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

No, equipment all sits in Treasure Chests, and Treasure Chests all belong to the Orc Barbarians. So the civs which remain on the scoreboard is something else/new. I still need a savegame (for the current patch) which has that happening which I can play with. I had one for the Sheiam before Patch A, but never had time to investigate it.

There are technically now 2 Treasure Chests in the game, there are the event ones which you "open" and there are the container ones which hold equipment. The event kind you still own yourself, and only you can see them/interact with them. The equipment ones everyone can see and everyone can interact with.
 
No, equipment all sits in Treasure Chests, and Treasure Chests all belong to the Orc Barbarians. So the civs which remain on the scoreboard is something else/new. I still need a savegame (for the current patch) which has that happening which I can play with. I had one for the Sheiam before Patch A, but never had time to investigate it.

There are technically now 2 Treasure Chests in the game, there are the event ones which you "open" and there are the container ones which hold equipment. The event kind you still own yourself, and only you can see them/interact with them. The equipment ones everyone can see and everyone can interact with.

Are you certain about that? Because I just captured a gryphon, flew it to one of the islands where treasure chests tend to accumulate, had it open one I didn't own and it couldn't see, and then the Lanunites were re-defeated. I got the longbowyerism tech out of it.

Edit: here is a savegame I just made. Run your dragon over the lanun civ and it'll drop off the scoreboard, then pop back on. I left a Lanun treasure under the scout.

Another oddity: after you defeat the Lanuns, a new treasure chest (of a different type) will briefly appear near the scout, then despawn on the next turn. There are two treasure chests in the worldbuilder unit menu. The first one doesn't seem to do anything and is what spawns and despawns, and the second one is what you get from an event.
 

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If you got a tech from it, then it was a normal event type of chest, so it does belong to a player (and should have been deleted with them, so probably the BLIND tag is being a bit TOO limiting and prevents death), but you shouldn't have been able to interact with it. If you got equipment from it, then it was a container, and should have belonged to the Orcs.
 
Yes, this is patch B. The only difference is I fixed the xml for austrin longbows and clan of ember archmages.
 
If you got a tech from it, then it was a normal event type of chest, so it does belong to a player (and should have been deleted with them, so probably the BLIND tag is being a bit TOO limiting and prevents death), but you shouldn't have been able to interact with it. If you got equipment from it, then it was a container, and should have belonged to the Orcs.

I actually think that being able to take treasure chests from other players as long as you can see them with the true sight promotion would be neat. Kind of gives you motivation to go find them before someone else does, rather than just waiting until it's possible to get like mithril working from them. :o
 
About the Battleline, Block and Loose Formations not working: I've found what does it. The formation promotions themself can only be applied to melee units, but the requirement promotions (the ones with the red icons) can't be applied to any units. Adding the RequireUnitCombat tag and setting it to melee units solves the problem.
 
are gretchin supposed to be able to attack? I have now had multiple instances where a stack of doom :mischief: consisting of one or two barb goblins and up to 10 gretchin came up to my territory and suicided against one or two warriors - its a nice source of XP - but I don't think its intended...
 
Their ability to attack is intentional. Their secondary function is suiciding against incoming enemies to weaken them. They're not supposed to be sent out as an army though.

The bug is Bhall spawning random workers. Xien, have you got the code setup to just spawn any of their UUs? I set gretchin as a UU for Bhall and Clan, but didn't touch anywhere else
 
Yes, any unit that the Orcs are capable of spawning, they will spawn. The ONLY units that they are allowed are the ones listed specifically. So they weren't capable of getting workers until you listed the Gretchin for them. (ie - everything not on the list for them is assumed as NONE)
 
They should probably be marked defensive only. But more importantly, the Barbarians shouldn't have a worker at all.

I also had one spawn on a small peninsula my culture had nto filled it yet. Was neat having the little guy running around for 100 turns helping out... (on automatically network) till he ran out of my culture for some odd reason building a road to nowhere.

Barbs are definitely making them but I only saw the one, not in mass.
 
Are the gretchin actually helping to build anything around barbarian territory? It could be interesting and quite amusing, if the barbarians actually used them as workers.
 
Playing as the Lanun.
I had a new city placed on a march, and it worked an unimproved fish/coast tile.
However, the city didn't produce anything, not even one :hammers:, that is unless I got the city to use a different tile (mine/hill/grassland).

Something's fishy here (pun intended).

Edit: Using the ErebusContinent script. And just realized that the fish tile is an ocean tile, even though it's next to a land tile. Weird.

Edit2: I think I found the bug, and it's probably not related to FF, but to the ErebusContinent script.
I play with a round world, and the fish tile appears to be just on the other side on the line that would divide the map normally.

Edit3: Now that I think about it, it might have been that the apprentice civic actually were the culprit. I didn't realize that it rounded the :hammers: down.
 

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I have a hunter that I want to move across the sea, so I load 'im on a galley. But when I move the galley, the hunter stays put on the coast square.
WTH?
 
It appears, if one were to put a naval unit with an open slot for unit storage -say a galley- next to land, that units can board the naval unit without using the button to board. This I think is a neat feature and I believe its been around for a while.

Yesterday, a friend playing with me did this and then told the boat to go off somewhere to scout, while the non-naval unit was standing on the boat. The boat promptly left the unit behind -on the ocean cell-. The unit could walk onto land from the ocean, but couldn't walk any further out.


Posting here to check to see if it might be a problem on his side, a feature, a bug, or if its already known.

Edit: This was with Av2 if it might effect anything.

I have a hunter that I want to move across the sea, so I load 'im on a galley. But when I move the galley, the hunter stays put on the coast square.
WTH?

It seems I'm not the only one with this problem then.
 
You were probably loading a hawk onto him.

Or possibly, I think there's some issue with nested carriers. I don't think you can put a hawk on a hunter on a boat.
 
In my instance I don't believe the unit was carrying anything -but he was quite possibly a hunter-; also, in my instance the load button wasn't used to put the unit on the ship -he just walked onto it while the ship was next to land-.
 
In my case, he definitely wasn't carrying anything, but it was the only unit that had the problem, so I think you are correct in that it's a problem with carriers getting carried.
 
Is it intended that trade ships require open borders to enter a city (and thus to do a trade mission)?
 
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