FfH2 0.11c Bugs:

Horacio said:
I experienced the same effect.
Maybe Perpentach has sent us you some Gypsy Wagons? :confused:

No Perpentach in this game. It's troubling to lose cash when running at 40% research for most of the game!
 
Kael said:
It sounds like someone may have completed the Apocylpse or Blight armageddon spells.

Hmm, doesn't seem likely, since it was pretty early on in the game...maybe 150 turns in, and I don't think anyone had the required tech levels to access them as all the scores were only around 100-200 points at the time.

Kael said:
Ethernal Flame requires access to Fire Mana. If you lose the fire mana while you are building it it will cancel the wonder.

Well, the bug is that even though it said it was cancelled, I still obtained the wonder, even though it had many turns until completion.
 
Also, although my Ritualists have Fire I and Fire II promotions, they can't cast any of the appropriate spells.

This may be because there are 3 lines of Fire/every other node type spells. There is the Mage/Archmage line your fireballs meteor storms etc.(enabled by Sorcery). There is your summoning line Conjurer/Summoner this is you Sand Lion/turn grass into desert (enabled by big shock...Summoning :) . There is also a divine line and thats your deciples/cultists/stonewardens/priests... eventually High priests etc. I believe this spell line will give you different spells as well and usually the Priest/High Priests are limited to 3 lines.

Also not all the spells are in yet, like I thought for sure upgradeing my Deamon summoner to Water 3 would get me a Kracken. I have to look through the spells to see if thats in the beta yet. Hope that helps.

Possible Bugs:

Boarding Partys when captureing a ship can get stuck in the water. They do not return to the pirate ship/galleon. So the pirate ship has to move to the spot and pick them up again. Would be nice if they knew to come back. But man are they fun to use. The pirate ships and the boarding parties are a blast. Great concept for the Civ that uses them.

Also one time I captured a ship close to land and the new captured ship appeared on a hill on land on the coastline. It was when I used a boarding party from the coast. I noticed the new captured ship appears in tile that the attack came from. It would be nice if the ship appear on the tile where the old ship was....also if its a Privateer maybe make it a Pirate ship instead of a captured Privateer or maybe thats too overpowered.

There are no combat odds for attacking ships with boarding parties.

I too am running about 40% science in my current game and its hard to get it higher than that I will take a closer look at my cities and see if its just my infastructure or something else.
 
According to the current changelog, none of the bugs reported on page 2 have been fixed yet. Kael, I suppose you haven't seen them since you were travelling back then.
 
Boarding parties attacking from coast makes no sense anyway :)
 
BeefontheBone said:
Boarding parties attacking from coast makes no sense anyway :)

Bright day
Ship has dropped anchor near the coast for the night, while most of cre is asleep boarding party carefully swims forward for kill.
 
Bugs:
slaves captured by waterwalking units attacking from the water will appear in the water.

Potential bugs:
I played a Lanun game with octopus overlords a my religion and farming didn't affect the status of any tiles. Is this intended? Is it because of overlords or lanun?
 
shaarn said:
Bugs:
slaves captured by waterwalking units attacking from the water will appear in the water.

There isnt a whole lot I can do about these shore/offshore issues. They can move onto land next turn. I have to place captured untis on the winners stack because if I place them in the losers and there is other enemy units in the tiles it will CTD. So i force them to the winners since I know thats safe.

I could check the losers tile and see if there are enemy units and place them there if there aren't, but you are still going to see the issue you mentioned sometimes (when the tile is occupied) so I didnt see that the check was worth it.

Its the same issue with the boarding party and capturing ships from land (the ship starts on land).

The one issue I am working on changing is forcing the boarding party back into cargo (so they arent stranded at sea). The rest you justy move out of next turn, but the boaridng party being stranded is more inconveinant, and will confuse the ai.
 
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....

You are losing money to the Golden Wood in your capital. We may need to talk about the effect of the Golden Wood.
 
Two points from my ongoing game at Prince on a huge map with raging barbarians:

1. Something is up with Lanun/Falamar. They do not have the BAR trait, but the barbarians will not attack them and they seem to be at peace. They are 'human pirates' - get along with barbarians? Their cities have 'orc names' but they are not orcs?

2. In the later game I am getting barbarians named 'orc macemen' invading now. They look like the human macemen. I believe it is the same for the worg riders. I know it is just cosmetic, but it would be great if the orc macemen looked like orcs and the worg riders maybe something like the wolf riders from WC2. :)

Woodelf, you were right. With a lot of hard work fending off the raging barbs and the two remaining AI civs who both declared war on me, I have passed Sheelba in points and will soon destroy that civ. Falamar is far ahead of me in points, tech, etc. and has a number of advanced units (heavy crossbowmen, etc.) that are troublesome, but I may be able to destroy them too before time runs out.

