FfH2 0.11b Bugs:

Azragaul said:
Is Bloom working as intended? I was able to basicly run around with Priest of Leaves and plant forest in all sorts of tiles. These eventually grew into ancient forests. Had farms, quarrys, pastures, plantations, cottages etc. basicly added a hammer to each that eventually added a food as well. My whole Civ area is one big ancient forest mostly with cottages in them.

The nice thing is I was able to keep science fairly high and still have gold for upgrades to adepts/other units.

It great in the sense that its very very elf like but seems like it might be to powerful.

I want to keep cottages from growing to towns (so they would stop at hamlets) with elves and dwarves. I see them as better than humans at what they do but they just dont grow as big. but I haven't implemented that yet. Hopefully when it is done it will balance this out a bit.
 
I played as Calabim & couldn't get Vampirism to work at all. Is there some specific type of unit that's succeptible or something?

Also, for Hero units that have some magic starting promotions, is there a way that they can be eligible for the level up of those promotions? (I.e. if they start with Death I, can they be allowed to upgrade to Death II and III?)
 
Whitefire said:
Heh, posted in the old patch thread.

Originally Posted by Whitefire
When constructing the Eternal Flame, production stops, but is not lost, when your Fire Mana supply is interupted. I'm not sure if that is intended or not.

Yeap thats intended.

Religions will spread to cities that already have a religion. Also, you cannot spread the Order to cities that have the Ashen Veil and vice versa using Acolyte or Savant units. However, you can convert to one of the religions and use the priest to spread the religion (and build a temple). Again, not sure if this is intended or not since documentation is...lacking .

Yeap, thats intended.

When you construct Genesis, it turns Ancient Forest on grassland tiles into regular forests again. I only mention this because my city of 26 suddenly became a city of 22 =/.

Thats a mistake, going to have to fix that.

The tax and research settings are very buggy. They will randomly decide to auto-correct themselves, which often includes a change in the specialists assigned in your cities. I'm not sure what triggers this, but roughly 50% of the time it happens after a large change in gold production (A new religious capitol building, bazaar of mammon built in a religious capital, etc.).

No idea on this one.

I am also unable to add or remove Engineer specialists in a city.

This is a bug, that darn vampiric governor is getting in everyones way.

I think the Halls of Granite is way overpowered. Reduce the bonus to +25%, at the most, for having stone.

The following buildings are set at +/-1% trade ruote yeild. I assume this is meant to be +/-1 trade routes or +/-10% trade route yeild.

Overseer's Residence
Shadowed Veil
Theater of Dreams
Golden Wood

Thos should have all been fixed in patch b.

You might want to make Treants national units.

I have no idea why those are buildable, they were never suppsoed to be. I must have been testign something.

All of these issues were encountered playing as Perpentach. I was using a large Tetonics map set at 70% water, temperate, noble and epic. I'm gonna try out one of the good civs on the next play through.

EDIT: Oh snap, I almost forgot. Perpentach is not able to construct Obelisks. You always forget the first things you notice v_v.

Yeap, Perpentach cant build obelisks. This is a balance issue because his carnivals can give out massive culture so the obelisk was cut.
 
This save crashes the game as soon as I end turn. Dunno what's the reason. The game version is 2011b I think.
 
crunch said:
This save crashes the game as soon as I end turn. Dunno what's the reason. The game version is 2011b I think.

I will check it out, thanks.
 
pa12ick said:
Also, for Hero units that have some magic starting promotions, is there a way that they can be eligible for the level up of those promotions? (I.e. if they start with Death I, can they be allowed to upgrade to Death II and III?)

Quoting this since I was wondering the same thing. I was using the Octo Hero Hemah and got him to level 7 and wasn't able to upgrade to Fire III.
 
They are only aloowed to level spell spheres if they also have the channeling promotion at the right level. Hemah does only start with channeling II so he can not learn level 3 spheres.
 
I think i read somewhere that the problem with getting nothing from huts is when you are supposed to get a tech but don't have a city

In this game I get nothing when i move the scout in the hut...
 
*nod*
My guess on what is going on with this is that the hut gives you enough beakers toward a specific tech for you to research it, but until you have your first city you can't earn beakers. So, no city, no tech. But is just a guess.
~p
 
I always settle a city first, then pop. I hate popping the hut with the city, but sometimes you have to.
 
Great mod, I had much fun playing it and just love those many new ideas. Keep up the good work :)

Bugs I encountered:
It was reported, that fireballs from arcane barges could not move because the had 0 movement points. They also seem to be spawned inside the 1 cargo slot of the barge, meaning they would have to use their first move to exit the barge.
Arcane Forest graphics seem to be placed wrongly. The terrain boon works fine, but the graphic look like they are almost in the upper left tile. Not sure what's the cause.

