Is it a bird? Is it a plane? No? Then it might be a bug...

Yeah, usually I am lucky to snag the religion I beeline, this game I've founded Order, OO, Empy, and Esus.

It really can vary.
 
Are manes and angel spawns supposed to be working now? I just tested with a stack of 300 ritualists, adepts with death magic and cultists, and nothing happened. This is after I got one manes spawn total in a map loaded with AI civs with OO, AV and aggressive AI, and with the giftUnit function in customfunctions.py rigged to always pass the random number check. Is it because I unrestricted the Infernal civ?
 
I destroyed the Balseraph in turn 429 (you can see it in the log); but they are still able to negotiate and seem to be still alive in all the reports. I even traded with them and got a few technologies after I signed a peace treaty with them.

My save game from turn 431 is attached.

I expect this is a bug; but maybe there's something going on that I don't know.
 

Attachments

I also noticed in this game that I lost a unit that had Orthus Axe, yet the AI for the winning unit did not pick up or use the axe. That seems odd.
 
If they were on the same tile, they should have certainly picked it up. Otherwise, only Recon units are smart enough to locate items for the AI, and they tend not to maintain enough of them, or keep them in the right general areas, to pick up gear.
 
AI quirk: In my current game, Auric hasn't created Temples of the Hand in any city so far (turn 236, quick speed). He has done Samhain and the Deepening, however.
 
Another question: The original intent of puppets was to make it easier for the Balseraphs to cast Dominate without risk, right? Currently, however, the dominated unit is a slave to the puppet, not the master. This means that for Perp, the dominated unit is never usable since the puppet only lasts one turn and the dominee is returned to the original civ at the beginning of the next turn.

I suggest either having the dominee revert to the puppetmaster or make puppets permanent summons.
 
The original ABUSE of puppets was risk-free Domination. My personal preference BTW is to make Puppets permanent summons, spawning out 2 or 3 at a time, and having them disable casting by the summoner himself, and have fizzle chances and be easier to resist. Then they become a choice between 1 high risk but high effect caster, or 3 risk-free, but semi-useless casters.
 
Should dragons/griffons be able to fly over a sea if its movement is greater than the number of sea tiles?
 
It's just happened to me to have a Mobius Witch spawned without any single magic promotion (meaning fire I or law I or...). So, basically it has channeling II and undead (Was it, now?...I really can't remember what exactly was the other one but im sure she has only two promotions none of which it's a magic )...
Don't know if it's intended, I thought it could be a random result in deciding which promotion this unit should have...
 
BUG? Unimplemented Feature? No commander units can take the Religious Leader II promotion, and no unique units have it.
 
BUG? Unimplemented Feature? No commander units can take the Religious Leader II promotion, and no unique units have it.

I belioeve tjhis is a special promotion for some specific hero only. Check if Donal Lugh can learn it

Commanders and Disciple units don't have access to dunespeak?

They don't have access to a lot of things, will be fixed. Didn't know about discip[les though.
 
I did a search through all the XML and Python. There's nothing in there for the Religious Leader II promotion.


"Zealous" is what the promos are called within the game.

I couldn't find any mention in XML or python outside PromotionInfos.
Zealous2 does have minlevel -1, which is keeping it from being learned.

So far as I know a second level is supposed to be there, but don't see how you'd get it either.
 
"Zealous" is what the promos are called within the game.

I couldn't find any mention in XML or python outside PromotionInfos.
Zealous2 does have minlevel -1, which is keeping it from being learned.

So far as I know a second level is supposed to be there, but don't see how you'd get it either.

Right, that's what I meant when i said i couldn't find it (that it didn't exist outside promotioninfos). I really want my elohim monks to be able to kill things, right now they're so weak early on that i can't get them leveled up. A commander with these promos would basically double their strength so i can get them to spirit affinity...
 
Hi I'm finding odd things in this current game as Bannor, on monarch difficulty, fractal map, large with 10 civs. Marathon speed.

First of all, every time my warriors left my cultural boundaries they spend 2 turns "lost" and i lose control of them. Then gain control for a couple turns, then they are "lost" again. I've never ever seen this in any civ4 or ffh game. Is it normal for it to happen so often? I've lost half my military over the first 350 turns, literally, because they are all over the place, "lost".

Secondly around turn 390 I traded to Garrim for hunting tech. I don't "think" this is what caused the issue, maybe coincidence, but now all my cities have a free specialist, akin to the effect of statue of liberty in civ4. Is this normal?
 
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