FfH2 0.16 Bug Thread

I finally made the jump to an Emperor regular game (no raging barbs).

One thing surprised me as I was exploring around with my Elven Scouts.

I landed on several goodie huts and ... NOTHING. I guess the villages were empty.

It reminded me of trying to pillage an improvement and coming up empty.

Is it possible to get nothing from goodie huts at the higher levels?

If so, it makes exploration even less attractive.

Although, I must say, I got a plethora of Elven Scouts when I managed to get a goodie hut to cooperate.

One final question that may have been answered before:

Are the techs given by goodie huts keyed to what you are researching, your particular civ (seems like elves get the techs that help them get Fellowship of Leaves), or purely random? I suppose it is not possible to get a tech from a goodie hut without first getting the prerequisite tech - example: you cannot get Animal Husbandry without Agriculture???

Thanks.
 
Hey,
I got a problem with the Man O'War. I don't know if its normal and I'm just to dump right now to find it out, but after another civ attacking me, I build in one round one of those ships through hurrieing the production, but it can't attack the enemy ship... :confused: It just won't move on the tile the enemy is at. So what is that? Is there a feature of the Man O'War I don't know about or is it really a bug?
I don't have a clue :(
 
Hey,
I got a problem with the Man O'War. I don't know if its normal and I'm just to dump right now to find it out, but after another civ attacking me, I build in one round one of those ships through hurrieing the production, but it can't attack the enemy ship... :confused: It just won't move on the tile the enemy is at. So what is that? Is there a feature of the Man O'War I don't know about or is it really a bug?
I don't have a clue :(

Thats definitly not normal. Are you sure your at war with the empire you are trying to attack?
 
I am downloading this mod for the first time now, and I was wondering do I need to download the patch J aswell or just the main download, because patch J is already included in it?
 
I am downloading this mod for the first time now, and I was wondering do I need to download the patch J aswell or just the main download, because patch J is already included in it?

Just the main download is all you need. Patch "j" is for people who have downloaded earlier versions of 0.16.
 
Absolutely. Of course i did double-check this. But even if I wouldn't the ship should still be able to move on that tile, shouldn't it?

My guess would be you have Council of esus in the city you built the ship in. Try moving it one square out of the city then attacking (if thats possible)
 
Hey,
I got a problem with the Man O'War. I don't know if its normal and I'm just to dump right now to find it out, but after another civ attacking me, I build in one round one of those ships through hurrieing the production, but it can't attack the enemy ship... :confused: It just won't move on the tile the enemy is at. So what is that? Is there a feature of the Man O'War I don't know about or is it really a bug?
I don't have a clue :(

I suspect you used the buccaneer crew option to beef up its strength before attacking. Problem is, that counts as a spell. So if you try to attack the same turn, you can't. It's the same as a mage casting a fireball and trying to attack in the same turn. I know I've done this myself plenty of times when my fishing boats are being pillaged. See if you can attack after you wait a turn. If you can, then it's the promotion. If not, then it's a bug.

Edit:
I don't suppose you'd changed the crew (buccaneers, skeleton crew, longshoremen)? You can't change crew and attack in the same turn

Er, yeah. what he said.
 
Speaking of council of esus. This seems like a game balance issue, if you build a few shadows in that city, they can be real terrors. You can pretty well decimate another nation's workers, or if they lack strong defenders, leave their cities defenseless. I suppose it can be looked at two ways.
1: That's your reward for building Council of Esus.

2: You shouldn't be able to wipe out your friends' infrastructures and (weak) defenses indiscriminately. Pesonally I think the key word there is "indiscriminately." Maybe if your shadow gets killed you would pay the same sort of diplomatic penalty as if he's caught attempting sabotage. I don't know how hard it would be to implement that so that it could still attack when you're at war with someone.

I've also noticed that shadows kill ships regardless of whether it's a caravel or a man'o'war. Regardless of the hidden nationality issue above, that seems broken to me.
 
