FfH2 0.12 Bugs:

That's not a bug in FfH - I'd be surprised if you've never seen it in Vanilla, it happens all the time.
 
Hey all,

I don't have time to read through all the pages to see if this has been mentioned, so forgive any repetition on my part.

I'm deep into a game and I figured I'd build Apocalypse, because, hey, why not?

The description says that it halves the population of all cities in the world and destroys a percentage of all units (20%, I think?). I did build the wonder, and it does appear that a number of my units perished, because I was suddenly able to build several national units I was maxed out on.

However, the cities didn't reduce in population AND the vast majority of all of my units suddenly relocated to my capital. Not all, mind you (and I don't know precisely which ones did and didn't, as I had to log out of my game quickly), but this struck me as quite a bug.

Hope this helps, and I suppose I ought to say that the mod really is one of the best variants to any game I've ever played. You guys are crazy for doing it, but insanity and genius are often pleasantly compatible. Cheers!
 
the vast majority of all of my units suddenly relocated to my capital. Not all, mind you (and I don't know precisely which ones did and didn't, as I had to log out of my game quickly), but this struck me as quite a bug.

Did you build Blood of the Phoenix at some point? Then your units were immortal, and were reborn in your capitol when they died.
 
Trismegistus said:
Hey all,

I don't have time to read through all the pages to see if this has been mentioned, so forgive any repetition on my part.

I'm deep into a game and I figured I'd build Apocalypse, because, hey, why not?

The description says that it halves the population of all cities in the world and destroys a percentage of all units (20%, I think?). I did build the wonder, and it does appear that a number of my units perished, because I was suddenly able to build several national units I was maxed out on.

However, the cities didn't reduce in population AND the vast majority of all of my units suddenly relocated to my capital. Not all, mind you (and I don't know precisely which ones did and didn't, as I had to log out of my game quickly), but this struck me as quite a bug.

Hope this helps, and I suppose I ought to say that the mod really is one of the best variants to any game I've ever played. You guys are crazy for doing it, but insanity and genius are often pleasantly compatible. Cheers!

ASpocalypse kills 60% of the worlds units and should halve all the cities populations. I'll check and make sure it is doing it.

As for your units appearing in your capital, that typically means that you had built the "Blood of the Phoenix" wonder. When that wonder comes into play all of the units that exist at that moment gain a 1 time immortality promotion, so the next time they die they will instead be ressurected in your capital. So when you killed so many units with Apocalypse a good number of them were ressurected. Its a decent strategy to Blood of Phoenix before building Apoclypse though it sounds like you fell into it accidently.
 
Kael said:
ASpocalypse kills 60% of the worlds units and should halve all the cities populations. I'll check and make sure it is doing it.

As for your units appearing in your capital, that typically means that you had built the "Blood of the Phoenix" wonder. When that wonder comes into play all of the units that exist at that moment gain a 1 time immortality promotion, so the next time they die they will instead be ressurected in your capital. So when you killed so many units with Apocalypse a good number of them were ressurected. Its a decent strategy to Blood of Phoenix before building Apoclypse though it sounds like you fell into it accidently.

Ha! Yeah, I was building them both at the same time and finished the Phoenix like 1 turn before Apocalypse. Skippy.

I am absolutely certain about it not halving my populations, though. I checked a bunch of city screens just to make sure it wasn't a weird graphics bug, and my capital was still at 50/49 food.

Tanx for the fast response, too!
 
Not sure if this has been mentioned before, but if you rush build the wrath unleashed wonder (using gold and not a great person) the avatar does not appear.
 
Just got a CTD trying to load a The Drown into a Galleon - he was already in the water tile and I pressed the Board button then it CTDd on me when I selected the transport. It didn't do that the last time the unit boarded or with other units like Hemah though.
 
I just read through the gazillion posts in the Spells section and I didn't see much on the Charmed spell specifically. As I am playing around more with the spells now vs. just bashing barbarians, I have a few comments and a suggestion on this one which is one of my favorites in the early game helping to control the raging barb invasion...

The Good: The spell works and the offending unit will not attack. However, as stated, you never know how long the spell will be in effect. I have had Orc Spearmen be charmed for many, many turns while Lizardmen break free of the spell the next turn. Does the unit you charm have anything to do with the length of the spell?

The Bad: The spell just doesn't work at all. I cannot figure this one out. Sometimes re-casting it will work, sometimes not. Maybe like the combat odds there should be spellcasting odds. :)

The Ugly: Occasionally, I will cast the spell and instead of that nice 'charming sound' and the message 'Unit Charmed' I hear a fart-like noise and the unit I want to charm vanishes. This can be a good thing, but I have found that on occasions the enemy unit is teleported elsewhere in my civ. Of course I don't usually know that and bang, another improvement off the map. Anyone else see this?

