FfH2 0.16 Bug Thread

Hi all! Im new here so i dont know if this is a Bug or if its reported allready.

I build a Scenario with specific Mananodes (Life, Death etc...). I watched this with 1 Node and rebuild this with all Nodes.

If the Nodes are out of my Borders they are normal (the Specific Nodes), but as soon as my Borders expend they all become Randomnodes (The normal Mananodes where you can Build all Nodes on them). I started to build Up Mananodes on them and had 4-6 allready up. Then I Build the "Inquisition"-Wonder (Dont know the name...) and my City begun to Riot. I Lost the Borders for 1 Turn and Zap! All Mananodes i builded up where again unbuilded Randomnodes. After my Borders return i had to rebuild new Nodes on them...

I play FftH since 0.15 and never see this befor.

(sorry for my bad english im from germany ^^)
 
KingKeeper said:
Hi all! Im new here so i dont know if this is a Bug or if its reported allready.

I build a Scenario with specific Mananodes (Life, Death etc...). I watched this with 1 Node and rebuild this with all Nodes.

If the Nodes are out of my Borders they are normal (the Specific Nodes), but as soon as my Borders expend they all become Randomnodes (The normal Mananodes where you can Build all Nodes on them). I started to build Up Mananodes on them and had 4-6 allready up. Then I Build the "Inquisition"-Wonder (Dont know the name...) and my City begun to Riot. I Lost the Borders for 1 Turn and Zap! All Mananodes i builded up where again unbuilded Randomnodes. After my Borders return i had to rebuild new Nodes on them...

I play FftH since 0.15 and never see this befor.

(sorry for my bad english im from germany ^^)

Thats okay, half the design team is from Germany. Mana nodes always revert to raw mana when they switch to a new cultural borders. We do this because it keeps players from being forced into whatever mana types the AI upgraded the node too.
 
Kael said:
Thats okay, half the design team is from Germany. Mana nodes always revert to raw mana when they switch to a new cultural borders. We do this because it keeps players from being forced into whatever mana types the AI upgraded the node too.

Has this been coded into the SDK? Or else, how is this being done?
 
Here's a fun and exciting, not to mention possibly game breaking, bug. The Hippus hero Magnaline captures barbarians that he defeats, Orthus is a barbarian. When you capture orthus Magnaline gets an axe, Orthus on the other hand keeps his.

I suspect that Orthus is being regenerated on the capture, and when Orthus is generated he comes with an axe. I suspect (but have not tested) that if you have Orthus give away his axe, then gift Orthus to another player then he will end up with another axe, if this is correct than you can get a great many Orthus' axes out there. At the very least you can get two, assuming that Orthus is around by the time you pop out Magnaline.
~p
 
M@ni@c said:
Has this been coded into the SDK? Or else, how is this being done?

Yeah, its in the SDK.
 
Also, are galleons supposed to have three cargo or one? The 'sids tips' says 3, but the galleons I create have only one.
~p
 
I don't know if this is a bug or an intended feature, but pirates with hidden nationality don't show movements when I have "Show enemy moves" checked. Jonas was able to land Rantine on my continent (I wasn't paying attention) without my noticing, and it didn't show the enemy moves approaching either.
 
Unser Giftzwerg said:
2) As mentioned, the LM never entered my borders. Is this intended LM behavior?

I sort of like this behavior. Lizardmen can't pillage, and they get -20% city attack, so they can be more of a hassle hanging around just outside your borders than they would be if they just threw themselves at your cities. That said, there don't seem to be very many of them this time around. I just saw a couple of them somewhere around turn 50 (it was a quick game), and then they disappeared.
 
Sureshot said:
ya, ive been having the Lizardman disappearing thingy too

Whew. Glad it wasn't just me. I picked the wrong day to stop huffing paint thinner. :twitch:
 
Kael i don't know if it is already said but there is a bug relating soldier of kilmorph and guerrilla promotion.
they already have guerrilla II promotion but in promotions available they can get guerrilla I promotion, if you take that promotion you just burn one promotion, because after you have chosen guerrilla I you can't choose another promotion.
 
I mean that soldier of kilmorph already get guerrilla II promotion but when you have to promote a soldier it shows guerrilla I promotion available while it shouldn't because soldier of kilmorph already have guerrilla II promotion and if you choose guerrilla I promotion you just lose one promotion
 
Right, the soldiers of Kilmorph start off with Guerilla 2, but they do not have Guerilla 1. It is not a wasted promotion as the effects of the two stack together.
 
marioflag said:
I mean that soldier of kilmorph already get guerrilla II promotion but when you have to promote a soldier it shows guerrilla I promotion available while it shouldn't because soldier of kilmorph already have guerrilla II promotion and if you choose guerrilla I promotion you just lose one promotion

You dont lose a promotion, they stack. But you know the whole reason they have guerilla II instead of guerilla I is so they can get the hills double move guerilla II offers. Which is now redundant since they also get that from the dwarven promotion. So I will set them to starting with guerilla I to make things less confusing.
 
Pirate ships can attack into cities when you have an open borders agreement with the other nation.

A cool feature but I nevertheless think it is a bug the way it works now. Maybe if the pirate targeted ships in the harbors (all players - not only those with open borders) first.
 
I am playing as the Lanun. Around turn 80 all of the sudden it says that I can't trade resources with anyone any more (and the little triangle next to their name goes away, having been there earlier). This is a real bummer because I wanted my octopus overlords to spread automatically and I wanted my open borders to generate trade (I had built the great lighthouse)

This lasted for about 40 or 50 turns. Around when I learn Astronomy, it went away.
 
I just realised I have not seen a Barrow or Ruins in the game I am playing, v. 16a, prince difficulty.
~p
 
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