FfH2 0.11b Bugs:

Fader55 said:
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

I got this too (playing .11a). The slave would sometimes display the picture and options of the last selected unit, and was a red blob.
 
- In my last game i had a barbarian skeleton leave the tundra/ice area and wander around in the more fertile region in the north - don't know if this is intended ( i don't think that hill giants leave the desert?)

- Kuriotates accused me of treating my people badly in the 3rd turn -> (played as hippus) but i'm pretty sure that i did nothing to them "yet"...
 
- In my last game i had a barbarian skeleton leave the tundra/ice area and wander around in the more fertile region in the north - don't know if this is intended ( i don't think that hill giants leave the desert?)

- Kuriotates accused me of treating my people badly in the 3rd turn -> (played as hippus) but i'm pretty sure that i did nothing to them "yet"...

Skeletons and hill giants only spawn in certain tiles, but they can go where they wish, as long as they don't enter any cultural borders.

And merely by using the default Compassion civic "Fend for Themselves" you are treating your people badly. I think it is going to be changed later on, so that the default civic will be "neutral" compassionwise.
 
Have the Gypsy wagons (and Loki) been looked at to make certain that they are doing the culture suck thing? In .11 and .11a they either weren't or it did not display in the city according to the Courtesan that was in the city.
~p
 
I am playing an "a" patch game, but I have not seen any note of fixes for these. I am playing as the Luchuirp, with Runes. Prince, Highlands, Raging Barbs (Insane!).

- I could not charm a Calabim Hunter (1 tile away, forested hill, standing with a blood-pet). No error reported, and it would let me try again and again.
- The Brewery text still says it grants XP for dwarves, but it does not (much to my disapointment on this Barb intense map).
- On a balance issue, I think that Adepts may be too inexpensive. It was much easier to build an Adept than a Dwarven Soldier in the beginning. But the Adepts are very useful. Maybe, the soldier should be lowered, but I think the Adept should cost more.

Excellent game though! I have had no game stopping bugs or CTD. Thanks again!
 
Also, Consecrate only appears as an option for Confessors in 0.11a in cities in revolt, and it doesn't seem to do anything.
Kael said:
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.

I am having this issue in 0.11b. Consecrate only available while standing in a city in revolt and nothing seems to happen.

Also I had an odd alignment issue. I was playing the Bannor, and at war with the Sheaim. In the middle of the war they switched to the Order (my religion). At which point not only did I get +1 relations from religion, but I got +2 from "you are good." That was a -2 with them before the religion switch. Is that supposed to happen? Maybe converting to Order makes your civ 'good'?
 
- The city "Car Karond" has negative culture... Sadly i don't know how this happend... (wasn't giving this city enought attention...) As i seem to be too stupid to make a screen-shot i have attached the savegame.

edit: just checked again: the two other cities to the right also have negative culture... could have something to do with consecrate - i think i used it in those

- Are evil leaders sopposed to be negative towards you when you use enthropy mana? Or are the Grigori neutral?
 
I was out of town all weekend so didn't have a chance to download until last night and then of course didnt go to bed until the sun came up.

A couple of things I noticed mostly cosmetic. I didn't get too far into the techs yet.

I played Malakim last night and produced an adept that eventually summoned an imp. The imp looked like it had a very large nose from the side 45 view. Not sure if thats intentional.

Orthus got caught on a piece of land surrounded by mountians and coastline. He was basicly stuck. It was a fractal map. Not sure if there is anything that can be done about something like that. Or if its just the randomness of the process of generateing him.

The second game I started I played the Ljosalfar and founded fellowship of Leaves, which allowed me to produce Elven archers in most of my cities. I noticed that building the Archery Range ended up being redundent. Maybe there could be a bonus to archery units built in cities with an archery range?

I really liked the improvement graphic over the mana nodes for the Ljosalfar. The Gazebo type building for the Malakim looked a little big however like it was slightly too big for the scale of the map. Really just an imho kinda thing.

Really not anything too significant but I will happily keep playing and see if I can't find something more pressing. Hope it helps.
 
playing as flauros of the calabim i wasnt able to build elber council because it doesnt show on my list. I dont find it writen anywhere that i shouldnt be able to build it
 
When you start a custom game on Classical Era, you get Awaken the Ancients no matter what civ you are, so you can found the Dragon Cult even not being Sheiam or the other one (Kuriotate or something, right ?)
 
Two more things i noticed:

- Brigadiers have no sound for retreating (don't know if there generally is no sound for retreating - but it would be cool to have one)

- No idea if this already came up: Purge remouved all order temples even though it is my state religion...
 
JuliusBloodmoon said:
When you start a custom game on Classical Era, you get Awaken the Ancients no matter what civ you are, so you can found the Dragon Cult even not being Sheiam or the other one (Kuriotate or something, right ?)

It's been changed to a classical era tech for the next version.

If you're getting the orc slave graphical issue on .011b that's still a bug, it was meant to have been fixed.
Purge has also been fixed IIRC.
 
Well, even it being classical era, if the player chooses to start in the era after the classical one (dont remenber the name) he will still start whit Awaken the Ancients.... isnt there a way to block it ?

Oh, and a balance issue: the vampires are waaaaaaay too strong. Im a terrible player, i can´t win normaly even on noble (yea i suck =P) but i can destroy all other oponents whit just 1 well made vampire when i use the Calabim....
 
Palisades are still in the build list when walls are available, even though they should be obsolete.

Rather a suggestion but a bug, but could you remove obsolete units from the build list as well? During the end game, it becomes a tad annoying to scroll through warriors and the like when macemen are available.
 
I have not yet played with the new update however, when I earlier played as the Malakim, my adepts would upgrade to normal mages and not Malakim mages. Also my treants would gain experience but not be able to promote. I dont know if thats intentional but if animals can gain experience i think a treant would be able to. Thanks! Love the mod!
 
When a Elohim city (or other Defender-trait leader city) is created and there is a unit on one of the squares that is going to become your cultural borders, the unit doesn´t gain the Homeland promotion, it has to leave borders and then enter it again to receive the promotion
 
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?:(

I assure you Im not ignoring you, its been a very busy few days as you can imagine.

You could look in the heroes thread to see which hero belongs to which civ: http://forums.civfanatics.com/showthread.php?t=160519
 
Fader55 said:
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

The white flags are broken for some people no matter which way I put them. I will put out a seperate patch for people having the white flag issue now.

The other 2 issues were fixed with the B patch, are you sure it was applied? Is anyone else having these issus with the b patch?
 
jimi12 said:
I have not yet played with the new update however, when I earlier played as the Malakim, my adepts would upgrade to normal mages and not Malakim mages. Also my treants would gain experience but not be able to promote. I dont know if thats intentional but if animals can gain experience i think a treant would be able to. Thanks! Love the mod!

Your right about the malakim mage, ill fix it.

Trees dont learn. :)
 
Back
Top Bottom