FF 0.43 Bug Thread

Yes, it is the same mechanism as Sentry. Perhaps I should design it as a completely seperate action instead of a modified behaviour for standard Healing? Hadn't thought about cities under seige when I made the tweak, just scouting units or captured animals who need to heal and get forgotten, then eaten.


HN unit healing is an issue because they consider even neutral territory to be enemy territory and have abysmal heal rates as a result (IIRC, someone else found that issue)


Wither needs Pool of Tears (maybe Shrine of Sirona as well) to heal it unfortunately. And yes, it brings your heal rate below zero, but forunately the units aren't allowed to have a negative heal rate so it just means you can never naturally heal again.


@cde2006: You can get the sourcecode in the first post of the Mod-Modders guide thread. Any input is quite welcome, especially in regards to efficiency and AI ;)
 
Yes, it is the same mechanism as Sentry. Perhaps I should design it as a completely seperate action instead of a modified behaviour for standard Healing?

If I had to pick one function it'd be this one, but both would be best.
 
In the case of a city under attack, doesn't it make more sense to fortify than to heal? Or do you often counter-attack to proactively defend your improvements/control XP flow?


(Mainly just trying to ensure that a completely new button IS worthwhile, as it means more screenspace taken up for essentially every unit in the game, and selection of which of the two gets the basic hotkey(H), and which gets an alternative one(Shift+H? If it isn't already used for something...)


So please, feedback from anyone who reads this: Do you need/want a button to do the normal "blind faith healing" command, and if one exists, which of the two commands should have the quick/easy hotkey? Putting them up seperately is completely simple, so the choice is entirely up to the people on the other side of the interface.
 
In the case of a city under attack, doesn't it make more sense to fortify than to heal? Or do you often counter-attack to proactively defend your improvements/control XP flow?

It's been my impression that for healing to occur, the unit must remain stationary in it's present location. If you use, for example, sentry on the unit, it will heal. Far away scouts, I just use space to skip their turn until they are healed. If I fortify a unit, it will heal as well. I rarely use the heal button.

I think extra buttons are not really needed for this.
 
Putting them up seperately is completely simple, so the choice is entirely up to the people on the other side of the interface.

How about something more complicated? Unguarded healing units facing a real threat wake, but none others.

Perhaps heal will wake unit if a rival's unit is near, but not:
If there's another non-healing unit of the same civ in the plot.
If the rival unit is defense only or of a different Domain.
If the rival unit is an animal or other unit that can't enter borders and the healing unit is within borders.
 
I just don't get why poison affects HN units so much more than regular units. It is frustrating enough to get a damaged HN unit in non-friendly territory and see how long it takes to heal.

It is because Hidden Nationality is always in hostile territory, unless in friendly territory. I always head straight to Combat V for the heal bonus with Griffins.

I personally like it, it's about the only time I really have to worry about healing my troops.

Withered can be removed by Priest's Cure Disease or Pool of Tears.
 
It is because Hidden Nationality is always in hostile territory, unless in friendly territory. I always head straight to Combat V for the heal bonus with Griffins.

I personally like it, it's about the only time I really have to worry about healing my troops.

Withered can be removed by Priest's Cure Disease or Pool of Tears.

Have you ever gotten a HN unit damaged AND poisoned though? It didn't make any difference that my Giant Spider had Combat V - it was still 36 turns for it to heal. I realize healing an HN unit should take more time in Neutral/Unfriendly territory. However, when you combine it with poison damage, IMO, it is a bit over the top. Also, poison resistance promotion though rare doesn't appear to work with HN units.

Trying to find Pool of Tears on a Huge map is like finding the proverbial needle in the haystack - if it even is on the map at all. By the time I got my unit there through the barbs he would be dead.

I didn't know that about Cure Disease working with Wither...although I was far far away from Priesthood in my game when my unit got poisoned, damaged and wither. :(
 
I can live with the healing for units either way. It just takes a bit of getting used to as it is different from FFH (and vanilla, I think, although it has been so long since I played). For those of us who switch back and forth between FF and FFH it is nice when there are consistencies unless there is an agreed better way of doing something.
 
Have you ever gotten a HN unit damaged AND poisoned though? It didn't make any difference that my Giant Spider had Combat V - it was still 36 turns for it to heal. I realize healing an HN unit should take more time in Neutral/Unfriendly territory. However, when you combine it with poison damage, IMO, it is a bit over the top. Also, poison resistance promotion though rare doesn't appear to work with HN units.

Trying to find Pool of Tears on a Huge map is like finding the proverbial needle in the haystack - if it even is on the map at all. By the time I got my unit there through the barbs he would be dead.

I didn't know that about Cure Disease working with Wither...although I was far far away from Priesthood in my game when my unit got poisoned, damaged and wither. :(

Giant Spiders can be poisoned? That seems messed up. Shouldn't poison units be immune to poison? Except maybe Assassins..

You'd think Giant Spiders would be immune.
 
Have received multiple memory allocation errors with Archos. A little past half way through the game. I have tons of memory, and video memory.

Happened last night when I had a huge army ready to attack 1 turn after I attacked. boo :(
 
Mid to late game autosaves are randomly causing CTD's as well. Really frustrating when you lose track of which turn you're on, and neglect to save on a turn 4Z-1 before hitting enter to end it...:mad:
 
Mid to late game autosaves are randomly causing CTD's as well. Really frustrating when you lose track of which turn you're on, and neglect to save on a turn 4Z-1 before hitting enter to end it...:mad:

I save after every turn now as Memory Allocation Failures, CTDs, and WOCs seem more common now - especially as mentioned in the games using a huge map and many civs that is filled. It doesn't seem to matter how much memory, what video card, etc. you have. It is just about playing the mega games which are tough to make it through without some of the above. :(
 
Scion workers can build farms on cities if there is a resource like wheat there.

Undead units get the Haunted lands sickness when they are created. Probably the sickness promotions get applied before the unit actually gains Undead.

Have you ever gotten a HN unit damaged AND poisoned though?

Yes. It's like a quest, if the unit is worth trying to keep alive. Do you keep it local and wait 40 turns for it to be useful, or is it worth trying to get it back to your territory... It's the only time damage is important. I like it, but YMMV.
 
Running Korinna with Patch F. Right now, can't seem to be able to get Korinna the Red Lady or the Black one, or Themoc either, despite having the requirements listed in the civilopedia. WTH? There is no indication in the civilopedia that they should just appear when the conditions are right, or whether they should be built.
 
applying force mana to adepts/mages causes python exceptions. Had to delete my mage with force mana.
 
There is no indication in the civilopedia that they should just appear when the conditions are right, or whether they should be built.

Themoch should just appear in your capital the turn after you get Tracking.
Anyone else having a Themoch problem?

You need to upgrade the Korrina to the Red or Black Lady. As of "F" you also need Knowledge of the Ether, to remove Korrina's "Shackled" promotion. (Currently base move 0 units can't upgrade at all. Xienwolf's fix for that should be included in the next patch.)

So for the Black Lady upgrade you'll need Hunting, KotE, and 5 gold.
If you've got those then there's a bug of some sort. (Well, an unknown bug.)
 
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