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Old Nov 17, 2008, 08:09 PM   #941
Verily
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Quote:
Originally Posted by Kimbal View Post
I'm playing a one city challenge with Grigori and I'm not getting any great generals.
The Slider is currently reading "Great General 124/45 Experience", so any one got any ideas as to why I'm not getting the general?
Great Generals are created just like normal Great People in FFH, through GPP. The slider is just a relic from Vanilla that can't be removed easily.
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Old Nov 17, 2008, 11:46 PM   #942
The Sword 88
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CtD bug

I am getting a crash to desktop within 3-4 turns of loading the save. I can then reload and play another 3-4 turns before crashing. I am using Vista x64 and I have UAC disabled if that matters. I have several previous saves from my attempts to keep playing by playing 3-4 turns at a time, that got old pretty fast, but if they would help I can upload them.

Thanks for the great mod.
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Old Nov 18, 2008, 08:23 AM   #943
Morikal
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Elf units movement in forests bugged

So, I am working under the following assumptions:
1) Forests are supposed to cost 2 movement
2) Elves, as described in their racial wiki entry, get double movement in forests.
3) The intent was that forests do not slow down elven units (as opposed to forests speed up elven units)

This seems to work fine for units with more than 1 movement: my scouts and workers all can move 2 usually, and can move 2 through forests. This is good.

My warriors however, can also move 2 through forests. I assume the correct behavior would be to double their movement to 2 points in forests, then consume both points to move through the forest? (otherwise this is inconsistent)
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Old Nov 18, 2008, 09:12 AM   #944
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I agree. Also the Mobility promotions seem to work in some twisted way. If you have a mobility I promoted elven scout he could still only move 2 tiles in a forest, iirc.
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Old Nov 18, 2008, 10:09 AM   #945
Morikal
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Originally Posted by dot View Post
I agree. Also the Mobility promotions seem to work in some twisted way. If you have a mobility I promoted elven scout he could still only move 2 tiles in a forest, iirc.
I just promoted an elven scout to mobility 1, and it works fine for me... (ie: I get 3 moves through forests)
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Old Nov 18, 2008, 12:11 PM   #946
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actually it's not inconsistent, you move on to the square, it subtracts apropriate movement (2) THEN i gets that extra move. here's some examples

EX:1 warrior moves onto forest tile warrior has 0/1 movement, then warrior gets one movement back, 1/1 then warrior moves onto another tile, check can only happen once per turn, warrior finishes turn with 0/1.

EX:2 scout moves onto forest tile 2-2=0, scout has 0/2 movement left, scout gets one movement back 1/2 scout moves onto another forest, check can only happen once per turn, scout finishes with 0/2 movement

that's my impression of how it works
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Old Nov 18, 2008, 12:38 PM   #947
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I played the Lanun and ran into some weird issues with Pirate Coves. If you set your ships to "Sea Patrol" next to the cove, the ships will not defend the cove. If you put your ship on top of the cove, hidden nationality ships (i.e. Privateers) can still share the space with your ship and pillage the cove. This makes defending your coastal assets vastly more annoying.
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Old Nov 18, 2008, 03:39 PM   #948
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hehe, sorry for such a noon question, I really don't mind about the slider at all, ists just that I was expecting a general and wondering what happened
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Old Nov 18, 2008, 04:01 PM   #949
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nevermind, didn't look at the page number
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Old Nov 18, 2008, 04:12 PM   #950
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That wasn't a noon question at all. 10:16 pm was much closer to midnight than to noon.
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Old Nov 18, 2008, 06:03 PM   #951
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Quote:
Originally Posted by JameyM View Post
I played the Lanun and ran into some weird issues with Pirate Coves. If you set your ships to "Sea Patrol" next to the cove, the ships will not defend the cove. If you put your ship on top of the cove, hidden nationality ships (i.e. Privateers) can still share the space with your ship and pillage the cove. This makes defending your coastal assets vastly more annoying.
Do you have the Nox Noctis (Holy Shrine for Council of Esus) built? That wonder makes all of your units invisible in your own territory, which would in turn allow enemy or HN units to enter the same tile as your units.

Quote:
Originally Posted by Kimbal View Post
hehe, sorry for such a noon question, I really don't mind about the slider at all, ists just that I was expecting a general and wondering what happened
Not sure what you're asking about. If you're talking about Great General emergence, it doesn't happen in FfH. Great Commanders can be obtained like other Great People, but Great Generals from combat XP don't exist.

