Fall Further 050 Bug Report Thread

The multiple times thing is a Fall Flat thing. It does move the AC up, but it's nice to have something that does occasionally touch the AC if the AV is out of the game.
 
Yes, it's multiple civs... I think you may even be able to construct it multiple times.

OK, thanks. A good way to increase the AC if it doesn't take too many turns to build.

I figured this was the answer I would get as a THIRD AI civ built it in my game.
 
Pretty much. How much RAM do you have, how many civs in the game, is it a Huge map....

I have 3G RAM. I know- its low for modern standards, how quickly that happens...

Huge map, but only 7 opponents left.

Also- sometimes if my defenders run out of the city, kill a barb, then go back into the city I get the sound from selecting a new promotion when they enter the city if they have enough exp to promote, and then I noticed I was able to select that unit again and pick a promotion one turn early.
 
"Nearby Units Are Frightening Us."

What is this?

My cities got a ton of unhappiness (5 red faces in a city of 10 for example), my Gold plummeted and I cannot what caused it or how to deal with it.

Stephanos did enter the game, but all the way on the other side of the Huge map I'm playing. Hardly nearby.

This never happened when the Four Horsemen entered a game before.

What could it be, and how/when to get rid of it?

Thanks.
 
All of the Horsemen have worldwide effects, in order to make them slightly less "Oh, you spawned WAY over there? Have fun!". They can cause Unhappiness, Unhealth, etc... Gives you a good reason to hunt them down.

Thanks. The only way to get rid of the unhappiness is to kill Stephanos then, I guess.

One other strange thing with this.

My Gold seems to be frozen at -15. It was around +20 when this started. I have had religion spread for religions I have the Wonders built that give Gold and I have built Gambling Houses, Courthouses, etc. and it is stuck at -15.

Is this also because of Stephanos?
 
Thanks. The only way to get rid of the unhappiness is to kill Stephanos then, I guess.

One other strange thing with this.

My Gold seems to be frozen at -15. It was around +20 when this started. I have had religion spread for religions I have the Wonders built that give Gold and I have built Gambling Houses, Courthouses, etc. and it is stuck at -15.

Is this also because of Stephanos?

Not directly, but if you're people are scared into unhappiness and aren't producing any/enough commerce as a result, then your :gold:% slider won't have much impact on your overall economy.

If Stephanos is around you've got two real options - either help to kill him (proving mortals can survive against the worst the demons can throw at Creation) or try to distract your citizens with other things (resources, Social Order, increased happiness from your gambling houses etc).

If you've tried altering the :gold:% and it's still stuck despite the Gambling Houses - can you post a save game?
 
Not directly, but if you're people are scared into unhappiness and aren't producing any/enough commerce as a result, then your :gold:% slider won't have much impact on your overall economy.

If Stephanos is around you've got two real options - either help to kill him (proving mortals can survive against the worst the demons can throw at Creation) or try to distract your citizens with other things (resources, Social Order, increased happiness from your gambling houses etc).

If you've tried altering the :gold:% and it's still stuck despite the Gambling Houses - can you post a save game?

It finally moved, Vehem, but I always wonder what is going on when I spread religion and the +1 Gold doesn't show up. I also killed Stephanos and the unhappiness did go away.

However, I ran into another problem that might be a bug when Buboes showed up.

My Scout became the Hero of Foxford. I upgraded him to a Hunter, then a Ranger, which he is now with a bunch of promotions.

However, for some strange reason, he will not accept the Courage spell.

I thought as a Hero maybe he didn't need it, but boy was I pissed when I got Buboes down to Strength 2 only to have my Hero of Foxford shrink away in Fear when he attacked Buboes.

Same with a very powerful Baron, who as we all know cannot get Courage either.

I knew the latter as it has long been something I didn't like or understand (The King of Werewolves afraid?), but why won't my Hero of Foxford accept Courage and/or go up against a unit with Fear?

Thanks.
 
Are you the Scions perchance? Fall Further doesn't let undead units get Courage from the spell. I think it's just them, though.

The Baron can't get it because Unitcombat_Beast isn't a viable target for the promotion itself. Unitcombat_Recon is viable, though.
 
Are you the Scions perchance? Fall Further doesn't let undead units get Courage from the spell. I think it's just them, though.

