FfH2 Bug Thread

The Religion thing means they can do stuff specific to that religion, and/or they become manes/angels when they die.

Some spells are tied to the religion of the unit. Like mask (become hidden nationality). Only Heroes and High Priests (I think) abandons you for a religion change. And Royal Guards abandon you if you switch from Aristocracy.
 
From what i recall elves can BUILD on ancient forests, did that change? (or i just built on normal forests and then until those transformed into ancient forests) they already were improved.

I had countless games in which as elves i was building on ancient forests then i addopted fol as religion and every forest was also transformed into an ancient forest while keeping the improvement ( this allowed for some very interesting bonuses since a ancient forest gets +1/+1 food/hammer bonus.

I havent played patch Q, did any of this changed in the meantime?
 
Elves can build on ancient forests.

Lumbermills can't be built on ancient forests, however, by elves or anyone else.
 
Like duh! The forests would burn them and eat the lumberjacks...
 
so what happens if a forest with a lumbermill improvement on it transforms into an ancient forest? will the forest be dismanteled? in this case why build lumbermills if you go with fol, build cottages more and mines (even small ones on hills), you still have the general advantage of getting another hammer on hills if you have a forest on it. So all in all things didnt change, all the mines (no matter what civ) give the same ammount of hammers, so the only thing done is a slower production capability compared to before.
 
so what happens if a forest with a lumbermill improvement on it transforms into an ancient forest? will the forest be dismanteled? in this case why build lumbermills if you go with fol, build cottages more and mines (even small ones on hills), you still have the general advantage of getting another hammer on hills if you have a forest on it. So all in all things didnt change, all the mines (no matter what civ) give the same ammount of hammers, so the only thing done is a slower production capability compared to before.

No, i believe they upgrade normally. Yes that's a glitch / tentious micro workaround and rewards people going FoL after they got their Forests covered in Mills to get the economic boost. Or to cut down their ancients, bloom, build a mill wait for upgrade to ancients. Rinse, repeat...

See the discussion about late-game improvements for more on the issue. ;)
 
So, its late game and I'm deep in the desert with nothing but flood plains. What do I do about hammers? That is all.

Oh and the Archery changes in R are hard to justify flavour wise, aren't they?

Since this thread is supposed to be for bugs:

Somehow Rhoanna was researching Arete for a couple of turns after switching to AV. BBL with Screen.
 
So, its late game and I'm deep in the desert with nothing but flood plains. What do I do about hammers? That is all.

I- Altar of the Luonnotar + Priest Specialists, Engineer Specialists
II- Vitalize the flood plain deserts into flood plain plains
III- Maximize income with cottages or Aristocracy farms, run a civic that allows you to pay gold to rush production
IV- Slaves purchased from the Undercouncil
V- Conquest civic
 
Strange, but I just tested this and you are correct. My Priests of Leaves didn't abandon me when I switched to OO, and the Stygian Guard (as well as some Drown I built during the waiting period) didn't abandon me when I switched back. I thought that units which displayed "Religion: [religion]" in their mouse-over text were tied to that religion and would abandon you if you didn't follow it. Obviously that's not true.

Does this text serve any purpose? It seems needlessly confusing and not helpful. Perhaps it should be removed. Or, if these units are indeed intended to be tied to a specific state religion then they should be changed to abandon a civ that belongs to a different one.

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I see a cosmetic issue thread now; it must have been buried when I was looking for it before. Perhaps it should be sticky, or at least there should be a link to it added to Kael's first post in this thread, like the link to the scenarios subforum.

Units which follow a specific religion are important in the following ways:

1. Any and all units following Council of Esus can spread the Council of Esus using the Spread Council of Esus spell (and 25 gold). This is the only way the Council of Esus can spread (and the AI needs to learn how to spread it effectively).

2. Any and all units following Ashen Veil, Octopus Overlords or Council of Esus are reborn as Manes under Infernal control once Hyborem has been summoned; any and all units following the Order, the Empyrean or Runes of Kilmorph are reborn as Angels under Mercurian control once Basium has been summoned. Units following Fellowship of Leaves are never reborn.

3. Religion matters for certain spells: Divine units such as Druids which follow a religion can use the spells of that religion. (So it's always a good idea to upgrade Druids/Paladins/Eidolons from Priests rather than build them by hand.)

I think that's it.
 
Sad to see watermills go. Didn't use them much but the flavor felt right. Maybe instead make them useful/limited to certain terrain or even resources. A riverside wheat building a watermill instead of a farm for some kind of bonus?
 
