FfH2 0.33 Bug Thread

I think this is a bug. I built Yvain, I have Fellowship of Leaves, I have the icon to cst bloom, but I can't cast it. The icon is 'dark'.

See Yvain in the attached save.

Best wishes,

Breunor

PS Never mind. I goofed, no bug. Pelase delete if possible.:(
 

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Hello all!

Civ IV version: 1.7.4.0
BtS version: 3.1.3.1
Fall from Heaven 2 version: 0.33

I'm new to Civ Fanatics and wish to thank you all in advance for any support you can give me. I've been having a problem with the Beyond the Sword - Fall from Heaven 2 mod. My first 4 cities can be managed just fine because I can recruit units and build structures. However, sometime during the course of the game, I've become unable to manage new cities whether they be started by settlers or gained through conquest. The cities themselves are present, but when I bring up the city management screen, there are no options to build/recruit :confused:. The cities on the world map screen display this: "city name":(set) and next to it they have that red circle with a line through it. I'm kinda bummed out about this since the Mod is otherwise superb. Is there an option to change this (doubtful) or is this a glitch (probably)? All my base are belong to... nobody apparently.

Adios Civvies,
The Duke

PS: Again, the problem itself looks like this:
"city name":(set)

EDIT: This is not a bug, it's a feature of the Kuriotates Civ. Sorry, people.
/goes off to RTFM
 
That's a feature of the Kuriotates civ. Please download and read the manual or the ingame civilopedia before you report features as bugs.
 
warriors upgraded to drowns didnt get the demon promotion, is this intended?
 
Sensemann: You are playing elves or dwarves by chance? (races don't change on upgrade usually if im not mistaken.)

and Drowns are indeed undead. Stygean Guards are demons if you build them if im not mistaken (or undead if upgraded from drowns.).

Not sure if that will be changed even if whould make sense. Sorts of.
 
Okay, is it just me or did something change in the last bit of tweaking? Today I was playing the Rise of Mankind (RoM) mod and was utterly destroyed by the Greeks and their unbalanced Phalanx unit (+50% versus melee units!!!!) but what got me was when I used the World Builder to check how the Greeks managed to field so many units, I found that their empire was about the same size as mine and I was going broke trying to keep enough units on the map to keep my neighbors from attacking me.

So, disgusted, I switch to FfH. Almost the exact same thing happens here. This time it's those damn Doviello who seem to be able to crank out ZILLIONS (:mad: :mad: :mad:) of units as if they had Warrens and don't seem to have any problem paying for them. This on top of cranking out 2-3 workers! I had barely had time to build anything, much less anything that could I could use to defend myself from them. I mean it seemed they just went right to Bronze Making and suddenly had 5+ axemen to use...after trudging a long way to get to me!

The point of this gripe is Civ is all about different paths to victory. Well in most of the games I've played in the last month, it seems that unless all you do is pump out units, build fortifications, you get swamped. I'm frickin' tired of it! Even my "build a unit then build a building then build a unit" strategy isn't even getting me any leeway. I mean with then being able to build axeman w/o a training yard means that if you are near them, you can kiss building any sort of Civ good-bye since you'll have a battle just keeping the hordes of Beastmen & Axemen off you.

Damnit! Now I'm all worked up! :mad: Games are supposed to be fun and lately Civ is just turning into a turn based version of all those Command and Conquer type games which I don't like or I'd play those! Grrrrrr! (:mad: again!)

P.S. For a 'barbarian' Civ, they had a right purty one going with farms, 2 wineries, roads and the like. So WTH?!?!?

P.P.S. Hidden amongst all the griping, I sort of missed stating my view of the "bug" and that is there seems to be certain Civs that seem immune to having to pay for lots of units and it's unbalancing the game. I mean what is the point of building up any sort of civilized Civ if you're just going to get whacked by a super stack of 5-10 units that you'd only be able to defend against if you had done nothing but build units almost from turn 1?
 
Sounds like your difficulty got cranked up somehow and it persisted between the two mods.
 
Yeah, check a difficulty please :). If it's beyound Noble the AI will support much gbigger army. Also 5+ axemen = small army. And Doviello tend to build a lot of axemen, get used to it. They will s@ck in the late game.
 
Sensemann: You are playing elves or dwarves by chance? (races don't change on upgrade usually if im not mistaken.)

and Drowns are indeed undead. Stygean Guards are demons if you build them if im not mistaken (or undead if upgraded from drowns.).

Not sure if that will be changed even if whould make sense. Sorts of.

yeah they are undead, but thats not the point.
i played with the clan, so they keep their orcish promotion. thx.
but is a little bit unrealistic i guess, either it shouldnt be possible to upgrade, or change the race promotion.
 
So.. Sensemann, do you know what a Drown is? It's a unit that has died by drowning, and then reanimated.

So when you 'upgrade' a warrior to a drown, guess what you are really doing? Does it matter if the unit used to be orcish, or elvish, or Dwarvish? Nope, you drowned the bugger and then brought him back.
 
I think that's his point. His Orc warriors are not becoming undead Drowns, instead his Drown units keep their Orc race.
 
The Convert function used in the spell copies the old units promotions onto the new, so the old racial promotion is applied after the new, thus overwriting it. Making the spell also grant the Undead promotion to the caster should fix this. (Although I'm not sure if making the spell also grant the undead promotion would apply it to the unit before or after converting it, that is irrelevant.)
 
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