FfH2 0.11c Bugs:

i just had a standard game with ljosalfar and found that my druids didnt get the vitalize land action...

probably again has to do with map regenerating...

ai building pact of nilhorn happens to me quite often...
 
Fader55 said:
Thanx for the quick reply, is there a list somewhere of things that can't be built anymore, but have to be promoted instead now? The 'pedia doesn't say.

Fader

From the Frequently asked Questions thread:

Q: Why I cant build Mages, Archmages, High Priests, Conjurers, Summoners, Inquisitors etc?

A: Because you need to upgrade them from their predcessors, like Adepts, when they reach certain level (lvl. 3 for Mages, Conjurers, lvl. 6 for Archmages, Summoners, High Priests)
 
pa12ick said:
I just played a game as Kazad, with Runes, and my Stonewardens, who had Enchant II, couldn't cast "Spriritual Hammer" even when there was a stack of Thanes of Kilmorph, Paramanders and Stonewardens on the same tile. Is that spell not in yet?

You are right, spiritual hammer was broke, it will be fixed in tomorrows version. Thanks!
 
pa12ick said:
Also, I thought I saw it somewhere, but can't find it on the changelog, my Stonewardens who had the Transmutate spell could never use it, on gold or copper tiles...

Right again, it will be fixed tomorrow.
 
Problem with Pact of Nilhorn--The hill giants seem to calculate combat wrong. Attacking a str 5 mercenary with a str 6 giant, each with comabt 1, giant also had enchanted weapon, I had a 30% chance to win. Could it haev to do with it being a barbarian type unit? I think I've seen it with skeletons before too.
 
Nikis-Knight said:
Problem with Pact of Nilhorn--The hill giants seem to calculate combat wrong. Attacking a str 5 mercenary with a str 6 giant, each with comabt 1, giant also had enchanted weapon, I had a 30% chance to win. Could it haev to do with it being a barbarian type unit? I think I've seen it with skeletons before too.

The giants are only "barbarian" if they are owned by the barbarian civ. Hill Giants and Skeletons are both "Animals" though. But a mercenary doesnt get a bonus against animals.
 
here's what I mean--notice same strength increases due to promotions, and no terrain bonus to merc. Mecr is str 5, Hill Giant is supposedly str 6.
 

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I have tried it myself you are absoluteley rigth. There seems to be an unknown factor that increases the combat value of the mercenary. Its not only true for mercenaries but for all units one tries to attack with an Giant.
 
Ok found it. There is a modifer for Animalcombat that is dependend on the Handicap info (Level off difficulty)

Kael if you read this. this is in CvUnit.cpp: CvUnit::maxCombatStr (Line 5583 to 5621 at least in my Version...)
 
Its probably the animal bonus in the handicap info, i'll remove it.
 
Nikis-Knight said:
Great! I assume that will fix skeletons as well, and probably tigers were off too. I was playing on Monarch difficulty if it matters, but it sounds like you got it.

Yeap, it will be fixed in tomorrows version.
 
Nikis-Knight said:
Tremor can't read the sound file, and doesn't seem to have an effect, or else it was resisted.

Your right, fixed. Keep them coming.
 
Haven't seen this mentioned lately, but I found out while playing as the Order that if my confessors, inquisitors, or high priests cast Ring of Flames, and any of my heroes (Valen, Chalid, Sphener, Baron Dain) are in the area of effect (because I thought I clicked Pillar of Flame, not Ring), the heroes vanish, never to be seen again.
 
AndrewDJ said:
Haven't seen this mentioned lately, but I found out while playing as the Order that if my confessors, inquisitors, or high priests cast Ring of Flames, and any of my heroes (Valen, Chalid, Sphener, Baron Dain) are in the area of effect (because I thought I clicked Pillar of Flame, not Ring), the heroes vanish, never to be seen again.

Id leave you to if you were ring of flaming me! :D

In all seriousness it sounds like you might have killed them.

Also we are hoping to get some warning boxes in at some point to help with this sort of thing. Some sort of "You are about to injure your own units, are you sure you want to do this?" kind of thing. But it may eb quite a while down the road.
 
Kael said:
Id leave you to if you were ring of flaming me! :D

In all seriousness it sounds like you might have killed them.

Also we are hoping to get some warning boxes in at some point to help with this sort of thing. Some sort of "You are about to injure your own units, are you sure you want to do this?" kind of thing. But it may eb quite a while down the road.

I'd thought that, but all the other, non-hero units survived, and I don't recall seeing any death messages for the heroes. And these were high-leveled heroes, too.
 
Two more questions having to do with those pesky barbarians:

1. I noticed a rather large barb city (pop 10) cranking out Great Persons (sages) every 30 turns or so. Does this make sense? I know you can get Great People randomly, but don't you need to create wonders to be able to get them fairly regularly? I didn't think the barbs could create wonders.

2. This may be a problem having to do with vanilla Civ, but it is very annoying. When you conquer a barb city, you can count on having those despicable two unhappy "we yearn to return to our motherland" faces for the rest of the game. Yes, you need to go about building up the happiness of your city like any, but it just seems a little screwy logically that barbs would rather go back to being barbs rather than becoming part of my illustrious civ.:lol:
 
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