FfH2 0.16 Bug Thread

Teg_Navanis said:
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As to the dissapearing lizardmen. The AI only maintains as many "exploration" units as it thinks it needs to reasonably explore the area it is in. For the barbs with all the units they are gettign they hit that threshold pretty early and start disbanding exploration units.

Thats good logic for vanilla but in FfH exploration units are also military units, so it will need to be changed.

I will be releasing a patch "g". I will have to look through the changelog and see what I want to include in it. I dont want to break the modpacks that have been made/or are begin made so the only changed file will probably be the dll.
 
Kael said:
As to the dissapearing lizardmen. The AI only maintains as many "exploration" units as it thinks it needs to reasonably explore the area it is in. For the barbs with all the units they are gettign they hit that threshold pretty early and start disbanding exploration units.

Thats good logic for vanilla but in FfH exploration units are also military units, so it will need to be changed.

I will be releasing a patch "g". I will have to look through the changelog and see what I want to include in it. I dont want to break the modpacks that have been made/or are begin made so the only changed file will probably be the dll.

Ah, it all makes sense now. The reason that Lizardmen appear earlier and disappear earlier, and the reason that they never attack your cities anymore are direct results of this. I sort of like the way that Lizardmen hover around your cities but don't attack them, actually. They might pick off a worker, or harass a settling party. Keeping the AI from disbanding them, though, is of course desireable. If they could still retain some of their "nuisance mentality," though, that would be nice.
 
I'm not sure if this has been address, but there is an exploit when you're playing a multiplayer game with perm alliances on. Last night I took about 2 or 3 summoners and placed them beside a forest with a hill, and my partner placed a non-nationalized (or however you call it) unit on that hill. I proceeded to summon up quite a few low ranking guys per turn to attack him on that hill, which only caused cosmetic wounds to the unit. Per turn he was making something like 3-5 xp, which I could've kept doing indefinitely, and faster given more summoners.

I would suggest that team members cannot attack other team members, regardless of what their units are declared.

Cheers,

- John
 
Does the Charm Person Spell work correctly? I was playing last night and tried to charm Slaverous, but I could not select him. Is this something with heros, Slaverous, Charm Person, me or something else?
 
PapaMonkey said:
Does the Charm Person Spell work correctly? I was playing last night and tried to charm Slaverous, but I could not select him. Is this something with heros, Slaverous, Charm Person, me or something else?

You can only charm living units and Saverous is possessed by a demon, which makes him non-living.
 
I found out that Woodman promotions work not only when defending in forest, but when attacking as well. Is that intended? If it's so, then shouldn't it be mentioned in the civilopedia?

BTW there are many wrong links in the pedia, mostly with religions and civics.
 
Yorgos said:
I found out that Woodman promotions work not only when defending in forest, but when attacking as well. Is that intended? If it's so, then shouldn't it be mentioned in the civilopedia?

I noticed that, too. And if it is intentional, then I think that it makes woodsman and guerilla (which works the same way) far too powerful. Elves get enough of a bonus in woods. They don't need an extra one.
 
I found out that Woodman promotions work not only when defending in forest, but when attacking as well. Is that intended? If it's so, then shouldn't it be mentioned in the civilopedia?
Really Thats Good To Know
 
Woodsman does work that way, and Guerilla is intended to, though it's not working properly. In saying that it's overpowerful, are you saying that you'd choose it over a combat promo? How about a heroic strength promo? Would you choose it over a unit specialization promo, or even a drill promotion? It can be powerful, yes, but only in a few situations.
 
MrManNo1 said:
I noticed that, too. And if it is intentional, then I think that it makes woodsman and guerilla (which works the same way) far too powerful. Elves get enough of a bonus in woods. They don't need an extra one.

Elves bonus in woods was actually reduced when we added the the offensive feature bonus to account for the change. The elves are definitly a cool civ, but I dont think this is all that unbalancing.
 
MrManNo1 said:
I noticed that, too. And if it is intentional, then I think that it makes woodsman and guerilla (which works the same way) far too powerful. Elves get enough of a bonus in woods. They don't need an extra one.

Since the woodsman promotion is available to all, it makes it a counter to elves and all other forest squatters. If you really want to be nasty, I suggest you get a Doviello horde of axemen and chop those woods right down. No more funky forest antics for you, mr. Elf.
 
Just played a Khazad game and noticed the Dwarven Druid doesn't have the dwarf promotion. Probably intentional but I just reacted to a unit with 'dwarven' in it's name having that promo.
 
H.GrenadeFrenzy said:
I don't know but it is only for the .16f mod so far.....I will download again.....New video card model Raedon 9250.....let me know if anyone knows if this is the problem will do another install just in case.
Fixed it .....that 1.61 patch and the FfH2.16f mod took about 30 installs to get it to work....card seemed buggy until they took......now it is all a beautivul dream because my game works again :king: :) :D and I am happy again! Nice job guys no other buggs yet....New cards fault not the mod..OK?
 
Also, someone mentioned this before, but the AI is quite hesitant to use any ships for transport. I think all ships should get +1 cargo capacity across the board. Sure, it might make invasions for players a bit easier, but it will hopefully make invasions by AI possible! (This is after a prolonged war Lanun on archipeligo with no naval landings.)
 
MrManNo1 said:
I always wondered what that did. Does it provide some sort of resource?

unless something has been changed this is a sad waste of mana- in an earlier iteration, the ai would build a city on mana and there is nothing you can do but sell tickets to the mana museum downtown in front of city hall

(i suppose you could let some enemy take the city, you re-take it, then sack it, then build a sweet little nature mana shrine to show how sensitive you are)

:king:
 
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