FF 0.43 Bug Thread

Is it supposed to be you can't revive Korrinna with Resurection? Because I can't.

Yep, I'll check it out. EDIT: Fixed. Had updated the spell req python, but not the python called by the spell req python...

Also, only one Scion Archer has unique graphics, the other two men are normal.

Known bug of some sort I don't understand.

And Alincus, the Scion mage Counciler, losses xp (but keeps promotions) when he dies, allowing you to get huge number of promotions with him

Xienwolf just supplied a fix. (All Hail Xienwolf.)
 
Is there some problem with the AI in regards to the Shieam and the Kahdi? I sometimes like to play games with the 'weaker' races so the game can focus more on diplomacy and the like without someone like the Hippus showing up on your borders with a zillion units saying, "Stand And Deliver!"

However, playing on Noble for everyone, I've really haven't seen the Shieam or Kahdi ever have more than a token of their specialty units. Off the top of my head I think I've seen one or two Moebius Witches and I can't remember the last time I saw any gate creatures for the Kahdi.

So what happens is I'm fighting the Kahdi and all they have is warriors and scouts. I mean it's pretty pathetic when I'm attacking with Praetorians, Redactors and the like and they are reacting with scouts! Even the Shieam have nothing but their Pyre Zombies.

Are these races just better left out of the game unless a human is playing them? I also concur with other posts where the AI isn't using archers and they will often ignore very significant threats during combat. Though I must say so far in this version of FF, I haven't seen the AI doing nothing but pump out lots of naval units for no purpose.
 
Fine. In the late game (turns 500+), I did have four cathedrals, so the issue wasn't as pronounced. On the other hand, by then I had way too much cash each turn (like +350/turn, with God King & 100% budgeted for research, while spread out all over the map). I was blowing off thousands of gold creating hordes of mercenaries on the last few turns. That did feel a bit overpowered. :crazyeye:

Thanks for the other info.

That's actually how I defend conquered cities... They're generally on a different continent, so I ship across my stack of doom and leave piles of mercenaries behind me to mop up. :D
 
[to_xp]Gekko;7510768 said:
that's because they have no unitcombat right now. will be fixed in patch E, fear not ;)

Is that it? Oh well...

Alright then, my Doviello army shall therefore commit seppuku and be promptly reborn as another Civ. ;)
 
Crashes for me as well Zeo :) Quite possibly it is due to the tech you just discovered, but I'll check it out more completely this weekend sometime and try to clear up the issue (next patch will probably break savegames though, sorry)
 
Is there some problem with the AI in regards to the Shieam and the Kahdi? I sometimes like to play games with the 'weaker' races so the game can focus more on diplomacy and the like without someone like the Hippus showing up on your borders with a zillion units saying, "Stand And Deliver!"

However, playing on Noble for everyone, I've really haven't seen the Shieam or Kahdi ever have more than a token of their specialty units. Off the top of my head I think I've seen one or two Moebius Witches and I can't remember the last time I saw any gate creatures for the Kahdi.

So what happens is I'm fighting the Kahdi and all they have is warriors and scouts. I mean it's pretty pathetic when I'm attacking with Praetorians, Redactors and the like and they are reacting with scouts! Even the Shieam have nothing but their Pyre Zombies.

Are these races just better left out of the game unless a human is playing them? I also concur with other posts where the AI isn't using archers and they will often ignore very significant threats during combat. Though I must say so far in this version of FF, I haven't seen the AI doing nothing but pump out lots of naval units for no purpose.

I don't know about the Kahdi, but I have had some problems with the Sheaim and their mass-building of Pyre Zombies. I have had stacks of them show up and even if you manage to kill them their explosions really do a job on you.

Maybe it is your Noble difficulty? I play at Monarch and while some civs do get into a Scout-Warrior rut, I find most pretty good at fielding a decent army. Also, using the option of no buildings required or something like that makes the AI armies tougher.

But, I think you are right about not seeing as many Gate creatures from the Sheaim.
 
Is there some problem with the AI in regards to the Shieam and the Kahdi? I sometimes like to play games with the 'weaker' races so the game can focus more on diplomacy and the like without someone like the Hippus showing up on your borders with a zillion units saying, "Stand And Deliver!"

