FfH2 0.16 Bug Thread

Nimbus said:
2) when looking for peace with Arendel, would get "AI No Diplo" text

Thanks, that will be fixed in patch "b".
 
i started a new game and in year 32 i started to get overrun with barbarian lizardmen i mean its only year 32 i was crushed fast. This seems odd and totally unfair LOL
 
Quick game, I presume?

takes much less time than 32 turns for two ais to get Hunting (once two ai's have it, the barbs get it), so you should get hunting early too (hunters[which lizardmen are a UU for] are the all around best defenders in their tier and come early enough for city attacking, warriors cant stand up to them)

try giving all your units Orc Slaying (which works on lizardmen as well) if you dont want to be like them and own with hunters heh
 
Some problems with hidden natinality units:

- Stack attack (4 mercs and 3 hill giants) all units seem to attack at once and then move to the tile they attacked. Would be better if it worked like normal combat - only the best odds unit attack and the others stay where they are.

- You cannot take cites (well seems ok when you don't want your natinality exposed). But your mercs are sitting around in the opponents city and nothing happens (had open boarders agreement with the other civ). Eventually he managed to get some defenders back into the city where they peacefully shared the tile with my mercenaries.

A workaround could be that mercenaries in an other players city spawn a mercanery camp building (like gypsy camp) that gives -100% to everthing (maintainance, gold, sience, gpp, etc. ect.). This way the city would be lost for the owning player till he can force the mercs out. (don't know about the defenders though - maybe the ai build them in that city and so they never had to fight my mercs.)

- Hidden units on sentry: It would be cool if they wake up when a unit from a friendly ai passes by. I tried to protect a settler spot with some pirate ships on sentry but didn't check the island every turn - and trara: there already was a city when i finally brought my settler :(
 
- Stack attack (4 mercs and 3 hill giants) all units seem to attack at once and then move to the tile they attacked. Would be better if it worked like normal combat - only the best odds unit attack and the others stay where they are.
I believe This isn't so with non-HN stacks. They will all move, that's why you can't attack with a stack even if only one unit has casted that turn.

I HN filter on the PLE buttons would be useful, I think.
 
Sureshot said:
Quick game, I presume?

takes much less time than 32 turns for two ais to get Hunting (once two ai's have it, the barbs get it), so you should get hunting early too (hunters[which lizardmen are a UU for] are the all around best defenders in their tier and come early enough for city attacking, warriors cant stand up to them)

try giving all your units Orc Slaying (which works on lizardmen as well) if you dont want to be like them and own with hunters heh


no it was coming from a lizard man ruins. now i have three near my city and i killed one early the other two are impossible to destroy since they are cheating in their production.

the game seems to miscalculate barbarian stregnth 50%+10%+5% for a 3 monster was coming out 6.90 thats jsut wrong in the math department LOL
but they were easilly killed by a 6.00 monster so it hink they get their natural stregnth but the game shows it wrong
 
the game seems to miscalculate barbarian stregnth 50%+10%+5% for a 3 monster was coming out 6.90 thats jsut wrong in the math department LOL
but they were easilly killed by a 6.00 monster so it hink they get their natural stregnth but the game shows it wrong
Barbarian strength is modified by dificulty level, that may be why.
 
Does patch a fix the sprawling trait? Cause as Kuriotates, I can only work two tiles in the third ring - the ones directly north and south.
 
monolith94 said:
Does patch a fix the sprawling trait? Cause as Kuriotates, I can only work two tiles in the third ring - the ones directly north and south.

I think you have to have 100 culture in the city on normal speed to work all of the third ring even with the sprawling trait.
 
monolith94 said:
Does patch a fix the sprawling trait? Cause as Kuriotates, I can only work two tiles in the third ring - the ones directly north and south.

Yes, it looks like it is fixed in my testing. Keep in mind that you can't work tiles outside of your cultural boundries. So if your culture hasn't spread to those tiles in the 3rd ring (or if your culture has only spread to the tiles directly north and directly south) you won't be able to work them.

The same is true for any city, so no city can work a tile in the 2nd ring until its culture has spread that far.

eidt: Xanikk beat me to it :)
 
I had thought I remembered seeing that Settlements did not count toward total number of cities for maintenance and what-not. I could have misread that, but I am finding that they are doing so in .16a.

Cheers!

EDIT:: Found something else, I am not sure if counts as a bug or not... I just took a city by means of culture... they happily joined us, but I wasn't prompted as to whether I wanted that city to become a Settlement or a City.
 
I'm playing the Doviello, and I can't seem to find Charadon. He's their hero? Do they have another hero? I can't find him.

By the by, Hidden Nationality? GREAT FUNCTION! Still a little rough, but adds a great twist to the game, very interesting.
 
I'm playing the Doviello, and I can't seem to find Charadon. He's their hero? Do they have another hero? I can't find him.

By the by, Hidden Nationality? GREAT FUNCTION! Still a little rough, but adds a great twist to the game, very interesting.

their hero is The War Machine
 
Um, yeah - I thought my culture HAD popped to 100, and I still couldn't work it. I'll double check, certainly. But, I'm pretty sure despite having gone to 100 I could only work the two top and bottom third tier plots.
 
The dirge is produced even though "no barbarians" is selected. Is this the intended behaviour?
 
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