FF 0.43 Bug Thread

If there is a lousier unit in the game than the Elohim Scout please tell me what it is. :cry:

I mean with that Pacifist promotion his Combat Odds against a plain ole barb Wolf are 28%. An Elohim Warrior isn't much better.

Has anyone playing the Elohim been able to explore beyond his borders? I get the idea as they have the Defender promotion, but I can't imagine them taking units out to make war on anyone successfully. And, unfortunately, it really eliminates them from one of my favorite phases of the game - the early Exploration phase. I mean if you can't even kill a Wolf, why bother? :(

Another thing about Pacifism is that it doesn't seem to be giving the GP bonus of 50% as listed.

Playing as Einion Logos I moved a Great Commander into my capital and built a Command Post. 1 pt for Great Commander. I am a civ with the Philosophical trait - 1 pt for 100% GP for that trait. A total of 2 pts.

I have the Pacifism civic and my total is...2 pts Great Commander.

Shouldn't it be 3 pts, or is there some sort of minimum number of pts you need for the Pacifism bonus to work? It seemed to work OK in FFH when I played the Elohim and Cassiel because I only kept that civic for a short time when my army was costing maintenance.
 
Are you supposed to be able to add the true pilgrims to my cities, I can only found cities with them. Also I've gotten multiple Alcinuses and undead units built in cities in haunted lands start with all of the negative effects
 
Are you supposed to be able to add the true pilgrims to my cities, I can only found cities with them. Also I've gotten multiple Alcinuses and undead units built in cities in haunted lands start with all of the negative effects

Arg. I bet they're missing the spell.
Just a sec....

EDIT: Yes - I completely forgot they'd need a new spell.
EDIT#2:

Ok, here's a decent way to preserve an ongoing game and get Reborn/True Pilgrims working. The attached "rebornhack" file a few messages below will allow both Reborn types to cast the add-pop spell.

I'll send in a real fix for the next patch.
Sorry!
 
Attached is a screen of a weird health issue. I believe the problem is that the Shrine of Kylorin is not properly affecting the city's health like a Monument would. The Well is working properly, as I had three health prior to the Monument event.
 

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Running patch F. My Legates are either very unlucky or something is up with combat creation of reborn.

I've wacked at least 40 enemy with no reborns born. Anyone else experiencing this?
 
same problem here. no skeletons either with...whatever unit has that 33% chance to create skeletons.

the tooltip for pelemocs schemer promtion is correct with a renge of 2 tiles, but the info window for pelemoc himself (if you hover over his picture for example) states that it works across the map.
 
same problem here. no skeletons either with...whatever unit has that 33% chance to create skeletons.

Just curious; did you apply patch F then play a saved game? That's what I did and since then I haven't received any natural reborns either.

Think I'll start a new game and see what happens.
 
No units will be capable of creating any units from combat unless the opponent is a worker or slave right now. I accidentally reverted a typo after testing and fixing it somehow. (was meant to prevent creating a unit when you DO fight a worker/slave/brigit(held), but due to inverted logic, currently prevents it all the other times instead)
 
No units will be capable of creating any units from combat unless the opponent is a worker or slave right now. I accidentally reverted a typo after testing and fixing it somehow. (was meant to prevent creating a unit when you DO fight a worker/slave/brigit(held), but due to inverted logic, currently prevents it all the other times instead)

Oh well. Poop happens:).
 
The first "rebornhack" has a problem - one of the tags I thought was working isn't. This version will work better. Still a hack, but won't lead to Revenants adding themselves to cities. And Reborn get +25% xps from combat.
 

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Interesting issue with Phalanx. I'm playing the Scions but don't think this issue is related to them. Not a game breaker at all, just kinda funny and useless. :rolleyes:

It seems Phalanx starts with the Normal Crew promotion...which is supposed to be available only to naval units. It even lists Normal Crew as a starting promo in the Civilopedia, but I think there's some sort of string function in there which retrieves starting promos for the entry from somewhere else; I can't imagine this is intended behavior. I could be wrong, I suppose...
 

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Interesting issue with Phalanx. I'm playing the Scions but don't think this issue is related to them. Not a game breaker at all, just kinda funny and useless. :rolleyes:

It seems Phalanx starts with the Normal Crew promotion...which is supposed to be available only to naval units. It even lists Normal Crew as a starting promo in the Civilopedia, but I think there's some sort of string function in there which retrieves starting promos for the entry from somewhere else; I can't imagine this is intended behavior. I could be wrong, I suppose...

Yarr! Thar be a bug off t'port side! (Fixed - thanks.)
 
I have a CtD with Sions on patch F on a small pangea map on turn 594.

Interresting is I have two Alcinius but I don't remember how did that hapened !

Also it will crash every time I load this save.
 

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All that the option for no Worker XP does is keep the workers from being able to gain XP from the promotion they naturally start with. Should a building offer XP to workers, or Spirit Guide grant them XP, they are still able to gain XP and spend it.
 
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