Bug Reports and Discussion

Playing as Svartalfar, when I upgrade disciple units (all kinds of priests actually) to druids or paladins, I get the default unit model and not the civ specific one. Since the ai always upgrades from disciple units, we all end up having our druids/paladins looking the same. This is not the case if I upgrade from a ranger to druid, but who wud waste their druids that way?
Also, if I upgrade a nightwatch to assassin, I get the default unit model, and not the civ specific one (my nina williams looks like a man :lol:).

OK. I'll look into this.

Another thing I noticed is that whenever I upgrade a unit that gets a free promotion from the process (for example an adept to illusionist), if I get this promotion whilst the unit has no movement left (that is, on exactly the same turn I upgraded them), the unit will keep glowing as if it has a pending promotion, until it gets the next one.

Same.

[to_xp]Gekko;12563635 said:
I've noticed the final Altar and the Tower of Mastery have different hurrycostmodifier values ( 50 and 100 respectively - 50 is for national wonders, 100 for world wonders ) , they should probably have the same value. personally I set them both to 150 i.e. consider them as both national and world wonders.

Interesting. I'll consider that.

[to_xp]Gekko;12565355 said:
I've noticed a tile with corn AND the pool of tears with one of the stock mapscripts. not sure if it's easy to fix, similar issue as to lairs and resources sometimes coexisting on a tile.

Pre-salted corn!

[to_xp]Gekko;12566097 said:
any idea why, when you finish researching Infernal Pact, sometimes you get lucky and switch to Hyborem immediately ( giving you a chance to choose civics, but not choose where to found Dis ) , while other times the AI plays the first infernal turn for you

Nope. On my bug list.

[to_xp]Gekko;12566527 said:
I've noticed Enclaves are set to spawn demagogs under crusade. it's debateable whether or not this is good for the Bannor player ( I'd rather keep the enclaves ) , but they're currently set to turn into a village upon doing so, which is a bug ( they should become towns instead )

I'll look into this also.

[to_xp]Gekko;12566734 said:
Liches are currently set to be max 3 per team, should be 4 per player.

Looks like that was something I accidentally copied from Wild Mana long, long ago! Will be fixed for 2.51. Thanks!

Sometimes I can also give Hyborem all the cities and gold, etc. from the summoning civ! I think it would be overpowered to pick your location, but sometimes the location sucks and makes no sense.

You will still be randomly assigned a starting location, but you should be able to choice where to found your capitol after that.

[to_xp]Gekko;12570474 said:
Playing as Elohim, I can see a baby spider near my borders without recon units around. didn't those use to be invisible?

Baby spiders are not invisible.

Also, with Thane of Kilimorph (missionary) I can't go into someone else's territory with rights of passage. IMO shouldn't missionary units be allowed?

Ah yes. I didnt flag missionaries once I switched over to using an XML tag. I had some vague plans to change what Rights of Passage meant a little, but didnt get around to it. I'll fix it for 2.51

[to_xp]Gekko;12577326 said:
Mahala won't accept an Ale for Cotton trade, but she's willing to gift me her cotton for free :D

I would need a savegame for this.
 
Interesting point on the Infernals there. They do seem to always spawn in the worst locations and be much weaker because of that. 90% of the time for me they are stuck on a tile on the top border or bottom border of the map with little to no production.
 
[to_xp]Gekko;12577326 said:
Mahala won't accept an Ale for Cotton trade, but she's willing to gift me her cotton for free :D

I've seen such behavior before in vanilla FFH, not from Mahala only.

Another unit upgrade bug i found, is making a disciple of leaves a ranger (oh well, he had the strong promotion, so I thought why not?). I got the default ranger unit art.

Also, I cant remember whether I was able (in vanilla) to upgrade a priest to a ranger but I think I was. This is not possible now. Is this intended?

