FfH2 0.16 Bug Thread

Broken Hawk said:
I may be wrong, but...I think your allies viewed your HN ship and bear as potential enemies. I know that if you do not declare the nationality of a captured animal before the next turn, there is an very good chance a unit from another civ will kill it.

That is correct, the acoltyte thought he was doing you a favor. You will have to declare nationality before you move into tiles that contain other civs units if you dont want to attack them.
 
Nikis-Knight said:
Does AI know to only send HN units at potential enemies? Or do they see the closest unit that they can attack with their Tiger swarms and go for them, ally or not?

If its not at war with anyone it will send its hidden nationality units against whoever is closest. Unfortunatly it doesn't try to weaken a target it is about to attack and is just as liekly to attack its best friend as someone it hates.

If its at war with someone then it tends to target them (though HN units aren't above picking someone off on the way, the AI isnt very friendly and it knows it can get away with it so it will do it).
 
Patch "e" is up and linked in the first post. Most importantly it fixed the Great Commander exploit that was making late games so slow.
 
Hmm.. this seems to be a popular request. If it helps Im really hoping there is no patch "f". So unless a pretty significant issue crops up there won't be.

Kael said:
Im afraid not, I dont track changes like that outside of the SDK. The only way I have to do it is the same as you would have, search for files that have been modified since the date the last version was released.
 
Sureshot said:
any chance you could post which files are changed for each individual patch?
I can start doing so in the wiki. I need to identify them (and look at each difference) anyway to verify that I update the wiki for all changes. Until we make a better place for such information, I'll stick it in a new article in the New Features section.

The article is: FfH Version Notes (Feature) If you have any questions/comments, post to the discussion page for that article, or the wiki thread in this forum.
 
Kael said:
5. Hill Giants dont have the Guerilla II promotion anymore.

Ah thought it fit them well, with those big legs it could easaly walk fast on small hills :p.
 
Zuul said:
Ah thought it fit them well, with those big legs it could easaly walk fast on small hills :p.

Yeah, but why were they faster over hills than normal terrain? They were 2 moves over hills and 1 move over everything else.
 
Kael said:
Hmm.. this seems to be a popular request. If it helps Im really hoping there is no patch "f". So unless a pretty significant issue crops up there won't be.

Kael this is pretty disheartening to hear, largely because I consider the AI making no use of any sea resources to be a pretty significant issue. Especially since the map generators tend to gives sea resources as a main source of food for capitals.

The weight it gives to certain technologies I can see waiting for another major tweak, but the fishing thing is a pretty blatant bug.
 
Doviello Battlemasters Train ability still cost me the full 125gp to upgrade another Axeman to a Battlemaster. I only tried this in a city (which I could have alternatively just upgraded the Axeman normally but the new Battlemaster button got my attention) so mayhaps it doesn't cost if you attempt to use them outside the city? Also, the button was greyed out when I didn't have the gold to use the ability.
 
Grakl said:
Doviello Battlemasters Train ability still cost me the full 125gp to upgrade another Axeman to a Battlemaster. I only tried this in a city (which I could have alternatively just upgraded the Axeman normally but the new Battlemaster button got my attention) so mayhaps it doesn't cost if you attempt to use them outside the city? Also, the button was greyed out when I didn't have the gold to use the ability.

The advantage of the battlemaster is they can upgrade in the field, it isn't any cheaper.
 
felwar said:
Kael this is pretty disheartening to hear, largely because I consider the AI making no use of any sea resources to be a pretty significant issue. Especially since the map generators tend to gives sea resources as a main source of food for capitals.

The weight it gives to certain technologies I can see waiting for another major tweak, but the fishing thing is a pretty blatant bug.

I dont know what you mean. Do you mean that the AI wont build workboats to harvest sea resources?
 
Kael said:
I dont know what you mean. Do you mean that the AI wont build workboats to harvest sea resources?

Ah sorry, I posted about it earlier in the thread and assumed you knew. Not only will the AI not build work boats, but when I went into the world bulder and gave him some (Falamar specifically) he disbanded them. So I then went into the world builder and placed the fishing boat improvement on unimproved sea resources he was *already working*, and he stopped working them.
 
FWIW, I've noticed the same thing.
 
felwar said:
Ah sorry, I posted about it earlier in the thread and assumed you knew. Not only will the AI not build work boats, but when I went into the world bulder and gave him some (Falamar specifically) he disbanded them. So I then went into the world builder and placed the fishing boat improvement on unimproved sea resources he was *already working*, and he stopped working them.

Shoot, I found it. I wish I would have listened to you the first time. ;)

There will be a patch "f".
 
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