Last edited by Pyr0mancer; Nov 18, 2008 at 06:07 PM.
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Old Nov 18, 2008, 08:19 PM   #952
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Quote:
Originally Posted by MagisterCultuum View Post
That wasn't a noon question at all. 10:16 pm was much closer to midnight than to noon.
Wouldn't that depend on your time zone?
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Old Nov 18, 2008, 09:00 PM   #953
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Which is odd, because Georgia Tech (if that's still where you Magister is) must be near or in my time-zone (Eastern Ontario), yet that would put the post at 5:39...
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Old Nov 18, 2008, 09:19 PM   #954
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The post where he claimed to be sorry for the noon question was @ 5:39, but the post with the question was @ 10:16.
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Old Nov 18, 2008, 11:04 PM   #955
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Quote:
Originally Posted by Pyr0mancer View Post
Do you have the Nox Noctis (Holy Shrine for Council of Esus) built? That wonder makes all of your units invisible in your own territory, which would in turn allow enemy or HN units to enter the same tile as your units.
I don't think that I did. I know that my sea patrols intercepted pillage attempts on fishing boats, so I think that this has to do with the Pirate Cove.

By the way, the fact that invisible units don't defend forts remains one of the most annoying 'features' in the game. I wound up using the world builder to delete Nox Noctis once I figured out what was going on in another game because my carefully constructed defensive line stopped defending against barbarians...
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Old Nov 18, 2008, 11:27 PM   #956
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A unit with the Jade Torc will still become poisoned in combat, even though it is immune to poison damage.

Maybe the Healing Salve should remove the poisoned promotion immediately as well as it's current effect.
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Old Nov 19, 2008, 01:58 AM   #957
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This is tiny and insiginifant, but I dont know where else to put it. When I asked Sheelba what she thought of Os-Gabella, Sheelba reffered to her as "he"
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Old Nov 19, 2008, 12:51 PM   #958
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Originally Posted by civ_king View Post
actually it's not inconsistent, you move on to the square, it subtracts apropriate movement (2) THEN i gets that extra move. here's some examples

EX:1 warrior moves onto forest tile warrior has 0/1 movement, then warrior gets one movement back, 1/1 then warrior moves onto another tile, check can only happen once per turn, warrior finishes turn with 0/1.

EX:2 scout moves onto forest tile 2-2=0, scout has 0/2 movement left, scout gets one movement back 1/2 scout moves onto another forest, check can only happen once per turn, scout finishes with 0/2 movement

that's my impression of how it works
While that seems to be how it is implemented, it is not consistent with the implied mechanics.

The implied mechanic is that elves are not slowed by forests. A better way to implement this might be (I don't have any experience with mod scripting, so I don't know if this is possible):
1) Unit wants to move into forest
2) Check that unit can move into forest (has 1 or more movement point left)
3) Add 1 to that units remaining movement points BEFORE moving into the forest
4) The unit moves into the forest, which costs 2 movement points.
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Old Nov 19, 2008, 01:08 PM   #959
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Not sure if this has been addressed yet, but i'm currently playing version .34 patch h.
My problem is that I've started several games as the hippus (led by tasunke) and have been unable to research any technologies. I thought it might have been the illians using their world spell, but i waited about 50 turns and still nothing. I wasn't given an option to research a tech after i founded my first city, and i couldn't manually change what i was researching in the technology advisor.

the game settings i played with:
great plains (large, ancient, normal, flat)
raging barbarians
barbarian world
blessings of amathon
living world
wildlands

great mod btw, by far my favorite!


actually nevermind I just saw one of MagisterCultuum's previous posts and it fixed the problem fine.
^_^V

Last edited by hawngjin; Nov 19, 2008 at 01:15 PM.
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Old Nov 19, 2008, 02:28 PM   #960
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I discoverd a bug in the "caging event" which can be triggered by dungeons.
What the event is about, is that your unit walks into a trap and gets stucked in a cage. But it can be freed by another unit.
Well in my case, just one turn befor I was able to do so, the cultural borders of another civilization expanded to my trapped unit. Naturally this unit was removed off the civs territory. But it was still held although the cage didn't move with it and remained on it's spot. Conequently I can not free the unit, 'cause their is no cage around it anymore to be opened and it stays trapped having the promotion "held".
I'd suggest that either the cage is removed along with the trapped unit or it is automatically freed - 'cause it is gonna be some time 'til I can use magic to free the unit (happend during the first 30 turns, epic speed).

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