FfH2 0.13 Bugs:

drjones said:
Wierd one that may be a vanilla bug from version a:

when my scout hits the goodie hut, nothing happens.

Its not a bug. If the goodie hut is in fog of war when you approached it, it was probably popped by a rival civ earlier and the fog just wasnt updated yet until you approached it.
 
I don't know if it is just bad luck, but I don't think I've had a single new forest grow into a forest, after a good long time (guessing 100+ turns). Playing as the Aumarites


*edit*
Nevermind, I found some squares that I know for a fact advanced from new forest to forest. I do however have a patch of three that were the first ones that I built that have been new forest for centuries.
 
puck11b said:
I don't know if it is just bad luck, but I don't think I've had a single new forest grow into a forest, after a good long time (guessing 100+ turns). Playing as the Aumarites


*edit*
Nevermind, I found some squares that I know for a fact advanced from new forest to forest. I do however have a patch of three that were the first ones that I built that have been new forest for centuries.

You're right, we made another change that dramatically decreased the rate at which they will turn into real forests. I'll boost the rate in the next patch.
 
JuliusBloodmoon said:
Loki lost his ability to run away from combats ? I just got my Loki killed T_T

It will be fixed in the next patch.
 
I was having a problem where my troops that i just landed from my galleons would jump back onto my ships on their own. Really not sure why as the units seemed random and sometimes a galleon would end up with more than 4 units loaded.

I think it was caused by the fact that my galleons were grouped cuz i went back the turn before and seperated them and then landed them individually the next turn. But i had to move them away a space or they would jump back on the next turn... very annoying.
 
2 things:

first, the wither spell i think it is, often causes the enemy unit to utterly dissappear, like banish i think, insteat of gaining the disease promotion or whatever it is. however this is only about 40% of the time if that, often it works correctly.

second, i have captured workers (mud golems and workers) during an amphibious assault and every time i have the attacking unit end in the land square that was attacked (if it is empty after the attack) and the worker ends up in the water, where the ship is, but i find myself able to build roads on the water... not sure whats up with that, though it does look kinda cool
 
Xanikk999 said:
Its not a bug. If the goodie hut is in fog of war when you approached it, it was probably popped by a rival civ earlier and the fog just wasnt updated yet until you approached it.

I know what you are refering to but in this case I end a turn immediately next to the hut, turn cycles and it is still displayed, pop hut and nothing happens. Entire time no other units are there, and it is turn 4 so even the magical AI scouting ability should not have their men that close to my start yet.
 
drjones said:
I know what you are refering to but in this case I end a turn immediately next to the hut, turn cycles and it is still displayed, pop hut and nothing happens. Entire time no other units are there, and it is turn 4 so even the magical AI scouting ability should not have their men that close to my start yet.

Had you founded any cities by that point? If you have no cities and pop a hut, you can end up with nothing where it was going to give you a tech.
 
I have run into a similiar problem as some of the others on the forum where I hit the next turn and the game seems to keep thinking and spinning the clock. I thought that maybe it was just taking a little while to get to the next turn but after a few minutes I checked the task manager and it said that the program had stopped responding. So I started it up again and went into the world builder before I went to the next turn and changed some things. I deleted a giant spider in the north of the continent that was next to the Dovillo cultural border. That seemed to work but then it got stuck in the loop again a few turns later. The second time I deleted the spider and I set the AI players to war with each other to change up their priorities in the case that maybe they were doing something that would cause the problem. That fix seemed to get the game working again. I am not sure what the specfic problem is, I attached the save file on the turn right before the problem begins. Thanks for your time, I have been having a great time with the mod or is it a total conversion now.
 
What's going on here? The mercenaries have two different base strength values. Did you find a way to change them?
 

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Burevix said:
I have run into a similiar problem as some of the others on the forum where I hit the next turn and the game seems to keep thinking and spinning the clock. I thought that maybe it was just taking a little while to get to the next turn but after a few minutes I checked the task manager and it said that the program had stopped responding. So I started it up again and went into the world builder before I went to the next turn and changed some things. I deleted a giant spider in the north of the continent that was next to the Dovillo cultural border. That seemed to work but then it got stuck in the loop again a few turns later. The second time I deleted the spider and I set the AI players to war with each other to change up their priorities in the case that maybe they were doing something that would cause the problem. That fix seemed to get the game working again. I am not sure what the specfic problem is, I attached the save file on the turn right before the problem begins. Thanks for your time, I have been having a great time with the mod or is it a total conversion now.

Thanks Burevix, the fix will be in todays patch.
 
Nikis-Knight said:
What's going on here? The mercenaries have two different base strength values. Did you find a way to change them?

Yeap, Chalid wrote a function that lets us adjust the base strength. Those mercenarys have both been effected by the Mutation spell. It does random things, and is why they have different strengths.
 
Nikis-Knight said:
I have a hang-up at this spot, dunno why, using latest version.

That will be fixed in todays patch, thanks.
 
This isn't a bug as much as a request per se (if this isn't the right spot, then please tell me where to post it). Regarding mana nodes: when I am building a new node, I always have the option of building any type I want, even after I've built that particular kind (e.g. a water node). Obviously, if I already have a water mana node, I don't really NEED another one. Is there a quick way to check what nodes I have already built, besides scrolling all around my map? Maybe the buttons can still show up, but not be highlighted if I've already built that node type? That way, I'll be able to know what I've made and what I need still.
 
anisotropy said:
Is there a quick way to check what nodes I have already built, besides scrolling all around my map?

Open any of your cities connected to the trade network. All the mana types are listed in the strategic resources section.
 
Assuming your network is fully connected (you don't have 2 separate bits for whatever reason), that is probably the easiest way. Unfortunately, they're not listed together, which is irritating. It would be handy to have the number of sources you already possess displyed somewhere when it offers you the chance to build a node, though (on the mouseover after "Provides Fire Mana" perhaps?)
 
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