FfH2 0.11b Bugs:

felwar said:
Might have something to do with pangea maps, but this is the second one I created that had no reagents anywhere. This time a huge pangea map.

Can you do a worldbuilder save (there is a seperate save function in the wordlbuilder menu) and attach that save file to this thread for me to look at.
 
JuliusBloodmoon said:
The "You´re evil" modifiers are supossed to be -6 ? I think thats a little too high o_0

Yeap, the good guys are going to hate you. Best that you just wipe them out. :D

And I dont know if its just me, but Cult of the Dragon seems to ALWAYS be founded in the second city I create...

New religions go through a few things to decide where they will be founded. One of those qualifiers is that they tend not to be founded in capital cities, which is why they tend to favor the 2nd biggest city of empires.
 
felwar said:
Should adepts that are not created by an arcane leader be getting combat 1 to start? Mine always do regardless of leader, and seem to gain experience at the same speed as arcane leaders.

Arcane doesnt grant combat 1 anymore. They are getting Combat 1 because you are connected to an Ancient Temple.
 
Kael - your last post reminded me.

What exactly do these ancient temples do? I know if you search them you get some gold. I couldn't find any additional information...

Thanks!
 
TheCowSaysMoooo said:
Probaby not really a bug, per se, but fireballs can collect goody huts. I'm sure it's been around for a while, but now that arcane barges can easily get to unexplore lands, it's a bit more exploitable.

I added a request for a block for this to the low priority list.
 
pa12ick said:
Played as Khazad (Kandros Fir), founded Runes, then Order (switched both times). When I switched to Order, every time I sent an Acolyte to a city to spread the religion, I got a Crusader. Every time. That seemed excessive. Is that intentional?

There is a 75% change that crusaders are spawned unless that number has been modified with the editor.

Couldn't figure out who that Civ's Unique Individual Unit (UIU) is. I thought it should be Maros, but after getting the Tech that lists him (I don't remember which one, the one right after Iron Working) I couldn't build him. I built every other building necessary and researched every tech that has a UIU attached, but could never find one. Could you please list which one goes with which Civ in the Civopedia or something? And I guess it's a bug that the Khazad didn't have a UIU.

Yeah, all the heroes are broke in 11b. I'll fix in the next version.

I moved my units to every type of terrain I could find, friendly, neutral, enemy, etc. and couldn't get the "Regenerate" spell to come on. It looks like that one's broken.

You are right, Regeneration is broken. It will be fixed in the next version.

I saw the Adventurer unit listed in the Civopedia. Great idea. Never saw one appear in the game though. Is it turned off right now?

Adventurers only appear (they are Great People) for the Grigori.

Skeletons could have "Loyalty" cast on them, but not "Enchanted Weapons". That seems backwards.

You are right, loyalty has been fixed so it is now blocked for skeletons.

Mages still have access to Body & Life III, yet there's nothing there for them.

Yeah, there are quite a few empty slots yet. we are trying to get them filled.

Had difficulty getting spells like Wither and Rust to work on enemy units. Sometimes the "Target Screen" wouldn't even come up at all, and sometimes when it did, it did nothing. Didn't even say "you failed..." Also, Ring of Flames did the same thing. Usually nothing. About 25% of the time it injured someone. Is this intentional?

Ring of flames damage can be reduced to nothing if the opponent is tough enough (the damage is reduced based on the opponents level and icombat). I suspect that you couldnt get wither or rust to work because the tile didnt meet the requirements (the tile selection turns green on valid targets).

The requirements aren't very well documented right now, we will try to improve them.

I could build Inquisition Hall while I was building the other, competing "Special Religion Building". Also, Why would I build Inq Hall? It does nothing as far as I can see. It just says +10% maint. Is something missing?

From the buidlings thread:

+Inquisitional Hall (concept: strict)
Removes all religions but the Order from the city
Keeps religions from spreading to the city (not in yet)
Inquisitioners given +4 xp
Paladins created in this city gain the Command promotion
+10% Maintenance
 
Gileyal said:
Kael - your last post reminded me.

What exactly do these ancient temples do? I know if you search them you get some gold. I couldn't find any additional information...

Thanks!

