FfH2 0.12 Bugs:

Just remembered something else. If your playing the elves, you can get melee-only stuff onto some archery and recon units because elven warriors promote to fellowship archers, which can promo to rangers. I ended up with a druid with spiritual hammer, flaming arrows and enchanted blade at one point. Maybe i'm just being stupid, but i cant figure out what promotes to elven paladins if your fellowship, they don't seem to have a tier 3 combat disciple like a paramander.
 
Thunderwing said:
Just remembered something else. If your playing the elves, you can get melee-only stuff onto some archery and recon units because elven warriors promote to fellowship archers, which can promo to rangers. I ended up with a druid with spiritual hammer, flaming arrows and enchanted blade at one point. Maybe i'm just being stupid, but i cant figure out what promotes to elven paladins if your fellowship, they don't seem to have a tier 3 combat disciple like a paramander.

I dont worry to much about the cross promotions, it doesnt bother me if you can sneak a city raider promotion onto an archer.

As for the paladins, the fellowship doesnt get experienced paladins (or eidolons) they have to build them from scratch. The advantage is they can build both, but they tend to be weaker for the Fellowship.
 
Chalid said:
Thats the Barbarian Threshold... Valin had more than 100 XP for sure..
Maybe well switch it off for world unit. Kael shall i hack it in before sending you the new files?

Nah, I dont think its worth the exception for 2 units. Lets leave it at vanilla for now.
 
thearkane said:
i took my army down the same path i took before and this time none disappeared. My chief suspect is the treant,but evidence is scanty.

When dominance is cast what happens to the units? (dominated),does a message appear if the human player have one of their units dominated?

Yes, both players should get a message.
 
FM_Freyland said:
If mentioned already, forgive me: "Rust" does not seem to do anything, and the last time I tried casting it, not only did it not do anything to the target, but the icon did not "go out" and I was able to try casting it over, and over, and over again without losing the ability to cast. Trying a different spell did take away my ability to cast anything else that turn.

You're right, it was broke in some situations. It will be fixed in 0.13.
 
No offense Kael but barbs can get any unit from wrath unleashed getting built, so it is kind of important. Plus, i've seen barbs build tier 4s and typhoid mary a couple times.
 
Thunderwing said:
No offense Kael but barbs can get any unit from wrath unleashed getting built, so it is kind of important. Plus, i've seen barbs build tier 4s and typhoid mary a couple times.

So then the question would be rather than an SDK change for world units why not disable the barbarian xp limit entirely? Which anyone with excel can do by using the editor to change BARBARIAN_MAX_XP_VALUE from 100 to -1 (or whatever number they prefer).
 
When starting a game in non-ancient era, on the turn players get religions, I ALWAYS get fellowship of leaves. I dont think this bug caused by the mod, because in the original game just the same thing happends, but in the original one - I dont care about it, there all relig's are just the same, but, here I think, random will be great.
P.S.
Could you please tell me, how can I add Revolution mod functions to the FFH? thx.
 
Thunderwing said:
Didn't know you could do that.

It actually used to be that way (unlimited xp from barbarians) but it lead to the most effective strategy being the farming of barbarians to make uber units (even more uber than 100 xp already makes them) which really isnt all that fun. Which is why we put the 100xp limit in place.
 
Aletr said:
When starting a game in non-ancient era, on the turn players get religions, I ALWAYS get fellowship of leaves. I dont think this bug caused by the mod, because in the original game just the same thing happends, but in the original one - I dont care about it, there all relig's are just the same, but, here I think, random will be great.
P.S.
Could you please tell me, how can I add Revolution mod functions to the FFH? thx.

There is no easy way to add the revolution mod functions to FfH since they are both SDK mods.
 
Here is a reproducable crash -- build herbalist, forge, then move stack of axemen 1 space SE.
 
Seen before the issue reported about dissapearing units... but wanted to add to it.

Although the units dissapear, they still exist - woe to me as I can not build any more Shadows - I have three.... but where are they? You cant find them on the map!

So the system def. thinks they are still there.... although they seem to be "misplaced" as far as the map goes.

Also....

Shadows "move" out of the way (ie to an adjacent tile) when an enemy unit stops where they are - I assume this is normal behaviour.
However, I had a Shadow attacking a city (it selected & destroyed a ship in the city, although there were lots of stronger units - I like this... great for "levelling up" my shadows)... next turn.. ."pooh".... back in the city it came from 3 squares away.... and no enemy on the square he had started the attack from... strange...

Alas, the Axe has now gone from my map as it was being held by a shadow that dissapeared!
.... which takes me back to my dissapearing units...

Was sitting on a vineyard, next to a heathen city... my great army sipping wine beating off the frentic assaults when suddenly, pooh! all gone!

Well, not quite. It left me a conjourer, a couple of battered units that quickly succomed to the assaults... I saw two of my units get destroyed... out of a stack of five....
 
abman said:
I think Rust only works on melee units, not archery or mounted. Probably there were no melee units in the stacks you tried to cast it on. You never actually cast it unless you get the popup and select a unit, so that is why it appeared that you could keep using it.


There were melee units in the stack. :(
 
When researched new technology which generally alowing some new civics, it is possible to adopt it without the right religion\race, so I could adopt crusade when playing as Ljosalfar even when was not in war...
 
Aletr said:
When researched new technology which generally alowing some new civics, it is possible to adopt it without the right religion\race, so I could adopt crusade when playing as Ljosalfar even when was not in war...

It seems like it is but it actually doesnt work. It says you can switch but if you go in and look you will see you dont have crusade selected. Chalid is working on making sure the popup doesnt occur if you cant accept it.
 
Kael said:
It seems like it is but it actually doesnt work. It says you can switch but if you go in and look you will see you dont have crusade selected. Chalid is working on making sure the popup doesnt occur if you cant accept it.

Actually it is selected... Atleast for the turn of anarchy. I had Sacrafice the Weak as Runes, but then I reloaded because I noticed that I wanted nothing to do with an addition of pollution.

Edit: I reloaded that game and tried again. It sent me back to the lowest form of the civic I could use, Fend for Themselves, even though I started off with a better civic.
 
I think there is a bug with The Drown unit. When it stays alone in city, somehow in that city you see more angry faces because "we demand military protection"
 
Aletr said:
I think there is a bug with The Drown unit. When it stays alone in city, somehow in that city you see more angry faces because "we demand military protection"

The '0' in '<bNoBadGoodies>0</bNoBadGoodies>' should be changed to a '1', you could change it now, but that would mean you wouldn't be able to finish you game... Just wait till sunday.
 
There is also a bug with Lizardman and I think with all water walking as well - when it attacks from water tile and captures a worker, the worker stands on the same water tile...
 
Back
Top Bottom