FfH2 0.13 Bugs:

Well, all it takes is to have multiple units selected (maybe multiple casters because I always have had some mages and priest in a stack) then cast a targetted spell (I've done it with wither, pillar of flames or that death II spell which causes disease, can't remember name; probably other such spell will work too) and *poof*. I'll try to post some savegame from the most recent version later today (can't do it right now).
Ps. BTW the spell can be casted many times and won't trigger the "already casted this turn" promotion.
 
the targeted spell thing aku talks about happened to me but only once
- i wiped out an entire stack of marauders with a charm spell but then after the one miracle i couldnt do it - additionally i had to be next to someone to make the charm work after that - even thought the interface cursor comes up for farther than one space i cant do it ...
 
Hmm. That's right. I've always encountered this when I was in a tile next to the enemy stack. Maybe position matters too.
 
Don't know if this is intended, but newly created Luchirp golems do not get Barnaxus's promotions until the turn after they are created.
 
mindlar said:
Don't know if this is intended, but newly created Luchirp golems do not get Barnaxus's promotions until the turn after they are created.

Yeah, it's just the way its implemented. I figure it takes a turn to get hooked up with barnaxus (in truth I didnt want to make a 2nd check to handle creations, I just let the onturn check handle it).
 
Is there anyway to keep animals around for the late game in areas where the barbarians are still thriving
It usually takes awhile to get carnivals going in the smaller cities and eventually my captured animals run out
Also, will minor civs be playable in future builds? i liked the looks of some of the lesser civs and would enjoy playing them.
The mermaid civ has the starting technology of seafaring but as far as I know there is no technology with this name and they start with no beginning tech.
I apologize about the wrong thread, this was supposed to be in the balancing one. Sorry again
 
soibean said:
Is there anyway to keep animals around for the late game in areas where the barbarians are still thriving
It usually takes awhile to get carnivals going in the smaller cities and eventually my captured animals run out
Also, will minor civs be playable in future builds? i liked the looks of some of the lesser civs and would enjoy playing them.
The mermaid civ has the starting technology of seafaring but as far as I know there is no technology with this name and they start with no beginning tech.
I apologize about the wrong thread, this was supposed to be in the balancing one. Sorry again

Yeah most of the civs are scheduled to be playable. The only ones in question right now are the Mercurians and the Infernals. We have some things planned for them that may make them impossible to balance. But who knows, if we find a way around it we will add them as well.

The Lanun are awesome, but they may need to start with exploration. The AI always rushes fishing when it plays them anyway. I'll ask the tam about it and see what they think. Seafaring is a valid tech, but its not on the tech tree, it is only available to the Lanun, who start with it.

I will have to think abotu the animals. We are thinking about adding some options for big game hunting in "Fire", we will have to see what we come up with.
 
Ok, I've managed to provide a save where I've managed to many times reproduce this spell bug. It doesn't always work. Don't know why, but sometimes the spell works as intended and sometimes wipes any unit. Just load this game, there are couple of units next to barbarian city. Select all units and cast something (charm person, wither, whatever), select target unit and voila. Sometimes the spell gets resisted and unit survives but you can cast multiple times. I hope that someone can reproduce this one.

Ps. Launching fireballs and meteors at diseased units spreads disease. It's rather silly isn't it? ;)

Edit: You can see it in this savefile too because the dragon has disease from contagion. It's fun to see my bombarding units catching flu from meteors :P
 
aku said:
Ok, I've managed to provide a save where I've managed to many times reproduce this spell bug. It doesn't always work. Don't know why, but sometimes the spell works as intended and sometimes wipes any unit. Just load this game, there are couple of units next to barbarian city. Select all units and cast something (charm person, wither, whatever), select target unit and voila. Sometimes the spell gets resisted and unit survives but you can cast multiple times. I hope that someone can reproduce this one.

Ps. Launching fireballs and meteors at diseased units spreads disease. It's rather silly isn't it? ;)

Edit: You can see it in this savefile too because the dragon has disease from contagion. It's fun to see my bombarding units catching flu from meteors :P

Checking it out, thanks.
 
I think there is a problem with the alignments. I played as Sheaim which are naturally evil. As I converted to Runes my alignment was changed to neutral what is ok. After that I converted to Overlords. I anticipated to become evil again (naturally evil + Overlords = evil) but I stayed neutral. Is this intended?
 
I anticipated to become evil again (naturally evil + Overlords = evil) but I stayed neutral. Is this intended?

Yes it is. Overlords is a "neutral-evil" religion, so it won't change your alignment from neutral to evil, only from good to neutral. The Veil is the only religion that can switch your alignment to evil.
 
Ah, but if he'd adopted OO first (and not adopted Runes later, since that'd change him to Neutral) he'd still be Evil - perhaps the alignment change should be based on your leader's base alignment rather than current one.
 
I don't know if this is intended, but I culturally captured a kuriotate settlement and was then able to rush buy a city hub in the settlement. This then gave the new city the sprawling trait for my non-kuriotate civilization.
 
Barnaxus got shock and it didnt go to any golems, not sure if thats intentional that they only receive certain promotions. His graphic also seems to flicker from a swordsman to barnaxus.

I havent got that far down the new tech tree but so far it seems quite nice, although it would be really good to be able to see more of it on the screen. One thing I did think was that it puts a lot of emphasis on beelining to writing, as it gifts a free technology and is the only prereq for trade.

Oh and the spider made me physically jump in my chair. Love it!
 
Sometimes warrior units spawn at capitals for no apperant reason ans not when being produced either when this happens is often after you agree to produce a settler at the next oppurtunity........playing Calabim and Elohim.......strange effect seen it happen 5 times.........starts after each had 2 cities..........Calabim 2.........Elohim 3 both also had subdued animals...only happened on 1 game, I will watch to see if it happens on the next game.... it was on Fantasy Map/THE Big One....Random resources too........my civs where btween 3rd and 8th place...so the speak.
 
Just a small one I found so far.... have seen it in two different games.

My starting scout survived combat, so I noticed he was down to 0.7, so thought, great - 3 turns and he is back in action.

3 turns later the message was saying
1.0 / 1
1 Turn to Heal.

I have had this a couple of times now, but only on these low strength units. Havent had it in any other versions other than V013
 
Oldfrt said:
I have had this a couple of times now, but only on these low strength units. Havent had it in any other versions other than V013

That's not a bug; the unit has 95-99 hitpoints, but it's rounded up to 100, thus 1.0 strength. It exists in vanilla too.
 
Chalid said:
No its completely as it is intended. It makes you think bevor you wildly switch religions as you might not be able to undo your changes.

That's mean! I only converted to Runes as it was the first religion spread in my realm (and I wanted to finish a wonder sooner). The next time I won't convert to a religion that makes me neutral for a longer time... I have to think before! ;)
 
Demon Altar will not allow me to sacrifice units for research. The button is lit up, and it makes the acknowledgement noise, but the unit doesnt disappear and I can keep pressing it over and over to my hearts content.

Jonathan
 
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