FfH2 0.16 Bug Thread

M@ni@c:
I see your point, but player skill is much more important than +20% in combat. I think that getting lucky with starting location plays a larger role in who wins, as can goody hut results, resources, neighboring AI, Orthus/Acheron spawns, and actual luck in combat. In the grand scheme of things, +20% on certain unit lines won't matter, especially since some of them are religion specific. Maybe one of the Leaves' perks is bonus strength to Rangers, but only if you invest in it (techs, upgrade costs). To be honest, I don't consider building a unit, casting one spell, upgrading, casting another spell to be that much more micromanagement than building a unit and casting a spell. Against the AI, well, you control the difficulty.

I only pointed out the Archmage/Govanon/Hemah to show how insignificant a few extra skeletons are. I'm glad you agree on that point.

That said, I do look forward to trying out your mod which seems to address this issue.
 
strategyonly said:
Dont know if this have been reported yet or not, but i get this on the 14th row down, second from right, crossbowman:

That should be the Bannor Crossbowman and it is showing up correctly for me. Anyone else having problems with him?
 
Looks OK to me.

Question: During the discussion of Drowns, you mentioned "available slots". What does that mean?
 
Broken Hawk said:
Looks OK to me.

Question: During the discussion of Drowns, you mentioned "available slots". What does that mean?

I imagine he was talking about skeleton "slots" - if you ever have an (amount of skeletons) equal to or greater than (your number of units with the Death I promotion + 3(?) if you control the Tower of Necromancy), you can't summon more. Teaching Summon Skeleton (i.e. Death I) to drowns increases this number of summonable skeletons.

(On a related note, this means you should try to summon all your skeletons with units that have Combat V and Spell Extension II, if time allows. Your masses of death I-trained units will simply sit around and passively increase the skeleton limit, and not actually cast the spell itself.)
 
BCalchet said:
On a related note, this means you should try to summon all your skeletons with units that have Combat V and Spell Extension II, if time allows. Your masses of death I-trained units will simply sit around and passively increase the skeleton limit, and not actually cast the spell itself.

"Hey dude, here's a skeleton way more powerful than you'd be able to summon yourself. It's yours now. Good luck practising that control undead spell, by the way!"
 
The Black Wind can attack land units in coastal cities if you have an open border agreement with their owner. Also, you don't see the combat odds of your Water Walking units if you want to attack a ship with them.
 
Paraphrased from my post in the "balance" thread.

I'm not sure the border calculation/prophet bomb calculation works right.

The Sheim declared war on me. I took about half his cities and we made peace. One of my new border cities was separated from his capital by four tiles. I didn't keep count of how many prophet bombs I used, but about 50 prophets later I had pushed my borders so that his capital was just within them.

I had a spy looking at his city, and found an odd situation. His city had a cutural value of about 26,000. Whereas mine was about 5,000. I couldn't help but think that something was messed up here. I don't know how the calculations are made, but with his culture being over 5 times greater my borders shouldn't have been as far as they were.
 
Now that I think about it, could it be that border expansion from culture bombs might occur seperate from expansion due to culture values? It seems odd that the first few bombs do very little if anything at all, but several bombs down the line, right at the periphery of your border, you can see four or five tiles flip to you with just one prophet. I'll pay closer attention next time.
 
Jay Ray said:
Now that I think about it, could it be that border expansion from culture bombs might occur seperate from expansion due to culture values? It seems odd that the first few bombs do very little if anything at all, but several bombs down the line, right at the periphery of your border, you can see four or five tiles flip to you with just one prophet. I'll pay closer attention next time.

Yea, it's the % culture value indicated when you mouse over a tile that matters. A regular prophet will increase decrease an enemy's tile by 1-2%. Once it's below 50% it becomes yours. So they all seem to switch at once because several will hit 49% at the same time.

A great bard, when he creates a great work, will NOT change the culture values on the tiles, just the city. I'm not sure if that's intended or not.
 
Yea, it's the % culture value indicated when you mouse over a tile that matters. A regular prophet will increase decrease an enemy's tile by 1-2%. Once it's below 50% it becomes yours. So they all seem to switch at once because several will hit 49% at the same time.

