FfH2 0.15 Bugs

Endovior said:
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?

Ill make ancient forests choppable in 0.16.
 
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 :))

I suppose it's a bug. Or maybe it is an easter egg - the same exploit worked in Civ1 ;)
(a bit off-topic but I couldn't help being nostalgic...)
 
when you Upgrade Units to Berserkers they don't have the Enraged Promotion.

I don't know if this is a bug or feature
 
Bad Player said:
I have bronze working as Khazad but I can't chop the forests directly - I can chop the forest if I build a mine however.

That will be fixed in 0.16.
 
I'm not sure if this is a bug or not, but with the latest .15 patch, now that mana is visible from the start, it seems to be much less common in the Fractal Map, at least.
 
msz4 said:
I have the same problem with Raven.

Yeap, its all birds and it is fixed in 0.16.
 
this may just be a problem with the text, but it says that the moroi can be given vampirism at 4th level, but that doesn't seem to be the case, they can only get it at 6th

so they can't get vampirism early

if this is how it is supposed to be, it makes sense, because with the +2 exp wonder, the command post, and the right civics, you can create a 4th level moroi right from a city, promote them to the spartanwhatever, or shield wall, and then vamp them out, and that's just ugly
 
khanjackal said:
this may just be a problem with the text, but it says that the moroi can be given vampirism at 4th level, but that doesn't seem to be the case, they can only get it at 6th

so they can't get vampirism early

if this is how it is supposed to be, it makes sense, because with the +2 exp wonder, the command post, and the right civics, you can create a 4th level moroi right from a city, promote them to the spartanwhatever, or shield wall, and then vamp them out, and that's just ugly

They are working in my testing.
 
I think I've found a bug with The Order when creating scenarios and loading them from WorldBuilderSaves. I've done a little testing, and I'm guessing it has something to do with the creation of disciples on spread of the religion.

What I'm trying to do is have 3 civilizations with The Order as their state religion: Bannor (founder), Amurites, and Malakim. Adding The Order to cities in the three nations works fine. Adding religious units (such as Valin, Disciples of The Order, etc) works fine (These two are in Test 8.zip - and it works). However, if I add The Order as the state religion of Bannor, then attempt to load a game playing as them, while loading I hear what sounds like the "production finished" sound, then the game crashes to the desktop with no error messages. (Test 9.zip)

I've also tried removing The Order from the Amurites and Malakim, and just starting it in a couple Bannor cities, with the Bannor having The Order as their state religion, and I get the same CTD. (Test 10.zip)

I suppose it's entirely possible that I've done something bone-headed, but I've searched for everything I can think of and can't find anything.
 
I don't know anything about mapscripting or anything like that, but it sounds like the problem you're having is the game getting overloaded by units being created simultaneously.

Since the Bannor, Amurite, and Malakim state religions are Order, each city that it loads is registering as a new city added to the empire with the Order in it, so many of them are spawning Acolytes/Crusaders.

So many units loading simultaneously crashes the game.

Try setting those three nations with no state religion at start. AIs and intelligent players will switch immediately at the beginning of the game.
 
Yup, that's how it is in Test 8, and it does work, but in the long run, when the Team is working on scenarios (Shadow, or whenever that phase is), it will be an issue again.

Also, I removed The Order from everyone except Bannor in Test 10. I think they have 3 Order cities (which doesn't seem excessive, but may be... I'll try just 1 city in a sec), and that still CTDs.

[edit] One city (just the holy city) works fine, though no disciple is created (intented or not), but once I add a second city, it CTDs.
 
I know that there can be crazy results in 99.9% battles where the superior unit dies but somehow I managed to get a warrior to win a battle where he had 0.0% odds :dubious: :hmm: :wow: :eek: :confused: :crazyeye: :dunno: :spear:.
I did NOT edit this jpg, Orthus is not trying to drop kick the warrior, the warrior did in fact WIN with 0.0% odds! It just happened! Is this really supposed to be able to happen though?!? Now I might want to be careful if I have even a 100.0% chance of winning!

P.S. I am posting this on the bug thread because it is just too darn weird for me to accept as being part of normal gameplay. Go ahead and load my saved game if you want to see this rather amusing event, this map should not have a random seed. Perhaps the odds generator might need some tweaking.

Edit: found out the entire thing was just a trick by the game being set on the lower levels. In other words don't count on losing with 100% odds or winning with 0% odds.
 
Back
Top Bottom