FfH2 0.15 Bugs

chocmushroom said:
This is not a bug, but can't think of anywhere else to post it.

Dwarven Mines cannot be pillaged, and Dwarves can only build dwarven mines. I had 3 cities with good improvements, went to get a wonder, but it needed life mana. So, I got the techs to show mana and build Life nodes.
I had 2 mana in my empire :) But i could not access either of them :(
They were both on hills that had a mine on them :mad:
So, is there anthing you can do about this? Maybe just make it harder to destroy a Dwarven mine, as having the map check you have mana in your lands, but you not able to use it does not seem fair, unless you intened for the Dwarves to not build a single mine untill they can see mana.

The fix we have on the list, and havent done yet, is to block the building of all improvement (except the mana improvements) on mana nodes.
 
Kael,

Is there a way to "change one's mind" about mana selection? I understand trying to destroy exploits, but what if i genuinely want to change mana? Maybe I have 2 Body, and A fire, and i decide i dont really want the fire anyway, and will go for another body. Is there a way to do that? Or once i commit, is that it?
-Qes
 
Kael said:
The fix we have on the list, and havent done yet, is to block the building of all improvement (except the mana improvements) on mana nodes.

Does this mean that you will have a hill near your town that you want to put a mine on, and you cannot do so as it will have mana there when you discovery mana? This would also be very annoying, if you set a town up in a floodplain, with a single source of hammers, the hill near it, then you find you cannot use the hill to mine on.
That may also make things very annoying. One way it to have mana as a tile itself (like a mountian of hill) that you cannot access untill you reveal it. Once you get the tech it could either be a mana node or...... something else, I'm not sure.
 
Mana Nodes:

I'm an advocate of merely having the appareance of mana nodes destroy whatever improvements are on them when they appear. The "great awakening" of magic in your lands. Though only in ones OWN lands, as the apperance of mana in other's lands shouldnt adversely affect them.
-Qes
 
QES said:
Kael,

Is there a way to "change one's mind" about mana selection? I understand trying to destroy exploits, but what if i genuinely want to change mana? Maybe I have 2 Body, and A fire, and i decide i dont really want the fire anyway, and will go for another body. Is there a way to do that? Or once i commit, is that it?
-Qes

Make it a time thing. So you can build a mana node, and destroy it, but if you re-build on the same plot but with a different type, it takes twice or three times as long and consumes the unit that does it (so maybe only a magic-user could do it and not a worker). Or, maybe to destroy the mine is a sacrifice option for a mage.
 
chocmushroom said:
Make it a time thing. So you can build a mana node, and destroy it, but if you re-build on the same plot but with a different type, it takes twice or three times as long and consumes the unit that does it (so maybe only a magic-user could do it and not a worker). Or, maybe to destroy the mine is a sacrifice option for a mage.

You mean Node right? Not mine.
-Qes
 
QES said:
Kael,

Is there a way to "change one's mind" about mana selection? I understand trying to destroy exploits, but what if i genuinely want to change mana? Maybe I have 2 Body, and A fire, and i decide i dont really want the fire anyway, and will go for another body. Is there a way to do that? Or once i commit, is that it?
-Qes

We will probably have a metamagic spell that resets a mana node to raw mana when we come out with that sphere. Until then there probably wont be a way (its to easy to exploit).
 
Kael said:
We will probably have a metamagic spell that resets a mana node to raw mana when we come out with that sphere. Until then there probably wont be a way (its to easy to exploit).

Ok. Though, If you've no metamagic nodes, you'll never be able to change anything else? Just wary.
-Qes
 
QES said:
Ok. Though, If you've no metamagic nodes, you'll never be able to change anything else? Just wary.
-Qes

And you arent one of the civs thats starts with it, then yes.
 
The Salvatar don't give you Elvish slaves when you defeat them (they give regular slaves).

Also I dunno if this is a bug (is pillaged amount random?) but I got more gold from pillaging a hamlet than from pillaging the village (same square):
 
Mavy said:
i think you can't pillage them, because of the increased chance of finding ressources, otherwise you could just pillage and rebuild them over and over, until you get extra ressources.
the chance to find resources doesnt work that way. its a every-turn thing. every turn you work a mine it has a chance of finding resources, not when you first build it.
 
Kael said:
The fix we have on the list, and havent done yet, is to block the building of all improvement (except the mana improvements) on mana nodes.
How about allowing dwarven workers to pillage dwarven mines?
 
Bad Player said:
The Salvatar don't give you Elvish slaves when you defeat them (they give regular slaves).

Also I dunno if this is a bug (is pillaged amount random?) but I got more gold from pillaging a hamlet than from pillaging the village (same square):
the svartalfar dont have elven workers, so they shouldnt give elven slaves (from what i know they can't build tree cottages, for instance)
the svartalfar have not been worked on yet, they're scheduled for a later date, so you'll likely find nothing or very little is complete or sensical for them.

about the pillaging, pillaging cottages and such give a random amount of gold in ranges, so its quite possible to pillage more from a hamlet then a town.
 
yes, and the Elven trait is for light elves, the ones who don't live underground, who actually would see trees from time to time and thus justify the ability to use them in special ways.

im guessing that at some point the svartalfar will get their own promotion, but called Dark Elven or whatnot.
 
Sureshot said:
about the pillaging, pillaging cottages and such give a random amount of gold in ranges, so its quite possible to pillage more from a hamlet then a town.

I also think I read somewhere that pillaging gives more gold when the tile is worked upon..

About the mana nodes:

I also think destroying any improvements when they appear... hm wait a minute. That might result in problems: The appearing is separate for each civ after all. Now, if you research the tech, they appear everywhere on the map, so what about other civs improvements? If they don't get destroyed, and you conquer their land before they research the tech, what then?
 
Deathling said:
How about allowing dwarven workers to pillage dwarven mines?

Yes, Great thinking there........ except that workers can't pillage as far as I remember..... maybe dwarven warriors who can build mines also have the ability to pillage them.
 
dreiche2 said:
I also think I read somewhere that pillaging gives more gold when the tile is worked upon..
I consider this highly unlikely...

Considering it's impossible to work a tile with an enemy troop standing on it.
 
Bad Player said:
The Salvatar don't give you Elvish slaves when you defeat them (they give regular slaves).

Also I dunno if this is a bug (is pillaged amount random?) but I got more gold from pillaging a hamlet than from pillaging the village (same square):

Yeah the Svartalfar units aren't in yet.
 
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