FfH2 0.12 Bugs:

That happens to other hero units too for some reason - someone already reported it for Orthus IIRC.
 
I could never play for Basium for some strange reason... He simply isn't included in list of leaders I can select at start...
 
Aletr said:
I could never play for Basium for some strange reason... He simply isn't included in list of leaders I can select at start...

There are only 16 playable civs in this phase. The Mercurians (Basium) are not one of them.
 
warriors are upgradeable to wood golems if u move them to a city with a sculptors studio

destroy undead kills one unit outright but I also cast it 5 or 6 times in one turn and so wiped out all the defenders of Hyborems capital with 1 mage

the spell which is a risk of infection (forget its name) also seems to kill a selected unit outright
 
z00t said:
warriors are upgradeable to wood golems if u move them to a city with a sculptors studio

destroy undead kills one unit outright but I also cast it 5 or 6 times in one turn and so wiped out all the defenders of Hyborems capital with 1 mage

the spell which is a risk of infection (forget its name) also seems to kill a selected unit outright

Those spells should behave better in 0.13. The warrior upgrade will be fixed in 0.13 too.
 
Hi there,
I just want to say all the work you guys put into this great mod is amazing.
Anyways, I got a CTD whenever I try to research Pass Through the Ether in the current game state(saved game attached), however if i go on and research every other tech (the only thing i currently tried) before Pass Through the Ether it seems to work fine.
 
I am playing the Ljosalfar and my elven warriors captured a barbarian city that had a worker in it. When i defeated the last barbarian warrior, the worker simply vanished, no mensages apeared and it is like I killed him, this is a bug isn´t it ?
 
Hehe i destroyed The Dragon with two stygian's... ran right over him though they were veterans of a war i'd just been part of... well a conquering.

Fun, Fun, Fun. Though im not sure if i've just gotten better or if The Overlords are a tad overpowered playing them with The Belseraphs (i think, crazy puppet master civ)
 
Is there a reason why (non-snowy) evergreen trees were removed from CIV4FeaturInfos.xml? I'm guessing it was during the ancient forest development?

The reason I'm asking is because it's causing minor problems during scenario/map development using the bmp to wbs converter. Instead of nicely arranged forests, with snowy trees below certain latitudes, etc, it just makes a mish-mash of deciduous and snowy trees all over the map.

Nothing major, really, but I've added the two lines back to the xml (copied from the vanilla file) and it doesn't seem to cause adverse effects, and fixes my problems.
 
TheCowSaysMoooo said:
Is there a reason why (non-snowy) evergreen trees were removed from CIV4FeaturInfos.xml? I'm guessing it was during the ancient forest development?

The reason I'm asking is because it's causing minor problems during scenario/map development using the bmp to wbs converter. Instead of nicely arranged forests, with snowy trees below certain latitudes, etc, it just makes a mish-mash of deciduous and snowy trees all over the map.

Nothing major, really, but I've added the two lines back to the xml (copied from the vanilla file) and it doesn't seem to cause adverse effects, and fixes my problems.

Yeah your right, I stole their grpahics for a little while. I will put them back.
 
Hi I love the mod! Anyway, these are possible bugs I thought I should state (I haven't read the bugs thread so maybe duplicates). I played as the Ljosalfar on Noble setting.

* Some tiles that I made a farm/cottage on and then used a spell to make a new forest on top don't show the forest. I suspect it might be that when the new forest converts to a forest the graphic of trees is lost. I think new forest always shows up. I can upload the save games if you want (and if I can work out how).

* Some tiles in my land upgraded to grassland from plains automatically. I had previously upgraded from desert to plains.

* I noticed an unused mana node that Ethne the White could have put a mana node on top of.

* Ethne the White has a treant - I don't know how. I realise she could have summoned it but I'm not sure if she did.

* It didn't seem that Woodsman II was giving double movement in forests.

* I had open borders with Ethne but she still gave me a -1 modifier for close borders sparking tensions.

* I got a +1 modifier with Ethne (I think it was Ethne) when the war had finished.

* Ethne the White told me (yr 428) told me to stop trading with her bitter enemy Morgoth but I was not trading with him.

* Ethne (yr 674) gives me a +2 modifier for defensive pact but the pact was broken when I used Mishabur of Dis' fire ability and causes war with the vampire nation.

* Should spells that cause war ask for a confirmation first? This isn't a bug as such.

* I couldn't build the Elven immortal for some reason.

* I couldn't build the Mithril Golem either. My religion was Fellowship of the Leaves but I did have the Runes of Kilmorph holy city so I thought I should have been able to build it. Of course I had mithril too.

* I killed the red dragon and some orc witchdoctors with Baron Duin Halfmorn but didn't gain them as werewolves - I'm not sure if this is a bug though.
 
Answering a few I know:

Bad Player said:
* I noticed an unused mana node that Ethne the White could have put a mana node on top of.
At what point in the game was this? its possible she didn't have knowledge of the ether researched, or else it was pillaged.

