FfH2 0.15 Bugs

Playing Elohim under 2015j.

Every attempt to get a Haw aboard a Hunter resulted in some weird HawkHunter unit that did, basically, neither job well. The little icon at the bootom showed teh hawk unit, but not the Hunter. The unit would move like a Hunter on land though. No buttons existed excpt for the most generic (delete unit, etc). This happened if the Hawk flew to the Hunter or if the Hunter moved to the city and the Hawk loaded aboard. I made a few save files, one is attached below.
 
Was playing as Perpentach earlier, and I had the Sprawling trait for a while... it switched off before I could get out a Settler, and it wouldn't let my capital build a Hub, but I have to wonder... is it intentional to let Insanity produce Sprawling? Because it sounds like glitch-fodder... for example, if I did get that Settler out, and built a Hub somewhere, what would happen when Perpentach lost Sprawling? Contravesely, what if a city got stuck as a Settlement?
 
eekhoorn said:
When I want to attack a city from a ship with melee units (amphibious assault) with the raider promotion and 2 mp, and there is a plain/grassland tile next to the city with a road on it and no enemy units on it, no matter what I do, instead of attacking the city (at 50% penalty), my unit goes to the free tile to attack from there -> like this it doesn't get the penalty but it get's killed in my opponents turn

Okay, probably not a big issue, but it slowed down my destroying-all-coastal-cities plan :p

I had the same issue when attacking with units promoted to Commando, the game would try to make me use roads even when attacking adjacent tiles if it would save 1/2MP. This is probably a Vanilla thing. The best "fix" I could think of was getting back to old Civ2 habits and use the numkey pad when that happened.
 
Ah, it's like Nimbus said, everything works fine once you learn Exploration. But before that it won't let you select anything else in the tree. In my game I had started next to lots of good water, so I figured I'd go straight for OO. Usually all I'd do is click OO and let the rest of the techs select themselves. That's what didn't work. It's confusing but obviously not a big issue.
 
I'm playing a game on a huge fantasy map with patch i. I have a Hunter exploring the bottom right side of the map. He is traversing territory that looks just like the black tiles many saw when Civ IV first came out. The rest of the map is fine. It could be a Civ IV thing. I must say the fantasy maps are weird. Tundra, jungle and desert tiles right next to each other. I've attached the last save if anyone cares to look.
 
Broken Hawk said:
I'm playing a game on a huge fantasy map with patch i. I have a Hunter exploring the bottom right side of the map. He is traversing territory that looks just like the black tiles many saw when Civ IV first came out. The rest of the map is fine. It could be a Civ IV thing. I must say the fantasy maps are weird. Tundra, jungle and desert tiles right next to each other. I've attached the last save if anyone cares to look.
you have it on the crazy setting-
what did you expect?
 
That happens with every map where you choose to warp around the y-axis. For some reason, Civ can't process the areas where the map connect well (the north and south region of the minimap), and, unless you zoom-in you won't be able to see the titles. Smart map has the same problem too.
 
YohanLeafheart said:
That happens with every map where you choose to warp around the y-axis. For some reason, Civ can't process the areas where the map connect well (the north and south region of the minimap), and, unless you zoom-in you won't be able to see the titles. Smart map has the same problem too.

Thanks.:) :) :)
 
SchpailsMan said:
I had the same issue when attacking with units promoted to Commando, the game would try to make me use roads even when attacking adjacent tiles if it would save 1/2MP. This is probably a Vanilla thing. The best "fix" I could think of was getting back to old Civ2 habits and use the numkey pad when that happened.
numkeys use the routes :/ the only solution seems to be separating your group
 
Broken Hawk said:
I'm playing a game on a huge fantasy map with patch i. I have a Hunter exploring the bottom right side of the map. He is traversing territory that looks just like the black tiles many saw when Civ IV first came out. The rest of the map is fine. It could be a Civ IV thing. I must say the fantasy maps are weird. Tundra, jungle and desert tiles right next to each other. I've attached the last save if anyone cares to look.
its actually the same with the X axis too, but its not noticed much because when the x axis is wrapped you dont spend much time there since its usally all water.

the problem corrects itself once the entire map is explored tho (and this problem doesnt show in Worldbuilder since the map is fully shown there too)
 
I just experienced a very strange bug:
I have some macemen and a pikeman standing on an ancient forest tile near an enemy city and when I try to move two other mancemen to the same tile most of the units on that tile automaticlly move back.

