FfH2 0.14 Bugs

CheesyFeet said:
Hi, Great Mod!

Playing as Lanun, turn 67, worker just built - there is an option to sacrifice the worker to build a Pirate Cove. If I sacrifice the worker then it causes a CTD. Save game attached

Yeah, creating a pirate cove in your city would be a bad thing. I'll block on it in todays patch.
 
Sureshot said:
It was mentioned before and it's as it should be (the reasoning if i remember correctly is that oasis tiles cannot have improvements built on them so its not as powerful as turning floodplains, also oasis's are less common).

Makes sense, some ;).
 
strategyonly said:
Installed with Patch also, still have slave problems , see attached screenshot, shows pic/says captured , but in the unit section , NO slave to be found?? :confused:

I cant reproduce this, its working as intended in all of my testing. Can you send a save of it not working?
 
The complete download with 014a has 179megs but you wrote that it has 183 megs. Couldn't get it to work the first time but am redownloading it now too see if it was just a bad download.

Ok - worked now... Post can be ignored :)
 
strategyonly said:
Ok i saved a Before capture and a After (supposed) capture, with screenshot of capture, hope this all helps??:confused: :blush:

Using your saves works fine for me too (ie: attacking with the drown to the orc spearman just to its north results in the creation of an orcish slave).
 
Kael said:
Using your saves works fine for me too (ie: attacking with the drown to the orc spearman just to its north results in the creation of an orcish slave).


Are you saying you got a slave?, cause i went back just now and still no slave captured? :cry:
 
The heroic strength promotion won't work anymore if Grigori Adventurer Heroes are upgraded (in my game it was a warrior(4) to an axeman(4)).

Also those early warrior heroes with strength=4, combatV and maybe march are almost too powerful now thanks to heroic strength promotions.
 
why cant i find the mod files for my old ffh's (to delete them)
i look in civ../mods/ and there is nothing there and my search cant find it
is this some kind of calabim magic?
(more likely im not so versed in xp)
 
didolover said:
why cant i find the mod files for my old ffh's (to delete them)
i look in civ../mods/ and there is nothing there and my search cant find it
is this some kind of calabim magic?
(more likely im not so versed in xp)

If you accepted the default installation path they should be in: 'C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods'
 
28. FeatureDefenceModifier's are applied on attacking and defending.
Does this mean, for example, Woodsman would work when attacking into a forest tile? If so, I can't get this to work for Woodsman or Guerilla.

As well, I noticed that the goblin now has the orcish trait. However, my units with Orc Slaying don't get their bonus against them for some reason.

- Niilo
 
Zurai said:
Tower of Mastery requires TWO of each tower, which makes it impossible to build.

This will be fixed in todays patch.
 
vorshlumpf said:
Does this mean, for example, Woodsman would work when attacking into a forest tile? If so, I can't get this to work for Woodsman or Guerilla.

As well, I noticed that the goblin now has the orcish trait. However, my units with Orc Slaying don't get their bonus against them for some reason.

- Niilo

Yeap, but the only way to really test it is to compare 2 units combat percentages. One with the promotion and one without.
 
Tomb of Basium does not give the Mercurians -25%
 
I just had a strange incident, which may be a glitch. If it isn't please explain to me what happened:
I was playing Grigori and had some mages(and other units) in one of my cities. I tried for fun to target "rust" on my own stack in this city. After clicking I just heared the "city captured/population beeing eaten" sound and my city had lost one population. I tried again several times and every time I used "rust" or "contagion" anywhere on the map my city lost 1 pop (although I never selected a valid target).
 
strategyonly said:
Are you saying you got a slave?, cause i went back just now and still no slave captured? :cry:

Yeap, I did boost the slave chance to 100% first through.
 
Matzerg said:
I just had a strange incident, which may be a glitch. If it isn't please explain to me what happened:
I was playing Grigori and had some mages(and other units) in one of my cities. I tried for fun to target "rust" on my own stack in this city. After clicking I just heared the "city captured/population beeing eaten" sound and my city had lost one population. I tried again several times and every time I used "rust" or "contagion" anywhere on the map my city lost 1 pop (although I never selected a valid target).

I checked the updated spellcode back in for the "B" patch. I had a compiler issue that I couldnt get resovled in time for the A patch. Talchas showed me what I was doing wrong,
 
Kael said:
Yeap, but the only way to really test it is to compare 2 units combat percentages. One with the promotion and one without.

So are your saying that even though the promotion is calculated, it doesnt show up?
 
Samuelson said:
So are your saying that even though the promotion is calculated, it doesnt show up?

Right, its just playtest so it hasnt been checked into the gametext manager yet. It will be used in the combat calculations (because that runs through the same function). Once we get the feedback we will add it in the gametext manager as well.^1

- Kael

Translation from KaelSpeak:
^1: I was to lazy to add the text.
 
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