FfH2 0.34 Bug Thread

Rivers within your cultural borders are supposed to work like this.

I did not know this... :)

Bug or feature, this has been around for a long time.
This I know; I've been playing FFH off and on for a long time. I never exploit this bug, do you know if the AI will?

Also, does it only affect the Ljosalfar (which means it's probably a feature after all), or all races?

It would be funny that the elves would have the ability to whack forest from day one, since they mostly want to build it up. It does lead to a sick tactic of chopping forests to build things in your city and then using your magic to regrow the forest instantly.... but I 'spose anyone can do that ultimately.

You have to upgrade your adventurer to another unit type before you can spend his XP.
I believe you also have to have enough gold to buy the upgrade.

Having the gold to pay for an upgrade is a requirement of performing all upgrades, no? ;)

[Sadly our intrepid adventurer died (along with his 25 xp and level 1) when he was eaten by a Grizzly Bear out in the wilderness. Sad that I did not know to bring him home and upgrade him. LAWL.]


Thanks for the great game, keep up the good work.
 
Only the Light and Dark elves can cut forests pre bronze working. It's a fairly academic distinction since they have no actual reason to. (Maybe to build things a little faster? ).
 
I played the Grigori and loved the customizable hero aspect of the civ. One problem, though, I can't get them past 100 xp. I understand that they receive 100 xp on their own by doing nothing, but even after they are fully upgraded and engage in battle, and win, they remain at 100 xp. No mater how many battles I put them in, my Grigori heroes can never earn more than 100 xp, they are forever at level 12 and sitting on 100/109 xp (I chose charismatic as the third trait).
It is very frustrating to have your civ's heroes nerfed and gimp sitting at 100 xp, even though they are powerful still.
 
You have to kill units from other civs to get more than 100 xp. There's a 100 xp cap for killing animals or barbarians.
You can only get more than 100 xp from barbs with the valour spell or an attached great commander.
 
This was the first time I saw Minister Koun enter a .34 game. Unfortunately, there remains a problem that was noted in a previous version of FFH.

Apparently, Koun had the chance to align with Cardith Lorda because he has the Kuriotate traits - great, just what I needed, TWO sprawling civs!:mad: He is not aligned with CL and is independent.

Anyway, his two traits listed are Philosophical and Sprawling.

I wish I would have done a screen shot, but forgot. I found a barb Lizardman sitting in one of Koun's settlements. Also, the barbs are ignoring Koun's units and cities/settlements and not attacking.

It looks like Koun is again enjoying the benefits of the Barbarian trait, even though he doesn't have it.
 
Not sure if it's a bug or not, but via the Civlopedia it says that when Basium is created, He takes over the city that created the Mercurian gate. However, this doesn't always happen; I've had games where Basium is created and you get asked whether or not you want to play them instead. After saying no, all the Mercurian units are in the city with the gate, but I still own it.

Now, I don't see this as a bad thing because I often build the Gate in a big city to crank it out quickly, but don't want to lose that city. I then give Basium either cities I've recently conquered or cities near a Civ I'm about to attack so I can then let those cities become part of the new Mercurian empire.

However, this doesn't always happen, and I think you should be given the option of whether or not the Mercurians take over the city that built the Gate if you are playing the Kuriotates as you can't really afford to lose one of you main cities, especially on smaller maps.
 
For .34 i wiped the Civ dir and re installed from scratch, problem is now i get random games that allow unlimited exp for all units.

Not really a bug in my world, as i rather like it!!, as i usually have slower exp on in any event, and play as bannor, but i dont *get* what can be the cause of this.

For xmas can i have an option that makes units exp cap change to a higher number?, say 150.
 
Basium himself has a spell to take it over, which the AI will always cast as soon as it gets a turn, unless Basium gets killed or the city razed of course.

As the Kurios, summoning him probably isn't optimal, but you'll get the chance to upgrade another city, so you can plan round it.

Hanny, you can change that value easily with the editor or in the XML (I forget which file - Magister will certainly be able to tell you). Alternatively, check out what Fall Further is doing with XP in the near future :)
 
Hanny, you can change that value easily with the editor or in the XML (I forget which file - Magister will certainly be able to tell you). Alternatively, check out what Fall Further is doing with XP in the near future :)

Ta, not yet looked at fall farther but will add it to my todo list!!:) what i dont *get* is why its not a constant at the moment, sometimes its unlimited an sometimes its not, and that i dont get at all.
 
Not sure if it's a bug or not, but via the Civlopedia it says that when Basium is created, He takes over the city that created the Mercurian gate. However, this doesn't always happen; I've had games where Basium is created and you get asked whether or not you want to play them instead. After saying no, all the Mercurian units are in the city with the gate, but I still own it.

Now, I don't see this as a bad thing because I often build the Gate in a big city to crank it out quickly, but don't want to lose that city. I then give Basium either cities I've recently conquered or cities near a Civ I'm about to attack so I can then let those cities become part of the new Mercurian empire.

However, this doesn't always happen, and I think you should be given the option of whether or not the Mercurians take over the city that built the Gate if you are playing the Kuriotates as you can't really afford to lose one of you main cities, especially on smaller maps.




Here is the way it works. Basium and his angels enter the city, which remains under you control. However, Basium has access to the SPELL_CONVERT_CITY_BASIUM spell while in the city with the Mercurian Gate. The AI is heavily weighted towards casting the spell, but it it happens to move Basium before it considers casting them it won't cast until it happens to move him back.

I'm thinking that in my version I'll make Basium enter the game Immobilized for 2 turns, just like I make the Infernal Settlers immobile for 2 turns. Immobile units cannot cast spells, and immobile casters cannot found cities. Adding immobility would thus guarantee that he would not take any cities until after the Human player gets the option to switch. There may be a better option, but that is an easy one.




