FfH2 0.12 Bugs:

didolover said:
playing duel and the game went into the infinte circle thingy (that is, the game hung up) had to shut down to get out - reloaded and same thing happened - and heres a bonus - on re-start my task bar switched from being on the bottom (normal for me) to being on the side

btw how are all you all getting third level spells? my magic users never seem to get past 2 ...

Only archmages or summoners can get rank 3 spells.
 
i understand that
i guess my guys arent becoming archmages and summoners ...
 
Once your "magic" guys reach level 6 you can upgrade them to archmages and summoners (if you have researched the needed techs, of course)
 
Horacio said:
Once your "magic" guys reach level 6 you can upgrade them to archmages and summoners (if you have researched the needed techs, of course)

I seem to recall that you also need reagents to get archmages and summoners.
 
When's the next patch coming out? I mean when will I finally be able to play around with air elementals? :)
 
Arcadian83 said:
Originally Posted by Chalid
@Marnid: The spire does not add the gold into the city that has the spire but each temple gives one additional gold (in the city the temple is built).
Chalid is correct. I'm thinking it's a common misconception that the Twisted Spire should give all the gold in the city in which the wonder is built, like the official-religion wonder does. Thanks for clearing this up, it was confusing me :crazyeye: Maybe a mention of this in the 'pedia entry would clear things up for any other confused people.


The Vanilla wonder (Spiral Minaret) does give the gold in the cities with the temples/monasteries/kathedrals as well. Only the Wonders for religion founders (the ones that give one per city with the religion) give the gold in the city where they are built.
But mentioning it in the pedia will save us a lot of questions on this matter. (It was asked something like three times before..)
 
Bugsish:

  • Had a CTD during the enemy turn, what info do you need about the error? Is there an error log somewhere?

  • Having 1 caster who could summon tiger I could not cast it since I had a captured tiger still (let this one live free, free as the wind blows to eat elves and stuff) May be intentional & reasonable but a future 'pedia note about it would be nice.
  • I was able to use some buffs on fireballs. I did not test what variety worked or how much effect they had on gameplay but 'realism' wise seemed silly.
Notesish:
  • I had a wolf on a single inaccesable island in a lake that I never got around to getting rid of till I built an arcane barge and fireballed it, I seriously laughed out loud at the creativity of this mod great work!
  • You have an amazingly complicated system here with the spell casting especialy and obviously lots of work to get it all together but I was wondering if you have considered once all the AI and features and such are working adding something like the unit/stack graphical information included in Sevos mod (from another mod compoenet I beleive). In particular it would be nice if there was a graphical representation on the unit icon in the stack that noted how many turns of life a summoned unit had left, if the unit has cast allready etc. in addition to the unit health and action status that other mods have done.
  • AI seem pretty passive in general, the religions/alignments do cause problems but in my games they do not DOW much and when they do they send stacks of melee units in general without much magic support which I have been able to dispatch pretty easily with a mage/conj heavy armies. I have been playing around with arc/summ leaders so that helps. I don't envy the AI changes necessary to balance things even without many special abilities vanilla is pretty easy to manipulate into making bad decisions. It seems like the weighting system vanilla uses to prompt certain development choices for the AI would lead to the need to develope templates for effective casters of many different types and encourage the AI to chose from them rather than making weighted random choices on each available spell and ending up with a hodgepodge or using up too many promotions that they would be better off saving till the unit can be upgraded. But I guess you know more about these problems than I do.
 
drjones said:
Bugsish:

  • Had a CTD during the enemy turn, what info do you need about the error? Is there an error log somewhere?


  • A save from before the crash if it is reporducable.

    [*]Having 1 caster who could summon tiger I could not cast it since I had a captured tiger still (let this one live free, free as the wind blows to eat elves and stuff) May be intentional & reasonable but a future 'pedia note about it would be nice.

    Your right, I need to get the pedia entries updated.

    [*]I was able to use some buffs on fireballs. I did not test what variety worked or how much effect they had on gameplay but 'realism' wise seemed silly.

