FfH2 0.13 Bugs:

some tips (when game is loaded) say that you cannot research necromancy if Vein isn't your state religion, and Divinity if you are not with Order. But in game I can research whatever I want.
 
I'm not sure if this helps, but you mentionned playing Ashen Veil, while Cultists are OO priests... I am currently playing OO, and noticed that I was unable to build priests except for Cultists so I guess priests (and probably high priests too) are only available for your current state religion. I expect you would have swapped from OO to AV and kept a Cultist you already had built, and now the game won't let your upgrade it to High Priest because your current state religion does not fit...

(btw, I can't remember what's the name of AV priests... their base disciples are Savants, that I'm pretty sure of, but what are their priests named again ?)
 
SchpailsMan said:
I'm not sure if this helps, but you mentionned playing Ashen Veil, while Cultists are OO priests... I am currently playing OO, and noticed that I was unable to build priests except for Cultists so I guess priests (and probably high priests too) are only available for your current state religion. I expect you would have swapped from OO to AV and kept a Cultist you already had built, and now the game won't let your upgrade it to High Priest because your current state religion does not fit...

(btw, I can't remember what's the name of AV priests... their base disciples are Savants, that I'm pretty sure of, but what are their priests named again ?)
oops, my bad - i meant ritualists, not cultists.
AV was the only religion i had in that game, so i don't think it's that - like i said, i checked the upgrade path in the editor (the massive excel sheet) and it only had inquisitors and not high priests.
 
Kael said:
Im sorry, Ive missed the Elephants issue. Whats the problem with it?
The problem has been one that I have been conundruming over for a week or so..........If you have no access to horses, elephants aren't always domesticatable either and it looks like it may be Civ orientated/dependant.....working out details.....any information about horse/elephant issues would be appriciated or if you find it yourselves let me know............also of the civs tried Calabrim has difficulty with either ........SoME CIVS won't build stables and this increases in likelyhood if you implement permanent alliances..........I'll get more details and although I working this from this computer as E'mail download orientated Our games are drydock non-internet and seperate household located..the problem doesn't seem to be Hotseat either although it happens then too....
 
I read a post not long ago about animals getting werewolf promo as an unacceptable idea..........I agree it makes them difficult but don't agree that it should be removed........animals suffering from this problem is consistant with Dark Gothic themes and the inablity to tame the beasts of a Master Werewolf are a matter of understanding the lore involved here.........werewolves the human variety almost always spread it to their beasts because it is the only way to control them and it makes them stronger and lets them draw in more of their own kind to serve their master and we aren't even going into the real dark of this lore or (KAEL PLEASE WRITE ME ON THIS.)(APROP.).....anyway werewolves are not setient creatures only type of curse anyway.
 
H.GrenadeFrenzy said:
I read a post not long ago about animals getting werewolf promo as an unacceptable idea..........I agree it makes them difficult but don't agree that it should be removed........animals suffering from this problem is consistant with Dark Gothic themes and the inablity to tame the beasts of a Master Werewolf are a matter of understanding the lore involved here.........werewolves the human variety almost always spread it to their beasts because it is the only way to control them and it makes them stronger and lets them draw in more of their own kind to serve their master and we aren't even going into the real dark of this lore or (KAEL PLEASE WRITE ME ON THIS.)(APROP.).....anyway werewolves are not setient creatures only type of curse anyway.

Its probably more confusing to players to see their spider turned into a werewolf than to leave the block on animals. Thematically I think its more fitting to have it only effect sentient beings.
 
I brought this up several times before without a response, and it is still a problem.

I am playing Bannor on a huge plains map with raging barbs.

The barbs have cleaned house and only three civs remain: Mine/Bannor, Charadon, and good ole Jonas.

Well, of course, those two have the BAR trait and all the barbs are after me but good. Compounding matters that no good Jonas has declared war on me too joining his barb cronies in the waves of attacks.

Anyway, the problem remains when you have two civs with the BAR trait:

Here were the scores early on (the difference has widened as I am getting hammered by the barbs and Jonas):

Jonas - 260
Charadon - 255
Bannor - 162

Because the two civs with the BAR trait have close scores, the 50% rule is not invoked and no declaration of war by the barbs.

Actually, as you can see both have more than 50% more pts. than me, so I say have the barbs declare war on both. :)

Really, if you have two civs with the BAR trait, the score of the first team without the BAR trait should be the base for comparison.

It is pretty frustrating to see the score and Charadon's scouts wandering on my borders and Jonas' units attacking along side the barbs....
 
Does anyone bother building the Pact of Nilhorn?

I did for the first time, and, IMO, what a waste. No culture, GP pts., and those Hill Giants are like the three stooges or something. I had two killed immediately by Lizard Men barbs with no promotions. 6 vs. 3 and they still lost.

