FfH2 0.31 Bug Thread

Ok, this is just weird.

Had a druid, running around, making the tundra tiles in a far southern area of my empire actually useful. Now, there were no hostiles nearby, the AC was remaining steadily at 37, and I had plenty of money, so it came as a great shock to me that my druid turned barbarian!
View attachment huh.CivBeyondSwordSave

Then, in the second save, it got a little weirder, but I think I know why. After turning barbarian, my druid became an orcish unit. New model, enhanced strength in jungles, the works. So when my second, command Druid defeated him and brought him back to the fold........... he stayed an orc :crazyeye:

View attachment huh2.CivBeyondSwordSave

EDIT- I think I know what happened. I've got Chaos mana, and the druid in question was a mutant. He probably had Crazed or Enraged or whatever and I didn't notice. Still, that's some mutation, turns you into an orc.
 
Okay, not idea if this is supposed to happen or not, but a few turns after someone makes hyborem pop up I go to make a few cavalry units and all the cavalry buttons are greyed out and it says I need nightmares now. I'm a good civilisation so even if I take a nightmare resource it changes back to horses after a few turns. I'm totally unable to build cavalry now. For the record, I have several hourse resources all set up and linked to my capital. I went over the square and the route with a worker, everythings in place so it isn't down to broken roads or a pasture getting destroyed.
 
Well, I tried setting a bunch of forest on fire with that Imp and still no crashes 10+ turns later.. =\

hmm, I honestly have no idea otherwise. I'll probably go and delete that savegame since that particular game is messed up anyways.
 
Regarding the "Enter the Flare" event, that is supposed to mutate a unit... I had it several times in my last game, and it kept targeting the unit that was already mutated (courtesy of chaos mana)... which of course made it moot, since it left only the "do nothing" option. Maybe it should look for a non-mutated unit before firing ?
 
Are the events working correctly?

Playing as the clan, I had the smuggler event and did not receive the smuggler's port (which I then added in the worldbuilder)
I later got the hero adventure event and selected the paying money to improve his chances of survival option. Unfortunately, I didn't check to see if any gold left my treasury or if he gained any experience, but I received no message telling me of how he did. He got promoted a turn or two later, if this could affect it somehow
 
Hi,
I,m trying to setup a Pitboss with 2031 - I had success with 2023 and played a complete game with my friends (great fun - thanx a lot!!!).

Starting with 2030 the following happens:
- first player connects and makes the turn and disconnects
- anybody (including first player) connecting now gets an OOS, although being the only player connected

Our Pitboss-Settings are (sry - i have the german version, so i don't know exactly the names of the options):
- Simultaneous rounds (Round limit 48h)
- Quick start
- Random events
- Big map, 3 Continents, Second Speed
- others are default
I tried different things, like:
- no random events
- no quick start
- many other things, i can't remember

Any ideas? Did anybody else tested Pitboss?

Thanx clain
 
Hi,
I,m trying to setup a Pitboss with 2031 - I had success with 2023 and played a complete game with my friends (great fun - thanx a lot!!!).

Starting with 2030 the following happens:
- first player connects and makes the turn and disconnects
- anybody (including first player) connecting now gets an OOS, although being the only player connected

Our Pitboss-Settings are (sry - i have the german version, so i don't know exactly the names of the options):
- Simultaneous rounds (Round limit 48h)
- Quick start
- Random events
- Big map, 3 Continents, Second Speed
- others are default
I tried different things, like:
- no random events
- no quick start
- many other things, i can't remember

Any ideas? Did anybody else tested Pitboss?

Thanx clain

uh, there is an entire forum for this and I can't believe you didn't see it yet went straight for the mod forum......

BTW welcome to the forums, I hope your next post isn't as clueless as this one....

Although if you are trying to set up a pitboss for this mod specifically, you should make a new post, rather than posting in the bugs thread.

edit: ok, well apologies for my attitude, the post just seemed so clueless at first. Still, you should clarify whether you are talking about a bug in relation to the mod and pitboss or something else.
 
The broken sepulcher acts like a regular lair now, any time a unit occupies it it is destroyed, leaving the mana node behind.
 
The broken sepulcher acts like a regular lair now, any time a unit occupies it it is destroyed, leaving the mana node behind.

I think that is supposed to happen because it spawns Barbanos (sp?) the Lich and so if it stayed intact, it would spawn again. It's understandable given how much xp the lich gives to the unit that kills it (which is a large boost especially if it is a warrior or some other early unit) and the weapon drop.

It really makes sense from a balance point of view anyway, and you can always put some other node on that spot. I placed a water node on it in one game.
 
It never used to act as a lair though, it was always a permanant building that gave death mana once you cleared the liche out and built a road. One thing I did notice is that it is now an entropy node for some reason, so that might be what is making it act weird.

Edit: just got the guild of the nine event where they sell you a band of elven defectors, a mercenary, ranger and assasin, all I got when I bought them was a mercenary. The other two units didn't appear.
 
First game of 0.31 (0.31d). Playing as Almanchier (spelling?) and neither my priest of leaves nor my druids can cast bloom! Please tell me this is a bug as I use the priest and druid to put trees where ever possible.
 
First game of 0.31 (0.31d). Playing as Almanchier (spelling?) and neither my priest of leaves nor my druids can cast bloom! Please tell me this is a bug as I use the priest and druid to put trees where ever possible.
Just playing as the Svartalfar and it seems to work fine for me there.

Have the councils been nerfed? I have the Nox Noctis and am member of the Undercouncil yet no vote came up in about 40+ turns. ???
 
I'm playing as the Kuriotates with the Fellowship of Leaves. Grigori has sent in an army to attack me, but I'm heavily fortified so I beat his forces down. The following turn he retreats some of his units, but not all of them.

A Treant rises to defend, except it spawns on top of his main army (which stayed in place), and then becomes one of his units, well within my borders.
 
Just playing as the Svartalfar and it seems to work fine for me there.

Have the councils been nerfed? I have the Nox Noctis and am member of the Undercouncil yet no vote came up in about 40+ turns. ???

It now requires atleast 4 members of the undercouncil for votes to happen, are you the only member?
 
It now requires atleast 4 members of the undercouncil for votes to happen, are you the only member?
Probably yes. Thanks for replying. But what do you do, when you're only playing against two AI? - Hmmz ... ANyway ... no chatting. I guess I'll have to make others join.
 
Treetop defense doesn't work. Casting it does nothing, not a single unit got the promo.

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National Unit limit is broken, I've had 4 druids and 4 paladins on accident my last 2 games.
 
Treetop defense doesn't work. Casting it does nothing, not a single unit got the promo.

---

National Unit limit is broken, I've had 4 druids and 4 paladins on accident my last 2 games.

Both completely intended and documented changes in .31

Treetop defense now fully fortifies units on the tile (normally it gains 5% per turn until reaching some limit, I think, but this sets it to that limit automatically)

All national limits were raised to 4, since there are fewer national units now (no more summoners, Inquisitors, etc)
 
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