FfH2 0.13 Bugs:

There are some civs (and maybe religions or civic combinations) that can build unit-producing buildings but cannot build the units those buildings produce. I don't remember all the cases, and I some might have already been fixed in 0.13. The most common cases involve the grove and golem workshop. I was playing Luchuirp with Fellowship of Leaves and I could build groves but could not build druids. In 0.12, I recall playing the elves and being able to build golem workshops, but I've played them again recently and I think that's been fixed in 0.13 (?).
 
Maian said:
There are some civs (and maybe religions or civic combinations) that can build unit-producing buildings but cannot build the units those buildings produce. I don't remember all the cases, and I some might have already been fixed in 0.13. The most common cases involve the grove and golem workshop. I was playing Luchuirp with Fellowship of Leaves and I could build groves but could not build druids. In 0.12, I recall playing the elves and being able to build golem workshops, but I've played them again recently and I think that's been fixed in 0.13 (?).

Everyone can build golem workshops because everyone can build copper goelms. The grove is used for both druids and beastmasters, so it should exist for any civ that can build either. Though you are right about the luchuirp, who cant build either, and I will keep them from being able to build groves.

Let me know if you find more.
 
Maian said:
...The most common cases involve the grove ...I was playing Luchuirp with Fellowship of Leaves and I could build groves but could not build druids.
With Guardian of Nature groves give +2 happy so they're not (always) useless.
 
Sarisin said:
Three comments/bugs:

1. I sent my Trojan Horse in to explore territory of a civ I didn't have an open borders agreement with. Suddenly several Barbarian Lizard Men Assassins appeared and took out the Trojan Horse. So why can they see and attack it while the civ (Sheelba) cannot?

The trojan horse isnt invisible to anyone and can be attacked by anyone you are at war with. Its intent is to sneak it through lands of civs you are at peace with but dont have an open borders pact with.

2. I think the barb units that appear later in the game need some work - I suppose this is probably ongoing. Barb chariots and mercenaries don't make much sense and yesterday I came across a barb Royal Guard - that is a real laugher. I'm not sure about those damn barb Lunatics either? :cry: I think having the orc crew (spearmen, axemen, worg riders,) and Lizard Folk (Men, Ranger, Assassins) is great though. Maybe more of that in the later units???

The barbarians actually copy of the clans units. So as we get more art for the clan they will fill into the barbarians as well.

3. I know this is beta and there is more work to be done on the civopedia, etc., but it is very aggravating to not know which units, etc. can be built by which civs. For example, I am playing Calabrim and built a Weaponsmith. Not only did I inherit that blasted green unsmiley face, but discovered I couldn't build anything. I mean, why let me build the Weaponsmith then? ;)

Chalid checked an update into 0.14 that marks all of the units that are reaplaced by your civ, and those that your civ cant build in the pedia. We havent done anything with buildings yet. The reason we don't go through and document it ourselves is because we dont know what the final build will look like. I hate to spend time updating the pedia to say that the calabim cant build elder councils, only to turn around and give them back in the next patch.
 
H.GrenadeFrenzy said:
Is there a schedules change to fix Domesticate Elephants?

Im sorry, Ive missed the Elephants issue. Whats the problem with it?
 
M@ni@c said:
Horrible news! I finished my v012 game, so time to start a V013 one... But FfH (and my entire computer) freezes when I want to start a new game. At least it did twice in the three times I tried. Both times I heard the sound of some coins falling (one of those building sounds I guess) and then the game freezes, judging from the green bar in the early phase of game setup.

Any ideas what could be the problem? :(



I'm glad btw that I'm not the only one who thought Falamar was a girl without breasts. ;)
(Falamar is apparently a guy)

***

Edit: Fourth try: Halfway through game setup the game freezes/crashes. :(

No idea on this, is anyone else having it?
 
strength changes due to mutation are lost when a unit is upgraded/converted/resurrected.
 
Kael said:
The trojan horse isnt invisible to anyone and can be attacked by anyone you are at war with. Its intent is to sneak it through lands of civs you are at peace with but dont have an open borders pact with.

