FfH2 0.15 Bugs

eerr said:
but the +1 sea movement from seafaring will be shared?

Yes, and the ability to see pearls.
 
13. Kuriotate players can choose to found a settlement instead of a city if it isnt their first city and they havent reached their max city number.

WhooHoo!!! Thanks Kael, this is great news. :)
 
Kael said:
uhh.....

hmm.....

Whelp I guess your right, giving the regeneration promotion in the Aquae Sucellus is useless. Im going to remove it.

NO!! Having it a permanent ability from the wonder is very nice. It never faded from what I saw, but it might if a regenerate spell was cast on the unit.

If you want it to be temporary, perhaps you could instead have wounded units that enter the city gain that promotion instead? Personally, I have often tried to hold off building my heroes until I built it just to give them some extra resiliency. I wouldn't get rid of the feature entirely.
 
Kael said:
uhh.....

hmm.....

Whelp I guess your right, giving the regeneration promotion in the Aquae Sucellus is useless. Im going to remove it.

Maybe the units popped in that city could gain Immunity to Diseases instead?

Oh, I know this has been touched in an earlier patch, but 300 turns into a .15f game the AI ambushed my Paladin with a pair of tigers. Siegfried and Roy called, they think the AI should use them for entertainment instead of Tier-3 unit fodder. Rawr!
 
i got an oos playing as the grigori after choosing the raiders trait
the oos wasn't immediate but a few turns after startup i got it, and the warroir i just built didn't get commando(after oos)
 
Issues with negative terrain defense penalties, animals, and most mounted units.

When all terrain modifiers were positive, having units unaffected by them worked just fine. However, when I tried to attack a lion on a desert tile, I realized that it effectively didn't recieve a penalty there. I assume that it's the same for mounted units.

Mounted units not having to deal with desert penalties might be alright, but animals probably shouldn't be immune. Also, I believe that mounted heroes like Valin and Rosier do have to deal with these penalties, which you may or may not want to change. The ball's in your court on how to respond to this one, but it probably should be dealt with in some way.
 
I' m still playing with 0.15d , and don't know if these bugs already in 0.15f

1 :

when lychanthropy is spread and the loser unit have the PROMOTION_ROOT . the unit get 998/1 points of movement ( great cheat , all goody huts are for me :lol: ) ... putting ' newUnit.finishMoves() ' after the removing of the promotion in customFunctions.FFHConvert solves the problem .

2:

Trying to cast RighteousCause , i got a bug in FFHSpells with pCity.unhappyLevel() that should be pCity.unhappyLevel(0) .
Note : there is ' for i in range(pCity.unhappyLevel()): ' for me and pCity.unhappyLevel(0) may return -1 , that may cause another bug with range ?
Edit : i fix it with ' for i in range(max(0,pCity.unhappyLevel(0))): '

Tcho !
 
Sto said:
I' m still playing with 0.15d , and don't know if these bugs already in 0.15f

1 :

when lychanthropy is spread and the loser unit have the PROMOTION_ROOT . the unit get 998/1 points of movement ( great cheat , all goody huts are for me :lol: ) ... putting ' newUnit.finishMoves() ' after the removing of the promotion in customFunctions.FFHConvert solves the problem .

2:

Trying to cast RighteousCause , i got a bug in FFHSpells with pCity.unhappyLevel() that should be pCity.unhappyLevel(0) .
Note : there is ' for i in range(pCity.unhappyLevel()): ' for me and pCity.unhappyLevel(0) may return -1 , that may cause another bug with range ?
Edit : i fix it with ' for i in range(max(0,pCity.unhappyLevel(0))): '

Tcho !

Thanks Sto, I checked in both of your fixes!
 
Playing for the first time as the Sheaim, I founded the Cult of the Dragon, according to the well tried principle "Do unto other has they have so often tried to do to you" :).
At the time I had no other religion in my Empire, and of course had no state religion and had not activated the religion civic (so was under naturalism). That got me a -1 unhappiness from, I quote, "we desire religious freedom". As soon as I switched to the religion civic, that -1 disappeared.

Is it really intended that the cult of the Dragon, not really a religion at all, push for the religion civic ? And even if it does, that "we desire religious freedom" message is really misleading...
 
Halancar said:
Playing for the first time as the Sheaim, I founded the Cult of the Dragon, according to the well tried principle "Do unto other has they have so often tried to do to you" :).
At the time I had no other religion in my Empire, and of course had no state religion and had not activated the religion civic (so was under naturalism). That got me a -1 unhappiness from, I quote, "we desire religious freedom". As soon as I switched to the religion civic, that -1 disappeared.

Is it really intended that the cult of the Dragon, not really a religion at all, push for the religion civic ? And even if it does, that "we desire religious freedom" message is really misleading...

Thats the cultural value option. Naturalism's penalty is -1 unhappy from every religion (state, non-state or cult). Any other option in the cultural value tab will get rid of that penalty, not just religion. Naturalism isn't meant to be used past the point where you start getting religions so you are best off to switch to another one when you can.
 
Kael could you make it so you could select unplayable civs as AI opponents but not as your player? Right now you cant select them as opponents either.. I would love to have the mercurians and infernals in my game everytime!!

