FfH2 0.11c Bugs:

Is it a bug or a feature that my Scout doesn't gain experience anymore after reaching 100? Are basic units limited to 100, and will only gain more exp after upgrading?
 
OK ^^.

Another question: Spell extension doesn't seem to work for spring. I suppose it doesn't work for other terraforming spells either? or does it only work for "destroying" spells? While this would make sense (its much mor easy to destroy grand scale then to rebuild), maybe give an hint on that in the promotion description for spell extension?
 
Hope this hasn't already mentioned: Vine guardians can move if you haste them. Is this intended?

Archers can get the enchanted blade promotion if you upgrade them from warriors / bloodpuppets.

I had an undead corpse in neutral territory with slight damage; the heal option said it would take a couple of million turns to heal. I know this one's been cropping up since early in FfH1.
 
@kevjm:
good finds

The UNITCOMBAT should be changed on upgrad but still is not.
And the healing bug. i hope kael finds a way to disable the healing button not only if you are healthy but also if you do not heal (or heal with negative rate)

@Bastian-Bux:
Spell extension at the moment only works on "summoned" spells, (mosters and fireballs/meteors)
It will also work on targetet spells if the range limitation is in for them (is it already??)

It will not work for spells that require you to be on the same tile as the targed (Does it work for "Scorch" ? I think no.). And yes it should be mentioned in the pedia.
 
kevjm said:
Archers can get the enchanted blade promotion if you upgrade them from warriors / bloodpuppets.

Interesting, but when you actually look at the archers fight they seem to use that little dagger more than the bow anyway. :rolleyes:

I agree that it should be fixed, but I wish the dagger wielding were fixed as well. End of mini-rant. :)
 
Chalid said:
No you wont get more than 100XP when fighting Barbarians. You have to attack other civs to get more than 100 XP.

well i concur...
i play a standard map, custom continents-4, players 8, raging barbarians and my wariors already got 120-140 exp for just battling orc spearmen... just recently lizardmen apeared...

one more thing, maybe the promotions for basic units could get altered a bit... right now i have a warrior with all combat, march, city raider1-3 and bonus movement... right now he only gains exp from fighting barbarians who cant kill him in any way... unless there are 3 attacking him

i would recommend allowing those units to keep the exp they get, but allow for only lets say 8 promotion for basic units... due to low quality equipment
even if i get 180 exp, i should keep it, but only be able to asign promotions once upgraded to tier 2
 
Oh, I also noticed that there's no enchantment for cavalry weapons... or recon units, but then recon not having one is very understandable, not being 'proper' combat units. Perhaps having an enchantment spell on the summoning line, '[superlative] steed' which gives combat strength and/or an increased withdrawal chance.

@Chalid: I don't think it was to do with UNITCOMBAT, when I upgraded my bloodpuppet with the enchanted blade promotion to an archer, all the usual archer promotions became available rather than melee ones.

Thanks for the replies!
 
kevjm said:
@Chalid: I don't think it was to do with UNITCOMBAT, when I upgraded my bloodpuppet with the enchanted blade promotion to an archer, all the usual archer promotions became available rather than melee ones.

Thanks for the replies!

I had misread your post and thought you had upgraded the boodpet and then enchanted the weapon (on the archer).
Ah ok i had in mind that there was a (vanilla) bug for a long time were the old UNITCOMBATS were unchanged during update. Good that that has been adressed.

The validity of Promtions is not checked for on upgrade (remember those city raider grenadiers in vanilla?), you simply keep the old ones. That is intentional. The question is is it worth cheking for those promotions you mentioned in each upgrade as the units (after the upgrade form the tier 1 units) stay in their respective unitcombat. so you will only get such effects when upgrading form the most basic units. I feel its ok that they keep their enchanted weapons that they started loving in their days as warriors/bloodpets....
 
I just had an interesting thing happen. I got the message saying that a distant civilization has researched philosophy, yet when I researched it fifty or so turns later, I still got a free tech. Not that I'm complaining or anything, but it seems a tad unfair.
 
Chalid said:
@kevjm:
good finds

The UNITCOMBAT should be changed on upgrad but still is not.

And the healing bug. i hope kael finds a way to disable the healing button not only if you are healthy but also if you do not heal (or heal with negative rate)

Hmm... good point kevjm. We will see if we can do.

@Bastian-Bux:
Spell extension at the moment only works on "summoned" spells, (mosters and fireballs/meteors)
It will also work on targetet spells if the range limitation is in for them (is it already??)

