Im playing as Bannor in a big team game, 6 vs 7, and a flat world. Every few turns my game crashes to desktop and the only way to prevent it from crashing again is to go into world builder and delete some random units that are owned by barbarians.
//FfH: Added by Kael 11/14/2007
FAssertMsg(m_pabGam[B]lb[/B]ingRing == NULL, "about to leak memory, CvGame::m_paiForceCivicCount");
m_pabGamblingRing = new bool[GC.getNumVoteSourceInfos()];
for (iI = 0; iI < GC.getNumVoteSourceInfos(); iI++)
Elder counsul doesnt seem to be buildable for the calabim. Intended? Kinda sucks to be Alexis imo.![]()
That's normal behaviour for all barbarian leaders as animals are treated seprately. They will allways attack you and you can allways attack them without the need to declare war on the barbs.Infernals are at peace with barbarians when they start, but the bears will still attack you when you walk by. If you attack a bear, you get the "Declare war with barbarians?" prompt. If you hit no, it will kill the bear anyway.
That's a known issue. The options are not transfered properly. The saving/loading is a workaround.Whenever I take control of the infernals, the game goes into an automated type mode where the turn will end as soon as the green dot turns red (ie; there are no more units to move). Saving and reloading solves the problem, but it's still annoying.
Do all Infernal cities ignore food? I've taken over one civ's cities and they are all starving but the population doesn't go down. That would make sense for demons maybe, but not the others. I also don't gain population for having surplus food. It may be by design to force Infernals to gain population only through Manes, but in that case the conquered cities should gain the demonic population "building".
Razing a metamagic node (with Dispel Magic) destroys the node (and the counter in the upper left shows no metamagic nodes, correctly), but the spell ability is still retained by those mages who have it -- the spell(s) should be grayed out.
Playing as Sheiam, with Octopus Overlords, I had two of my first three longbowmen created with the "Crazed" promotion. I did have an Asylum in the city, but this isn't supposed to happen. Subsequent units, of any type, did not have the Crazed promotion.
AI player cast Sanctuary, and two of my units (a cultist and a Blooded Werewolf) remained inside the borders. They were unable to move.
Mutation spell is probably overpowered. Especially when you just reload unfavorable results (though I suppose this form of cheating applies to a lot of situations). At the least, it should probably be moved to a level 3 spell.
Arquebus is an archery unit, and therefore gets the Flaming Arrows promotion from mages. Intended?
Late-game slowdowns, especially when I'm at war with an AI civ, are becoming atrocious. I didn't have this problem on previous FFH2 versions. This is on a standard or large map (not huge), with seven AI. Game pretty much freezes up for five minutes or so between turns. My computer is a Core 2 Duo, so that's not the issue.
All for now!
Foul