FfH2 0.31 Bug Thread

Does the change to wolves and wolf packs work for Doviello spawned wolves? (Because if not, I think this change is pretty ineffective... how often does a barbarian wolf win a combat? Ever?)

Looking at the Python code (I don't have time to actually test it) it appears that wolves and wolf packs work no matter who owns them. Personally I think it should probably work for the Barbs and Doviello.

I'm not sure, but I don't think the wolf packs will keep the extra strength that the wolves from the Worldspell would have. This ability could thus make the spell even weaker.
 
Bug report: I looted a graveyard, playing as Mahala of the Doviello, before I'd built my first city. It said I'd discovered a new technology, but no new technology was actually discovered.
 
Bug report: I looted a graveyard, playing as Mahala of the Doviello, before I'd built my first city. It said I'd discovered a new technology, but no new technology was actually discovered.

If you dont got a city, you dont gain the tech.
 
If you dont got a city, you dont gain the tech.

Yes, thank you for reiterating, this is the problem. I didn't have a city so I didn't get the tech. However, I should have gotten the tech even if I didn't have a city.
 
For me, in patch e) the Altar of the Luonnatar (well, at least version I to III) does not grant free exp (should be 2, 4 or 6 as far as I have tested) anymore to Disciple units.

Kinda have to admit I didn't build it in any game running patch d) though, thus I'm not sure if thats a "new" bug.
 
I was playing with Malakim and i have founded the Empyrean and then built the Dies Diei which should have given me eligibility for overcouncil. But i am not one of the two candidates. (I have the third place in the point list). I also have Khalid, i don't know if it matters though. {patch e}
 
Yes, thank you for reiterating, this is the problem. I didn't have a city so I didn't get the tech. However, I should have gotten the tech even if I didn't have a city.
The same is true for goody huts, and is the case in vanilla as well. You gain no science of any sort if you don't have a city... which seems reasonable to me.

The difference is that with graveyards, you can still get the "GOODY_TECH" roll, then not get a tech since you don't have a city, whereas with goody huts, it seems that you can't even get that roll - just maps, gold, etc. (not 100% sure of that, just a quick test with 15 or so goody huts and no cities)
 
I had a caravel set to skeleton crew which has a cargo capacity of three. If I change it to longshoremen it only holds one, but if I load two units into it I can still change from skeleton to longshoremen and it will have two units aboard despite it's one unit capacity.
It doesn't let you change if you have three units so this is probably because the game does check to see if removing a promotion would leave a ship over capacity but not if the new promotion would take away more.

I should have mentioned that caravel had expanded cargo capacity promotion, if that makes a difference.
 
"My lord! The plague has claimed much of our human cattle in Nubia, and officials have suggested that we build a graveya - "

"No."

"But... if you will excuse this one's impudence, my lord, we have more than sufficient funds, and there are no industries presently active near the proposed building site."

"I know..."

"Then... for what reason shall we allow the corpses to pile up in the streets, my liege?"

"For what reason? Are you freaking kidding me?! Take a look at the bloody map! What moron came up with the brilliant idea to build a graveyard on a mountaintop?!"

((Snarkiness aside; it probably wouldn't be bad idea to add a check to this event. :p))
 

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Since 0.31 all civilisations can now build War Elephants if they capture an Elephant, including Calabim, Khazad, Ljosalfar, Luchuirp & Mercurians. Is this intentional? They couldn't train them in 0.30 largely for lore reasons (and to avoid vampire elephants).
 
Yes it is intentional i think.
Domesticate Elephants was axed and captured Elephants can now be upgraded at as early as Horseback Riding and have been nerfed from 8 to 7 strength. (Stables might be reqiured don't remember just now. As does ivory i think.)

They are quite good now if you aim for Horseback Riding / Trade early and can catch some wild ones.

Quite a good development i have to say. (has made the Elephants from the least wanted prize / hated nusiance to one of the most interesting ones and reduced an unneeded Tech from the Tree.)

They keep their HN Promotion if the still have it. Nice for some wild raiding early on...

Especially for Balspheraphs i reckon. Build Loki, capture some Elephants (shouldn't be hard if you really aim for it) and Mutate them. then release / axe the unwanted / enraged / crazed ones or play some experience ping-pong with them (can't attack anyways so no danger there) since at least if they are crazed you can use them for EP-sparing over and over again (by disbanding them while they have the Enraged promo) with a subdue animal Unit. (I don't know if it works as reliably with just enraged, but crazed works for sure)
and upgrade the best-mutated ones to real killing machines (canibalizing (very important for that trick i reckon), heavy / empowered / Strong / Herooff/Herodeff Elephants + Riders with Blitz perhaps also Combat 1 or Mobility 1 and Light for extra Movement are really fearsome at that stage in the Game. And as soon as they reach commando (which shouldnt be to hard, espacially if you "pre-feed" the wild elephants pre-capturing for easy subdual) your oponents should be toast + your coffers brimming with money. Until Champions nothing could be able to match their power even remotely.
At Epic Speed this should be enough to clear a map before the oponents can field something which can resist them in a meaningful way.).

Mutate as a "Mage-Spell" is wrong anyways imo and should be replaced with the chaos marauder again / given Back to OO.

But i have to admit it really fits the Balspheraphs Flavor very well.



"My Lord...
theres a 4 tusked, 8 legged monstrosity marauding our borders... :eek:
Our Garrisons are in wild retreat...
What shall we do?"

"Must be coming from those mad clowns next door..."



So why deny them anyone else? Worse than that they won't really become. Vampiric Elemphants take al lot more time to pull of and much more effort. Then they are not as powerful anymore. (and don't get the Promos one can gain from mutate.)
Strength 5/6/7 Cavalry (which is comparable not like the 15 or so strength of the old elephant riders) should be nearly available around the time you can reach Feudalism.
Might not be perfect from a lore perspective for all folks but seems balanced (if Balspheraphs with mutated E-Riders are in the first place ;) which may very well be not).
Though it could be that civs that can't build stables (does any civ?) cant upgrade them.
 
I knew about the change to War Elephants, just wondering it it was intentional to make them available to all civilisations ;)

Although, on the subject I'd love to see a customised Balseraph War Elephant unit, all 'pimped out' :lol:
 
Actually I am thinking that this might be intentional. I jsut checked the Civilization Infos file and the only people who are blocked from War Elephants any longer are the Barbarians. So everyone is allowed to have them, even the Calabim, on purpose.
 
I really think that their strength isn't the problem, just the fact they can keep HN. Perhaps their upgrade should be made to happen through a spell, which also removed the promotion? Or, maybe elephants just don't really need HN to begin with. It not like they attack you anyway.
 
I really think that their strength isn't the problem, just the fact they can keep HN. Perhaps their upgrade should be made to happen through a spell, which also removed the promotion? Or, maybe elephants just don't really need HN to begin with. It not like they attack you anyway.

Removing their hidden nationality would keep the Clan (and Charadon) from being able to attack elephants (thats the real reason animals are hidden nationality).
 
I believe you could set animals to <bAlwaysHostile>1</bAlwaysHostile> without giving them HN status. That should allow you to always attack and be attacked by the units, but you would still know who owns them and the tag would not carry over when the unit is upgraded to something with <bAlwaysHostile>0</bAlwaysHostile>
 
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