FfH2 0.11c Bugs:

Kael

Deity
Joined
May 6, 2002
Messages
17,401
Location
Ohio
0.11c

Download here: (retired)

Yes I know its a full build. I won't be supplying a patch for this version, sorry. To much changed.

To see what has already been checked into the next version see the first post in this thread: http://forums.civfanatics.com/showthread.php?t=171497

Fixes:

1. Loyalty only effects living units (reported by pa12ick).
2. Regeneration is now castable (reported by pa12ick).
3. Inquisitional Halls now wipe any religion expect the Order instead of the Order (reported by AndrewDJ).
4. The creation of any civ specific hero no longer keeps all civs from making civ specific heroes (reported by Whitefire).
5. Purge the Unfaithful no longer kills buildings of your state religion (reported by Frozen Vomit).
6. Genesis no longer replaces ancient forests with normal forests (reported by Whitefire).
7. Governors Manor's no longer boost all engineers and merchants across the empire (reported by Gladi).
8. Engineer specialists can now be correctly assigned.
9. Train Maceman ability now works (reported by jimi12).
10. Halls of Granite now gives -40% trade modifier, not -40 trade routes (reported by Black Whole).
11. Religious heroes can no longer get the Cult of the Dragon promotion (reported by Chammadai).
12. Ring of Flames doesn't error when AI players have it (reported by Shqype).


Additions:

1. Malakim and Luchuirp diplomacy text (Corlindale).
2. Clan of Embers and Lanun diplomacy text (Wilboman).
3. Added the Basic Care compassion civic. Basic care is "neutral" and provides no benefit or attitude modifier form other civs.
4. Added the Crusade religion civic (bannor only) (Loki).
5. Added the Demagog unit (crusade only).
6. Added the Flagbearer unit (crusade only).
7. Added the Morale promotion.
8. Added the Roar ability.
9. Added the Breath Fire ability.
10. Added the Evangelist promotion.
11. Added the Shieldbearer unit (bannor only, replaces pikeman) (Nikis-Knight).
12. The Guardsman promotion now makes the unit more liekly to defend the tile, even if it isn't the most powerful unit.
13. Added the Elven Warrior unit (ljosalfar only, replaces warrior).
14. Added the Elven Scout unit (ljosalfar only, replaces scout).
15. Addded the Floating Eye spell (divine, mind 2).


Balance changes:

1. Cult of the Dragon reduces non-Sheaim and non-Kuriotate cities by 2 culture per turn instead of 1 (recommended by Loki).
2. Destroy Undead increased from 20-40% damage to 60-130% damage (recommended by Onedreamer).
3. Vampires reduced from 8 to 7 iCombat (recommended by Kendric).
4. Adepts increased from 60 to 90 cost.
5. Treants can no longer be built (they are only acquired through the Summon Treant spell and temporaily spawning to defend tiles).
6. Reduced the chance to spawn Ancient Forests (it only checks every 5th turn).
7. Sacrifice the Weak civic allows production hurrying by sacrificing population.
8. Public healers civic is only available to good leaders.
9. Jonus leader gains the Spiritual trait.
10. Sheelba leader gains the Barbarian trait.
11. Vampiric Governor reduced from +2 trade, +2 hammers and +1 culture to +1 trade, +1 hammer and +2 culture.
12. Vampires Feast ability now causes unrest.


Cosmetic changes:

None
 
Woo first post! Thank you kael, but why didnt you add my change?

The one about reducing mud golems hammers to 75??

I must have a mention at least once! :crazyeye:
 
Xanikk999 said:
Woo first post! Thank you kael, but why didnt you add my change?

The one about reducing mud golems hammers to 75??

I must have a mention at least once! :crazyeye:

Loki is working on the Luchuirp right now. When that is done we apply his recommendations and see what needs to be balanced.

I tend to think they don't need to have their cost reduced though. They just seem to be when compared to a normal worker. Did you know that they work twice as fast as a normal worker? Did you know that they can cast fireball if they are built in a city with a blasting workshop?
 
Kael said:
Loki is working on the Luchuirp right now. When that is done we apply his recommendations and see what needs to be balanced.

I tend to think they don't need to have their cost reduced though. They just seem to be when compared to a normal worker. Did you know that they work twice as fast as a normal worker? Did you know that they can cast fireball if they are built in a city with a blasting workshop?

