be in the civlopedia fot mage units. Which are way fun, btw.
Kael May 20, 2006, 03:27 PM As the Sheim, I don't think I can get my unique unit eater of souls--my adepts upgrade to regular conjurers.
Also, that upgrade process is tricky. I was trying to save promotions until upgrading, but the uprade option wasn't availible. when I had 20 exp, I tried promoting, and then he could become a conjurer that same turn, only after the promotion. Eventually the xp reqired to upgrade should be in the civlopedia fot mage units. Which are way fun, btw.
There isnt an xp requirement, its a level requirement, so if you dont level you will never be able to upgrade. You have to be 3rd level to upgrade to a Conjurer or Mage and 6th level to upgrade to an Archmage or Summoner.
alluraprime May 20, 2006, 03:29 PM First let me say, I appreciate the awesome job that everyone has done on this mod. I'm sure that you opened the mod for beta with some expectations of minor bugs and plenty of excederin nearby. I think it's an incredible piece of work. I believe I found 2 minor issues and possibly a bug.
I played Sheelba/Clan of the Embers.
1. The name you type in does not display correctly. It displayed as %_t% or something close to that.
2.The discription doesn't read correctly. Minor issue at best.
3. Lastly, I researched til I obtained the fellowship of the leaves. I sent my acolyte to one of my other cities. When he arrived I told him to spread fellowship of the leaves. As soon as he did I won a religeous victory. I still had 2 other towns that were not converted, but didn't have any religion in them.
My understanding is all your cities have to have the same religion to win that way. Did I misunderstand or is this a bug?
Silverkiss May 20, 2006, 03:29 PM Call me stupid, but i can´t make the patch work o_0
I tryed installing it both in the Civilization IV/Mods folder and the Civilization IV/Mods/Fall from Heaven 2 and it didnt worked....
Kael May 20, 2006, 03:31 PM Call me stupid, but i canīt make the patch work o_0
I tryed installing it both in the Civilization IV/Mods folder and the Civilization IV/Mods/Fall from Heaven 2 and it didnt worked....
How do you know it didnt work?
Silverkiss May 20, 2006, 03:32 PM There were no changes, like expansionist trait still gives +2 health
Kael May 20, 2006, 03:42 PM There were no changes, like expansionist trait still gives +2 health
Try to redownload, i just put a new version up. The path was wrong.
Silverkiss May 20, 2006, 03:57 PM Thanks, it worked =P
Btw, nice job you and your team made, the mod is awesome (imagine when final version comes out =P)
Teg_Navanis May 20, 2006, 05:31 PM Two reports from the other thread that weren't fixed:
My great commanders can't build a command post. (I checked the XML files and there is no civ-specific restriction)
Mana nodes aren't resetted to neutral when you don't pillage them but build something else over it instead. (http://forums.civfanatics.com/showpost.php?p=4069016&postcount=175)
And some civ-specific suggestions (concerning Ljosalfar):
since the elves (Ljosalfar) can't build a monk, I'd also disable the monastery building.
same goes for heavy crossbowman / machinist shop, arquebus / alchemy lab and shield wall / armorer (although all buildings have some minor effects apart from being prerequisite for these units).
Kael May 20, 2006, 05:59 PM Two reports from the other thread that weren't fixed:
My great commanders can't build a command post. (I checked the XML files and there is no civ-specific restriction)
This will be fixed in the next version. (I appreciate your patience in pointing this out twice, i love all of the feedback but as you can understand its a little like drinking from a fire hose right now so some things may slip through).
Mana nodes aren't resetted to neutral when you don't pillage them but build something else over it instead. (http://forums.civfanatics.com/showpost.php?p=4069016&postcount=175)
I added this to the want list. its going to require an SDK change so we are a little more cautious about rolling it in.
And some civ-specific suggestions (concerning Ljosalfar):
since the elves (Ljosalfar) can't build a monk, I'd also disable the monastery building.
same goes for heavy crossbowman / machinist shop, arquebus / alchemy lab and shield wall / armorer (although all buildings have some minor effects apart from being prerequisite for these units).
Yeah, I tried to clean these up but some were missed as you pointed out. I will get them fixed, thanks.
puck11b May 20, 2006, 06:18 PM Is there something specific you need to build Loki? In my first game I could build him seemingly right off the bat, in my new game I just started, I can't seem to build him.
It is probably a vanilla civ issue but I've discovered that if you pop a goody hut before you plant your first city, and that hut that is set to give you a tech, you get nothing, not even a message.
If you have lumbermills in a forest and that forest upgrades to an ancient forest it does not destroy the lumbermill. You continue to gain the extra hammers for it as well.
In the civelopedia Harlequins and Rangers are missing the tech needed to build them.
pa12ick May 20, 2006, 07:02 PM First, even with the beta bugs, I really like what you've done with it. It's much more interesting now, and version one ROCKED.
Played as Malakim. Founded Runes, stayed that religion, also founded Veil later.
I built Chalid, but when I upgraded him to Fire III, he had Fire Elemental, not Meteor Shower, and the Fire Elemental wouldn't show up. The button caused the "creation graphic" to appear, but no actual unit did. I tried on all terrain types (like for Sand Lion).
I built both the Rune Heroes (Bambur and Arthendain), and even though the Civopedia lists that they should be able to gain "magic-using" promotions, they were never available. Is the Civopedia wrong, or is it a bug?
There are several "National Units" listed in the Civopedia, though not mentioned on the Tech Tree, because you haven't updated it (on purpose, I know). I couldn't figure out if these were "race-specific" though the Civ doesn't say that, or if the fact that I couldn't build Loki, Rathus, etc. was a bug. I know why I couldn't build Basium, but even he's not explicitly stated as a UU.?
I changed the max Hero from 100 to 300 in the xls file, to play around with the magic promotions for Heroes, but in the game it stayed at 100. I made sure that the file was saved correctly. Do I need to "Export Values"? If so, that gave me a laundry list of errors... Am I doing something incorrectly?
Also, I'm not sure if this is a bug or not, but there's no Sorcery spell for Chaos II and III, only a Summoning one. Is that intentional?
