FfH2 0.14 Bugs

Serthorn said:
Hi guys. I just registered on this forum, and want to say you make an outstanding work. Thanks a lot. While playing this piece of art, I noticed some issued, witch I suppose are bugs:

1.Crashing on title screen while checking the civilopedia entry on Ashen Veil (but it is working properly during the game).

Someoen else mentioned something like this but I havent been able to reproduce it. Do you just go into the pedia, click religions, then click the ashen veil? I tried that and it works fine for me.

2.Invisible units (spiders in my case) weren’t able to defend cities. City was conquered without a fight, and spider was just moved to adjacent tile.

Yeap, thats the way invisible troops work in civ4. Dont trust those spiders.

3.I wasn’t able to cast the plain creation spell (desert to plains) within my own borders. It is working outside – on neutral terrain and within other civ’s boarders. This same issued concern the opposite spell (creating desert).

You were probably trying to cast it on a flood plain, it cant be cast on a flood plain.

4.Playing as a Lunan I was able to create the pirate cove on the land (the tile was changed into ocean and the cove was created).

Thats okay as long as the land borders a water body.

5 (more question than a bug) : Is it reasonable to allow single hero or animals to conquer whole city? (Especially heroes in early game may be too powerful – I found archery in goody hut, build elfish hero G. Silveric and conquered all other civs with him alone…)

Im fine with single heroes conquering cities. Though the strength of different heroes may need to be adjusted.
 
Kael said:
Im fine with single heroes conquering cities. Though the strength of different heroes may need to be adjusted.

Considering the "Enhanced Hero" project, are you going to leave hero's be until shadow/enhancement?
-Qes
 
Not a bug, but probably not working as intended either : the spell graft flesh works just fine with t4 units... which allow you to have any number of t4 equivalent flesh golems. I have successfully created an archmage+paladin spell golem (all the spells of the archmage, 8 strength, nice), and a beastmaster+war chariot one (13 strength). Perhaps flesh golems should be restricted to t3 units, to prevent a player raising an army of t4-equivalent flesh golems?
 
It's probably possible to create a divine/summoning/sorcery unit... Take a stonewarden/cultist gift it to an ashen veil civ, then they upgrade it get the free promotion (Body III) then graft flesh between Mardero and another priest... All of that within 1 turn...
 
Kael said:
Someoen else mentioned something like this but I havent been able to reproduce it. Do you just go into the pedia, click religions, then click the ashen veil? I tried that and it works fine for me.

After yours post I ran the mod 8 times, and I got 1 crash on 8 attempts. Yesterday I got 3 in a row, when I was checking Ashen Veil entry.

Kael said:
You were probably trying to cast it on a flood plain, it cant be cast on a flood plain.

Indeed, that was the case…thanks.
 
"Spring" does work on Oases. At least, in the games I have been playing (0.14d)
 
anisotropy said:
"Spring" does work on Oases. At least, in the games I have been playing (0.14d)

Strange, It has always worked on oases for me, and I am also playing 0.14d.
 
It also works on Oasis - those guys are really in their 80s and would look even older than that thanks to their hedonistic lifestyle and regular punchups if it weren't for the record label casting Spring on them every once in a while.
 
Kael said:
I dont see how the larger city radius's would cause fish to spawn further out. They are unreleated.

Allow me to explain. In vanilla Civ, I recall seafood resources only spawning in tiles that could concievably be worked by cities. The map generator made some errors, as the only city spot that could work them might be inside a mountain, but for the most part it worked.

The fact that the Kuriotates can work tiles further away from their cities is causing the map generator to label tiles that only they can work as "workable." This means that seafood is being placed further out to sea, which means that one of two things is true.

1) There are more seafood resources globally spawning. This means that the yields for the average coastal (not Kuriotate) city are the same, but it also means that there are more seafood resources to trade. This is a balance issue, as these resources shouldn't be this common.

-or-

2) The existing number of seafood resources are being spread further around. There are around 50% more viable tiles that seafood can spawn in, so the average coastal city has less seafood resources in range of it. The number of seafood resources that can be traded are the same, but the average coastal city is still worth less. Again, a balance issue.

Do you see?
 
Thanks :)

Marksmen units target ships in port before other units - it displays combat odds as if you were attacking a unit of that strength on land but no combat takes place and the ship is destroyed as if the city had fallen. I'm assuming this is unintentional.
 
Actually just noticed you can pick off workers that way too. Heh.
 
Yeah, I probably need a little more logic around the marksman's victim.
 
Kael said:
Disciple units don't get the homeland promotion. I could change that, which would be a balance suggestion, but it is working as intended.

Sorry, forgot they were Disciple units.
I think it should be changed & as I said upgradable to something.

Fader
 
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