I knew they owkr faster, but fireball :eek:. *curses playing all races"
 
Here is my comparison of macemen and vampires, if anything here is incorrect let me know. (Using new patch notes)

Tech path to education(what you need to get vampires)
750 beakers total(note somebody said you need ashen viel but you don't)

Tech path to ironworking(what you need to get macemen)
2150 beakers total

Vampire strength 7.7 vs everything

Macemen strength 7, 8.4 vs melee

Vampire cost 180 hammers

Macemen cost 120 hammers

Vampire resource needed: none

Macemen resource needed: iron

Other: vampires can eat units to heal and population at cost of unrest to gain xp. They can also transfer their buff to certain high level units. They can heal 5% extra in friendly\enemy territory.
Some posters have claimed that being the vampire race has been thought to cause computer players to hate you but this does not seem to happen in the multiple multiplayer games we have played. There is nothing on the ai's like\hate list that says Your a vampire -4. It may be bugged or just not strong enough, or just a myth. Vampires can caste haste so are in a sense 2 movement. Vampires can summon skeletons which will have their combat buffs and hang around indefinatly creating a meat shield to attack on the same turn they do.

I think they need to be pushed farther back into the tech tree and the problem will be fixed. How about putting them somewhere around 2000-3000 beakers. Not needing iron is a huge deal also, notice in vanilla civ how jaguar warriors(swordsmen) get pushed from 6 to 5 because they need no iron

Hope this comes across as trying to help rather then complaining :)
 
So should we install this in its own directory or over 11b?
 
Well I actually just finished playing one game. 500 turns for a cultural victory with the ljosalfar. Some things I noticed that I was going to put in the "b" version bug thread but I guess its better to put the here since I do not see them on the change list.

Bugs:

When using fireballs and meteors from stacks of units I managed to get whole stacks deseased. I think it was because the fireball/meteor attacked a deseased unit and then passed the desease on to the caster/stack it came from.

I needed a mouse with a mouse wheel to look at the slider bar on the resource page on the city screen. I could not left click and drag the slider. Possibily because I had too many resources? I did have about 11 different mana nodes and a very large number of food/happy resources.

When I attempted use the "go to mode(all units)" button with a stack that had a unit with a hawk attached to it. The only thing that would happen is the hawk would activate. I had to move the hawk to a city or move the unit with the hawk off the stack in order to use the button.

At the end of each turn when I would click the red button I would get a odd random sound. Never consistant always random.

Possible Bug:

I could not get the Inquistors to remove religions from anywhere. My own cities or opponents. Maybe I was not useing the correctly but seems to me I should be able to remove the odd religion that spread to one of my cities at least.


Odds and Ends

I have attached the end game save the turn after the victory in case you wanted to look at it (version "2.11B").

The Malakim are building Blight in their capital. I have all my Queen of the Lines loaded and headed that way. I tried to sabotage it twice to no avail. I would cost 8000 gold to try it again. I started building Blight, Armgeddon and Wrath in some of my cities just to be able to see what would happen.

Lack of cultural buildings made for a long cultural victory. I know about animals and carnivals and of course the culture I was useing was not ideally suited for a cultural victory. It might be nice if along with captureing animals you might be able to create not only a carnival but some kind of zoo that would allow animals to be built or have a random chance of breeding? but I am getting off topic....

Hope that all helps.
 
Azragaul said:
At the end of each turn when I would click the red button I would get a odd random sound. Never consistant always random.

I got that as well. sometimes it was a weird sound I'd never heard before, other times it was a lion growl. Started maybe 20 turns in. There was a sound every time I hit the button.

And I think its better to ask how to install it while waiting so we get it right the first time!
 
Not to be rude, but why is it taking unusually long to upload this?

He started this hours ago.
 
I don't know if you mentioned fixes to the civilopedia so maybe these have been addressed already, this is from version b:

there are two darven soldier entries, one left over from FFH 1. Also at least one of the golem entries (stone I think) is still the old version...


(Should we even post those at all, or have you a list of entries that still need work anyway?)

great fun playing so far :king:
 
Xanikk999 said:
Not to be rude, but why is it taking unusually long to upload this?

He started this hours ago.

Uploading takes much longer than downloading.
 
Xanikk999 said:
Not to be rude, but why is it taking unusually long to upload this?

He started this hours ago.

It's a full version, not a patch.
So it's probably a couple hundred megs or so. Hence the wait time.
 
I'm off to finish my 11b game. I promise I'll get it done before I download 11c.
 
Its up. Sorry for the wait, Im having technical issues on my end. (my hard drive started posting errors today so my first priority became getting the mod files burned to cd and getting these files uploaded so the mod wouldnt be lost by drive failure).

You can install it over the old version, it uses the same directory structure (I should have bumped it to 0.12 but I forgot).

I am going back to America tomorrow and I probably won't be able to check in until Saturday. Have a good time and let me know what you think, and any issues you guys find.
 
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