FfH2 0.11c Bugs:

Sarisin said:
Finished my raging barb marathon. Final stat: 3,127 barbs sent to their Maker.

One question:

Can the AI in FFh create any special barb units?

In vanilla I remember seeing barb heavy crossbowmen, camel archers, etc., but the most powerful barb I saw in FFh (unless you count Orthus) was the Orc Maceman.

The barbs would not need the resources/special bldgs to create the special units, right?

Also, do you have any comment on what I found on the Lanun/Falamar civ as far as not being attacked by barbs yet not having the BAR trait?

Thanks.

The barbarian isnt as good at late game because it prioritizes units so much more than buildings that it starves itself in the late game. Which is what the barbarians are supposed to do.

I just played a game as the Lanun and I garuntee the barbarians have no problem attacking them.
 
Ok this is an odd thing. I have attached the games for you all to look at it. As soon as I hit the turn over button I get an odd random sound sound but its really really loud this time and the computer dosent lock but it does seem like the game freezes between turns. I reloaded it a couple of times and opened the Worldbuilder because I thought maybe one of the computer cities completed Wrath Unleashed or some similar spell. None of them were building any of them. The only other thing I can think of is its the turn I finish researching Divine Essense. I tried just waiting for the computer to catch up but it never does. Might be my computer but this is the first time this has happened to me so I do not think so.
 
EDIT: the picture got cut off and I used bad grammar

an impressive list of promotions ey?
are these bugs?
you can use the pollute spell on water tiles.(the ai will never be able to clean them!)
start with an archmage,with death 3, and make him into a flesh golem with something. you can use lichdom and they stlil -ends up still gaining xp and promos.... from level 1.... with all the additional promos from the golem that he can't even aquire normally...
you can summon krakens on land tiles and land units on water tiles without transports?(even fire elementals?)
 
well, not necesarily bugs, but:
in the loading screen it say that thing that built mages have only fireballs, but upgraded mages have haste as well... i dont think it applies to ffh2 anymore

also the message with the werewolves...
it say that units killed by werewolves became werewolves, but it should be that they become werewolves, since the past tense doesnt apply...

edit: jsut started a new game and found out that my starter elven scout doesnt have the elven trait, although i displays him correctly as elven scout
 
Black Whole said:
Again a percent bug:
The Tomb of Basium gives -2% Great People. It should give -2 Great People, shouldn't it?

Thanks, it was supposed to be -25% great people.
 
it might not be a bug, but at least it is a huge exploit...

Scenario:

I have a neighbor, whom I want to declare war on.

Problem: He has 3-4 defensive pacts with other strong neighbours, and that is too much to handle for me.

Solution (exploit/bug): Move all military units needed for the campaign to their "starting locations". Place confessors that can cast the ring of flames along the border (haven`t tried in their land, might work there as well). As soon as one of my neighbours units are within a tile of the confessor, I cast ring of flames. My neighbor declares war. Even if I`m the aggressor, he declared war, so the defensive pacts ceases to exist, and I`m only at war with him :D

This can`t be intentional? As I see it, I actually attacks him, (even if I don`t declare war formally...) so his defensive pacts ought to be activated?

Discovered this by a mistake when I tried the ring of flames for the first time, and by accident my confessor was standing next to the worker of an AI I had a defensive pact with... But I`ve succeeded in using it later. Eases campaigns a bit.
 
2 bugs:
a) the AI doesnt seem to know how to use the elven improvements which leave forests... might have something to do with settings when automated workers leave forests???

b) again after regenerating a map a 3 times in the beginning, the ancient forest dont seem to grow well, i am ljosalfar, with fellowship of leaves, but forest arent growing very well and definitely arent maturing into ancient forests, although there are 7 ancient forest tiles in my territory, but those seem like theyve been there before... outer borders of my empire...
 
Playing as Perpentach, I was unable to select Public Healers as a civic. I had already discovered medicine, but looked in the civic screen like I had not yet discovered the technology.


I'm confused about Crusades. Is it supposed to be only accessible to the Bannor? Or does it just have certain extra effects for the Bannor? I tried it as Clan of Embers and it caused me to go from Ashen Veil to no religion for the turn of anarchy. After that turn it was back to Ashen Veil but I had lost Rosier the Fallen because of the turn with no religion.
 
abman said:
Playing as Perpentach, I was unable to select Public Healers as a civic. I had already discovered medicine, but looked in the civic screen like I had not yet discovered the technology.


I'm confused about Crusades. Is it supposed to be only accessible to the Bannor? Or does it just have certain extra effects for the Bannor? I tried it as Clan of Embers and it caused me to go from Ashen Veil to no religion for the turn of anarchy. After that turn it was back to Ashen Veil but I had lost Rosier the Fallen because of the turn with no religion.

Only the bannor are supposed to be able to do it, I will check it out.

Okay, found the problem where it was wiping your religion. Now I need to find out why you were able to pick it in the first place.
 
No idesa why you were able to select it abman. Im not able to as the Clan of Embers with all the techs.
 
