FfH2 0.11b Bugs:

Kael said:
Your right. The Grigori cant even build religious units so it wouldn't make sense for adventurers to be able to upgrade to them.

Yeah. Speaking of which i think the Grigori are getting too many adventurers.
A couple of solutions:
a) Decrease the number of them.
b) add a hero slaying promotion.
c) Make it so that once they are upgraded to a non-adventurer they can not be upgraded further. Hard to implement but would be a fun idea.
 
:rolleyes:
Kael said:
There is a patch for that in the main thread. Either way I set the flag breaks someone. So chekc out the main thread in the Modpacks directory and you will see a patch that switches it to the other way. Let me know if it doesnt fix your problem.
:rolleyes:;):crazyeye: just me being sarcastic sorry i started that.
 
King Coltrane said:
Hey Kael, first of all fantastic mod. i think this may be the coolest modding doen to any game ive ever seen. anyway, i have a few bugs to report.

first off, when spells are cast on a ship (esp. arcane barge, but not limited to just this) the summoned "thing" has 0 movement points. because it cant move AND it disappears the next turn (summoned promotion) it is useless. so basically, that has to be fixed.

This issue is fixed int he latest patch.

second, what (if anything) does the pirates cove improvement do? i can't build one anyway, but since i cant tell, there seems to be little point to making one.

It can only be built by the Lanun. It can be built in unowned titles. Ships in it heal faster and gain a defensive bonus. They can also pass through the cove so its a nice way to may a channel through thin landmass.

third, it seems that when a druid (and maybe elf, not sure about it though) creates a forest, it doesnt graphically change, though it does say "new forest" on the plot.

There isn't any graphic on the new forest yet. It will turn into a real forest in a few turns.

now for some quick suggestions.
1st. make the buccaneer (or whatever he is, the guy with boarding) the default swordsman gfx for now. it would be better than the pikeman i think.

Yeah its just placeholder art right now, we will get some better art in time.

2nd. (to do) maybe make a pedia entry for each kind of mana so we can see what they do. im sure you are planning on this, but just think of this as a friendly reminder.

Yeap, in time, right now fixing things is the top priority.

3rd. make the great commander work the same as the great generals in theLopez's mod so that they can be brought around for a combat bonus too.

Ill check it out, TheLopez is one of my favorite modmakers.

4th. more city defence is a must. with the hugely awesome magic element in the game, there is no need for bombardment at all. i say that there should be more defence bonuses (Moat, Catapult towers, Subterranean mines for runes civs, "Helms Deep" type wonder, etc) that boost the defence dramatically. im talking 200+% bonus from cities so that merely throwing fireballs and imps at the enemy wont help you at all. now im not saying every city should/will build all of these (maybe restrict to certain terrain types or something) but some cities should basically be impenetratable without some sort of seige unit.

Check out the editor and play with the numbers. Its pretty easy to add city defence to the cities. we have boosted the city defence pretty significatnly in FfH2, im not sure they need to be boosted more yet (not to say they dont need it, i just need to look at it closer).

ALMOST DONE! just answer this... why cant I play as Inferno?! that guy is scary as... well... hell!!

If you like Hyborem check out the new wallpaper in the wallpaper thread. :D

The reason he isnt playable is that he is speced to do some special stuff in "Fire" that probably wont be very player friendly. But we will see.
 
Xanikk999 said:
Well then couldnt you at least make it a little cheaper like say 75 hammers? Its still a bit too much for me to enjoy them this way.

Yeah i'd say that this is the best solution.
 
Alter Ego said:
A minor thing, but I noticed the Elven Mage unit doesn't have the Elven promotion.

I think these are all in the process of getting cleaned up. Thanks for the heads up.
 
I just completed a Conquest Victory (Monarch) on a small pangaea map where I was running around stomping heads with my Veil units (Rosier etc) up to macemen etc. I'd eliminated two opponents (not all that quickly I might add) before any of the three had built a single road. :crazyeye:

They had workers who had built up mana nodes and other improvements, but no roads. I don't know if they didn't like those "Evil Veil round things they call wheels" or what, but the AI not having access to any resources made for an easier expected romp across the world.