That's it for now, you already patched to cover the rest. Thanks for your hard work. :goodjob:
kevjm May 20, 2006, 07:11 PM Not eally a bug as such, but: the spell which turns desert to plains, I noticed this has been disabled for floodplains, but is still good on an oasis. Makes for a very tasty tile
Nikis-Knight May 20, 2006, 07:13 PM Maybe bug, maybe confusion--I can't get consecrate to work. I've tried it in and out of cities, and in and out of my borders.
talchas May 20, 2006, 07:22 PM Just a note so no one wonders, spells that require a target and use the targeting UI will still cause OOS in multi.
kevjm May 20, 2006, 07:23 PM Also, are Great Generals ever not allowed to build a comand post (unless there's already one in the city of course)? I tried looking for an appropriate thread incase this was just a change but couldn't find one.
Just to clarify, I was unable to build a comand post with a great person, quite early on in the game.
Chalid May 20, 2006, 07:23 PM I built Chalid, but when I upgraded him to Fire III, he had Fire Elemental, not Meteor Shower, and the Fire Elemental wouldn't show up. The button caused the "creation graphic" to appear, but no actual unit did. I tried on all terrain types (like for Sand Lion).
Im a summoner so its ok i do not get the firball spell. Why i kant cast Fireelemental, that seems wrong. Probably a bug.
I built both the Rune Heroes (Bambur and Arthendain), and even though the Civopedia lists that they should be able to gain "magic-using" promotions, they were never available. Is the Civopedia wrong, or is it a bug?
The civilopedia is stupid in this regard. It lists every Promotion you have theoretical the ability to gain. But it does not check if you are able to fullfill the prerequisites. (You can not buy the basic promotion for casting, that one is only handed out on unit creation. But as there are melee spellcasters the possibility to hand the promotions out to them has to exist, and that is what you see in the civilopedia).
There are several "National Units" listed in the Civopedia, though not mentioned on the Tech Tree, because you haven't updated it (on purpose, I know). I couldn't figure out if these were "race-specific" though the Civ doesn't say that, or if the fact that I couldn't build Loki, Rathus, etc. was a bug. I know why I couldn't build Basium, but even he's not explicitly stated as a UU.?
All those are race specific heroes. The civiliopedia might be a bit confused as tehre is no - nonracespecific unit in that unitclass (UNITCLASS_HERO1 or something like this)
Also, I'm not sure if this is a bug or not, but there's no Sorcery spell for Chaos II and III, only a Summoning one. Is that intentional?
Its not a bug, it a feature.. No th problem is the respective spells are not yet checked in. This is not only for the chaos spheres but for other spheres as well. Most spheres that do not give a spell to your respective unit should be blocked.
Naphtali May 20, 2006, 07:25 PM I just killed Orthus with a Lion, and it received 63 experience :eek:
Is that Normal?
pa12ick May 20, 2006, 08:25 PM Chalid,
Thanks.
[QUOTE=Chalid] All those are race specific heroes. The civiliopedia might be a bit confused as tehre is no - nonracespecific unit in that unitclass (UNITCLASS_HERO1 or something like this)[QUOTE]
How do I know which one goes with which Civ? The Civopedia doesn't list them in the Civ's UU list, nor does the unit itself say that the Civ is a prerequisite...
Also, the list Kael wrote said that Malakim is a "good" race, yet several of the other Civs said "you are Neutral" in the diplomacy screen. Is this too a "feature"? :D JK
abman May 20, 2006, 09:24 PM Animals are still getting trapped within civ boundries when the AI founds a city near one. I think that's an old bug, related to allowing captured animals into cultural boundries, right? I also had such a trapped animal set off the "enemy spotted near City." message in my nearby city. That's not supposed to happen for barb animals, right?
Also, not strictly a bug, but scortch (the fire I spell that converts plain to desert) does not trigger a warning when done in another civ's land. They immediately declare war on you, and it's good that the AI knows to do that, but it might be good for it to give the "Are you sure?" message it does like when you try and pillage something.
Samuelson May 20, 2006, 10:14 PM bugs.
Playing as Khazad I had a dwarvern warhammer build a mine, and I didnt check how many turns it would take. About 5 turns later I checked and it said 2147483647 turns.
In that same game,I built the Pack of Nilhorn and got the 3 giants. Later I was at war with the Infernal and sent one giant in to his territory to attack a worker, but instead of killing the worker they both shared the same square and nothing happened. I was not doing this to declare war, war had already been declared so this is a bug.
darkedone02 May 20, 2006, 10:24 PM is there suppose to be a temple for Cult of the Dragon? how come that evil give me a -2 for being neutral? I wish we can change our alignments without being force to. Did you know that some civs do not even have a freakin description in the civilopedia due to some TXT error.
Nikis-Knight May 20, 2006, 11:26 PM Should Djinn spawn with spell spheres from owned mana nodes? It'd be more special if they did, otherwise channeling is wasted, since they don't stick around long enough to level.
Other summoning issues: Can't summon a earth elemental, even though the animation goes off.
also, built treents count against the one per summoner limit. I built one, got a summoner nature 3, skill was grayed out until I got another summoner, then i could get a summoned one, but by building one I wasted a promotion.
Fader55 May 21, 2006, 02:38 AM Been playing since the original FfH(some early version, can't remember exactly) & you guys have done a great job with the mod, haven't played anything else since it came out(well, Battlefield Illuria, but let's not quibble)
Started a game yesterday, with the elves & could build elven archers after researching eleven studies, but then lost the ability to build them after researching archery, till I built archery ranges. It seems that something is screwy there. Also I've got everybody(except Barbs) with white flags.
Haven't seen either of these mentioned,sorry if they have been.
Keep up the good work.
Fader
Sisonpyh May 21, 2006, 03:07 AM Been getting a CTD (happened twice) around this save. Not sure whats up.
I'm using the patch FFH2011a version.
Kael May 21, 2006, 03:56 AM I built Chalid, but when I upgraded him to Fire III, he had Fire Elemental, not Meteor Shower, and the Fire Elemental wouldn't show up. The button caused the "creation graphic" to appear, but no actual unit did. I tried on all terrain types (like for Sand Lion).
You're right, the Conjure spells (Air, Earth and Fire) are broke. They will be fixed in the next version.
