FfH2 0.16 Bug Thread

It says you get 5% city defense for building an Archery Range, but after building, the city defense rating seems to be unaffected.

There are two separate city defence ratings: from buildings and from culture. Only the highest is used, so if you build an archery range in a city with a culture defence bonus of 75% but with no other buildings, it'll still be at 75%. Try using the Worldbuilder to add an archery range to a brand-new city and you'll see that it does add 5%.
 
cultural defense is almost always higher than building defense in my experiences, would be much better if they stacked, or if the building value was the lower limit on bombardment (i.e. you couldn't bombard a city with walls to make it lower than 25%)
 
hi guys

I installed yesterday fall from heaven 2 0.16 (patch j) . This mod is so good bud after a couple of hours the city texture change(see the screenshot) . that looks to be a bug!!!

The texture change comes when a civ switches to a particular relegion. Or I misunderstood what you are getting at.

~p
 
cultural defense is almost always higher than building defense in my experiences, would be much better if they stacked, or if the building value was the lower limit on bombardment (i.e. you couldn't bombard a city with walls to make it lower than 25%)

The problem is that the current system was developed with vanilla in mind, in particular the later eras where urban fighting in large cities (think Stalingrad) provided far more resistance to an invading army than any city wall ever would.

FFH is based in a high-fantasy setting though, and high walls should be far more telling than the defensible positions provided within a large city centre. At the moment, you get the counterintuitive result that a monolithic fortress in a remote mountainous area is more easily taken than a village populated by artists and poets.

The solution would be to drop cultural bonuses significantly (down to 5-10% per level maybe?), and drastically up the defence bonuses offered by walls etc. to take their place, maybe adding a bias into the AI to encourage them to build them.
 
The problem is that the current system was developed with vanilla in mind, in particular the later eras where urban fighting in large cities (think Stalingrad) provided far more resistance to an invading army than any city wall ever would.

FFH is based in a high-fantasy setting though, and high walls should be far more telling than the defensible positions provided within a large city centre. At the moment, you get the counterintuitive result that a monolithic fortress in a remote mountainous area is more easily taken than a village populated by artists and poets.

The solution would be to drop cultural bonuses significantly (down to 5-10% per level maybe?), and drastically up the defence bonuses offered by walls etc. to take their place, maybe adding a bias into the AI to encourage them to build them.

I would definitely second this suggestion.
 
Hi !

There is something i don't understand for a long time . I like to play with kraken , but i don't understand why they get land units promotions ... i can't attack city , coastal unit or unit on boat ? Is that intended ?

Tcho !
 
I didn't read the entire thread, so excuse if this question was asked before. I've installed the FfH-Mod (version 0.16j) yesterday and tried to play it. My starting location was near the sea and I tried to research "seafaring" to go to "fishing". But the seafaring-technology requires a technology called "never".

I've searched in the civilopedia and xml-files and found, that the seafaring-technology is only available to civilizations/leaders with the seafaring-trait. But there is no seafaring-trait in the game (CIV4TraitInfos.xml).

I looked at the Civ4TechInfos.xml for "tech_seafaring" :
<iCost>-1</iCost>
<PrereqTech>TECH_NEVER</PrereqTech>

and changed it to :
<iCost>125</iCost> (like other starting-technologies)
<PrereqTech></PrereqTech>

Now I can research the seafaring-technology and its descendant technologies like "fishing".

Is this a bug or is there something in the mod or xml-files I missed?
 
The Seafaring tech is Lanun-only. Lanun is a sea based civilization, and they alredy start the game with Seafaring, it grants some bonuses to them that couldn&#180;t be granted by a trait. Others civilizations can research Fishing through the tech Exploration, that also grants road-building.
 
Thank you, but if you haven't yet the technology "Exploration" you can't click in the tree on the technology "fishing" to research all technologies required for it (like you can with other technologies), therefore I thought it is impossible to research fishing. This is a bug in the tree. If you choose any other technology the prerequisite technologies will be highlighted and researched before.
 
Hi !

There is something i don't understand for a long time . I like to play with kraken , but i don't understand why they get land units promotions ... i can't attack city , coastal unit or unit on boat ? Is that intended ?

Tcho !
They can simply take all promotions any other animal can. Avoid the terrain promotions unless you flesh golem them!
 
Thank you, but if you haven't yet the technology "Exploration" you can't click in the tree on the technology "fishing" to research all technologies required for it (like you can with other technologies), therefore I thought it is impossible to research fishing. This is a bug in the tree. If you choose any other technology the prerequisite technologies will be highlighted and researched before.

maybe instead of requiring the tech "never" it should be civ specific the way Awaken the Ancients is kurioate/sheaim specific.
 
Still playing with version h . I've made some xml changes ( member of dys is a national unit ... perhaps the source of the bug ) . I get that after attaking a guardian wine on a tile with a conjurer and a guardian wine ( on my territory because of open borders , and member of Dys with HN ) :

The member of Dys is the selected unit and on the same tile of the remaining conjurer where the circle is .

Tcho !

Edit : image removed . This bug should have been noticed before .
 
Something clearly wrong. Read the comments on the attached image.

EDIT: The negative culture rate from Cult of the Dragon is not showing up in the city screen, is it supposed to be that way?
 

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I&#180;ve got funny culture issues with Cult of the Dragon too.... The same as the picture, positive culture growth but culture at like -30, and it didn&#180;t change until I got a disciple there and used the culture ability...
 
Just looks like to me you have a large "culture debt" to work your way out of, due to having the cult in the city for, like, 50 turns before building an oblisk or whatever.

It is not a "culture debt" because it started out going negative from the start. Actually now I know why what happened is happening. The way the Cult of the Dragon is coded, the actual religion does not cause the negative culture, instead something is triggered by the presence of the religion that causes a flat 2 culture deduction to the city as long as it is not one owned by the Sheaim or Kuriotates. For the most part it works but I think it might be better for the AI if instead of what I just described happening, that the actual religion causes a calculable negative culture and the Sheaim and Kuriotates get to build a religion specific building for the Cult of the Dragon that gives back the culture that is being taken by the religion.
 
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