And thanks so much for taking the time to perfect this wonderful game! :)
 
if you get a "wanna liberate this city" popup on the same turn as a council resolution popup, the answer you give to the liberate city one doesn't seem to apply. for example:

1) popup asks if you wanna liberate. choose YES
2) popup says who you want as council head. choose W/E
3) the city won't get liberated even though you've chosen to
 
automatic terraform isn't working correctly, it's hard to explain but it should be easy to reproduce with some units with sanctify, spring etc.
 
hyborem/basium can pop up as unrestricted AI leaders, pretty weird to have two instances of them ingame XD

also AIs are too prone to settling ON gold, giving up a very valuable tile :/
 
I had a fire in Innsmouth and it offered me the option of losing the library or putting out the fire with a water adept. I have no adepts but I was allowed to click that option and put out the fire (Lanun have water mana though).


I love the happy cap option! Unfortunately I lost Saverous (with promos) to a bear (think he was on full or close to full health) on the same turn as losing the Black Wind (full health with promos) to a barbarian trireme... Hope that's just bad luck not a bug! :(
 
I think you are only supposed to have the mana to use those options in events.

I guess since you have the mana someone is using it or something while you are not forming armies of them yet. Just as you do not need adpets to have the extra research from mind mana or extra happiness from enchantment mana.
 
I discovered some oddities with great generals and great commanders:
  • When I attach a great commander to a unit, the unit doesn't get the Commanders name.
  • A named great general (which cannot appear in base MNAI unless renamed manually) passes it's name; it even overrides the led unit's custom name.
  • When I detach a great commander, it gets a new name!
  • A detached great general has no name. The unit led before keeps the general's former name.

I think generals and commanders both should pass their names to led units, unless it's a hero or already named unit; and get their names back after detaching.
To avoid issues, probably a new member variable for CvUnit is required. Since you probably consider this low priority (it is a major problem only for the Great People popups mod), I can code that if you agree.
 
I think generals and commanders both should pass their names to led units, unless it's a hero or already named unit; and get their names back after detaching.
To avoid issues, probably a new member variable for CvUnit is required. Since you probably consider this low priority (it is a major problem only for the Great People popups mod), I can code that if you agree.

I guess if you're willing to code it. Sounds like a big pain in the butt though. Might be simpler to just disable pop-ups for generals/commanders.
 
I tried it; it's indeed much more complicated than I thought, since Great Commanders are handled in python. I first thought I could just do the commanders, because Great Generals don't have names, but the GP naming is handled in the SDK...
At the moment I really can't think of a solution. I remember the GP naming system in the SDK bugged me several times before.
 
[to_xp]Gekko;12579104 said:
( it seems blur giving defensive strike immunity is not intended )

Why do you say that?

[to_xp]Gekko;12595407 said:
automatic terraform isn't working correctly, it's hard to explain but it should be easy to reproduce with some units with sanctify, spring etc.

Works for me. The units often dont make efficient use of their movement (which I will fix for the next release), but they do terraform.


Could you please add a warning that casting Tsunami will declare war if it damages a nation you are at peace with?

Not currently. Tsunami effects are done via python, so there is no chance to make this check.


The Barbarians created Stephanos before I got the AC message - he was also killed one or two turns before the AC message stating his arrival.

I would need a savegame to see what the issue is here.
 
Playing as Svartalfar, when I upgrade disciple units (all kinds of priests actually) to druids or paladins, I get the default unit model and not the civ specific one. Since the ai always upgrades from disciple units, we all end up having our druids/paladins looking the same.

This has turned out to be a really troublesome bug to fix for some reason. I'm guessing it's related to the fact that Priests don't have civ-specific art? Upgrading a Champion works as expected, but despite all of my attempts, I just cannot seem to get the Priests to change their artstyle properly on upgrade. Very frustrating. Entered as bug #185
 
re: blur. the FFH2 changelog from when defensive strikes were added ( 0.40 ) mentions adding defensive strike immunity to shadowwalk, but not to blur. http://forums.civfanatics.com/showthread.php?t=301834&highlight=changelog , balance change #7 there.

I've also checked changelogs after that and there's never any mention of blur giving that immunity. Add to that the fact that it makes blur much better than shadowwalk and I think it's pretty clear it's not intended :)


re: automated terraform. yeah, it works but they often stand still when they could move. glad to hear it's going to get fixed :)
 
Back
Top Bottom