FfH2 0.14 Bugs

Moon Hunter said:
Probably not a bug, just a question...
How does the magic resistance promotion affect resistance against spell? increase by 40%?

Now that the mostxp bonuses from buildings have been sort of eliminated, i would suggest some of them to be implemented back, at different building, at least to allow one or two free promotions, or add a free promotion to the units built at the palace...

For example the library could add 2 xp to arcane units, each temple could add 1 xp to disciple units... I've seen you have left quite some xp for the recon units at the svaltalfar palace

Magic resistance doubles the chance the spell with be resisted before the casters resistance reduction is applied.

Free xp is the providence of civics. Appropriatly set you can get a nice start on your units leveling.
 
Am I wrong in assuming that the seafood resources are spawned based on which tiles can be worked on coastal cities? I'm pretty sure that they didn't spawn so far out to sea in vanilla Civ.
 
37. Fireballs and Meteors are immune to first strikes.
you just greatly reduced one of the few uses of first strikes

in the rare case i would need to defend against fireballs/meteors.

then i would use my hero arthendain/or grigori hero archer(otherwise just countermage em) and give him city garrison 3 and drill 5, so that he could kill the fireballs before they did any collateral damage to the city.

now this only works vs catapults. so it's much less flexible...


also, how does the ai value amurite bowmen?
you know, the fireball summoning ones?
that mage spell makes them usefull on the offesive, but does the ai consider them defensive or magic units?
 
Sureshot said:
im pretty sure you're right, i keep getting screwed with fishes too far out (always three squares out)

You know its statements like these that will get you into trouble now that the Forum population knows your female.

Also, i think the issue primarily deals with the Kuriotates 3rd ring ability, Someone explained to me that the way resources and city radii and improvements all work in the AI (and generator) deal with the "Maximum" potentially available. So if any civ can go three, all must be able to. I hope its able to be "uncoded" like that and reverted back to two, and the Kuriotates just get a boon.

I personally am sick of having my farms auto-built outside my radii. And yes, fishes and other sea-fauna have been too far away.
-Qes
 
QES said:
Also, i think the issue primarily deals with the Kuriotates 3rd ring ability, Someone explained to me that the way resources and city radii and improvements all work in the AI (and generator) deal with the "Maximum" potentially available. So if any civ can go three, all must be able to. I hope its able to be "uncoded" like that and reverted back to two, and the Kuriotates just get a boon.
:gripe::wallbash:[pissed]

Is that not exactly what I just said!?
 
Chandrasekhar said:
:gripe::wallbash:[pissed]

Is that not exactly what I just said!?

I was agreeing with you. Reitteration and imitation is the sincerest form of flattery?
-Qes
 
Wouldn't it be more correct to say "All rights reserved Chandrasekhar™ 2006"
 
Hasn't that method of trademarking been trademarked yet? :lol:

Bah, this forum is moving so quickly that I don't have the proper time to research every little thing I post...
 
Chandrasekhar said:
Am I wrong in assuming that the seafood resources are spawned based on which tiles can be worked on coastal cities? I'm pretty sure that they didn't spawn so far out to sea in vanilla Civ.

I looked through the SDK today (the logic to place resources is very funky) and I did find something we modified. Im going to send it to Chalid and get his take on it, but it may be the cause of what you are seeing.

I almost replied to QES's post and made a big deal about thanking him for posting the issue and saying that it was the first time I heard of it, but I decided not to be that evil. ;)
 
Kael said:
I looked through the SDK today (the logic to place resources is very funky) and I did find something we modified. Im going to send it to Chalid and get his take on it, but it may be the cause of what you are seeing.

I almost replied to QES's post and made a big deal about thanking him for posting the issue and saying that it was the first time I heard of it, but I decided not to be that evil. ;)

Aww shucks. Saying that almost makes me wish I voted for you Kael. Almost.
-Qes
 
Here's an interesting one, may be a bug, may be how it should work.

I twincast a meteor storm with Hemah and then sent them on an unsuspecting city; it contained three archers and a worker. The archers all died, and I was left with three meteors and a Pirate sitting on the coast. I attacked with a meteor again, and it captured the worker. The worker, however, stayed in the enemy city. So there was a worker, owned by me, sitting in the enemy city. The game didn't crash or anything, so it's not a dire situation. It's just... odd.

Also: I've noticed asylum seems to randomly grant Crazed promotions to units created in the cities. When you have a crazed Arcane Barge though, that's also odd.
 
i forgot to mention this, but in our multiplayer game last friday one person got an OOS error when Orthus appeared, i didn't think much of it, since there were some connectivity issues, but my friend tells me she had the same problem with Orthus' appearance as well in one of her games (and consequently reverted to the previous version of the mod since she usually plays multiplayer).
 
Chandrasekhar said:
Should have brought some QES repellent just to be safe.

What, you mean you don't have some on your ulility belt, along with the shark repellant and anti-carrosel spray!!!!! I thought they came as standard :crazyeye:
 
Another bug with Orthus and Ascheron, when the game zooms to their title, your mouse gets half-locked on it. Moving the mouse up and down will zoom in or out on that title, you have to click something to get it to work again.
 
Post #378 - What's up with the Barb Trait?

Fader

PS - Something to do with starting era?
 
kzoocauchy said:
Here's an interesting one, may be a bug, may be how it should work.

I twincast a meteor storm with Hemah and then sent them on an unsuspecting city; it contained three archers and a worker. The archers all died, and I was left with three meteors and a Pirate sitting on the coast. I attacked with a meteor again, and it captured the worker. The worker, however, stayed in the enemy city. So there was a worker, owned by me, sitting in the enemy city. The game didn't crash or anything, so it's not a dire situation. It's just... odd.

Also: I've noticed asylum seems to randomly grant Crazed promotions to units created in the cities. When you have a crazed Arcane Barge though, that's also odd.

The first bit is as intended - spells like fireball and meteor can't capture cities (and neither can workers). You've got a point about the second bit - maybe ships should be tagged as non-living like catapults and not be allowed to be crazed, enraged, diseased, hasted etc.
 
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