FfH2 0.16 Bug Thread

Oldfrt said:
Take a Great Commander:
Select all units on tile - add commander.
Next turn split commander from each unit!

You have developed a Great Commander generator!! How many would you like? Well keep attaching and splitting from groups and you can have as many as you want!
Is that version C or earlier? I haven't played too much recently, but from the changelog, it looks like a fix for this was attemped in patch C.
 
In the games I have played, I am 100% certain that the AI is not building work boats, even the lanun. I went into the world builder to check their techs, and most do have fishing. I spread the tech to all of those who did not, but after 100 more turns it still made no difference. I then went into the world builder and placed two falamar-owned work boats over 2 sea resources next to Falamar's capital and watched, and he seems to have disbanded them.

I am now on turn 268 of an epic speed, emperor level game and looking at the world builder, I am the only person with any fishing nets on any sea resources.

Yes, I have noticed this too. It has been a problem I have noticed since 015. I play on a map that is about 40% water and the computer never makes fishing or whaling boats. Even when they have a really sweet spot on the coast. This really hurts the Lanun civ
 
I think you may be right. I own about 1/3 of the world, but I think I am still lacking a source of regents. I will check that out when I play again and see if that is what is causing my problem.
 
velk said:
The AI seems to give no value to ancient temple resources. If I trade for one and ask them what they want for it, they always give it to me for free.

Of course they don't... as of now, the Ancient Temple resource is worthless. Same goes for the Sentry Tower. The Ancient Temple is a sweet tile to work, and the Sentry Tower is kinda useful early on... but the 'resources' they supply don't do a thing. Hence the zero value.
 
Another targeted spell error, when casting "wither" on a prophet.
 

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Dunno if this is intended or not but here goes.

A HidNat unit happened to be in one of my seaside cities when I docked a ship there. My ship killed the unit (a Tiger probably) when docking.

It seems that recon units that 'go stealthy' in forests can also make friendly units in the same tile invisible. I had a Ranger stacked with several weaker units, Priests and magic users, and the entire tile appeared empty. The most powerful unit was the recon unit, so it was at teh top of the stack, it was invisible, so the whole stack was invisible.

I don't know if an enemy player, AI or human, could see the Priest and the magic-users. I suspect not.

Certainly recon units were not intended to mask entire stacks?
 
Aside from the fishing boat thing, I had another odd occurence when I built Purge the Unfaithful. Two of my border cities suddenly said they expanded in territory, even though they actually didnt. The bad part though, is that two mana nodes I had within the influence of these cities suddenly lost their improvements. All borders stayed exactly the same otherwise, but it was as if I momentarily lost control of the spaces.
 
I love this mod. But I am curious about one thing.

I notice that even with the AI set to "aggressive", rival civs don't seem to do very much. I'm fairly new, so I was playing at a lower difficulty (monarch) but I don't think the AI's declared a single war throughout the entire game. Even against each other. Even if one was good, one was evil, and they hated one another.

At one point, I did manage to have a neutral civ declare war on an evil civ just to watch how it played out. The former was much larger/more powerful then the latter, but it took 100 turns for it to take even one city.

So it seems like the AI is a little sedentary. Does anyone else have this problem? I downloaded the most recent version: is it possible that it got corrupted?

Also noticed that the AI wasn't great at attacking cities. I provoked a war, sat back, and though it would raze improvements there was nothing like a concentrated assault.

Do I need to play this on the highest difficulty or something?
 
jasper1 said:
I have attached a saved game the game consistently crashes (to desktop) next turn. This is a 0.16c save. It is a very late game save with most technologies discovered I think the AI has everything I don’t though.

http://www.filefactory.com/file/58f9d5/

Im not seeing the save game in all the adware on that site. Could you zip it and attach it to a post here?
 
khanjackal said:
In both games, I found a way to improve the Hill Giants you get through the Pact. The Doviello up them with weapon improvements, Mithral ups them to strength 10, and the ritual Nature's Revolt gives them another +1.

I like this. .

how does natures revolt up them? i dont see them listed as animals ...
 
When zooming out (to get the other options on the minimap) and going to religion and checking cult of the dragon spread teh game crashed.
 
gandhi rules said:
when is "d" coming up?

I'll probably wrap and release it later tonight. It won't break save games so I wouldn't worry about not starting games because of it.
 
Hmmm, it seems that the AI fishing boat problem is worse than I thought. I went into the worldbuilder again and actually placed the fishing boat improvement on fish that the AI was already working, and it actually stopped working those tiles.
 
Master_Hugian said:
When zooming out (to get the other options on the minimap) and going to religion and checking cult of the dragon spread teh game crashed.

Shouldent the religon bug have been fixed for years ago?
 
Master_Hugian said:
When zooming out (to get the other options on the minimap) and going to religion and checking cult of the dragon spread teh game crashed.

This is a known bug. There was even some discussion on when the bug was introduced.
 
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