Fall Further 050 Bug Report Thread

Flavor Start does drastically increase the time it takes to set things up. I've never had it take as long as you mention, though - but there is a hefty increase.

You are right. The culprit is the relatively new Isolation preference for the Sidar and the Grigori (just tested it). While the max path calculation currently necessary for it to work is bearable on small maps, it eats away more than half a minute on huge maps. If I cut this calculation you won't recognize a big difference between the loading times with or without FlavourStart. I'll try to think of something faster.
 
Could I snag a savegame of the negative city defense? I want to pop a couple of guardsman promoted units down on it to ensure it changes how we would expect it to.

The Malakhim city of Bryn is the one I was talking about.

There were other cities of Danmos that also had the negative city defense that I leveled.
 
It seems the AI doesn't understand how to use ranged combat well. I used AIautoplay and saw a stack of 40sons of arsena+20javelin throwers doing ranged attacks on workers or city garrision for like 100 turns. the city had only about 8 defenders. when i removed the javeling throwers from the stack, the AI attacked the city with their stack of doom like they should.
 
Speaking of ranged attacks...

Are the Four Horsemen immune to them?

I had four Archers fire their arrows at Stephanos. 0 Damage.

Also, are all Four Horsemen Immortal in FF?

I noticed Stephanos had the Immortal promotion, but when I killed him I got the Crown of Command. I am assuming I got him the second time, although I missed the first time he was killed. Where is he reborn when killed?

Is there a possibility of two Crowns of Command?

Thanks.
 
If they were Archers they weren't going to do any damage to a Horseman, as damage is based upon the relative strengths of the unit.

As a comment, the Horseman apparently do start with Phoenix Blood, but I have no idea what the barb capital they'd spawn into would be.
 
If they were Archers they weren't going to do any damage to a Horseman, as damage is based upon the relative strengths of the unit.

As a comment, the Horseman apparently do start with Phoenix Blood, but I have no idea what the barb capital they'd spawn into would be.

OK, then I would assume Fireballs and other summons would not have much of an effect on Horsemen.

I go back to my question: if the Horsemen have two lives, can you get two weapons from each Horseman, or only one when he is killed the second time?

I got the Crown of Command when I killed Stephanos who still had the Immortal promotion. I didn't see any message about him spawning again though.

This game is pretty messy with the possibility of EIGHT Horsemen and only a few civs left!
 
I don't know if this qualifies as a bug, or if it is a intentional feature, but I have found that workers can be used as cheap replacements for units with the Guardsmen promotion.
Having a strenth of 0, assasins will always go for them over my mages. So having a worker in my stacks serves to protect mages from them.
 
The Horsemen will not respawn if their spawn plot is occupied by a hostile unit. So if they spawned in a high traffic area, there is a decent chance they do not get a second life. The item will only drop when they are dead for good.


All of these questions and balance issues however do not belong in my bug thread :) It was fine when they were tacked on to a bug or a contemplation about a bug, but now they are just responses to contemplations and conversations. Do that stuff in the Balance thread if you don't want to make a new one ;)
 
It seems the AI doesn't understand how to use ranged combat well. I used AIautoplay and saw a stack of 40sons of arsena+20javelin throwers doing ranged attacks on workers or city garrision for like 100 turns. the city had only about 8 defenders. when i removed the javeling throwers from the stack, the AI attacked the city with their stack of doom like they should.

Can you get me a savegame with this stack still set up and confused? I want to see if my fix worked, or broke things.
 
Yes, they respawn where they were first created.

EDIT: Negative defense cities will react to the presence of Royal Guards. Now to find out precisely what happened to pop them negative.


I remember stephanos giving -100% city defence, which must allow cities togo down to zero. I had this in my other game, and when stephanos was killed it went away.
 
Is it intended for Cernunnos' spiders to be able to take the italian cheese promotions?

There's a combat IV sword spider hanging around just outside my empire, eating my hunters. I know it's not an archos one, because they show as barbarian savages, not wild animals.

Actually, that in itself seems like a bug. Shouldn't they show as animals? Hidden nationality is pretty worthless in a semantic sense, if they're always going to have that distinction from wild spiders.

In any case, I think the cheese promotions should be Archos-specific.
 
Is it intended for Cernunnos' spiders to be able to take the italian cheese promotions?

There's a combat IV sword spider hanging around just outside my empire, eating my hunters. I know it's not an archos one, because they show as barbarian savages, not wild animals.

Actually, that in itself seems like a bug. Shouldn't they show as animals? Hidden nationality is pretty worthless in a semantic sense, if they're always going to have that distinction from wild spiders.

In any case, I think the cheese promotions should be Archos-specific.

I'm fine with the Cheesy Barbarian-Spiders for now. It's easy to make them Archos specific, but I don't see a big need to. Not sure what can be done about the Hidden Nationality issue, other than implementing a "Appear as" version of Hidden Nationality (the unit would appear as belonging to the specified nation - which whilst cool, would cause some issues of it's own)
 
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