| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#941 |
|
Prince
Join Date: Feb 2007
Posts: 551
|
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.
|
|
|
|
|
|
#942 |
|
Chieftain
Join Date: Jan 2006
Posts: 27
|
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. |
|
|
|
|
|
#943 |
|
Chieftain
Join Date: Dec 2005
Posts: 37
|
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) |
|
|
|
|
|
#944 |
|
crossing the i's
Join Date: Aug 2005
Location: Schland.
Posts: 1,179
|
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.
__________________
Kind regards, . |
|
|
|
|
|
#945 |
|
Chieftain
Join Date: Dec 2005
Posts: 37
|
I just promoted an elven scout to mobility 1, and it works fine for me... (ie: I get 3 moves through forests)
|
|
|
|
|
|
#946 |
|
Deus Caritas Est
Join Date: Mar 2006
Posts: 15,959
|
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
__________________
Ex umbris et imaginibus in veritatem Cor ad cor loquitur |
|
|
|
|
|
#947 |
|
Chieftain
Join Date: Aug 2007
Posts: 25
|
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.
|
|
|
|
|
|
#948 |
|
Chieftain
Join Date: Feb 2006
Posts: 62
|
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
|
|
|
|
|
|
#949 |
|
King
Join Date: Oct 2007
Posts: 962
|
nevermind, didn't look at the page number
|
|
|
|
|
|
#950 |
|
Great Sage
Join Date: Feb 2007
Location: Kael's head
Posts: 14,060
|
That wasn't a noon question at all. 10:16 pm was much closer to midnight than to noon.
|
|
|
|
|
|
#951 | |
|
Prince
Join Date: Jan 2008
Posts: 542
|
Quote:
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. |
|
|
|
|
|
|
#952 |
|
Grammar Nazi
Join Date: Feb 2007
Location: Grammar Nazi Conclave
Posts: 980
|
|
|
|
|
|
|
#953 |
|
Secret Emperor
Join Date: Jun 2008
Location: Where you least expect me
Posts: 2,035
|
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...
__________________
Tarquin: My name will be immortalized forever. Elan: As a villian! Tarquin: Thats the beauty of it all. If I win, I get to be a king. If I loose, I get to be a legend. |
|
|
|
|
|
#954 |
|
Great Sage
Join Date: Feb 2007
Location: Kael's head
Posts: 14,060
|
The post where he claimed to be sorry for the noon question was @ 5:39, but the post with the question was @ 10:16.
|
|
|
|
|
|
#955 | |
|
Chieftain
Join Date: Aug 2007
Posts: 25
|
Quote:
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... |
|
|
|
|
|
|
#956 |
|
Prince
Join Date: Aug 2008
Location: Canada
Posts: 524
|
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. |
|
|
|
|
|
#957 |
|
Tyranny and Mutation
Join Date: Jul 2007
Location: New York State
Posts: 2,235
|
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"
|
|
|
|
|
|
#958 | |
|
Chieftain
Join Date: Dec 2005
Posts: 37
|
Quote:
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. |
|
|
|
|
|
|
#959 |
|
Chieftain
Join Date: Nov 2008
Posts: 1
|
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. |
|
|
|
|
|
#960 |
|
Steppin'
Join Date: Sep 2006
Location: Far out and far in
Posts: 5,103
|
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). SiLL
__________________
Where words spill, where ideas thrive. But what really matters - where do your thoughts thrive?! |
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| FfH2 Bug Thread | Kael | Civ4 - Fall from Heaven | 4346 | Apr 16, 2013 01:11 PM |
| FfH2 0.30 Bug Thread | Kael | Civ4 - Fall from Heaven | 2250 | Mar 31, 2010 09:49 AM |
| FfH2 0.33 Bug Thread | Kael | Civ4 - Fall from Heaven | 1001 | May 22, 2009 11:37 PM |
| FfH2 Bug Thread | KillerClowns | Civ4 - Fall from Heaven | 1334 | Jan 26, 2009 01:46 PM |
| FfH2 0.34 Balance Thread | Kael | Civ4 - Fall from Heaven | 385 | Dec 14, 2008 07:07 AM |