FfH2 0.14 Bugs

Hian the Frog said:
Kael,

I've just built the ritual Nature's Revolt. For a few turns, all Tigers that i summon were 4 str and not 3. That's logical... Then i built the tower of divination, which gives a free tech. I chose Bowyers. And then, my new summoned Tigers were only 3 str, the normal value.
Is it a bug, something that i don't understand or miss ? I give you all this explanation even if i think there is no link between a ritual, a tech and a wonder but....
Waiting for an answer, thx.

The Frog.

PS: Does Frogs also increase their str by one ? ;)

Natures revolt only boosts the existin animals, it shouldnt effect tigers created after it takes effect.
 
Loki - is great for weak cities, but because he cant attack, he never gets upgraded... which makes him nearly useless in the middle/end game... except for one thing..... the AI seems to think he is a major threat and will waste countless units "attacking" him blindly rather than waging war on me..... which makes it easy for me to move my units where I want...

This seems like a weakness in the AI, so maybe you should allow Loki to gain exp over time and/or grow... increasing his usefulness.... but maybe decreasing his "defence" ability... I assume he gets a 100% on retreat from combat every time...

Think this is possibly more a balance issue than a bug...
 
Oldfrt said:
Loki - is great for weak cities, but because he cant attack, he never gets upgraded... which makes him nearly useless in the middle/end game... except for one thing..... the AI seems to think he is a major threat and will waste countless units "attacking" him blindly rather than waging war on me..... which makes it easy for me to move my units where I want...
I actually love that fact. Sure its not what a human player would do but I consider it a special ability of Loki that he draws all those attacks.

This seems like a weakness in the AI, so maybe you should allow Loki to gain exp over time and/or grow... increasing his usefulness.... but maybe decreasing his "defence" ability... I assume he gets a 100% on retreat from combat every time...

Think this is possibly more a balance issue than a bug...

I actually love that fact. Sure its not what a human player would do but I consider it a special ability of Loki that he draws all those attacks. Loki can also be used to draw units (like out of cities for example). Loki is 1 tile away, this stack is 1 tile further. Loki draws the attack and retreats into his stack where a 2 movement unit can strike back at the attacker and retreat to the stack again. And that strat works for the entire game.

He can be quite evil if used correctly.
 
I tried to bring up the religious overlay while zoomed out (clouds in the skies) map and got a crash to desktop.
 
Some things I recognized in my last games:

1. Orthus leaves an uncovered spot at the map when appearing. This results in two probably unintended problems: (a) It's possible to get in contact with other civs from the other end of the world very early in a game, if one of their units passes by at this unveiled map tile. (b) You get an idea of your position in the world because the minimap zooms out to cover your explored terrain and the Ortus-spot.

2. Please take a look at the attached screen shot first. As you can see there is a strip of mountains surrounded by ocean squares only interrupted by a single mana node. It's impossible to use this mana node, because there is no way to add it to your trade network, not even by founding a city at this very spot. Afaik the latter thing works for any other ressource, but not for mana, because there are manifold ways to improve it.
Suggestions for possible solutions: (a) check the map for tile constellations like this in the beginning (b) add a dimension spell for channeling it to your capital or stuff like this. (c) make it somehow possible to build roads through mountain peaks (tunnels?).
 

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Nikis-Knight said:
I've had the problem with other resources on islands... maybe ships could count as roads for the purposes of a trade network?

I was wondering if its possible to treat coastal squares like rivers at some point. Roads that connect to rivers allow for Trade networking. Could not roads to coastal squares do the same?
-Qes
 
Sareln said:
I tried to bring up the religious overlay while zoomed out (clouds in the skies) map and got a crash to desktop.

Yeah, thats a known issue, we are looking into it.
 
Playing as Valladia the Even, was the first to discover writing, and no free tech. I restarted a new game and went for it again, in case someone else had grabbed it same turn as me but message didnt pop up, and same thing happened.
 
Currently only Beast and Melee units can get the Fear promotion. This has the consequence that a whole bunch of Infernal units but more important Disciple units such as the Stygian Guard and Eidolon can't cause Fear. Is this intentional?
 
Nikis-Knight said:
here's a great one: Dwarven hammerfists are upgradeable to bone golems. I bet that hurts like the dickens.

Shouldnt be possible, are you playign as the Luchuirp or the Khazad?
 
M@ni@c said:
Currently only Beast and Melee units can get the Fear promotion. This has the consequence that a whole bunch of Infernal units but more important Disciple units such as the Stygian Guard and Eidolon can't cause Fear. Is this intentional?

Nope, your right, Ill add it to the other unitcombats too.
 
Nikis-Knight said:
Luchuirp, with inquisitors, I should have specified.

I suspect you are just seeing that in the pedia. The Luchuirp cant build Dwarven Hammerfists. But if they could they would be able to upgrade to bone golems (which is the unit that replaces immortals for the luchurip).
 
Nikis-Knight said:
Well, no, the button was there. (I converted one with an inquisitor.) I don't have saves anymore, but the upgrade part makes sense. Up to you if you want captured units to upgrade into golems, don't know how big a change that is.

Ahhh... got it. Hmm.. I could tag captured units as unupgradable, but I think that will be a worse solution that the problem.
 
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.
 
Kassiopeia said:
CTDs when I end the turn. Tried to jiggle around my builds, unit moves and stuff, but the crash persists.

No CTD for me.
 
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