FfH2 0.11c Bugs:

Welcome! Two types of units will experience this free experience:
1) Heroes, which are most unique units (only one per game) and tied either to a civ or a religion. (Balon Duin is an exception but check him out anyway!) Heroes gain 1xp per turn up to 100, plus whatever they earn through combat.
2) All spellcasters. They gain at a slower rate than heroes and cap out sooner, and since they usually don't see combat, this is likely their exclusive means of gaining new spells and abilities.
 
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.

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.

I think a similar thing happened to me when i cast wither on an opponent right before i was going to declare war on him. He declared war on me instead.

- feydras
 
Nikis-Knight said:
Welcome! Two types of units will experience this free experience:
1) Heroes, which are most unique units (only one per game) and tied either to a civ or a religion. (Balon Duin is an exception but check him out anyway!) Heroes gain 1xp per turn up to 100, plus whatever they earn through combat.
2) All spellcasters. They gain at a slower rate than heroes and cap out sooner, and since they usually don't see combat, this is likely their exclusive means of gaining new spells and abilities.

Cool. Well that makes some sense and maps to what I was seeing. Thanks for the illumination.
 
I did some more testing with World Builder and Loki. (As I mentioned earlier, he died in one of my games although he should have escaped).

In those two cases Loki dies when he shouldn't.

1. He is surrounded by units, no matter of which civ --> even his own units stop him from escaping.

2. He is in a stack of two units and the stack is attacked --> both the defender and Loki die.
 
Teg_Navanis said:
I did some more testing with World Builder and Loki. (As I mentioned earlier, he died in one of my games although he should have escaped).

In those two cases Loki dies when he shouldn't.

1. He is surrounded by units, no matter of which civ --> even his own units stop him from escaping.

2. He is in a stack of two units and the stack is attacked --> both the defender and Loki die.

Both will be fixed in the next version. I added some logic in so Loki checks out all of the surrounding tiles, he will prefer to flee into allied cities, if none of those exist he will flee into stacks of fellow units, and if those dont exist he will just run into a random tile he can get into. He has also been given 1 iCombat (but not the ability to attack) so he won't be automatically defeated if another unit in his tile is taken.
 
Is it intentional that Genesis plants forests on mountains but not on deserts changing into plains? I can see the idea behind it (every tile is upgraded) though forests on mountains look just weird. Though if there is a spell allowing to flatten mountains into hills (earth sphere I suppose?), then it would make perfect sense. Wait, how could anything survive when a mountain shrinks into a hill?
 
Bastian-Bux said:
Is it intentional that Genesis plants forests on mountains but not on deserts changing into plains? I can see the idea behind it (every tile is upgraded) though forests on mountains look just weird. Though if there is a spell allowing to flatten mountains into hills (earth sphere I suppose?), then it would make perfect sense. Wait, how could anything survive when a mountain shrinks into a hill?

Yeah, its intentional that the forests pop on mountains. Do you guys think I should remove it?
 
Kael said:
Yeah, its intentional that the forests pop on mountains. Do you guys think I should remove it?

nah...

but now that it has come to this... i had a forest (maybe ancient) grow into the city tile for my elves... dont know if it is intended, but since the elven archers do get the woodsman promotion, it increased the defence bonus even more...
 
Originally Posted by Moon Hunter
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...


I had this problem as well. Except in my situation i did fellowship of leaves first, was able to build archery range, archers, etc. But as soon as I researched the standard tech, all of my cities that were building archers said they had completed building them (they didn't) and I had to build all of the archery ranges all over again. :lol:

Suffice it to say, that slowed things down. :p
 
Hmm... yeah, I guess you could get into this if you build a city on 'new forest' or bloomed on a city. I'll block the bloom as I see that as a more common occurance (and its easy to fix).
 
I don't know if it's a bug or it's just the way civ4 works but here's my problem. I have a city in which I'm building dwarven warriors to speed up production in my remote island town. In producing city there's an obsidian gate. Right now everytime a new dwarf is built I have to manually airlift him to his destination town. Now I thought that maybe setting a rally point would work but no, units just stay in the city. They don't know how to use obsidian gate to automaticaly teleport to rally point. Now my question is this: is this a bug or not? And if it's not, can you do something about it so it will be possible to assign rally points to another town and AI would recognise obsidian gate in town and use it if it's the fastest way of reaching destination?
 
redradish said:
Machiavelli would be so proud of that Ring of Flames exploit :satan:

I guess renaming it would be the solution...

Cast the spell "machiavellian flames" :hmm:
 
aku said:
I don't know if it's a bug or it's just the way civ4 works but here's my problem. I have a city in which I'm building dwarven warriors to speed up production in my remote island town. In producing city there's an obsidian gate. Right now everytime a new dwarf is built I have to manually airlift him to his destination town. Now I thought that maybe setting a rally point would work but no, units just stay in the city. They don't know how to use obsidian gate to automaticaly teleport to rally point. Now my question is this: is this a bug or not? And if it's not, can you do something about it so it will be possible to assign rally points to another town and AI would recognise obsidian gate in town and use it if it's the fastest way of reaching destination?

The AI doesnt use gates (airlifts). It would be nice to have but its low on the list with some other AI enhancements we want to make (I believe Chalid will be digging into these sorts of AI functions after his dragon work is finished).
 
Actually AI does Airlift. It uses it for Airlifting Workers as well as for defensive Airlift (lifting Defensive units that are not needed in their current city to undefended cities) as well as offensive Airlifting (lifting unit towards areas where it is palnning an attack). Unfortunteley it does not do al these thing with as much focus as a human player can do them.
 
I found a bug-- Playing multiplayer as the Amurites, Ashen Veil as religion. Game crashed for my position (the other player was fine) the turn I researched the Infernal Pact tech. Reloaded the autosave and switched research-- no crash.
 
Gyromancer said:
I found a bug-- Playing multiplayer as the Amurites, Ashen Veil as religion. Game crashed for my position (the other player was fine) the turn I researched the Infernal Pact tech. Reloaded the autosave and switched research-- no crash.

Yeah there is an Ashen Veil CTD in 0.11c. It will be fixed in .12.
 
Problem with mines: they remove the forest, so you have to re"blossom" it. Though isn't an hill the perfect place for an elven tree cottage?
 
Hello again. Today I've encountered a CTD. Have no idea what is causing this (it doesn't look like any crash fixed for 0.12). So I'm posting a save game from just before the crash. Just end turn and it should crash. At least it do on my computer. I hope it helps.
 
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