Quite a few bugs in some of my experimenting.
Is it really correct that hell oceans spawn Iras? they are supposed to be spawned only by the Avatar of Wrath. I also have had some hellfires popping up seemingly randomly.
The graphic for horned dread is lost whenever the unit enters the haunted lands. you might have to make horned dread promotion remove the ghostwalker only hauntstalk promotion.
Is it correct that quite a few master equipment promotions require one of the metals but are removed by iron and mithril?
In FfH only Avatar can pop out Iras. But in FF demons enter the world based on how far you let the world fall into darkness, and how advanced the demons become. It is expected that some balancing might be needed, like shifting the tech for Ira spawning back in the tree some more. Also might need to tweak demon tech advancement to account for the civilization's contribution to the AC and alignment. Then a good civ who has heavily decreased the AC might even cause the demons to lose progress on technologies, while an evil civ with a very large contribution to the AC will cause near-instant boosting of the Demon Tech levels.
And Hellfire can appear in any hell tile as part of the lair creation cycle. In fact it is the most likely lair TO appear by quite a considerable margin. However, if it appeared in non-hell terrain THAT is an error.
I turned off 'place all uniques' and turned off 'broader alignments' and we seem to be OK.
EDIT: Seem to still have the issue in MP hotseat. Will try other leaders to see if repeatable. -Z
Edit 2: Definitely repeatable, and seems to be limited to svartalfar in both MP and SP. Soon as first settler placed, boom. Successful with more than 1 turn with Scions/Archos, and Scions/Sidar
now off to game
-Z
Thanks for isolating this one for me. Svartalfar Citysets are the culprit. And most all the other reports in this thread of a crash after ending their first turn would be due to the Svartalfar being in the game. Till th ecityset is fixed, I advise everyone turns off Svartalfar in their games.
I found a fort labeled Pool of Tears.
I would be inclined to say it is the fault of the mapscript placing forts automatically, but not checking to see that it doesn't overwrite any permanent improvements.
I've noticed a couple bugs but most have already been referenced above. One that wasn't, at least I think it's a bug, even after researching exploration it takes forever to build roads outside of my territory. It's four turns inside and about 30 outside my borders.
Yeah, the discount in build times is based on the techs known by the person who owns the tile you are working on. Roads are the only case where you can actually build something outside of your own territory. So we'll have to look at making the default cost of roads cheaper I suppose. It does make a little sense to be harder to build roads out of territory, but not THAT much harder.
All the reports of cheap improvement-over-forest as opposed to forest chop are a similar problem of needing to look over precise costs of everything involved in this system, and me having to re-write it to account for features present causing a change in build-cost automatically/appropriately. I had written the tags and placed the system working in the DLL before the XML where I spotted that oversight, then shortly after the damnable Barbarians started causing massive crashes.... long story shortened: I forgot about these tags completely, so they never got balanced.
I got a seemly random CtD in my first game, and then started over.
I just got the message that Cernnunos has created Brigit. I think that an animal freed her, but it seems way to early for one to actually have the needed levels.
Also, I'm wondering what happens when Brigit dies while belonging to a civ without a capital. Does she respawn on the spot she was first created like the Horsemen/Avatar do? Is she just destroyed? Does it cause a crash.
Should be impossible for the animals to take Brigit, not just for level, but also for lack of HN on either side of the fence. Very perplexing.
Anyway, if any Immortal unit dies and there is not a valid capital city for them, they will attempt to spawn in their starting plot, wherever that was. If there aren't any enemies or other obstructions in the tile then they will respawn.
Oh, I forgot to mention. A great prophet was born in a faraway land on turn 4. Somehow that doesn't seem quite right.
Lair Exploration.
I just found a demonic city early on. It had no size displayed, no city art, etc. It was guarded by a Gargoyle from the nearby Guardian of the Prinstinus pass.
Crap, crap, double friggin' crap. You didn't do anything that might have caused them to act differently did you? Animals or Barbarians having a city does very bad things, learned this well after having decided not to let them have cities anyway, so haven't worried about being unable to find the cause and forgot about it.
Again, crap.
PLEASE say you did something to cause this one, or at least that it hasn't happened again (and then I'll pray it continues to not happen again...)