FfH2 0.13 Bugs:

Originally Posted by Sarisin
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?

I either the person I play with or myself build this all the time, as it can be a great early game unit. Althoug i will agree they can be a little weak if they are not grouped together. The game I am currently playing i got them and my civ gave them the commando promotion. I didnt have them grouped and one was picked off by orc spearman, i was not happy but saw it coming.
I would agree the pact could use a GP point to make it a little more useful and make it a bard as the history is of a person singing to the giants and them coming to his aid.
 
Kael said:
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.
OK........Yeah,lycanthropes are usuallymammals.
 
Chandrasekhar said:
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.
It has happened to me as well, however my attempt to get the worker with a galley or something failled because I lost the war with the Civs with the BAR trait and theit allies the Vampires and of course the Barbarians and I wasn't even the weakest.......just wouldn't kiss ass all the time and give up tech for free to everybody because I wanted something in trade they became dirty and workboats became workers stuck in the sea..........while I am pounded continually...it was definitely a learning experience.
 
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....
Pillage Your Enemy PROFUSELY! If you have adepts turn their tiles to desert and starve them out that will bring their total to a halt while the other grows then use them for unit experience, oh yeah, desert it up cuz that gives your adept experience and when he can't get anymore upgrade him, cuz your first archmage is in the making.......if you have adepts that is but rampaging takes about four times as long and requires more people instead of just a few to protect your adept......one more thing use your terrain and take that AXE it is worth 10 units easy.....archers.......I know that this kind of advice doesnt really fit it this thread but being the weakest of the three you are everybodys target..........so you and anybody else that wants to know........even withthis strategy you have a long haul........at least 200 turns to get the chase on..........don't kill your enemy completely off so he will be weaker than you........your payback may give you something to smile about on miserable days....that is how I handle that issue and yeah I've had it recently, later....hey TEAM I LIKE THE BARBARIANS NOW, What DIDYOU DO!....that is not sarcasm I mean it the Barbs are a force to be reconned with and the other civs without the trait cannot keep up unless they are the Ljosalrar or Elohim iin my last 10 games..oh and Alexis.that &%$#&. ON ONE OCASION.
 
Xuenay said:
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.


maybe the "hero" promotion should be renamed to "adventurer"? That probably fits the idea of getting experience independently, and doesn't confuse players why certain heroes (in the sense of world unit) differ from others.

Of course, this might create some confusion with the adventurer unit... maybe not.
 
This thread is for bugs. Feel free to start a new thread for new ideas, or post in the balance thread if you think something is overpowered or underpowered.
 
When I go to global view and press the button to show religious influence, I get an immediate CTD. I'm playing as the Khazad with runes. Save attached.
 
I have seen 2 instances where giant spiders did not heal. They stayed in one place like usual afer killing a warrior but did not heal over quite a few turns. After I captured them they healed like normal. Is there somethign about their lack of a will to move that makes them skip the healing?

About the pact of nilhorn, the boost seems reasonable, I have been able to win an entire game (practicaly) by making the pact and having OO as my religion on emperor difficulty I was able to smash my neighbors with giants and drowned until they finally got some crosbowmen built. The key is just a little tactical thinking, giants are weak vs. hunters so make sure they do not go out unescorted by strength4+ units.

I do think that some promotion vs. scout class units would be sweet from a tactics point of view, hunters don't make a great army but the AI loves to garrison with them and if the AI would use the promotion smartly it would give a rock to the hunters scissor. I know you are not focusing on a combat system mod but I love what TAM did with making mixed unit tactics really interesting.
 
AndrewDJ said:
When I go to global view and press the button to show religious influence, I get an immediate CTD. I'm playing as the Khazad with runes. Save attached.

I got this same CTD haven't tried to recreate it though.

Also "declared war" automatically on my best ally after doing some tech trades with my next best friend.

Otherwise thouroughly enjoying the new build, keep up the great work.

-Brentis
 
The aerobus (its the gunpowder unit if i spelled that wrong) isn't a national unit. When the menu pops up when a city is done building something and I scroll over the aerobus to build it, the Sid's Tips text says that you can only have 3 at a time but it doesnt say its a national unit. This might just be outdated text but I'm not sure.
 
Samuelson said:
The aerobus (its the gunpowder unit if i spelled that wrong) isn't a national unit. When the menu pops up when a city is done building something and I scroll over the aerobus to build it, the Sid's Tips text says that you can only have 3 at a time but it doesnt say its a national unit. This might just be outdated text but I'm not sure.

The tip will be fixed in 0.14.
 
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. ;)

The thing is, in the case of 2 players having the Barbarian trait, they still win purely from the trait and are immune to the rival rule.
 
