FfH2 0.11c Bugs:

Playing Ljosalfar (Amelanchier) on huge, tropical, snaking continent archepeligo, low water map with 15 civs, raging barbs. Prince difficulty. Version .11c. (mostly getting my butt kicked)

Bugs
Upon first meeting new civs i get a + relations bonus ranging upto +5 for 'years of ongoing peace'.

Upon sacking an Infernal city captured Infernal settler turned into elven worker.
Infernals guarding their cities with primarly many double strength scouts, often with 1 warrior until thier infernal archer (UU) gets built.

Ljosalfar elven archers (and hunters) not able to pillage. Maybe this is intentional.

Ljosalfar scouts don't get 'elven' promotion (already mentioned i know). If this is intentional to keep them from zipping all over map maybe a different solution could be found as it is weird when my elven warriors are better at scouting than my scouts on some maps.
Possible solution: give Ljosalfar scouts 2 move and ignore terrain penalties and - 1 move in hills if possible?

From .11b game with Balserasph
Didn't see this in the .11c fix list but i was unable to cage my captured orc or goblin slaves in my carnival. The button was present but greyed out.

Keep up the excellent work FfH2 team. Outstanding mod!!

- feydras
 
Moon Hunter said:
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...

...possibly make the vampires undead/ immune to disease

Great suggestions Moon Hunter. Just bumping these up to make sure Kael and others have noticed them.

- feydras
 
Im answering what i can :
feydras said:
Playing Ljosalfar (Amelanchier) on huge, tropical, snaking continent archepeligo, low water map with 15 civs, raging barbs. Prince difficulty. Version .11c. (mostly getting my butt kicked)

Bugs
Upon first meeting new civs i get a + relations bonus ranging upto +5 for 'years of ongoing peace'.
Upon sacking an Infernal city captured Infernal settler turned into elven worker.
Infernals guarding their cities with primarly many double strength scouts, often with 1 warrior until thier infernal archer (UU) gets built.
Thats intentional (till 0.12 than it will change)
Ljosalfar elven archers (and hunters) not able to pillage. Maybe this is intentional.
For hunters int intentional for elven archers i"m not sure.
Ljosalfar scouts don't get 'elven' promotion (already mentioned i know). If this is intentional to keep them from zipping all over map maybe a different solution could be found as it is weird when my elven warriors are better at scouting than my scouts on some maps.
Possible solution: give Ljosalfar scouts 2 move and ignore terrain penalties and - 1 move in hills if possible?
From .11b game with Balserasph
Didn't see this in the .11c fix list but i was unable to cage my captured orc or goblin slaves in my carnival. The button was present but greyed out.

Keep up the excellent work FfH2 team. Outstanding mod!!

- feydras
You need a freak show to cage humans elfes and orcs.
 
feydras said:
Great suggestions Moon Hunter. Just bumping these up to make sure Kael and others have noticed them.

- feydras

In FfH Vampires are not undead... The Pop-XP-rushing has been nerved for 0.12.
 
- contagion and de-enervate (the exp-sucking one) spells dont work right away , its like the magic user has to wait one turn in his space before the spells work or the city they are directed against have to be weakened some how, i wasnt sure which

What are you using to judge if they worked or not?
when i go to cast them at first the cursor changes but the orange box doesnt appear around the target and theres no 'screaming and yelling' ala the sack-city sound when i drop the flu-hammer

as for the enervation - sometimes the choice box comes up to ask me whom i want to drain and sometimes it doesnt ...
 
Thanks for the responses Chalid. You saved my Balseraph game from deletion.

I'm not sure which thing you said was intentional until a change in .12
the relation bonus or...
captured workers becoming elven or...
guarding cities mostly with scouts...
I am guessing the relation bonus.

I like the vamps not being undead. I just read Kael's entry (over in resource thread) explaining why he doesn't go with the usual myths/attributes about vamps and i agree with you guys. It makes the vamps less cheesy. I've done the same thing in RPGs i've run.

- feydras
 
feydras said:
Thanks for the responses Chalid. You saved my Balseraph game from deletion.

I'm not sure which thing you said was intentional until a change in .12
the relation bonus or...
captured workers becoming elven or...
guarding cities mostly with scouts...
I am guessing the relation bonus.

I like the vamps not being undead. I just read Kael's entry (over in resource thread) explaining why he doesn't go with the usual myths/attributes about vamps and i agree with you guys. It makes the vamps less cheesy. I've done the same thing in RPGs i've run.

