FfH2 0.16 Bug Thread

Battlemasters seem to no longer have the ability to upgrade axemen. Unless there is a requirement i'm missing? Or does their "train" ability mean that they can give their promotions to axemen instead? I'm confused.
 
So I was playing Luchuirp, and I had an Inquisitor. I was being attacked by a Calabim army, among them a Moroi with Vampirism. I used my Inquisitor to defeat the Moroi, captured him... and spread Vampirism to all my lvl 6+ units.

And wait! It doesn't stop there, when I moved my new Moroi to one of my cities, I found out I could upgrade him to a golem! XD So I upgraded my Moroi to an Iron Golem (although I'm pretty sure I could upgrade him to other golems as well), he had all the promotions he had before... +80% strength from Combat I-IV, Vampirism, enchanted blade from my Bambur, plus +50% strength from empowered I-V because of Baranaxus, for a total of +150% strength... Beware of the Vampire Golem!

So needless to say, that made my day, I guess you're going to nerf that now, oh well.

Other issues:
-Should golems be able to be affected by the Shield of Faith ability? Can non-living things be affected by faith?
-When I was fighting the Calabim, for some reason they had str 8 longbowmens and str 5 summoners, and generally just some particular units who had +2 strength. I don't know if this is an issue or just a feature I didn't know about...

A suggestion:
-Gunpowder Golem? It would be amusing, and be able to ignore fortifications
 
-When I was fighting the Calabim, for some reason they had str 8 longbowmens and str 5 summoners, and generally just some particular units who had +2 strength. I don't know if this is an issue or just a feature I didn't know about...

If you have a unit with divine and chaos 2 (OO-priest or a crazy Baserarph druid) you can cast mutation
-> either -1, 0, +1 or +2 strength.
 
warrenlynch said:
Battlemasters seem to no longer have the ability to upgrade axemen. Unless there is a requirement i'm missing? Or does their "train" ability mean that they can give their promotions to axemen instead? I'm confused.

You have to have enough money to be able to do it.
 
Oran-ge said:
So I was playing Luchuirp, and I had an Inquisitor. I was being attacked by a Calabim army, among them a Moroi with Vampirism. I used my Inquisitor to defeat the Moroi, captured him... and spread Vampirism to all my lvl 6+ units.

And wait! It doesn't stop there, when I moved my new Moroi to one of my cities, I found out I could upgrade him to a golem! XD So I upgraded my Moroi to an Iron Golem (although I'm pretty sure I could upgrade him to other golems as well), he had all the promotions he had before... +80% strength from Combat I-IV, Vampirism, enchanted blade from my Bambur, plus +50% strength from empowered I-V because of Baranaxus, for a total of +150% strength... Beware of the Vampire Golem!

So needless to say, that made my day, I guess you're going to nerf that now, oh well.

Other issues:
-Should golems be able to be affected by the Shield of Faith ability? Can non-living things be affected by faith?
-When I was fighting the Calabim, for some reason they had str 8 longbowmens and str 5 summoners, and generally just some particular units who had +2 strength. I don't know if this is an issue or just a feature I didn't know about...

A suggestion:
-Gunpowder Golem? It would be amusing, and be able to ignore fortifications

Yeah, I have long danced around trying to block untis from being able to upgrade to certain units by removing the upgrqade paths. Unfortunatly there are always ways around it.

In the end I will probably need to add an attribute to units that makes it so they can never be upgraded too instead of trying to put it on the other end.

As for the Calabim, I dont know. It would be easy enough to block the gift vampirism ability so only the calabim can do it but I kinda like the fact that the world is a little less static then that.
 
I have noticed two things:

The Adepts/Mages/Conjurers' default unit AI is Worker AI, but Worker AI isn't included in the real list of unit AIs a couple lines lower. Any reason for this?

Also I think this event won't work for all the civs that have unique units. A list of all unique units would have to be included. Using unitclass doesn't seem to work.

Code:
def cannotTrain(argsList):
	pCity = argsList[0]
	eUnit = argsList[1]
	bContinue = argsList[2]
	bTestVisible = argsList[3]
	ePlayer = pCity.getOwner()
	pPlayer = gc.getPlayer(ePlayer)

	if pPlayer.isHuman() == False:
		if eUnit == gc.getInfoTypeForString('UNIT_WARRIOR'):
			if pPlayer.canConstruct(gc.getInfoTypeForString('BUILDING_TRAINING_YARD'), False, False, False):
				return True
			if pPlayer.canConstruct(gc.getInfoTypeForString('BUILDING_ARCHERY_RANGE'), False, False, False):
				return True
		if eUnit == gc.getInfoTypeForString('UNIT_SCOUT'):
			if pPlayer.canConstruct(gc.getInfoTypeForString('BUILDING_HUNTING_LODGE'), False, False, False):
				return True
			if pPlayer.canConstruct(gc.getInfoTypeForString('BUILDING_STABLES'), False, False, False):
				return True
 
Kael said:
You have to have enough money to be able to do it.

