FfH2 0.12 Bugs:

I lost and recaptured a mud golem and when I got it back it suggested it needed healing for 4 turns
 
I know you likely don't want this her but i just have to say.....


YOU guy are the best FOH 1 & 2are in the top 10 mods for any civ game and Thank you!!!!
 
Aletr said:
I think there is a bug with The Drown unit. When it stays alone in city, somehow in that city you see more angry faces because "we demand military protection"


Thats intended. You People do not feel save when they are protectetd by Zombies.

There is also a bug with Lizardman and I think with all water walking as well - when it attacks from water tile and captures a worker, the worker stands on the same water tile...

Theoretically that worker can move to land next turn (thats how it is intended). Unfortunateley the AI wont do it. I'll add it on the AI to do list.

Kael said:
It seems like it is but it actually doesnt work. It says you can switch but if you go in and look you will see you dont have crusade selected. Chalid is working on making sure the popup doesnt occur if you cant accept it.
Chalid actually has finished working on this. It was something that annoyed me everytime i researches OO where you could not change as you never were in the right religion. Really nice that the popup does not annoy me with it any longer I have to say. Maybe ill share it with you guys in 0.13. :D
 
Playing as the Elohim and with the Order as my state religion, I built a new city. The turn after building, the city coverted to the Dragon Cult (my Acolyte hadn't made it there yet) and the city went into negative culture. The city border shrank to the tile the city was on. Establishing both Order and Fellowship of Leaves and building an Order Temple and, later, a Leaves Temple did nothing to change the culture or the city borders.
 
Never mind. I just read the Cult of the Dragon section of the Religions post in the FFH2 Modpack thread (which I should have done first).
The Cult of the Dragon reduces the cities culture by 1 each turn. This can cause the city to be destroyed if it runs out of culture. This does not effect Kuriotate or Sheaim cities.
 
Not sure if this is intentional at all but i think i might have a bug. I was just one square away from acheron who had 13.1/14 str with 2 level 6 ritualists. They were grouped and I pressed ring of flames spell and acheron was instantly killed. It seemed weird because he just dissappeared and i got a message say he was destroyed.

Seemed a little too easy to me.
 
Xyshi said:
Not sure if this is intentional at all but i think i might have a bug. I was just one square away from acheron who had 13.1/14 str with 2 level 6 ritualists. They were grouped and I pressed ring of flames spell and acheron was instantly killed. It seemed weird because he just dissappeared and i got a message say he was destroyed.

Seemed a little too easy to me.

This is fixed in 0.13. Please check the changelog in the thread next door to read about all the bugs already removed.
 
Xuenay said:
Has there been any progress in fixing the Out of Synch errors for targeted spells in multiplayer? Because it'd seem to me that this is the most serious bug in FfH so far, making half the spells unusable in MP...

Thats a Talchas thing, he said a few days ago that he had the code in a state of disrepair working on it so I assume its a pretty substantial change. It will depend on his schdule if it gets fixed on 0.13 or not.
 
Xyshi said:
Not sure if this is intentional at all but i think i might have a bug. I was just one square away from acheron who had 13.1/14 str with 2 level 6 ritualists. They were grouped and I pressed ring of flames spell and acheron was instantly killed. It seemed weird because he just dissappeared and i got a message say he was destroyed.

Seemed a little too easy to me.

Vampires are killed just the same way, very easy. I mean, Its enough to have 1 ritualist with ring of flames to kill them(I killed vampires who had many promotions, just like that in single turn with 1 ritualist), they are really weak against him...
I don't think you should change that because, vampires are enormous power in the start of the game and that needed to be compensated later...
 
Better sorting of units in worldbuilder would be nice. Hard to find things the way it is.
 
Yes i hate that two, but nothing we can do against it.

They are unfortunateley sorted after their entries in the xml. And those are sorted after the entires in the Editior, which started out alphabetical but...

The only good thing is that new things usually end up at the end. :)
 
I think there is a small bug with the raider trait. It gives +1 XP pr. battle won, but that also works against barbarians for units with 100+ XP. I just played a game with Hannah the Irin and received 1 xp for every barbarian i killed even after 100 XP.
 
Very strange. I am playing as Mahala/Doviello and it seems that I can't build Archery Units and some other units like the Knight. I attached a savegame. Reloading the savegame or restarting the mod don't solve the problem. The version of the savegame is 0.12b.
 
lorgen said:
I think there is a small bug with the raider trait. It gives +1 XP pr. battle won, but that also works against barbarians for units with 100+ XP. I just played a game with Hannah the Irin and received 1 xp for every barbarian i killed even after 100 XP.

That's not a bug, it's intended. If you're a raider, you are ready for war.
 
another bugreport:

i managed to use an inquisitor to convert an enemy hero to my cause... to be exact donal lugh or so, i'm not sure if he isn't supposed to be a civilization hero...

somewhere in the boards it says that yvain the woodelf is a civilization hero for, but a different civ was able to build it, they were fellowship as well

in my game as ljosalfar, i couldnt capture nonelven workers along with capturing the city they were in... all just vanished

the homeland trait worked on some of my summoned creatures... the non permanent ones, while in enemy territory

i captured a macemen from the enemy and it gave him the homeland trait, he got a bonus for being in the cultural borders of his home empire...

i had my mages move to my territory after gaining enough xp for upgrade. in the next turn i upgraded them and used haste to give them the possibility to return to the battlefield the same turn, but as soon as i had them move i experienced a repeatable crash to desktop...

as for releasing a new version, i am aware that 0.13 contains a lot of changes, but are you gonna release a 0.12c version... that treant bug is really annoying
 
Had an interesting experience with using Dominate. Had an Archmage with Mind III, was fighting a civ w/OO and they had Hemah. Used Dominate Unit on him and the log said "unit gained thru domination". But he wasn't. And it used up my spellcasting for that turn.

Also, never saw a reply, the Dwarven trait doesn't give double movement in hills like it says unless the unit also has Guerilla II (which gives it anyway). This really only applies to Dwarf Heroes, but it get annoying when they can't keep up with regular Dwarven Soldiers & Hammerfists.
 
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