Yes. Or when a tile is overlapped by three or more civs, its the one with the most percentage that takes control.

A great bard, when he creates a great work, will NOT change the culture values on the tiles, just the city. I'm not sure if that's intended or not.

Really? Back when I played vanilla, I dropped a couple GA bombs. They never seemed to have quite the effect I was hoping for, so you could be right. Perhaps if I used a hundred of them...


What decides when a tile has any cultural value at all? Doesn't that depend on the total CV in the city? On a virgin tile, the third layer is yours as soon as your city reaches a certain value. On Epic speed, its 750.

I would have thought that tile value was dependant on some equation that starts with a city's cultural value, and decreases in potential potency the farther away from the city you get. So that in cases of overlap, the closer it is to a city, the easier it is to control. Like if a contested tile is three away from your city, but only two away from the neighbor, the tile would compare the culture value of that tile, divided by a factor for distance, and base ownership on that.

To illustrate from another angle, say you've just popped out to the third ring. An entrenched neighbor city already owns that tile as his third layer, such that when you pop out that third layer it expands in all directions except for the tiles he already owns. Very slowly you should be able to chip away at the percentage, provided your cities culture is raising faster than the neighbors.

It would make sense to me that ownership of those third layers would remain in the opponents control until my city's culture was 1 higher than the neighbors. This is not what happens. Even though the neighbor city has a CV 5 times greater, I can surround him with my tiles.

Those prophets flip tiles at a much higher rate than the city's cultural value would indicate. Either it is broken in Vanilla civ, or there is some rationale I don't understand.
 
I'm pretty sure that each individual tile gets a cultural value added to it for each Civ that has potential borders sprawling to that tile, each turn. This value stays regardless of the presense or absence of a city in the vicinity, though the percentages will not result in the tile being flipped to the person with the most culture unless that tile is within the cultural radius of an existing city. Just thought I'd chime in with that tidbit; the tiles' cultural values aren't completely depended on the cultural value of the city.
 
From what I've been able to read from the code, anything that directly increases the cultural value of a city only directly increases the cultural value of the plots the city is able to work.

Other increases in the culture ratings of a plot are due to some other effect I haven't been able to pinpoint yet. The code is pretty loopy when it comes to the culture and the only effect cities has on indivudal plots outside its work range is to call the method changeCultureRangeCities on the plot, but that doesn't seem to change the direct cultural value. More when I find out.
 
Hello. I have problem with FF2 0.16. I have it on my old comp and all is working fine. But yetserday I bought new computer, and installed both civ and ff2 mod. Sadly, civ 4 vanilla is workung but ff2 is not loading. When I start it I only get that little window with "loading" text. Then nothing. Does anyone knows what can be a problem? Thanks.
 
Wilk said:
Hello. I have problem with FF2 0.16. I have it on my old comp and all is working fine. But yetserday I bought new computer, and installed both civ and ff2 mod. Sadly, civ 4 vanilla is workung but ff2 is not loading. When I start it I only get that little window with "loading" text. Then nothing. Does anyone knows what can be a problem? Thanks.

Try updating your video drivers. I couldnt play FfH2 on either my new computer or my laptop until I had updated my video drivers.

But as I recall I swasnt able to play normal civ either. The only other time I have seen the message you are talking about is when you dont have enough free space on your hard drive to copy the files, which would surprise me on a new computer, but thats all I can imagine.
 
I too had some probs that i solved by setting the game not to run in full screen mode (from CivilizationIV.ini file). Oddly enough the game seemed to get a faster too...
 
Wilk said:
Hello. I have problem with FF2 0.16. I have it on my old comp and all is working fine. But yetserday I bought new computer, and installed both civ and ff2 mod. Sadly, civ 4 vanilla is workung but ff2 is not loading. When I start it I only get that little window with "loading" text. Then nothing. Does anyone knows what can be a problem? Thanks.

Did you update Civ to version 1.61?
 
Back
Top Bottom