Excellent mod, really fun. That said, a couple bugs and questions. I've search for all of these, but am likely using the wrong criteria.
i just put .20f on,(from .16) and since then i've lost numerous sure thing fights. for example in 2 turns i lost 3 of 4 battles each with a 98.6 percent chance. earlier in that same game a warrior with combat 1 and 40 percent melee defending a forested tile was killed by a goblin, then a hunter on the same tile was killed by another ordinary goblin. In the very same game another hunter was killed in a 99.1 percent chance battle. This isn't counting all the 70+ percent chance battles that were lost.
In several games I've been unable to get past turn 100 because i quit out of sheer frustration. Is it possible the patch comprimised the random number generator or that the new combat values(death, fire, etc.) are messing with the combat odds and resolution. Am i the only one afflicted with this? It doesn't seem anything like the normal bad luck of .16 or warlords and vanilla civ.
The popup displays for units sometimes persist after the unit is no longer selected, so i might be looking at the tile bonuses pop up through the popup for the last unit i had selected. i can alt tab to correct this, and sometimes normal unit cycling will resolve but. In .20 i've actually had the city window persist after having exited to the main map window.(ofcourse the game promptly crashes) I've never seen this behavior in vanilla or warlords.
i haven't made it far enough to see in .20, but in .16 i had several hidden nationality mercenaries on non hidden nationalitly frigates/galleons killed by rival civ's navies. seems odd a boat can kill a unit on another boat. likewise i was unable to attack a pirate boat with one of my man-o-war's while it contained a non hidden nationality unit(a settler) i was however able to blow both up with a fireball, go fig.
while i have seen this behavior in warlords and vanilla civ, it seems more prominent in ffh, so i'll ask here. is there something which causes barbarians to target and swarm a specific civ. sometimes i'll go to turn 80 or 90 before i see a single barbarian and then only 2 or 3 every few turns, other times at turn 40 or 50(70 with .20, and earlier if you count lizards and skeletons) i'll have a dozen on my screen respawning as fast as i can kill them. more than just getting swarmed, i actually placed a hunter on a look out tower and watched barbarians pass through the cultural borders, right by the city tile, of a non barbarian civ on their way to attack me.
Though i am admittedly not very observant, i see no correlation between the behavior, sometimes my civ is poor, sometimes rich, sometimes powerful, sometimes weak, technologically advanced or backwards. seems to make no difference, sometimes they leave me alone, other times Literally i've been so swamped with them that for 100 plus years i am stagnant producing only warriors to fight. Incidently, i always play with raging barbarians.
Thanks for your time, and really, a great mod.
i just put .20f on,(from .16) and since then i've lost numerous sure thing fights. for example in 2 turns i lost 3 of 4 battles each with a 98.6 percent chance. earlier in that same game a warrior with combat 1 and 40 percent melee defending a forested tile was killed by a goblin, then a hunter on the same tile was killed by another ordinary goblin. In the very same game another hunter was killed in a 99.1 percent chance battle. This isn't counting all the 70+ percent chance battles that were lost.
In several games I've been unable to get past turn 100 because i quit out of sheer frustration. Is it possible the patch comprimised the random number generator or that the new combat values(death, fire, etc.) are messing with the combat odds and resolution. Am i the only one afflicted with this? It doesn't seem anything like the normal bad luck of .16 or warlords and vanilla civ.
The popup displays for units sometimes persist after the unit is no longer selected, so i might be looking at the tile bonuses pop up through the popup for the last unit i had selected. i can alt tab to correct this, and sometimes normal unit cycling will resolve but. In .20 i've actually had the city window persist after having exited to the main map window.(ofcourse the game promptly crashes) I've never seen this behavior in vanilla or warlords.
i haven't made it far enough to see in .20, but in .16 i had several hidden nationality mercenaries on non hidden nationalitly frigates/galleons killed by rival civ's navies. seems odd a boat can kill a unit on another boat. likewise i was unable to attack a pirate boat with one of my man-o-war's while it contained a non hidden nationality unit(a settler) i was however able to blow both up with a fireball, go fig.
while i have seen this behavior in warlords and vanilla civ, it seems more prominent in ffh, so i'll ask here. is there something which causes barbarians to target and swarm a specific civ. sometimes i'll go to turn 80 or 90 before i see a single barbarian and then only 2 or 3 every few turns, other times at turn 40 or 50(70 with .20, and earlier if you count lizards and skeletons) i'll have a dozen on my screen respawning as fast as i can kill them. more than just getting swarmed, i actually placed a hunter on a look out tower and watched barbarians pass through the cultural borders, right by the city tile, of a non barbarian civ on their way to attack me.
Though i am admittedly not very observant, i see no correlation between the behavior, sometimes my civ is poor, sometimes rich, sometimes powerful, sometimes weak, technologically advanced or backwards. seems to make no difference, sometimes they leave me alone, other times Literally i've been so swamped with them that for 100 plus years i am stagnant producing only warriors to fight. Incidently, i always play with raging barbarians.
Thanks for your time, and really, a great mod.