[1.0] Reporting some bugs

Well,

First let me preface that I'm having a blast with LH, started the scenario and so far, so good after close to 300 turns (yes I'm a slow player, haha)..

I did notice a few bugs, and I'll naturally post more if I find them:

1) First off... Tax Office Building:

It doesn't seem the bonus of this building is being applied because the display says +4 -->  +4... And when I look to see if I have any positive "green" changer stats in my city screen there is none at all.

2)Secondly, this may be related to the scenario since it has to do with Heroes you acquire from Quests (not sure if this is something that can happen in a custom game as i haven't tried that yet)..

But if you a acquire a Hero through a Quest, you get the hero, however, there is a chance that same hero can be a duplicate for another faction too. Luckily, the Hero I got, Jorgan the Great has a duplicate in "New Pariden" as I saw him there when I was looking around, so at least we're part of the same team, but still rather weird. 

Speaking of your team in that scenario is the Team AI expansion bugged in the scenario? It seems the Fallen AI is decent, but why are my Kingdom AIs no where near what the Fallen can do when it comes to finding new settlements and try to expand.

300 turn scenario currently Tarth still has it's first city only and only seems to like to put outposts remote places I haven't gobbled out, Capitar in the same boat, only one city.. They both have a Power Faction rating, and this is about 300 turns in, of 12 to 15 :( and there's still plenty of good spots for them to grab lands. 

New Paridan and Gilden are terrible too, but not as worse as those two, they at least have a power rating of around 180, but considering that I'm already hitting 547 with 13 settlements since I seriously have to carry the load for the lackluster team AI, lol, and two Fallen Empires are at 700 and around 420 respectively, I think there's an issue here. So I guess not sure if this is intended or not, but was the AI made passive for some Kingdom Empires? As I think it would truly open the scenario up if your team scenario AI was at least a little aggressive too I think.

Anyhow figured I would mention it, not sure how much of a priority the scenario is in general since most people just play it once and move on, but figured I would throw in my comments just in case it is indeed not working as intended.

4,036 views 5 replies
Reply #1 Top

grr just realized posted in the wrong Support page, didn't realize there was a LH heroes support one, lol.

Can a mod please move it there :).

thanks,

Reply #2 Top

You can move the thread yourself to the LH support thread by editing your first post and selecting the appropriate location.

When you are producing wealth the tax office provides a bonus... in fact too much of one at the moment.

       <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Gold</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <IsProductionQueueEmpty>1</IsProductionQueueEmpty>
            <Provides>+20% Gildar when Producing Wealth</Provides>
            <Calculate InternalName="Calc" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Constructing_ProduceWealth] * 1.2]]></Expression>
            </Calculate>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Calc] + 1]]></Expression>
            </Calculate>
        </GameModifier>

that should be 0.2.

The scenario has specifically nerfed these nations so they do not go and grab up spots before the player does. But it may be a tad excessive. Also, the other goal is for the player to win the scenario not these other allies.

 

Reply #3 Top

Speaking of your team in that scenario is the Team AI expansion bugged in the scenario? It seems the Fallen AI is decent, but why are my Kingdom AIs no where near what the Fallen can do when it comes to finding new settlements and try to expand.
End of quote

The AI factions in the scenario are set to their own individual difficulty levels. My understanding is that the Empires are set to higher difficulties than the Kingdoms to make the scenario more challenging, while Tarth is set to the lowest level out of all the AI factions to keep it from absorbing your potential settlement locations.

Not sure about Capitar, but I suspect that they are also set to a relatively low difficulty to prevent them from absorbing potential settlement locations and also prevent you from feeling you have all the time in the world to go remove the Yithril beachhead - after all, once Capitar falls, you probably become much more exposed to attack.

1) First off... Tax Office Building:

It doesn't seem the bonus of this building is being applied because the display says +4 --> +4... And when I look to see if I have any positive "green" changer stats in my city screen there is none at all.
End of quote

The benefit of the Tax Office is the 20% bonus to income while producing wealth. Wealth production is one of the choices for cities that have nothing better to do, and occupies the build queue. If you are not producing wealth, then the Tax Office has no advantage over a Market, so you shouldn't see anything highlighted in green in the construction summary. As such, this is more of a building to leave until just before you begin wealth production in a town unless you're trying to get the Treasury Vault.

I haven't personally checked to see whether or not the bonus works, though, as most of the time I'd rather my cities be building something rather than producing any of the continuous production options.

Reply #4 Top

ah gotcha ok thanks for the clarifications

Reply #5 Top

I'm in sth like 300-400 turn and unfortunatly game is unplayable. For 3-4 turns, I can't pass turn. Either by enter or mouse click. When I save and reload it game broke and I have to start game again, play 3-4 turns and game brokes again. 

 

Any idea of that problem? Some other players have that issue also.