FfH2 0.15 Bugs

That really does sound cool. There would be 1 major holy city 2~3 minor holy cities and the normal followers. The minor holy cities would receive a bonus between normal following cities and major holy cities, they could have "spiritual trade routes" or something.
 
I think this should be a bug - that when you meet some civs (e.g. Malakim) for the first time they give you +3 (or whatever) for number of years of peace. But this is the first time you have met them! Surely this positive modifier should be earned!
 
Had a quick skim through this thread and didn't see any mention of the maintenence reduction of city states. Changing from the default government civic to city states reduced my distance maintenance from 9 to 1 i.e. not 60% as documented. Incidentally, I thought this larger reduction worked better, and made city states a viable choice for me for the first time!
 
ya, im playing a game as lanun and -60% doesnt seem worth the culture negative, but if what you say is true i may try it! :p

-60% of distance maintenance just isnt worth it, if it was -60% of Total maintenance id take it, or -90% of distance, but just over half of distance maintenance when you still have city number maintenance, upkeep and inflation to worry about just doesnt make it at all appealing to me.
 
Smal bugish thing, when playing Khazad:

Situation: Using grouped Trebuchets to bombard a city

Bug: Instead of just using the required number of units to reduce defences to 0%, the rest of the units still bombards city defences from 0% to 0% :-)
 
Jean Elcard said:
Realized that this is not entirely true. All the starting units and at least new produced Workers and Settlers (don't know about others at the moment) don't get the Nomad promotion.

K, that will be fixed in patch "c".
 
Serthorn said:
hi, I just downloaded 0.15b version patch, and...where are all new units?

Which new units are you refering to?
 
ups…I downloaded new patch on my 0.14 version. Now I see it is not working this way and I have to download whole new 0.15 verion…sorry
 
In the 0.15 version of the game, the smokehouse text does not match the building effect. The build effect says it keeps 20% of the food, but the description claims it will keep 30%.
 
Lanun have the +1 food on sea tiles as part of their palace, but the -1 food for farms as part of the seafaring tech. they should be together (in which ever one, it doesnt matter) so that teammates don't just get the drawbacks (currently Lanun in team means others farms are crippled but they dont receive the benefit of +1 food water tiles).

In our multiplayer game Lanun was unable to build galleys with sailing tech, in either of my cities (both were coastal to two different seas, both could build lighthouses but neither could build galleys)

edit added: ok i checked it out and apparently neither had non-coastline ocean in them. but they are seas, not fresh water lakes. and if its big enough to make it cease to be a lake, it should be allowed to build boats (it lets you build a lighthouse if its connected to water thats not a lake). there was even a resouce in one of the seas (and i could build fishing boats, just not any other type of boat)

ideally you should be able to build lighthouses as long as you're along a lake, and you should always be allowed to build boats if theres a water tile next to your city. i had two fair sized seas that were length wise that i was looking forward to using boats in and transporting units around using my seas. but now it appears im hopelessly landlocked despite being surrounded by water and having the appropriate techs.
 
Kael,

Thanks for info on the difference between new/old adepts and mana nodes. I read that the Eternal Flame wonder will now only produce one mana. Is this a temporary change?

Any thought to allowing Firebow units to start with Fire II if they are created by a civ with 3 fire mana?
 
Situation: Moving a stack of hammerfists and trebuchets crossing into enemy territory (desert with road)

Bug:
1. Some units (2 trebuchets) moved the allowed distance and stopped at the enemy desert square using 1 of 1 moves
2. Some units (2 trebuchets) moved an extra square further into an hills/plains/ancient forest, using 1 of 1 moves
3. Some units (2 hammerfists) moved into the same hills/plains/ancient forest, using 1 of 2 moves
4. Some units (6 hammerfits) moved into the same hills/AF/plains with 0 of 1 moves

Lastly I moved a Thane of kilmorph (separate of the stack) into the same H/AF/P square and it used 2 of 2 moves.

According to information I've gathered in this forum they should all have stopped at the enemy desert with road since none of them have nomad or commando, and certainly the movement used should be different.

BTW this is the second time I've noticed this when moving stacks

EDIT: The hills/AF/plains also had a road

EDIT2: Something similar happened 2 turns later, only this time the same stack got splitt up in such way that some of the units had remained behind, when the rest moved as ordered.
 
Sureshot said:

IIRC it's a simple XML edit to change the minimum required tiles a sea must have before you can build ships. Can't recall which file exactly right now though.
 
The automated workers have ignored the ancient temple and build a farm on the tile. It was out of a fat cross and i alredy had sanitation.

edit: the problem seems to be that slaves can't build ancient tempels
 
Sureshot said:
building a pirates cove in a tile with the drown in it caused a CTD for me (tried without the drown there and it worked fine)

K, fixed, thanks.
 
Playing as the Lanun I can't build or upgrade Rangers to Beastmasters/Druids, I've built the Grove & got the two techs, it's not that it's not letting me, the buttons for the units aren't even there.

Also Pirates Coves only work on the x/y axis, it doesn't do diagonals.

Fader
 
Thorvald said:
Kael,

Thanks for info on the difference between new/old adepts and mana nodes. I read that the Eternal Flame wonder will now only produce one mana. Is this a temporary change?

Any thought to allowing Firebow units to start with Fire II if they are created by a civ with 3 fire mana?

Yeah, I'll probably put the 3 fire back on the eternal flame once we figure out a way to block mages from casting archmage spells when they are created with 4 mana sources (adding the 3rd requirement to the spell system is one way).

I dont think we will give the firebows fire II for free regardless. They are already cool enough as they are. They are going to have to go out and earn a little xp to get the spell.
 
On systems with support for Japanese, Chinese, or other languages with multi-byte characters, civ4 produces an error when loading CIV4GameText_FFH2.xml

This can be fixed by making sure that there is a space between any ellipses character (…) and the nearest open angle bracket (<)

It's as simple as opening the xml, doing a find and replace.
Code:
Find: …<
Replace With: … <
 
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