FfH2 0.11c Bugs:

AndrewDJ said:
Zurai, YNCS, were you guys using recruit in a city or on an empty tile? My crashes with Recruit have always happened when using the ability in a city and in the late game. I did get it to work once, when I popped one as a GP in the early game in 011a. Every other time, I've had crashes.

You're right, if you had TECH_TRADE learned you would try to spawn a UNITCLASS_HORSE_CHARIOT. The real name of the unitclass is UNITCLASS_CHARIOT, so it would crash on the bogus name.

It will be fixed in the next version.
 
woodelf said:
I think I mentioned this pre-Beta. It's never worked for me...

I will test sometime in the world builder to find out for sure; but I think the charm spell does work, but not on barbarians.

I had great fun casting wither on the barbarians though, they wander around pillaging while they slowly die :lol:, (I really hate the barbarians in this beta, they are the strongest civ! :mad: )
 
It seems like when you move a stack with a caster in it, when the stack is in position if you cast from the grouped stack you can cast spells as many times as you want, I don't think the 'casted' effect knows what unit to place it on. I did this with the Contagion spell.

Also in regards to the Contagion spell...how is it supposed to work? I targeted a stack in a city and selected the target, it disappeared completely. This left me confused so I tried it again from the stack on the same turn, when I tried again it made another unit vanish as well. The second time I used it I shuoldn't have been able to either, only had the one unit with that spell. I didn't think it would outright kill the unit which is why I tried using it again, I was kind of bummed too because the unit I targetted had Orthus' Axe and it went poof, when I was actually hoping to acquire it for myself.

edit1: I also have a question about Lumbermills and Ancient Forests. So I can put lumbermills in forests before they turn into Ancient Forests but after they turn into Ancient Forests no more lumbermills. This makes the Hidden Paths bonus for lumbermills kind of pointless seeing as it comes soo early before you can even make lumbermills. If you don't prioritize getting Iron Working all your forests will be Ancient Forests long before you can even make lumbermills. Is this intended?

edit2: Oh yeah one last thing too...what's the cap against barbs meant to be? In the .11a it seemed like it was unlimited, in .11b it went back to 100, in .11c it seems like it's unlimited again, but I had a conquest in 351 so I did more fighting against the AI that grants xp, but in between civs were some barb cities that I definately got xp from on my way through them, units were already upwards of 150xp so I was definately over what I thought was the cap.
 
phoulishwan said:
edit2: Oh yeah one last thing too...what's the cap against barbs meant to be? In the .11a it seemed like it was unlimited, in .11b it went back to 100, in .11c it seems like it's unlimited again, but I had a conquest in 351 so I did more fighting against the AI that grants xp, but in between civs were some barb cities that I definately got xp from on my way through them, units were already upwards of 150xp so I was definately over what I thought was the cap.

In .11c none of my units gained more than 100xp from Barbs.
But on the other hand I had a Ritualist which was up to 105xp without fighting at all.
 
Yes, I have the same situation in my current game - my units capped at 100XP, but my Ritualist has over 100XP. His summoned creatures have done some fighting for him though. Love those sand cats!:)

Continuing with my Raging Barb Adventure...

I have managed to make it to the year 1000. Six of the other eight civs have been wiped out by the barbs.

As expected Sheelba remains due to being at peace with the barbs.

However, I was surprised to see Lanun/Falamar still around and winning the game. Falamar does not possess the BAR trait. And, after my religion spread to 3 of its cities I have been able to keep a close eye on what is going on there.

I have never seen a barb in Falamar's territory. The workers and slaves are busily making improvements without any barb incursions.

On the other hand, every time I think many the bad barbs went away they appear again. Now they are throwing only Lizard Rangers (the sneaks really like parking themselves on inland water and attacking from there - got to get a fireball spell after them) and pesky Barbarian Mercenaries at me. I'm still wondering if there ever really were Barbarian Mercenaries. ;) The Lizard Rangers have been promoted to Level Five. Although the numbers are not insane like the early game (usually 5-6 at a time), their movement points make them a real nuisance.

