FfH2 0.16 Bug Thread

I think with his first point he meant that his automated workers are not building roads to the mana nodes, not that they are not building on the mana nodes.

That is exactly what I meant. My workers dont see a point in building roads through nodes (except when it happens to be in a direct line with where they are going!)

So I take it you cant automate adepts anymore to build nodes?
 
Is it possible you can build cities within 2 tiles of another city if that city has negative culture due to the Dragon Cult? (using Rise of Mania)
 
Is it possible you can build cities within 2 tiles of another city if that city has negative culture due to the Dragon Cult? (using Rise of Mania)

I think that's only possible because it's a settlement, and settlements aren't real cities.
 
Talking about bugs with hidden nation units:
1)Ships with hidden nation can attack units that are in a city you have open borders with.
2)hidden nation units almost always run through cities or other tiles with units when you send them somewhere.
Thats very annoying in combination with Nr. 1 because when I want to send a hidden Nation ship back home theyy always use a path near the coast and througt cities (I think thats from vanilla civ use the best defense tile to end a turn, but i could be wrong) and send them per mouse to my next city I can bet every single goldcoin it will run into a fortifiert crossbowman,paramander or whatever and will die.
Is it possible to plz programm a prompt to attack units if you dont send this unit on THIS VISIBLE tile?
 
Sorry to repeat myself but I still don't have closure on my question/issue in post #642

You have the ashen veil as a state religion. You build a ritualist and send it to a (new) city. You use the ritualist ability to build a temple of veil.

There is two effect:

1) The ashen veil religion appears in the city, if it wasn't there already.
2) The temple of veil is built in the city.

The game effect are respectively:

1) ashen veil religion: +1 culture and +2 happiness
2) temple of veil: +2 research and +20% culture.

Now, my problem is: the city is not generating any culture point. Why?

The presence of the ashen veil religion in the city should generate at least 1 culture point.

Please note that in my game, the ashen veil religion was not in the city before the founding of the temple of veil. However, building the temple did not produce the game effect associated with the presence of the religion, notably the production of +1 culture point per turn.

Perhaps there is a bug in the code associated with the event of founding a temple of veil in a city using a ritualist's ability.
 
Doesn't the Veil produce one science point in any city instead of the culture point? (as kilmorph produces gold)
 
Here's why your city is producing no culture DarthCycle (see attached screenshot). Since CIV truncates (cuts off past the decimal) decimals, you ended up with 0.95 culture (1 * (1 + .20 - .25)) without the .95 so you get 0.
 

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Curly (Pact of the Nilhorn) killed my gypsy caravan which was parked in one of their cities. Their other units never attacked my gypsy caravans. :confused:

Probably because Curly had hidden nationality at the time. Same thing can occur with pirate ships. I would think this is something intended as a way of fighting back against the Balseraph's culture war.
 
dont know if this was mentioned but:
Ive had about 4 out of 6 games wherein my starting settler didnt have the sentry promotion and 4 movement. Instead he was just a normal settler. When I restarted once or twice, he would eventually have the promotion but it was never always there from the start.
 
Lizardman ranger has Ocean as impassible (note that they no longer have Water Walking, which was the original reason for this), and cannot move into Peaks (like other Rangers).

Lizardman Druids cannot move onto peaks, unlike other Druids.

Lizardman assassin has Ocean as impassible (note that they no longer have Water Walking, which was the original reason for this)

Lizardman Beastmaster has Ocean as impassible (note that they no longer have Water Walking, which was the original reason for this).
 
Lizardman ranger has Ocean as impassible (note that they no longer have Water Walking, which was the original reason for this), and cannot move into Peaks (like other Rangers).

Lizardman Druids cannot move onto peaks, unlike other Druids.

Lizardman assassin has Ocean as impassible (note that they no longer have Water Walking, which was the original reason for this)

Lizardman Beastmaster has Ocean as impassible (note that they no longer have Water Walking, which was the original reason for this).

K, all will be cleaned up in the next version.
 
I just downloaded the mod yesterday. And even the little time spent playing, has left me in awe of your work..the atmosphere is simply breathtaking :)

Now to the issue at hand: My cityscreen doesn't show anything. No growthbar, no buildinglist, no culture or gpp progress bar. And all the symbols: feet for mp's, smilies for happypoints etc. How do I fix that?

Z
 
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