FfH2 0.14 Bugs

Sashaddin said:
Altar of the Luonnotar gives the Blessed promotion in every city, not just the one the Altar is built in.

Its intended to.
 
Hian the Frog said:
Kael and Co,

I was playing a gameplay as Elohim when i met a strange problem. Is it a bug or what intended ? I think it's not logical....
Explanation:
I was at war with Balseraphs and besieging his second largest city with my campaign army stack ( Corlindale, the Baron, 18 Longbowmen, 6 Mages, 3 Hills Giants, 3 Catapults, a Healer Priest and a Monk ). I first used Corlindale's spell "Contagion" (Death Sphere, Sorcery II) to weakened the garisson. Then, four of my mages created fireballs (Fire Spher, Sorcery II) whereas the two last used Valor (Law Sphere, Sorcery II) and Courage (Spirit Sphere, Sorcery I). To destroy the def bonus, i used my Hills Giants and my Catapults. To finish, my fireballs were thrown to make some collateral damage... And then, the big surprise !
The fireballs spreaded disease on my own army....
How can spells spread disease ? Don't you think that is not logical ?:eek: :hammer2:
The result was awesome : Corlindale was ill (not insane !, just ill ;) ) as the Baron and most of my improved campaign army (all my 18 longbowmen are around 80 xp and waiting for a gunpowder ressource to be improved :D )

So, what do you think of that ?

The Frog.

You know I heard this report before and I never understood how it was happening until now. It will be fixed in 0.15. Thanks Hian.
 
Kael said:
Its intended to.

Cross-posted with you there Kael - the descriptive text currently says it only applies to the city you build it in. More of a cosmetic issue given that the effect is as intended :)
 
I have found a bug, this bug is that whenever a religion hits on your state religion city, that state religion city will no longer be a holy city. In other words, if a religion hits a city that have a holy city, that city will no longer be a holy city.

I also found another bug in 0.14 that the anarchy have been increased to 3 turns instead of 1 in noble difficulty. If i switch 2 or 3 civics, i get a anarchy turn limit to 5-7.
 
darkedone02 said:
I have found a bug, this bug is that whenever a religion hits on your state religion city, that state religion city will no longer be a holy city. In other words, if a religion hits a city that have a holy city, that city will no longer be a holy city.

I also found another bug in 0.14 that the anarchy have been increased to 3 turns instead of 1 in noble difficulty. If i switch 2 or 3 civics, i get a anarchy turn limit to 5-7.

Interesting on the state religion. I will have to play with that. Id heard comments that some people had lost their holy city but we have never been able to find the cause, you may have pinpointed it. I will see what I can do.
 
Hello all....First off I want to say this is an excellent mod and have enjoyed every minute of it. :) Not really sure where to post this, but since this is the last place I have looked to see if I could find the info without having to post a "newb" question I guess it will have to work. :D

I installed .13 in the default location and had no problems runing it using the shortcut provided. However since installing .14 I cant get any of the additions to work. Any new units or abilities show up as a pink square in the civlopedia and the units will show up on the map as pink "blots"(circles). I installed .14 in the default location and am assuming that you are supposed to copy the files into the main .13 mod directory (replacing the old files). Since trying to run .14 with its shortcut doesnt load the entire mod. Am I just missing something or doing something totaly wrong?

Please forgive the "stupid" question this is the first mod I have used and apparently am doing something wrong. Thanks in advance for any assistance you can give me. :)
 
Delete "Fall from Heaven 2 013" and just install 0.14 - you'll get a folder named "Fall from Heaven 2 014" instead. This also means you need to edit FFH shortcuts (or copy the one from that folder which the installer creates).

It's also worth noting that you need to install the full version of 0.14 not just the patch file - that's to upgrade from earlier iterations of 0.14 (like 0.14a) to the latest one.
 
I haven't played Kuriotates in this version, but is the bug where you capture a city and return it to someone fixed? For example, I was playing as Kuriotates and my ally the Bannor lost a city. I took over the city and selected Return it to the Bannor. It was then renamed Tor Blahblah (set). I don't know if it actually was a settlement production-wise, but it said it was, and shouldn't it turn into a city for them? This was, I think, in .13, but I don't see anything about it here so it may not have been fixed.
 
Kael,

An other strange bug.
I was playing Tasunke of the Hippus and i was under Octopus Overlord religion. I've just built the Bone Palace and was under Golden Age. I decided to build new troops for my next campaign against... don't yet chose at that time :p .
My two first new catapults were built with no problems but the third was strange. Watch the picture ! it have the promo of a Lunatic !:crazyeye:
I saved and reloaded. The two Lunactic promo had disappeared and my catapult was like... a catapult.

A video prob or a memory prob, that's what i suppose but....

I let you think about that. Good luck !!! ;)

Even if it's written in the wrong thread ( it's 1 am in France and i'm lazy changing thread page ;) ), i give you my last idea about a spell. It's a Dimensional Sphere one: Etheral Body, sorcery II (if not III) , cast on a stack. Allow units to ignore palisade, walls ,castle and others buildings def bonus. Not cultural one.
Tell me what you think of that or if you have already a best spell to add.

