FfH2 0.14 Bugs

Kasdar said:
I have noticed that workers can build mana nodes.

why have the adepts with this ability if the workers can do it?

also I find it annoying that my workers when set to automatic build nodes anyway I would rather build adepts for this. That way I can keep my workers on autobuild and have my adepts build the nodes I want.

Been answered many times - adepts build nodes faster than workers; the reason workers have the ability is because the AI doesn't undertand getting its adepts to do it.

What's needed is a button like the "Automated workers leave forests" one for mana - "Automated workers leave mana" (probably on by default) - that ought not to be too hard since the code's already in place to have them leave certain tile features I'dve thought.
 
BeefontheBone said:
Been answered many times - adepts build nodes faster than workers; the reason workers have the ability is because the AI doesn't undertand getting its adepts to do it.

What's needed is a button like the "Automated workers leave forests" one for mana - "Automated workers leave mana" (probably on by default) - that ought not to be too hard since the code's already in place to have them leave certain tile features I'dve thought.



Sorry about that I just got my copy of civilization and was having a hard time wading through all the posts.
 
Don't worry about it, it's still an issue that ought to be resolved :P
 
Kael and his guys,

I was playing as the Kuriotates and was near the end of my gameplay when i wanted to clean my cities from foreign religions. Then, i used my Inquisitors to do the job. As i'm a follower of the Leaves, all others religions were wiped. Here no problems. But i was also following the Cult of the Dragon. This one was also wiped.
I don't know if it's a bug or a balance prob or what intented, but i think it's a big problem for the Kuriotates and The Sheaim. The cult of the Dragon is one of their main power and is really linked with their backgroud.

IMO, because the Cult of the Dragon is not a true religion (it's only a cult as you explain to us), why must he be removed by Inquisitors and Purge the Unfaithfull ? This CULT should be protected from that....

What is your opinion ? Would it change ?

The Frog.
 
BeefontheBone said:
Don't worry about it, it's still an issue that ought to be resolved :P

Yeap, its on our list. I want to get it changed too.
 
Hian the Frog said:
Kael and his guys,

I was playing as the Kuriotates and was near the end of my gameplay when i wanted to clean my cities from foreign religions. Then, i used my Inquisitors to do the job. As i'm a follower of the Leaves, all others religions were wiped. Here no problems. But i was also following the Cult of the Dragon. This one was also wiped.
I don't know if it's a bug or a balance prob or what intented, but i think it's a big problem for the Kuriotates and The Sheaim. The cult of the Dragon is one of their main power and is really linked with their backgroud.

IMO, because the Cult of the Dragon is not a true religion (it's only a cult as you explain to us), why must he be removed by Inquisitors and Purge the Unfaithfull ? This CULT should be protected from that....

What is your opinion ? Would it change ?

The Frog.

Purging the cult is pretty important. For everyone but the Kuriotates and the Sheaim thats one of the biggest reasons to get to inquisitors. For the Kuriotates and the Sheaim its not such a big deal but its doesnt hurt to remove the cult (they dont provide any benefit) and its good to have them removed if they are going for a religious victory.
 
Kael said:
Purging the cult is pretty important. For everyone but the Kuriotates and the Sheaim thats one of the biggest reasons to get to inquisitors. For the Kuriotates and the Sheaim its not such a big deal but its doesnt hurt to remove the cult (they dont provide any benefit) and its good to have them removed if they are going for a religious victory.

Kael,

Yes.
Of course it's important for other civs than Sheaim and Kuriotates but it's strange to remove a CULT....

The Frog.
 
Why? Cults historically were exactly what the inquisition went after. Then again, you're right in saying that those two want to keep the Cult in as many cities as possible (they get no direct benefit but it spreads more quickly the more cities it's already present in, since it can go along more trade routes).
 
Hi,
Playing as Valledia got to turn 333 and magic has stopped working. The spells are blanked out at the start of each turn as if used with only spell staff showing. If you cast spell staff then spells are active again.:cry: HELP
 
MacV said:
Hi,
Playing as Valledia got to turn 333 and magic has stopped working. The spells are blanked out at the start of each turn as if used with only spell staff showing. If you cast spell staff then spells are active again.:cry: HELP

In your '..\My Documents\My Games\Sid Meier's Civilization 4\CivilizationIV.ini' change:

Code:
HidePythonExceptions = 1

To:

Code:
HidePythonExceptions = 0

It sounds like something is error that is keeping the "has casted" attribute from being cleaned up correctly. With the above change it should display an error. When it does I can check it out to see what is going on.

Also you could zip you save game up and attach it to this post and I will check it out.
 
Kael said:
In your '..\My Documents\My Games\Sid Meier's Civilization 4\CivilizationIV.ini' change:

Code:
HidePythonExceptions = 1

To:

Code:
HidePythonExceptions = 0

It sounds like something is error that is keeping the "has casted" attribute from being cleaned up correctly. With the above change it should display an error. When it does I can check it out to see what is going on.

Also you could zip you save game up and attach it to this post and I will check it out.

Hi Kael,

Made the change you suggested for the Python error but not getting anything.

The game save is 778kb zipped so I can't save it to the post and it will not let me save it as a cab file.:sad:
 
I've had a strange issue with elven adepts. I've had one in a big stack of swordsmen in the middle of enemy territory, and it doesn't recieve the "casted" promotion after using the wither spell.

Also, I think that the Kuriotates' ability to work tiles that are three tiles away from their cities is causing seafood resources to spawn farther out to sea than they normally do. This might need to be fixed.
 
Playing as the Khazad (my first time as them...very nice), whenever I build dwarven warriors (with guerilla II promotion) I am still offered the guerilla I promotion as a choice for upgrading. It doesn't remove the guerilla II promotion, but it is just like a wasted promotion if someone were to accidentally press it.
 
No it's not - it increases their hill defense value.
 
After I casted Genesis as the Elves my workers on automatic were able to cut down trees to build windmills oddly enough.
 
Kael said:
No CTD for me.

Dang. It's probably the graphics card, then. I have a GeForce 6600 GT with latest (untouched, official, June 23, 91.31) drivers, and it crashes identically with all graphics settings at the bare minimum (no AA, low, low, low, no animations, simple textures etc). The screen goes black and everything hangs up for a moment before I get the WinXP "wanna rat out to MS?" popup, that should have clued me in that it's the graphics (and I should have mentioned it earlier).
 
CassandraR said:
After I casted Genesis as the Elves my workers on automatic were able to cut down trees to build windmills oddly enough.

That shouldnt have anything to do with Genesis. But if you capture a few of your oipponents workers that can chop down trees (only elven workers cant cut down forests, captured mus golems, human, orc or dwarf workers don't have that limitation).
 
Well they were definitely elven workers. I didn't fight much at all that game. I was just playing around on the easier difficult to see how the game worked. Anyway my workers were on auto for most of the game and I guess its the windmills because as soon as I researched them they started clearing forest and building them.
 
CassandraR said:
Well they were definitely elven workers. I didn't fight much at all that game. I was just playing around on the easier difficult to see how the game worked. Anyway my workers were on auto for most of the game and I guess its the windmills because as soon as I researched them they started clearing forest and building them.

Oh, got it. Thats the way its supposed to work. The elves can build some things others cant on forested tiles, but not everything. They can't make forested mines, quarry's, or as you noticed, windmills. Along with a few more things. In those cases they do need to knock the forests down to build them.
 
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