* Ethne the White has a treant - I don't know how. I realise she could have summoned it but I'm not sure if she did.
Currently they can be permanently summoned by druids regardless of religion. I don't recall if they are still buildable in the current version.

* I had open borders with Ethne but she still gave me a -1 modifier for close borders sparking tensions.
This is unchanged from vanilla civ.Just because they can walk into your land, doesn't mean they don't mind their borders being pushed back by yours.

* Ethne the White told me (yr 428) told me to stop trading with her bitter enemy Morgoth but I was not trading with him.
Trading includes open borders, did you have that?

* Should spells that cause war ask for a confirmation first? This isn't a bug as such.
This is planned, but for the meantime, just be careful. Make sure there is no allied unit hiding in the stack before pillar of fire-ing it.

* I couldn't build the Mithril Golem either. My religion was Fellowship of the Leaves but I did have the Runes of Kilmorph holy city so I thought I should have been able to build it. Of course I had mithril too.
I haven't tried, but it does need to be in the actualy holy city.

* I killed the red dragon and some orc witchdoctors with Baron Duin Halfmorn but didn't gain them as werewolves - I'm not sure if this is a bug though.
I had the same experience with lycanthropy spreading slower this version.
 
Kael said:
No, it is just delightfully random.



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.



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

Seriously, nope I never heard of that.

***I get this only maybe 10% of the time. I thought I needed to get more than my computer checked after it happened a couple of times. :crazyeye:



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.



I find fireballs work well.

Maybe I am just slow, but...I don't normally have a unit who can cast fireballs when the Lizard Men show up. It would be great with their hiding on the water trick to be able to blow them off the lakes, etc. The Lizard Rangers are especially troublesome.

Quick question: Do you get the 100% Against Animals bonus when attacking barb Lizard Men? I don't think so, and they are animals...well, reptiles, I guess. :lol:
 
Kael said:
Yeah, the algorithym places barbs depending on how many already exist so charming them will help you out a little.



I still think those people that play on raging barbarians are crazy. ;)

Crazy???

Ah, it's just different. As I said, I like to play two games of FFh at the same time. One is your 'normal' marathon game without the raging barbs. Lots of strategic fun, but not as much action in terms of combat. The raging barbs games give me all the action I can handle and are a lot of fun.

Unfortunately, I have had two crashes in each game consistently.

The first locks up my computer in the year 1529 and I just have to do a cold re-boot. Again, I don't think it is my PC as I have not had this problem before.

The second is stranger. I am playing Hippus and at war with Calabim who has Fellowship of Leaves. Every freakin' time I approach one of his cities and move a stack on to a tile with an Ancient Forest, I get the crash.

I tried to attach the zip files of both games, but not much bandwidth here in Thailand and hard to do. I'll keep trying though.:cry:
 
I've found a bug I haven't seen mentioned yet - apologies if I missed it:

With the national units, where you're only allowed to have 3, it seems the counter doesn't reset when I've built or upgraded all 3 and lose one... they're still unbuildable... for keeps!
I'm attaching a savegame - note that I can't upgrade to an Archmage, though I only have 2 left, and I can't build or upgrade a Beastmaster, where I only have 2 also.
Strangely, the Beastmaster build icon is also missing completely, not just grayed out - including the city where I have a Grove.
 
This isnt some much a bug but I REALLY think that the pillar of fire spell is waaaay overpowered. I used it twice on a city with over 30 defenders (like half were tier 4) and only 3 survived. And they were seriously injured. Total Annihilation.
 
The second is stranger. I am playing Hippus and at war with Calabim who has Fellowship of Leaves. Every freakin' time I approach one of his cities and move a stack on to a tile with an Ancient Forest, I get the crash.
That sounds like it's related to the summoning of Treants, or the checking for it. Have you tried reinstalling the mod?
 
Sarisin said:
Crazy???

Ah, it's just different. As I said, I like to play two games of FFh at the same time. One is your 'normal' marathon game without the raging barbs. Lots of strategic fun, but not as much action in terms of combat. The raging barbs games give me all the action I can handle and are a lot of fun.

Unfortunately, I have had two crashes in each game consistently.

The first locks up my computer in the year 1529 and I just have to do a cold re-boot. Again, I don't think it is my PC as I have not had this problem before.

The second is stranger. I am playing Hippus and at war with Calabim who has Fellowship of Leaves. Every freakin' time I approach one of his cities and move a stack on to a tile with an Ancient Forest, I get the crash.

I tried to attach the zip files of both games, but not much bandwidth here in Thailand and hard to do. I'll keep trying though.:cry:

The first is probably the to many buildigns problem. It ends up as a graphical issue trying to display them all. It is fixed in 0.13.

The second is probably the treant problem BeefontheBone mentioned, it is also fixed in 0.13.
 
Xyshi said:
This isnt some much a bug but I REALLY think that the pillar of fire spell is waaaay overpowered. I used it twice on a city with over 30 defenders (like half were tier 4) and only 3 survived. And they were seriously injured. Total Annihilation.

It is, and it is fixed in 0.13.
 
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