FfH2 0.13 Bugs:

Patch C is up, list of fixes is in the first post. It shouldn't break save games.
 
for some mysterious reason it said i declared war on vallash(as the sheaim),
but it didn't look like they had any mages near my cities.
they just captured the dragons horde nearby?
i played it through from the most recent autosave but it did not happen again


also, my giant spider retained the lookout promotion(from the sentry tower) after he was attacked.

also, you can gift infinite skeletons to anyone who has open borders with you(
summon new ones each turn...
legions of undead anyone?
 
I have been playing as the Bannor in a few games and I have not been able to find the guardhouse in my building lists on the city screen when I have guardsmen and shieldbearers fortified in the city. Has this feature not been implemented as of yet?
The patch C was a game saver, I had lost several games to the dreaded spinlock. Thanks for all the work from the team.
 
Multiplayer exploit: One player gift an infinite amount of national units to another player, resulting in armies full of a teammate's national units.
 
What would you propose as solution? Grading the unit down one level when it is gifted? eg. Immortal->Macemen
Or prohibiting gifting National Units and Heros?

Prohibiting to gift limited unit classes is very easy.
 
It seems there are a few issues with summoned units - animals can be captured without retaining their summoned status, and the same goes for units which are gifted to friendly players (meaning you can cripple the AI with unit upkeep, in theory at least). Perhaps summons need to be a duplicate unit (Summoned Skeleton, Summoned Tiger etc) which start with the summoned promotion and would therefore keep it when gifted/captured. That might mess up Spell Extension, though. Hmmm.
 
@ Chalid

I think I've found an AI issue, I know you've been playing around with this aspect of the AI so I thought I'd mention it here. Here's what happened:

My hero (Valin) is parked outside the enemy city. They have a very large stack of merrymen (warriors) in there city. I'm shocked when they start attacking me, I get ready to blame you Chalid for killing my hero, when all of a sudden they stop. I let Valin heal for a turn. Next turn, they attack with a single merryman and stopped. End result: they wasted much of their forces feeding my hero with exp.

Is it possible the AI calculated it could destroy my hero with the stack they had in the city, attacked with everything they had but stopped when they believed they needed the rest of their units for city defence? The AI could use a little tweaking if this is the case.

I'm assuming that the single warrior they attacked with the second turn was freshly built, btw
 
Thats an issue i have not yet dealed with...

What you have seen were all his counter and attack units that were not needed (in the ais view) to defend the city. The problem is the Ai first tests if there is a aim it can kill easily (65% chance). If there is not it thinks 35% chance are enough. That alone is not to bad but now comes the stupid thing.
It divedes these 35% by the number of units in its tile. So each of the merymen probably attacked with chances below 5% and bader through there were several that were deemed nessesary to defend the city but were calculated for the attack as well.

So what you are seeing is standard stupid vanilla behaviour. I've already sketched out on my notes how i want to change this but its farther down on my list. First i have to deal with the stupid mages (especially when they have come by ship they are completly cluless right now) and i hope that we can teach them to cast the spells from the view of the top level unitai instead of a low level AI as it is now.

And yes the warrior was most probably fresh built or coming form another town.
 
a couple of problems.
1)this has occured since the release of 2,(for me) when attempting to trade with another civ,after shutting down the contact civ repops up,it then shuts down normally. (not that this is a major problem i dont trade much)

2)this has occured since 13 came out. i cant quick save. sometimes it indicates it is saving but if i try to load it had not been updated.View attachment 130954
 
Lightzy said:
where's the reasoning in the mary typhoid change?
I mean, what thread, so I could read it :)

There wasnt much around it. In the new tech tree alchemy can be gained much earlier than in pervious versions. Someone noted that because fo that they can rush a 12 strength attack in the early game, which is to effective. So Mary was reduced to str 7.
 
Burevix said:
I have been playing as the Bannor in a few games and I have not been able to find the guardhouse in my building lists on the city screen when I have guardsmen and shieldbearers fortified in the city. Has this feature not been implemented as of yet?
The patch C was a game saver, I had lost several games to the dreaded spinlock. Thanks for all the work from the team.

I did some testing around this and actually found the opposite problem, once created the guard stations never went away. Which will be fixed in the next version.
 
Black Whole said:
The Malakim start with a Lightbringer and not with a warrior. Is this intentional?

Yes .
 
And woodelf thinks that's fun....My only lion escaped from his cage and ate my worker. :mad: I now have a lion skin carpet....no happiness bonus.

The Frog
 
the problem #1 (in post 131) may be linked to a trade tech. in current game i have no trade techs yet and it does not occur.

Also is there a way i could change the frequency of desert tiles when map is generated?
 
thearkane said:
Also is there a way i could change the frequency of desert tiles when map is generated?

Thats dependend on the map script/temperature setting.

Tropical gives very few deserts, cold, too.
Arid and Rocky give many deserts.
 
Chalid said:
Thats dependend on the map script/temperature setting.

Tropical gives very few deserts, cold, too.
Arid and Rocky give many deserts.

i usually use temperate,pangea. i just feel that the normal generator makes way to many deserts. i know about tropical but then i feel there is to much jungle. i was hoping there was a python or whatever is used to determine the occurance that i could change. oh well thanks anyway.
 
thearkane said:
i usually use temperate,pangea. i just feel that the normal generator makes way to many deserts. i know about tropical but then i feel there is to much jungle. i was hoping there was a python or whatever is used to determine the occurance that i could change. oh well thanks anyway.

http://forums.civfanatics.com/forumdisplay.php?f=182
 
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