Fall Further 050 Bug Report Thread

I've searched through both the civilopedia and the bug summaries for FfH and FF...but no mention of this. Ancient Forests seem to be more than doubling my build times with workers.

3 workers, all with skilled I II and III (110 work rate) building a mine on a forested hill takes 10 turns. The same 3 workers take 22 turns to build a mine on an ancient forest hill.

Cottage turn builds have gone up to 22 turns from 6 on the AF tiles.

I've reloaded the game hoping it was some weird bug, but it persists through the save and the restart.
 
[to_xp]Gekko;7772396 said:
Take Healing Potion has a pink square as an icon.


also, an HN stooge entered my lands, and in the message box in the upper part of the screen popped a red alert "Dural have been spotted near cityx" , even though highlighting the stooge with the cursor showed him as a barbarian unit ( bhall )

Amusingly enough this revelation of HN unit's true owners was something that just occured to me as being possible this afternoon and I sat down to fix it. Hadn't tested to make sure my theory was correct that it would reveal on accident. Nifty to have coincidental confirmation :)
 
Maybe it is just a display bug, but when I attacked a specter, at first it all went normal. Then my warrior died (i expected that) and after his death i got the "Your unit is to scared to attack" Fear message, complete with the image centered on the plot where my unit was before his death.
Fear seems to work as intended though, because another unit i tried to attack with got scared the usual way.
 
I'm not sure how much of this is intended - but 'for the horde' seems to have some odd effects. The clan can use the units they haven't enlisted yet to contact me, but since they are still showing as Bhall they can also use them to attack my units. They also seem to use them to explore all the goblin forts with the former defenders (though I'm not 100% on this, it seems to be happening - though i suppose it could be they move the defenders and others are swooping in very quickly).

Edit - I also think I've seen them explore a goblin fort from under its defenders, which also seems odd. Though again, a little less than sure of this, I just heard the explore sound after my turn, checked and it was gone, and the archer had moved, and clan goblins were on the former fort site. This was before for the horde had been cast.
 
I don't think it's necessary to do that - I will, at least for the ones near me.
 
I don't think ANYONE should be able to explore a fort occupied by a foreign unit. If one of my units is using a fortification out in the wilderness as protection, I don't think any non-hostile unit ought to be able to explore it right from under my own unit. Works both ways IMO.
 
Yah, while I understand coding time probably has better priorities, eventually it would be nice to block it. I currently like goblin forts because they, guarded by their archers, provide a pretty fun mid game lair exploration, as they are likely to survive. But that oppurtunity goes away with for the horde. Also, seems to unbalance the spell a bit on huge maps - Orcs, in addition to normal benefits, suddenly get a ton of free lair explorations (even more so than normal).
 
I already coded the block to keep the AI from exploring their ally spawning lairs. Though I also tweaked it so they won't consider those prime targets while exploring, so I may not need the block in there (as it is now fairly unlikely that they happen to move to such tiles)
 
Just another note on the Stooges...playing a Svartalfar civ atm and built the Nilhorn wonder. Stooges popped up with the elven race promotion. They are Hill Giants aren't they? :p Not a huge deal, but it does give them double movement though forests.
 
Noticed something today - Illians started right by letum frigis, but hadn't bothered to explore it for over 100 turns (I'm concluding this because Aurics traits didn't show aggresive in the diplomacy menu, though perhaps that just doesn't get updated?)

Also, first time this happened - but in two seperate invasions (one by doviolo later by illians) the invading force decided to get caught up fighting a highly promoted bear hanging around the border. Not so much a bug as an ai issue.
 
Noticed something today - Illians started right by letum frigis, but hadn't bothered to explore it for over 100 turns (I'm concluding this because Aurics traits didn't show aggresive in the diplomacy menu, though perhaps that just doesn't get updated?)
In FfH the event that gives the Agg. trait can't be triggered by AI players, not sure if it's the same in FF.

Also, regarding the 'For the Hoard' discussion, if playing as another Barb player the clan units that they haven't hired yet can be killed without declaring war on the barb faction or the clan, kind of like hidden nationality units. And, they announce that they are clan units (confirming the coincidental confirmation a few posts up). :) They seem to be related, you get the warning about hostile units with the marching sound, the text shows that a Clan of Embers units has been spotted and you can run over and whack 'em freely... of course they can do the same to you. This effect seems to last no longer than a few turns before the units either become 'real' clan units or go back to being the barbs.
 
I know about the problem with loading a game in FF whilst another game is in progress. However, if I try to leave a game in progress I always get a CTD, even if not loading another game. This I can live with, and know already has been mentioned.

However, if I load any game that I have started, even after going back to desktop, I get a CTD shortly thereafter. This has happened a number of times, each with different civs. I am using patch g, and have FFH patch t installed (btw does it matter what order patches are installed - I installed FFH patch r, then FF e, then FFH t then FF g). I am playing on large pangea with 15 civs if this is relevant.
 
Once FF is installed, nothing you do with FfH matters at all. Reasonably certain that all we don't overwrite at this point are files which are unlikely to get patched anyway, so it doesn't matter too much which version of FfH you use as a base on first installation either (in general the more recent is better as it ensures all the extra artwork is gained, just incase we forget one ourselves when packing up patches)
 
I don't know if this is a bug or a feature, but when playing as the Chislev, I noticed that when I successfully destroyed one of Jonas's Goblins with a Hunter that was carrying a Rock Raven, the improvement in the tile on which the Goblin was sitting was automatically pillaged. I don't believe that the road was destroyed, but I could be mistaken. I was surprised because Chislev Hunters don't have the option to pillage, nor can Rock Ravens pillage improvements via a ranged attack.
 
I don't think ANYONE should be able to explore a fort occupied by a foreign unit. If one of my units is using a fortification out in the wilderness as protection, I don't think any non-hostile unit ought to be able to explore it right from under my own unit. Works both ways IMO.

So, I take it, you're not a fan of diplomacy. :)
Seriously, you do have a good point, but still, certain things just wouldn't work that way. Plus, if it's not in your territory, you don't own it, so therefor it's a first come, first served, not first fortified, first serves, :)
 
So, I take it, you're not a fan of diplomacy. :)
Seriously, you do have a good point, but still, certain things just wouldn't work that way. Plus, if it's not in your territory, you don't own it, so therefor it's a first come, first served, not first fortified, first serves, :)

Actually, this IS the way it works. If a group of warriors occupies some good defensive position out in the wilderness, it would be a problem for another group to effectively kick them out. If the first comers don't agree, you've got a fight.
 
Actually, this IS the way it works. If a group of warriors occupies some good defensive position out in the wilderness, it would be a problem for another group to effectively kick them out. If the first comers don't agree, you've got a fight.

Um, I'm confused though. Because wouldn't that mean you can't occupy the same place as your allies or people you're not at war with? Because I'm confused.
What's the problem then, that the A.I doesn't know how to deal with it?
I've not seen any real problem with exploring lairs, and to be honest, unless you open up a can of uber-specters in the middle of an empire that you're friends with, there shouldn't be any real problems. :)

Plus, I don't see what's wrong with the wilderness ones being free for alls. :) Kind of like how the epic lairs are, and how they respawn strangely.
 
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