FfH2 0.12 Bugs:

Just to reiterate two AI behavior I am still seeing in version 0.12b

1) At least one of the AI civ is always late to build its road network. It has the tech and the workers, it just doesn't build the roads. The worker improve the tiles with farm and mines though, even the strategic ressource like rock with quarry. This is a problem because its strategic ressources, like copper, is not connected to its trade network hence it is stuck with warrior and archer. Hence an easy target. I've noticed that a trigger point to start the road building for the AI seems to be when we negociate an open border agreement.

2) All AI civs are not building catapult. This has two major impacts: the AI cannot conduct effective city invasion and using the dreadful SOD (stack-of-doom) is a viable tactic.
 
Another hang-up, savegame attached.


By the way: consecrate + galley (or any other ship) is way too strong if you're going for domination victory :devil:
I couldn't continue testing due to the hang-up mentioned, but it looks like you can add the whole ocean to your cultural borders :)
 
DarthCycle said:
Just to reiterate two AI behavior I am still seeing in version 0.12b

1) At least one of the AI civ is always late to build its road network. It has the tech and the workers, it just doesn't build the roads. The worker improve the tiles with farm and mines though, even the strategic ressource like rock with quarry. This is a problem because its strategic ressources, like copper, is not connected to its trade network hence it is stuck with warrior and archer. Hence an easy target. I've noticed that a trigger point to start the road building for the AI seems to be when we negociate an open border agreement.

I could not see that one. They built roads for me as soon as they have the tech and an worker (and the need of course). but i'll check it once more. Probably the resources are linked with rivers?
They often cannot built better Units because of the lack of barracks. (It is the same reason for the other behavior, they do not build siege Workshop...).

The fix for both Problems will be probably in 0.14 (maybe i can talk Kael to let me slip it even into 0.13 but we do not want to change many AI things at once).
 
Teg_Navanis said:
Another hang-up, savegame attached.


By the way: consecrate + galley (or any other ship) is way too strong if you're going for domination victory :devil:
I couldn't continue testing due to the hang-up mentioned, but it looks like you can add the whole ocean to your cultural borders :)

Sea tiles do not count for domination... but the increased range of sigth is to powerfull anyway. For the crash thats kaels resort...
 
I seem to be unable to build the cave of ancestors playing as amurites...
 
Frozen-Vomit said:
I seem to be unable to build the cave of ancestors playing as amurites...

You are right, its not linked correctly to the amurites. I will fix it. Thats a core feature of the amurites im surprised no one noticed it before.
 
Chalid said:
I could not see that one. They built roads for me as soon as they have the tech and an worker (and the need of course). but i'll check it once more. Probably the resources are linked with rivers?
They often cannot built better Units because of the lack of barracks. (It is the same reason for the other behavior, they do not build siege Workshop...).

I just want to add that I had the strange "no roads" behaviour in my recent game, too.
 
awwwSNAP said:
I'm having two real problems, one is incredibly frustrating and the other is hard not to abuse...

Playing as Tasunke(?), I'm at war with Arturus Thorne... I have a stack of level 15+ Wind Knights, a few Archmages, and various support units sitting right next to one of his cities. Sometimes, after ending a turn, half or more of the stack... vanishes. No message or anything, no Treants spawning nearby, just... poof. Usually it's the higher level units, like the Wind Knights or Archmages, but a few times it's been the entire stack. I reload, and it doesn't happen until a few turns later. Not gamebreaking, but frustrating.

Also, Ring of Flames seems to randomly kill Heroes. I managed to off Sphener, Arthendain, and Maros (all at full health) with it. (Then felt bad, and reloaded). Should this be happening?

I need a save of the units dissapearing.

Ring of Flames would instantly kill any unit that reduced its damage to far (negative damage was trated as positive). That has been fixed in 0.13.
 
I don't know if this is intended, I thought I mention it:
If you have founded the 'Cult of the Dragon' and have adopted it and you build the 'Purge the Unfaithful', it will remove the Cult from all of your cities.
 
Frozen-Vomit said:
I was able to haste meteors...

K, I blocked it.
 
DarthCycle said:
Just to reiterate two AI behavior I am still seeing in version 0.12b

1) At least one of the AI civ is always late to build its road network. It has the tech and the workers, it just doesn't build the roads. The worker improve the tiles with farm and mines though, even the strategic ressource like rock with quarry. This is a problem because its strategic ressources, like copper, is not connected to its trade network hence it is stuck with warrior and archer. Hence an easy target. I've noticed that a trigger point to start the road building for the AI seems to be when we negociate an open border agreement.

2) All AI civs are not building catapult. This has two major impacts: the AI cannot conduct effective city invasion and using the dreadful SOD (stack-of-doom) is a viable tactic.

Im redoing the tech tree right now (we have to make sure they have the correct tech first). If they still dont build roads Ill up the ai weight on road building.
 
Chalid said:
I could not see that one. They built roads for me as soon as they have the tech and an worker (and the need of course). but i'll check it once more. Probably the resources are linked with rivers?
They often cannot built better Units because of the lack of barracks. (It is the same reason for the other behavior, they do not build siege Workshop...).

The fix for both Problems will be probably in 0.14 (maybe i can talk Kael to let me slip it even into 0.13 but we do not want to change many AI things at once).

Yeah, lets get all the scheduled 0.13 changes in place first then see where we stand.
 
Teg_Navanis said:
Another hang-up, savegame attached.


By the way: consecrate + galley (or any other ship) is way too strong if you're going for domination victory :devil:
I couldn't continue testing due to the hang-up mentioned, but it looks like you can add the whole ocean to your cultural borders :)

I blocked consecrate from being able to be cast on water. I'll check out the save game tonight.
 
Black Whole said:
I don't know if this is intended, I thought I mention it:
If you have founded the 'Cult of the Dragon' and have adopted it and you build the 'Purge the Unfaithful', it will remove the Cult from all of your cities.

It should be impossible to adopt the Cult of the Dragon as your state religion. And Purge the Unfaithful should remove it from all of your cities except the holy city.
 
Has anyone made inroads in finding out what is causing the disappearance of units. I lost most of my main army,baron,spherener,marksman,druid,archmage,mage all heavly loaded with experinece. baron had over 150 pts experience,ect. the only unit left in the army was a cannon. no save i goofed and saved before checking on that army,argh.
 
thearkane said:
Has anyone made inroads in finding out what is causing the disappearance of units. I lost most of my main army,baron,spherener,marksman,druid,archmage,mage all heavly loaded with experinece. baron had over 150 pts experience,ect. the only unit left in the army was a cannon. no save i goofed and saved before checking on that army,argh.

There is an ancient forest problem that could cause it and the ring of flames spell wipes out heroes. But we havent found anything outside of that. I would like to get a save of any other issues.
 
Sorry about the save,i can go back to early this morning and hope it repeats,but it will be tommorrow before i get more game playing time. (if i am lucky). I dont think there is any ancient forest near that location. Nothing showed up in the ingame log about those units being killed, does ring of fire damage show up in the log?
 
Kael said:
Im redoing the tech tree right now (we have to make sure they have the correct tech first). If they still dont build roads Ill up the ai weight on road building.

You and your AI weights ... :lol:

Route Building is considered independend of all other Improvements.:mischief: AiWeights wont help there.. :p
 
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