Zechnophobe
Strategy Lich
Kael claims to have fixed that in patch i, but I believe I've seen it still happening recently too.
Yes, last game with Patch t and they were definitely appearing in what seemed to be random cities.
Kael claims to have fixed that in patch i, but I believe I've seen it still happening recently too.
I dont know what was causing this. I found this in one of my test games too. But i was never able to break the cycle. It is extremely rare, but I havent figured out the cause yet.
Well, I suppose the problem ONLY occurs if the worker cannot start improving the tile immediately after moving (the work boats did the same thing): They move to a plot, even display the command to improve the tile (e.g. Road (3)), and then move again in the next turn. One way to fix this would be to change workers so they can improve even with 0 movement (in much the same way spells work), I think, but I'm not sure this would be wise from a balancing point of view (on the other hand, if it helps the AI, I'm all for it...).
Rust is a werid spell in that it does multiple things which are resisted seperatly. So a unit is hit with seperate effects to apply the rusted promotions and destroy his weapons. He may resist one and fail the other. Leading to at least 1 resist typcially, but then when you view the object you might see that he still has his weapons but is rusted. Or he has lost his weapon but doesnt have the rust promotion.
It is a bit confusing.
I like both of these changes, although the Sidar just got a little harder to Wane. I wonder if bosses from lairs could be added to the list of Barbarian units that grant xp past 100, though?11. Barb units offer less xp than the units of your enemies.
12. Barbarian world units (Orthus, Acheron, etc) will grant xp, even past the 100xp limit.
I recently began playing ffh2 with my friend and we hotseat multiplayer play. His faction was the Kuriotes who should be able to choose between building a "City" or "Settlement". Only thing is it did NOT give him that option. He replayed in Single player and it was fine. Not sure why in Hotseat mode the option did not appear.
P.S. we were playing with 0.40r patch and BTS was patched up to 3.17.
Thank you
The same thing happened to our group game.
There's no option for me to choose between city and settlement in hotseat mode. Were they meant to be played in multiplayer mode?
Patched to "t" and still the same thing. Any input would be appreciated.
I didn't come across any documentation about this.
Thanks!
I don't know if anyone's mentioned this yet, (or if indeed it's even a bug).
Pyre of the seraphic lets one sacrifice summoned angels. So Law 2 wizards can use it to make a new permanent fire elemental a turn for no real cost.
Edit: Though obviously I was rather pleased to discover this in-game, it still seemed a tad overpowered when I walked over all my enemies with an unending wave of elementals.
I just want to emphasize how ridiculous this is. I'm playing a multiplayer game against a friend who is the balseraphs. All his puppets have law II. He's getting 12 permanent fire elementals every turn by sacrificing Hosts of the Enjelhar (or however its spelled) to the Pyre. If he wanted to be, he could be getting even more. If there's a way to make summoned units unsacrificable, or make the resulting fire elementals count as summons, this would be very very good.
I like both of these changes, although the Sidar just got a little harder to Wane. I wonder if bosses from lairs could be added to the list of Barbarian units that grant xp past 100, though?
Crazy thought: What if the Defender trait gives units +1 XP from barbarian kills?
In general, though, I think this change will adverse the Sidar the most, who are already having a hard time working their 'signature' trait.
They should have a hard time waning.Crazy thought: What if the Defender trait gives units +1 XP from barbarian kills?
In general, though, I think this change will adverse the Sidar the most, who are already having a hard time working their 'signature' trait.
I noticed in the new WIP patch that Barbarian world units grant XP beyond the 100 limit. What about other world units? It might be a good feature to apply across the board.
I noticed in the new WIP patch that Barbarian world units grant XP beyond the 100 limit. What about other world units? It might be a good feature to apply across the board.
That could explain something I experienced in my last game (patch s). I gave the Illians an annihilating lesson as they declared war at me. Their empire was inland (no coastal access) and they had to go through me to get to the sea. They had earlier been wandering through my territory and had a few units (priests of winter) that I killed when the war started. I looked everywhere possible, but couldn't find any units from them and they were still in the game (I had the option that requires all units destroyed before Civ is removed from game).I haven't been here since christmas and I'm surprised at the amount of work thats been done between now and then. I'm currently using 'patch t' and I've noticed that the 'patch k' bugfixes says,
"14. Fixed an issue that would cause a player to stick around after being defeated if he had equipment."
I've had that not work before. Once the Elohim had a scorched staff sitting around in the wilderness (was being carried by a scout) after I captured their last city. I'm not sure if the pieces of Barnaxus are classed as an equipment piece but whoever captures them stays around even when defeated, until the pieces are captured off them. Are an opponents treasure chests meant to disappear after an opponents defeat? Because they don't seem to for me and its kept an opponent around after I've defeated them.