FfH2 0.21 Bug Thread

The Elven promotion does not provide double movement in New Forests. I haven't checked, but I suspect it also does not provide the +10% as well. Other promotions (Woodsman I & II, Forest Stealth) and some spells (Summon Treant) also may not function in New Forests. There are probably similar issues with Burnt Forests, but this might be desirable.

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?

This is just a guess, but I suspect that Horseback Riding needed to be sweetened. I rarely build mounted units other than Chariots before T4 because Recon units provide sufficient mobility. In any case, I happen to like the change, and I think the map is explored entirely too quickly.
 
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.

I must admit to ignoring horseback riding until it's one of those- "only 1 or 2 turns" techs :eek:

Well, now it will definitely be higher on my priority list.
 
Basium is tied to no religion-he just hates AV. If he had FoL in his first city, it seemed to him to be the best choice for state religion.

He was an angel of Arawn, and has no real affinity for Junil.
 
Of course, you get trade after it, with that inns, and then down the currency branch to guilds, and you have eyes and ears. Works well in hard games where you're being owned technologically. omfg did he just say "owned"? WTH is "owned", is it like pwned or something?"
 
envangelist dosent seem to be working right i was playing witht he bannor on a crusade with the order as my state religion and i captured a city with my envangelist inquisitor that only had leaves and either OO or runes ( cant remember which) and it diddent get the order
 
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.

I can confirm that this is true from when I'm playing. I normally only get Horseback Riding as a necessary tech for Trade. Adding Mobility II to it will make it much sweeter.
 
I didn't see any of these mentioned in the patches. Sorry if they've already been brought up.

- Amurite adepts can't alter nodes.
- Dwarven adepts gain levels, but don't have the option to be upgraded to Mages/Conjurers (intentional?)

- In my last game playing the Khazad, Babmur capped out at 143 xp and couldn't go any higher, even through combat. I had him kill Archeron and he didn't gain anything. That sucked.
 
I didn't see any of these mentioned in the patches. Sorry if they've already been brought up.

- Amurite adepts can't alter nodes.
- Dwarven adepts gain levels, but don't have the option to be upgraded to Mages/Conjurers (intentional?)

- In my last game playing the Khazad, Babmur capped out at 143 xp and couldn't go any higher, even through combat. I had him kill Archeron and he didn't gain anything. That sucked.

Dont know about amurite adepts, but dwarven adepts cannot be upgraded.

Thats one of the drawbacks of the khazad, the best mages they have are adepts.
 
- In my last game playing the Khazad, Babmur capped out at 143 xp and couldn't go any higher, even through combat. I had him kill Archeron and he didn't gain anything. That sucked.


Unfortunately, Acheron is a barbarian and barbarians can't push your XP past 100. It is to prevent xp farming, but, in the case of Acheron, shouldn't really apply. Kael, is there a way to have Acheron give XP?
 
Dont know about amurite adepts, but dwarven adepts cannot be upgraded.

Thats one of the drawbacks of the khazad, the best mages they have are adepts.

I'm pretty sure Amurite adepts are upgragdeable. If not they should be given their strategy of using magic.
 
I'm pretty sure Amurite adepts are upgragdeable. If not they should be given their strategy of using magic.

The amurite adepts upgrade just fine. I just couldn't get them to improve any of my many magical nodes. Had to quit that game because of that, and I was doing so well :/

Natch on the other two though. It slipped my mind that Archeron was a barbarian.

It would be neat if Archeron was a one-city minor civ, like the Infernal.

Which reminds me, every time I bring the Infernal into the world they get their asses promptly kicked.
I even went to the trouble once of donating half the cities in my empire to them, tons of units, gifted him an entire skeleton army every turn to try to keep them alive and they STILL got their asses handed to them within a few turns. (the Elohim and Bannor swarmed him with units.)
The head demon dude is supposed to be immortal, but in all of my games he doesn't last very long at all. In some other games he just stands around and does nothing because there's no place for him to build.

