FfH2 0.12 Bugs:

Dragonlord said:
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.

I'll check it out.
 
Kael said:
I'll check it out.
this sounds similar to what happened to me and my shadow's when it suddenly vanished.

Only I found is that following a save/"exit to desktop"/load I was able to build the missing unit(s) again - it may be unrelated, but seems too co-incidental.
 
Maian said:
Spring doesn't work in plots that have both flood plain and desert.

Thats intended, it would hurt the player to blow away the flood plain for the plains and be to good to allow them to keep both. Vitalize does allow you to upgrade flood plains but that effect was deemed to powerful for spring.
 
FfH2 0.13 has passed testing and is scheduled for release on Friday, June 23rd.
 
When I was playing Perpentach the merrymen graphic kept switching back and forth between merrymen and warrior. When the the unit faced down (when I could see its face) it had the merrymen skin, but when the unit faced up (when I saw the back of the unit) it had the warrior skin instead. Is this only happening to me?
 
Loki was killed by a Doviello Skull Catapult even though he had at least 6 free fields to retreat to.

Attacking a Scout with Baron Duin gave me a Ravenous Werewolf AND a Scout.
 
Oldfrt said:
this sounds similar to what happened to me and my shadow's when it suddenly vanished.

Only I found is that following a save/"exit to desktop"/load I was able to build the missing unit(s) again - it may be unrelated, but seems too co-incidental.

If that's the case, my savegame probably won't help... I hadn't tried exiting to desktop, though I did reload...

When I get home this evening, I'll see if the units are buildable again and post the results.
 
Had a crash to desktop, when i try to reload the latetest autosave it crashes (could be because the +3 fire mana thingy is completed)

I will provide a savegame from the turn before the crash later...
 
Ok, when Avelorn finishes Eternal Flame the game crashes (when i don't complete it i can go on playing...)

edit: Played for some more turns - the game crashes even when eternal flame is not build :( ... Something really is messed up in that game :)
 
After I had researched Medicine I choosed the Public Healers civic and got it after the revolution was over. But then, all of a sudden, a new revolution started and after it was over the civic changed to Sacrife the Weak without my intention to. And now I can´t pick Public Healers again...
 
nomis,

Did you change religions to the Ashen Veil? Sacrifice the Weak is the default health civic for AV.
 
I know that 0.13 is coming out but I still found a bug with 0.12...

Playing as Doviello, after I research Archery, I am unable to build archery ranges, or to train archers.

EDIT: Forgot to add: When conquoring a city with the Pyramids, all of the Government civics are not made available to you.
 
anisotropy said:
I know that 0.13 is coming out but I still found a bug with 0.12...

Playing as Doviello, after I research Archery, I am unable to build archery ranges, or to train archers.

EDIT: Forgot to add: When conquoring a city with the Pyramids, all of the Government civics are not made available to you.

1. I beleive this was intended.

2. The Pyramids enable all of the Labour civics.
 
Dragonlord said:
If that's the case, my savegame probably won't help... I hadn't tried exiting to desktop, though I did reload...

When I get home this evening, I'll see if the units are buildable again and post the results.

This is really strange....
Reloading from desktop did not solve the problem.... BUT, strangely enough, when I played on and conquered an enemy city, all of a sudden the button to upgrade a Mage to an Archmage appeared again, so now I have 3 again.

I immediately looked to see whether I could also build a 3rd Beastmaster again, but that still doesn't work.j.. still stuck at 2.
 
As often said, fantastic job on this mod, my sincere thanks to all involved.

I have noticed a small (graphical?) bug during combat. In the vanilla Civ, when I attack an archer with macemen, they pair up in single combat, until every one of the losing unit is dead.
In FfH II, this doesn't seem to be the case, in every battle I've fought, at the end of the battle, at least one archer is standing, even though he lost the battle, and the archer unit is removed after the combat.
In every case I've noticed this, the archer was severely wounded (by a liberal application of fireballs and meteors), but still consisted of three single figures at the beginning of the battle.
I hope I made myself clear on this, not quite sure how to describe it better.
 
I played that Battlefield Illuria mod with FFH2...and...the Kuriates were unable to build settlers. I was having an mp game, and my friend was able to build settlers. I'm not sure if this is just a random thing cause of the scenario originally being designed for FFH1 or if the Kuriates really can't build settlers...(or maybe just specifically for that scenario)

Just thought I'd like, put it on record.
 
I just had to give up on the most frustrating FFh game I have ever played.

I battled back from being down 2,000 points and tech. screwed to defeat the two of the three remaining civs - Perpentach and Bannor who both for some reason did not receive the raging barbarian attacks as I did.

Anyway, now it is Calabrim and I and even though they are so far ahead of me, I manage to get him down from 20+ cities to 4. Then, the bug killed me.

His last four cities are completely surrounded by (a) mountains (b) small lakes and (c) that %$#@! ancient forest.

If I try to go through it, the game crashes. If I try to fireball/meteor nearby cities, I have to get close to the ancient forest and my stack vanishes. Grrrr.

I realize it is that Treant/Ancient Forest bug, but it sure is frustrating to come so far and then get skunked.:cry:

I understand .13 will fix this problem, but I don't suppose my save of this game from .12 will work, will it?
 
No 0.12 savegames won't work on 0.13. But you could disable the spawning of treants in the Python. That would rescue your game.
I can not provide the code until this evenening (my time) but maybe someone else can help you out.
 
you could also use the worldbuilder to remove just one of those pesky mountains...
 
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