    Which buffs?
Notesish:
  • I had a wolf on a single inaccesable island in a lake that I never got around to getting rid of till I built an arcane barge and fireballed it, I seriously laughed out loud at the creativity of this mod great work!
  • You have an amazingly complicated system here with the spell casting especialy and obviously lots of work to get it all together but I was wondering if you have considered once all the AI and features and such are working adding something like the unit/stack graphical information included in Sevos mod (from another mod compoenet I beleive). In particular it would be nice if there was a graphical representation on the unit icon in the stack that noted how many turns of life a summoned unit had left, if the unit has cast allready etc. in addition to the unit health and action status that other mods have done.


  • Yes, but as you mentioned first we need to get it working as we want, then we will do all of the ui stuff.

    [*]AI seem pretty passive in general, the religions/alignments do cause problems but in my games they do not DOW much and when they do they send stacks of melee units in general without much magic support which I have been able to dispatch pretty easily with a mage/conj heavy armies. I have been playing around with arc/summ leaders so that helps. I don't envy the AI changes necessary to balance things even without many special abilities vanilla is pretty easy to manipulate into making bad decisions. It seems like the weighting system vanilla uses to prompt certain development choices for the AI would lead to the need to develope templates for effective casters of many different types and encourage the AI to chose from them rather than making weighted random choices on each available spell and ending up with a hodgepodge or using up too many promotions that they would be better off saving till the unit can be upgraded. But I guess you know more about these problems than I do.

Chalid is working on the ai right now, hopefully mages will be a little smarter soon.
 
It seems very dificult to get Vitae for golems from Leaves dciples making it dificult to allow promtions for Lurchuirp unless you play hotseat with Ljosalfar and team up but I am not sure it makes senxe completely because wouldn't Bannor or Kilmorph be just as likely to do this.........Lurchuirp has so many different kinds of golems that it lookes like promotions are going to stay off limits before much into the game........I may be missing something but Bestow Vitae for Leaves seems like something unlikely to be used unless you have the above mentioned option and Lurchuirp could use a few midlevel promotion gaining unit...........the hammerfist are nice but invading Archers and Longbowman either with promotions are murder........regardless of numbers in my game even with walls
 
The game freezes when I end the turn. I'm not sure what causes it, but it is connected to the sound effect (it did also happen some turns earlier (with the sound effect), but that's the first save where the freeze is reproducable).
 
i have pagan temple and temple of leaves in one city but can only assign one priest... :(
 
Could not give promotions to Wood Golems is this intentional? They were gaining experience. My guess is that they were not given access to any promotions. If they are going to replace Axemen they are going to need something. Maybe I am missing something?

Dane of Blades (Chaos I, Extra First Strike) is one spells that stacks on Fireballs. I mentioned it before a while back. Somewhere in this thread I might have mentioned a couple others. I cannot remember off the top of my head right now.
 
Here is the save, twice it has gone down in 3 turns during the enemy turn.

I did some ad-hoc testing with the world builder (till it crashed again) and I noticed that loyalty seemed to effect firbeall and meteors in addition to the one noted before.
 
H.GrenadeFrenzy said:
It seems very dificult to get Vitae for golems from Leaves dciples making it dificult to allow promtions for Lurchuirp unless you play hotseat with Ljosalfar and team up but I am not sure it makes senxe completely because wouldn't Bannor or Kilmorph be just as likely to do this.........Lurchuirp has so many different kinds of golems that it lookes like promotions are going to stay off limits before much into the game........I may be missing something but Bestow Vitae for Leaves seems like something unlikely to be used unless you have the above mentioned option and Lurchuirp could use a few midlevel promotion gaining unit...........the hammerfist are nice but invading Archers and Longbowman either with promotions are murder........regardless of numbers in my game even with walls

Yeah I agree, I may be replacing bestow vitae with another spell.
 
Teg_Navanis said:
The game freezes when I end the turn. I'm not sure what causes it, but it is connected to the sound effect (it did also happen some turns earlier (with the sound effect), but that's the first save where the freeze is reproducable).

