FfH2 0.11c Bugs:

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.

Actually it's nothing to do with having a mousewheel - I can't scroll it at all either. I'd still like to see mana resources displayed together on the list (or even separately) too.

@pa12ick: What's wrong with that? Read the description, it sounds right to me. You reckon it's meant to be "pack" or something?
 
the usual propaganda.... this is the best mod ever, and vanilla civ4 can't even reach it's heels...

as for feedback...

i played a small game as the ljosafar with the version 0.11b and found a few problems...which i haven's seen in the bugboards

i wasn't able to build elven immortal at all

i figured quite late / turned runes of kilmorph to spread religion/ that i can't build their priest... turned out the map only contained one set of gems... you might want to add to that handy map application that makes sure there are at least 3 of iron, mithril, gunpowder etc....

also the ai for the workers was horrible, a lot of unused land, set to fully automated and they would just sit on their butts in the cities...

as for the elven archer.. when playing as the ljosafar you get two of them... one as the religion fellowship of leaves and one as the civilization unit... but one of them starts with the woodsman 2 promotion and the other has garison promotion available, yet you can't choose which one you want to build...

btw. great models for elves, the archers with their capes rule... my respect to sezereth


as for the vampire thing, i also believe some balancing is in place, but not by decreasing its strength...
vampires have always been powerful but you always needed a specialized tactic against them...
i suggest them having a -50, 75, 100% whatever reduction for amphibious attack... they are afraid of water, so you should probably protect tiles on both sides of the city so that they can't simply attack from there. that would probably also allow for them conquering cities early on a bit less
also, i would recommend a negative bonus for attacking disciple units, since religious units usually are focused at conquering the undead, using specific methods...

also the ability that allows you to consume population for exp should be nerfed so that it can only be used once a turn... i built a vampire in a size 15 city, reduced to size 7 and had a fresh vampire with 92 exp ready for promoting...

...just finished reading Bram Stoker's Dracula... :yumyum:
also, from your description of units i understand that you wanted to make a vampire gain the immortal promotion for one turn each time they kill a living unit... so far they gain it permanently-until killed, but can't get it again later...

possibly make the vampires undead/ immune to disease

is a utility possible, like saving a build list in the cities that would allow you to set order for workers to build mana node types? coz automated, they usually build the same nodes multiple times / build nodes for which you have mana from wonders/palaces...

once again a fantastic mod everyone
 
- With the new basic care civic the old standard (fend for themselves) is pretty weak ;) , why would i ever change to a civic that is worse then the one i started with.
 
i wasn't able to build elven immortal at all

Immortals cannot be trained, just like with casters you have to upgrade very experienced units into them(lvl 6 is the minimun, I think).
- With the new basic care civic the old standard (fend for themselves) is pretty weak , why would i ever change to a civic that is worse then the one i started with.

Hopefully we will see some other bonus from Fend for Themselves in the future. I could imagine it giving a little extra xp to military units, for example.
 
Twisted Spire is not adding any money? I have Runes of Kilmorph as state religion and I definitely have built a bunch of kilmorph temples as well.
 
crunch said:
Twisted Spire is not adding any money? I have Runes of Kilmorph as state religion and I definitely have built a bunch of kilmorph temples as well.

Ahoj
Worked for me in previous versions.
 
- The elven scout doesn't have the elven promotion. (has the commando promotion instead?, edit: has commando from trait...)

- The elven scout and elven warrior units are very far appart (they are neary outside of the tile they are standing in).
 
Oh, and could the extract file be made "smarter"?
 
Regarding: "Fend for themselves" vs "basic care" civics. If "fend for themselves" has a lower upkeep cost then in some situations it might be better than "basic care".

Personally I would be more surprised if anyone ever used the "guilds" civic
 
I think Pact is what it's supposed to be. You're making a Pact and thus get some free Giants to kick ass with. :)
 
I think I found a bug concerning Loki. I attacked a city with only Loki and an Adept in it. The adept fell, I took the city and Loki seems to have died too. According to the Civilopedia entry, he is supposed to run away from all fights. He was neither surrounded nor was the city I captured the last one of Balseraphs.

By the way, I think the AI doesn't know how to use Loki. He stayed in his capital all the time although Balseraphs was at war with me.
 
<English>[COLOR_UNIT_TEXT]The Drown:[COLOR_REVERT] (Demon) The Octopus Overlords special unit is the games earliest Demonic unit. They are just as strong as Axeman without the requirement for Copper and without the vulnerability to the units that gain bonuses against Melee units. As Demons they are also immune to disease, making them a good counter for an opponent fond of Diseased Corpse units. The Drown can be upgraded to Stygian Guards.</English>

The italiced part is not true - I just saw an axeman get a Melee bonus against my Drown. Is this merely a wrong info text or a bug?
 
Traceback (most recent call last):

File "CvSpellInterface", line 15, in cast

File "<string>", line 0, in ?

File "FFHSpells", line 651, in spellFeast

AttributeError: 'CyCity' object has no attribute 'setHurryAngryTimer'
ERR: Python function cast failed, module CvSpellInterface
 
8. Engineer specialists can now be correctly assigned.

I think this change messed up the assignment system of all other specialists.

I should be able to hire 4 priests and 2 sages in this city, but the hire buttons are hidden by the fire buttons.

 
Hello everyone,

after playing FfH and reading the threads for what seems like ages I finally decided to register.
Since everybodys first post begins with praising FfH I will not bother you with telling how much I love this Mod. ;)

Just two things I noticed:

1. The problem with the Ashen Veil Temples causing CtDs is obviously still around.
I play on huge maps with epic speed and therefore my empires tend to have many cities with loads of buildings.
I have never had any CtDs except for when I played with the Veil.
Usually around the time when I am ready to build Mardero I can count the turns until a crash happens.
As a matter of fact I have never seen him in action, because by the time I get close to having him or bringing him into position for an attack the game will crash every couple of turns, thus making it unplayable (unfortunately I do not have a savegame).

2. In my last game I played as Perpentach from the Balseraphs and due to financial problems had to play as Runes for a very long period.
When I finally switched to Veil (I mean he is bad, isn't he?), Alexis from the Calabim paid me a visit and cancelled trade agreements because I was now evil.
Hello, shouldn't I get a relation bonus towards the Calabim by becoming evil???

Not to mention that it did not matter because a couple of turns later when I had some Veil temples in place the game crashed as usual.

I would love to being able to establish a dark reign under the veil, but unfortunately this issue keeps me completely from using it, at all.

Except from this a truly great Mod, and my highest regards and admiration to those who have brought it to life!

Horacio
 
Teg_Navanis said:
I think this change messed up the assignment system of all other specialists.

I should be able to hire 4 priests and 2 sages in this city, but the hire buttons are hidden by the fire buttons.


Aye aye, I too encountered problem with overlapping buttons.
 
When I finally switched to Veil (I mean he is bad, isn't he?), Alexis from the Calabim paid me a visit and cancelled trade agreements because I was now evil.
Hello, shouldn't I get a relation bonus towards the Calabim by becoming evil???

Maybe Alexis was neutral at the time. If she also used Kilmorph her alignment would have switched from evil to neutral, and when you switched to Veil from Kilmorph you'd then receive a double hit in diplomatic relations -being evil while she is neutral, and being Veil while she is Kilmorph. I don't know if this was the case, but it would seem a likely explanation.
 
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