FfH2 0.13 Bugs:

Kael, the Team,

I try to understand the Kuriotates and how works settlements. Not clear at that time.

1) I conquer a city by culture with a massive use of prophets. This one is now a settlement of size 1, with a training ground. Logical or bug ?

2) Is it possible to improve a settlement to a city? Even if one your city had to become to settlement there after ? If, yes how to do ? Is it possible to build a city hub in a settlement ?

The :confused: Frog.
 
1 - Most likely a bug. Not sure if captured cities turned settlements should keep their prior buildings or not.

2 - No. ;) But I'm not sure what happens if you lose a main city yet. Can a settlement be converted? I'm still in the fog on this as well.
 
A friend of mine reported that there seems to be a bug concerning AIs and vampirism. An AI hero with vampirism will spread it to other units - including the units of other players, if there happens to be an Open Borders treaty allowing it. ;) Though my friend didn't complain, the vampirism the elven player gifted to his two units allowed him to win the war he was fighting with the Bannor...
 
Does anyone have a link for a faster download of the full 2013 exe than that posted above? I'm getting a dismal 14kb/s on cable.
 
I'm afraid this one doesn't help too much. Happened during the AI turn, but I hope I can create a savegame where the error is reproducable.

Traceback (most recent call last):

File "CvEventInterface", line 24, in onEvent

File "CvEventManager", line 173, in handleEvent

File "CvEventManager", line 449, in onBeginPlayerTurn

RuntimeError: unidentifiable C++ exception
ERR: Python function onEvent failed, module CvEventInterface
 
Went poking around the xml a bit. Looks like the clockwork golem wasn't setup as a unique unit in the civinfo xml file.


Mike
 
mja4430 said:
Went poking around the xml a bit. Looks like the clockwork golem wasn't setup as a unique unit in the civinfo xml file.


Mike

You are right, it will be fixed in the next version.
 
Kael,

I send you a possible(?) bug.
A culturaly captured city that become a settlement with a training yard.

The Frog.
 
I got this error after going to the next turn after casting the Domination Spell (which had been working fine for many turns):
 
Sarisin said:
An early crash in yr. 129 playing the elves on a huge Panagea map, Noble, with raging barbs. All went fine until a few turns after the barbs started heading for my city. Have not downloaded the patch yet, but the problem seems different from those noted. Thanks.

View attachment 130771

I think I found my problem, but I don't know the answer...

I geared the graphics setting down from HIGH to MEDIUM and it is running OK.

I do prefer the HIGH setting and have never had this problem in an early game before like this. I have a pretty high-powered system and have only gone to medium in the huge maps, late game occasionally.
 
It seems that the "Law II Sorcery" isn't added correctly.
 
I have possible bugs regarding Charm, Loki and Targeted Spells.

I used Loki to charm an Orc Spearman and Loki was attacked and killed the next turn. The orc still showed to have the "Charmed" promotion. The orc would not attack other units or a stack of units with Loki in it. Charm may be written such that the unit can attack the caster that charmed it; the civlopedia didn't have anything to say about charm.

Loki doesn't seem to withdrawing from combat. Loki was killed about 15 times straight without witdrawing. This was within my own borders and I tried with him both adjacent to a city and not. Civlopedia still states that he should be hard to kill because of his ability to run away.

A caster cannot cast a targeted spell if he has to movement left. The green targeting box allow a stack to be clicked on, but nothing happens. If this is as intended then targeted spells should be greyed out if the unit has no movement. It seems strange to me that an Inquisitor of the Veil could approach a city and cast ring of flames but not pillar of fire.
 
lost_civantares said:
I got this error after going to the next turn after casting the Domination Spell (which had been working fine for many turns):

K, that will be fixed in the next patch.
 
Frozen-Vomit said:
It seems that the "Law II Sorcery" isn't added correctly.

k, fixed in the next patch.
 
Hian the Frog said:
Kael, the Team,

I try to understand the Kuriotates and how works settlements. Not clear at that time.

1) I conquer a city by culture with a massive use of prophets. This one is now a settlement of size 1, with a training ground. Logical or bug ?

Settlements keep their former buildings, not that they do much good (we wouldnt want to destory them because we want them to stay in case the former owner comes back).

2) Is it possible to improve a settlement to a city? Even if one your city had to become to settlement there after ? If, yes how to do ? Is it possible to build a city hub in a settlement ?

Yes, if you have less than 3 main cities (say one gets destroyed) you can promote one of your settlements to a city by building a city hub.
 
Patch "b" is out. The link and list of fixed issues in in the first post.
 
Wierd one that may be a vanilla bug from version a:

when my scout hits the goodie hut, nothing happens.
 
I had an python exception in the onBuild function when building an Arcane barge. No savegame through but it CTD some turns later... Have not picked up again to check if its repeatable.
 
typhoid mary comes at a stage in the game where even with 12 power rating she's mostly a one-shot weapon.. with 7 she's absolutely surely a 1 shot weapon.
is that what she's supposed to be?
 
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