FfH2 0.14 Bugs

Cannot change to Slavery.
I was the Sheiem, and had OO, could not change.
Then I got sacrifice the weak, still could not change.
 
This hasn't been mentioned in this thread as far as my search can tell: The Rust promotion no longer has any penalties associated with it.

I've noticed some funky stuff with Pillar of Flame (and, possibly, Ring of Fire). First, the damage done doesn't always add up. I attacked an undamaged Priest of the Leaves with two PoFs and then two rings. The text stated 11%, 15%, 3%, and 1% damage respectively. This would bring the Priest down to 3.5 STR (or 3.63 if damage is calculated against current HP and not total), but the Priest actually had 4.1 STR. If you want more tests on this, let me know.

Second, casting the spell with multiple units selected multiplies the spell's effect. One situation I tested:
Target: Undamaged War Chariot (STR 13)
Attacking Stack: 3 Spartiatoi, a Paladin, Inquisitor (w/ PoF), High Priest (w/ PoF), and a dwarven Adept.

I casted the PoFs with units individually selected. The first did no damage, the second 12% damage (which was calculated correctly).

I re-loaded (with preserved random seed), and casted PoF with the whole stack selected. I got text stating that 1%, 8%, 4%, and 12% damage was done by PoF. The actual damage done to the war chariot was 1% (it had 12.9 STR left out of 13).

Another situation, using the poor Priest of Leaves above as the only target again, I got the following:
overkill.JPG
Talk about overkill! I had a large stack selected, but only two of the units could cast PoF.

Third, and finally, sometimes when I stack-cast Pillar of Flame, my non-spellcasting units in the stack cannot attack that round. I was able to reproduce this with my stack above that attacked the war chariot.

- Niilo
 
I've done more testing and some code evaluation to investigate the terrain bonus problems I mentioned earlier. Since it seems to be an expansive subject, I'll be creating a new thread for it (here).

Thanks, SchpailsMan, for directing me to that Combat Explained thread. It certainly cleared some things up.

- Niilo
 
Kael said:
Im not able to reproduce this. Anyone else having this problem?

Sorry, it wasn't about the Seafaring icon, now I remember.

What I did was click on the Seafaring icon. Naturally, it took me to the appropriate pedia screen. From there, I clicked on the Never tech icon, which took me to the Never pedia entry. There, in the "Units Enabled" section, I moved the mouse cursor over one of the icons and then the crash happened. But it wasn't a crash-to-desktop per se because I was warned first with one of those WinXP "Civ4.exe has encountered a problem and needs to close bla bla bla" things.

I have reproduced it twice just now, to check, by going directly to the Never tech entry.

P.S. If it's of any importance, I always use a mod launcher to run mods, and I play in windowed mode.
 
Quite a few units have the problem that when they arent selected, the graphic reverts to the vanilla. Ive been making a little list, so far the ones I have noticed are: Gypsy wagon/chariot, Vampire/swordsman, Merrymen/warriors, Paladin/warrior.

Also is it intended that any living unit produced in a city with an Asylum is crazed, not just Lunatics? I noticed i have a couple of crazed adepts, which are kinda fun =)
 
z00t said:
Quite a few units have the problem that when they arent selected, the graphic reverts to the vanilla. Ive been making a little list, so far the ones I have noticed are: Gypsy wagon/chariot, Vampire/swordsman, Merrymen/warriors, Paladin/warrior.

Also is it intended that any living unit produced in a city with an Asylum is crazed, not just Lunatics? I noticed i have a couple of crazed adepts, which are kinda fun =)


Probably there are some wrong _fx or non_fx versions linked. I'll check that in a minute.

EDIT: Most probably a strange effect caused by some files that lie around in the folder and may be referenced by the animation files. I'll clean the Art folders for Kael once more. That should solve those problems.

And yes all living units can be crazed by the asylum :D
 
When playing Khazad I used the "force back" power of the Dwarven druid on some enemy units between the Druid and one of my cities. As the enemy units had nowhere to be forced back to (as this was on a penninsula) they were forced into my city, which was immediately captured by them, without a fight so to speak. A little unexpected.
 
JuliusBloodmoon said:
You need the second tech... Don´t remenber the name, but its the one right after Message of the Deep.

Sorry, my mistake, it was not sacrife the weak but that other tech. when I took mouse over Slavery, it said I needed the tech, once I got the tech.... nothing.
It's not telling me I need anything else now, no read text on slavery at all, but I still cannot change :mad:
This is strange, as it's only this game it's happened on, with another game playing a different civ I can get Slavery under same conditions.
 
You can only adopt slavery with OO as your states religion (which you should have if you had researched the needed tech). There are no other prerequisites involved (theoretical).
 
