FfH2 0.15 Bugs

I'm playing a game as Perpentach, and he has just (turn 264) chosen Insane as one of his three traits (whereas before, he had three "useful traits").

Is that supposed to happen ?

Edit : more accurately, he had only two "useful" traits, plus insane, instead of three plus insane.

This resolved itself 6 turns later, when insanity struck again :)
 
Bad Player said:
No. Post a picture?

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I can't upgrade my warrior to a Drown - I have OO holy city and a temple to the overlords!
you need gold to upgrade the drown now
60 or so i think
 
A new python exception error when loading a game.

Code:
comment args tuple size mismatch

Hitting OK worked, but that is one wierd error message!
 
Bad Player said:
Yeah once I got 60 gold I could upgrade.

It should show the upgrade greyed (unavailable) rather than not showing anything!

It's an ability rather than an upgrade, I'm not sure if this is possible or worth the effort :).
 
M@ni@c said:
I just got Hidden Paths from the Eyes and Ears Network. Could the six religious techs be excluded from prying Eyes and Ears?

Still playing a patch a game, but I don't think I've seen this mentioned before.

Any comments on this? It would be rather annoying if the Eyes and Ears player could have Woodsman II, Guerilla II units, get mines with +1 commerce etc...
 
M@ni@c said:
Any comments on this? It would be rather annoying if the Eyes and Ears player could have Woodsman II, Guerilla II units, get mines with +1 commerce etc...

It can be done without Eyes and Ears.

Damnit, was saving my 1000th post for the 1000th post on the Multiplayer thread :P
 
Deathling said:
It's an ability rather than an upgrade, I'm not sure if this is possible or worth the effort :).
New players won't be able to work the system out otherwise. It has been done for buildings that you need some prerequisite so surely it can be done for unit upgrades?
 
Bad Player said:
Yeah once I got 60 gold I could upgrade.

It should show the upgrade greyed (unavailable) rather than not showing anything!

Deathling is right, its not an upgrade. There is no good way to get it to show grey when you don't have enough money like upgrades. It can be done (would require considerable SDK work). Its just not worth it for that one effect.
 
M@ni@c said:
Any comments on this? It would be rather annoying if the Eyes and Ears player could have Woodsman II, Guerilla II units, get mines with +1 commerce etc...

It will be fixed in 0.16.
 
Using patch j and playing as Kuriotes. If you select one of your first couple of cities to be a settlement you can very quickly run out of things to build and seem to get forced into building a city hub. In a normal city if you run out of things to build you start building warriors but a settlement does not allow this. Maybe an option in settlements of no build would resolve this or give settlements the ability to build warriors.
 
When I load an Hawk into the hmm Ranger the Hawk bottons dissapear.

Also you should realy make it to ask "do you want to declear war?" when we use a spell.. I got into a war with my best allies because of a spell...
 
erez87 said:
When I load an Hawk into the hmm Ranger the Hawk bottons dissapear.

Thats fixed in 0.16.

Also you should realy make it to ask "do you want to declear war?" when we use a spell.. I got into a war with my best allies because of a spell...

Yeah, thats going to take a lot of work but I will see what I can do.
 
MacV said:
Using patch j and playing as Kuriotes. If you select one of your first couple of cities to be a settlement you can very quickly run out of things to build and seem to get forced into building a city hub. In a normal city if you run out of things to build you start building warriors but a settlement does not allow this. Maybe an option in settlements of no build would resolve this or give settlements the ability to build warriors.

You can cancel construction of the hub - from the main game view, just single-click the city name, then click the 'City Hub' in the construction queue to remove it. As long as you don't have automate production set, the city will be building nothing.
 
BCalchet said:
You can cancel construction of the hub - from the main game view, just single-click the city name, then click the 'City Hub' in the construction queue to remove it. As long as you don't have automate production set, the city will be building nothing.

Alternately (and more usefully), assuming you've already built a Monument, use it to change the one guy (it's usually only one, unless you're in great farmland) in the city into a Bard. You get more culture, and no useless production.

That being said, I upgraded to j and started a new game as Cassiel, and am experiencing bugs. For one, I'm no longer getting all those nice popups detailing unit strength (as other people are, apparently). Secondly, although I'm playing as Cassiel, I have the option of building City Hubs (greyed out because of a 'Settlement' requirement). Thirdly, upon building a Hawk and landing it on a Hunter of mine (an Adventurer), it makes him dissapear (as well as any other units in the stack with him (I think someone else reported this for multiplayer) and become unselectable by normal means. I do note that, since I play with the right-click menu option enabled, I can use this to select my Hunter and move around, but it's a major pain to do... as nothing else allows the Hunter to be selected.
 
Road can be built on coast and ocean tile. To do this, just put a worker in a boat, and when on sea, the worker can build a road.
Units can use such road to walk on water, but it's connecting ressources on island to empire. (And I hope this is not a bug because it's useful :))

And there is another strange thing : in previous version, we cannot build cottage or farm on "new forest" and have to wait for it to grow. Now, improvements can be build in new forest.
 
Endovior said:
Secondly, although I'm playing as Cassiel, I have the option of building City Hubs (greyed out because of a 'Settlement' requirement).

That´s normal. You wont be able to build it anyway cause it isn´t a settlement, the option is displayed but will never be buildable by any civ other than Kuriots.
 
Keldan said:
Road can be built on coast and ocean tile. To do this, just put a worker in a boat, and when on sea, the worker can build a road.
Units can use such road to walk on water, but it's connecting ressources on island to empire. (And I hope this is not a bug because it's useful :))

And there is another strange thing : in previous version, we cannot build cottage or farm on "new forest" and have to wait for it to grow. Now, improvements can be build in new forest.

Ah, that reminds me.

Ancient Forests can't be cut down manually, but can be cut down if you replace them with an improvement. Shouldn't it be one way or the other?
 
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