FfH2 0.20 Bug Thread

Also, had the Demon's Alter in a city, and none of the Disciple or Arcane units I built had Scourge. Is there some reason for this?
 
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...

They would have to built units in there. City every such unit gets the mark of prophecy promotion. For each such unit existing counter goes up by one. If you want to get it lower, kill those units.
 
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?

I suppose it requires armaggedon tech like all avatar units.
 
The current position of the Armageddon counter makes it difficult to change techs if the tech you want is to the left far of the bar. I'm not exactly sure how to fix this: FFH2 has a very wide tree, so if you move it to the right side, it will overlap techs there. Perhaps displace it a little to the left?

Yeah, in regards of the techs the counter "only" makes it difficult to select the one on the left.
What it really gets in the way of , for me, is the left arrow for city-cycle in the city screen. That simply gets overlapped and is impossible to use. For a mad micromanager like me that's bad because I have to always go forward (right) and can't go backwards (left) among cities.
 
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).
As in vanilla, the gold is added to the cities where the buildings are, not the city with the minaret/spire.
 
I don't see an Armageddon tech. I looked!

Also, took several cities with Mardero, that didn't have AV to start, & didn't get it when he took them. Yes, he was the last one to kill a unit and actually take over the city...
 
I don't see an Armageddon tech. I looked!

Also, took several cities with Mardero, that didn't have AV to start, & didn't get it when he took them. Yes, he was the last one to kill a unit and actually take over the city...

The armageddon tech doesnt exist anymore. Instead a certain armageddon count is required ot build the unit, I think its 75.
 
The armageddon tech doesnt exist anymore. Instead a certain armageddon count is required ot build the unit, I think its 75.

OK, thanks. Seems kinda late though, since he takes 5000 hammers to build...
 
As in vanilla, the gold is added to the cities where the buildings are, not the city with the minaret/spire.

Thanks, my bad. Had just hoped to stack it with my Bazaar of Mammon, but I guess that's why it works like it does (to prevent the stacking...).

Just a comment to the guys complaining that Basium/Hyborem is too strong. In the game I am playing (standard size continent map, quick, monarch) both Hyborem and Basium are at the bottom of the ladder, both with a score of about 4-500. The leaders of the game have 1500-2000. Also, Hyborem was squeezed by its Svartalfar summoner's culture right from the start, which eventually has forced it to declare war on the Svartalfar (after getting peace with the good civs who burned the Ashen Veil holy city to the ground).

On a grand scale everything has worked as one would hope though. An evil civ brings Hyborem into the world and the good civs build the Mercurian gate and Big War is on!
 
I have to always go forward (right) and can't go backwards (left) among cities.

Instead you could use the keyboard-shortcuts. I think it is "end" and "home" to cycle through the cities in both directions.
(I know this is now "cure" for the AC overlapping anything but it might help.)
 
Hi
I have just played an 18 players game with Sheelba on huge pangea with marathon speed. I like the mod but i think its not ment to be played this way. The Armageddon Timer reached 100 long before the midgame and the barbs were going for domination victory quickly :crazyeye:.
Can't that timer go up with lower speed when playing with many players or slow gamespeed?
 
Instead you could use the keyboard-shortcuts. I think it is "end" and "home" to cycle through the cities in both directions.
(I know this is now "cure" for the AC overlapping anything but it might help.)

wow thank you !
 
Minor one, but I'll post it anyway. The homeland promotion seems to be granted "onMove". If a city is built near to a unit or culture expands to surround the unit for whatever reason, it isn't granted the promotion until it moves. I would imagine a similar problem exists if culture "shrinks" (Loki, revolt, shifting borders) - the unit wouldn't lose the promotion until it next moved.

This is only really notable for those players (myself included) that "camp out" a potential city spot with a defensive unit. When I build the city on top of the unit, I then have to move him out of the city square (at which point he gains the promotion for moving to an area that is within cultural boundaries) and then back into the city so that he can defend.
 
Minor one, but I'll post it anyway. The homeland promotion seems to be granted "onMove". If a city is built near to a unit or culture expands to surround the unit for whatever reason, it isn't granted the promotion until it moves. I would imagine a similar problem exists if culture "shrinks" (Loki, revolt, shifting borders) - the unit wouldn't lose the promotion until it next moved.

This is only really notable for those players (myself included) that "camp out" a potential city spot with a defensive unit. When I build the city on top of the unit, I then have to move him out of the city square (at which point he gains the promotion for moving to an area that is within cultural boundaries) and then back into the city so that he can defend.

the metal application method now works on the onMove and onBeginTurn it seems, if that was applied to the homeland and some others it would fix that problem i think
 
Not sure if this was mentioned, but in my current game as the Hyborem the Avatar of Wrath is spawned every time the counter hits 90, not just once. There's 3 Avatars going around clearing the map now. I'm just hoping I can hold out long enough to finish my domination victory.
 
When units with Prophecy of Ragnarok are removed from the game but not dying the counter is not reduced. I had a Luonnatar with that promotion, which I've used to make another step of altar and the counter stayed the same. Dunno, but maybe it's the same with other things like adding culture via disciples or something (couldn't check because I was playing Grigori).

Also it would be nice to move that armageddon counter a little to the left so it don't overlap nearly totally the tech most to the left. I've noticed some cosmetic bugs like missing texts (in Bannor unique buildings for example) but there seems to be no "FFH 0.20 cosmetic thread".
 
Text which is missing altogether doesn't count as a cosmetic issue, it's a given. Errors in text which HAS been checked in, though, are worth pointing out.
 
I got a CTD when playing as the Ljosalfar. I don't know if it is relevant, but I already was at war with Hyborem, together with his creator, Os-Gabella. Annex, you can see the save file just before the CTD.
 

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