FfH2 0.12 Bugs:

Chalid said:
You and your AI weights ... :lol:

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

Drat! :)
 
I did goof about one thing, the mage disappeared earlier,this auto save occured on that turn. one problem i can only get the save down to 595kbs with 7z zip at full compression. the actual units in stack, were spherener,beastmaster,baron,druid,treant,marksman,cannon,archmage.
 
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.

Yeah Kael, I kept forgetting to bring this up. I've had a couple games where I tracked the technologies the AI's were getting in an attempt to create a well balanced game. I noticed that often even into the mid-game the AI would not research the wheel. Often only a few had it out of 18 sides (testing huge 18 sides usually).

I've taken to simply giving it to everyone around the time the first religion is founded. I believe this is why certain sides aren't building roads, as the ones who have the tech build them just fine.
 
I'm not sure but we had that problem before usually with Mud Golems.....thought it was fixed or fixed itself, our way around it was to save and shut game down and restart then load it only happened in my presence on three occasions and yeah it's buggy but if you want a quick fix.....that did it for us......
 
felwar said:
Yeah Kael, I kept forgetting to bring this up. I've had a couple games where I tracked the technologies the AI's were getting in an attempt to create a well balanced game. I noticed that often even into the mid-game the AI would not research the wheel. Often only a few had it out of 18 sides (testing huge 18 sides usually).

I've taken to simply giving it to everyone around the time the first religion is founded. I believe this is why certain sides aren't building roads, as the ones who have the tech build them just fine.

Thats good to know, that should be greatly helped by the new tree design then.
 
Chalid said:
MetaMagic Nodes do not switch Mana to Matamagic Mana

Yeah, metamagic isnt in the mod right now. There is no metamagic build option.
 
If you walk on some tiles that are dark even though you should see them you loose sight of your own unit. Looks like it just dissapears, but it's still there, so you can move it when you get enough movement points.
 
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.
 
zuul (assuming you are refering to disappearing units otherwise ignore this post) in this case that does not apply i checked the military page,the unit no longer appears at all.
 
Zuul said:
If you walk on some tiles that are dark even though you should see them you loose sight of your own unit. Looks like it just dissapears, but it's still there, so you can move it when you get enough movement points.

This happened to me a few times, but I don't think it's FFH specific. It only seems to occur when you change terrain elevations in the world builder.
 
not a bug, just a suggy...

since there arent any wild animals left in the mid-game, howabout after defeating hunter/ranger/beastmaster there would be a slight chance of the respecting animals going barbarian?
like after defeating a hunter there would be a random chance of spawning a wild wolf, a ranger would have a chance of creating a tiger or panther (ive seen a panther appear in the game once) and a beastmaster would have a chance of creating a bear, wolf or tiger...

just came to my mind, after seening the lack of animals in mid and late games (with exception of tiger being summonable) and the fact that they use wild animals as companions...

but it would probably require that the ai knows how to move wild animals when within cultural borders... either roaming, trying to find wilderness or attacking nearest unit

also the ai shouldnt promote wild animals with city raider if they cant enter the borders...

or maybe there could be a slight chance that after a certain amount of turns an animal becomes domesticated and will be given to one of the civ that have influence over the teritory... if they are to remain within the cultural borders...
 
Whenever I found the Order as Bannor, the game does the zoom to the holy city, then freezes at full zoom. This has happend twice now, and the only thing in common were that i had no other religions, i was playing the Org/Mag leader, and that i was still in the earliest non-religious graphics set. (i rushed straight for the order after i got archery).

Oh, change Orthus's AI so he doesn'ted suicide himself against multiple dugin archers. It's too easy to waste him with a stack of archers if you can guess what city he's going for.
 
Thunderwing said:
Oh, change Orthus's AI so he doesn'ted suicide himself against multiple dugin archers. It's too easy to waste him with a stack of archers if you can guess what city he's going for.

The first one i have no idear, the second one will be taken care of with 0.13.
 
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.

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.
 
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?
 
The first one was my computer acting up after playing ~150 turns in a row. I loaded an autosave from the previous turn and it worked fine.

This may not be a bug, but shouldn't a ~75% fight give experience. I used Valin to kill Acheron, and i got jack. Granted valin was way leveled, but they were at the same strength from promotions and the only edge valin had was a withdrawl chance and about .7 strength from a suicide attack with a horseman. Seriously, no exp from a world unit, that's just wrong.
 
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