Kael May 21, 2006, 04:00 AM I just killed Orthus with a Lion, and it received 63 experience :eek:
Is that Normal?
Yes, heroes grant a ton of xp and that xp is modified by the relative strength of the two units. So killing Orthus with a lion should grant a ton of xp.
Kael May 21, 2006, 04:01 AM Also, the list Kael wrote said that Malakim is a "good" race, yet several of the other Civs said "you are Neutral" in the diplomacy screen. Is this too a "feature"? :D JK
That should be fixed with the 0.11a patch.
Kael May 21, 2006, 04:04 AM Animals are still getting trapped within civ boundries when the AI founds a city near one. I think that's an old bug, related to allowing captured animals into cultural boundries, right? I also had such a trapped animal set off the "enemy spotted near City." message in my nearby city. That's not supposed to happen for barb animals, right?
Also, not strictly a bug, but scortch (the fire I spell that converts plain to desert) does not trigger a warning when done in another civ's land. They immediately declare war on you, and it's good that the AI knows to do that, but it might be good for it to give the "Are you sure?" message it does like when you try and pillage something.
We dont have an 'are you sure' mechanic in. There are a few places where it would be helpful. Woodelf had requested it on a few spells too. Im sure we will get one in later on.
Grev_michal May 21, 2006, 04:07 AM according to civopedia and city screen:
elder counsil: +1 sage ( +1 scientist )
however according to cid's tips: +1 sage, - 1 culture ( + 1 scientist )
the resuslt of the building is just 1 sage/1 scientist.
Frozen-Vomit May 21, 2006, 04:25 AM - I'll ask another time because i never got a clear answer from a dev member :)
Is the strenght of the elven adept correct? (It is 3 now - as the strenght of elven mages and summoners)
Black Whole May 21, 2006, 04:26 AM The 'Shadowed Vale' and the 'Golden Wood' give +/-1% trade route. They are meant to give +/-1 trade route, aren't they?
In my last game, Orthus was already spawned in round 50 instead of round 100.
The spell 'Ring of Flames' can't be seen, there's no fire around the caster.
Kael May 21, 2006, 04:30 AM bugs.
Playing as Khazad I had a dwarvern warhammer build a mine, and I didnt check how many turns it would take. About 5 turns later I checked and it said 2147483647 turns.
Thanks, I will get that fixed in the next version.
In that same game,I built the Pack of Nilhorn and got the 3 giants. Later I was at war with the Infernal and sent one giant in to his territory to attack a worker, but instead of killing the worker they both shared the same square and nothing happened. I was not doing this to declare war, war had already been declared so this is a bug.
Could you provide a save of this?
Kael May 21, 2006, 04:36 AM Should Djinn spawn with spell spheres from owned mana nodes? It'd be more special if they did, otherwise channeling is wasted, since they don't stick around long enough to level.
No, they are just random. Some djinn's will have a few spells, some won't. They are from remote planes and bring whatever spell experience they had from those planes.
Other summoning issues: Can't summon a earth elemental, even though the animation goes off.
Conjure Air, Earth and Fire elemental are broke. They will be fixed in the next version.
also, built treents count against the one per summoner limit. I built one, got a summoner nature 3, skill was grayed out until I got another summoner, then i could get a summoned one, but by building one I wasted a promotion.
You can have as many treants active at the same time as you have units that can cast the spell. Think of them as summons that last as long as you need them, and dont worry about losing the unit, if it dies you can create a new one.
Kael May 21, 2006, 04:39 AM according to civopedia and city screen:
elder counsil: +1 sage ( +1 scientist )
however according to cid's tips: +1 sage, - 1 culture ( + 1 scientist )
the resuslt of the building is just 1 sage/1 scientist.
The tips is wrong. Ill get it fixed.
Kael May 21, 2006, 04:41 AM - I'll ask another time because i never got a clear answer from a dev member :)
Is the strenght of the elven adept correct? (It is 3 now - as the strenght of elven mages and summoners)
No, I copied the mage to the adept and forgot to change the str. I'll get it changed to 2 in the next patch.
Kael May 21, 2006, 04:46 AM The 'Shadowed Vale' and the 'Golden Wood' give +/-1% trade route. They are meant to give +/-1 trade route, aren't they?
Yeah, thats wrong. Ill fix it in the next version.
In my last game, Orthus was already spawned in round 50 instead of round 100.
Yeap, it all depends on how fast the barbarians settle. There is no set turn anymore.
The spell 'Ring of Flames' can't be seen, there's no fire around the caster.
Visual effects are pretty low priority right now. But there is a problem with the ring of flames, Im looking at it now.
Frozen-Vomit May 21, 2006, 04:48 AM - Neither Summononer nor Arcane (don't know abou the other new traits) have a tool tip when the mouse coursor is over your flag in the main game screen.
- I really like the new starting picture, just a simple request: Could you provide it in a larger resolution ( have 1280x1024 or something like this) - it seems kind of pixely (? sorry no nativ english speaker :D ) Is it a problem for lower resolutions to display a larger image?
Kael May 21, 2006, 05:00 AM - Neither Summononer nor Arcane (don't know abou the other new traits) have a tool tip when the mouse coursor is over your flag in the main game screen.
Both of those traits have non-typical abilities so the UI doesnt recognize them. I added tool tips for these to the wish list, but it probably own't come soon.
- I really like the new starting picture, just a simple request: Could you provide it in a larger resolution ( have 1280x1024 or something like this) - it seems kind of pixely (? sorry no nativ english speaker :D ) Is it a problem for lower resolutions to display a larger image?
Thats the biggest copy of the pic I had. Just resizing it wont help the jaggies. I will see if an artist can manually touch it up.
ma.KaBre May 21, 2006, 05:16 AM I changed the max Hero from 100 to 300 in the xls file, to play around with the magic promotions for Heroes, but in the game it stayed at 100. I made sure that the file was saved correctly. Do I need to "Export Values"? If so, that gave me a laundry list of errors... Am I doing something incorrectly?
You need tp "Export Values". There is a small glitch in the VB-code doing this though. I reported it over in the other bug thread. If you are a bit familiar with debugging this kind of code have a look over there.