Wonder balance:
The Nexus wonder seems way to powerful for its cost. It not only gives a nice economic boost, but also makes military offense/defense much more effektive. For example you only need to conquer 1 city on a foreign continent to constantly teleport all your new troops there. Or you can heavily reinforce any besieged city of yours. Maybe changing it to give a heavy production boon to any Obisidian Gates built by that empire would make it balanced. If the wonder stays the same I would at least suggest to rise the cost to 2500-3000 Hammers. Right now it can be completed by any GE or GC and is only twice the cost of a normal Gate.
The Pyramides (=early Caste System) also are too powerful and almost dominate the early- and midgame. They can be built quite early and quite quickly (with stone). And an early Caste System means you get +2 culture in every city, which often saves the time/cost for obelisks (basically your civ became cultural). It also means free production or research in every city, as well increased GP early on. Another advantate is the ability to heavily overexpand with caste system, either through settlers or conquest. Even a new size 1 city just needs a cheap market place to produce at >6 gold.

Civic suggestions: (how I love those civic icons)
The " :mad: in civs without x" attribute of republic/foreign trade takes away many options in the late game. In normal Civ4 emancipation just replaced the often obsolete serfdom/caste system. And slavery could have been too strong in a final war, so they gave it a flaw. But in FfH there are so many more interesting alternatives to republic/foreign trade.
Aristocracy looks weak right now. Even with sanitation a mix of cottages and farms seems the better alternative (and you have to switch to rebuplic later anyway). AI Leaders with aristocracy as their favorite civic also could starve their cities if they get aristocracy before sanitation.
The liberty civic could be changed to high upkeep, since it combines 2 powerful peacetime boons. During wartime many people will change to nationhood anyway, so the war weariness won't be seen often.
Regarding all labor civics: Maybe it's just me, but I think caste system is too good, even without the Pyramides. Military state may be an alternative for big wars, but I could never imagine using the others. I would suggest some disadvantage for caste system (after all it's an unfair system) as well as high upkeep. Also guilds seems way too weak, even compared to tribalism ("how many merchants do you need to cover the medium upkeep").
I like the medium upkeep for organised religion but can't understand why pacifism has been weakened like this. In normal civ4 the main advantages were the no upkeep and a strong boost to GPs. But now all you get is a weaker boost to GPs and a civic you have to chance as soon as a war starts.
And last but not least the apprenticeship civic: I like the idea of having slightly stronger units for slightly more buildtime. But unless I play a philosophical leader the low upkeep convinces me not to use it.

Spell suggestions:
Maybe converting desert to plains could take longer in the furture. That way the scorch spell could become more useful to cripple enemy cities.
I haven't tested this exactly, but it seems the courage promotion (10% healing) stacks. This means if one adept casts this spell the whole stack will get an incredible high regeneration rate, even in enemy territory.
On a simliar topic I think the medic promotions are to strong. The infirmary/herbalist boons in your own cities seem ok, but having a >60% regeneration in enemy territory for just a single ritualist/etc is incredibly strong.

Other suggestions:
The spiritual trait seems to be much stronger in FfH2. With spiritual leaders I often end up spreading several religions to my cities just to get the benefits of the temples. For example having the Overlord/Kilmorph/Veil Temples in a city adds 20% unit production 3Gold, 2Research, 3culture + 60% culture and 3happy faces with incence for a quite low production value.
Culture producing buildings: At some point I realised that for a long perdiod the only building which produces culture is the obelisk. Most other buildings have just %-culture boons. So unless you are creative, got the Pyramides or
follow the Octopus Overlords you have to rely on the money eating obelisks. Is this intended?
Also I realised the culture rate becomes quite useless to keep your citizens happy. The gambling house will allow your tax rate to do the same unless you build the expansive theater. And even then in most situations it's just better to increase your tax rate by 20% until you solved the cause of the unhappiness (war, lost luxuries, etc).


P.S: Wow that got quite long. Probably should say it again: Despite all suggestions I really enjoy this mod :goodjob:
 
Matzerg said:
Great mod, I had much fun playing it and just love those many new ideas. Keep up the good work :)

Bugs I encountered:
It was reported, that fireballs from arcane barges could not move because the had 0 movement points. They also seem to be spawned inside the 1 cargo slot of the barge, meaning they would have to use their first move to exit the barge.

This was fixed in the .11a patch.

Arcane Forest graphics seem to be placed wrongly. The terrain boon works fine, but the graphic look like they are almost in the upper left tile. Not sure what's the cause.

This was fixed in the .11b patch.

Wonder balance:
The Nexus wonder seems way to powerful for its cost. It not only gives a nice economic boost, but also makes military offense/defense much more effektive. For example you only need to conquer 1 city on a foreign continent to constantly teleport all your new troops there. Or you can heavily reinforce any besieged city of yours. Maybe changing it to give a heavy production boon to any Obisidian Gates built by that empire would make it balanced. If the wonder stays the same I would at least suggest to rise the cost to 2500-3000 Hammers. Right now it can be completed by any GE or GC and is only twice the cost of a normal Gate.
The Pyramides (=early Caste System) also are too powerful and almost dominate the early- and midgame. They can be built quite early and quite quickly (with stone). And an early Caste System means you get +2 culture in every city, which often saves the time/cost for obelisks (basically your civ became cultural). It also means free production or research in every city, as well increased GP early on. Another advantate is the ability to heavily overexpand with caste system, either through settlers or conquest. Even a new size 1 city just needs a cheap market place to produce at >6 gold.

