FfH2 0.16 Bug Thread

I gave Sphener to a friend of mine in a multiplayer game, in order to make him immortal (Blood of the Phoenix, agreed help from a friend). Well well, Sphener simply ceased to exist as soon as the turn changed. I have heard that religion units leave a civilization after a few turns if the religion is changed - but this is not it. If units that require a religion always seppuku whenever their leader mentions another religion, please make it clear and consistent.

Why the hell would a unit refuse training by allies??

At least make it impossible to give units that would rather kill themselves than be "given" away for a righteous reason.
 
I gave Sphener to a friend of mine in a multiplayer game, in order to make him immortal (Blood of the Phoenix, agreed help from a friend). Well well, Sphener simply ceased to exist as soon as the turn changed. I have heard that religion units leave a civilization after a few turns if the religion is changed - but this is not it. If units that require a religion always seppuku whenever their leader mentions another religion, please make it clear and consistent.
There is notification in the next version of which units will abandon you when you change religions/civics, and it occurs on the next turn.
If your friend was not of The Order, this is indeed what happened. The ones to watch out for are all religious heroes and royal guards.
 
Some exploits:

* Orc mages building barrows are capable of taking down a jungle or forest in a single turn.

* You can create hellfire tiles over the improvements of an "ally" with an open borders agreement, destroying them in the process. Makes it absurdly easy to cripple them.

I found the above while going for a sligtly different victory, spamming barrows and hellfire and letting the barbarians do my job for me entirely. Unfortunately, it didn't go down like that.

Starting in the Renaissance Era, I beelined for Armageddon and protected my borders until I completed Hellfire and Wrath Unleashed, in that order. Sadly, the latter did absolutely nothing. Not a single unit was removed, and the Avatar of Wrath was disbanded the same turn he appeared. This was probably due to the vast barbarian hordes already present on the map, which due to their inability to cross my borders were almost entirely trapped in a tiny pocket on the other side of the world from where I wanted them to go. With the lag building every turn from the huge numbers of barbarians uselessly spawning (and presumably disbanding again since their numbers never seemed to change that much), I called it a day and left it as a draw. A shame really, since this was the first time I actually bothered to use the Armageddon rituals.
 
Don't know if these have been reported, but:

There seem to be issues with the Eternal Flame. The extra fire mana I got didn't show up in the diplomacy screen for trading. Also, Grigori Adventurers didn't get any free fire promotions when upgraded into Adepts, though Adepts built normally did get them.
 
Were you trying to trade fire mana to someone who starts out with fire mana? Someone such as the light elves, Clan of Embers, or the Amurites?

Yeah about the Grigori adventurers not getting free fire promotions when upgraded to adepts, that's probably intended for balancing reasons after all, adventurers that upgrade to adepts are the only mages that can recieve the twincast promotion besides Hemah and Govannon.
 
Yes he can. I think the only ones able to be more powerfull than Grigori in the arcane are the Amurites with Octopi (Hemah, Govannon and 3 archmages, + mages) and the Elohim with Octopi (Hemah, Corlindale and 3 archmages, + mages)....
 
The Sailor's Dirge is sometimes created in the middle of the North/South Pole ice. May I suggest to let the ship move through impassable terrain?
 
Gamestation: Oh, good point, I hadn't thought of that. Yeah, the Amurites were the only ones that my relations were good enough to trade with.

but shouldn't you be able to trade up to 3 mana rescources with other players(if not ais)
 
anyone the barbs have peace with should also have open borders with, to prevent the weirdness of trapped barbs and barbs flying across the world which happens when barbs are trapped by a barb trait leaders cultural borders, which then expand and force the barbs to jump to the nearest open spot, which is usally across the world in my borders lol... giant stacks of like, orthus, 30 skelettes, and lizardmen just popping out of nowhere.
 
I built the Core of the Subtle.

I went to war with the Hyborem.

I had a stack of 3 Mud Golems building improvements in the invisible mode granted by the Core.

But, an Infernal Hell Hound was able to kill the Golems despite their invisibility.

I didn't see anything in the documentation indicating Infernal units, like Hell Hounds, could detect invisible units.