NOTE: this version is outdated, removed the attachment

Another round of bug fixes and misc changes. Changelog is cumulative.

Changes:
Spoiler :

  • A captured worker stays in its original plot if it's safe.
  • Fireballs and meteors no longer capture workers.
  • When a Boarding Party attacks and captures a ship, that ship stays in its original plot if its safe. Furthermore, the captured ship loads the Boarding Party.
  • When successfully attacking a UNITCOMBAT_WATER unit such as the Kraken, Boarding Party stays on the ship it attacked from.
  • When a unit with the Taskmaster promotion attacks and turns in enemy unit into a Slave, that unit stays in its original plot if it's safe.
  • When a Werewolf attacks and turns an enemy unit into a Werewolf, that unit stays in its original plot if it's safe.
  • An attacking Werewolf that upgrades to a higher Werewolf can advance into the plot it is attacking into.
  • All animal units except the wolf can't be turned into Werewolves. The attacking Werewolf can still upgrade into a higher Werewolf though in these cases.
  • When a unit with the Command promotion attacks and converts an enemy unit to your cause, that unit stays in its original plot if it's safe. Furthermore, a "A unit converts to your cause." message is displayed.
  • When a unit with the Subdue Animal promotion attacks and captures an animal, that animal stays in its original plot if it's safe. Furthermore, a "Animal captured." message is displayed.
  • When Magnadine attacks and converts an enemy unit to your cause, that unit stays in its original plot if it's safe. Furthermore, a "A unit converts to your cause." message is displayed.
  • If a Chaos Marauder betrays you, the plot it goes to is chosen more intelligently. If the chaos marauder was alone, it stays in the same plot. Furthermore, a "A unit turns against you." message is displayed.
  • Cult of the Dragon unit defection now works. If the defecting unit was alone, it stays in the same plot. Otherwise, it goes to a friendly, team, or neutral plot, in that order of preference.
  • removed change: Chaos Marauder can betray you any time it's summoned instead of just the last turn (for those with the Summoning trait).
  • Loki can escape into ships or into plots with only neutral units.
  • Loki's attacker moves into the plot Loki was just at, using the correct amount of movement points and retaining the selection group.
  • Bloom works over elven farms and cottages and their ilk.


Internal changes:
Spoiler :

  • Added a set of functions called FFHsetCustomData, FFHgetCustomData, and FFHdelCustomData that allow (key, value) pairs to be stored on Cv* objects that support the setScriptData() method. The value needs to have a valid repr value, i.e. eval(repr(value)) == value. Look at the source docstring for more info.
  • In onUnitLost, if the unit to be lost has custom data (via FFHgetCustomData) which has a 'onUnitLost' key, the value under the key is assumed to be a list of code strings. Each of these code strings are exec-ed. This provides a way to create units right after combat ends.
  • Same thing with onUnitMove and the 'onUnitMove' key. This provides a way to manipulate an advancing unit after combat ends.
  • Added pAttacker and pDefender in onCombatResult.
  • Added FFHIsSafePlot function. Has the ability to ignore specified units. Called by FFHFindSafePlot.
  • New class called PyUnit that acts as wrapper around CyUnit and can store the unit's state even when the wrapped CyUnit instance becomes invalid. This class can be used to converts units to enemy units (which is its original purpose). Supports some default arguments for certain CyUnit methods. Can be used to serialize a unit's state into a string. Can act as an extension point for more convenience methods. Look at the source docstring for more info. updated to v2
  • Branched FFHFindClearPlot into FFHFindSafePlot and changed the function signature of both. Loki code and several other places now call FFHFindSafePlot instead of FFHFindClearPlot. FFHFindSafePlot has the ability to choose preferred plots and ignore specified units. updated to v2
  • Added FFHIsSummoned function.


Comments are appreciated :)
 
Where should we extract the file to? FFH v2013 assets?
 
Should you be able to improve an oasis square with the Water I spell (sorry can't remember the name right now)? I know you can't currently do that to floodplains, but I am able to do it to an oasis square, and thought I read that oases and floodplains were not going to be improvable.
 
anisotropy said:
Should you be able to improve an oasis square with the Water I spell (sorry can't remember the name right now)? I know you can't currently do that to floodplains, but I am able to do it to an oasis square, and thought I read that oases and floodplains were not going to be improvable.

Yeah. We talked abotu all the variations (upgrading but killign the oasis, not allowing the tile to be upgraded) but in the end we decided that leaving it as is was the best.
 
not sure if this is a bug, a game limitation or if its meant to be this way but i could not load a hunter onto a boat while they had a bird loaded.
 
cmhwak said:
not sure if this is a bug, a game limitation or if its meant to be this way but i could not load a hunter onto a boat while they had a bird loaded.

Thats a vanilla game limitation.
 
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