FfH2 0.16 Bug Thread

Not a major issue, but something that's been bugging me...

When you regen the map, your settler loses his mobility and sentry promotions.
 
Spellstaff seems to work as one time only ability, is it intended ?
 
This may be a bug, but I'm not sure since this is my first time playing as Kuriotates. Early in my game I built a settler in order to start a settlement at a chokepoint. I chose settlement after building the city, and it game me the option of building either a monument or a city hub. I built the monument, however after it was complete, it prompted me to select what to build next and my only option was city hub. Is that suppose to happen? Am I forced to build my firt few cities as super cities?
 
Endovior said:
Not a major issue, but something that's been bugging me...

When you regen the map, your settler loses his mobility and sentry promotions.

Also I think many resrouces will not be placed correctly. Maybe disable the feature until this is fixed?
 
flashbacck said:
This may be a bug, but I'm not sure since this is my first time playing as Kuriotates. Early in my game I built a settler in order to start a settlement at a chokepoint. I chose settlement after building the city, and it game me the option of building either a monument or a city hub. I built the monument, however after it was complete, it prompted me to select what to build next and my only option was city hub. Is that suppose to happen? Am I forced to build my firt few cities as super cities?

You can have your cities building nothing - from the main game screen, click the city name to show the build queue in the bottom-left, then click the current task there to cancel it. Your city will be building nothing, and won't bother you about picking a new job.
 
When playing Doviello, and I have just researched smelting (find iron - build a mine on it)the units weapons is upgraded to iron even though I have not researched Iron Working yet.
 
Hunter with Forrest Stealth that retreats will lose its cargo (hawk moves to city).


Edit: The bug I reported before, when I said much more skeleton spawn than lizardmen is only early in the game from lairs, later on it's the other way around. So it's okey :).

Edit2: Infernal Lord have Immortal history description.

Edit3: When moving out attacking from your borders and have homeland, it will take more movement cost than usual.
 
There is a way to take advantage of the ship promotions to make them much better without suffering any penalties. First there is the obvious trick that ships which can carry no troop can take the longshoremen promotion with no actual drawbacks. I know this may be intended, but let's see how easy is to exploit it for your advantage.

I build a dragonboat (no cargo room) and gave it skeleton crew (+1 cargo, -1 strength). Then I loaded a warrior. Afterwards I gave it longshoremen (-1 cargo, +1 movement) instead of skeleton crew. The warrior remains loaded in the dragonboat, not caring that its capacity is now -1! Thus the outcome is a ship with +1 cargo and movement, and no penalties.

At least you should force the ships to unload redundant cargo after switching promotions.
 
Or to have no cargo at all when they change those promotions. If you're going to change the crew and the construction of the ship around, you're not going to keep an army on board while doing so.
 
Chandrasekhar said:
Or to have no cargo at all when they change those promotions. If you're going to change the crew and the construction of the ship around, you're not going to keep an army on board while doing so.

I wouldnt call one unit an army, especially not in FfH, but still I agree.

Maybe dissallow the longshoreman promotion from units without any cargo room (make it require cargo or promotions that give cargo).
 
Sorry if this has been reported already.

Unless I am crazy, I got a popup window before attacking a HidNat Tiger asking me if I seriously really wanted to declare war on the Doviello. Now, I saw teh Tiger being captured, so its identity was already known, but isn't this sort of popup window a bit of a tipoff? :)
 
Grey Fox said:
Maybe dissallow the longshoreman promotion from units without any cargo room (make it require cargo or promotions that give cargo).

No. The exploit I described will work with all ships, no matter if they have cargo room or not. In addition I think it's interesting to be able to turn a war ship to a transport.
 
When making an axeman into a battlemaster while on the sea the unit stays there (walking on waterish) and refuses to move, even when you bring the boat back to collect him. (sniff... my best battlemaster)
 
Oh, right, I've seen a similar bug in an earlier game and I forgot to mention it. A vanilla problem?

BTW, the civilopedia entry for Galley doesn't note it can carry 2 units.
 
I'm not sure if this is a bug or a just a string of odd percentages...

Playing as the Balseraph i built two Taskmasters while working towards Mind Stapling to enable Slavery. I sent them against barbarian orcs and goblins and had two victories but no slaves. Then i enabled Slavery, waited for the rebellion to finish and fought with Merrymen and Taskmasters and the first 3 or 4 battles i got no slaves. Fine, but i was starting to get suspicious. A few turns later i fought off another large batch of barbs and i got 5 or 6 slaves in a row with my Merrymen.

I'm not saying this couldn't happen statistically, just that it was odd given the 25% chance of slave capture. Has anyone else had any weird numbers with Slavery?

- feydras
 
feydras said:
I'm not sure if this is a bug or a just a string of odd percentages...

Playing as the Balseraph i built two Taskmasters while working towards Mind Stapling to enable Slavery. I sent them against barbarian orcs and goblins and had two victories but no slaves. Then i enabled Slavery, waited for the rebellion to finish and fought with Merrymen and Taskmasters and the first 3 or 4 battles i got no slaves. Fine, but i was starting to get suspicious. A few turns later i fought off another large batch of barbs and i got 5 or 6 slaves in a row with my Merrymen.

I'm not saying this couldn't happen statistically, just that it was odd given the 25% chance of slave capture. Has anyone else had any weird numbers with Slavery?

- feydras

That is somewhat odd, but not unheard of.

That being said, I'd suggest making the Taskmaster enslavement and Slavery enslavement stack... for a 50% chance... but this isn't exactly the right thread for that.
 
Nikis-Knight said:
I hope not, it can't, lest you promote it such.
In this case the advice text when you choose what to build is wrong (it mentions it can carry units)
 
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