FfH2 0.16 Bug Thread

The infernals aren't playable, no real work has gone into their design yet.

I'm sorry, I wasn't clear with my question.

I mean when you play a game and let the AI civs be randomly selected by the computer, is Hyborem always one of the AI civs - there is a message similar to the creation of the Dirge, Orthus, and Acheron, that Hyborem was created.

Does this happen in every game now?

Also, I'd appreciate knowing why some of the Infernal's units are Undead and some are not.

Thanks.
 
I'm sorry, I wasn't clear with my question.

I mean when you play a game and let the AI civs be randomly selected by the computer, is Hyborem always one of the AI civs - there is a message similar to the creation of the Dirge, Orthus, and Acheron, that Hyborem was created.

Does this happen in every game now?

Also, I'd appreciate knowing why some of the Infernal's units are Undead and some are not.

Thanks.

What civs the AI picks are just random. In the end I expect the infernals will be a mix of undead and demons. They have some normal units mixed in their ranks right now just because they aren't finished yet.
 
Kael just one question not directly related to the patch.
Last patches does include latest improvements done by Blake to AI?Last build if my memory deserve is 21/12.
 
Uh, just wanted to report a fatal error. I was playing as the Lunan, and had a worker and a mercenary on the same tile. When I told the worker to build a pirates cove, the screen went blank and then I got an error and was forced to quit.
 
A friend of mine noticed that human-played hidden nationality units couldn't pillage anything at all. When this unit was controlled by the AI, it was able to pillage. I'm not sure which way you intend this to be, but it should be the same for both the human and the AI, right?

(Note that if you can't reproduce it, it might just be an issue with the mod-mod we were using at the time. I doubt this, as the mod-mod didn't effect anything like that, but...)
 
A friend of mine noticed that human-played hidden nationality units couldn't pillage anything at all. When this unit was controlled by the AI, it was able to pillage. I'm not sure which way you intend this to be, but it should be the same for both the human and the AI, right?

(Note that if you can't reproduce it, it might just be an issue with the mod-mod we were using at the time. I doubt this, as the mod-mod didn't effect anything like that, but...)

You can only pillage a civ you are at war with. The Ai was at war with you so it could pillage you, you werent at war with the ai so you couldnt pillage them. I should put an additional check in so hidden nationality are considered the same as being "at war" but thats the way it works now. So it is even, just a little confusing.
 
You can only pillage a civ you are at war with. The Ai was at war with you so it could pillage you, you werent at war with the ai so you couldnt pillage them. I should put an additional check in so hidden nationality are considered the same as being "at war" but thats the way it works now. So it is even, just a little confusing.

Ah, I suppose that makes sense.
 
Playing the elves for the first time and learning a lot about what they can and cannot build...

I really like the idea of having them ride deer vs. horses, but...

It gets a little confusing.

You need horses to build a stable so you can build Elven Horsemen.

Then, after you research Stirrups, you need deer so you can build Fyndwell.

The Civlopedia doesn't say you ALSO need horses or you cannot build the stables. This doesn't make much sense IMO if the little guys are going to be riding deer vs. horses.

My suggestion would be, if it can be done, to eliminate the requirement to have the Horse resource and replace it with Deer for the Elves. Then, all the units could be 'deer-driven' instead of some riding horses. Or at least for the Fyndwell don't have the Horse resource requirement for stables when you need Deer.

Possible?

I think a great job has been done showing which units are buildable by which civs so you don't waste your time researching certain techs. For example, I love to get the Berserkers, but seeing there could not be an Elf Berserker, I went for other techs.

Nice work!:)
 
Playing the elves for the first time and learning a lot about what they can and cannot build...

I really like the idea of having them ride deer vs. horses, but...

It gets a little confusing.

You need horses to build a stable so you can build Elven Horsemen.

Then, after you research Stirrups, you need deer so you can build Fyndwell.

The Civlopedia doesn't say you ALSO need horses or you cannot build the stables. This doesn't make much sense IMO if the little guys are going to be riding deer vs. horses.

My suggestion would be, if it can be done, to eliminate the requirement to have the Horse resource and replace it with Deer for the Elves. Then, all the units could be 'deer-driven' instead of some riding horses. Or at least for the Fyndwell don't have the Horse resource requirement for stables when you need Deer.

Possible?

I think a great job has been done showing which units are buildable by which civs so you don't waste your time researching certain techs. For example, I love to get the Berserkers, but seeing there could not be an Elf Berserker, I went for other techs.

