FfH2 0.13 Bugs:

Xuenay said:
A friend of mine reported that there seems to be a bug concerning AIs and vampirism. An AI hero with vampirism will spread it to other units - including the units of other players, if there happens to be an Open Borders treaty allowing it. ;) Though my friend didn't complain, the vampirism the elven player gifted to his two units allowed him to win the war he was fighting with the Bannor...

Just wondering, has there been any fix on this one? I didn't see it listed in any of the patches, nor in the changelog for the next one.
 
Xuenay said:
Just wondering, has there been any fix on this one? I didn't see it listed in any of the patches, nor in the changelog for the next one.

Yeah, I didnt add it to the changelog, Ill get it in.
 
In my opinion the AI should be blocked from mass-spreading vampirism to allies whit open borders, but it should´t be blocked that players do it, because its an interesting thing to do, like spread vampirism to your allie´s uber army....

May be a little too powerfull, tough...
 
AndrewDJ said:
I'm not sure if this is a bug, but the Khazad start with regular Warriors instead of Dwarven Warriors.

It isnt a bug, the current Dwarven Warriors are only useable by the Luchuip. They are different from other warriors in that they are unable to upgrade to melee units (since the luchuirp have golems instead of melee units).
 
When I load the save and end the turn, the game freezes and hangs up, and I have to kill the process (or at worst do a cold boot). Playing as the Luchiurp (or however it went), and The Mithril Golem is about to be rush built. The game hung up like this before in the game, but this is the first time the problem is repeatable.
 
Kael said:
Interesting code. I went ahead and fixed the Cult of the Dragon defection.
I didnt touch Loki as I want to keep it simple and I dont think the additional functionality is wroth the change, I also only want the Chaos Marauder to revolt on the last turn (I dont want to make him less effective for Summoner civs).

Im not sure about bloom yet, it makes sense, I'll think about it.

At this point Im more interested in just knowing about problems then getting code fixes, and I feel bad that it looks like you did some considerable work here that may not be used. And I apologize for my code, if you've gone through it in the detail you obviously have you have seen it up close and personal (and it had been known to make real programmers weep).

But I read through everything and I may end up stealing more.

Glad I can be of some help. Don't feel bad about not using my code - this has been a learning experience for me, especially since this is my first time coding in Python (fun language). In any case, I'll be retaining my own branch and making further modifications.

Do you use CVS or SVN? For collaborative projects, those systems are great for combining various contributions and keeping everyone in sync with the latest code/resources.

Concerning bloom, I noted that it was a temporary fix since Chalid said he intended to replace elven farms and cottages.

BTW, I read somewhere that you added a method to change a unit's strength. What's the function signature for it?
 
This mod is kicking ass, i'm enjoying the fun with it as well, i got some ideas for this mod.

Idea Number 1: If a city have the cult of the Dragon Religion, make a change appear of a Cult Riot Party to be appeared, who have some dangerous spells, but they can only be used once. Dangeous Spells that can "cause Riots on city", "cancle production on city", or "cause a illusion raid".

Idea Number 2: Allow us to make settlements be built by settlers or workers, we can build a city or build a settlement

Or

allow all the cities to start as a settlement till they reach a population of 3 to become a major city.
 
Two things:

1. I noticed the barbarian orc archers have the same artwork as the orc spearmen. This is confusing and makes for a few unexpected losses. ;)

2. Would it be possible to have an announcement (a fanfare would also be nice) when the Barbarians declare war on a civ? This is either not happening now, or something is broken with the 50% rule. Infernal has way more than 50% pts than me, but I cannot tell if barbs are attacking or not as I am on the other side of the map and swarmed by the raging barbs.

Thanks
 
I forgot:

Is it true you cannot build Rangers or upgrade Hunters when you are playing Luchuirp?

Also, no bonus from deer/fur?

It seems strange you can build the Hunter's Lodge and hunters, but no rangers and Animal Mastery gets you nada.

Yes, I discovered this the hard way...
 
Sarisin said:
I forgot:

Is it true you cannot build Rangers or upgrade Hunters when you are playing Luchuirp?

Also, no bonus from deer/fur?

It seems strange you can build the Hunter's Lodge and hunters, but no rangers and Animal Mastery gets you nada.

Yes, I discovered this the hard way...

Not all civs have access to all units. The Luchuirp don't have access to Rangers, Druids and Beastmasters. They just don't seem in theme with the civ.

Its probably a good idea to block techs. We hadn't done it before 0.13 because I always knew the tech tree was going to change so I didn't want to do all the work to block what was going to have to be rebuilt anyway. Once everything gets settled out it is probably a good idea to block techs for civs that get no benifit from them (or anything after them). But I have a feeling it won't be very many because of the non-unit things a tech gives.
 
Actually, I daresay Druids are rather in theme with the civ, I imagine them as being capable of bringing mud and woodwork to life.
 
This has been reported, but I don't know if it has with this spell; I deleted a target using an entangle spell. (There were two units in the target and it said "spell resisted" but then gave me the option to choose a target and away it went.)
 
I'm not sure if this is a bug - is ashen veil meant to blocked from turning cultists into high priests?

edit: not cultists, but ritualists.
 
wilboman said:
Actually, I daresay Druids are rather in theme with the civ, I imagine them as being capable of bringing mud and woodwork to life.
I wonder if the blocking might give more flavour to the game by causing the Lurchuip to get more powerful different units as compensation for no druids etc. Might differentiate civs more.
 
The dwarven promotion on Bambur doesn't seem to work properly. He wasn't getting the double movement on hills until I gave him Guerilla I & II promotions. Maybe something to do with the dwarven promotion being "double movement on Hill" vs. Guerilla II's "Double movement on Hills"?

EDIT: I just checked, and the Dwarven promotion on the Hammerfists seems to be broken, too: they don't get the double movement on peaks--they can't even enter peaks.
 
Chalid said:
Is your Cultist Level 6 or above?

yep, and I have incense. i checked the ffh editor and it told me that cultists (aka priests of the veil) could only be upgraded to inquistors, while other religions' priests can become either inquistors or high priests.
i was just wondering if it was an intentional omission; i don't mind if it's meant to be a flavour thing but it seemed odd at the time.

edit: not cultists (which would be OO) but ritualists for AV - i remembered the wrong name but the problem is as i described
 
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