(I'm sorry but I'm in a hurry and cannot rewrite it at the moment, perhaps a bit later.) :(
Reference to the earlier post:
http://forums.civfanatics.com/showpost.php?p=4068600&postcount=29
Teg_Navanis May 21, 2006, 05:55 AM Started a new game with Doviello today:
As far as I know, a unique unit graphic has been made for the Tuurngait, but it isn't loaded at all (the unit looks like a scout).
Chalid May 21, 2006, 06:13 AM There was a problem with this graphic (Tuurngait) that had not been resolved until yet. Basically the game crashed with it.
Frozen-Vomit May 21, 2006, 06:23 AM - In my last game i was able to build a farm in tundra, not sure if this was possible in vanilla at the moment.
Chalid May 21, 2006, 06:26 AM - In my last game i was able to build a farm in tundra, not sure if this was possible in vanilla at the moment.
It is possible when the farm borders to a river. You can not irrigate through tundra through.
thearkane May 21, 2006, 06:29 AM infernal grimore may still be broken. my game crashed,but did not repeat crash when reloaded. only thing built on that turn infernal grimore(and a couple of axemen)
Psychorg May 21, 2006, 07:02 AM I have found what might constitute a minor exploit. An arcane unit with the ability to cast haste can do so after moving, meaning that it can enter a tile that would require two movement points, but only spend the one it has, and then cast haste and move again. As I doubt the AI can handle this, maybe it should be addressed.
By the way, I have not yet had time to play the latest patch, so if this has already been addressed, just ignore me. I'm used to it.
Sina May 21, 2006, 07:03 AM I played a bid as the Clan of Ember today and noticed that I couldn't build Libraries, but could (and did) build The Great Library. That seems to be a bit illogical to me.
Also, the trait "Orcish" has no explanation anywhere. Probably to be filled in when there's time. :)
Frozen-Vomit May 21, 2006, 07:22 AM - A summoned Imp stayed for more than a turn (says in the tool tip it is only for one - maybe because of spell extension), he won some battles and was even able to level up - not sure if this is intended for summonend units...
puck11b May 21, 2006, 07:27 AM - A summoned Imp stayed for more than a turn (says in the tool tip it is only for one - maybe because of spell extension), he won some battles and was even able to level up - not sure if this is intended for summonend units...
Who were you playing as? Do they have the Summoner Trait?
~p
YNCS May 21, 2006, 07:34 AM I had a Priest of Leaves cast Bloom on a plain tile with a cottage. Several turns later I sent a worker to the tile to build a lumbermill. The tile description said "new forest/plain" and it looked like a regular plain with an unworked cottage on it, the worker wasn't given the option to build a lumbermill. Eight turns later, the description read the same, the look of the tile hadn't changed, and the worker still couldn't build a lumbermill.
Brightlance May 21, 2006, 07:40 AM Playing as the beastmen (Dovelio or something) two things I noticed
Using the battlemaster special ability on the axemen UU turned them into fire elementals not battlemasters
And as has been mentioned before, the fire elementals are not created if you try to summon them via a FireIII summoned
Love the mod so much :D
Gileyal May 21, 2006, 07:51 AM Hi
Murphy came a knockin, and now that the beta is out, I have no time due to some unfortunate work events. One thing I did notice, which may or may not be a bug - the units that scouts upgrade to, have a "better results from goody hut" note next to them. Only thing is - there are usually no goody huts whatsoever by the time they show up.
Frozen-Vomit May 21, 2006, 07:52 AM Quote:
Originally Posted by Frozen-Vomit
- A summoned Imp stayed for more than a turn (says in the tool tip it is only for one - maybe because of spell extension), he won some battles and was even able to level up - not sure if this is intended for summonend units...
Who were you playing as? Do they have the Summoner Trait?
~p
hmmm, yes... ok :blush:
Kael May 21, 2006, 08:02 AM infernal grimore may still be broken. my game crashed,but did not repeat crash when reloaded. only thing built on that turn infernal grimore(and a couple of axemen)
Your right, there was still a problem with it. It will be fixed in the next version, thanks.
Kael May 21, 2006, 08:07 AM I have found what might constitute a minor exploit. An arcane unit with the ability to cast haste can do so after moving, meaning that it can enter a tile that would require two movement points, but only spend the one it has, and then cast haste and move again. As I doubt the AI can handle this, maybe it should be addressed.
By the way, I have not yet had time to play the latest patch, so if this has already been addressed, just ignore me. I'm used to it.
Thats cool, we arent to concerned about minor exploits like this (in truth there are some much more glaring ai issues we are working on).
Kael May 21, 2006, 08:09 AM I had a Priest of Leaves cast Bloom on a plain tile with a cottage. Several turns later I sent a worker to the tile to build a lumbermill. The tile description said "new forest/plain" and it looked like a regular plain with an unworked cottage on it, the worker wasn't given the option to build a lumbermill. Eight turns later, the description read the same, the look of the tile hadn't changed, and the worker still couldn't build a lumbermill.
Yeah, we dont have a new forest graphic in yet. That new forest will turn into a real forest given time.
ps kudos on the cuthulu sig line :D
Kael May 21, 2006, 08:14 AM Playing as the beastmen (Dovelio or something) two things I noticed
Using the battlemaster special ability on the axemen UU turned them into fire elementals not battlemasters
And as has been mentioned before, the fire elementals are not created if you try to summon them via a FireIII summoned
Love the mod so much :D
Thank you, I'll fix it in the next version. Turns out the Battlemaster was running around catching his troops on fire. Those crazy barbarians.
Kael May 21, 2006, 08:15 AM Hi
Murphy came a knockin, and now that the beta is out, I have no time due to some unfortunate work events. One thing I did notice, which may or may not be a bug - the units that scouts upgrade to, have a "better results from goody hut" note next to them. Only thing is - there are usually no goody huts whatsoever by the time they show up.
Yeah i could remove the ability, but it doesnt hurt anything to leave it.