Suggestion: Although the spell works most of the time, it really doesn't. Specifically, it may stop invading units from attacking, but NOT from pillaging. I think the AI units capable of pillaging try that 90% of the time vs. attacking, so by casting the charmed spell on them, they will still head right for your mine, farm, etc. and pillage it without effect. I suggest the spell more or less freeze the unit and not allow it to move for a certain number of turns instead of letting it continue to wander around or head right for the improvements anyway.

Also, unrelated, but could we please have some method of dealing with those water-walking Lizardmen early in the game? :lol:
 
Moon Hunter said:
not a bug, just a suggy...

since there arent any wild animals left in the mid-game, howabout after defeating hunter/ranger/beastmaster there would be a slight chance of the respecting animals going barbarian?
l

just came to my mind, after seening the lack of animals in mid and late games (with exception of tiger being summonable) and the fact that they use wild animals as companions...



also the ai shouldnt promote wild animals with city raider if they cant enter the borders...

or maybe there could be a slight chance that after a certain amount of turns an animal becomes domesticated and will be given to one of the civ that have influence over the teritory... if they are to remain within the cultural borders...

Moon Hunter, I was in yr 1529 when my game just crapped out for some reason and I cannot get it going again - very frustrating as it was a fun game. I cannot understand it as I have a good system (Athlon 3800, 2gb RAM, 256 nVidia, etc.) and this doesn't happen often. Maybe the huge map was too much.

Anyway, I found plenty of animals wandering around at this stage of the game. As I mentioned, one, a bear, was defending a small barbarian city.

I was able to get a captured lion promoted to the max, including the city raider promotion. Unfortunately, when I came upon a barbarian city to attack, the unit was still not powerful enough to defeat the lowly orc spearman defending and I lost him. :(
 
Teg_Navanis said:
I can't see any bug in the python code that could trigger peace between the Luchiurp and the barbarians. If you provide a savegame, I could check if the barbs are 'officially' at peace with Luchiurp or if they are merely ignoring him. It would also be interesting to know if there were always civs with the barbarian trait in the bugged games.

I am convinced still that something is up with the AI targeting the human player with raging barbs.

In that game the Luchiurp had SIXTEEN cities when I had contact with them. I just cannot imagine how with raging barbs that could be accomplished.

I am playing a game now with the Hippus. Amazingly on a huge map (highlands) my 9 civ competitors were assigned starting positions along the edges of the map - good defensively against the barbs. However, I was placed alone right in the middle of the map. OK, that's life and I have been defending my two cities against barbs (largest stack so far 30+). I have to reduce my research to fund the maintenance for all my defending troops. Low research = slow technology finds. Also, you can forget about Wonders. The bottom line is a low score and way behind other civs technologically with no Wonders. Of course, I have some high-powered units, but can only use them again the barbs which are still coming in force in yr.530.

Meanwhile 4 other AI civs have gone down to the barbs, but one civ, Perpentach, has 8 cities and a score twice mine. I managed to finally get a Hunter to his civ (that alone was a feat through advancing barbs), and, sure enough, I could see two of his cities (no open borders agreement) and there were workers doing their thing without a barb in sight.

Also, I'm wondering if there is a limit of barbs on the screen at one time. I usually have between 60-75 in or around my civ at once. I have started using the charmed spell more. When I charm barbs (unfortunately, only lasts a turn or several turns) new ones don't appear. When I kill barbs though, replacements keep pouring in.

Anyway, balance issue aside with the AI coming after the human player, I really enjoy these raging barb challenges. :goodjob:
 
Sarisin said:
I just read through the gazillion posts in the Spells section and I didn't see much on the Charmed spell specifically. As I am playing around more with the spells now vs. just bashing barbarians, I have a few comments and a suggestion on this one which is one of my favorites in the early game helping to control the raging barb invasion...

The Good: The spell works and the offending unit will not attack. However, as stated, you never know how long the spell will be in effect. I have had Orc Spearmen be charmed for many, many turns while Lizardmen break free of the spell the next turn. Does the unit you charm have anything to do with the length of the spell?

No, it is just delightfully random.

The Bad: The spell just doesn't work at all. I cannot figure this one out. Sometimes re-casting it will work, sometimes not. Maybe like the combat odds there should be spellcasting odds. :)

It is resitable, although you should get a message that says "The target has resisted the spell", or some such.