This was on patch a, apologies if its been fixed already.

Loving the work you've all done :goodjob:
 
ChaoticWanderer said:
May i ask why deserts have no value at all. this seems pretty harsh and makes some maps pretty useless. Cant they be worth at least one shield. If not that make them effected with irragation for 2 food a desert may be useless but a irragated desert is a good food producer.

Just upgrade the terrain. There are few different ways to do that as well: Druid, Water sphere, Genesis and probably something else I haven't even seen.

I don't see what the problem is.
 
loki1232 said:
Yeah. Speaking of which i think the Grigori are getting too many adventurers.
A couple of solutions:
a) Decrease the number of them.
b) add a hero slaying promotion.
c) Make it so that once they are upgraded to a non-adventurer they can not be upgraded further. Hard to implement but would be a fun idea.

I disagree. I don't think they get too many adventurers. They don't have any UUs and cannot get any of the benefits from Religions (including discipline units, which is a serious disadvantage).

They rarely have more than 2 or 4, and that's the same amount as with a normal civ + 2 religious UUs if you build them all.
 
Bug - I just played a game with the elohim, and founded every religion except octopus overlords and the cult of the dragon, I had three religions in my capital city. When I tried spreading the Order there as well, the spread religion button wouldn't show up, yet when I moved the acolyte to other cities, the order can still spread. Is there a religion limit in Ffh or something?
 
I just played as the Grigori. I found that the Worldbuilder option would not appear. I loaded an old game, a FfH 1 game, and a vanilla Civ4 game and they all had that option. But, with the Grigori, no option. Seems like a bug...
 
Also, seems like the lack of Disciple units available for the Grigori leaves them especially vulnerable to Disease and Plague. There's no way to Heal. Is this intentional?
 
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.
 
Heh, posted in the old patch thread.

Whitefire said:
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.

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 ;) .

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 =/.

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.).

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

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

You might want to make Treants national units.

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

Considering that the Elf civ can build farms and cottages in forests without chopping down the forest, I would assume it is intended. A damn cool for that matter.
 
Oran-ge said:
Bug - I just played a game with the elohim, and founded every religion except octopus overlords and the cult of the dragon, I had three religions in my capital city. When I tried spreading the Order there as well, the spread religion button wouldn't show up, yet when I moved the acolyte to other cities, the order can still spread. Is there a religion limit in Ffh or something?

Yes, I believe it's 3 religions only (so in your case they were veil, leaves and runes). Cult of the Dragon can only be founded by Sheaim and the civ of the boy-king (can't remember the name :P).
 
Alter Ego said:
A minor thing, but I noticed the Elven Mage unit doesn't have the Elven promotion.

Thanks, Ill add it.
 
Bug - I just played a game with the elohim, and founded every religion except octopus overlords and the cult of the dragon, I had three religions in my capital city. When I tried spreading the Order there as well, the spread religion button wouldn't show up, yet when I moved the acolyte to other cities, the order can still spread. Is there a religion limit in Ffh or something?

It's not a bug. There's a limit, but only in the sense that The Order and The Ashen Veil cannot exist in the same city.
It great in the sense that its very very elf like but seems like it might be to powerful.

It is intended, but i sort of agree that it might be a bit too powerful. I played Ljosalfar yesterday, and I don't think I've ever had such large cities which had both a great economy thanks to cottages AND a great production thanks to forests AND good growth thanks to forests. And furthermore there's absolutely no issue with health and happiness with Guardians of Nature.
 
Oran-ge said:
Bug - I just played a game with the elohim, and founded every religion except octopus overlords and the cult of the dragon, I had three religions in my capital city. When I tried spreading the Order there as well, the spread religion button wouldn't show up, yet when I moved the acolyte to other cities, the order can still spread. Is there a religion limit in Ffh or something?

Yes, the order cant spread to veil cities and the veil cant spread to order cities.
 
pa12ick said:
Also, seems like the lack of Disciple units available for the Grigori leaves them especially vulnerable to Disease and Plague. There's no way to Heal. Is this intentional?

Yes, the Grigori are big fans of the Aquea Sucellus.
 
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