Tsu Chi May 21, 2006, 08:19 AM I play as Ljosalfar (elves) and this is what i noticed :
1/ I cant build siege workshop (discovered construction), so i dont have catapults - it is very hard to play without it (i think this is not intentional)
2/I have built Purge the unfaithful - it did nothing - it should destroy any other religion in all of my cities exept the state religion
3/couldnt build Heavy Crossbowman - i have in every city Machinist workshop
I play 2011 not patched (but i didnt noticed these bugs repaired)
Kael May 21, 2006, 08:24 AM I play as Ljosalfar (elves) and this is what i noticed :
1/ I cant build siege workshop (discovered construction), so i dont have catapults - it is very hard to play without it (i think this is not intentional)
2/I have built Purge the unfaithful - it did nothing - it should destroy any other religion in all of my cities exept the state religion
3/couldnt build Heavy Crossbowman - i have in every city Machinist workshop
I play 2011 not patched (but i didnt noticed these bugs repaired)
I need to fix the Purge, its broke. But the elves cant build catapults or heavy crossbowmen, so that parts intentional.
Black Whole May 21, 2006, 08:53 AM Again two bugs:
- 'God King' gives +50% culture instead of production.
- If the Drowns attacks a unit from the coast and enslaves this unit, the slave stands on the coast.
EDIT: edited for spelling
Teg_Navanis May 21, 2006, 08:56 AM Traceback (most recent call last):
File "CvSpellInterface", line 15, in cast
File "<string>", line 0, in ?
File "FFHSpells", line 1284, in spellScorch
File "FFHSpells", line 117, in startWar
AttributeError: 'NoneType' object has no attribute 'getTeam'
ERR: Python function cast failed, module CvSpellInterface
Kael May 21, 2006, 09:05 AM Again two bugs:
- 'God King' gives +50% culture instead of production.
- If the Drowns attacks a unit from the coast and enslaves this unit, the slave stands on the coast.
EDIT: edited for spelling
Ill fix God King inthe next patch (someday Ill get that right).
The drown thing isnt a big deal, the unit can move into land the next turn.
Kael May 21, 2006, 09:08 AM Traceback (most recent call last):
File "CvSpellInterface", line 15, in cast
File "<string>", line 0, in ?
File "FFHSpells", line 1284, in spellScorch
File "FFHSpells", line 117, in startWar
AttributeError: 'NoneType' object has no attribute 'getTeam'
ERR: Python function cast failed, module CvSpellInterface
Thanks Teg, it will be fixed in the next version. I think you may be setting some sort of bug reporting record :D .
upthorn May 21, 2006, 09:16 AM Are scouts supposed to get a different amount of XP when defending versus attacking?
I'm only a few turns into this game, but I had a scout get attacked by a lion, and gain 2 XP, just enough to level, then that same scout (now with Combat 1), attacked and killed a lion a few turns later and got 4 XP.
Teg_Navanis May 21, 2006, 09:18 AM The trainer promotion (train maceman spell) doesn't work correctly. When I use it, a fire elemental is created.
Edit: Well, it seems like it isn't created out of nowhere. instead, an axeman is turned into a fire elemental.
Edit2: Oh, and it can be used multiple times in a single turn, but then it is disabled for several turns. I guess the cool down time is intended, but it should start directly after using it, not just in the next turn.
Kael May 21, 2006, 09:19 AM Are scouts supposed to get a different amount of XP when defending versus attacking?
I'm only a few turns into this game, but I had a scout get attacked by a lion, and gain 2 XP, just enough to level, then that same scout (now with Combat 1), attacked and killed a lion a few turns later and got 4 XP.
Yeah, just like in vanilla civ you get more xp for attacking than defending (to keep players from turtling up).
Teg_Navanis May 21, 2006, 09:27 AM Traceback (most recent call last):
File "CvSpellInterface", line 51, in canCast
File "<string>", line 0, in ?
File "FFHSpells", line 1177, in reqRingofFlames
AttributeError: 'int' object has no attribute 'getOwner'
ERR: Python function canCast failed, module CvSpellInterface
Kael May 21, 2006, 09:32 AM Thats been addressed, the list if the issues that have been resolved in the next patch is here: http://forums.civfanatics.com/showthread.php?t=171497
Teg_Navanis May 21, 2006, 09:37 AM Thats been addressed, the list if the issues that have been resolved in the next patch is here: http://forums.civfanatics.com/showthread.php?t=171497
Oh, thanks.
I guess Edit2 of my last post is still not fixed:
Train maceman can be used multiple times in a single turn, but then it is disabled for several turns. I guess the cool down time is intended, but it should start directly after using it, not just in the next turn.
One improvement suggestion concerning spells: If a unit is damaged/killed by a spell, the owner should be informed by a log message (similar to the air strike messages). My units keep disappearing and I have no clue how... ;)
Kael May 21, 2006, 09:41 AM Oh, thanks.
I guess Edit2 of my last post is still not fixed:
Train maceman can be used multiple times in a single turn, but then it is disabled for several turns. I guess the cool down time is intended, but it should start directly after using it, not just in the next turn.
One improvement suggestion concerning spells: If a unit is damaged/killed by a spell, the owner should be informed by a log message (similar to the air strike messages). My units keep disappearing and I have no clue how... ;)
Train takes money each time it is used. If you have the cash you are welcome to use it as many times as you would like. It wasn't in cool down, you were broke.
Your right about the information messages. I have started adding those but they arent where they should be. when things are a bit more settled I will try to go through each spell and add the information messages they deserve.
upthorn May 21, 2006, 09:47 AM Yeah, just like in vanilla civ you get more xp for attacking than defending (to keep players from turtling up).
The problem with this mechanic is that I'd have attacked the lion the turn before if I hadn't run out of movement points, but because it then decided to attack me, I lost points.
I wonder if it could be turned into an inside borders vs. outside borders thing instead.
... that's more of a feature request than a bug report, isn't it?
Teg_Navanis May 21, 2006, 09:52 AM ERR: Python function canCast failed, module CvSpellInterface
Traceback (most recent call last):
File "CvEventInterface", line 24, in onEvent
File "CvEventManager", line 173, in handleEvent
File "CvEventManager", line 863, in onBuildingBuilt
AttributeError: CustomFunctions instance has no attribute 'FFHInquisit'
ERR: Python function onEvent failed, module CvEventInterface
Burevix May 21, 2006, 09:54 AM In one game I was playing I had bears and lions with combat III and IV. Good thing animals cannot attack cities or the bear would have destroyed my early cities. Another things is the Sidar Palace, I know that they are not a playable civ yet but I am not sure if the AI has access to them. But it states in the civilopedia that their palace gives the city +429084232 happy faces for the Large Animal Stable, Library, and a Lion Cage. I am not sure if this is just a cosmetic mistake or actually occurs in the game. The Sidar must go nuts for books, riding animals, and apparently lions.
