FfH2 0.11b Bugs:

Kael said:
Yeah, I have to reconsider all of the culture effects, Consecrate, Gypsy Wagons and Loki. They either arent doing enough, or there is some 1.61 change that im not understanding. Its on the wish list.

They did seem to be giving a little gold each turn, but it wasn't being added into the budget. I just figured it out since it said -4 a turn but i was gettting +2. No idea what was happening with culture though...
 
jimi12 said:
Hey I found something odd about the Doviello Battlemaster. He had a button that said train maceman on him that said it would update my axeman to a maceman free of charge but when i clicked on it nothing would happen. I dont think he is supposed to have that on him. I was playing with the new patch.

They are supposed to be able to upgrade the axemen (at least the civilopedia says so) I had something similar happen. I upgraded an axeman to....

a fireball. :crazyeye:

Imagine my surprise. I sent it out exploring the ocean, very slowly (it didn't go away at the end of the turn.)
 
pa12ick said:
I noticed that when I build World Units like Baron, Pack of the Nilhorn, etc. in a city with automatic promotions (Aqua Sec..., or Tower of Eyes) those units don't recieve those promotions. Is that intentional, or a bug? I'm guessing that the game doesn't recognize them as units, yet I can't hurry them with GC or GE either.

Not a bug - those units aren't BUILT in the city to get the bonus promos, they're drawn from outside as a result of the wonder's effect.
 
I've done a couple of searches in this thread but I haven't found anyone reporting this (very odd... makes me think I did something wrong):
the engeneer specialist add/remove buttons don't work, I suspect it might have something to do with the vampiric governor. To add an engeneer I had to mess around with the automatic assignement from the AI but at one point I had an engeneer in a city blatantly specialized for sages and there was no way to remove him, even by assigning all citizens to work plots :(
 
onedreamer said:
I've done a couple of searches in this thread but I haven't found anyone reporting this (very odd... makes me think I did something wrong):
the engeneer specialist add/remove buttons don't work, I suspect it might have something to do with the vampiric governor. To add an engeneer I had to mess around with the automatic assignement from the AI but at one point I had an engeneer in a city blatantly specialized for sages and there was no way to remove him, even by assigning all citizens to work plots :(

Yeah, its been reported and its fixed in the next version.
 
- I was able to upgrad a zealot to a cultist at level one - aren't diven upgrades supposed to work the same way as the caster?

- The Balseraph Catapult has no sound when retreating. Semms that no new unit has one - would be cool if you add one :) After 10 of the catapults retreating in one after another i was quite shocked by the noise of the first one that died (should really turn down my speakers)
 
jimi12 said:
Hey I found something odd about the Doviello Battlemaster. He had a button that said train maceman on him that said it would update my axeman to a maceman free of charge but when i clicked on it nothing would happen. I dont think he is supposed to have that on him. I was playing with the new patch.

Your right. I will fix it in the next version.
 
Black Whole said:
The Halls of Granite gives -40 trade routes. Not very tempting to build this. :D

Ouch, ill fix it in the next version. Thanks!
 
Maybe I'm just doing something wrong, but I can't seem to get my vampires to consume another unit. I've brought lots of bloodpets along with them for the battle. Clicking on the icon gives me the select target icon, but when I try and click on the bloodpet in the same square, it just switches to that unit. And I can't seem to click on them at all if they are not in the same square as the vampire. Am I doing something wrong?
 
abman said:
Maybe I'm just doing something wrong, but I can't seem to get my vampires to consume another unit. I've brought lots of bloodpets along with them for the battle. Clicking on the icon gives me the select target icon, but when I try and click on the bloodpet in the same square, it just switches to that unit. And I can't seem to click on them at all if they are not in the same square as the vampire. Am I doing something wrong?

It sounds like you may be clicking on the bloodpet icon instead of the tile. The process should be:

1. Click on the vampires 'Feed' ability.
2. Click on the vampires tile (this is one of the few spells that targets the casts tile, I may see if Talchas can give us a switch to skip this step since it isnt really needed).
3. You should get a popup of all the valid targets in that tile (living, non-vampires with the same owner as the caster).
4. Click on the unit in the popup and select cast (good day to be a vampire, bad day to be a bloodpet).

Let me know if that doesnt work for you.
 
Yea that doesn't work for me. I get the green border on the tile, but when I click it just switches the active unit to the bloodpet instead of giving me a selection screen.
 
abman said:
Yea that doesn't work for me. I get the green border on the tile, but when I click it just switches the active unit to the bloodpet instead of giving me a selection screen.

K, Ill check it out, thanks.
 
Here'a a low priority one-- playing multiplayer, I get the sound effects of the spells that my opponent casts.

Also, playing as the vampires last night, I noticed some strangeness with the haste spell: Move a vamp and bloodpet onto a hill (using up all their moves) so that moves show as 0/3 (Vamp) and 0/2(BP). Cast haste with the vamp and then the moves show as 0/4, 0/3
 
Gyromancer said:
Here'a a low priority one-- playing multiplayer, I get the sound effects of the spells that my opponent casts.

Also, playing as the vampires last night, I noticed some strangeness with the haste spell: Move a vamp and bloodpet onto a hill (using up all their moves) so that moves show as 0/3 (Vamp) and 0/2(BP). Cast haste with the vamp and then the moves show as 0/4, 0/3

Simotaneous turns?
 
I mentioned this already but you never acknowledged me and i dont see it on the list of changes.

The agriculture civic is bugged and doesnt give the +1 health its supposed to. I have a screenshot proving it a couple pages back.


And also i mentioned this before to another developer but i dont know if you heard it. I think the mud golem for the luchiurp should cost 75 hammers instead of 100.

Reason is is because it doesnt use food to build it like normal workers and 100hammers is too big of a initial cost.

And some of the other developers agreed with me. ;)
 
Xanikk999 said:
I mentioned this already but you never acknowledged me and i dont see it on the list of changes.

The agriculture civic is bugged and doesnt give the +1 health its supposed to. I have a screenshot proving it a couple pages back.


And also i mentioned this before to another developer but i dont know if you heard it. I think the mud golem for the luchiurp should cost 75 hammers instead of 100.

Reason is is because it doesnt use food to build it like normal workers and 100hammers is too big of a initial cost.

And some of the other developers agreed with me. ;)

Loki is working on the Luchuirp right now. He was the designer that agreed with you so he will probably recommend your change as part of his redesign. So I think it will be coming.

As or the agriculture I noticed that sometimes civics dont take effect until a city grows beyond a certain size. This may just be because it was taken from a pop 1 city.
 
abman said:
Yea that doesn't work for me. I get the green border on the tile, but when I click it just switches the active unit to the bloodpet instead of giving me a selection screen.

I wasnt able to duplicate this. It works fine for me.
 
No hawk sound when the hawks do recon. Didnt try it out of a city this was off an Elven Ranger.
 
When playing the Calabim, I found that units Losha turns into Vampires get the Immortal promotion after killing another unit as well, just like she does. Is that supposed to be standard for all the Vampire units, or is it a bug?
 
Back
Top Bottom