I know minor civs and unfinished civs are not meant to be playable yet, but i always play custom games and would love to choose unplayable civs as AI opponents. Could you possible correct this? :)
 
Xanikk999 said:
Kael could you make it so you could select unplayable civs as AI opponents but not as your player? Right now you cant select them as opponents either.. I would love to have the mercurians and infernals in my game everytime!!

I know minor civs and unfinished civs are not meant to be playable yet, but i always play custom games and would love to choose unplayable civs as AI opponents. Could you possible correct this? :)

I cant figure out how. That main interface where select your game options seemed to be closed off from what I can tell.
 
What are you talking about Xanikk999? I'm playing a custom with Infernal right now.
I don't like them much, way too lazy. I got them to join me in a fight against the Elohim and they did absolutely nothing, I single-handedly wiped out the entire Elohim civilization...
BTW, I don't really think its a bug, but the way the AI behaves regarding peace offers during wars is quite bizzare.
In my game I fought against three civilizations, one of them is the Elohim that I initated the attack against, and despite repeated offers of peace I've made to them (in the condition they pay me lots of money and techs) they refused. They had no chance to survive the war, and yet they are so confident they will win. Even when they had only one city left that is hard for me to reach they refused.
Then we have their allies, both never set foot in my lands (probably because I got them caught up with a war against one of my allies), yet one of them just randomly offered me peace (and gave me lots of techs and money), even though I didn't touch him, the other on the other hand outright refuses to talk, even though he was the one that declared war on me and did nothing afterwards.

By the way, while I'm wasting space in the bug thread, I have a question.
Does the Automate Worker command (and thus the way the AI builds his improvements) relate in some way to the buildings the game reccomends you build (the ones it highlights when you select a worker on a buildable tile)?

EDIT: By the way (again :P), what is up with Elohim, don't you think that's a bit of an arrogant name? (what with it meaning God in hebrew.)
 
STDIO said:
What are you talking about Xanikk999? I'm playing a custom with Infernal right now.
I don't like them much, way too lazy. I got them to join me in a fight against the Elohim and they did absolutely nothing, I single-handedly wiped out the entire Elohim civilization...
BTW, I don't really think its a bug, but the way the AI behaves regarding peace offers during wars is quite bizzare.
In my game I fought against three civilizations, one of them is the Elohim that I initated the attack against, and despite repeated offers of peace I've made to them (in the condition they pay me lots of money and techs) they refused. They had no chance to survive the war, and yet they are so confident they will win. Even when they had only one city left that is hard for me to reach they refused.
Then we have their allies, both never set foot in my lands (probably because I got them caught up with a war against one of my allies), yet one of them just randomly offered me peace (and gave me lots of techs and money), even though I didn't touch him, the other on the other hand outright refuses to talk, even though he was the one that declared war on me and did nothing afterwards.

By the way, while I'm wasting space in the bug thread, I have a question.
Does the Automate Worker command (and thus the way the AI builds his improvements) relate in some way to the buildings the game reccomends you build (the ones it highlights when you select a worker on a buildable tile)?

EDIT: By the way (again :P), what is up with Elohim, don't you think that's a bit of an arrogant name? (what with it meaning God in hebrew.)

No, what i meant was you cant choose them as an AI. So if you leave the AI slots as random civs its not garunteed that you will get them in your game.
 
I'm getting my first ever CTD with Civ and FFH. I have a pretty good game going with 15.0f and now cannot load it.

Whenever I try, I get the following message before the CTD:

MS Visual C++ Runtime Library

Runtime Error!

Program C:\....civ.exe

This application has requested the Runtime to terminate it in an unusual way.

UNUSUAL, I guess so!:cry:

I have no other programs running. I tried deleted FFH 15.0 and the f update. Reinstalled and still have the same problem

Assistance is appreciated.
 
Sarisin said:
I'm getting my first ever CTD with Civ and FFH. I have a pretty good game going with 15.0f and now cannot load it.

Whenever I try, I get the following message before the CTD:

MS Visual C++ Runtime Library

Runtime Error!

Program C:\....civ.exe

This application has requested the Runtime to terminate it in an unusual way.

UNUSUAL, I guess so!:cry:

I have no other programs running. I tried deleted FFH 15.0 and the f update. Reinstalled and still have the same problem

Assistance is appreciated.

Post the savegame and I'll check it out.
 
Sarisin said:
I'm getting my first ever CTD with Civ and FFH. I have a pretty good game going with 15.0f and now cannot load it.

Whenever I try, I get the following message before the CTD:

MS Visual C++ Runtime Library

Runtime Error!

Program C:\....civ.exe

This application has requested the Runtime to terminate it in an unusual way.

UNUSUAL, I guess so!:cry:

I have no other programs running. I tried deleted FFH 15.0 and the f update. Reinstalled and still have the same problem

Assistance is appreciated.
that's the error i got when i figured out patch e broke savegames...
 
the dwarves (with seafaring from the lanun) seem to be very omnicient about were my ships are
i keep moving this caravel and this fishing boat out of my cities and this privateer pursues both instantly, while before it was just sitting on this fish tile in my allies land, it immediately goes for my ship even though my enemies couldn't possibly see it

(this is me allied with ais, and fighting ais on team battleground)
 
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