Yeah, it works for targeted spells.

It will not work for spells that require you to be on the same tile as the targed (Does it work for "Scorch" ? I think no.). And yes it should be mentioned in the pedia.

You are correct.
 
was playing as the high elf and when the crusade box came up after getting fanaticism
so i took it up
it had me there for one turn though there was no box for it on the civics screen
it shut off almost all my other civics and didnt allow me to finish some buildings but it did allow axemen
then a turn later it was like nothing happened ...
 
Not sure if this matters for Meteors and Fireballs (not really sure how you have them dealing damage) but if you cast them and then cast the Chaos promotion Dance of Blades the Fireballs/Meteors get the promotion (extra first strike). Might not matter?

Also Meteors and Fireballs are getting a combat penality for crossing rivers on the attack. Not sure if you left that in on purpose or not.

I was playing the Bannor and under the crusade civic it said no state religion. I really didnt want to switch to no state religion and lose my Order heros. Is it intended that Crusade elimiates your state religion?
 
Moon Hunter said:
well i concur...
i play a standard map, custom continents-4, players 8, raging barbarians and my wariors already got 120-140 exp for just battling orc spearmen... just recently lizardmen apeared...

one more thing, maybe the promotions for basic units could get altered a bit... right now i have a warrior with all combat, march, city raider1-3 and bonus movement... right now he only gains exp from fighting barbarians who cant kill him in any way... unless there are 3 attacking him

i would recommend allowing those units to keep the exp they get, but allow for only lets say 8 promotion for basic units... due to low quality equipment
even if i get 180 exp, i should keep it, but only be able to asign promotions once upgraded to tier 2

Hi Moon Hunter,

I have played several raging barbs game at Prince on a huge map. As mentioned, I have never been able to exceed 100XP with my warriors/bloodpet, hunters, archers, etc. until several of the AI civs piled on and declared war on me. Then, when I killed one of them, I was able to exceed 100XP. I don't think I scored any XP then when I killed a barb unit again. I'll have to check that in the game I'm playing now.
 
Sarisin said:
Hi Moon Hunter,

I have played several raging barbs game at Prince on a huge map. As mentioned, I have never been able to exceed 100XP with my warriors/bloodpet, hunters, archers, etc. until several of the AI civs piled on and declared war on me. Then, when I killed one of them, I was able to exceed 100XP. I don't think I scored any XP then when I killed a barb unit again. I'll have to check that in the game I'm playing now.

If you play 0.11b, then you can gain unlimited xp from killing barbs. If you play 0.11c, then it is limited to 100 xp from barbs....
 
Hi,

i got the problem that my game freezes (version FfH2 0.11c, im playing Bannor). I have added the save game.
 
Apologies in advance if this is a duplicate.

Is it intentional that Luichurp's Iron Golems require Golem Mastery? Seems a long way up the tech tree. Its also a very long way between Stone Golem and the next golem currently, although I see that more golems (bone, clockwork etc) are on the drawing board.

If it is intentional (Iron golems requiring golem mastery), I'd suggest putting the iron golem symbol under Golem Mastery in the tech tree. At the moment its a bit disappointing getting Metal Casting, thinking you're about to get Iron Golems... and then realising you are still miles away.

I also commend you for the game balance suggestion of making captured workers the same type. Currently capturing workers as Luichurp rocks as they become Mud Golems O.O
 
Naphtali said:
Apologies in advance if this is a duplicate.

Is it intentional that Luichurp's Iron Golems require Golem Mastery? Seems a long way up the tech tree. Its also a very long way between Stone Golem and the next golem currently, although I see that more golems (bone, clockwork etc) are on the drawing board.

If it is intentional (Iron golems requiring golem mastery), I'd suggest putting the iron golem symbol under Golem Mastery in the tech tree. At the moment its a bit disappointing getting Metal Casting, thinking you're about to get Iron Golems... and then realising you are still miles away.

I also commend you for the game balance suggestion of making captured workers the same type. Currently capturing workers as Luichurp rocks as they become Mud Golems O.O

We are changing the Luchurip right now. They will be getting an early game golem workshop that gives them access to that stuff before anyone else.
 
Version 011c playing as Bannor

The hero Donal Lugh is destroyed when using the recruit spell, the description would suggest that this should not happen.
 
MacV said:
Version 011c playing as Bannor

The hero Donal Lugh is destroyed when using the recruit spell, the description would suggest that this should not happen.

You are right, it will be fixed in the next version.
 
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