FfH2 0.20 Bug Thread

I agree pretty much except that theocracy can be useful for them; it stops the spread of any religion, limiting the financial and spy bonuses for the owner of each religion's shrine. In vanilla, AI often adopted theocracy before there were any religions present in any of its cities. It makes more sense here than there.
 
Playing as Calabim.

Corrupted land effects are either difficult to see in the early stages or don't show until multiple tiles are afflicted (OR) Tiles have the corrupted lands effect on them before the land is actually corrupted.

My adepts frequently are able to Sanctify while surrounded by tiles that do not visually appear to be corrupted. Is this because a nearby tile is about to enter a "fully corrupted" state or is it just a graphics glitch? If left alone, eventually, those areas will become fully corrupted again.

I've also noticed that coastlines and mountain ranges might have problems with corrupted tile effects. I seem to be chasing down corruptions that could only have come from water or mountain tiles previously "infected" and then cleansed, only to continue to spread the Hyborem's cancer. :(

*Note: This is one of the most outstanding mods to any strategy game I've had the pleasure of playing. I really enjoy it even with the troubles with the AI and some occasional glitches/hitches. My compliments to the dev team!
 
I wonder... can you put a spellcaster on a ship and have him sanctify the water? Might help if Hell-water looked different than normal water. Boiling seas, anyone?
 
Hello, i have seen what is probably a bug in one of my current games (yup i have more than one :D ).
Me and my sister have formed a permanent alliance in this game. We are playing Bannor and Elohim. We have some VERY strange trade routes. All of our trade routes go to the same 3 bannor towns and give only 1 gold each (even with an Inn in some towns), they are near useless. Often foreign trade routes give more than 1 gold, and they shouldn't all go to the same towns, especially the Bannor's routes should go to Elohim towns (or other civs towns)
I see we have trade with nearly every civ, we are recieving religions from them, but all our routes are to the first 3 bannor cities :eek:

I have attached a save from this game :
http://forums.civfanatics.com/uploads/34636/Ethne_la_Blanche_0235_ap._J.C.Civ4SavedGame
 
I've also noticed that coastlines and mountain ranges might have problems with corrupted tile effects. I seem to be chasing down corruptions that could only have come from water or mountain tiles previously "infected" and then cleansed, only to continue to spread the Hyborem's cancer. :(

Same for me, but in my case it was fire coming invisibly over a mountain ridge to burn down the forest on the other side as well.
 
Sounds like they never finished the gate then - is it visible in the city? If Hyborem died it gets cancelled (or if they got into a war and switched priorities they might've stopped).

No, this is no option because they aren't at war and I saw the message about the Mercurian Gate being built. I can also see the wonder in the city and in the statistics, it says that the Malakim built the wonder.
 
Perhaps Werewolves should be Beasts and not Animals? A 5 move unit that self reproduces at str 10 (even though yes, it takes some effort to get to Greater) is a bit much. Beasts only get Mobility I, not II.

Along those lines, maybe move reproduction to only Blooded or Greater (or to be ultimately strict, just Greater)

One last thing, the Baron doesn't have Hero, intentional? It's sometimes hard to figure out which Hero's shouldn't have the flag, and which are simply oversights.

Unrelated, but Saverous can't be healed or given Enchanted Blade. I assume this is because of the Demon tag, but is such a restriction necessary? Evil's can't heal their own troops?
 
I can no longer build Longbowmen. When any given city's build screen pops up, they are no longer an option. Is this a bug or is there a unit limit? I have 60 of them.
 
When you can build both marksmen and flurries in a city, longbowmen will become unavailable in that city temporarily. Max out on those and you should be able to build longbowmen again.
 
The unit selection buttons no longer work.
Also anarchy no longer lasts only 1 turn. Is this intentional?
Also, is there info somewhere about what all the new buildings/wonders do?
 
- Longbowmen have a resource requirement as well as a building requirement, if you lost access to iron or mithril, that might be your problem
- The little blue buttons (PLE icons) for unit selection have been fixed in .21 I believe.
- Anarchy can last longer than one turn if you change more than 1 or 2 civics, especially later in the game with more cities - this is vanilla civ4 behaviour
- the Civ4 wiki has a large number of entries about FfH, most of them are up to date but feel free to add things or make corrections
 
Apologies if any of these have been mentioned --

Moneychangers seem to have no effect. I regularly build them, and have done so across multiple games, but never experience any rise in gold per turn. I seem to recall some other money-effecting buildings not working either (Tax Office?). Markets, at least, work fine.

A brief Pedia entry regarding the Domination spell would be hugely welcome -- to the effect of, "If your Domination attempt fails, your spellcaster reverts to the target creature's empire". Sort of a nasty surprise awaiting your Archmage, there.

I hate the "Altar of Luonnatar" (sp?) victory option. A civilization who regularly gets Great Prophets, for whatever reason, is guaranteed to win out long before any other victory condition presents itself. I got snarked by the fourth-place team in a recent game, and things were still early and competitive. Maybe turn the option off by default?

Any thought to having Spell Extension grant Conjurers the ability to hold their summoned creature for longer than one turn?

Fantastic mod! I can't wait to see where it's going in the future.

Foul
 
Apologies if any of these have been mentioned --

A brief Pedia entry regarding the Domination spell would be hugely welcome -- to the effect of, "If your Domination attempt fails, your spellcaster reverts to the target creature's empire". Sort of a nasty surprise awaiting your Archmage, there.


Any thought to having Spell Extension grant Conjurers the ability to hold their summoned creature for longer than one turn?

Fantastic mod! I can't wait to see where it's going in the future.

Foul

Yes, I did mention something about the Domination spell earlier in this thread. I found when you sent an escort out with your Archmage (as you should if you are wandering about) you will lose the escort instead of the Archmage - you still get the message 'you lost your caster.'

Of course, if you have only one escort, he will turn on the Archmage and kill him next turn.

If you send the Archmage with 2 or more escorts, I have found you can exploit the Domination spell.

Also, on Spell Extension, it would be great if you could cover more territory with the Sanctify spell when cleaning up hell tiles.
 
I'm a little confused as to which units can walk through the fire tiles.

I know the orcs can do it, but today I saw one of Basium's angels and units from Auric Ulvin and Sabathiel on Fire tiles.

Are there any other units besides orcs (I guess Infernal too) that can use fire tiles? Maybe they were on the tiles when the fire moved to them.
 
I'm a little confused as to which units can walk through the fire tiles.

I know the orcs can do it, but today I saw one of Basium's angels and units from Auric Ulvin and Sabathiel on Fire tiles.

Are there any other units besides orcs (I guess Infernal too) that can use fire tiles? Maybe they were on the tiles when the fire moved to them.

I think this is somehow related to fire resistance. Orcs get some with the orc promotion. Sabathiel is Magic resistant (hope I'm right) so he could have given his units the fire resistance promotion.
 
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