The key has been having the XP loaded units from killing so many barbs and, most of all, getting the Baron and being able to create a second army of werewolves.

This game has clearly been the most fun civ game I have ever played. :lol:

PS. The creation and assigning of promotions to adepts, mages, summoners, ritualist, etc. is just outstanding!
 
i just got a cultural victory in 679 on noble with the 'c' version the hottie redhead lsjuofar ...
this is so much more fun than regular civ thank you

many of the bugs have been noted already - like the forest graphic, the broken spells, but heres a couple of things -

- do ALL the heroes disappear when armageddon comes? because the spell took my valin phanuel and left me with sphener - then a couple of turns later after sphener cured a few people and killed a few monks - he disappeared -- i did not change religions or civics at the time ... in a previous save it took sphener, left me with valin and then a few turns later valin was gone ... neither time was their a notification like "barbarians create valin," or something

- contagion and de-enervate (the exp-sucking one) spells dont work right away , its like the magic user has to wait one turn in his space before the spells work or the city they are directed against have to be weakened some how, i wasnt sure which

- i couldnt get to make high priests - at first because i didnt have incense - but after i went and conquered it late in the game- no matter what i built i couldnt get the option to upgrade a unit to them ... was it just a case that i got it too late and they would have eventually have evolved to it?

- if you clump together workers (only with workers it seems) and then go to move them the screen clicks off them to the next units - a minor annoyance that i think happens in vanilla as well

- really minor minor thing: after you whack a civ out of the game - their attitude toward you still stays on when you mouse over their name - it is funny to see a fallen race genocided and it says "refuses to talk!"

-- finally two game notes and i will admit i am not a game designer in the least but i have to echo the one guy that said that nexus is really strong - its easier to get than 'glory eternal' or 'blood of the phoenix' and way way way more valuable - i like the feature and if i played against people i would beeline for it but my unusually humble suggestion would be to make it a zillion more hammers or three resources or have sex with grigori to get it ...

-- the other note is that the ai doesnt like to build farms and maybe im not analyzing the game close enough but when i get a chunk of land from say a civ me and another country are divvying up - by me building farms up on it my cities go through the roof population wise and it always jettisons my game score into the top one or two - perhaps if i were playing on a harder level this wouldnt happen - but i felt this was more of a game exploit than a strategy thing

again you must be inundated with this stuff and we out here really really appreciate your hard work
 
Sarisin said:
Two points from my ongoing game at Prince on a huge map with raging barbarians:

1. Something is up with Lanun/Falamar. They do not have the BAR trait, but the barbarians will not attack them and they seem to be at peace. They are 'human pirates' - get along with barbarians? Their cities have 'orc names' but they are not orcs?

2. In the later game I am getting barbarians named 'orc macemen' invading now. They look like the human macemen. I believe it is the same for the worg riders. I know it is just cosmetic, but it would be great if the orc macemen looked like orcs and the worg riders maybe something like the wolf riders from WC2. :)

Woodelf, you were right. With a lot of hard work fending off the raging barbs and the two remaining AI civs who both declared war on me, I have passed Sheelba in points and will soon destroy that civ. Falamar is far ahead of me in points, tech, etc. and has a number of advanced units (heavy crossbowmen, etc.) that are troublesome, but I may be able to destroy them too before time runs out.

The key has been having the XP loaded units from killing so many barbs and, most of all, getting the Baron and being able to create a second army of werewolves.

This game has clearly been the most fun civ game I have ever played. :lol:

PS. The creation and assigning of promotions to adepts, mages, summoners, ritualist, etc. is just outstanding!

I will check out the Lanun to see whats up with them and the barbarians,m they definitly aren't supposed to start as allies.

And as for ther unit art, yeah I know some still use the human art pieces. The art team is replacing those as quickly as they can. We generally believe in quality over quantity so it may be a while until they all get done, but I think you would admit that the units the art team has already made are really amazing.
 
didolover said:
i just got a cultural victory in 679 on noble with the 'c' version the hottie redhead lsjuofar ...
this is so much more fun than regular civ thank you

many of the bugs have been noted already - like the forest graphic, the broken spells, but heres a couple of things -

- do ALL the heroes disappear when armageddon comes? because the spell took my valin phanuel and left me with sphener - then a couple of turns later after sphener cured a few people and killed a few monks - he disappeared -- i did not change religions or civics at the time ... in a previous save it took sphener, left me with valin and then a few turns later valin was gone ... neither time was their a notification like "barbarians create valin," or something

No, its a straight percentage chance that they would be killed. I dont know why a hero would dissapear afterwards.