Civic suggestions: (how I love those civic icons)
The " :mad: in civs without x" attribute of republic/foreign trade takes away many options in the late game. In normal Civ4 emancipation just replaced the often obsolete serfdom/caste system. And slavery could have been too strong in a final war, so they gave it a flaw. But in FfH there are so many more interesting alternatives to republic/foreign trade.
Aristocracy looks weak right now. Even with sanitation a mix of cottages and farms seems the better alternative (and you have to switch to rebuplic later anyway). AI Leaders with aristocracy as their favorite civic also could starve their cities if they get aristocracy before sanitation.
The liberty civic could be changed to high upkeep, since it combines 2 powerful peacetime boons. During wartime many people will change to nationhood anyway, so the war weariness won't be seen often.
Regarding all labor civics: Maybe it's just me, but I think caste system is too good, even without the Pyramides. Military state may be an alternative for big wars, but I could never imagine using the others. I would suggest some disadvantage for caste system (after all it's an unfair system) as well as high upkeep. Also guilds seems way too weak, even compared to tribalism ("how many merchants do you need to cover the medium upkeep").
I like the medium upkeep for organised religion but can't understand why pacifism has been weakened like this. In normal civ4 the main advantages were the no upkeep and a strong boost to GPs. But now all you get is a weaker boost to GPs and a civic you have to chance as soon as a war starts.
And last but not least the apprenticeship civic: I like the idea of having slightly stronger units for slightly more buildtime. But unless I play a philosophical leader the low upkeep convinces me not to use it.
Spell suggestions:
Maybe converting desert to plains could take longer in the furture. That way the scorch spell could become more useful to cripple enemy cities.
I haven't tested this exactly, but it seems the courage promotion (10% healing) stacks. This means if one adept casts this spell the whole stack will get an incredible high regeneration rate, even in enemy territory.
On a simliar topic I think the medic promotions are to strong. The infirmary/herbalist boons in your own cities seem ok, but having a >60% regeneration in enemy territory for just a single ritualist/etc is incredibly strong.

Other suggestions:
The spiritual trait seems to be much stronger in FfH2. With spiritual leaders I often end up spreading several religions to my cities just to get the benefits of the temples. For example having the Overlord/Kilmorph/Veil Temples in a city adds 20% unit production 3Gold, 2Research, 3culture + 60% culture and 3happy faces with incence for a quite low production value.
Culture producing buildings: At some point I realised that for a long perdiod the only building which produces culture is the obelisk. Most other buildings have just %-culture boons. So unless you are creative, got the Pyramides or
follow the Octopus Overlords you have to rely on the money eating obelisks. Is this intended?
Also I realised the culture rate becomes quite useless to keep your citizens happy. The gambling house will allow your tax rate to do the same unless you build the expansive theater. And even then in most situations it's just better to increase your tax rate by 20% until you solved the cause of the unhappiness (war, lost luxuries, etc).

Please keep this thread for bugs. So far the playtest is just open to make sure the mod works (both from a functional and fun aspect) and we arent ready to start tuning yet. Things will be coming and going from the mod (there are 2 new civics in 11c) and it doesnt make much sense to tune, since tuning is relative to the others options which or may not stay.

We will get to the balance stage once everything is in, then we will love this sort of feedback.
 
puck11b said:
*nod*
My guess on what is going on with this is that the hut gives you enough beakers toward a specific tech for you to research it, but until you have your first city you can't earn beakers. So, no city, no tech. But is just a guess.
~p
the problem is that i already built a city but still got nothing from the hut
 
Black Whole said:
The 'Demon Slaying' promotion doesn't give its +40% bonus against demons.

It does according to my testing. To test I created two units, one with the promotions and one without and checked their combat odds against the same demon. They were different.
 
Frozen-Vomit said:
the problem is that i already built a city but still got nothing from the hut

Well then I suppose that I should maybe see what is in the savegame rather than just spout off.... whodathunkit

~p
 
- The gipsy (spelling??) wagon gives no culture when it's in one of your own cities... (sorry if this has been posted before)
 
-As I was scouting along the Dolviello border(purely for peaceful purposes, I assure you...), I saw something odd:



Seems the AI might have a bit of trouble handling its great persons properly. The two were gone later, though, when I "aquired" that particular part of Dolviello lands.

- Not really a bug, but the AI never seems to build the Pact of the Nilhorn(I think it has a spelling error, shouldn't Pack=Pact?). It's been available to me for ages, I think I'm in year 300 in a quick game now.
 
Corlindale said:
-As I was scouting along the Dolviello border(purely for peaceful purposes, I assure you...), I saw something odd:



Seems the AI might have a bit of trouble handling its great persons properly. The two were gone later, though, when I "aquired" that particular part of Dolviello lands.

- Not really a bug, but the AI never seems to build the Pact of the Nilhorn(I think it has a spelling error, shouldn't Pack=Pact?). It's been available to me for ages, I think I'm in year 300 in a quick game now.

Maybe he was sending him somewhere to make an academy? And yeah, "Pack" was a typo, i fixed it.
 
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