The Frog.

PS: Happy to help you with the fireballs problem. An other step in the bugs erase ! :)
 
This is an internal bug (or "feature"). When quick combat is disabled so that combat animations play, the cannotAttack function is called twice: one before combat starts, and one right after the animations end but before the combatResult event.

I can work around this bug by checking whether the attacker or defender is still fighting:
Code:
	if pAttacker.isFighting():
		return
 
mtrevorrow said:
Hello all....First off I want to say this is an excellent mod and have enjoyed every minute of it. :) Not really sure where to post this, but since this is the last place I have looked to see if I could find the info without having to post a "newb" question I guess it will have to work. :D

I installed .13 in the default location and had no problems runing it using the shortcut provided. However since installing .14 I cant get any of the additions to work. Any new units or abilities show up as a pink square in the civlopedia and the units will show up on the map as pink "blots"(circles). I installed .14 in the default location and am assuming that you are supposed to copy the files into the main .13 mod directory (replacing the old files). Since trying to run .14 with its shortcut doesnt load the entire mod. Am I just missing something or doing something totaly wrong?

Please forgive the "stupid" question this is the first mod I have used and apparently am doing something wrong. Thanks in advance for any assistance you can give me. :)

As BeefontheBone suggested, seeing a bunch of pink means that you installed the patch (2 meg) not the full mod. You can't patch from 0.13 to 0.14 (thats probably confusing). You have to redownload the full mod again.
 
jukeboxhero said:
I haven't played Kuriotates in this version, but is the bug where you capture a city and return it to someone fixed? For example, I was playing as Kuriotates and my ally the Bannor lost a city. I took over the city and selected Return it to the Bannor. It was then renamed Tor Blahblah (set). I don't know if it actually was a settlement production-wise, but it said it was, and shouldn't it turn into a city for them? This was, I think, in .13, but I don't see anything about it here so it may not have been fixed.

Greedy fellow that I am ive actually never returned a city. Im sure it still exists, I will have to check out how to fix it.
 
Hian the Frog said:
Kael,

An other strange bug.
I was playing Tasunke of the Hippus and i was under Octopus Overlord religion. I've just built the Bone Palace and was under Golden Age. I decided to build new troops for my next campaign against... don't yet chose at that time :p .
My two first new catapults were built with no problems but the third was strange. Watch the picture ! it have the promo of a Lunatic !:crazyeye:
I saved and reloaded. The two Lunactic promo had disappeared and my catapult was like... a catapult.

A video prob or a memory prob, that's what i suppose but....

I let you think about that. Good luck !!! ;)

Even if it's written in the wrong thread ( it's 1 am in France and i'm lazy changing thread page ;) ), i give you my last idea about a spell. It's a Dimensional Sphere one: Etheral Body, sorcery II (if not III) , cast on a stack. Allow units to ignore palisade, walls ,castle and others buildings def bonus. Not cultural one.
Tell me what you think of that or if you have already a best spell to add.

The Frog.

PS: Happy to help you with the fireballs problem. An other step in the bugs erase ! :)

Your right. The asylums should only make living units crazed, not siege units, golems and other things. I will fix it in 0.15.
 
Thanks all for the quick response. I realize what I did now. I was trying to patch the .13 full mod download with .14 patches as u mentioned Kael. Looks like another day worth of downloading. lol I really hate dial-up. ;) But it is most definitly worth it. Thanks again!
 
I am thinking there may be a problem with the spawning progression of barbs. In my last game they came like this:

Goblins/Orc Spearmen
Lizardmen

OK up to here.

But, then in yr. 300 the Chariots started coming (more about them in the next post)

Shortly thereafter in about 375 I started getting the powerful Lizardman Rangers.

Then, much later after getting pounded by these two powerful units, came the Orc Axemen, Worg Riders, and Orc Archers (still with that funky graphic;) )

I know as the human player or AI civ you may have to delay the production of certain units until you get the necessary tech, resources and building. That may come later. For example, I was fielding Hippus Rangers before I could get to the Horses and build Raiders.

However, the barbs are mostly spawned - yes, I know there is some building going on too. They don't really require the techs, resources, or buildings. So, why would the AI spawn in the order given above? In other words, hit you with the more powerful units (almost a balance issue here) and then come back with the lesser powerful ones like Worg Riders, Archers and Axemen?

Thanks, as usual, for your time and response.
 
In my last game, as mentioned, the barbarian chariots came early again. I was also surprised with their numbers.

But the thing that puzzled me most was how often they were withdrawing from their attacks when losing. Yes, it is usually easy to clean up after a withdrawal and kill a unit - unless the chariot has a movement pt. left and can slide under nearby stack of fellow barbs.

Anyway, I tried a little experiment. I started recording the number of chariot attacks and how many withdrawals there were. I selected a sample of 50 attacks (I killed more than 700 chariots in the game).

Care to guess how many withdrawals there were?

How does 34 sound? 68%

The book says 25% and these barb chariots had no Flanking promotions, so 68% seems rather high.

Granted, my sample size was not that large, but it really does seem like they are withdrawing more than one might expect.
 
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