On the other hand, it might actually be better to just make SPELL_CONVERT_CITY_BASIUM only available to a human player. That only requires a very simple change to the existing python prereq. I wonder if it might be too much to also remove the building requirement from the spell, meaning that a human playing as Basium could take any of his old civ's cities whenever he wants.
 
Adding immobility would thus guarantee that he would not take any cities until after the Human player gets the option to switch. There may be a better option, but that is an easy one.

Well like I said, when I build Basium, I usually have in mind a bunch of cities I've either recently conquered or am going to conquer that I want the Mercurians to deal with and not have them become a drag on my economy. Playing as the Kuriotates on dinky maps (I have an older system) I can't afford to give up one of my 2-3 cities, but have plenty of settlements he could take over.

Plus, having the option of giving cities to Basium also helps in the Fall Into Revolution mod since you can give rebellious cities over to the Mercurians and thus still retain a modicum of control over them.

Speaking of helping out the Mercurians, I know why (due to game mechanics) you can't gift units to other players, but couldn't a spell me created to do that, a Tier one spell perhaps for mind that would allow you to 'enchant' one of your own units and then you'd get a drop down menu asking which unit and then which Civ you wanted the unit to go to.
 
Speaking of helping out the Mercurians, I know why (due to game mechanics) you can't gift units to other players, but couldn't a spell me created to do that, a Tier one spell perhaps for mind that would allow you to 'enchant' one of your own units and then you'd get a drop down menu asking which unit and then which Civ you wanted the unit to go to.

Game mechanics has almost nothing to do with it. It's more game balance that is the issue. Gifting allows the bypassing of National Unit limits, the use of alternate upgrade paths that can be extremely powerful, infinite XP for some units (Subdue Animal or Command IV + Crown), free promotions, and all sorts of other exploits.
 
OK, check this out...

I'm playing as Hippus/Rhoanna and at war with the Illians. I build The Baron and attach a Great Commander. I send him to the front lines to deal with the constant flow of Illian stacks, large and small into my borders. I think I will be able to build up plenty of werewolves like I did in previous .34 games.

Uh, no.

In fact, I got up over 60 XP for the Baron without a single Ravenous Werewolf being created (he was not HN)! So, that was like 30 kills without a baby werewolf - very uncharacteristic and against all odds.

I thought maybe the Illians were immune to turning into werewolves.

However, the Calibim also declared war on me and the Baron killed two wandering Calibim Archers and again no Ravenous Werewolves.

I got peace with the Illians and detached my Great Commander from the Baron and attached him to another unit stuck at 100 XP so that unit could gain XP killing barbs which were now entering one border.

I used the Baron to attack and kill a barb Wolf Rider that wandered in, and guess what? A Ravenous Werewolf on the first try without the Great Commander attached.

So, here's the question/bug: Does attaching a Great Commander to a unit that can 'create' other units eliminate this ability to do just that? It would appear to be so from my game as now The Baron is producing Ravenous Werewolves every few kills.

Or, is it just unbelievably bad luck - this doesn't seem possible with all the kills by the Baron without creating a Ravenous Werewolf with the GC attached. :confused:
 
It's not very important, but the promotion for an equipped Timor Mask doesn't look like Timor Mask, but like staff of souls.
 
Game mechanics has almost nothing to do with it. It's more game balance that is the issue. Gifting allows the bypassing of National Unit limits, the use of alternate upgrade paths that can be extremely powerful, infinite XP for some units (Subdue Animal or Command IV + Crown), free promotions, and all sorts of other exploits.

Couldn't a way be found to only gift certain units? Normally when I want to give a unit it's either workers or the archery unit I had stationed in a city before I gave it over to them. Maybe only base units like warriors/axemen, archers, scouts/hunters, workers, adepts would be eligible to be enchanted.
 
Best way I could think of would be to allow you to sacrifice your unit to cast "recruit" for another player when near one of their cities. Then it gives them units of an appropriate type for their tech level and use, plus they are new units, so no weak unit/copy unit exploits remain.
 
The Doviello world spell (assuming that is what caused this - all my units were dealt death damage for some reason) targeted units that have no strength (hawks, workers) so when their turn came up the "heal" icon is available and flashing blue (hovering indicated 1 turn to heal). Playing .34h
 
The Doviello world spell (assuming that is what caused this - all my units were dealt death damage for some reason) targeted units that have no strength (hawks, workers) so when their turn came up the "heal" icon is available and flashing blue (hovering indicated 1 turn to heal). Playing .34h

The Doviello world spell only gives them a load of wolves, you most likely experienced blight or pestillence, as they do inflict death damage.
 
The Doviello world spell (assuming that is what caused this - all my units were dealt death damage for some reason) targeted units that have no strength (hawks, workers) so when their turn came up the "heal" icon is available and flashing blue (hovering indicated 1 turn to heal). Playing .34h
All units have HP, I believe, even if they don't have strength. Spells can damage workers as well.

xienwolf said:
Best way I could think of would be to allow you to sacrifice your unit to cast "recruit" for another player when near one of their cities. Then it gives them units of an appropriate type for their tech level and use, plus they are new units, so no weak unit/copy unit exploits remain.
Hmm. So basically a 'Recruiter' unit that can only be used to give other civs units? Would need to be either fairly expensive or only recruit a fixed number of units though. The current Recruit ability can get 20+ units out of a large city.
 
While playing as Illians, I summonded the dragon, but when I tried to use roar all it gave me was a python error. No crash however, just roar was useless.
 
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