However, playing on Noble for everyone, I've really haven't seen the Shieam or Kahdi ever have more than a token of their specialty units. Off the top of my head I think I've seen one or two Moebius Witches and I can't remember the last time I saw any gate creatures for the Kahdi.

So what happens is I'm fighting the Kahdi and all they have is warriors and scouts. I mean it's pretty pathetic when I'm attacking with Praetorians, Redactors and the like and they are reacting with scouts! Even the Shieam have nothing but their Pyre Zombies.

Are these races just better left out of the game unless a human is playing them? I also concur with other posts where the AI isn't using archers and they will often ignore very significant threats during combat. Though I must say so far in this version of FF, I haven't seen the AI doing nothing but pump out lots of naval units for no purpose.

I've run into the same thing in multiple games. One where the Khadi declared war on me and proceeded to attack with only warriors and scouts while I had about a dozen Doomsayers ready to convert. Another where the Sheaim fought a relatively nasty war against Thessa and I simply sat around and watched. There were several stacks of Pyre Zombies that were pretty much thrown into the elves and that was about all there was. They really did a number on the forests though.
 
The issue with them is most likely that they simply don't know which buildings give them units, and their war issue is because the AI in the planning stages doens't see the stats of units, it sees just the default UnitAI, and it makes most of the decisions based on those (then decides between units sharing the same default AI by looking at their stats.


While trying to sort out why on earth the game runs slower with Barbarian World enabled I have been pausing to sort out exactly how the AI decides on build orders and other such things. In reality, it would appear that the AI for the city is one of the main things holding the computer back right now. Though any significant changes in there will naturally cascade down into the rest of the DLL. (so don't let me make you think it is an easy solution. It'll take quite a while to sort out, and almost half as long till I even begin to actually make changes. Need to understand it all first)
 
About the Sheaim

Its undead combat units don't count toward the garrisoning of its cities, and as a result, Sheaim cities end up with lots of unhappiness (skeletons, pyre zombies, diseased corpses). I'll walk in a lowly adept, and the city suddenly is happy again. This doesn't make much sense and it makes it hard to run the Sheaim compared to other civs.

I also noticed in general that my "city governors" don't seem to know any more how to pick the right tiles. I'll end up with cities that stop growing or starve although they have irrigated fields. The manual focus buttons don't always work either.
 
The issue with them is most likely that they simply don't know which buildings give them units, and their war issue is because the AI in the planning stages doens't see the stats of units, it sees just the default UnitAI, and it makes most of the decisions based on those (then decides between units sharing the same default AI by looking at their stats.

I usually have No AI Building Requirements checked for my games so I'm not necessarily sure what's going on. I also noticed that in almost none of my games since FfH .034 has the Sheaim picked up Ashen Veil and instead is often FoL.
 
Sheiam and Kahdi gate mechanics are tied to having the proper pair of buildings in the city. One to enable spawning, and another to choose what CAN spawn. The No Building Requirements only serves to make it LESS likely that the AI builds the buildings it needs to spawn units for free.
 
Will someone pls try to catch an animal in FF!

Are you serious?:eek:

I've built the Grand Menagerie in each of the FF .43 games I've played. It has come a bit later after the barb attacks have settled down, but I find in FF (vs. FFH) there are always plenty of animals around - especially those hard to find usually like Gorillas and Tigers.

Also, after building the GM I am usually able to give each city its full contingent of animals as well.

Honestly, capturing animals in FF is a little too easy IMO and I am not complaining.;)
 
OK, I have to take back a bug I reported here a short time ago.

I said I was getting simply "Saving Game" when I explored a Dungeon/Lair.

Well, I've been looking for that again and I think it is more a cosmetic issue rather than a bug.

I've noticed that usually some sort of event DOES occur, however it can be very hard (especially for an old fart like me with bad eyes!) to read the text because it is dark gray on a black background.

It would be very helpful if the color of that text could be changed to something a little brighter.

Thanks!
 
Thailand IIRC :P

back on topic - I just checked the Cualli hero in the civilopedia and it says that he "helps thwart rival spies" , but there are no spies in FFH. what gives? :D
 
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