Really minor thing I've noticed: When a defensive strike occurs, the text message informs you that your unit has performed damage with the strike. However it uses the base name for the type of unit instead of any custom name it may have, unlike the other combat messages. For example, it will say that "Your Archer has done 33% damage with a defensive strike" instead of "Your Groo the Wanderer has performed 33% damage with a defensive strike", assuming Groo is an Archer.
 
Oh and the Archery changes in R are hard to justify flavour wise, aren't they?

Think about lumbermills less as straight logging camps and more as "forest industry". The Black Forest in Europe is probably the easiest comparison. All sorts of little villages on the edge of it, making a variety of products. They aren't huge swaths of farmland, they don't develop into big towns. Since they're small and far from cities, they need a way to stay safe from bandits, to gather food in the lean winter months, to drive off animals.

That's my take on it anyway:D
 
I- Altar of the Luonnotar + Priest Specialists, Engineer Specialists
II- Vitalize the flood plain deserts into flood plain plains
III- Maximize income with cottages or Aristocracy farms, run a civic that allows you to pay gold to rush production
IV- Slaves purchased from the Undercouncil
V- Conquest civic

But I like watermills. :(
 
Patch "r" is linked in the first post. It will not break save games and makes the following changes:

1. Fixes a post combat python function with Lightning Elemental.
2. Added the Wages of Sin scenario.
3. Added the Mulcarn Reborn scenario.
4. Fixed range problems with a lot of the units (so they would act as melee in the combat animations).
5. Fixed the Lion upgrade to Lion Pride chance.
6. All great people are now marked as defensive only (so they won't be mutated).
7. Fixed Ars create wraith chance.
8. New Lanun warrior that doesn't look quite as advanced as the old one.
9. Strategy text added for all buildable units (woot! this took forever!).
10. Crazed and Enraged are no longer possible outcomes from mutation.
11. New Infernal Assassin model by seZereth.
12. New Infernal Marksman model by seZereth.
13. New Infernal Crossbowman model by seZereth.
14. New Infernal Phalanx model by seZereth.
15. New Calabim city art by C.Roland.
16. New Calabim Palace by C.Roland.
17. Heralds Call now gives the blessed instead of the burning blood promotion.
18. Unit specific abilities will be displayed in the unit help text.
19. Cleaned up the promotions lost so that only valid promotions are listed (instead of every unit having all the spell spheres listed).
20. Fixed a missing graphic issues with Luchurip/Khazad cities.
21. Fixed a python error in the Taunt ability (getImmobileTimer).
22. Fixed a python error in the Shrine of Camulos event.
23. Immortal units duplicated with the Black Mirror won't be duplicated anymore.
24. Culture flips use conscription rules now (so they won't be able to produce multipe heroes, units that can't be trained, etc).
25. You can't cast For the Horde if you are at war with the Barbs.
26. Increased the rate of the AC slightly (from 50 + 15 per player to 50 + 12 per player max).
27. New Svartalfar Druid model by seZereth.
28. AutoRaze barb units units will only autoraze their own cities (so they cant destroy allied cities they are in).
29. Players with no state religion can inquisition now.
30. New Luchuirp Mage model by seZereth.
31. Bunch of new Malakim unit models.
32. Into the Desert: the Calabim version has had a significant amount of tweaks form Nikis-Knight.
33. AI: Fallow players won't value the food value of improvements (so hyborem won't be building farms).
34. New Svartalfar Assassin model by seZereth.
35. Archery gives +50% chop production.
36. Lumbermills moved form Iron Working to Archery.
37. Workshops moved from Smelting to Construction, given +1 commerce, the +1 hammer moved from Construction to Smelting, given +2 hammer at Guilds.
38. Watermills removed.
39. Windmills given +1 hammer.
 
I think of Archery as a woodworking tech.
Suggestion: Rename the Archery tech Woodcraft.

The tech is going to give so much more than just bows in patch r.

With all the changes to Archery, this sounds like a good idea.

Thanks for the latest patch, Kael.

One more bug I discovered. If I try to cast a spell and a hidden nationality unit is in range, it gives me a popup that I will declare war. Hidden nationality units can pillage my resources and attack my units. I can attak the hidden nationality unit and kill it. It seems like I should be able to cast a spell on it to damage it too.
 
Boar riders replace horsemen, but have the special abilities of horse archers. Ironically, the strategy text says they are the weakest horsemen, but their strength is actually in between horsemen and horsearchers.

Thanks, I'll fix it.
 
Kind of a long standing problem: Playing as Hyborem I razed the Order holy city (size 14) and the AC went down 2 points. This is probably because AV automatically spreads to the city when I capture it, but it's kind of annoying to not be able to raze cities as Hyborem without lowering the AC.
 
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