FfH2 0.16 Bug Thread

Bringa said:
The dirge is produced even though "no barbarians" is selected. Is this the intended behaviour?

It looks like my original post was overlooked due to being at the very bottom of a page.

[edit] So I made sure it'd be at the very top of a page now... muahahaha!

(actually that was a coincidence ;P)
 
1/ CTD when mouse-overing the Boarding Party icon in the tech tree screen. I realized that python exceptions were disabled, I re-enabled them and will try again in a few minutes.

2/ junk mouseover text for pop-rush, merchant specialists and bard specialists in city screen. Here are a couple of screenshot (for the pop-rushing and merchant specialist mouseover text) :

MouseOverMerchant.JPGMouseOverPopRush.JPG
 
Bringa said:
It looks like my original post was overlooked due to being at the very bottom of a page.

[edit] So I made sure it'd be at the very top of a page now... muahahaha!

(actually that was a coincidence ;P)

Yes, Orthus may also appear in no barbarian games.
 
Kael said:
Yes, Orthus may also appear in no barbarian games.
i assume 1.6b will have an option to remove orthus, the dirge and acheron entirely?
 
SchpailsMan said:
1/ CTD when mouse-overing the Boarding Party icon in the tech tree screen. I realized that python exceptions were disabled, I re-enabled them and will try again in a few minutes.

The Boarding Party is for some reason checked as a GraphicalOnly unit. Perhaps a similar problem as with the Doviello Berserker?
 
SchpailsMan said:
1/ CTD when mouse-overing the Boarding Party icon in the tech tree screen. I realized that python exceptions were disabled, I re-enabled them and will try again in a few minutes.

2/ junk mouseover text for pop-rush, merchant specialists and bard specialists in city screen. Here are a couple of screenshot (for the pop-rushing and merchant specialist mouseover text) :

View attachment 140559View attachment 140560

I couldnt reproduce any CTD. But i fixed the display issues on the specialists and the reosurce display issues on units.
 
eerr said:
i assume 1.6b will have an option to remove orthus, the dirge and acheron entirely?

K, will do. With barbarians turned off orthus and the dirge wont spawn (acheron already wouldn't have since he had to be built).
 
Units on auto move will stop if they enter the same square as a hidden worker (from core of subtle). Not a big thing but an annoyance all the same.
 
I know it must be annoying to constantly deal with us who have the white flag problem, but what file do I download/what do I do to fix it so I have differentiated flags?
 
monolith94 said:
I know it must be annoying to constantly deal with us who have the white flag problem, but what file do I download/what do I do to fix it so I have differentiated flags?

Definitly not annoying, we want everyone to enjoy the mod so we want them to have a version that works for them.

You can get the whiteflags fix from the bottom of this post: http://forums.civfanatics.com/showpost.php?p=4061799&postcount=1
 
Got these error messages when trying to cast the "no attack" spell on a wood golem.
 

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Chandrasekhar said:


Is this guy always so irritable?

Edit:


This guy, too. Nobody likes me... :sad:

To me it sounds like the first guy is only giving you advice, and the second is barely mentioning that the world is about to end.
 
And yet they're both annoyed at me. At +2 relations. With no other modifying factors. I'm all for more hostility and war in this world, but Civs being annoyed with you at +2 relations just means trade embargoes. The AI is shooting itself in the foot with this one, and evil Civs, both AI and human, are heavilty disadvantaged, as no one will trade with them. Perhaps this would go best in balance recommendations, but it's bizarre enough to be a bug.
 
Chandrasekhar said:
And yet they're both annoyed at me. At +2 relations. With no other modifying factors. I'm all for more hostility and war in this world, but Civs being annoyed with you at +2 relations just means trade embargoes. The AI is shooting itself in the foot with this one, and evil Civs, both AI and human, are heavilty disadvantaged, as no one will trade with them. Perhaps this would go best in balance recommendations, but it's bizarre enough to be a bug.

Yeah, possibly. But it could also be the difficulty level, no? Or more probable, their personalities.

Is there any civ that is more sneaky about their ewulness? That it could get alliances and whatever with Good civs even, just to abuse them of course, but abusing other civs is evil. And as the saying goes: "[SIZE=-1]The greatest trick the devil pulled is convincing us he doesnt exist.[/SIZE]"
 
Agifem said:
I think this is a bug. I started a game with the "no barbarian" rule activated, but there were still barbarians.
Civ 1.61, Warlords, FfH 2016

We have had the same problem. The barbarian skeletons, str 3, were hoarding to our towns from turn 5. With warriors being the only thing possible to defend with, it was impossible to stay alive. They attacked with 2 skeletons and a dirge unit.

So, turning off barbarians, restart. Now, about 20 turns in, a ship lands with skeletons and takes over my capital!

Uhmm no barbarians should mean none right? Am I missing something here or some wierd strategy to live through the first few rounds when the barbarians are close?
 
Grey Fox said:
Yeah, possibly. But it could also be the difficulty level, no? Or more probable, their personalities.

Is there any civ that is more sneaky about their ewulness? That it could get alliances and whatever with Good civs even, just to abuse them of course, but abusing other civs is evil. And as the saying goes: "[SIZE=-1]The greatest trick the devil pulled is convincing us he doesnt exist.[/SIZE]"

It's still a gameplay issue. Evil Civs get a -4 (or is it -6?) to diplomacy with good Civs, a -2 with neutral Civs, and if their +2 to relations with evil players doesn't even guarantee a cautious relationship, then the evil Civs are essentially locked out of diplomacy unless they share a religion. I've noticed the same issue with the Svartalfar and Calabim, as well, and Hyborem doesn't even need to be mentioned. I know selfish evil people by definition oppose other selfish evil people, but they're only hurting themselves with this degree of xenophobia.

P.S. That's one of my favorite quotes, by the way.

Kryztal said:
We have had the same problem. The barbarian skeletons, str 3, were hoarding to our towns from turn 5. With warriors being the only thing possible to defend with, it was impossible to stay alive. They attacked with 2 skeletons and a dirge unit.

So, turning off barbarians, restart. Now, about 20 turns in, a ship lands with skeletons and takes over my capital!

Uhmm no barbarians should mean none right? Am I missing something here or some wierd strategy to live through the first few rounds when the barbarians are close?

This is already checked in to be fixed in 0.16b. And welcome to Civ Fanatics, by the way.
 
You must be playing with Agressive AI set on. Agressive AI sets an invisible -2 diplo penalty for all AI civs towards human-player civs. Most AI civs will also be "annoyed" until you get to a net +1/+2 (including the hidden -2 penalty you get as a human player), but I think that may depend on leader properties. There was a thread somewhere in the strategy section that described the whole agressive AI mechanics.
 
SchpailsMan said:
You must be playing with Agressive AI set on. Agressive AI sets an invisible -2 diplo penalty for all AI civs towards human-player civs. Most AI civs will also be "annoyed" until you get to a net +1/+2 (including the hidden -2 penalty you get as a human player), but I think that may depend on leader properties. There was a thread somewhere in the strategy section that described the whole agressive AI mechanics.

Ah. That would explain it. :blush:

Well, either way, it's too bad setting Aggressive AI just means that you get an effective trade embargo against you. Negative diplomacy seems to be the smallest factor in when war is declared.
 
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