Nevermind, I just checked the code and it wasnt telling the casters owner if the spell failed, it will in the next version.

The Ugly: Occasionally, I will cast the spell and instead of that nice 'charming sound' and the message 'Unit Charmed' I hear a fart-like noise and the unit I want to charm vanishes. This can be a good thing, but I have found that on occasions the enemy unit is teleported elsewhere in my civ. Of course I don't usually know that and bang, another improvement off the map. Anyone else see this?

Ummm...... you may want to get your computer checked. ;)

Seriously, nope I never heard of that.

Suggestion: Although the spell works most of the time, it really doesn't. Specifically, it may stop invading units from attacking, but NOT from pillaging. I think the AI units capable of pillaging try that 90% of the time vs. attacking, so by casting the charmed spell on them, they will still head right for your mine, farm, etc. and pillage it without effect. I suggest the spell more or less freeze the unit and not allow it to move for a certain number of turns instead of letting it continue to wander around or head right for the improvements anyway.

Its only a rank 1 spell, its limited effect is intended as it the fact that it doesnt completly protect from invasions like you say. It is still darn handy in some situations though.

Also, unrelated, but could we please have some method of dealing with those water-walking Lizardmen early in the game? :lol:

I find fireballs work well.
 
Sarisin said:
I am convinced still that something is up with the AI targeting the human player with raging barbs.

In that game the Luchiurp had SIXTEEN cities when I had contact with them. I just cannot imagine how with raging barbs that could be accomplished.

I am playing a game now with the Hippus. Amazingly on a huge map (highlands) my 9 civ competitors were assigned starting positions along the edges of the map - good defensively against the barbs. However, I was placed alone right in the middle of the map. OK, that's life and I have been defending my two cities against barbs (largest stack so far 30+). I have to reduce my research to fund the maintenance for all my defending troops. Low research = slow technology finds. Also, you can forget about Wonders. The bottom line is a low score and way behind other civs technologically with no Wonders. Of course, I have some high-powered units, but can only use them again the barbs which are still coming in force in yr.530.

Meanwhile 4 other AI civs have gone down to the barbs, but one civ, Perpentach, has 8 cities and a score twice mine. I managed to finally get a Hunter to his civ (that alone was a feat through advancing barbs), and, sure enough, I could see two of his cities (no open borders agreement) and there were workers doing their thing without a barb in sight.

Also, I'm wondering if there is a limit of barbs on the screen at one time. I usually have between 60-75 in or around my civ at once. I have started using the charmed spell more. When I charm barbs (unfortunately, only lasts a turn or several turns) new ones don't appear. When I kill barbs though, replacements keep pouring in.

Yeah, the algorithym places barbs depending on how many already exist so charming them will help you out a little.

Anyway, balance issue aside with the AI coming after the human player, I really enjoy these raging barb challenges. :goodjob:

I still think those people that play on raging barbarians are crazy. ;)
 
Was Lycanthropy dramatically toned down recently, or is it in some way incompatible with barbarian trait? I'm playing as the clan of embers, standard map with about 5 enemies. I have a small number of weres, about 4 inc Baron. only 1 out of 3 wins with a ravenous were produced a blooded, and only about 1/3 wins with Baron produced a ravenous. Usually every ravenous win gives a blooded, and the first 6 or 7 straight wins will give a new were.

oh yeah, and Baron Duin Halfy was built in the city with aque Sucellus and got magic resistance promotion. I think I like that better than regen. ;)
 
When I was messing around with Loki (the unit, not the person :)), I noticed that whenever I attacked Loki and he escaped, I would get the message "You have withdrawn from combat" (or something like that), which doesn't make sense. I assume this also happens for all the other cases where the cannotAttack function returns true, like trying to attack with feared or charmed units. In all cases, the withdrawal message shouldn't be displayed.
 
A question on Loki, is he meant to run away even after he's moved that turn? Or from all squares?

Becuase my Loki just didnt want to run away some times.
 
On the same issue of Loki - he does not run away from fireballs and meteor showers if there are other units in the square. The result was that he wasn't that hard to kill (only has one point).

Other than that, he's torture:)
 
I think I found a bug concerning Archos the red dragon of the barbarians. It might be a "feature" ;), but judge for yourselves. :)

Archeros the red dragon was killed by a ritualist using ring of fire (fire II) instantly! Other units in the city (some orc archers and workers) were only hurt a bit. The dragon just *poofed*. Seems to be a bit easy if it is intended!
 
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