I have attached the save game, to reproduce the bug just move the two grouped macemen at the south east of my border to the tile where the other macemen and the pikemen are standing. If you move some other units first the bug doesn't always occur.

And if I select a unit with commando from my elite stack at the north east border and try to attack the city directly east of the stack the unit moves up first before attacking. Using the numpad doesn't solve this either.
 
Hello,

eekhoorn said:
My Ashen Veil Inquisitors and High Priests were able to cast life spells? I managed to get Cure Disease that way, kind of useful, but doesn't make any sense to me.

High Priest and Inquisitor have Life1 promotion. Before Patch 0.15g Life2 promotion prerequisite is Sorcery Or Summoning Or Leaves Or Order. Since 0.15g, it changes into Sorcery Or Summoning Or Divine (to make Rune Priest could learn Life2). This makes Veil and Overlord High Priest and Inquisitor could learn Life2 too.

I think it's better to change Life2 prerequisite into Sorcery Or Summoning Or Rune Or Order, because Leaves Priest already has Sorcery. Or we could remove all sphere promotion from High Priest and Inquisitor because they will get those from their respective Priest. Disciple must be upgraded to Priest first before become High Priest, or they won't get any sphere promotion.

rief_s

PS: to FfH2 team, thank you for this great mods :goodjob:
 
Draconian said:
I just experienced a very strange bug:
I have some macemen and a pikeman standing on an ancient forest tile near an enemy city and when I try to move two other mancemen to the same tile most of the units on that tile automaticlly move back.

I have attached the save game, to reproduce the bug just move the two grouped macemen at the south east of my border to the tile where the other macemen and the pikemen are standing. If you move some other units first the bug doesn't always occur.

And if I select a unit with commando from my elite stack at the north east border and try to attack the city directly east of the stack the unit moves up first before attacking. Using the numpad doesn't solve this either.

I have had the same problem. I assumed it had something to do with a treant trying to spawn on the already occupied tile...
 
Issues with hawks and multiplayer. I could have sworn this was reported before, but I'll just make sure. Landing a hawk on a hunter makes the hunter unselectable and causes some very weird glitches, including a city screen centered on the hunter. No idea what's causing this, but it should be easy to duplicate.
 
Halancar said:
I have had the same problem. I assumed it had something to do with a treant trying to spawn on the already occupied tile...

yes, I agree - I brought this up several versions ago.

When you move a stack a units onto an enemy tile with Ancient Forest on it, one or more units will not complete the move even though they had movement pts. left. This causes problems as it can leave the unit(s) high and dry and easily picked off by the enemy.

I thought it might have something to do with a Treant or hidden unit, but there was no message saying you killed a unit.

I guess no answer for it yet...
 
It's bad that numkeys use roads :( when I first ran into this I didn't think about numkeys immediately, and it stroke me later on that it would have been the most correct way of fixing that. But if even that doesn't work, I can't figure out anything else that would. I'm pretty sure this is a Vanilla thing (I remember having noticed that mounted units would use roads optimally, and found that rather cool at that time), so fixing it might be difficult...
 
i always thought that the units failing to move properly into ancient forest was a feature. something like the forest making unwanted visitors get lost.
 
I just downloaded from the main thread of the MOD. Than I started CIV4, loaded the mod. it said the game need to be restarted. So it got out of the game the CIV4 splash screen apeared for a few seconds and than.. well.. than nothing happened the MOD didn't worked...

I have CIV4 version 1.61
 
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