FfH2 0.15 Bugs

Summon Phoenix gives Kuriotates full cities even when they're past the limit. Just a little bit overpowered and obviously unintended ;)
 
Can someone link a save of a game thats taking 30+ seconds between turns. Im playing on a huge map with 18 civs and its only taking 6-8 seconds between turns (3.2 GHz, 2Gb Ram)

I was one of the people that was having this problem. After fixing the spell issue I deleted 0.15 from my computer, re-downloaded it and installed it over again swapping out the CvSpellInterface.py file again and that did the trick. the save game file was in post #23 if you wanted to look at it. I think the slow down was tied into the not casting spell problem but not completely sure. game works fine now and still does after adding "a" patch
 
Wee... I'm back!

two Issues:
1. since Soldiers of Kilmorph cant make mines anymore you should change the sid's tips (minor issue I know)
2. Khazar can't go beyond adept level?!? no mages, conjurers or anything... is this intentional or a bug... please say bug... (yes I have met the requirements for advancing both in tech and level... but even the civilopedia tells me having higher than adepts is a no go :confused: :eek: :mad: :sad: :cry: ).

Ps. Yes the smileys above do show the whole process I went through when I found out about it
 
Got a python exception when going into the victory conditions screen. How do you take screenshots in civ?
 
The Khazad are capped at Adept level mages I'm afraid, to balance out their other advantages.

Shift-PrintScreen? Ctrl-Printscreen? Something like that; I tend to use IrfanView anyway.
 
Sureshot said:
this is not a new issue, but one i just remembered, sometimes tribal villages do nothing at all

yeh this has happened with 1 goodie hut last game, and 2 in my current game. i never noticed it before this patch. its nothing to do with not founding ur first city yet or "phantom huts" that disappear from regenerating maps (explanations ive seen previously).

i reloaded and took a different route to the empty hut in my last game to test it (had two huts in sight, popped them in reverse sequence instead), and they both gave me gold.
 
Mordi said:
Got a python exception when going into the victory conditions screen. How do you take screenshots in civ?


Shift-printscreen...... :-) Thanks
 

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BeefontheBone said:
The Khazad are capped at Adept level mages I'm afraid, to balance out their other advantages.

Shift-PrintScreen? Ctrl-Printscreen? Something like that; I tend to use IrfanView anyway.

Oh well... you are probably right, having mages etc. would make them a bit too overpowered.

I must get one of my friends to play this game with me soon the elves and dwarves combined rule (especially if I could just borrow one of his druids to terraform my lands :lol: ).

Thx for the reply :goodjob:
 
Strange thing, maybe it's a tweak, but Sidar Palace got +834221512 :) if Bannor, Calabim or Doviello Palace are present...
 
Zurai said:
Summon Phoenix gives Kuriotates full cities even when they're past the limit. Just a little bit overpowered and obviously unintended ;)

Drat, this will be fixed in 0.15b.
 
Keldan said:
Strange thing, maybe it's a tweak, but Sidar Palace got +834221512 :) if Bannor, Calabim or Doviello Palace are present...

The sidar palace has always done this (although the buildings it gets the bonuses from changes depending on if I add or remove buildings from the mod). I have never been able to figure out whats causing it.
 
Thorvald said:
The concept of "free" levels based on the number of a specific mana node you control is excellent. Unfortunately it only does not seem to work properly. I receive "level one" if I have two of a node, but receive nothing when I upgrade my adept (I have four fire mana nodes).

Free levels are only applied on adept creation, not on upgrades.

I am also able to build (non-functional) roads over water.

Is this by loading a worker in a boat, then popping him out to build the road?

Other issues I noticed handled in patch "a" (which I am currently downloading -- and can't believe you've put out already).
 
Mordi said:
Shift-printscreen...... :-) Thanks

Teg reported that on 0.14. Im not sure whats causing it, I will see what I can do.
 
Nikis-Knight said:
Grr, I'm trying to download now (5:00 PST) and I'm getting a really fast download complete, followed by a "NSIS" Error, corrupted file. Something I'm doing wrong? I THINK my connection is stable atm.
IF someone else has this problem (repeatedly) try clearing out your temporary internet files. I'm finally in: :D
 
Chandrasekhar said:
With roads underwater, I believe you can hook up even resources like this. Of course, this sort of situation is pretty rare, but I can't see any real harm in being able to build water roads.
In 0.14, roads in the water increased the ship movement rate. I haven't tested it in 0.15 yet, but I haven't read anything about a fix for that bug.

@Kael: I built those roads by loading workers into a boat, parking the boat on the tile I want to work, and then telling the workers in the boat to build a road.
 
Mages with fire 3 (from 4 fire nodes) can cast meteor swarm. Pretty sure that isn't intended behavior.
 
DMN said:
In 0.14, roads in the water increased the ship movement rate. I haven't tested it in 0.15 yet, but I haven't read anything about a fix for that bug.

@Kael: I built those roads by loading workers into a boat, parking the boat on the tile I want to work, and then telling the workers in the boat to build a road.
give Fishing Boats the ability to make water roads (though if possible change their color to aqua or teal so they look better) and then call them sea lanes, or shipping lanes. itd be great to have a use for fishing boats besides being consumed for resources. one could send speed their boats along (something that i think is needed given the speed of land units has been increased) and get access to previously unaccessible resources.
 
mindlar said:
Mages with fire 3 (from 4 fire nodes) can cast meteor swarm. Pretty sure that isn't intended behavior.

Hmm... thats going to be a problem. In the short term I will probably have to disable the Eternal Flame to keep it form being to easy to exploit.
 
Great idea, especially for connecting unaccessible ressources! It's not so farfetched to have something like shipping lanes to speed up boats and ships. Imagine it as a marked ways around sandbanks or reefs and along suitable currents. Let it be buoys or stuff like that.

Btw, exist buoys only near coasts or also in the ocean?

Sorry for this not being a bug report. It's not going to happen again. :)
 
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