Chalid said:
You can only adopt slavery with OO as your states religion (which you should have if you had researched the needed tech). There are no other prerequisites involved (theoretical).

That's what I thought, I need to see if anyone else who has played Sheaim and selected OO can select slavery. There is no reason why I can't, can anyone else?
 
vorshlumpf said:
This hasn't been mentioned in this thread as far as my search can tell: The Rust promotion no longer has any penalties associated with it.

No idea where those went. I'll get it fixed in 0.15.

I've noticed some funky stuff with Pillar of Flame (and, possibly, Ring of Fire). First, the damage done doesn't always add up. I attacked an undamaged Priest of the Leaves with two PoFs and then two rings. The text stated 11%, 15%, 3%, and 1% damage respectively. This would bring the Priest down to 3.5 STR (or 3.63 if damage is calculated against current HP and not total), but the Priest actually had 4.1 STR. If you want more tests on this, let me know.

Second, casting the spell with multiple units selected multiplies the spell's effect. One situation I tested:
Target: Undamaged War Chariot (STR 13)
Attacking Stack: 3 Spartiatoi, a Paladin, Inquisitor (w/ PoF), High Priest (w/ PoF), and a dwarven Adept.

I casted the PoFs with units individually selected. The first did no damage, the second 12% damage (which was calculated correctly).

I re-loaded (with preserved random seed), and casted PoF with the whole stack selected. I got text stating that 1%, 8%, 4%, and 12% damage was done by PoF. The actual damage done to the war chariot was 1% (it had 12.9 STR left out of 13).

Another situation, using the poor Priest of Leaves above as the only target again, I got the following:
View attachment 133734
Talk about overkill! I had a large stack selected, but only two of the units could cast PoF.

Third, and finally, sometimes when I stack-cast Pillar of Flame, my non-spellcasting units in the stack cannot attack that round. I was able to reproduce this with my stack above that attacked the war chariot.

- Niilo

There are some changes in 0.15 spell system that I believe will help with this (Talchas correct me if inm wrong). Basically Talchas gave me a new spell system and I updated all of the sdk code, but I didn't update the python code side. So its a little wonky right now. Talchas has been through everything and it should work better in 0.15.
 
Brentis said:
When playing Khazad I used the "force back" power of the Dwarven druid on some enemy units between the Druid and one of my cities. As the enemy units had nowhere to be forced back to (as this was on a penninsula) they were forced into my city, which was immediately captured by them, without a fight so to speak. A little unexpected.

Good call, Ill fix it in 0.15.
 
Hello,

is it intented for the elven archer to have no bonus on city defence and hill defence? It hat woodsman II before, but now ist seems a bit strange to have no bonuses at all for them. They seems very weak now compared to other archers.

Greets
Ghostmaker
 
As Kraken are in the "Monster" unit class and can get all their promotions (most of the completle useless for sea units :) ). As they are summoned anyway I would suggest to forbid them gaining xp (like skeletons).

My camera is sometimes stuck at the square when zooming to orthus or archeron (happened in multiplayer.)

In my last game a barbrian orc spearman survived a battle with 0.0/2 ?
 
Yeah I've had the 0.0 in other mods too. I guess it should round up, but its just rounding to the nearest tenth.
 
Ghostmaker said:
Hello,

is it intented for the elven archer to have no bonus on city defence and hill defence? It hat woodsman II before, but now ist seems a bit strange to have no bonuses at all for them. They seems very weak now compared to other archers.

Greets
Ghostmaker

Responding to this in the balance thread.
 
The 0.0/2 thing is the same as the 1.0/1 (1 turn to heal) thing with scouts you see all the time - it only happens with units with less than 5 strength, because 1 HP is worth less than 0.05 strength for them, so the rounding on the display (which only shows strength to 1 decimal place even though it's effectively tracked to 2dp since each unit has 100 hp) leads to the effect in question. It's not a bug in the actual gameplay, just something that nobody's bothered to code in a fix for - all it needs is for units with very low HP or slightly below full HP to have their displayed strength forced to 0.1 (or 0.1 less than their maximum health).
 
Kael,

I've just built the ritual Nature's Revolt. For a few turns, all Tigers that i summon were 4 str and not 3. That's logical... Then i built the tower of divination, which gives a free tech. I chose Bowyers. And then, my new summoned Tigers were only 3 str, the normal value.
Is it a bug, something that i don't understand or miss ? I give you all this explanation even if i think there is no link between a ritual, a tech and a wonder but....
Waiting for an answer, thx.

The Frog.

PS: Does Frogs also increase their str by one ? ;)
 
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