FfH2 BtS Conversion Beta

Figures that the one problem that I have is the one that has nothing to do with the mod... Sorry for bringing it up and thanks for the reply.
 
I am playing Ljosalfar, and have the leaves religion, and 2 Nature mana. I have 3 Druids. 1 has str 14, one str 16, and one str 18. It should be 8 + 2. This is with 2024v.

Also, Treants are not permanent summons.
 
Treants aren't supposed to be permanent.
You are going to start working on Shadow? . .. .. .. .. .in!
Any idea when Firaxis is going to be releasing that patch?
The game has been driving me crazy ever since I updated to 3.03 and it was seriously broken.
 
Treants aren't supposed to be permanent.
You are going to start working on Shadow? . .. .. .. .. .in!
Any idea when Firaxis is going to be releasing that patch?
The game has been driving me crazy ever since I updated to 3.03 and it was seriously broken.

No idea what Firaxis's timeline is, sorry. I hope its soon too.
 
one thing you could do about the computers building on a mana node is if they build on it, it gives them one of the mana types that race starts with automatically (once they have the technology to build that kind of node). This would be similar to building on a resource like stone so that you get it as soon as you have stoneworking (or whatever that research is called). This would have the disadvantage of you not being able to pick your mana type, but the advantage of shadows or other enemies not being able to pillage it (without razing your city of course).
 
Sigh... Thats an awfully long "w" patch... Tried 2024 a few days back, and it was very cool. Would try it again, but would like an epic game with the "dominate" spell (it just keeps eluding patch "w")... Sigh. Its well worth the wait though... Advanced starts... Any leader civ... Better ai... oooooh yeah. Now if I could only mod... :confused: :mischief:
 
A question about faction flags, the Units/interface etc leads you to the buttons and banners, but flags are all white and buttons are faction specific, yet in game the flags are correctly dispalyed, but how?.

Their is no civilization folder as in stock, so i have no idea where the flags are, can anyone expalin where they are?.

I dont know if this is a bug or a feature, clearly it works, but what if you want to add a faction?.
 
A question about faction flags, the Units/interface etc leads you to the buttons and banners, but flags are all white and buttons are faction specific, yet in game the flags are correctly dispalyed, but how?.

Their is no civilization folder as in stock, so i have no idea where the flags are, can anyone expalin where they are?.

I dont know if this is a bug or a feature, clearly it works, but what if you want to add a faction?.

The flags are all in there, but they compressed in the Pak0.fpk file.
 
I've got one,

I was playing as the Luchuirp and I noticed that my capital couldn't build any buildings, but my other cities could. I looked at it and all the buildings were greyed out and it had the City hub (or something like that) building available to build but greyed out like the rest. I think it thought it was a settlement but I'm not sure (I never play as the Kuriotates)
 
first off, great mod. haven't been able to stop playing it since i discovered it. y'all's work surpasses most "real" games i've seen.

i have a request of sorts. i realize this ain't a bug, but i'm tired of scorched earth. i don't want to disable city razing, as i view this as cheating, but propose another option. since quests are going to be introduced in shadow anyways, can we get a quest for the Clan to remove that restriction of having to raze a city when they capture it? some how at least partially restore bhall to a good or neutral angel? this should be hard. like sacrificing three fire nodes or something else partially debilitating. perhaps even remove their evil tag as well? this could, as i see it anyways, fit into their possible redemption of their race as "friends of the elves" etc., etc.

also, a minor bug perhaps. maybe BTS doesn't do it but i don't get notifications when a forest/jungle grows any longer. anyone else have this problem?
 
every game ive played since patch v has no city interface, but everything else is fine. it is still possible to play the game, but i can do NOTHING in the cities (except change which tiles are being worked on) this isnt mentioned in the patch w list....
 
The flags are all in there, but they compressed in the Pak0.fpk file.

Unpacked it twice, does not create a civilization folder, with flags in it, so my guess is it reads from the pak.fpk, when running the game to do so.

However, for editting, you cant change the flags, only the buttons when its unpacked, which is kinda odd.
 
every game ive played since patch v has no city interface, but everything else is fine. it is still possible to play the game, but i can do NOTHING in the cities (except change which tiles are being worked on) this isnt mentioned in the patch w list....

Turn on Python debugging. You are probably getting an error entering the city screen.
 
Something frustrating is happening. I have a druid at str 24 and str 22 that I gave the March promotion to. When the next turn comes along, the druides are at 2.4 str and 2.2 str. If I don't move, they will heal. If I move them, on the next turn they disappear (die probably). Not positive, but I think March is healing them -90% when they move. This is in "v". These are the only units I have March on. So I don't know if it is a problem with March, or a combination of March and Medic I.
 
Something frustrating is happening. I have a druid at str 24 and str 22 that I gave the March promotion to. When the next turn comes along, the druides are at 2.4 str and 2.2 str. If I don't move, they will heal. If I move them, on the next turn they disappear (die probably). Not positive, but I think March is healing them -90% when they move. This is in "v". These are the only units I have March on. So I don't know if it is a problem with March, or a combination of March and Medic I.

Im not able to reproduce this. Check it out with the next version and see if you still have it.
 
I will check the next version, when the update comes out. Any idea why the strengths of these druids keeps increasing? Maybe just a problem with this particular game. The three druids are now at 21, 22 and 24. Seems to be roughly scaled by experience. All have combat V.

I don't think it is a display problem. The last combat I have is against a bear, with:

Animal -50%
Combat -25%
Barb -10%
Animal -10%
Extra Combat +60%
Extra Combat -100%

Druid (44.00) vs Barb. Bear (3.70)

Druid has combat V and subdue animal, and bear was on a hill (Difficulty is "Noble")
 
In my latest game the Barbarians completed the Mercurian Gate, so Basium came in at war with everyone (except the Barbs). For the life of me I can't figure out if its a bug or really cool.
 
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