FfH2 0.12 Bugs:

This game consistently hangs after ending the turn. I have no idea what is causing it, but suspect that it is something that I am building since changing civic options allows the turn to proceed.
 
I just found something odd with units that have the "Dwarven" promotion/trait. For Dwarven Hammerfists for example, who also have the Guerilla II promotion, they get the movement bonus in hills.

But for units (like Bambur, Maros & Arthendain, for example) who have the "Dwarven" trait, but haven't been given the Guerilla II promotion, they don't seem to get that movement bonus, even though it says they should.

Is this a bug?
 
Chalid said:
I could name one reason for this:
Too many Barbs on the Continent.

When the number of barbs on one continent is greater than an certain number (dependend on different factors) the barbs develop a collective goal. They do at this point not attack everyone but select one city that will be attacked with all force. When this city is destroyed the next city is targeted. It seems that unfortunateley one of your cities was selected as target.

This behaviour is not FfH specific but a vanilla behaviour. Ususally it does not happen as with vanilla settings never enough barbs on one continent appear. The first time this behaviour was reported was with an mod that increased barbarian activity sometimes back in december. ffH does not increse the activity as much but on big continents with ragign barbarians sometimes the step over that border happens.


Thanks for taking the time to give me that explanation, Chalid. I must be one unlucky player because it seems like the barbs are always targeting my city and letting the others off easy. :)

Yes, I am playing a huge map (Fantasy Realm) so that is probably it. It is strange though I can go maybe 20 turns with only a few units (usually the pesky Worg Riders with the most movement points) harassing me. Then, again, all hell breaks out with one or more stacks showing up. For now, I am able to send my Rangers, Adepts, Ritualist, Horsemen, etc. to eliminate them, but when the Lizardmen Rangers and Orc Macemen show up soon I will be in trouble. I am in yr 1,000 now, hopelessly behind in points, but still having fun defending my small civ from the bad guys. Sometimes it is not necessarily about winning, but just enjoying the game, right?:mischief:

Anyway, your explanation makes sense to me - more of a luck thing than a balance issue in the game/mod.

Thanks again!
 
Not sure if this is a bug or not. I'm playing the elves and:

1) I can plant new forests over any improvement, even improvements that remove forests when they are built, e.g. mines.

2) Building farms and cottages in forests doesn't remove the forests. Personally I think this is cool, at least for elves, but I don't know if this is intended functionality.

On a completely unrelated note, please fix that multiplayer out-of-sync bug with targeted spells ASAP :)
 
I haven't asked yet if this is a bug or not, but it bothers me: when I use the go to mode to send my unit into unknown territory, the order should be cancelled if an enemy unit is in the way (as it is the case in vanilla case). In FfH, I already lost a bunch of units because they attacked enemies I didn't even know were there.
 
Ok, two things :)

- Genesis turns flood plains to grassland, seems overpowered...

- Automated workers destroy forests to build windmills even if "automated workers leave forests" is checked. But i think this annoyed me in vanilla as well...
 
Recruiting got me 9 units, one of them a conjurer that couldn't cast anything...

(edit: ignore the part with the summoner - he learend to cast in a few turns ;) )
 
I just noticed that every nation can build the gouvernors manor (i had it in the city build list from my last game as calabim).

And i can't airlift my priest of leaves :(
 
And finally a ctd:

when i move the three summoned wraiths into perpentachs land (declaring war) the game crashes...

(edit: forgot to attach the file)
 
playing Luichirp + founded runes of kilmorph + converted to it and I still cant build dwarven soldiers
 
This
Teg_Navanis said:
I haven't asked yet if this is a bug or not, but it bothers me: when I use the go to mode to send my unit into unknown territory, the order should be cancelled if an enemy unit is in the way (as it is the case in vanilla case). In FfH, I already lost a bunch of units because they attacked enemies I didn't even know were there.
and this
- Automated workers destroy forests to build windmills even if "automated workers leave forests" is checked. But i think this annoyed me in vanilla as well...

Are both Vanilla things.

The first one is not so well known for vanilla as your units usually have only one movement point, so they see the unit before moving and cancel their Orders. If you'd try it with vanilla units with 2/3 movement point youd see teh same behavior.

The second one can be taken care of easily. I think they will cut down ancient forests as well, which is also not good.
 
Chalid said:
When the number of barbs on one continent is greater than an certain number (dependend on different factors) the barbs develop a collective goal. They do at this point not attack everyone but select one city that will be attacked with all force. When this city is destroyed the next city is targeted. It seems that unfortunateley one of your cities was selected as target.

That sounds like a pain (and unbalancing, too). Is it possible to disable it via the SDK?
 
Not sure if this is a bug or not... but I played the Elohim and was surprised to find I can build the lycanthorpe guy (Baron forgot his name)... Not that its that horrible, but it just doesn't seem like this guy would ally with the Elohim.
 
Gileyal said:
Not sure if this is a bug or not... but I played the Elohim and was surprised to find I can build the lycanthorpe guy (Baron forgot his name)... Not that its that horrible, but it just doesn't seem like this guy would ally with the Elohim.

As far as I know Baron Duin can be built by any civ, provided they have researched the proper tech, and I think that is intended.
 
Frozen-Vomit said:
And finally a ctd:

when i move the three summoned wraiths into perpentachs land (declaring war) the game crashes...

(edit: forgot to attach the file)

Its being caused by the ancient forest bug. Its all been rewritten in 0.13. If you want to get around it walk around the ancient forest that you are entering the tile into or delete it with the worldbuilder.
 
Kerrang said:
As far as I know Baron Duin can be built by any civ, provided they have researched the proper tech, and I think that is intended.

Yeap, Kerrang is correct.
 
For Custom games, choosing tech time period offers the choices "Ancient, Classical, etc., ..., Renaissance, System Use, System Use, System Use, ..., ..., System Use".

Renaissance gives most techs (missing only the last 1 or two of each branch) but gives way outdated (and seemingly inappropriate to civ) units. I got 3 Elven Archers, 2 Starter Settlers, 1 Worker, and 1 Mercenary for Ljosalfar.

Choosing any of the System Use options starts the game with no units and the game ends as soon as it loads.
 
Sureshot said:
For Custom games, choosing tech time period offers the choices "Ancient, Classical, etc., ..., Renaissance, System Use, System Use, System Use, ..., ..., System Use".

Renaissance gives most techs (missing only the last 1 or two of each branch) but gives way outdated (and seemingly inappropriate to civ) units. I got 3 Elven Archers, 2 Starter Settlers, 1 Worker, and 1 Mercenary for Ljosalfar.

Choosing any of the System Use options starts the game with no units and the game ends as soon as it loads.

Yeah the 'system use' eras are for the systems use only, not for players.

Choosing the later eras wont give units that require resources to make (since you dont have any at the begining). You will need to get some of those resources and upgrade them.
 
Back
Top Bottom