Anyway, I have fallen hopelessly behind the other two civs in points and will likely not catch up. It is odd playing a huge map with only 3 civs left, and plenty of open spaces and barbs - although they are building many cities too. But, it is still fun defending my civ (I have only 5 cities) and trying to build improvements while dealing constantly with the barbs.

I still maintain that if you play a civ with the BAR trait and raging barbarians you cannot lose. You can just create a few scouts and let them scout the land without worry while picking off the goodie huts. Then sit back and develop your civ while your buddies, the raging ones, pick off the other civs one by one. You can win a Conquest Victory without ever having to declare war on anyone. Or, if you are bored you can send a few troops to another civ to help the barbs out.

Oh, one more thing. I noticed some of Sheelba's units wandering around with 5 Level promotions. I cannot figure out how they got that high as they are at peace with the barbs and no wars were declared.

Years ago I did some beta testing for Blizzard and I have to say the beta testing for FFH2 has been much more fun!:)
 
what about this ?

onedreamer said:
I haven't double checked this yet, but I have the impression that when a player switches to a religion of different alignement compared to the one before, all your diplomacy modifiers with that player will be reset.

btw, the spell charm is a global event and it causes OOS in multiplayer. On reconnection the charm effect is removed and the mage can cast the spell again.

edit: charm not wither
 
also in the version 0.11c...

the two versions of improvements are now separate but it says:
can elven plantation
can build plantation...

you should probably change the text to can build elven plantation, possibly without a linked item


the technologies allowing tier 4 units should say: xxx allows elven immortal
not can build elven immortal, because they are not buildable...
btw great addition, that they are only accesible through already experienced units
 
phoulishwan said:
It seems like when you move a stack with a caster in it, when the stack is in position if you cast from the grouped stack you can cast spells as many times as you want, I don't think the 'casted' effect knows what unit to place it on. I did this with the Contagion spell.

Also in regards to the Contagion spell...how is it supposed to work? I targeted a stack in a city and selected the target, it disappeared completely. This left me confused so I tried it again from the stack on the same turn, when I tried again it made another unit vanish as well. The second time I used it I shuoldn't have been able to either, only had the one unit with that spell. I didn't think it would outright kill the unit which is why I tried using it again, I was kind of bummed too because the unit I targetted had Orthus' Axe and it went poof, when I was actually hoping to acquire it for myself.

Contagion does a small amount of damage (11-30%) and applies the diseased promotion to all living units in the stack. It can kill units if the 11-30% damage is enough to kill them. And if they killed unit had Orthus's Axe it would be lost (in "Shadow" we will be trying to make the axe a seperate object so it can be dropped and picked up.

edit1: I also have a question about Lumbermills and Ancient Forests. So I can put lumbermills in forests before they turn into Ancient Forests but after they turn into Ancient Forests no more lumbermills. This makes the Hidden Paths bonus for lumbermills kind of pointless seeing as it comes soo early before you can even make lumbermills. If you don't prioritize getting Iron Working all your forests will be Ancient Forests long before you can even make lumbermills. Is this intended?

I will change it so you can build lumbermills in ancient forests in the next version.

edit2: Oh yeah one last thing too...what's the cap against barbs meant to be? In the .11a it seemed like it was unlimited, in .11b it went back to 100, in .11c it seems like it's unlimited again, but I had a conquest in 351 so I did more fighting against the AI that grants xp, but in between civs were some barb cities that I definately got xp from on my way through them, units were already upwards of 150xp so I was definately over what I thought was the cap.

The xp cap from barbarians should have always been 100, that hasnt changed.
 
onedreamer said:
what about this ?



btw, the spell charm is a global event and it causes OOS in multiplayer. On reconnection the charm effect is removed and the mage can cast the spell again.

edit: charm not wither

I havent been able to duplicate the alignment problem, it should only effect the pertinent modifiers. If you are at war with a civ and switch religions your opponent will still be mad at you for the war.

And yeah, unfortunatly all the targeted spells cause OOS, Talchas is working on it.
 
