FfH2 0.11a Bugs:

pa12ick said:
I changed the max Hero from 100 to 300 in the xls file, to play around with the magic promotions for Heroes, but in the game it stayed at 100. I made sure that the file was saved correctly. Do I need to "Export Values"? If so, that gave me a laundry list of errors... Am I doing something incorrectly?
You need tp "Export Values". There is a small glitch in the VB-code doing this though. I reported it over in the other bug thread. If you are a bit familiar with debugging this kind of code have a look over there.
(I'm sorry but I'm in a hurry and cannot rewrite it at the moment, perhaps a bit later.) :(

Reference to the earlier post:
http://forums.civfanatics.com/showpost.php?p=4068600&postcount=29
 
Started a new game with Doviello today:

As far as I know, a unique unit graphic has been made for the Tuurngait, but it isn't loaded at all (the unit looks like a scout).
 
- In my last game i was able to build a farm in tundra, not sure if this was possible in vanilla at the moment.
 
Frozen-Vomit said:
- In my last game i was able to build a farm in tundra, not sure if this was possible in vanilla at the moment.

It is possible when the farm borders to a river. You can not irrigate through tundra through.
 
infernal grimore may still be broken. my game crashed,but did not repeat crash when reloaded. only thing built on that turn infernal grimore(and a couple of axemen)
 
I have found what might constitute a minor exploit. An arcane unit with the ability to cast haste can do so after moving, meaning that it can enter a tile that would require two movement points, but only spend the one it has, and then cast haste and move again. As I doubt the AI can handle this, maybe it should be addressed.

By the way, I have not yet had time to play the latest patch, so if this has already been addressed, just ignore me. I'm used to it.
 
I played a bid as the Clan of Ember today and noticed that I couldn't build Libraries, but could (and did) build The Great Library. That seems to be a bit illogical to me.

Also, the trait "Orcish" has no explanation anywhere. Probably to be filled in when there's time. :)
 
- A summoned Imp stayed for more than a turn (says in the tool tip it is only for one - maybe because of spell extension), he won some battles and was even able to level up - not sure if this is intended for summonend units...
 
Frozen-Vomit said:
- A summoned Imp stayed for more than a turn (says in the tool tip it is only for one - maybe because of spell extension), he won some battles and was even able to level up - not sure if this is intended for summonend units...

Who were you playing as? Do they have the Summoner Trait?

~p
 
I had a Priest of Leaves cast Bloom on a plain tile with a cottage. Several turns later I sent a worker to the tile to build a lumbermill. The tile description said "new forest/plain" and it looked like a regular plain with an unworked cottage on it, the worker wasn't given the option to build a lumbermill. Eight turns later, the description read the same, the look of the tile hadn't changed, and the worker still couldn't build a lumbermill.
 
Playing as the beastmen (Dovelio or something) two things I noticed

Using the battlemaster special ability on the axemen UU turned them into fire elementals not battlemasters

And as has been mentioned before, the fire elementals are not created if you try to summon them via a FireIII summoned

Love the mod so much :D
 
Hi

Murphy came a knockin, and now that the beta is out, I have no time due to some unfortunate work events. One thing I did notice, which may or may not be a bug - the units that scouts upgrade to, have a "better results from goody hut" note next to them. Only thing is - there are usually no goody huts whatsoever by the time they show up.
 
Quote:
Originally Posted by Frozen-Vomit
- A summoned Imp stayed for more than a turn (says in the tool tip it is only for one - maybe because of spell extension), he won some battles and was even able to level up - not sure if this is intended for summonend units...

puck11b said:
Who were you playing as? Do they have the Summoner Trait?

~p

hmmm, yes... ok :blush:
 
thearkane said:
infernal grimore may still be broken. my game crashed,but did not repeat crash when reloaded. only thing built on that turn infernal grimore(and a couple of axemen)

Your right, there was still a problem with it. It will be fixed in the next version, thanks.
 
Psychorg said:
I have found what might constitute a minor exploit. An arcane unit with the ability to cast haste can do so after moving, meaning that it can enter a tile that would require two movement points, but only spend the one it has, and then cast haste and move again. As I doubt the AI can handle this, maybe it should be addressed.

By the way, I have not yet had time to play the latest patch, so if this has already been addressed, just ignore me. I'm used to it.

Thats cool, we arent to concerned about minor exploits like this (in truth there are some much more glaring ai issues we are working on).
 
YNCS said:
I had a Priest of Leaves cast Bloom on a plain tile with a cottage. Several turns later I sent a worker to the tile to build a lumbermill. The tile description said "new forest/plain" and it looked like a regular plain with an unworked cottage on it, the worker wasn't given the option to build a lumbermill. Eight turns later, the description read the same, the look of the tile hadn't changed, and the worker still couldn't build a lumbermill.

Yeah, we dont have a new forest graphic in yet. That new forest will turn into a real forest given time.

ps kudos on the cuthulu sig line :D
 
Brightlance said:
Playing as the beastmen (Dovelio or something) two things I noticed

Using the battlemaster special ability on the axemen UU turned them into fire elementals not battlemasters

And as has been mentioned before, the fire elementals are not created if you try to summon them via a FireIII summoned

Love the mod so much :D

Thank you, I'll fix it in the next version. Turns out the Battlemaster was running around catching his troops on fire. Those crazy barbarians.
 
Gileyal said:
Hi

Murphy came a knockin, and now that the beta is out, I have no time due to some unfortunate work events. One thing I did notice, which may or may not be a bug - the units that scouts upgrade to, have a "better results from goody hut" note next to them. Only thing is - there are usually no goody huts whatsoever by the time they show up.

Yeah i could remove the ability, but it doesnt hurt anything to leave it.
 
I play as Ljosalfar (elves) and this is what i noticed :
1/ I cant build siege workshop (discovered construction), so i dont have catapults - it is very hard to play without it (i think this is not intentional)
2/I have built Purge the unfaithful - it did nothing - it should destroy any other religion in all of my cities exept the state religion
3/couldnt build Heavy Crossbowman - i have in every city Machinist workshop

I play 2011 not patched (but i didnt noticed these bugs repaired)
 
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