FfH2 0.21 Bug Thread

I had a galeon full of units, including a mercenary. An allied frigate attacked, and killed the mercenary (and only him) while it was in the galeon.:crazyeye:

Civilopedia does not reflect the switch of Corruption and Infernal Pact.

Cannot get a production from cottages. If it requires a specific civic - it is not reflected in civilopedia.
 
8. Govannon can't train disciple units.

This would be a lot of work, but it would be more comprehensive:

Why not just change training to be one shot promotions that provide the spells? Having my divine unit in the stack - who wasn't going to go into combat anyways - be able to cast haste is much of the value in Trainer at all. Plus it seems odd that a worker can be taught powers that a divine caster can not.

Plus it fixes the problems from training units like Firebow gaining the abilty to train rank 2 for the body/chaos/death sorcery areas.

Of course this brings up the question of why I can't train my Werewolves to Escape, but I can train Larry Curly and Moe.
 
I still think the best solution is to use the promotion spread model for trainer which I proposed in the thread "Changing Trainer" http://forums.civfanatics.com/showthread.php?t=213869


Players would not be able to abuse Govannon's trainer ability and would have less micro-management, but he would become potentially much more valuable.
 
I had a galleon full of units, including a mercenary. An allied frigate attacked, and killed the mercenary (and only him) while it was in the galleon.:crazyeye:

Your Mercenary was HN. The allied Frigate thought it was doing you a favor by taking out a rouge unit. For that matter, HN units are subject to attack by any and every Civ. ;)
 
HN units are subject to attack by any and every Civ

Yea, but it should not be so while it is loaded into a transport. Actually, the exact content of a transport should remain hidden. Also, there should be no way to attack the HN units in allied cities if other allied units are present. Just imagine how such cleansing would look in reality :).


Another thing which is almost a bug - if I have FoL and not elves - the forest upgrade is a problem as it kills mills and no AF improvement are avalable. So to keep FoL if not elven I had to chop all forests...:crazyeye:
 
I completely agree with you about the HN units getting destroyed in cities. The boat problem irritates me too, but makes more sense. It was a fairly common thing for ships in times of war to stop neutral nations' ships and search them for enemies. That was actually the main cause of the War of 1812.
 
some changes would be appropiate for the hidden nationality promotion. i had today situation where friendly civ had stationed couple HN units in one of my city and they were sniping all of my bypassers from there. there was nothing i could do about it because i was unable to attack units stationed in my own city :p

dont ask me how did they get in to my city because i have no idea. maybe they got promoted while stationed in there, and for some reason, didnt have to fight their way back in.
 
I still think the best solution is to use the promotion spread model for trainer which I proposed in the thread "Changing Trainer" http://forums.civfanatics.com/showthread.php?t=213869


Players would not be able to abuse Govannon's trainer ability and would have less micro-management, but he would become potentially much more valuable.

I disagree, it would be much more abusable. Even as limited as it is now has caused a restriction away from divine units.
 
I had a python error when casting domination on an enemy worker in it's owner's territory. The spell still worked, does the game log the errors somewhere? if so, I'll post it.

Edit: still on patch "c"
 
The boat problem irritates me too, but makes more sense. It was a fairly common thing for ships in times of war to stop neutral nations' ships and search them for enemies. That was actually the main cause of the War of 1812.

Not sure exactly what you're referring too, but I understand what you're getting at. However, that just re-iterates the point that attacking units on a foreign ship caused war. Therefore, surely attacking a mercenary on a ship owned by another nation it is tantamount to an act of war.
 
Excuse me for asking if it has been discussed before, but I was wondering why Mobility 1/2 was moved from Exploration to Horseback Riding?

One thing that was very helpful in the early game map exploration phase was being able to promote your Scouts to Mobility 1/2. In addition to exploring more of the map, it helped move away from the nasties with that extra MP.

Putting it with Horseback Riding, which normally comes much later, really slows down map exploration IMO. I usually play Epic/Marathon games and Horseback Riding will usually be researched after much of the map is revealed and animals are long gone.
 
Actually any non-Veil unit casting Pillar of Fire does holy damage. If you like to cheat thet could mean that OO packs a potent holy punch. It is also unit, not civ, dependent so a unit in an AV empire can cause holy damage.
 
I have one question concerning that game: how long did a single turn take?

Do you mean the loading times, or managing the whole army and city stuff?
loading times are not really a problem, maybe 2 mins.
The other part takes a bit longer, but it totally depends, if you're at war or at peace, and if your army is advancing or defending, but I would say about 5 mins (I don't really check the clock when I'm playing, time seems to pass way to fast :) )
 
Excuse me for asking if it has been discussed before, but I was wondering why Mobility 1/2 was moved from Exploration to Horseback Riding?

One thing that was very helpful in the early game map exploration phase was being able to promote your Scouts to Mobility 1/2. In addition to exploring more of the map, it helped move away from the nasties with that extra MP.

Putting it with Horseback Riding, which normally comes much later, really slows down map exploration IMO. I usually play Epic/Marathon games and Horseback Riding will usually be researched after much of the map is revealed and animals are long gone.

The problem was that exploration is just to good. The fact that it allows roads is good enough, to also have mobility on it made it quite easily the best first tech. Plus, this way horseback riding becomes more important. I suspect most players that are impacted by this would never have bother to research horseback riding before this change. So this change helps even out the techs.
 
Back
Top Bottom