I am having a great time with the mod and I am still discovering all the neat stuff.
pa12ick May 21, 2006, 10:23 AM Also, I don't know if it's intentional, but if you play as the Dwarf race, and have Runes of Kilmorph, you actually get 2 different "Dwarven Soldier" units. One has Str 3 and can only be upgraded to "Maceman" equivalent. The other has Str 4 and actually replaces the Axemen in the tree. The weird thing is, they both have the same abilities, but the Str 3 one is more expensive to produce.
Is this intentional? Is there a way to disable it when the Dwarves have Runes? I think the same thing happens with Elves/Leaves, but haven't checked it to be sure...
Thanks for clarifying on Orthus. He appeared in turn 5 on my last run thru. :mad:
felwar May 21, 2006, 10:40 AM Most of the bugs I've noticed have been mentioned so far. I do have a balance issue with the Luchuirp though. The stone golem requires construction to build, but replaces axemen, so the Luchuirp get no new unit with bronze working. The problem is that the golems aren't even as good as an axeman with 2 promotions, which is pretty easy to create with a training yard and apprenticeship/conquest. And they ultimately take much longer to create because construction is a rather expensive tech at that point in the game (right when the barbarian rush starts generally).
My suggestion might be to make it a bronze golem that requires copper to create, but not a barracks. At least then it would have some advantage to it.
BeefontheBone May 21, 2006, 10:43 AM The experienced animals are deliberate - I managed to capture a bear with combat 4 yesterday; he even ended up snagging Orthus' Axe off another barb unit until he was slain by a Hill Giant which keeps menacing me :(
Incidentally, Orthus' Axe should be named just that, not "Orthuss Axe" as it currently is.
I also have a suggestion - the city resource screen displays mana as strategic resources (as it should do) but the order in which they're listed doesn't make any sense (it appears to be random, or possibly in the order they were acquired). Normally this isn't much of an issue, but it'd be useful to group the mana types together so it's easy to check which sources you have available - I nearly built a second fire node today which I didn't want. In fact, given that there are a dozen or so types available, it might be worth listing them separately from the other stretegic resources - no idea how easy it would be to make them a fourth kind of resource; might be better to make them always be listed at the bottom of the list.
Sisonpyh May 21, 2006, 10:44 AM I'm assuming, balance wise, you guys don't want Ljosalfar using Lumbermills?
If you build lumbermills during the transition phase between regular and ancient forest, the lumbermills end up sticking around and you can have a bunch of 3-4food/4production tiles.
Kael May 21, 2006, 11:05 AM Also, I don't know if it's intentional, but if you play as the Dwarf race, and have Runes of Kilmorph, you actually get 2 different "Dwarven Soldier" units. One has Str 3 and can only be upgraded to "Maceman" equivalent. The other has Str 4 and actually replaces the Axemen in the tree. The weird thing is, they both have the same abilities, but the Str 3 one is more expensive to produce.
Is this intentional? Is there a way to disable it when the Dwarves have Runes? I think the same thing happens with Elves/Leaves, but haven't checked it to be sure...
Thanks for clarifying on Orthus. He appeared in turn 5 on my last run thru. :mad:
Yeah, one is the religious unit, which is more expensive but doesnt require resources or a building and the other is the axeman replacement. If a city can build the cheaper one it wont be able to build the religious one.
Corlindale May 21, 2006, 11:16 AM When I used a zealot to spread Overlords to one of my cities, I immediately got 1 unhappy face with the message "we desire religious freedom". I don't know if the FoR civic is supposed to have the same "jealousy" effect as republic(even if it does, it is very unlikely for it to have been discovered in year 58, even in a quick game), or if it is some other reason. I'm used to religions creating happiness rather than the opposite, so this confuses me a bit. I'm only running the basic civics.
Sisonpyh May 21, 2006, 11:46 AM Been getting a CTD (happened twice) around this save. Not sure whats up.
I'm using the patch FFH2011a version.
^^ From page two.
Different game now, playing as the same Civ (Luchurip), getting another CTD.
onedreamer May 21, 2006, 12:45 PM Jonas Endain is set to Neutral (or so it appears from the Diplomacy).
No tooltip for Summoner and Arcane (but I think it's been reported already).
other than that it's playing lovely.
didolover May 21, 2006, 01:06 PM :goodjob: my first ever post here to tell you how you 'saved' civ 4 for me - i was about to give away the disks as i burnt out and now this marvel!!
anyway here are some probs ive encountered after playing about 1000 turns in two games of ffh 2011 with the patch (a) oaded
1) :mad: the game hangs around turn 500 - i have to shut off the comp restart reload and it goes a couple of turns and hangs again - after a couple of repeats of this it gave up all together and didnt reload
i noticed some talk about infernal grim but i have lots of wonders up and the inf grim was built a while ago - ive included the save if youre interested
2) :king: :king: im still getting multiple orthus kings - after whacking one with my rosier the fallen (not named after the old heisman trophy kid is he?) i got to attack ANOTHER orthus axe with my own - it was like the sword fight scene from princess bride ("I know somesing you don' - I am no lefthand either - I too have dee Orthus axe!)