If you are connected to them your casters start with the Combat I promotion.
 
pa12ick said:
Also, it seems like the AI doesn't know what to do with the Mana. I was on turn 330, in a Normal speed game, and just about every Mana I saw when spying on the AI civs had a Farm or Hamlet on it instead of the Node. The AI's Conjurors and Adepts were very weak, had mostly combat promotions, not spellcasting ones.:lol:

Yeah, we are going to try to keep this from happening.
 
AndrewDJ said:
. . . because there aren't any Inquisitors.

I was playing Malakim in a 0.11a game, with the Order as my religion, got to the point where I got the techs for Inquistors, and found that I couldn't build any anywhere, even though the Pedia text for the Inquisition Hall says that it gives +4xp to any inquisitors built in its city.

Inquisitors cant be built by anyone, they have to be upgraded into by a level 6 or higher unit.

I was able to promote a Confessor to Inquistor, but I couldn't conduct any inquisitions. And, when I built an Inquisition Hall in a city I'd conquered from the Infernals, who were Runes, the Hall destroyed my Order Temple and wiped out the Order from the city. :eek: :mad:

Your right, that hall is wiping the order instead of any religion except the order. That will be fixed in the next version.

Also, Consecrate only appears as an option for Confessors in 0.11a in cities in revolt, and it doesn't seem to do anything.

Check this with 0.11b Im made some non-specific fixes in 0.11b and I think the issue you were seeing may have been related to one.
 
Kael,

Thanks for the info on the Adventurers. If they replace Great People for the Grigori, I noticed that they can be upgraded to Adepts (I'm assuming w/Library), Scouts and Warriors, which gives them access to most of the upgrade tree. What about Prophets? Shouldn't they have the ability to upgrade to those, too?

As for the wither, etc. spell issue, I'll try and figure out if it's a bug the next time thru. I do remember having a few instances where the green square showed up, but I don't remember if that was after I had trouble or if it didn't work. I'll check.
 
The backstory for the Grigori if I remember correctly is that they don't like the way the gods are using humans to fight their wars and so upgrading along the disiple tree would be rather against their flavour.
 
Brightlance said:
The backstory for the Grigori if I remember correctly is that they don't like the way the gods are using humans to fight their wars and so upgrading along the disiple tree would be rather against their flavour.

Your right. The Grigori cant even build religious units so it wouldn't make sense for adventurers to be able to upgrade to them.
 
I just saw that. Stupid question then. It wouldn't make sense to have access to Religious units, would it?


Also, I've noticed that you keep ignoring my quesiton regarding some sort of way to figure out/know what each Civ's (as opposed to Religion's) Hero unit is. Why is that?:(
 
I haven't seen this question anywhere, but if it's been asked before I apologize. Why isn't there any Silver? It seems like a race w/access to it would have an advantage vs. Werewolves...:D
 
pa12ick said:
I just saw that. Stupid question then. It wouldn't make sense to have access to Religious units, would it?


Also, I've noticed that you keep ignoring my quesiton regarding some sort of way to figure out/know what each Civ's (as opposed to Religion's) Hero unit is. Why is that?:(

title of the thread: "Design: Heroes" http://forums.civfanatics.com/showthread.php?t=160519

quite intuitive isn't it ?
 
Applied the b patch:

1 Still getting only solid white flags for everbodies units, except barbs (white skull on black).

2 the dawn of whatever screen still doesn't have the name correct, it's got %s3 or something like that.

3 with slavery enabled I got an Orc slave which was just an orange circle on the screen & had no action buttons, could move it around but that was it.

Fader
 
Kael said:
Can you do a worldbuilder save (there is a seperate save function in the wordlbuilder menu) and attach that save file to this thread for me to look at.

Sorry Kael, I scattered reagents on the map myself shortly after noticing this. I'd create another, but I won't be at my computer again until thursday. The fact that it occured twice in a row should make it recreatable though.
 
I just noticed that the AI is giving Mana away for free in trades.

I clicked on "what do you want for this?" and the AI thought giving me Earth Mana for free was a good deal.

Something I posted already yesterday in the a thread...The Vamire Governor does not give what it says it will give.
 
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