The barbarians actually copy of the clans units. So as we get more art for the clan they will fill into the barbarians as well.

Chalid checked an update into 0.14 that marks all of the units that are reaplaced by your civ, and those that your civ cant build in the pedia. We havent done anything with buildings yet. The reason we don't go through and document it ourselves is because we dont know what the final build will look like. I hate to spend time updating the pedia to say that the calabim cant build elder councils, only to turn around and give them back in the next patch.

Thanks for your time and responses, Kael. I was at peace with Sheelba and scoping out its territory. I didn't think there might still be barbs that late in the game (yr. 1800+) and forgot about Sheelba having that BAR trait.

Actually, I think it is fun to see which barb unit will appear next, logical or not. ;)

Understandable on the documentation - that must be a lot of work.

I had something strange happen last night in my game playing Liuchiurp on an Epic map with raging barbs:

About yr. 40 I got the dratted message that "a distant civ was the first to discover Writing." Disappointed, I suspected someone got lucky with a goodie hut and went about researching Military Techs necessary to deal with raging barbs.

Well, in about yr. 85 I get the same message!

Is it possible for TWO civs to be the first to discover Writing?

I guess I should have gone after Writing....
 
couple of bugs, not sure if this is vanilla behaviour but ive never noticed it happen before

1. capturing a settlement on flood plains and then razing it turns it into a desert tile

2. i noticed in my foreign advisor that the sidar had spare stone. so i open a trade window and ask what he wants for it, and he suggests giving it to me free! about 20 turns later he cancels the deal - i go to "care to negotiate" and ask what he wants for it again, and he suggests giving it to me for free a second time.
 
Nikis-Knight said:
Is subdue animal supposed to convert werewolves? It doesn't, I just beat two with rangers.

Nope, werewolves cant be tamed.
 
Teg_Navanis said:
strength changes due to mutation are lost when a unit is upgraded/converted/resurrected.

Hmm.... I'll have to think about if these bonus's stay and how to do it.
 
Kael said:
Everyone can build golem workshops because everyone can build copper goelms. The grove is used for both druids and beastmasters, so it should exist for any civ that can build either. Though you are right about the luchuirp, who cant build either, and I will keep them from being able to build groves.

Let me know if you find more.

Luchuirp again - they can build Bear Totem but can't build any of the related units.
 
Maian said:
Luchuirp again - they can build Bear Totem but can't build any of the related units.

Thanks, fixed.
 
Transmutation does not work for me. Annoying, because it would have been quite useful!:cry:
 
FM_Freyland said:
Transmutation does not work for me. Annoying, because it would have been quite useful!:cry:

Your right, it was turning copper to gold correctly, but it wasnt turning gold to copper. It will be fixed in the next version.
 
Kael said:
You're right, its fixed, thanks.
Regarding the chaos marauder behavior, have seen this several times with my adjacent marauders destroying large friendly armies - looks like the placement code uses FindClearPlot() which considers a friendly-occupied square to be a valid placement tile So every now and then an adjacent marauder turns, gets assigned to a tile with a friendly army and the army gets removed. Just wanted to check if this was included in the fix - keep losing my crack summoner armies to this.

Also, regarding ljolsfalar, was there a decistion to change the default starting tech to Explore in order to give them a good crack at the nature techs ? Have been playing like this and it does sem to give the elves a more 'natural' play style.
 
adamant said:
Regarding the chaos marauder behavior, have seen this several times with my adjacent marauders destroying large friendly armies - looks like the placement code uses FindClearPlot() which considers a friendly-occupied square to be a valid placement tile So every now and then an adjacent marauder turns, gets assigned to a tile with a friendly army and the army gets removed. Just wanted to check if this was included in the fix - keep losing my crack summoner armies to this.

Yeah your exactly right, the new version wont do this.

Also, regarding ljolsfalar, was there a decistion to change the default starting tech to Explore in order to give them a good crack at the nature techs ? Have been playing like this and it does sem to give the elves a more 'natural' play style.

Yeap it was switched in 0.14.
 
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