The Baron can't get it because Unitcombat_Beast isn't a viable target for the promotion itself. Unitcombat_Recon is viable, though.

No, playing as Tasunke/Hippus. The Undead don't need Courage to overcome Fear, but I can't figure out what is up with this Hero of Foxford.

So the Three Stooges ARE considered Beast units then? They also cannot get the Courage promotion.

Magister explained this to me some time ago, but it is confusing what kind of unit Larry, Moe and Curley are considered as. Recon units seem to get a bonus against them like other animal units.
 
Also- sometimes if my defenders run out of the city, kill a barb, then go back into the city I get the sound from selecting a new promotion when they enter the city if they have enough exp to promote, and then I noticed I was able to select that unit again and pick a promotion one turn early.

If they are Archery units, they are regaining their "Wall Defender" upgrade that they get for being in a city - I've also noticed that gaining a free promo like that will enable you to level up if you gained exp, rather than waiting for the new turn.
 
If they are Archery units, they are regaining their "Wall Defender" upgrade that they get for being in a city - I've also noticed that gaining a free promo like that will enable you to level up if you gained exp, rather than waiting for the new turn.

Aye - not sure what the reason is for that, but if you gain a promotion from AutoAcquire whilst eligible to gain a level, you get the chance to level straight away.
 
I don't think the ritual "Elegy of the Sheaim" is working. The AC seems stuck at 92/422 = 21%. No difference after three rituals. :confused:

Tebryn Arbandi - Sheaim
Huge map. 27 civs. Latest patches.
 
I killed Orthus with Curley, HN Stooge and also destroyed his Axe.

Feature?

If so, it was a dumb move as I had other units nearby that could have done the job.

Also, I think I discovered why my Hero of Foxford cannot get Courage - during early exploration he picked up an "item of power" that gives him resistance to Magic, and, in this case, I guess he is resistant to Courage too. :crazyeye: I guess I have to remove the item of power, give him Courage and give him the item back again.
 
HN killing items and not spawning new ones is an old issue, I don't remember if it was cleared up in FfH base or not, it is an area of the code I fiddled with a lot a long time ago, so changes wouldn't have ported over flawlessly and I may have missed something along the way. Thought I had cleared that particular bit up though.

Anyway, working on a new approach to equipment which should make this a complete non-issue someday soonish.
 
when a hostile yet not very agressive unit (like a elephant or frostling or scout) comes up next to a city with archers they range attack it getting 1-2 free exp each time, and the target decides its damaged so should sit there and heal. This goes on until the target unit leaves or gets killed by something which could be never. Basically, the result is every archer that shoots at it gets exp faster then a hero.

I was under the impression you were only supposed to get exp from ranged attacks that deal damage. Or something.
 
I'm a little confused with the fleeing mechanism of units in FF.

I am at war with the Archos.

When I am attacking their cities, Tribesmen occasionally flee out of the city leaving it defend-less.

However, when I attack the same Tribesmen on the 'open field of battle' I see the message that the Tribesman has fled, but it stays (damaged) in place and doesn't flee from the tile. It has a movement point, shouldn't it move away one tile if it flees.

Seems to be working in reverse of the way you would think it should :confused:
 
HN killing items and not spawning new ones is an old issue, I don't remember if it was cleared up in FfH base or not, it is an area of the code I fiddled with a lot a long time ago, so changes wouldn't have ported over flawlessly and I may have missed something along the way. Thought I had cleared that particular bit up though.

Anyway, working on a new approach to equipment which should make this a complete non-issue someday soonish.

xienwolf, I'm fairly sure, but not positive as I haven't played FFH in awhile that HN units can capture Orthus's axe after killing him. I remember doing just that with a HN Stooge and even a HN Griffon, I think.
 
I'm a little confused with the fleeing mechanism of units in FF.

I am at war with the Archos.

When I am attacking their cities, Tribesmen occasionally flee out of the city leaving it defend-less.

However, when I attack the same Tribesmen on the 'open field of battle' I see the message that the Tribesman has fled, but it stays (damaged) in place and doesn't flee from the tile. It has a movement point, shouldn't it move away one tile if it flees.

Seems to be working in reverse of the way you would think it should :confused:

The Attackers do not move away from the tile they are when fleing.Only defenders do that. AFAIK, however, units are not supposed to flee when defending a city..
 
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