FfH2 0.15 Bugs

AlazkanAssassin said:
Is Losha Valas (The Calabim Hero) supposed to have undead? None of the other Vampires do.

Nope, Ill remove it in patch D.
 
Teg_Navanis said:
Apparently, you can't build ordinary improvements on mana nodes anymore, even before you research knowledge of the ether. While it does make sense after you know the nodes' location, it's a bit confusing before you do.

Yeah, Chalid recommended that we just make them visible from the begining. Which I will do in patch D.
 
There was a noones tile between me (bannor) and elohim next to elohim body mana node. My confessor cast consecrate on this free tile. The mana node dissappeared and mana reverted to a raw one.
 
TheBoatman said:
There was a noones tile between me (bannor) and elohim next to elohim body mana node. My confessor cast consecrate on this free tile. The mana node dissappeared and mana reverted to a raw one.

Yes, nodes to revert to raw mana on cultural conversion.
 
They do that in vanilla, don't they? They're just futureproofing for spreading irrigation. Granted, it's usually a waste of their time.
 
BeefontheBone said:
They do that in vanilla, don't they? They're just futureproofing for spreading irrigation. Granted, it's usually a waste of their time.
yeah but the point is that they're doing it while my capitols flood plains are completely unimproved
not one farm OR one cottage
instead they're making farms "0f The Future"
(just look in the larger red circle-pop 10 city working tons of floodplains)
 
eerr said:
yeah but the point is that they're doing it while my capitols flood plains are completely unimproved
not one farm OR one cottage
instead they're making farms "of the future"

That means they are planning to put something next to the capital that they cant build yet. Probably a workshop or mill of some sort. But I'll forward it to Chalid and see what his take is.
 
Sureshot said:
any word on Lanun's -1 food on farms being attached to their palace? atm they're horrible for team play because they cripple all their team mates.

No easy way to do it except for palaces. I have it on the to do list for them, but no ETA.
 
Some bugs here.

I think that in the whole mod the scouts bugging in battle if they lose the enemy fighting and te scout just ll as a stick why, ho can i fix it?

I played as kuriotates on the ffh2 15 as usual, but why is te "new"(thats not in the orginal civ) buildings and units replaced with a ! on the city prodution picture?

And last.
Kuriotates again. Why is the five and over cities have a(example)
Clar Karond set:??????
 
Kael said:
That means they are planning to put something next to the capital that they cant build yet. Probably a workshop or mill of some sort. But I'll forward it to Chalid and see what his take is.

Is it because there is production and science checked, so they take commerce from flood plains as sufficient and are waiting to level it with production from watermills?
 
Kael said:
No easy way to do it except for palaces. I have it on the to do list for them, but no ETA.

Could you make it a world wonder that automatically exists in the Lanun capital? In team play, benefits from wonders are shared amongst the team. Is there some way to code a wonder that'll behave like a palace on capture? Or to code the wonderlike behavior into the palace?
 
Grillick said:
Could you make it a world wonder that automatically exists in the Lanun capital? In team play, benefits from wonders are shared amongst the team. Is there some way to code a wonder that'll behave like a palace on capture? Or to code the wonderlike behavior into the palace?

Sorry, I was unclear. There is no way to put a -1 food from farms on a building. That can only be done with a tech and techs are always shared by teams.

Sureshot wanted us to move the -1 food from farms from the seafaring tech to the lanun palace so it wouldnt be shared. Which would be a better a way, if plots checked buildings on yields.
 
gandhi rules said:
Some bugs here.

I think that in the whole mod the scouts bugging in battle if they lose the enemy fighting and te scout just ll as a stick why, ho can i fix it?

Im not understanding this question.

I played as kuriotates on the ffh2 15 as usual, but why is te "new"(thats not in the orginal civ) buildings and units replaced with a ! on the city prodution picture?

I suspect you moved the mod from its intended location to the /my games/ mods directory. If you want to do that, its your choice, but you will probably run into issues.

And last.
Kuriotates again. Why is the five and over cities have a(example)
Clar Karond set:??????

The kuriotates are only allowed a certain amount of "real" cities (depending on the map size). After that all of their cities are settlements, and have very limited production capabilities.
 
Oh, I know that. What I meant was, why not encourage team play by allowing the benefit to be shared, rather than preventing the detriment from being shared?
 
Kael said:
Im not understanding this question.

The scouts stop moving and just fall as sticks in slomo and then theyr defeated

Kael said:
I suspect you moved the mod from its intended location to the /my games/ mods directory. If you want to do that, its your choice, but you will probably run into issues.

Ok i will shange it back then...

Kael said:
The kuriotates are only allowed a certain amount of "real" cities (depending on the map size). After that all of their cities are settlements, and have very limited production capabilities.

Like walls and monument?
 
Could always do a dirty workaround and reduce base farm food output by 1, then give everyone except the lanun a 'Landlubber' tech that adds +1 food from farms, I imagine...
 
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