FfH2 0.21 Bug Thread

Are AI workers supposed to be able to build nodes? I hit Rites of Oghma in my last game, and noticed several AI workers with the build node order.

The AI doesn't understand how to build nodes with adepts, so it was given special permission to use workers, instead.
 
Thats interesting. I was wondering why I saw in the civilopedia (or was it on one of these threads?) that workers could build nodes just like adepts, only slower, yet mine could never build them.
 
Thats interesting. I was wondering why I saw in the civilopedia (or was it on one of these threads?) that workers could build nodes just like adepts, only slower, yet mine could never build them.

it used to be that way, but now only AI ones can build nodes
 
Perhaps I'm missing something special or some change... but in my current game I have Baron Duin with hidden nationality rampaging about my neighbors lands. So far, he's killed approximately 30 or so units and not one has produced a werewolf.
 
Perhaps I'm missing something special or some change... but in my current game I have Baron Duin with hidden nationality rampaging about my neighbors lands. So far, he's killed approximately 30 or so units and not one has produced a werewolf.

HN units can't capture other units, and the Baron's mechanic counts as capture.
 
Not sure if this is intentional, but when you start your settler has those vision and movement upgrades, however if you regenerate the map, he loses them, is this on purpose because the player is trying to get a better starting position or a bug?
 
Not sure if this is intentional, but when you start your settler has those vision and movement upgrades, however if you regenerate the map, he loses them, is this on purpose because the player is trying to get a better starting position or a bug?

That has been reported approximately over 9000 times - as unfixable now as it was the first time, I'd imagine.

Just exit to main menu and start a new game.
 
Mmmmm, my bad, didn't see it in the previous few pages was all. :P
 
However I do agree with the people discussing why the Ai never seems to the do AV anymore...I generally have to do it myself these days! Terrible :P
 
However I do agree with the people discussing why the Ai never seems to the do AV anymore...I generally have to do it myself these days! Terrible :P

Yeah, even with the edited python file someone put up, it still seems like AV hardly ever pops. Of course, I've been through a run of four or five games where either there are no evil civs on the map, or the lone evil civ converts to a religion that switches its alignment to neutral. I finally switched to Large maps to increase the odds of an evil civ showing up.
 
Actually, I thought that the XML fix mentioned earlier is too successful. I had the AV founded by 150 on normal. If I'm reading the code right, as soon as an evil civ discovers Philosophy they'll rush AV if it hasn't been founded yet. That seems a bit drastic to me, but it works... if there are evil leaders.
 
well, dwarves rush Construction from the beginning, Elves FoL, etc...
 
Playing .21c
My orc beserkers don't appear to be doing collatoral damage. I don't get the collatoral damage message and checking the combat log doesn't show any either.

- feydras
 
There is still a mention of "free religion" allowing you to use every religion specific civic in the loading game display tips. Personally, I think that sounds cool. Don't remove that tip, bring back free religion :lol:

I demand religious freedom! :gripe:

:D
 
I too think that "Free Religion" should allow all the religious civics, so long as you have the right techs. That means you must adopt at least one religion and abandon it.

This option should also prevent the building of Inquisitors or at least of using "inquisition" and improve Cassiel's relations with you.
 
His main problem with religions is that thay are at odds with each other; he doesn't like that the gods are using religions ideas to bring Humanity into their conflicts, he really doesn't like when people harm each other in the name of their gods. If a civ had true religious tolerance, it would be unable to do these things. It would also have to tolerate irriligious attitudes, as well as the views of those who will worship only The One. Perhaps the individuals of the each religion might be pawns in the gods' little game, but the government is refusing to play along.

I don't recomend Cassiel adopting free religion, but he should certainly prefer it to theocracy.

I'm thinking that while it could allow the religious specific civics, it could prohibit the building of disciple units,or at least the religions various holy warriors (Soilder of Kilmorph, The Drown, Crusader,ect).
 
I think- if it is re-allowed- it should allow adepts and priests, but none of the heroes or other soldiers.
 
Actually, I thought that the XML fix mentioned earlier is too successful. I had the AV founded by 150 on normal. If I'm reading the code right, as soon as an evil civ discovers Philosophy they'll rush AV if it hasn't been founded yet. That seems a bit drastic to me, but it works... if there are evil leaders.

I think I remeber Kael saying somewhere that this was broken and was, in fact, preventing the AI from researching AV.
 
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