- contagion and de-enervate (the exp-sucking one) spells dont work right away , its like the magic user has to wait one turn in his space before the spells work or the city they are directed against have to be weakened some how, i wasnt sure which

What are you using to judge if they worked or not?

- i couldnt get to make high priests - at first because i didnt have incense - but after i went and conquered it late in the game- no matter what i built i couldnt get the option to upgrade a unit to them ... was it just a case that i got it too late and they would have eventually have evolved to it?

You can never build high priests. They have to be upgraded from level 6 or higher priests.

- if you clump together workers (only with workers it seems) and then go to move them the screen clicks off them to the next units - a minor annoyance that i think happens in vanilla as well

- really minor minor thing: after you whack a civ out of the game - their attitude toward you still stays on when you mouse over their name - it is funny to see a fallen race genocided and it says "refuses to talk!"

-- finally two game notes and i will admit i am not a game designer in the least but i have to echo the one guy that said that nexus is really strong - its easier to get than 'glory eternal' or 'blood of the phoenix' and way way way more valuable - i like the feature and if i played against people i would beeline for it but my unusually humble suggestion would be to make it a zillion more hammers or three resources or have sex with grigori to get it ...

Im sure Cassiel will be happy to hear that ;) . I'll look at raising the price of the nexus when we begin balancing.
 
I was playing a very entertaining Lanun game this weekend and noticed a couple minor things:

First, should Lanun have the ability to upgrade captured privateers into pirates? From a balance point of view... eh, maybe, maybe not, but damn, those pirates with boarding parties sure a fun =)

Ring of Fire... I had some mixed results with this spell. First, as has been mentioned previously, since it hits friend or foe surrounding the caster, it might be nice to have a "Do you want to go to war?" prompt or something if a non-enemy is going to get ganked. Second, though it generally does 30% damage to targets, I had it outright kill a few (including my own Saverous, oops). Does it have some sort of extra damage potential built-in? Or am I just hitting something weird like fire vulnerability or something?

Archmage civopedia text, first tab is showing up as [ tab]

Inquisitors weren't, umm, "inquisiting." I'm probably missing a tech requirement here or something, but, though I had the little Spanish Inquisition button, it was grayed out and never usable, even when in cities with non-state religion. What am I missing?

Thanks folks! This mod keeps getting better and better!
 
Speaking of the Nexus.
It works perfectly for my, but on a cosmetic side the "action button" still shows the vanilla "Air Lift" icon, which I find to be a bit irritating.

Maybe you could change it to the "Obsidian Gate" icon?
 
Horacio said:
Speaking of the Nexus.
It works perfectly for my, but on a cosmetic side the "action button" still shows the vanilla "Air Lift" icon, which I find to be a bit irritating.

Maybe you could change it to the "Obsidian Gate" icon?

i liked the ffh icon that was used and is still used for the dimensional mana node...
 
Kael said:
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.

Well I will tell you what happened with me. I was bordering with the guy of Hippus and his religion was Overlord. I was Grigori so no religion (btw, from what I understood this means Grigori can't cure disease. That's a bummer... is there a way around this ?). He was neutral with neutral religion and I was neutral. So I had the usual modifiers of the case, +1 for many years of peace, -1 for close borders, I was trading with him but not enough to have modifiers yet I think. I don't remember if I had open borders or not. One day he switched to The Order (which I believe would make him good aligned ?) and after that I had no modifiers at all -as if we just met- and he even cancelled the trades (which he re-proposed a coupla turns later).
 
just finished playing a tiny prince game as the amurites

two things...
a) i wasnt able to promote a level 7 wizard to an archmage... btw since the wizard skin looks so cool, it would be great if there was a arch-wizard or something... just to maintain the promotion line
b) there seems to be a problem with the ai researching religions... i tried to avoid researching unquestioning obedience to see when is the ai going to research it, and finished around turn 380 and still no sign of the order...
this happened to me once before but with the ashen veil not being researched at turn 300 or so...



also by the side, at some point in the game, the barbarians/giants/animals dont go through your borders, one hill giant just walked on 2 tiles right beside my border, 3 tiles away from my city
 
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