Moon Hunter said:
also in the version 0.11c...

the two versions of improvements are now separate but it says:
can elven plantation
can build plantation...

you should probably change the text to can build elven plantation, possibly without a linked item

Ill clean up the text, thanks.

the technologies allowing tier 4 units should say: xxx allows elven immortal not can build elven immortal, because they are not buildable...
btw great addition, that they are only accesible through already experienced units

This is a little harder since the text is auto generated. I'll see what I can do.
 
I have no idea what is causing this. I have a positive cash flow, but my treasury is going down. At one point I had -3 in the treasury, but a +20/turn? The next turn it was -7 in the treasury! Here's a save. Click enter and watch the wierd cashflow....
 
This savegame crashes after the end of the current turn.

I play on Epic speed on a standard size map with lots of civs. My religion is the Ashen Veil, I'm quite advanced in the tech tree and I've got lots of buildings in my main cities. In my experience that kind of game always crashed in the late game (in 0.11a, 0.11b and now in 0.11c). Some things I noticed about these late-game CTDs:

1.) Sometimes the savegames from one turn before the crash are invalidated (they crash on load).
2.) Sometimes the game crashes after ending your turn.
3.) Often the crash occurs upon selecting a new construction option in the popup you get when a city finished its production.

In this savegame you also see the bug involving roads being buildable on water with workers that are loadad into ships. The island in the west is connected with the mainland through a road over the sea (makes ships travel faster).

Oh, and I wanted to mention that you're doing an amazing job with this mod. I never play vanilla civ anymore, just FfH2 since the already great flavor of the religions and civs makes for a really great game, or FfH1 when I want a more stable game.


Edit: I just did some more testing with a savegame from turn 508. Sometimes I managed to play from turn 508 up to turn 510, that is one turn longer than in the attached savegame. When I save the game in turn 510, however, that savegame always crashes on load, so I guess something goes wrong after turn 509 and it just doesn't always crash immediately. If you could use a 0.11c savegame that crashes on load because of this bug, I could supply two of them.
 
We just found a bug in multiplayer (2players and several AIs):
Using the "feed" ability of a vampire causes the game to go out of sync. Also the window to choose the target appears for both players.
 
I don't know if this is a bug, but playing as the Ljosafar, I could not build Siege Workshops. Also, although my Ritualists have Fire I and Fire II promotions, they can't cast any of the appropriate spells.
 
As a side question to my crash above....Is there a spell that an AI could cast on me to cause that? I didn't get any warnings about such a spell, but you never know.
 
woodelf said:
I have no idea what is causing this. I have a positive cash flow, but my treasury is going down. At one point I had -3 in the treasury, but a +20/turn? The next turn it was -7 in the treasury! Here's a save. Click enter and watch the wierd cashflow....

I experienced the same effect.
Maybe Perpentach has sent us you some Gypsy Wagons? :confused:
 
Matzerg said:
We just found a bug in multiplayer (2players and several AIs):
Using the "feed" ability of a vampire causes the game to go out of sync. Also the window to choose the target appears for both players.

Been reported several times, that - there's a post about it from Kael a few above yours.

@Lobsterboy: Elves can't build siege workshops at all - what kind of elves would chop down trees to build catapults? Not sure about the ritualists, but I think you need summoning or conjuring or something else to go with them. You should be able to cast Scorch with Fire I though.

You should be able to test the Gypsy Wagon theory by turning on "Show enemy/friendly moves".
 
Kael said:
The xp cap from barbarians should have always been 100, that hasnt changed.

Bright day
Old, but in .0011b version my tamed tiger got well past 100 just killing barbarians.
 
Kael said:
I will change it so you can build lumbermills in ancient forests in the next version.
Maybe lumbermills should have a chance to reduce a forrest back down to normal if in ancient?


I saw these in previous version, but didn't see that they had been changed:
Lurichip can't build dwarves when he converts to runes. perhaps intended or a side effect.
I was playing as Bannor and sometimes noticed an inspiration in my cities I didn't cast. Is this a side effect of their guardsmen abilities?

And I've seen the AI use adepts with no magic upgrades on them. Could you prioritize them to choose some magic sphere as the first upgrade? They don't need to know how to use all the spheres now, but if they can use any, they should upgrade to one of those before taking combat promotions forever. I know they can use summons well!
 
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