FfH2 0.15 Bugs

retro V said:
Merrymen (Belpheras UU) use the standard warrior gfx during all actions except walking.

Strange, I just loaded a game and played through with them and their movement, attack and fortify animations all look good. I couldnt see any problems with them. Anyone else seeing this issue?

Do you also have white flag problems?

Do you play with low res graphics?
 
Just a minor bug, but not cosmetic: If a unit leaves a sentry tower in any direction it keeps the sentry promotion given by the sentry tower until it finsishes its first step. Means it is able to see as far as a sentry tower for this short amount of time.
 
Jean Elcard said:
Two things I recognized playing the two Dwarfen Nations:

  1. The Khazad Warriors are ordinary "Warriors". They should be "Dwarfen Warriors" like the ones from the Luchuirp, I think.
  2. Luchuirp and Khazad Scouts and Settlers don't have the Dwarfen promotion.

Actually, the Luchuirp and Khazad warriors need to be different, since the Luchuirp one does not upgrade to a dwarven soldier. As I understand it, the team is only waiting for some new art to add a new warrior to Khazad.

The lack of art may also be the cause of the missing promotion on scout and settlers, but I am not sure
 
my earth summons (kikijub and elemental) expiring at the soul forge are converted into production.

my earth elementals are expireing before the opponents turn on some occasions. this allows their units (assassin and druid at least) to attack directly at my summoner. and I know they didn't attack my weakes unit, i have some Archmages there too. the enemy attacked my strongest non-summon. i thought that they were supposed to stay for one round?
 
AlazkanAssassin said:
my earth summons (kikijub and elemental) expiring at the soul forge are converted into production.

Good catch, there was a ctually a lot of stuff they could do that they werent supposed to (turned into werewolves, get diseased, etc).

my earth elementals are expireing before the opponents turn on some occasions. this allows their units (assassin and druid at least) to attack directly at my summoner. and I know they didn't attack my weakes unit, i have some Archmages there too. the enemy attacked my strongest non-summon. i thought that they were supposed to stay for one round?

I'll check it out.
 
Kael it seems my sugestion for solving the problem with farms in team play with lanun was lost in all the posts. So I will post it again:

Why dont you add a new civic called special, where every normal race gets zero upkeep and nothing else while lanun gets zero upkeep and -1 from farms?
 
.15c

Playing as Armchair or whatever the name of that Ljosafar leader with the Raider trait.

Anyhow, it seems that he doesn't benifit from the raider trait. One of my warriors (no promotions) got 2 xp after defending against an orc spearman. My scout got 5 xp after defending against a tiger. Just finished a game as the Lanun leader Hannah, and her units got more xp of the same combats
 
Chip56 said:
Kael it seems my sugestion for solving the problem with farms in team play with lanun was lost in all the posts. So I will post it again:

Why dont you add a new civic called special, where every normal race gets zero upkeep and nothing else while lanun gets zero upkeep and -1 from farms?

That would work, its just a pain to add a new civic option for it. Let me think about it. As is I just disable the seafaring tech if the civ is on a team with other players. Which isn't ideal, but just a temporary fix.
 
loki1232 said:
Why can't you make it so the Lanun palace gives -1 food nationwide fromfarms, just like it gives +1 food from water spaces?

Because buildings have a function to effect yield from water spaces but not from improvements.
 
Can buildings change the yield from land spaces? If so, you could give the palace +1 food from water spaces and -1 food from land spaces. I realize it's a hard penalty, but if you give some other coastrelated benefit, you could make the Lanun more special in a way that they would want to build their empire near the shore. Maybe another +1 food from coast or water or even +1 hammers, to reflect that they are able to utilize other elements gathered at sea (Bone, seaweed, flotsam etc). Maybe just from the coast
 
my regenerate promotions are disapearing from units involved in combat like bless does. this makes the promotion fairly useless, as they do not need to heal untill they fight, but then have not got the promotion anymore.
 
I just made an SDK change to apply the -1 food from farms if the players civilization = lanun. The effect has been removed from the seafaring tech so it wont be shared.
 
AlazkanAssassin said:
my regenerate promotions are disapearing from units involved in combat like bless does. this makes the promotion fairly useless, as the do not need to heal untill they fight, but then have not got the promotion anymore.

Regeneration is meant to be cast on damaged units to make them heal faster, not healthy units waiting for injury.
 
Kael, if that is the case, then what is the point of the Aquae Sucellus(?) wonder that gives the Regeneration promotion to all units built in that city?
 
Grillick said:
Kael, if that is the case, then what is the point of the Aquae Sucellus(?) wonder that gives the Regeneration promotion to all units built in that city?

uhh.....

hmm.....

Whelp I guess your right, giving the regeneration promotion in the Aquae Sucellus is useless. Im going to remove it.
 
Kael said:
I just made an SDK change to apply the -1 food from farms if the players civilization = lanun. The effect has been removed from the seafaring tech so it wont be shared.
but the +1 sea movement from seafaring will be shared?
 
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