3) :( i was playing lsufjar (sp?) the elfs and some things were clear i couldnt build - but some werent - i couldnt find the gypsy caravan or demon altar - - ive read already about some of the heavy artillery restrictions for my race i just figure these are more of them but it isnt clear
4) :mischief: and then real minor low priority stuff im sure you will address - theres no tool tip for ring of warding (a very cool surprise for attackers - thank you); the civ has many holes text-wise
5) :confused: and more of a note than a bug - the mana things are confusing - its fun to discover and i really wouldnt want to see a full-on documentation as these sites will be full of them but some functional instruction would be cool - like how to use them
6):D finally a newbie question - some posters are mentioning scenarios - have you released scenarios already for ffh?
thank you really thank you for your hard work - i did pay full price for civ 4 and im sure sid will invite you to make yours a full package in the future and i will gladly pay for that too ...
didolover May 21, 2006, 01:13 PM in my last note i said 'the civ has many holes' i meant civolopedia - minor im sure
:lol: i really dig the surprise guest voice appearance for the the tech - unquestioning obedience? divine right? - shoot i cant remember and dont want to spoil it but it was funny and evil -
Teg_Navanis May 21, 2006, 01:19 PM :lol: i really dig the surprise guest voice appearance for the the tech - unquestioning obedience? divine right? - shoot i cant remember and dont want to spoil it but it was funny and evil -
Malevolent Design it is :D
BeefontheBone May 21, 2006, 01:21 PM When I used a zealot to spread Overlords to one of my cities, I immediately got 1 unhappy face with the message "we desire religious freedom". I don't know if the FoR civic is supposed to have the same "jealousy" effect as republic(even if it does, it is very unlikely for it to have been discovered in year 58, even in a quick game), or if it is some other reason. I'm used to religions creating happiness rather than the opposite, so this confuses me a bit. I'm only running the basic civics.
Were you running a civic which generates :mad: from non-state religions?
Corlindale May 21, 2006, 01:42 PM Were you running a civic which generates from non-state religions?
No, just the basic civics. But I just found out that I forgot to convert to the Overlords when I founded it - Must've hit the wrong button. I think that was the issue, my citizens seem to be happy again.
BeefontheBone May 21, 2006, 01:49 PM 'nother minor thing - when a Hunter takes damage in combat, the hunter model gets killed but the wolf one survives (possibly down to the order they're defined in the unit graphics spec? I'm just guessing here) - the other way round would probably be better :)
Pagan temples are recommended on the "what do you want to build?" screen as cultural buildings ("Recommended (Culture)") when they have no cultural benefit.
Kael May 21, 2006, 03:24 PM ^^ From page two.
Different game now, playing as the same Civ (Luchurip), getting another CTD.
Thanks for the CTD. It was being caused by a barbarian Orc Shaman who was trying to cast Escape. The spell was trying to teleport the orc to his capital, and since the barbarians dont have one = CTD.
It will be fixed in the next patch.
BeefontheBone May 21, 2006, 03:34 PM Oooh, a more important one - I think I'm able to cast an unlimited number of spells here. There's a group of 4 Conjurers one of whom has the first extra movement promotion near an enemy city (Morrtebio). I moved them one square towards it then cast Nightmare, Loyalty and something else followed by Wither 4 times on the city's defenders, and it's still giving me the option to cast Scorch and Wither.
Kael May 21, 2006, 04:01 PM Oooh, a more important one - I think I'm able to cast an unlimited number of spells here. There's a group of 4 Conjurers one of whom has the first extra movement promotion near an enemy city (Morrtebio). I moved them one square towards it then cast Nightmare, Loyalty and something else followed by Wither 4 times on the city's defenders, and it's still giving me the option to cast Scorch and Wither.
Works fine for me. Strange.
Kael May 21, 2006, 04:26 PM The 0.11b patch is out. You can get it here: http://forums.civfanatics.com/showthread.php?t=171815
Please upgrade to that version and report issues in the 11b thread.
Whitefire May 21, 2006, 04:54 PM Once Orthus is born, Loki is not free to build. Any production on Loki is converted to gold once Orthus is born.
Sina May 21, 2006, 04:56 PM Just finished tonights game. Great fun! :)
The Vampire Governor doesn't seem to give what he is supposed to.
The description sais "+2h, +2g, +1culture" and it gave "+1h, +2science, +1 culture".
I tried it out in several cities and the same results everywhere.
BeefontheBone May 21, 2006, 05:22 PM Works fine for me. Strange.
Yeah, I realised it's not simply that that I was doing. No idea if I'll be able to reliably reproduce it now :(
felwar May 21, 2006, 05:32 PM Kael, is there a chance you left out the code you added to version 1 that gauranteed at least 3 of every resource on a map? I'm playing a large pangea map, and just realized there are no reagents anywhere. I checked the world builder too, and can't find any.
Nikis-Knight May 21, 2006, 07:30 PM Skeleton combat seems bugged, in that a 3.0 str sekelton vs a 3.0 unit with, say +60% str has 3 to 9 odds. 3.0 + 60% should only be about 4.8, right? I't is either calculating wrong, not displaying where a bonus is coming from, or I can't do math. But other similar strengthed units don't have such a disparity.
Also, I don't know how this happened, but all the units in my city just got blessed. No one has Alter of L. or any High priests yet. It may have been when I cast whither, then canceled when I saw that the unit already had it on them.
edit: I was able to repeat it with whiter casting. Also, the enemy disappeared when it cast.
Oran-ge May 21, 2006, 08:41 PM Bug - I can't seem to assign citizens to be engineers when I'm playing as the Calabim, maybe it has something to do with the governor's mansion.
Kael May 22, 2006, 03:11 AM :goodjob: my first ever post here to tell you how you 'saved' civ 4 for me - i was about to give away the disks as i burnt out and now this marvel!!
anyway here are some probs ive encountered after playing about 1000 turns in two games of ffh 2011 with the patch (a) oaded
1) :mad: the game hangs around turn 500 - i have to shut off the comp restart reload and it goes a couple of turns and hangs again - after a couple of repeats of this it gave up all together and didnt reload
i noticed some talk about infernal grim but i have lots of wonders up and the inf grim was built a while ago - ive included the save if youre interested
There are a few issues like this that are resolved with 0.11b. Let me know if you still see them after upgrading.
2) :king: :king: im still getting multiple orthus kings - after whacking one with my rosier the fallen (not named after the old heisman trophy kid is he?) i got to attack ANOTHER orthus axe with my own - it was like the sword fight scene from princess bride ("I know somesing you don' - I am no lefthand either - I too have dee Orthus axe!)
Ill check it out.
3) :( i was playing lsufjar (sp?) the elfs and some things were clear i couldnt build - but some werent - i couldnt find the gypsy caravan or demon altar - - ive read already about some of the heavy artillery restrictions for my race i just figure these are more of them but it isnt clear
Only the balseraphs can build the gypsy carvan and you need to have the Veil as your state religion to build demon altars. Both are covered in the pedia.
