FfH2 0.20 Bug Thread

Hi

There is something that wasn't mentioned on the changes, it is that before on "Light" the max. amount of exp. you could get from battling barbarians was 100xp but as of right now, I can get past 100xp from battling them, because my hunter just got to 103/101 from killing orcs...
 
Hi

There is something that wasn't mentioned on the changes, it is that before on "Light" the max. amount of exp. you could get from battling barbarians was 100xp but as of right now, I can get past 100xp from battling them, because my hunter just got to 103/101 from killing orcs...

Nothing changed there. You probably have Valor, a Great Commander attached to the unit or you have the Raiders trait.
 
I haven't seen this mentioned yet. When switching to Hyborem, the game seems to disregard my selected options. I.e. even though I have "wait at end of turn" selected, it doesn't. And even though "combat zoom" is disabled, it keeps happening. I don't understand...

Same thing happens to me, with Hyborem, or with that angel fellow.. and it did continue after they had cities. I checked the options and everything was set right... it just disregarded the options. Seems like on Hyborem, after a re-load, it worked okay.

I never did reload with Basium, since I found him just annoying to play. I was getting half a dozen angels a turn, and even at str 3+Holy+Iron, they were getting beat to hell and back by archers... It almost seems backwards.. shouldn't evil get swarms, a zerg of disposable troops? I find Basium is not well fleshed out yet( I know we are in Fire, but I know how important global balance is to the team)... anyway, on the hell side, things look very nice overall.

Cheers!
 
Same thing happens to me, with Hyborem, or with that angel fellow.. and it did continue after they had cities. I checked the options and everything was set right... it just disregarded the options. Seems like on Hyborem, after a re-load, it worked okay.
Cheers!

The way to fix this is to either save and reload, or check all the options and then put them back the way you want.
 
Not sure if this was mentioned before, but my baron half druid (the werewolf unit) doesn't produces ravenous werewolfs (both on defense and attack).
 
The name´s Baron Duin Halfmoon. And is he by any chance hidden nationality ? If I remenber correctly, Hidden Nationality units don´t convert other units, and that includes the Baron and his puppies.
 
The name´s Baron Duin Halfmoon. And is he by any chance hidden nationality ? If I remenber correctly, Hidden Nationality units don´t convert other units, and that includes the Baron and his puppies.

Ah. That explains it, thanks :)
 
I keep getting the following Python Exception when I try to Alt+Click on the unit thumbnails. It seems to only happen once per turn.

EDIT: Scratch that-for some reason it comes and goes. It seems "worse" with the Malakim than the Elohim and Sheaim, but perhaps it only seems that way because I have a larger army.

EDIT2: Ha! So I'm not the only one. Further details-If I mouseover the units and hold Alt without clicking, I will get the error, but there is a slight delay. If I hold Alt and then mouseover, the error is almost immediate. For the time being, I can circumvent it by bringing the mouse over the units, and Alt+Clicking with minimal pause between the keystroke and click.
 

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Why do we have a metamagic mana resource? Seems like a waste of space right now.
 

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Tsunami now does the units that don't resist their present damage + 20-39 points of base Cold damage; so if the unit was at, say 50 points of damage, they'd take 70-89 points of base cold damage (and likely be dead).

Code:
			iDmg = pUnit.getDamage() + 20 + CyGame().getSorenRandNum(20, "Bob")
			doDamage(pUnit, "Cold", iDmg, caster)

I'd suggest changing it to 20-39 points of base Cold Damage (i.e remove "pUnit.getDamage() +").
 
Although this spell appears to guard against moving land units onto water, it doesn't guard against moving water units onto land.
 
Tsunami now does the units that don't resist their present damage + 20-39 points of base Cold damage; so if the unit was at, say 50 points of damage, they'd take 70-89 points of base cold damage (and likely be dead).

Code:
			iDmg = pUnit.getDamage() + 20 + CyGame().getSorenRandNum(20, "Bob")
			doDamage(pUnit, "Cold", iDmg, caster)

I'd suggest changing it to 20-39 points of base Cold Damage (i.e remove "pUnit.getDamage() +").

Will do, thanks. I switched all the spells from doing damage directly to passing it through the new dodamage function and not all fo them got their damage cleaned up correctly.
 
I got a defect when attempting to alt-select a group of warriors. screenshot with python dump attached. Despite the filename, this is not a crash.

v020a
 
Omniscience sounds like it should lift the fog of war, but it doesn't. Maybe that's a bug, or maybe the tech needs to be renamed, since it certainly doesn't make you omniscient (in fact, it did absolutely nothing for me, since I already had a complete world map).
 
Hi,

Well Kael, that was an amazingly quick response to my last post, but now I have another one. As the heading suggests, I sacrificed a stonewarden to create a temple of kilmorph (in a city which had the ashen veil but not runes of kilmorph), and it created a mane for hyborem.... or at least, that's what I thought it did, but I could have been mistaken. It just did it again, but this time it created a unit for the mercurians.

Of course, it is arguable whether or not this is a bug. I figure that sacrificing the unit means that the priests are working in the temple instead of running around as a unit, and not some sort of human (or dwarven) sacrifice.

cheers

David

PS, should we report every python exception that we see? I've attached an image file of an exception which happened at one point, but there was no noticeable effect on the game.
 
no one had responded to my post on page 10 of this thread, but this is something else.

Maybe this is something i should know, but playing as Hyborem, every city i take turns into the order, and im not exactly sure why.

also, how do you spread religion once everything is order? my savants have no "spread religion" option to my open boarders evil neighbors. just Gift move or sac for research.
 
I think the Lanun's War Tortoises aren't set to be a unique unit for them like they're supposed to be.
 
I´m a bit confused. My "neighbour", the Sheaim, built the Prophecy of Ragnarok, long time ago. In the Civilopedia is written, that this buliding will increase the Armageddon Counter, but nothing happens. It´s still at 14 Points, for at least 50 rounds...
 
Twisted Spire does not give any gold for my Ashen Veil Temples even though I have the Veil as state religion. (don't know if this is specific to Fire, but just wanted to report it).

Also, I think the AI values mana ressources too highly in trade negotiations. It is not uncommon to get all of an AI's gold/turn and all non-strategic ressources for just one mana ressource (I got 21 gold/turn, gold, cow, silk, and a few other for one dimensional mana...).
 
Played as Calabim, had AV, and the AV holy city, and couldn't build Meshabber of Dis in it. I can't find anything that says I have to have anything else to do it (resources, high Armageddon Counter, etc.). In fact, it didn't even have the button grayed out, like it usually does when you're just missing some resource/building. I put a temple of AV and a Demon's Alter, couldn't think of anything else to build in the city that might make him buildable.

I don't see it one any of the threads, is this disabled right now?
 
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