FfH2 0.20 Bug Thread

The poison promotion isn't removed until a Unit is full of life and then another turn passes where the unit rests. Confusion happens because if you hit the "fortify till healed" option, the unit will pop as fully healed one turn early. Also, its real annoying in the early game to have to walk my hunters back to my own lands to fix the spider poison. I wouldn't mind if the spiders poison was reduced to -5% healing.
 
Not sure if this is a bug but I built this and the city entry only showed +8 culture, it didn't show any money being generated, despite the description.
 
Not sure if this is a bug but I built this and the city entry only showed +8 culture, it didn't show any money being generated, despite the description.

This has been mentioned already. The money shows up in the actual cities that have the religious building. The spire itself shouldn't show any extra money. It's working fine.
 
It is taking over 15 minutes to load the game. If, having finally loaded it, I try to load it a second time, it crashes, saying there is a memory allocation problem.

I just downloaded the version today.

I didn't have any problems like this with .16. I have a fairly powerful laptop (256 graphics, 2 Gigs ram, etc.)
 
It is taking over 15 minutes to load the game. If, having finally loaded it, I try to load it a second time, it crashes, saying there is a memory allocation problem.

I just downloaded the version today.

I didn't have any problems like this with .16. I have a fairly powerful laptop (256 graphics, 2 Gigs ram, etc.)

i had a simular problem with the same message, somebody told me it was because a program is using most of the ram
 
The poison promotion isn't removed until a Unit is full of life and then another turn passes where the unit rests. Confusion happens because if you hit the "fortify till healed" option, the unit will pop as fully healed one turn early. Also, its real annoying in the early game to have to walk my hunters back to my own lands to fix the spider poison. I wouldn't mind if the spiders poison was reduced to -5% healing.

The march promotion works wonderfully against poison... the only problem is that recon units can't have it, which I find a bit odd.
 
Bug, balance issue, or neither: Wither (-20% healing per turn) does not appear to do anything to warriors sitting in a city. They're at full health every turn. The city does not contain any healing buildings (I checked with the worldbuilder - the only thing it has is an obelisk).

This is not from version 0.20... anyways a unit in the city has a bonus to healing, which seems to be at least 20% per turn.

Another bug: A hasted hawk can scout twice in one turn. When it does its second scouting, the first area it scouted becomes dark again (as though it hadn't been scouted).

This is not a bug because the spell Haste allows a bonus to movement but not to actions per turn. A hasted mage can't cast 2 spell. A hasted warrior can't attack twice (without the skill blitz). Actually, you shouldn't even be able to scout 2 times.
 
It seems that if you start in the Classical Age, the Mercurian Gate wonder is not available. At least I couldn't build it as the Elohim (without religion, I still had good alignment), and in my last two Classical Age games as Hyborem none of the good Civs have built it. This unbalances the game a bit, because Hyborem is too strong if Basium and his angels are absent.

(Edit: I'm not sure whether the starting age is the problem. I just played a game starting in the Ancient Era and still none of the good Order-Civs tried to summon Basium. A bad decision, because they all got wiped out by the Sheaim and Hyborem.)
 
1: When the Infernal player takes over a city it does not get an obsidian gate
2: Not sure how this happened but 1 of my cities (out of 4) has 2 population and is growing from food (Infernals again)
Edit- It seems I was mistaken and it was not growing, still has 2 pop though
3: When changing civ to the Infernals, the tech tree stays the same as the old civ.
 
Patch: Patch "d"

The game will crash on load if you have the 'Show Unit Health' option enabled

0.20 Changelog:

Is this a problem with Patch 'd' and not Patch 'c'?
 
It's a problem since the Fire phase began (2.020 +).
 
It is taking over 15 minutes to load the game. If, having finally loaded it, I try to load it a second time, it crashes, saying there is a memory allocation problem.

I just downloaded the version today.

I didn't have any problems like this with .16. I have a fairly powerful laptop (256 graphics, 2 Gigs ram, etc.)

I'm having a similar problem...:confused:
 
It is possible for a unit to have more than 1 religion

Build a prophet and upgrade to a unit of a different religion
(starts with order, upgrade to priest of leaves and it gets FoL also)
 
I have an interesting problem. I am using patch d (at least, I think I am). THis is my first time trying this mod.

When I get to the game part (so I reload, choose a civ, and start to play), I am getting some stuff in English and some in French. It looks like anything that was added beyond the vanilla civ is in French. I don't know how to fix this. Any help would be appreciated.
 
Do you want it in french or english?

Not only have I already explained the Twisted Spire thing, it's the same behaviiur as vanilla. It is a little counterintuitive, mind.

Re: Negative healing, if I remember the healing algorithm from the excellent article about it, units are only eligible for healing if they're wounded, haven't moved etc. - removing the first check might make a net negative heal rate actually drain the health of healthy units. However, the same argument would also say that you'd stay at the same health if you move even if you'd lose health when standing still, which would be more complicated to fix - might need to calculate the heal rate first somehow, then make the unit eligible if it's less than zero, then apply healing. Haven't tested whether that does indeed happen, but I expect I'm right. If you were fixing up that code, an improvement to the "turns to heal" display when heal rate is less than or equal to 0 would be nice - it currently overflows and gives some long number.

Actually, could you make gaining the Wither/similar promotion deal 1hp's worth of damage? That ought to guarantee healing eligibility and improve its effectiveness. At present it still works well with a collateral damage attack - wither everyone, then attack with a catapult or fireball to make it kick in, although heal rates in (non-rioting) cities are at least 20%, so it'd merely slow healing down.
On a related note, it might be worth noting that a friendly city is better for healing than one of your own which is rioting (assuming the same improvements, at least).
 
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