FfH2 Bug Thread

I've released a colony as Lanun and I got Sheaim as a colony. Patch "p".
 
if this is the case Kael and team should definately adopt the Fall Further summon-tracking method. as it stands the divided soul is COMPLETELY useless. i built one, found out it was pointless and never built any more.

I think divided souls are quite powerful. They are hunters, but their ability to separate the soul effectively makes them really fast. Aren't they just really really good hunters?

Best wishes,

Breunor
 
but the severed soul cant cast its spell to call the divided soul to it... it needs to be at least a few turns duration rather than 1, and surely the summoning mechanic from FF will be very useful for other things???
 
are you certain of this? Back before i took a break from FFH2 playing, barbarians got mana affinity not from their own sources of mana, but from absolutely everyone elses in the game, so if the amurites had 2 death, and the calabim 3 death, barbarians got 5 death even though they had none themselves.

that was awhile ago, and i haven't seen mention of it since or checked to see if it was changed, so it could have been changed, but i would assume, if still in effect, it would be how banana affinity opperates for a barbarian gurid. which would mean he'd see a serious strength drop after you captured him, ofcourse the ai rarely builds banana plantations that ive seen anyway...

I'm well aware that thats the way it worked in vanilla FfH (at least the last few versions thereof); I'm the one who suggested it, in order to make the 4 horsemen scarier. However, during the BtS conversion Kael decided that giving the barbarians such affinity is too processor intensive.

Kael, in the line "Puppets are to powerful', I think the correct spelling is "too powerful".;)

I don't think I've ever seen Kael use the spelling "too" for anything.

Personally I think that it isn't so much that Puppets are too powerful, as that Keelyn's puppets are too powerful on account of their numbers. Puppets would make more sense as Permanent summons imho.
 
Personally I think that it isn't so much that Puppets are too powerful, as that Keelyn's puppets are too powerful on account of their numbers. Puppets would make more sense as Permanent summons imho.

I miss the old big head summons puppets the little skeleton with the big head was the greatest ... I summoned as many of them as I could just to watch them fight ...

oh yeah, a bug ...

it's a CTD when the Beastmaster on the northern hellscape continent captures the bear he's standing next to on the bear den ( ... 'in' the bear den ???)

View attachment CTD.CivBeyondSwordSave

I'm also noticing that perfect sight isn't revealing the Giant Spiders, I don't know about Shadows (if it's working at all)
 
cbe6a6148213cc175801acb26d3169af
:(
 
but the severed soul cant cast its spell to call the divided soul to it... it needs to be at least a few turns duration rather than 1, and surely the summoning mechanic from FF will be very useful for other things???

Works fine for me. And I agree with Breunor that they are very powerful as is, they dont need a boost.

Push next turn for CtD.

No crash with patch "q".
 
As Khazad, I research iron working then culturally flipped a city. The free defender that spawned was Maros.
 
Playing with patch p.

It seems that both governor's manor and Pillar of Chain provide hammers not only from angry citizens, but also from every worked tile (including the plot where the city was built), and specialists (even from the free specialists given by either civ or buildings).

So if a city has 10 population with 2 free scientists from Great Library, the city would be given additional 13 base hammers, which would be reflected to the number of hammer/turn, but neither mentioned nor calculated at the detailed info of hammers.
 
Playing with patch p.

It seems that both governor's manor and Pillar of Chain provide hammers not only from angry citizens, but also from every worked tile (including the plot where the city was built), and specialists (even from the free specialists given by either civ or buildings).

So if a city has 10 population with 2 free scientists from Great Library, the city would be given additional 13 base hammers, which would be reflected to the number of hammer/turn, but neither mentioned nor calculated at the detailed info of hammers.

They give 1 hammer not per angry citizen, but per source of unhappiness. If a city has 17 population and 15 are unhappy it would have no angry citizens but would get 15 free hammers. This is working as intended.
 
Playing with patch p.

It seems that both governor's manor and Pillar of Chain provide hammers not only from angry citizens, but also from every worked tile (including the plot where the city was built), and specialists (even from the free specialists given by either civ or buildings).

So if a city has 10 population with 2 free scientists from Great Library, the city would be given additional 13 base hammers, which would be reflected to the number of hammer/turn, but neither mentioned nor calculated at the detailed info of hammers.

Exactly. This is how it is intended. It is a feature, not a bug.
 
They give 1 hammer not per angry citizen, but per source of unhappiness. If a city has 17 population and 15 are unhappy it would have no angry citizens but would get 15 free hammers. This is working as intended.

A city with 17 population would get at least 17 hammers. Because you would have 17 citizens saying "it is too crowded!"
 
However, the production display only shows 1 hammer/angry citizen. Or at least it did a while back and I haven't seen any bugfix mentioned for it.
 
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