4) :mischief: and then real minor low priority stuff im sure you will address - theres no tool tip for ring of warding (a very cool surprise for attackers - thank you); the civ has many holes text-wise
Yeah, this is just a playtest version. we want to get everything working like it should before we spend to much time documenting it.
5) :confused: and more of a note than a bug - the mana things are confusing - its fun to discover and i really wouldnt want to see a full-on documentation as these sites will be full of them but some functional instruction would be cool - like how to use them
As above, documentation isnt the priority yet. You may want to check out some fo threads in this forum on the different aspects as they cover a lot fo the details.
6):D finally a newbie question - some posters are mentioning scenarios - have you released scenarios already for ffh?
Nope, scenerios arent scheduled until "Ice".
Kael May 22, 2006, 03:12 AM Once Orthus is born, Loki is not free to build. Any production on Loki is converted to gold once Orthus is born.
Crap, your right. This is why people are having the problems creating the civ specific heroes. I will fix it.
Whitefire May 22, 2006, 08:23 PM Yeah, I had to restart 12 times to figure out the trigger.
When constructing the Eternal Flame, production stops, but is not lost, when your Fire Mana supply is interupted. I'm not sure if that is intended or not.
Religions will spread to cities that already have a religion. Also, you cannot spread the Order to cities that have the Ashen Veil and vice versa using Acolyte or Savant units. However, you can convert to one of the religions and use the priest to spread the religion (and build a temple). Again, not sure if this is intended or not since documentation is...lacking ;) .
When you construct Genesis, it turns Ancient Forest on grassland tiles into regular forests again. I only mention this because my city of 26 suddenly became a city of 22 =/.
The tax and research settings are very buggy. They will randomly decide to auto-correct themselves, which often includes a change in the specialists assigned in your cities. I'm not sure what triggers this, but roughly 50% of the time it happens after a large change in gold production (A new religious capitol building, bazaar of mammon built in a religious capital, etc.).
I am also unable to add or remove Engineer specialists in a city.
I have more, but I need to eat now.
Whitefire May 22, 2006, 10:14 PM I think the Halls of Granite is way overpowered. Reduce the bonus to +25%, at the most, for having stone.
The following buildings are set at +/-1% trade ruote yeild. I assume this is meant to be +/-1 trade routes or +/-10% trade route yeild.
Overseer's Residence
Shadowed Veil
Theater of Dreams
Golden Wood
You might want to make Treants national units.
All of these issues were encountered playing as Perpentach. I was using a large Tetonics map set at 70% water, temperate, noble and epic. I'm gonna try out one of the good civs on the next play through.
EDIT: Oh snap, I almost forgot. Perpentach is not able to construct Obelisks. You always forget the first things you notice v_v.
Black Whole May 23, 2006, 06:29 AM Here's a CTD. I'm Tebryn from the Sheaim snd I have adopted the Ashen Veil. I don't know why but in the third turn, when I order the city to build anything, it crashes.
The savegame
Kael May 23, 2006, 08:11 AM Here's a CTD. I'm Tebryn from the Sheaim snd I have adopted the Ashen Veil. I don't know why but in the third turn, when I order the city to build anything, it crashes.
The savegame
Is it running 0.11b?
Black Whole May 23, 2006, 09:12 AM Is it running 0.11b?
No, it is running 0.11a.
Bheleu21 May 24, 2006, 03:13 AM Out of syncs in multiplayer.
- casting destroy undead on enemy (human) player
- casting entagel roots on enemy (human) player
setting was on simultanous moves.
kind regards
Bheleu
Kael May 24, 2006, 03:28 AM Out of syncs in multiplayer.
- casting destroy undead on enemy (human) player
- casting entagel roots on enemy (human) player
setting was on simultanous moves.
kind regards
Bheleu
Yeah, we are working on that, targeted spells dont work in simotaenous games.
hamtastic May 25, 2006, 12:07 PM Don't know if this problem has been mentioned.
In a recent game (I don't remember details, but can give them to you if you'd like), I could NOT get one of my cities to grow past size 4. There was plenty of food, and some of my other cities were larger, but the city would simply never grow past size 4. It was kind of annoying so I stopped playing, but I figured I should post something up here.
DCMage May 25, 2006, 12:42 PM Hi,
Great, no, AWSOME work on FfH2 loved FfH but loving this so much more......
Attaching a save game, I think the AI is cheating summint awfull, Barbs and a AI Civ are in the same square. Running 011b.
Cosmetic thing but the Arcane and Summoner Traits dont show what they grant as bonus's. The Civlopedia in general seems to be a bit funky, if ya need more info let me know an i'll start jotting notes.
Does Kandros Fir of the Khazad get a unique Unit? Havnt seen one, only the 2 Kilimorph Heros.
Hmm on another not, I can't seem to load up any of my saves from last night session, newish game 160ish turns. Autosave on every 10 turns. All fail to load + my 2 saves. Kendros Fir Leader, Khazad Civ, Using Smart Map(Large Map), 9 AI Civs, Raging Barbarians.
Again awsome mod!! :) :) :)
Silverkiss May 25, 2006, 02:22 PM In the save the AI Civ problaby have a civ whit the leader trati Barbarian, whit gives -10% cience and peace whit barbarians
Kael May 27, 2006, 09:40 AM Don't know if this problem has been mentioned.
In a recent game (I don't remember details, but can give them to you if you'd like), I could NOT get one of my cities to grow past size 4. There was plenty of food, and some of my other cities were larger, but the city would simply never grow past size 4. It was kind of annoying so I stopped playing, but I figured I should post something up here.
Id have to see a save game, Im not sure what would cause something like that.
Chalid May 27, 2006, 10:04 AM Posted by hamtastic
Don't know if this problem has been mentioned.
In a recent game (I don't remember details, but can give them to you if you'd like), I could NOT get one of my cities to grow past size 4. There was plenty of food, and some of my other cities were larger, but the city would simply never grow past size 4. It was kind of annoying so I stopped playing, but I figured I should post something up here.
Did you press the no growth button? that one prohibits growth even if you have switched the autmatic governor off. kind on non intuiutive but happened to me several times until i found it out.
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