I recommend you add a little culture, maybe a GP point, and make the big guys a little tougher. Lord knows they kick my butt when I am exploring - why do these seem so weak?:confused:
 
Sarisin said:
I brought this up several times before without a response, and it is still a problem.

I am playing Bannor on a huge plains map with raging barbs.

The barbs have cleaned house and only three civs remain: Mine/Bannor, Charadon, and good ole Jonas.

Well, of course, those two have the BAR trait and all the barbs are after me but good. Compounding matters that no good Jonas has declared war on me too joining his barb cronies in the waves of attacks.

Anyway, the problem remains when you have two civs with the BAR trait:

Here were the scores early on (the difference has widened as I am getting hammered by the barbs and Jonas):

Jonas - 260
Charadon - 255
Bannor - 162

Because the two civs with the BAR trait have close scores, the 50% rule is not invoked and no declaration of war by the barbs.

Actually, as you can see both have more than 50% more pts. than me, so I say have the barbs declare war on both. :)

Really, if you have two civs with the BAR trait, the score of the first team without the BAR trait should be the base for comparison.

It is pretty frustrating to see the score and Charadon's scouts wandering on my borders and Jonas' units attacking along side the barbs....

The 50% rule is only to keep players from winning just bcause of their barbarian friendship (basically to keep raging barbarians from being a game winner). If you still have at least one player that rivals you, you can keep the trait.

You better start killing some barbarians. ;)
 
Sarisin said:
Does anyone bother building the Pact of Nilhorn?

I did for the first time, and, IMO, what a waste. No culture, GP pts., and those Hill Giants are like the three stooges or something. I had two killed immediately by Lizard Men barbs with no promotions. 6 vs. 3 and they still lost.

I recommend you add a little culture, maybe a GP point, and make the big guys a little tougher. Lord knows they kick my butt when I am exploring - why do these seem so weak?:confused:

I'll check in a change that starts the giants with the Combat I and Combat II promotions to make them more worthwile.
 
pact is cheap, and if you're agg, they already get combat 1, i'm not sure, but possibly raiders give them commando

i'd just like to see the building city get the ability to build hill giants, that'd be cool
 
Not sure if this has been posted yet, but I'll mention it anyway.

There seem to be some issues with water walking. Firstly, when a drown or some other water walker attacks from a coastal tile and captures a worker, the worker ends up on the coastal tile, just sitting on the water. I suppose this will be fixed once you make it so that captured units stay with the attacker, so it's not much of an issue.

Secondly, and I'm not sure how this worked, there was a drown and a warrior on a galley, but when a friend of mine gave the warrior an order to disembark, and then moved the galley away, the warrior ended up standing on the water. I'm not sure about the specifics, so you might have to investigate.
 
Not sure if this is a bug but I think it is:
I founded Fellowship of Leaves in one city and then also founded Runes of Kilmorph in the same city!!! :D However only Leaves gave +5 culture, Runes didn't give any extra culture (haven't gotten a great prophet yet to build the religion wonder building btw).
 
Hey im not quite sure if this is a bug or not.

Barnaxus for the luchuirp doesnt get the hero promotion. Is that intended?
Because he doesnt get xp overtime from just being a hero....
 
Bad Player said:
Not sure if this is a bug but I think it is:
I founded Fellowship of Leaves in one city and then also founded Runes of Kilmorph in the same city!!! :D However only Leaves gave +5 culture, Runes didn't give any extra culture (haven't gotten a great prophet yet to build the religion wonder building btw).

That's vanilla - holy cities give you culture only if you have them as the state religion.
 
Xanikk999 said:
Barnaxus for the luchuirp doesnt get the hero promotion. Is that intended?
Because he doesnt get xp overtime from just being a hero....

Yes - you have to risk him a bit for him to get experience, but in exchange the Combat promotions he gets benefit all your golems.
 
Kael said:
The 50% rule is only to keep players from winning just bcause of their barbarian friendship (basically to keep raging barbarians from being a game winner). If you still have at least one player that rivals you, you can keep the trait.

You better start killing some barbarians. ;)


I'm not sure I get this answer, Mr. Raging Butterpecan. :lol:

Are you saying, if you have the extreme misfortune to be in a game with four AI civs with the BAR trait, and your score is significantly lower than those four who all have similar scores...no chance for the 50% rule?

If that is the case, I think it is a balance issue, and rather than start killing some barbarians (like I haven't!), it is time to start a new game. :cry:

Of course, one solution is to choose your opponents and make sure not more than one civ with the BAR trait is in the game with you.
 
Shouldn't spell upgrades be blocked if they do nothing yet? I just wasted a promotion from hemah on body III, just to realize that it doesn't do anything.
 
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