FfH2 0.16 Bug Thread

Grey Fox said:
Orthus axe?

No, I checked and he doesn't have blitz by any means.

Teg when I try it it knocks his movement down to 0 (he starts with 2). Do you show that he has a movement point left after he attacks?
 
Yeah, strange movement behaviour is another point I mentioned. When I attack the city first, I have one movement point left to attack the hunter. When I attack the hunter first though, he loses all movement points, which shouldn't happen, as he hadn't moved before the save and has the commando promotion.
 
I was playing the Embers clan, and when I told my units to explore, they decided to attack the animals... even though they only had a small chance of winning. Shouldn't explore cause your units not to try and attack the animals.

Also I am getting a prompt to declare war on the Bars when I attack an animal (If I say no I still attack the animal without declaring war).
 
Thanks for the welcome. Having trouble finding a patch b for 16. Have only found links for patch b for 15. Please point me in the right direction..
 
I don't know how to describe this problem in written text so I uploaded two .jpegs instead.

Spoiler :
questionmark1.JPG


Spoiler :
questionmark2.JPG


I did not have this kind of problem with the 0.15.
 
Playing as Luchiurp, I am able to a) heal golems by resting instead of using Barnaxus or an Adept and b) able to upgrade my adepts into mages/conjurers. Are these new changes or bugs?
 
Just a quick question:

Is there some sort of hidden ability that makes Archer of the Leaves so great that it should cost 37 hammers more than the Elven Archer? Because from what I can see the AotL is a far inferior unit to the plain elven archer (no city/hill defense bonus, same strength, same elven ability, 1 less first strike chance).
 
anisotropy said:
Playing as Luchiurp, I am able to a) heal golems by resting instead of using Barnaxus or an Adept and b) able to upgrade my adepts into mages/conjurers. Are these new changes or bugs?

Neither, I'd say. The Luchuirp have always had access to mages and conjurers, and golems have always been able to heal over time. (Much more slowly than other units, though.)
 
Dont know if its allready mentioned but when i attack a barb mercenary and defeat him he switches sides but retains hidden nationality. An AI unit will then attack "my" merc and again he will switch sides. Now i can attack the merc again (pressing simly "no" when the comp asks me if i want to declare war to the AI, the unit still attacks)
This will go on and on, only limited by the number of turns you want to spend.
And of course the exp of this unit will go up and up.
 
richieelias said:
Just a quick question:

Is there some sort of hidden ability that makes Archer of the Leaves so great that it should cost 37 hammers more than the Elven Archer? Because from what I can see the AotL is a far inferior unit to the plain elven archer (no city/hill defense bonus, same strength, same elven ability, 1 less first strike chance).

Only Ljosalfar can build Elven Archers, Archer of the Leaves are mainly for other races who don't have that choice. They're still worse than normal archers, but I suppose they have the slight bonus of not needing to research archery and build an archery range to make.
 
Are hidden nationality units supposed to be able to capture cities?
I thought I saw in a previous post that they weren't but I saw a tiger just take one of my cities.
 
Nero's fire said:
Are hidden nationality units supposed to be able to capture cities?
I thought I saw in a previous post that they weren't but I saw a tiger just take one of my cities.

With patch a, they can take a city as long as the owner is at war with you. However, I don't know if this behaviour is intended or not.
 
GeeJo said:
Only Ljosalfar can build Elven Archers, Archer of the Leaves are mainly for other races who don't have that choice. They're still worse than normal archers, but I suppose they have the slight bonus of not needing to research archery and build an archery range to make.

Archer of Leaves needs to be balanced IMO. 90 hammers instead of 60 is huge and archer receive also +50% city defense and +25% hll defense while archer of leaves not.So it is something that needs balancement.

About bugs i don't see any entry about elven archer in pedia.
 
GeeJo said:
Only Ljosalfar can build Elven Archers, Archer of the Leaves are mainly for other races who don't have that choice. They're still worse than normal archers, but I suppose they have the slight bonus of not needing to research archery and build an archery range to make.


Sure, they dont need archery and archery range, but they do need you to research leaves and get the religion to the city. So they're somewhat harder to get, inferior to even normal archers, and cost more. Kind of a worthless unit if you ask me.

It's kind of the same story with the Kilmorph unit. Less effective than your copper working units, and costs more to research Kilmorph. But at least there you get the bonus of not needing the copper you would have to have to build an axeman, and the ability to hurry production. Thats to me is worth the increased cost of the soldier of kilmorph.

The drown is about on par with their copperworking units at least with the 4 str. I'd say the waterwalking and not needing a resource offsets the lack bonus vs melee and the fire weakness. Worth the increased cost for such a unique unit.

I'm not crying balance or anything... it's that theres no reason to ever build the leaves archers... Elven just... isnt all that special.
 
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