Chalid said:Thats intended. You People do not feel save when they are protectetd by Zombies.
Yet they feel perfectly safe when defended by a lone animal

Should they feel safe when defended by a wild animal? Or even a werewolf?
Chalid said:Thats intended. You People do not feel save when they are protectetd by Zombies.
Chalid said:You are absoluteley right. Kael should set iMilitaryHappines to 0 for Werewolfs and Animals as well.
Deathling said:What happens if a unit has iMilitaryHappiness is at 2? Do you gain happiness? Cause that could be good with certain heroes...
Chalid said:You are absoluteley right. Kael should set iMilitaryHappines to 0 for Werewolfs and Animals as well.
Kael said:Its not iMilitaryHappiness its bMilitaryHappiness. So its a Boolean that has to be 0 or 1. It would be much cooler if it was an int.
Chalid said:That would not be to hard to change....Shall i put it on the list ?
Phyton argument types in
Cy.Unit.isHasPromotion(CyUnit,str)
did not match C++ signature:
isHasPromotion(class CyUnit {lvalue}, int)
Nikis-Knight said:I don't know if this is a bug, but in the main FfH thread, it states that divine burning blood gives and allied unit the buff. In fact, it only works on the caster and thus has quite limited usefulness.
Brancaleone said:When an AI casts a spell on a city with my religion, i can hear the spell. Thats damn annoying. Im tired to hear dozens of tigers being created every turn, its a big loud 'grawuuurrrlll'... Is there a fix for that?
Sometimes, when i move a big stack, the game locks. Now im in the turn 700 or so, Epic, so i save every turn because of this..
Everytime i see a Treant, one entire stack of my units disapear?
Fireballs dont attack properly; when i order them to attack something more than one square away, they move only one square and then are de-selected (sp?); so if the enemy is 3 tiles away, i have to move all fireballs one square; then Alt+select them all, and move another; then Alt+select them again and attack. And when they unselect, the camera moves to the next unit with move points left, so sometimes i want to resolve that attack and to do so i have to click on the minimap once for every square the fireballs have to move... annoying.
aurum said:Couldn't find this mentioned but as the Orc civ you are at peace with the animals and barbs. The problem is when I founded a city while in a square with a lion the game froze.
Oldfrt said:Dont know if this is a vanilla issue or just in this mod...
Was attacked by a flurry directly from the north east, yet all of a sudden they got shifted way over to the left.
I thought it was just a glitch as both the flurry and my units continued attacking/defending in the original direction, ie even though they had "moved" I defended to the north-east and they attacked to the south-west.... yet when the flurry got down to 2 left, all of a sudden my units & the flurry seemed to work out they had moved and instead attacked way off to the west-Norwest..
Anyone else seen anything like this?
Effect was irrelevant as gameplay continued as normal, just graphically it looked a little odd while it happened.
Kael said:Mr Frt,
Loki recently reported this same issue. It usually means their is a formation problem. I will check it out and see if I can find out what caused it. Any idea what the flurry was fighting?
didolover said:ive been away awhile
when can we expect 0.13?