Is there any way to toughen them up a bit? Maybe give them a unit or improvement that greatly improves their city defense? Give them a bigger army and have them immediately declare war on whoever they show up next to so they can capture some territory? They're hell, they shouldn't be such damn *******.

Perhaps this was happening to me because I was playing on small maps where there weren't a lot of evil civs dying and sending souls to hell (just mine actually, and I wasn't tough enough yet to go to war vs the good factions.)
 
The amurite adepts upgrade just fine. I just couldn't get them to improve any of my many magical nodes. Had to quit that game because of that, and I was doing so well :/

You also have to have the appropriate techs. Elementalism to build fire, water, earth or air nodes, necromancy to do....

Natch on the other two though. It slipped my mind that Archeron was a barbarian.

It would be neat if Archeron was a one-city minor civ, like the Infernal.

Which reminds me, every time I bring the Infernal into the world they get their asses promptly kicked.
I even went to the trouble once of donating half the cities in my empire to them, tons of units, gifted him an entire skeleton army every turn to try to keep them alive and they STILL got their asses handed to them within a few turns. (the Elohim and Bannor swarmed him with units.)
The head demon dude is supposed to be immortal, but in all of my games he doesn't last very long at all. In some other games he just stands around and does nothing because there's no place for him to build.

Is there any way to toughen them up a bit? Maybe give them a unit or improvement that greatly improves their city defense? Give them a bigger army and have them immediately declare war on whoever they show up next to so they can capture some territory? They're hell, they shouldn't be such damn *******.

Perhaps this was happening to me because I was playing on small maps where there weren't a lot of evil civs dying and sending souls to hell (just mine actually, and I wasn't tough enough yet to go to war vs the good factions.)

Its speced to give Hyborem a spell that allows him to form his own land. I havent added that yet.

Hyborem is immortal only once. Once he dies his loses his immortality.
 
Its speced to give Hyborem a spell that allows him to form his own land.


I saw that you were thinking about doing this quite a while ago, and I have been curious ever since. Care to elaborate on the mechanics you will be using?
 
You also have to have the appropriate techs. Elementalism to build fire, water, earth or air nodes, necromancy to do....



Its speced to give Hyborem a spell that allows him to form his own land. I havent added that yet.

Hyborem is immortal only once. Once he dies his loses his immortality.

you mean- he does get rebirthed in the capitol once, but does not regain immoratlity again?(that doesn't even make sense when you phrase it right)
 
You also have to have the appropriate techs. Elementalism to build fire, water, earth or air nodes, necromancy to do....

Durr durr durr. Dammit, I knew that...

Hyborem is immortal only once. Once he dies his loses his immortality.

He and Basium should probably stay around forever, being Gods and all. If Hyborem dies, where would he go besides back to hell?
 
Durr durr durr. Dammit, I knew that...



He and Basium should probably stay around forever, being Gods and all. If Hyborem dies, where would he go besides back to hell?
they're angels, serving agares and some other dude (respectively)
it's ok if angels die after they've descended, so long as they get a second chance...
 
Basium was the second in command to Arawn, the angel of death, but he refused to keep fighting demons when his master signed the Compact. He is no longer serving his master, but still prays to The One. His name is Latin for kiss. I'm not sure what that has to do with his character at all.
 
No clue what is wrong with your game Hangly Man. It works fine for me. :confused:
 

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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.

Thank you for the explanation - I understand your reason.

I am one of those who also ignored Horseback Riding unless I was playing the Hippus or had Horses readily available. I like to play the Elohim and go for the Priesthood tech to build monks rather than bother with Horsemen.

Again, I think game speed might have something to do with wanting Mobility 1/2 earlier as in Epic and Marathon game, IMO, the map does not get explored too soon. But, I see what you are saying about Exploration giving too much.

Now, please take it away from the Elves as a starting tech so they stop founding Fellowship of Leaves every %$#@! game!:p
 
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