Nice work!:)

Hmm.. thats a good point. Im going to remove the stable requirement from the Fyrdwell and up their cost.
 
I think people will become even less likely to use the Fyrdwell unit then. Eg look at Archers of Leaves and Soldiers of Kilmorph. Most people do not consider the lack of a building requirement sufficient to offset the high cost of 90 hammers.

I'd suggest to just remove the horse requirement for stables in XML, but write python events that the AI can't build stables if they don't have horses (or in the case of the Elves, deer).

Edit: Or simply make Fyrdwell require an hunting lodge instead.
 
Hmm.. thats a good point. Im going to remove the stable requirement from the Fyrdwell and up their cost.
upping the cost and removing a building requirement isn't a very good solution...
it basically means that the units might barely make the pinch(of production) but are useless long term.
 
I think people will become even less likely to use the Fyrdwell unit then. Eg look at Archers of Leaves and Soldiers of Kilmorph. Most people do not consider the lack of a building requirement sufficient to offset the high cost of 90 hammers.

I'd suggest to just remove the horse requirement for stables in XML, but write python events that the AI can't build stables if they don't have horses (or in the case of the Elves, deer).

Edit: Or simply make Fyrdwell require an hunting lodge instead.

Your right, I'll remove the stable requirement for horses because we have some other non-horse mounted units coming anyway.
 
I have 2 culture per turn in my capital and a -20% culture from city states civic. This should round to remain as 2 culture per turn but it reduces it to 1 culture per turn:

Civ always cuts the part after the comma:
2 culture - 20%= 1,8
thats a 1
22 culture -15%=18,7
thats 18
hope thats clear enough to understand
 
I installed the latest 'j' revision.

Playing the same game I started with the "i" version, the barb Orc Crossbowmen have been changed.

However, the same model for Kithra Kyriel that was used in "i" has not been replaced.

Also, so far I have only encountered barb Tier IV unit Heavy Crossbowmen and Lizard Beastmasters.

The Beastmasters are Orcish, but I believe the Heavy Crossbowmen should be as well (like the Orc Crossbowmen). I suspect when subsequent barb Tier IV units appear they will also not all be Orcish.

Changes for a future version, perhaps?
 
I installed the latest 'j' revision.

Playing the same game I started with the "i" version, the barb Orc Crossbowmen have been changed.

However, the same model for Kithra Kyriel that was used in "i" has not been replaced.

Also, so far I have only encountered barb Tier IV unit Heavy Crossbowmen and Lizard Beastmasters.

The Beastmasters are Orcish, but I believe the Heavy Crossbowmen should be as well (like the Orc Crossbowmen). I suspect when subsequent barb Tier IV units appear they will also not all be Orcish.

Changes for a future version, perhaps?

Yeah, not all of the units have been made yet. The art team is always putting out new units but it is a slow process (and the design team doesnt help by always adding new units to the mix :) ).

Thats odd about Kithra, my copy has new art.
 
Do Shadow units really need the Forest Stealth promotion made available to them?

Isn't it redundant?

Thanks
 
I recently finished my first game as the Ljosalfar and absolutely love the mod.

But I found 3 minor mysteries I mistakenly reported in a new thread:

Ljosalfar Priests of Leaves aren't Elven: I found it very odd that the Elves asked human priests to teach them to care for the forest.

Ljosalfar can't build wineries in forests: Intentional?

Ljosalfar don't get movement bonuses in New Forests: Personally I like this.
 
Sorry for such a mundane problem, but FfH won't even initialize for me, either through the Launch Mod function or with the direct shortcut. All I get is the Windows error "...encountered a problem and needs to close, etc. etc." The error report is real long, but I don't see anything obvious.

FfH version 2016j, just ran the installer right into the default directory. Clean install of Civ with patch, restarts don't work, downloaded FfH multiple times, stumped. :(

System Specs: XP, Pentium(r) D 2.80GHz, 1 gig of RAM, GeForce 7900 video

...help...please...love FfH, want to play again...
 
Sorry for such a mundane problem, but FfH won't even initialize for me, either through the Launch Mod function or with the direct shortcut. All I get is the Windows error "...encountered a problem and needs to close, etc. etc." The error report is real long, but I don't see anything obvious.

FfH version 2016j, just ran the installer right into the default directory. Clean install of Civ with patch, restarts don't work, downloaded FfH multiple times, stumped. :(

System Specs: XP, Pentium(r) D 2.80GHz, 1 gig of RAM, GeForce 7900 video

...help...please...love FfH, want to play again...

Try renaming your CustomAssets directory to CustomAssets.old
 
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