FfH2 0.12 Bugs:

M@ni@c said:
I don't know if this is a bug, but...
In FfH when I reconned with a hawk, I got a special hawk sound, and IIRC the map stayed centered on the hawk for a while, so I could actually see what was explored.

Now in FfH2 I don't get a special hawk sound anymore, just the usual incomprehensible human voice blurb, and the map immediately centers on the next unit, so I have to return to the hawk location to see what was explored.

Your right, i didnt add the sound to the new hawk, ill get it added.
 
The Spiral Minaret / Twisted Spire doesn't and never did (for me) give 1 gold for each official religion building. I was playing as Ljosalfar with Fellowship of Leaves. I presume it is supposed to give 1 gold for each temple? Are there any other <religion> buildings it should give gold for?

Pack of the Nilhorn needs Pedia entry and Sid's Tips to explain its value. I've never built it and don't remember seeing an AI build it. The AI undervalues it, and it may be underpowered or overpriced.

Elven archers can no longer build forests, but the "Sid's Tips" says they still can. Elven archers are a bit overpriced without this ability.

Alexis of Calabim said to me "Well, well, well... Wou want it to end, you say? I m afraid that is not an option. [OUR_PEOPLE] thirsts for blood, and our own cities are all but sucked dry."
(needs an apostrophy in "I'm" and "[OUR_PEOPLE]" must be a bug)
 
I echo Arcadian83, the Twisted Spire never seems to add gold.

Also, I found that I couldn't upgrade a horseman (level 6) to a horse archer, even in a city with stables, after getting stirrups, when I had horses. I couldn't even build one, either. (Civopedia doesn't list anything as being able to upgrade to horse archer, but the slideshow on worldbuilding does show it.)

Are you still adding spells, because that still seems incomplete?
 
pa12ick said:
I echo Arcadian83, the Twisted Spire never seems to add gold.

Also, I found that I couldn't upgrade a horseman (level 6) to a horse archer, even in a city with stables, after getting stirrups, when I had horses. I couldn't even build one, either. (Civopedia doesn't list anything as being able to upgrade to horse archer, but the slideshow on worldbuilding does show it.)

Are you still adding spells, because that still seems incomplete?

I have no problem building horse archers if I have Stirrups and Horses.

Yeah, still have some spells to do. If you check the spells thread the ones in bold are checked in and the other atre left to do.

The twisted spire seems to be working for me too.
 
I captured a few animals and sent them back to my empire, they were able to cross enemy territory where I had no open borders agreement. The bear also had it's button light up when it was in an enemy city so I assume I could have built a dancing bear there though I did not actually try it.

Not sure if that is intentional, I suppose a tiger would not be stopped by customs.

It seems like the captured animals still are getting negatives vs. barbs at least every time a 3 star bear got attacked by an orc spearman the bear went down without doing much damage.

Let me know if you need mroe info, doing a large highlands map so I have been testing the barbs well :)
 
drjones said:
I captured a few animals and sent them back to my empire, they were able to cross enemy territory where I had no open borders agreement. The bear also had it's button light up when it was in an enemy city so I assume I could have built a dancing bear there though I did not actually try it.

Not sure if that is intentional, I suppose a tiger would not be stopped by customs.

It seems like the captured animals still are getting negatives vs. barbs at least every time a 3 star bear got attacked by an orc spearman the bear went down without doing much damage.

Let me know if you need mroe info, doing a large highlands map so I have been testing the barbs well :)

Yeap, captured animals make wonderful spies. If you are playing on the lower difficulty levels their is still a bonus against animals (although much smaller than it used to be). Its a double edged sword, the bonus makes it easier to capture the animals, but they are also less effective.
 
It bothers me that you can spread disease by attacking with fireballs, skeletons and the like. How about changing

Code:
if pWinner.isHasPromotion(gc.getInfoTypeForString('PROMOTION_DISEASED')):

to

Code:
if pWinner.isHasPromotion(gc.getInfoTypeForString('PROMOTION_DISEASED') and cf.FFHIsAlive(pLoser)):

The same could be done with all corresponding functions (if pLoser is diseased, if pWinner is plague carrier, if pLoser is plague carrier).

Actually, I would prefer a system where you check whether the diseased unit is attacking or defending. If it is attacking, it is alright to infect the defending units. However, if the diseased unit is defending, only the attacker should be infected (and only if he is 'alive' i.e. not undead, a spell or similar).

I think you can do some more fun stuff if you add a python event that has pAttacker and pDefender as arguments instead of pWinner and pLoser.
 
An improvement suggestion concerning werewolves, slaves and other units that are created after a combat.

Problem: If I attack a single unit with a ravenous werewolf which is upgraded to a blooded one after the combat, the ravenous werewolf will be replaced before it moves to the new plot. This may be annoying if your strategy depends on the unit moving to the new plot, for example taking a city.

Possible solution: create a new python event at the very end of the C++ function updateCombat, after the movement of the unit, and move some of the onCombatResult checks to this new python event.

I don&#8217;t know if you can work with the losing unit's attributes though, since it&#8217;s killed before this point. One possibility would be to do some validity checks (is it &#8216;alive&#8217; or a spell) before it is killed and then provide the results of these checks as arguments of the new python event, but maybe you can also delay killing the losing unit and temporarily move it to plot -1, -1 (the cheap way ;))
 
I was able to twincast skeletons -> the problem: after casting i had more skeletons than adepts with death one...
 
I was fooling around with the Worldbuilder a bit, deciding to give the Khazad a little advantage in their last remaining city. However, the combat odds seems a bit odd:



Seems the 3 city raider promotions are applied cumulatively, totalling a 150% bonus. Surely that isn't intended, it seems very high?
Perhaps a bug with the new bundled promotion system?
 
Ah, I guess you're right. Just thought 150% seemed an awfully high bonus... could be an indication that I'm often a little too inclined to skip the Warfare tech early on, and go straight for Adepts and other casters.
 
Yes, yes, I know about combat V and the others. I had just somehow gotten into my head that the final city raider gave an 80% bonus or something.
 
Kael said:
I have no problem building horse archers if I have Stirrups and Horses.

Yeah, still have some spells to do. If you check the spells thread the ones in bold are checked in and the other atre left to do.

The twisted spire seems to be working for me too.

Ah, I realized after I played again that I was using the Khazad. They can't build some of the "horse tech tree". I noticed that those techs that usually give "horse archer", "camel archer" etc. had no units in them. My mistake, it's sometimes tough to tell what's a bug and what's intentional because you're still updating the Civopedia, etc.

As for the Twisted Spire, I don't know what to tell you. Even if I'm trending upwards with my gold "income", I always seem to experience a decrease in gold the turn that the Twisted Spire is built. If I catch it, I'll save and send.

Thanks.:goodjob:
 
Kael said:
... If you are playing on the lower difficulty levels their is still a bonus against animals (although much smaller than it used to be). Its a double edged sword, the bonus makes it easier to capture the animals, but they are also less effective.

Currently playing on Emperor, the combat odds do not show any extra weakness but I have had 2 incidents of powerful animals beaten without doing much damage to unpromoted 2str barbs. Not proof of anything but it seemed unlikely.

Also, are giants tagged as animals? My hunter seemed to get the animal bonus vs. them.

On the request front, is there a way to add a checkbox to game setup for 'balanced' civs? (ie 1/3 of each alignment) I realize you can set each civ by hand but I like to be suprised however getting a few hours into a game and finding no evil/good players exsist is a bummer of a suprise. Or is the plan to release the mod with a specific balanced scenario including all the civs?

Playing Ljosalfar on epic right now, lots of fun! Keep up the good work.
 
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