I was playing the Doveillo [sp?] the one with the barbarian trait, I started in the classical era ( with raging barbarians) & two bears then a barb horseman attacked my units. I've got two saves, the initial & one from right after it happened if you want them.

Fader
 
Here's a save the turn before fanaticism is discovered, at which point it'll let me try crusade. I looked at it a bit closer and it turns out that I only adopt crusade for 1 turn. I am probably able to because I am at war. For that 1 turn I lose my religion. After that turn, the game resets that civic to paganism (though I was on organized religion beforehand) and I lose my religious hero.
 
Kael in the last few games I have played when I finished researching Fanatisism (I think) ...whatever the tech is that allows the Bannor to get the Crusade civic. I got a pop up menu describeing the civic "Crusade" and that I could choose to change to it. I decided not too both times because I didnt want to switch at the time. Then when I would go to the civic menu I could not select it anyways. It may be that the pop up menu coming up when the tech is researched is allowing anyone to switch? Just a thought....
 
Azragaul said:
Kael in the last few games I have played when I finished researching Fanatisism (I think) ...whatever the tech is that allows the Bannor to get the Crusade civic. I got a pop up menu describeing the civic "Crusade" and that I could choose to change to it. I decided not too both times because I didnt want to switch at the time. Then when I would go to the civic menu I could not select it anyways. It may be that the pop up menu coming up when the tech is researched is allowing anyone to switch? Just a thought....

You're probably right. Hmm...
 
i got the same thing with the crusade option pop up and i was playing penterpach the balseraph with the leaves religion .. i didnt opt in and had no other chance to check it out
 
Kael said:
The barbarian isnt as good at late game because it prioritizes units so much more than buildings that it starves itself in the late game. Which is what the barbarians are supposed to do.

I just played a game as the Lanun and I garuntee the barbarians have no problem attacking them.

Thanks for your explanation, Kael. It is interesting that the 'barb civ' will build some large cities complete with many improved tiles if you don't go after them.

You are probably right about the Lanun/Falamar, however, here are the reasons I thought barbs were not attacking them:

1. My religion (ROK) spread to 4-5 of Falamar's cities. I have 'Show Enemy Moves' turned on. If barbs approached these ROK cities, I would have seen it.

2. By the middle of the game, I counted at least 15 Falamar cities with plenty of improved tiles. I just cannot see how anyone could protect that many cities and improvements from raging barbs. I had all I could handle protecting my measly 3 cities and still lost improvements constantly to Worg Riders and Barb Mercenaries.

3. On several occasions I would see Falamar units in my territory. With a barb unit, my unit and the Falamar unit all adjacent to each other, can you guess which unit the barb unit attacked each time. Yep, mine. I wonder if there is an AI-controlled feature that has the barbs attacking you first, then other AI players later?

Thanks again. I have started another raging barb marathon game as Flavos this time. I love the variety in units in the Calabim civ, BUT...no copper within many miles of my civ, so difficult to build the Moroi.

One question I could never find the answer to:

When starting the Custom game, the Fantasy Map (my favorite) the choices for Resources Appearances:

Illogical
Logical
Crazy

Could anyone explain this?

Thanks.
 
lorgen said:
it might not be a bug, but at least it is a huge exploit...

Scenario:

I have a neighbor, whom I want to declare war on.

Problem: He has 3-4 defensive pacts with other strong neighbours, and that is too much to handle for me.

Thanks for this strategy. I will try it.

One thing that drives me crazy is how the AI creates all the Defensive Pacts in later game making it impossible to declare war on any civ, especially those bordering your civ. Civs far away may not have the Defensive Pacts, but it is a logistics pain attacking them.

The trick, as you say, is to try and get one or more of those with the Pacts to attack you.

Otherwise, the game gets a little dull IMO until you can get to some of the serious end-game features in FFh. Gotta have a bit of war to make things more fun.:lol:
 
Great mod. I've spent about the last hour looking through threads here to find out if what I'm experiencing is intended or truly a bug. If feels like a bug, thus my post.

Backdrop: I started a "play now" default game and took a random civ(Doviello), picked up the Runes Kilmorph and have Bambur.

Issue: I'm not entirely sure when it began, but a number of my units appear to be gaining xp for no reason. I'm not killing anything- just sitting in town. I tried to examine my civics, etc. Bambur has never seen a lick of combat yet is somewhere around 50ish xp(I think he gets 1 per turn). It doesn't seem that all of my units are gaining xp at the same rate. At first I thought I had missed assigning a promotion here or there, but it kept going back to a witch doctor I had sitting fortified and giving him promotions. I started paying more attention and thought that I had something in a city that might be doing it. So I moved Bambur out of the capital and torward the border of my future target- he's still gaining xp.

I have multiple saved games in various states. It seems out of place that my guys are just beefing up on air, and that it seemingly applies to some but not others. Have I missed something that makes this okay? A combination of some effect? I can go through my units and start tracking who is gaining and who isn't, but I figured I should check here first to make sure I'm not concerned over something intentional. Maybe there is a reason behind it that makes sense, but I haven't uncovered any general comments about units "training" during downtime.

Thanks for reading.
 
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