Speaking of council of esus. This seems like a game balance issue, if you build a few shadows in that city, they can be real terrors. You can pretty well decimate another nation's workers, or if they lack strong defenders, leave their cities defenseless. I suppose it can be looked at two ways.
1: That's your reward for building Council of Esus.

2: You shouldn't be able to wipe out your friends' infrastructures and (weak) defenses indiscriminately. Pesonally I think the key word there is "indiscriminately." Maybe if your shadow gets killed you would pay the same sort of diplomatic penalty as if he's caught attempting sabotage. I don't know how hard it would be to implement that so that it could still attack when you're at war with someone.

I've also noticed that shadows kill ships regardless of whether it's a caravel or a man'o'war. Regardless of the hidden nationality issue above, that seems broken to me.

I like #1. I rush to build the Council the Esus.:) However it can be a trade off as AI civs beat you to other valuable Wonders and to a religion you might want. If it still is considered a balance issue, maybe the Marksman could be built up. However, I know I do my best to keep my HN Shadows away from them but it doesn't always work.
 
Still playing with version h . Playing with lanun , and got a ctd when building a pirate cove ( water tile ) with another unit on the tile ( maceman ) . Can't provide a saved game ( XML changes ) .

Tcho !
 
Still playing with version h . Playing with lanun , and got a ctd when building a pirate cove ( water tile ) with another unit on the tile ( maceman ) . Can't provide a saved game ( XML changes ) .

Tcho !

I fought with this a bit. It doesn't look like the other unit is getting out of the way fast enough. Im just going to block the ability to make coves if their are other units in the tile.
 
hi guys

I installed yesterday fall from heaven 2 0.16 (patch j) . This mod is so good bud after a couple of hours the city texture change(see the screenshot) . that looks to be a bug!!!
 

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I like #1. I rush to build the Council the Esus.:) However it can be a trade off as AI civs beat you to other valuable Wonders and to a religion you might want. If it still is considered a balance issue, maybe the Marksman could be built up. However, I know I do my best to keep my HN Shadows away from them but it doesn't always work.

I agree. I always rush to get Deception and the Council of Esus.

The strategy with the Shadows is deadly as mentioned and I was able to go for it in one game. In the other, the Malakhim could not build Shadows.

I rush for the Council and Hidden Nationality units for another reason. I find the Agressive AI selection seldom works. There are very few declarations of war, especially in the later game. When Honor and Defensive Pacts are enabled, the blue lines between AI civs spread like weeds. It is hard to defend against barbs and have to take on 2 or more civs.

Having a second HN army lets you go after AI civs without having to declare war. You can't take their cities, but hopefully you can take down defenders leaving the cities open for the barbs to capture/raze them. You don't get the gold this way, but can pillage afterwards.

I think the whole HN concept works great for late-game defensive pact logjams. :)
 
It says you get 5% city defense for building an Archery Range, but after building, the city defense rating seems to be unaffected.
 
In my current game I managed to unintentionally acquire a UN of workers.

I captured a Worker, Goblin Worker, and Mud Golem and already had my own Elven Worker.

I put them in my UN Worker stack and set out to improve my cities.

1. I got Core of Subtlety and wondered which of my workers would be protected. Answer: all of them.

2. When I sent the stack to build a road or mine, things were normal. It showed how many times it would take for that motley crew to build the improvement and it was the correct amount of turns.

3. However, when I wanted to build a Cottage, Farm, or Plantation, for example, I was presented with building the Elven version. I suppose the advantage is being able to build on a tile with a forest on it.

So, selecting, the stack, I instructed them to build an Elven Farm. It said it would take 3 turns, but, of course it took much longer because I guess the Worker, Goblin Worker and Mud Golem cannot build Elven Farms.

4. I caught on after awhile and split the group up into two: one for building Elven improvements, and one (including the Worker, Goblin Worker and Mud Golem) for building the rest.

I think when you select a stack of worker units, it should show the correct number of turns required to build the improvement. Right now, it is saying the non-elven workers can build elven improvements reducing the building times. This is not correct.
 
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