FfH2 0.15 Bugs

I don't know if it's bug or feature.
Are floodplains supposed not to have the same movement cost as deserts? Deserts are having 2 whereas floodplains only have 1 movement cost.
 
It's a feature. Deserts have an increased movement cost on purpose and also a negative defense modifier.
 
evanb said:
It's a feature. Deserts have an increased movement cost on purpose and also a negative defense modifier.
units that don't get defensive boni are actually better on desert-mostly fast units and hill giants but it makes sense
 
evanb said:
It's a feature. Deserts have an increased movement cost on purpose and also a negative defense modifier.
The question is not whether deserts are supposed to have an increased movement cost, but whether the movement cost of desert is supposed to be different than the movement cost of desert + river (floodplains)
 
The question is not whether deserts are supposed to have an increased movement cost, but whether the movement cost of desert is supposed to be different than the movement cost of desert + river (floodplains)
It makes sense. The movement cost comes from the need for extra supplies, difficulties of walking in sands, sandstorms, chance of getting lost, etc. Rivers would largely negate this.
Ultimately its simply a balance decision, though.
 
With the new mana system, I'd like to be able to trade for mana resources I already have.
 
I pressed N (wanting to automatize a worker), and got this python error popup:

Traceback (most recent call last):

File "CvSpellInterface", line 80, in canCastAt

AttributeError: 'NoneType' object has no attribute 'getRangeSelectNum'
ERR: Python function canCastAt failed, module CvSpellInterface
 
happened during AI turn:

Traceback (most recent call last):

File "CvSpellInterface", line 69, in canCast

File "<string>", line 0, in ?

File "FFHSpells", line 673, in reqEarthquake

AttributeError: 'NoneType' object has no attribute 'getTeam'
ERR: Python function canCast failed, module CvSpellInterface

Edit:

Happens when earthquake is cast near an unowned tile. Just insert

Code:
if (pPlot.getOwner() != None):

before

Code:
e2Team = gc.getTeam(p2Player.getTeam())

(and indent accordingly)
 
Trying to cast tremor:

Traceback (most recent call last):

File "CvSpellInterface", line 17, in cast

File "<string>", line 0, in ?

File "FFHSpells", line 2166, in spellTremor

UnboundLocalError: local variable 'pUnit' referenced before assignment
ERR: Python function cast failed, module CvSpellInterface
 

workers just dont' seem to build cottages on floodplains
(this pic was for rohanna of the hippus who is financial to boot)
 
The AI likes to adopt Aristocracy, and it then views farms as much more valuable than cottages. It started doing this recently - was the cost of Aristocracy tweaked or something? I lose track.
 
Hello,

If this was already posted, I apologize. I read most of this and other posts and did not find anything.

So a few of the new unit models in the game do not show up for me. This includes almost all of the Hippus units, giant spiders, archmages, and the portrait for the new Baelphus(sp?) leader (the puppeteer).

Normally this would not be a problem, but when the unit gains a level and gets those blue sparklies, its action menu dissapears. If you select another unit and then the bugged unit again, the bugged unit gets the previously selected unit's menu. All in all, it is pretty frustrating, especially since that means I can never get archmages or anything. Any suggestions? I reinstalled the game and patches several times.

Thanks for your help.
 
You know what, i got a good idea. Can you make these Sentry Towers become Neutal and if our army or border have capture it, allow it to help cause smalldamage to the enemy if they go near it. Barbarains and other can also capture the tower as well.
 
I was playing the Khazad and my workers did not have the ability to build lumbermills on some forests. The option was not there. Other forests it worked but some around my capital it did not. I had the tech and there was no pre-exsisting improvement
btw love the game
 
Firestrom said:
I was playing the Khazad and my workers did not have the ability to build lumbermills on some forests. The option was not there. Other forests it worked but some around my capital it did not. I had the tech and there was no pre-exsisting improvement
btw love the game
They weren't Ancient Forests, by chance?
 
I wasn't able to build Flagmen while playing the bannor. I had all the req's listed in the Pedia, but the option never was given to build them. Can somoene confirm the are working correctly?
 
Oh, and while some may like this, would it be possible to add at least the option of preventing workers from touching mana nodes while automated? After your empire gets so big, you have to automate some workers. Invariably, I forget about mana nodes popping into my cultural boundaries, and the workers forver choose the worst possible mana type, typically the one I have the most of. I want to scream when I have to decide if I need to reload a few turns to prevent the workers from completing the node, and having to duplicate a ton of management decisions. Personally, this should be a caster-only build option, as the common laboroer wouldn't really have a clure hwo to "mine" a mana node...
 
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