FfH2 0.16 Bug Thread

monolith94 said:
Um, yeah - I thought my culture HAD popped to 100, and I still couldn't work it. I'll double check, certainly. But, I'm pretty sure despite having gone to 100 I could only work the two top and bottom third tier plots.

The answer is yes - 100 level culture was reached. Here's the savegame.
 
I am not sure if this is a bug or just extrodinary bad luck, but I have had 5 Pirate units(3 had the +1 Str upgrade so 5/3) destroyed by caravels and dragon ships... I am just not seeing that 5/5 times that would be likely to happen considering the Str differences.

Cheers!
 
monolith94 said:
The answer is yes - 100 level culture was reached. Here's the savegame.

I loaded your save and it works fine for me, I can pick any plot in the third ring.
 
I noticed that, starting as Kandros of the Khazad, Religion was my default cultural values civic. I know the Khazad are meant to favor one of the three early religions, but wouldn't Nationhood be more appropriate? Or did I misinterpret the idea of each Civ starting with one of three cultural values?

Also, is Acheron's AI ever planned to be able to use its ability to summon meteors? The ability is just sitting there, useless, right now.
 
Chandrasekhar said:
I noticed that, starting as Kandros of the Khazad, Religion was my default cultural values civic. I know the Khazad are meant to favor one of the three early religions, but wouldn't Nationhood be more appropriate? Or did I misinterpret the idea of each Civ starting with one of three cultural values?

I picture the early khazad as being more religious minded than military, but either is very appropriate for them. I could go either way.

Also, is Acheron's AI ever planned to be able to use its ability to summon meteors? The ability is just sitting there, useless, right now.

Yeah, its a bit of a technical dilema, the code that allows units to use spells is int he movement code (when a unit goes to consider where he should move too). Since I block movement for Acheron he never uses his spells. I left the ability on just so that players that take control of him will have it.

I tohught abotu forcing him to breathe every turn but havent gotten around to doing it.
 
The unit info window at right-bottom corner stays on occasionally and only way to get rid of it seems to be to reload the saved game.

I rmember this happening early on .15 also or was it .14, but got fixed with the latest .15.
 
It's like this...
retro V said:
What happens is the info is still up when the screen moves, like when you're jumping to the next active unit, or exiting the city screen. So it sticks. If you 'mouse-off' before the screen jumps, it won't stick. However, due to lag and such this is nearly impossible to avoid. Those with older machines will feel it worse unfortunately.

This has been around ever since the PLE mod was added. I believe it was fixed temporarily, but that broke something else, so we had to live with it. Most of us, I'm sure, think this is a bearable side-effect, considering the benefits of the PLE mod.

To 'un-stick' the info, just mouseover whaever type of info has 'stuck': units or PLE tooltips, usually.

KEY: PLE= plot list enhancement, an enhanced user interface for manipulating multiple units on a single plot or tile.
 
Kael said:
I picture the early khazad as being more religious minded than military, but either is very appropriate for them. I could go either way.

I only mention it because I just noticed the negative war weariness for the Khazad palace. It's probably better for the AI that they starts with Religion, since they do tend to be the first to Runes.

Yeah, its a bit of a technical dilema, the code that allows units to use spells is int he movement code (when a unit goes to consider where he should move too). Since I block movement for Acheron he never uses his spells. I left the ability on just so that players that take control of him will have it.

I tohught abotu forcing him to breathe every turn but havent gotten around to doing it.

Yeah, that's how I discoverred it. :p It would be nice if he breathed every turn, I guess. Better than not breathing at all.
 
Found a bug

The drown arent allowed to enter ocean tiles, but if these tiles fall within open border agreements, they can.

The Black Wind rules :)

O and in the guybrush entry it says Lucusarts... shouldnt it be Lucasarts?
 
Moon Hunter said:
Found a bug

The drown arent allowed to enter ocean tiles, but if these tiles fall within open border agreements, they can.

The Black Wind rules :)

O and in the guybrush entry it says Lucusarts... shouldnt it be Lucasarts?
This is not a bug. The same works for Galley toos. The reason behind is that if that area is inside your borders, does not matter if it is the ocean, you know it well enough to move inside.
 
Actually it's "LucasArts" with a capital A.
 
The Svartalfar have elven unique units, yet ordinary workers... please change.

Also there are multiple errors with popups for units.
I had:
Requires: 4
Requires: yIron or Mithril - not mine typo

Also the requirements often display in a different font than other info on the popus and it looks strange (bad)
 
The 'unload all' button doesn't seem to work well when unloading Drowns in coastal tiles (didn't try with other units, it might not be related to Drowns although I think it is). Clicking apparently unloads the unit properly, but if the ship sails away it takes the unit automatically.

I guess this is intended behaviour so you can't accidentally drop a non-water-walking unit on a water tile, but it's annoying when using ships to move Drowns quickly over water because there's no way to force them to unload from the ship and stay where they are when the ship leaves (the only way I found was to move them out of the tile so they are really unloaded, which is not always what I want to do).
 
playing with patch a: when at war, hidden nationality units cannot enter an unoccupied enemy city. They can, however, attack and capture an occupied one. This seems inconsistent (especially considering the fact that they couldn't capture any cities before patch a came out).
 
BUG :borg: :hammer: CRUSHING

1) I had a couple barb lizardmen just vanish on me around turn 35 (normal speed). I am 99%+ sure these LM came from a ruins near my city. They never entered my cultural borders. Then at least two just disappeared. They were in areas they could not possibly reach a fog of war tile. They were never seen again.

2) As mentioned, the LM never entered my borders. Is this intended LM behavior?

3) In the What Is Good For The Goose Dep't, the same thing happened in reverse. An Orc Spearman materialized inside my borders on turn. There was no way to reach that tile without being observed at least 5 turns previously.

4) Using the FfH_Fractal map, I had an Ancient Temple on my starting map on a Grassland tile (no Jungle). It took but a single turn to Explore this temple. And I could have done it as soon as my first Worker was built, i.e. no specific tech was required. Intended behavioir?

5) Order temple mouseovers still say they grant +10% military production. But that function seems successfully removed.
 
ive always had the ancient temple thing happen, but usually only when i cram a lot of civs into a smaller map (which tends not to have much jungle, and with more civs i think the map generators shove in way more resources), so i think its just a resource spamming issue.
 
Ok got it working!! Even better than I thought it was..lol

I was wondering if anyone could help.

When I play (in single player and hotseat) FFH2 0.16 I get to around 120/130 turns and the game just cuts out. I edited the python popup code like you asked, but I don't even get them. Does anyone have any ideas why the cut outs are happening?

Thanks in advance, and this MOD is the best!
 
I just want to say one(two) things, the hidden hill giants rule:) i crushed the defences in early game and wiped out an civ in one time, but the wierd thing is that the thing crashed when zooming out and checking religon influense :cry:
 
This religion infuence bug is known and is supposed to be addressed in 0.16. Are you playing an earlier version?
 
Yorgos said:
This religion infuence bug is known and is supposed to be addressed in 0.16. Are you playing an earlier version?
No, it is not supposed to be addressed in 0.16. The bug is near impossible to find and get rid of which is why it still has not been fixed. Patch 0.2 might try to address the bug.
 
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