Ill check it out, thanks teg.
 
Azragaul said:
Could not give promotions to Wood Golems is this intentional? They were gaining experience. My guess is that they were not given access to any promotions. If they are going to replace Axemen they are going to need something. Maybe I am missing something?

Dane of Blades (Chaos I, Extra First Strike) is one spells that stacks on Fireballs. I mentioned it before a while back. Somewhere in this thread I might have mentioned a couple others. I cannot remember off the top of my head right now.

Yeap, thats one of the disadvantages of golems, they dont learn so they dont level. They are "front loaded", bigger than comparable units but they dont scale. The Luchuirp will require a different strategy to take advantage of their strengths and deal with this weakness.

When Barnaxus comes in the next patch I garuntee that the luchuirp arent underpowered (though they may be overpowered).

I'll block dance of blades from effecting spells.
 
Azragaul said:
Could not give promotions to Wood Golems is this intentional? They were gaining experience. My guess is that they were not given access to any promotions. If they are going to replace Axemen they are going to need something. Maybe I am missing something?


Luchuirp has this problem all round unless they get Leaves as a state religion then they cannot give Bestow Vitae LIFE Sorcery 3 to their golems which is the only way any golem gets promotions........It is a pain in the ass and makes them so weak even if the initial strength is more that unless Kilmorph gets it too there is not much of a point......as it stands dwarves can't make it without elves or at least the religion of elves........maybe the design team will do something with it but it is set up that way on purpose so if you want them to have promotions get the promotions first with other units and then promote them or play hotseat with the Ljosalfar and Luchuirp moving your units around and exchange them start with permanent alliance make both 1st at setup then you are right beside each other........if ya wanna be real riskay mix it up and do the same with Bannor sart with their Enforcer make enough for three civs after you get training yards and barracks give them Fire and strength and send them to Ljosalfar after they discover Leaves and make them into Elven Archers then send them to Luchuirp to be made into Wood Golems then upgrade them further after Ljosalfar can give them Bestow Vitae..........see the difficulty in making these guys reasonable......get all three religions in Each Civ and you will defeat your enemies but be careful opening this can of worms lets the AI civ do the same with evil and thats mean because the AI seems to pick up on this fine and surround you fast to limit expansion.............all in all it is difficult to play that civ because of the promotion and bestow vitae limitations............so unless Luchuirp get Bestow Vitae through it becoming availabe to Kilmorph your only choices are Found Leaves and Stick with it.........get Help from whomever does or the extensive operation I just explained..........hope I cleared things up for you.

Fortuneatly, the above strategy only works in part for if someone gifts you a unit it isn't up for an upgrade unless you really like flesh golems at least so far......I forgot to mention the hypothetical end...my bad but gift units are still helpful.......I heavily suggest loyalty and courage spells very helpful at higher levels of play especially for the inverse of this is terrible....but you probrably already know that ...huh?
 
Kael said:
Yeah I agree, I may be replacing bestow vitae with another spell.

Elven Archers are far worse with that invisible in your forest as well as theirs(nice touch) they are worse than a surprise it is midieval whipe out.........can't be touched Dwarves don't stand a chance verses half as many invading elves.........Leaves wins. Perhaps Kilmorph will stand a chance after Barraxus is out.
 
For Heroes seems to be Hunters Fortified in Cities by AI even without extra promotions the AI will Kill of Heroes quickly especially if they have any other help like cities on hill but powerwise they kill heroes fast Especially Mounted ones.........power level and promotion of the Hero and the Health of the Hero seem pretty much irrelevant and so does the level of play......just noticed and thought you should know........not bothered by it just giving test results you can ask MadBrad I witnessed it happen to him first luckily he saved on his first.........then it happened to me but I learned something from watching him and did the same.........haven't found the logic thought you should know...........and I mean single handed Hunters....it is cool.........Hunters are one of my favorite units.
 
Back
Top Bottom