FfH2 0.11b Bugs:

Gileyal said:
I think it rocks that your wife plays this with you!

My girlfriend would shoot all of you if she could:)

Agreed, but I don't think my wife would shoot anyone. Poison maybe....
 
Whitefire said:
Thats a vanilla Civ thing. You can't captur India's Fast Workers and every worker unit captured by India turns into a fast worker.

No, it's fine as is. It's a risk vs. reward thing. Yes you can go to war and gank some workers, but now you have an evil Civ that will declare war on you at random times...that is if you can get a peace treaty signed.
 
I was trying to test the various spells and I haven't been able to click on the consecrate spell (law II/divine) (the tool tip in the civilopedia says it increases your culture around the caster). It could be that I don't know how it supposed to work though. Has anyone else successfully cast this spell?

The Hawk icon is on my build list when playing as Perpentarch, but I am unable to build the hunting lodge (I think this is correct as I could build acrobats with the carnival), but the poor acrobats can never have their cargo slot filled.
 
ive seen this mentioned but i dont believe ive seen an acknowledgement
in 2011b

- ive offered civs resource or tech deals (for example 1 mithril for 1 gold) and a few times - theyve counter offered their resource for nothing in return
- i thought it might be a cool way for friendly civs to say "no take it as a gift," but then whatshername the dark haired sexy indian-looking one with the nice chest did it and she was annoyed at me ...

- workers stop working even when theres lots of work to do - i will have tons of unimproved tiles from freshly conquered territory - farmable, cottage-able, etc and find 8 workers lounging in my capitol city -- (now being from new orleans i know this reflects reality - but this is a fantasy game ;) ) - also if my magic users are running around converting deserts to plains the damn overpaid workers wont get off their lazy asses to farm them - i find the workers will improve an unimproved resource tile (like build a quarry on new marble) but they won't for example replace a watermill built on that marble - the reason this gets to be a pain is that in an endgame with so much else to do one has to individually click on each worker and send him to the space and tell him what to do

- finally i still am having CTDs around turn 500 (as in the a patch)

thanks for all your great work and creativity
 
About the ancient forest graphics.

The trees in the ancient forest are never actually in their sqaure. they are always in the top left square of the square they should be in. (sorry if that was confusing, but i cant think of any other way of putting it ;) )
 
Have you turned off "Workers destroy old improvements"?

Incidentally, they do that sitting in the capital thing in the vanilla game too.
 
workers stop working even when theres lots of work to do - i will have tons of unimproved tiles from freshly conquered territory - farmable, cottage-able, etc and find 8 workers lounging in my capitol city -- (now being from new orleans i know this reflects reality - but this is a fantasy game ) - also if my magic users are running around converting deserts to plains the damn overpaid workers wont get off their lazy asses to farm them - i find the workers will improve an unimproved resource tile (like build a quarry on new marble) but they won't for example replace a watermill built on that marble - the reason this gets to be a pain is that in an endgame with so much else to do one has to individually click on each worker and send him to the space and tell him what to do

Your workers are set to improve the local city or the trade network i assume... At least that sounds like the problem you are describing.


The Hawk icon is on my build list when playing as Perpentarch, but I am unable to build the hunting lodge (I think this is correct as I could build acrobats with the carnival), but the poor acrobats can never have their cargo slot filled.

Ill think ill do one of those colorfull birds for the Balseraph. That should solve the problem.

About the ancient forest graphics.

The trees in the ancient forest are never actually in their sqaure. they are always in the top left square of the square they should be in. (sorry if that was confusing, but i cant think of any other way of putting it )

Thats known and related to the graphic. We have an alternative one (that is more centered) but i do not know if it is included in the .11c version.
 
Im playing as ljolsfar and I can't see the new orc, goblin and skeleton graphics properly, heres a screen shot

Great mod btw, keep it up :)
 

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Ill think ill do one of those colorfull birds for the Balseraph. That should solve the problem.

How about ravens for the evil civs? No gameplay difference, just nicer flavour :)
 
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