FfH2 0.16 Bug Thread

In a game I'm playing with friends through pitboss I encountered one really weird bug, and one that is really annoying in MP-games.

I play the Kuriotates, and Kwythellar is built on the coast of a large inland-sea. East of it is a long stretch of land only one square thick, so I built a settlement so I could get my ships out of the small sea. But, even though the game identifies Kwythellar as a coastal city (can build work boats, lighthouses, shipyard, harbor, even the great lighthouse) it cannot build any military naval units. Nada. Bug?

The other issue is shadows. What units can see one of the Shadows? Since in our MP-game even other Shadows could not locate shadows, UNLESS you had an Open Borders deal with the other civ who had shadows. If we were at war, nothing could spot other shadows, and nothing could attack other shadows. Always when you moved to a square with a shadow in it, the shadow automatically moved away. This made fighting the shadows as impossible as it sounds. Nothing can kill them, because they cannot be seen or attacked. I hardly believe it is intended?

McM
 
1-I think this is vanilla behavior, in that you need a connection to the ocean to build ships? Not sure, I just remember hearing about it elsewhere.

2-Marksmen can see them, as can the conjurere fire spell sand lion, and the OO floating eye spell. I think that's it at the moment.
 
1-I think this is vanilla behavior, in that you need a connection to the ocean to build ships? Not sure, I just remember hearing about it elsewhere.

This was an issue in the Chinese Unification scenario too. In patch 2.08 it got changed so that even cities near a size 1 lake could build boats, but that's of course not desired either. The limit for building boats should probably be set to the same as for building lighthouses, harbours etc.
 
Sea units can only be built in cities adjacent to a water area of at least 20 tile size (that size is controlled by the iMinAreaSize setting on the unit). A lighthouse requires a size 10 body of water.

The limitation is mainly to prevent the AI from spamming ships on little coastal bodies. From what I can tell 2.08 still has their ships set to 20.
 
Sea units can only be built in cities adjacent to a water area of at least 20 tile size (that size is controlled by the iMinAreaSize setting on the unit). A lighthouse requires a size 10 body of water.

The limitation is mainly to prevent the AI from spamming ships on little coastal bodies. From what I can tell 2.08 still has their ships set to 20.

So, the issue here is not the minimum body of water size, but that the body of water is counted not as the number of tiles that a given boat can access, but as the number of tiles of unbroken water.

Hm... any way to change that?
 
Specially since I could build another city to make a "canal" for the boats to get out of the small inner sea. Its a perfectly defensible solution, only that the building of ships wont work.. :/
 
I searched but could not find these issues addressed elsewhere:

  1. I'm playing a hotseat game with my roommates, PvP with AI allies. One of my opponents has several pirates scattered around the map. On the main screen they show up properly as hidden nationality, but in the military advisor, they appear as his units. I would expect that they would show up as Barbarian or perhaps as a dummy HN civilization. This significantly reduces the effectiveness of hidden nationality units when playing against human opponents.
  2. I just received a free ritualist by discovering Corruption of Spirit. He has all the promotions I would expect including Divine, Summoning, Channeling 2, Death 1, Fire 1, and Entropy 1. But he is unable to cast any spells. The spell icons simply do not appear. Is this because he has Channeling 2 but not Channeling 1?
 
Not sure if these are bugs, but I'd like to clarify these gameplay features

1) Lunatic unit: has the crazed promotion. In my last game, this promotion has spread to other units sharing the same tile, is this intended? This effect lasted until I moved the lunatic unit out of the tile and one turn passed

2) Vampirism: the ability to give vampirism to other living unit (of at least level 6) didn't work when I tried to give it to Saverous (hero unit) even though it was level 7.

Is this because:
A- you cannot give vampirism to a demon unit
B- you cannot give vampirism to a hero unit
C- both A and B
D- bug
E- other reason
 
Oh yes. And an issue about hidden nationality units. When playing against people and using pitboss, one has to often check the event log for what has happend, for example, why did my frigate dissappear? And there it stands, McManus's Frigate was defeated by xxxxx's pirate.

Pretty much rendering hidden nationality useless. At least in Mp games.
 
2) Vampirism: the ability to give vampirism to other living unit (of at least level 6) didn't work when I tried to give it to Saverous (hero unit) even though it was level 7.

Is this because:
A- you cannot give vampirism to a demon unit
That one .
I just received a free ritualist by discovering Corruption of Spirit. He has all the promotions I would expect including Divine, Summoning, Channeling 2, Death 1, Fire 1, and Entropy 1. But he is unable to cast any spells. The spell icons simply do not appear. Is this because he has Channeling 2 but not Channeling 1?
I think they need the level 2 sphere promotions, so you must wait til he levels up to choose fire again and learn ring of flames, for example.
 
I tried a game with the last version of ffh2 and no changes , and got this two bugs :

When one of my HN unit win a combat again a stack of two units : my HN unit moves to the tile of the remaining ennemy unit , but the art of the unit is still on the first tile . This cause not a game stop and you can move your unit to another tile .

With open borders , some friendly units go throught my territory to attack an opponent . I got a city with lots of HN tigers in , a friendly arquebus attack one of the tiger in the city and win -> it appear in the stack of the city , whis lots of other HN tigers in also .

Tcho !
 
I agree with your first point on HN units being able to be on the same tile with another civ's unit. Additionally, I have found and identified the following problems with HN and not had a response:

1. HN units cannot capture animals even though they have the required promotion. For example, druids, beastmasters, etc.

2. HN units cannot bombard city defenses although they are able to attack units in the city. For example, the Three Stooges.

3. You seem to lose movement pts. when you attack a city with HN units. For example, you have a HN druid with 3 movement pts. You attack a city (on a plain) and the unit appears to get stuck in the city with units of the other civ. At least that's the way it looks. This goes back to the problem you identified before, but also it is confusing to tell which tile the HN unit is really on.

4. Some summoned units by HN units can attack while some cannot. For example, I built Chalid Astraken. He was able to summon the Host of Ethenar and Fire Elementals. The Host was able to attack everything, but the Fire Elementals nothing - there were no ice tiles involved here.
 
I built the Core of the Subtle.

I went to war with the Hyborem.

I had a stack of 3 Mud Golems building improvements in the invisible mode granted by the Core.

But, an Infernal Hell Hound was able to kill the Golems despite their invisibility.

I didn't see anything in the documentation indicating Infernal units, like Hell Hounds, could detect invisible units.
 
I've noticed moving a captured animal to city ruins gives you the option of building a pen/cage.

It doesn't work, but that option should probably be removed.
 
In my last game I noticed Archers and Archers of Leaves withdrawing from battle.

While I guess it makes sense that any unit could withdraw from battle, you would normally have mounted units and I suppose ships doing most of the withdrawing.

Can any unit in FFH/CIV4 withdraw from battle.

PS. The listed withdrawal rate for mounted units is very understated. It is more like 75% vs. 25% without any promotions.
 
Not sure if this is a bug or not, but, in my last two games I tried playing, one as Sheim and one as Kuriotates I founded the Cult of The Dragon. In the FfH2 Civlopedia and in the FfH2 wikipedia it states that the Cult of the Dragon Holy City should get +1 beaker and +3 culture. Both times my holy city did not get those bonuses. If they were supposed to get those bonuses, I can provide the save games if you need to look at them. If the holy city of CotD is not supposed to get the bonus then both the civlopedia and the wikipedia should be updated. Thank You
 
It only gives the bonus if you have no state religion.
Once you have a state religion all bonuses from other religions dissaper
 
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