- feydras

In the next patch captuired workers will stay whatever type they were. So its possible to capture an elven worker and get him to build you farms on forest tiles. Or capture a Mud Golem modified to shoot fireballs and you will have a Mud Golem that shoots fireballs, etc.
 
Kael said:
You certainly know how to attract the errors, there are 3 in this save. One of the AI players is trying to recruit and erroring out because his civ isnt allowed to have that unit type. Another is the veil temple CTD, and the last is an error with the vampire Feast ability.

All three will be fixed in the next version. Thanks!
Wow, three major bugs at once. Now that's impressive! :D I'm glad they're all fixed.

You're really patching the game in an amazing speed. If the crashes will be less frequent in the next version, I'll try to motivate some friends to play a few games in multiplayer. Keep up the great work! :)


PS: There isn't an estimate as to how long it will take to fix the targeted spell OOS errors, is there? Just in case I missed something...
 
how can i load FfH directly from the desktop without having to load vanilla civ and then the mod? im sure this is somewhere but i cant find it
thank you for your patience
 
In your CivilizationIV.ini there should be an entry that says: "Mod = 0". Change that into "Mod = Mods\Fall from Heaven 2 011" and the mod starts every time you start Civ4.
 
DMN said:
Wow, three major bugs at once. Now that's impressive! :D I'm glad they're all fixed.

You're really patching the game in an amazing speed. If the crashes will be less frequent in the next version, I'll try to motivate some friends to play a few games in multiplayer. Keep up the great work! :)


PS: There isn't an estimate as to how long it will take to fix the targeted spell OOS errors, is there? Just in case I missed something...

Im afraid thats a Talchas thing so I can't answer that. He had a purposed fix, but it caused another issue so it hasnt had the bugs worked out yet.
 
I don't know if this is a bug or not. I got the tech for Fellowship of Leaves and made that my state religion. Later, I got the tech for The Order. I built several temples for both religions. After discovering Priesthood, I can build Priest of Leaves in my FoL temples but I can't build Confessors in my Order temples.
 
DMN said:
In your CivilizationIV.ini there should be an entry that says: "Mod = 0". Change that into "Mod = Mods\Fall from Heaven 2 011" and the mod starts every time you start Civ4.
Pardon me for asking an obviously noob question, but where is the CivilizationIV.ini file? I did a search of the Firaxis folder for *.ini and got results for every mod, but none for the vanilla *.ini.

Nikis-Knight said:
There is also a desktop shortcut in the FfH folder in case you want to access both with one click.
Not that I could find. I remember seeing one in the FfH folder in the Civ4 Modpacks section, but it isn't there now.
 
YNCS said:
Pardon me for asking an obviously noob question, but where is the CivilizationIV.ini file? I did a search of the Firaxis folder for *.ini and got results for every mod, but none for the vanilla *.ini.
I think it should be located in "My Documents\My Games\Civ4\". You can also look for a shortcut in the Civ4 Folder. It links directly to the ini-file in question.

I don't know if this is a bug or not. I got the tech for Fellowship of Leaves and made that my state religion. Later, I got the tech for The Order. I built several temples for both religions. After discovering Priesthood, I can build Priest of Leaves in my FoL temples but I can't build Confessors in my Order temples.
That sounds as if you didn't convert to the Order but kept Fellowship of Leaves as your state religion. You can only build priests of your state religion.
 
That's what I figured on priests, but I wasn't sure. Now the question arises, if I change my state religion to The Order, do the Priests of Leaves disappear? I'll have to try that.

Thanks for the location of the *.ini file.
 
YNCS said:
That's what I figured on priests, but I wasn't sure. Now the question arises, if I change my state religion to The Order, do the Priests of Leaves disappear? I'll have to try that.

No, but some religious Hero units might abandon you.
 
Cute little bug - units don't lose their blessed status if they are attacked by a unit that then retreats. Obviously not a biggie. Back to the testing....
 
redradish said:
Cute little bug - units don't lose their blessed status if they are attacked by a unit that then retreats. Obviously not a biggie. Back to the testing....

I wonder if any spell effects get used when that happens? Not really a bug, but maybe a game engine issue where if the conflict isn't resolved it doesn't count? You get no xp if you force someone to retreat which stinks IMO.
 
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.
 
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