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

By the way, if a team member responds to a "potential bug" and seems to indicate that it is indeed something wrong (By some means other than "Already fixed"), PLEASE re-post your issue in the bug thread. I track things posted in the bug thread, and OCCASIONALLY add things I find elsewhere as well. But if it isn't specifically posted in the bug thread, it is frequently forgotten about as I am more "casual" when reading any other thread, including this one.

Even if it is a non-team member, anyone seeming to ratify your complaint is justification to pop into the bug thread and re-post (don't just say "That thing I mentioned in the potential bug threads should be looked at" re-state the problem like you are reporting it the first time, or just copy/paste your original post even)
 
is it possible to have 3 instances of patrian artifacts spawning in a pair on a standard sized map? i.e. I've seen some patrian artifacts scattered around the map, and there were also 3 pairs of patrian artifacts ( 2 patrian artifacts right next to each other ) ? I thought this was impossible, since patrian artifacts have 0 for both grouprands tags, but then again I ain't no expert. mapscript was perfectworld2 if it matters, with flavourstart enabled. I also had 2 civs with a starting position with 3 reagents each, which is really weird since reagents are a strategic resource and should be fairly rare, I'm pretty sure this is due to the way perfectworld2 adds resources to soften bad starts, however the problem may arise from the fact that Reagents lack a certain XML tag that tells the game never to use them to improve bad starts.
 
the dawn of man screen for the jotnar gets confused by the fact they don't have a worldspell. it goes : "Worldspell: Other Abilities: +1 from farm , +1 from this + 1 from that" all on the same line so it looks like their worldspell is Other Abilities :D ( or maybe it's Special Abilities, I don't have it under my eyes right now, sorry )

edit: explored a dungeon ( you know, one of those lairs that spawn no monsters ) with a lightbringer, he got 2 xp from it and the exploration did not cause him to lose his remaining movement points for the turn. I guess this is working as intended.
 
through a mutation one of my units got both the light and heavy upgrades, you'd think that would be impossible :P
 
through a mutation one of my units got both the light and heavy upgrades, you'd think that would be impossible :P

Naw, I've had units end up with both strong and weak, before.

Welcome to Chaos magic. Leave your sanity at the door, please.
 
[to_xp]Gekko;8291182 said:
edit: explored a dungeon ( you know, one of those lairs that spawn no monsters ) with a lightbringer, he got 2 xp from it and the exploration did not cause him to lose his remaining movement points for the turn. I guess this is working as intended.
I used this a lot in my game as the Austrin last night - very powerful, takes a lot of the risk out of exploring, because you can attack the baddies or get out of the way.

Also, is it just me or do lairs keep spawning all game? That is hugely powerful for the Austrin, because they have so many Adventurer promos, they almost never get a BigBad. I popped three techs and a GP before turn 150 (on Monarch), and had a 2x point lead by turn 250. I wasn't even playing well (never played Austrin before, so I was meandering around the tech tree to play with their toys). I just kept marching in circles around my territory, popping lairs as they showed up.

One more thing, somewhere between balance and bug. In the above game, Tebryn had a score of 170 by turn 250. He had a jungle start, but considering that he starts with fire mana, still having jungle in your lands 250 turns in is inexcusable.
 
yep, lairs keep popping up in unowned territory all throughout the game.

about Tebryn, it seems to be made way worse by the fact that you don't need any special tech to clear jungles quickly right now, so you can just do that from turn 1.
 
It gets better at it if the AC is higher, but early game it's pretty garbage.
I actually like it because it changes worthless (for most civs) jungle into burnt->new->regular forests, which are much more handy, instead of just chopping them down.

I really think you should be able to cast smoke a second time in a smoking tile for instafire.
 
Hm, Hello. I've played ff for a while, but never bothered to make an account on the forums, until now anyway. Ah, I'm not sure if it's a bug -I suppose thats why I'm posting here- but when I obtained open borders with the evil elves-svartsomthing- I sent an ecclesiastic to spread empyrean, once reaching the cell next to one of thier cities - he was immediately fired upon. Thinking it was just a ranged attack bug, I ordered the unit to go to the city -he promptly charged to his death in combat-. I was not at war with the svart -though I am at war with the good elves and kahti- so my question is if they just hate empyrean or if it's a bug.

I don't have a save or anything for you-differant compy-, sorreh.
 
The Svart's worldspell grants Hidden Nationality to all of their units, which makes them able to attack anyone regardless of diplomatic status.

One upside of this is that you can send your stronger units in (while still at peace) and kill their units for free XP and weaken your neighbor at the same time.

One downside is that (correct me if I'm wrong) the Svarts don't get kicked out of your borders if they declare war, so signing open borders with them is often a bad idea.
 
I don't think jungles should become burnt forest after burning. it makes no sense to me..

hbar, that's not a Svart feature, it's Council of Esus.
 
I don't think jungles should burn at all, considering they are rainforests. Of course, that wouldn't be fun, because then any civ that starts in a jungle would be screwed (except the orcs, of course. and the lizardmen.)

Function > flavor.
 
Kylorin taught me that, given enough mana and skill with the flame, everything burns-- wood, steel, even rock. Therein lies the solution to most problems a mage might encounter during his career.
~Mikel Dylantyr, Great Sage
 
So, you're saying that a Nuclear bomb shouldn't be able to eliminate a jungle? :)
Seriously, now, that's what a nuclear bomb is, fire in a nice compacted 1,100,000,000 degree form.
That's how hot they are actually.

But still, everything can burn if hit by enough fire.
Why should a rain forest be immune to fire? Seriously? Fire is also caused by a lightning strike. Are you saying jungles can't burn down because they're always wet? Again, Fire is hot, fire stops wetness from causing the fire to not work. It dries up the wetness. So, no more wetness.

Maybe I'm just confused by what you're saying, hbar.
 
Yeah, 1 torch, Yes.
An arc of magic fire, rain of fire balls or magic "flame thrower". Yes.

Trying to combust a jungle with torch: A$ 1,035
Trying to combust a jungle with magic fire: A$8.34
Succesfully combusting a junle with magic fire: Priceless

Foreverything else, there's master card.
 
Yeah, it's a cursed item that makes you're amount of gold seem infinite, only to demand make every 1 gp you spent 150 turns later, and if you don't, it reposses you're empire.
 
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