FfH2 0.20 Bug Thread

Yeah, the AI disbands heroes first when it runs high on unit maintenance (easy for the mercurians to do). That will be fixes in 0.21.

Cool, I thought I might be going crazy. I cheated and added him back in with the World Builder to solve the problem.


Ive never seen that before. If you have a save (before you kill acheron) i'd like to see it.

Will attach it to this post when I get home. Do you want it just prior to me killing him, the auto save from the first turn, a save from close to when he spawned, etc.? I'll try and get whatever you want (I usually save pretty often).

Glad to actually contribute in some tiny way by reporting a bug no one else has seen (I actually read the other posts...). BTW, why can't my Great Prophet found the Song of Autumn?
 
Glad to actually contribute in some tiny way by reporting a bug no one else has seen (I actually read the other posts...). BTW, why can't my Great Prophet found the Song of Autumn?

:D LOL:D


You're awesome.
 
Glad to actually contribute in some tiny way by reporting a bug no one else has seen (I actually read the other posts...). BTW, why can't my Great Prophet found the Song of Autumn?

Great Bards do that now.
 
Soldiers are on 0.21. Thanes have a chance of being dwarven and their settlers arent dwarves yet just because we dont have art for them. As soon as I get some dwarven settler art I will make a dwarven settler unit and give it dwarven.

I don't understand why you don't just add a python event to give Khazad the dwarven promotion. :confused:
 
I don't understand why you don't just add a python event to give Khazad the dwarven promotion. :confused:

A Dwarven Gilden would be kinda weird. ;) (just teasing, I know we could code around that kind of stuff).

I don't know. I guess I dont look at to many stopgap solutions. I know the dwarves are coming so I work on other things that get us to that final goal. You are more focused on making the current version as good as possible, Im trying to get to the final product.

In my mind everyone is playing a game that is halfway done, they probably see it as a game that is almost finished. But thats one of the reasons I like having you here, you are more focused on the fine details than we are. At some level its hard for the team and I to do that kind of work because it all changes so fast. You deal with a new version every month or every few months, I have a new version every day.

For example, I added the AI for the spring spell yesterday. It works fine, it took me about 6 hours to get right (okay, it would have taken less for others but I never claimed to be talented). I dont mind spending the 6 hours, eventually I know that will need to be done. But if we change the function of the spring spell that logic becomes broken. Not just needs tweaked, but becomes useless or even worse breaks the AI. Which isnt so bad for 1 spell, but if we were to do all of them it would triple or quadriple development time as I would have to keep going back to change the complex stuff.

Anyway I know I kinda got off on a tangent there. I guess the short answer is I havent addef a function that automatically makes khazad units dwarves because there isnt an eventual need for it.
 
Glad someone got the joke...

Kael, do you want any specific saves for that Dragon's Hoard thing, or just the one right before I kill him?

Yeah, the one right before you kill him would be good.
 
A Dwarven Gilden would be kinda weird. ;) (just teasing, I know we could code around that kind of stuff).

I don't know. I guess I dont look at to many stopgap solutions. I know the dwarves are coming so I work on other things that get us to that final goal.

Thanks for the reply, and a good point. But then again, you could have added and removed the event multiple times in the time it took to write your post and read other people's posts mentioning those temporary issues. :D :mischief:
 
Thanks for the reply, and a good point. But then again, you could have added and removed the event multiple times in the time it took to write your post and read other people's posts mentioning those temporary issues. :D :mischief:

heh, also an excellent point.
 
Thanks for the reply, and a good point. But then again, you could have added and removed the event multiple times in the time it took to write your post and read other people's posts mentioning those temporary issues. :D :mischief:

Ahh, but if he doesn't read the posts, he won't know what to fix... :)
 
Ahh, but if he doesn't read the posts, he won't know what to fix... :)

Sometimes it would be nice to have something like a checkbox in this forum for: "This post was read by Kael or one of the other devs already and not missed altogether." :)

For example I would really like a tiny official feedback to the following post from the Balancing feedback thread: Post #304

The main subject is the huge difference of research points you need to get two absolutely comparable T4 units on two different unit type lines. It's actually two and half times more! :science: for Spartiatoi (melee) than for War Chariots (mounted). No offense meant, but it's almost a bug in my eyes...
 
They're not identical as defenders, mind you.
Also, keep telling yourself "It's a work in progress that is costing me nothing." All will work out eventually. :)
 
They're not identical as defenders, mind you.
Also, keep telling yourself "It's a work in progress that is costing me nothing." All will work out eventually. :)

Yeah, sure, I know and I appreciate the great work done so far, but I suppose, I just don't like to get crushed by someone else (especially if it is another human player) who is essentially on the same tech level as me, but has far more superior units. :sad:
 
I have noticed something in many of my games and wanted to know whether other players had noticed the same thing; the gems resource are most often in the same area. In my present game I have been able to locate only 3 squares that have gems and they all together, within 2 or 3 spaces of one another. I play on Huge maps so this leaves a lot of the map empty to gems. Is this by design? It has happened to me in nearly all the games I have played. If possible, I would like to see them spread out more.
 
usually luxury resources come in 'flocks' like furs, etc. Gems too, so you can export themand some is left for you, a normal thing.
 
Anyway, on to the bugs:

In my current game, Basium (the unit) just up and disappeared. I didn't see him fight anybody, I don't think he was on a boat that sunk and I didn't see a death message. I just noticed that he wasn't around all of a sudden (btw, I summoned him so I could see him at all times). I may have just missed his death too...

Yeah, the AI disbands heroes first when it runs high on unit maintenance (easy for the mercurians to do). That will be fixes in 0.21.

Is that why the Avatar of Wrath suddenly disappeared in my current game?
"What, you dont have enough gold to pay me to bring the world to an end? Do you think Im doing this out of charity?
...AND we´re out of jam you say? Thats it, Im out of here!"
 
Yeah, sure, I know and I appreciate the great work done so far, but I suppose, I just don't like to get crushed by someone else (especially if it is another human player) who is essentially on the same tech level as me, but has far more superior units. :sad:

I personally tweak stuff that need adjustment myself. You don't need any programmer skills, just allow the macros in the Excel XML editor provided with the MOD and you can change all those features by yourself.

For example it took me 5 minutes to lower agriculture civic to +1 food instead of +2 and to change some leader traits I thought didn't fit.

If you play MP, just make sure everyone make the same changes.

If something is not clear about the xml editor pm me ;)


Edit: BTW: Kael: I gave the adaptive trait to Dain de caswellan (or wathever), yet I do not have the option to change his optional trait every 100 turns. Is there another specification to change to allow this?
 
Wrong thread, dellet this post.
 
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