After losing two more Mud Golems to a barb Worg Rider, I figured out the problem...

The Core of the Subtle only makes your workers invisible if they are within your civ's borders. Step outside to build a road connecting two of your cities, for example, and they are no longer invisible and will be killed.

I recommend a change to make them invisible anywhere, or, alternatively updating the Civlopedia entry for the Core of the Subtle to reflect this.
 
Playing my first game with dwarves - Gyrrim Gyr.

I'm getting used to Golems and it isn't easy.

Some questions:

1. Why aren't Golems produced in a city that has Council of Esus Hidden Nationality Golems?

2. The Civlopedia says when you use the spell to get a Flesh Golem, it is strength 8. I am finding that it really depends on the units you graft. I suggest a change to the Civlopedia. Question: if you should graft two Tier IV units (I'm thinking captured barb Druids or Beastmasters), what strength would the Flesh Golem be?

3. What is that big mound that has sprung up next to one of my cities?

Thanks
 
Playing my first game with dwarves - Gyrrim Gyr.

I'm getting used to Golems and it isn't easy.

Some questions:

1. Why aren't Golems produced in a city that has Council of Esus Hidden Nationality Golems?

Golems dont have a unitcombat type, as such they cant gain promotions typically given by buildings (they can gain them if pushed from code, which a lot of buildings do, which is why other buildings work).

2. The Civlopedia says when you use the spell to get a Flesh Golem, it is strength 8. I am finding that it really depends on the units you graft. I suggest a change to the Civlopedia. Question: if you should graft two Tier IV units (I'm thinking captured barb Druids or Beastmasters), what strength would the Flesh Golem be?

The strength is the average of the two creatures that are grafted.

3. What is that big mound that has sprung up next to one of my cities?

Your game has herpies, you should see a doctor. Seriously, Im not sure, can you provide a screenshot?
 
I recommend a change to make them invisible anywhere, or, alternatively updating the Civlopedia entry for the Core of the Subtle to reflect this.

It would seem like making your workers into super spies that early in the game may make the Core of the Subtle a little too powerful for its cost, and counterintuitive.
 
2. The Civlopedia says when you use the spell to get a Flesh Golem, it is strength 8. I am finding that it really depends on the units you graft. I suggest a change to the Civlopedia. Question: if you should graft two Tier IV units (I'm thinking captured barb Druids or Beastmasters), what strength would the Flesh Golem be?

because of this, flesh golems should have a national limit, because really, you can make unlimited national units through them
 
because of this, flesh golems should have a national limit, because really, you can make unlimited national units through them

I agree that it is a balance issue. But is there a better way to control it other than a national limit?
 
a maximum strength (like 10), not allowing national units to be grafted, a huge weakness of some sort, accounting for national units used (such that, if a flurry was used, then its spot is still taken up such that only 2 flurries can be built - likely not worth the effort), or partial national limit (like, only a limit on how many flesh golems you can have that have 10 strength or greater).
 
What if the inherant unstable nature of the magics used caused the flesh golems to be destroyed (fall apart) after a certain number of turns or have a random chance they'll fall apart every turn, which will be more likely with each passing turn? That would make the golems a powerful option, still, but a bit of a risky one.
 
Perhaps something like the following would balance them out:

Maximum Strength: 15. Anything beyond this is discarded.

Decay: At the end of each turn, a flesh golem has a ~25-75%ish chance to permanently lose a strength point. If it reaches 0, it is destroyed.

Flesh golems can now be used for further flesh golem grafting, but only contribute 75% of their strength (a 12 strength flesh golem counts as an 8 strength unit), and 75% of their promotions (randomly discarding 25%). There is also a slight chance that a second-generation golem will go barbarian after creation.

(Special: Flesh golems are slightly vulnerable to all types of magic damage)

This would make flesh golems a temporary unit - fuse two powerful units for a war, but the unstable golem will soon be reduced to a pile of useless flesh. Continually grafting powerful units with it can extend the life of a mighty golem, but it will likely lose any unique or rare promotions within a few grafts.
 
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