Fall Further 050 Bug Report Thread

It can be explored once every 100 turns, until it gets cleansed, at which point it becomes explorable once every never.
 
My thurmatage's keep spawned with an entropy mana, a military A-something and a Schola Furo. I thought both those were 'extra' buildings and I was supposed to get 2 mana or at least a mana and PA's
 
Playing as Jotnar/Mother I used a Great Commander (I'm getting plenty of those) to recruit units.

I got only a single Troll Hunter from the GC.

The pop. of the city was 8 and it states you get "one unit for every 3 pop."

Shouldn't I have at least received two units?

Maybe a Troll Hunter and a Hill Giant.
 
My thurmatage's keep spawned with an entropy mana, a military A-something and a Schola Furo. I thought both those were 'extra' buildings and I was supposed to get 2 mana or at least a mana and PA's

The Schola Furo is like Alcinus' Trove (The PAs). Both take the place of a mana.
 
btw, for the previous post. Isn't Bradeline's well explorable multiple times?

Yes, but after being explored, it displays a (50 turns to bradeline's well) on the improvement, which is how you can tell it was explored recently.
In my case, there was no such text, and it was only turn 15, conclusively proving that they never explored it.
 
As far as the HL being Sanctifiable, the reason for that is they have a greater unhealthiness penalty for non-scion Civs in Fall Flat.

Fall Flat will probabaly take the code mentioned here that makes it only work within your borders, so that civs have a way to fight back against HL in their own lands but not wreck the scions with a tier one spell.
 
The fort/citadel/castle does not give the strength bonus 5/10/15 to units within 1/2/3 tiles. I tested this by creating a fort/citadel/castle in the enemy territory and viewed the odds preview that pops up before an attack. The only modification that the fort/citadel/castle made was the defensive bonus increase of 10/25/40. The strength modification bonus did not show up.

The other thing I noticed about the fort/citadel/castle is that they do not act as a city, so archers do not get any city defense bonus they might have and melee units do not get any city attack bonus the might have. I noticed that the Bedouin Village does act as a city. It might be nice (and more realistic) to have the fort/citadel/castle act as a city as well, since it's main purpose is to defend choke points with defensive units along with acting as sentry points and enemy attack sinks along the culture border.
 
I got this error when Shelba asked me for open border.

FFH2 40 z
FF N
 

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You are right, I got this one after while. One of my priest was doing Inqisition.

I was playing Scion.
 

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The fort/citadel/castle does not give the strength bonus 5/10/15 to units within 1/2/3 tiles. I tested this by creating a fort/citadel/castle in the enemy territory and viewed the odds preview that pops up before an attack. The only modification that the fort/citadel/castle made was the defensive bonus increase of 10/25/40. The strength modification bonus did not show up.

The other thing I noticed about the fort/citadel/castle is that they do not act as a city, so archers do not get any city defense bonus they might have and melee units do not get any city attack bonus the might have. I noticed that the Bedouin Village does act as a city. It might be nice (and more realistic) to have the fort/citadel/castle act as a city as well, since it's main purpose is to defend choke points with defensive units along with acting as sentry points and enemy attack sinks along the culture border.

Fort bonuses only apply if you control the fort. So test the attack bonus by placing some enemy units in your territory within range of your forts and see if the attack bonus shows up then.

I am surprised that the Bedouin Villages are set to act as city, it was removed from forts because of the capability to act as a canal. It would be a balance question for which ones should/should not have those tags though.
 
Ranged attacks still give XP when they do 0 damage. In fact it almost seems like they give MORE xp when you do 0 damage, around 3 per attack.
 
As the Svartalfar, I am getting 1.25xp per 0 damage ranged attack. I was considering it compensation for them being so militarily weak. >.> And yes, patch N installed - I waited rabidly for it.
 
Ok, then more of the ranged combat tweaks I made got reverted than I initially thought. I had things set up so that it was impossible to make a ranged attack which would deal 0% damage at one point. Still 2 weeks from being able to code much though, so unfortunately it'll have to remain how it is now for a while.
 
So how do we fix these OOS errors? I want to try and manually fix the awakened spawning code, but I'm not quite sure how. On beginplayerturn that's where the awakened spawning gets called, but it seems it only gets called for each player invidually. This code might need to get moved to onbegingameturn.
 
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