So this is the same thing you can do by putting the axeman in any city? Spend the same gold and turn into a battlemaster? This sounds like an incredibly lame power :)
 
Kael said:
As for the Calabim, I dont know. It would be easy enough to block the gift vampirism ability so only the calabim can do it but I kinda like the fact that the world is a little less static then that.

As I just posted in another thread, giving Losha Valas and Vampire Lords the ability to convert vampiric units of lower level than themselves without even having to defeat them in battle could add a suitable element of risk to 'borrowing' Calabim units and using them to convert your army.
 
BCalchet said:
As I just posted in another thread, giving Losha Valas and Vampire Lords the ability to convert vampiric units of lower level than themselves without even having to defeat them in battle could add a suitable element of risk to 'borrowing' Calabim units and using them to convert your army.

Or if thats possible other civs than calabim could get really huge unhappiness when using feast and even a neg dipomatic modifier against good civs: "I thought you would be better than them: -2"
 
Kael said:
Yeah, I have long danced around trying to block untis from being able to upgrade to certain units by removing the upgrqade paths. Unfortunatly there are always ways around it.

Wouldn't def CannotTrain also prevent upgrading? Eg say that all civs except the Luchuirp cannot train golems.
 
I think the problem is that although no one but Luchuirp can train Golems, I was playing Luchuirp and got a Calabim unit from an Inquisitor. So even though only Luchuirp can train Golems, they can still do crazy things like upgrading a Moroi Vampire into a Vampire Golem or upgrading an elf swordsman into an Elvish Golem.
 
Perhaps a good way around the upgrading unit problem would be to just add some kind of promotion that doesn't allow upgrading the unit when a unit is captured. It would make sense from a "realism" point of view. After all, why would someone engulfed in elven culture, when suddenly captured by a dwarf, know how to fight and get stronger as a dwarf would?
 
warrenlynch said:
So this is the same thing you can do by putting the axeman in any city? Spend the same gold and turn into a battlemaster? This sounds like an incredibly lame power :)

It depends on how you play. It allows you to continue advances and upgrade units in the field, without returning them to cities with the appropriate requirements. If you are a builder player and don't have extended war taking your units far from home its not as important.
 
M@ni@c said:
I have noticed two things:

The Adepts/Mages/Conjurers' default unit AI is Worker AI, but Worker AI isn't included in the real list of unit AIs a couple lines lower. Any reason for this?

We do some funcky stuff with mage ai. It is set dynamically depending on the mages promotions (ie: what spells he has access to) instead of using the one in the unitinfo file.

Also I think this event won't work for all the civs that have unique units. A list of all unique units would have to be included. Using unitclass doesn't seem to work.

Code:
def cannotTrain(argsList):
	pCity = argsList[0]
	eUnit = argsList[1]
	bContinue = argsList[2]
	bTestVisible = argsList[3]
	ePlayer = pCity.getOwner()
	pPlayer = gc.getPlayer(ePlayer)

	if pPlayer.isHuman() == False:
		if eUnit == gc.getInfoTypeForString('UNIT_WARRIOR'):
			if pPlayer.canConstruct(gc.getInfoTypeForString('BUILDING_TRAINING_YARD'), False, False, False):
				return True
			if pPlayer.canConstruct(gc.getInfoTypeForString('BUILDING_ARCHERY_RANGE'), False, False, False):
				return True
		if eUnit == gc.getInfoTypeForString('UNIT_SCOUT'):
			if pPlayer.canConstruct(gc.getInfoTypeForString('BUILDING_HUNTING_LODGE'), False, False, False):
				return True
			if pPlayer.canConstruct(gc.getInfoTypeForString('BUILDING_STABLES'), False, False, False):
				return True

You're right, thats obsolete code and it can just be removed. The new logic in 0.16 to push the ai to construct unit enabling buildings does a better job than this old code.
 
M@ni@c said:
The Balor doesn't inflict collateral damage but does have the UNITAI_COLLATERAL.

You're right. I'll change it.
 
Kael said:
We do some funcky stuff with mage ai. It is set dynamically depending on the mages promotions (ie: what spells he has access to) instead of using the one in the unitinfo file.

You're right, thats obsolete code and it can just be removed. The new logic in 0.16 to push the ai to construct unit enabling buildings does a better job than this old code.

Ah thanks, you just saved me from some unnecessary XML editing work. ;)
 
Soldier of Kilmorph still has the worker AI while they can't build mines anymore. I guess this doesn't have any effect at all, but I thought I'd report it now I saw this.
 
Back
Top Bottom