FfH2 0.20 Bug Thread

Free buildings granted to all cities by wonders seem to be missing some ancillary effects. Weaponsmiths granted by Caminus Aureus don't grant the Mithril Weapons promotion to melee units when the city has access to mithril, and Sheaim cities with mages' guilds granted by Catacomb Librarius don't work towards summoning troops through their Planar Gates. Oddly those cities which had the relevant buildings before the wonder was built *do* still grant these effects even after its completion.

Also, the Evangelist promotion seems to have stopped working. I was having fun pillar of flameing all of the cities' defenders into ash and sending in Sphener to capture the city, but he no longer converts the populace to The Order. I can see why this might be so, since it'd mean that then choosing to raze the city would double the rate of Armageddon Counter increase, but mightn't it be possible to get the city to convert at the start of the following turn, or maybe instantly on choosing *not* to raze the city?
 
In my most recent game, I have exactly one built mage guild in my capital, all the rest are granted by the Catacomb. But I have a dozen or so of the relevant summons. So at least in my game at least, this seems to be working just fine.

Are you certain of this?
 
I think it's the number of planar gates, not the number of mage guilds, that determine summon numbers. Have any of the Mobius Witches appeared in cities other than the capital?
 
A small bug... Save game available.

Playing as Khazad, I built a farm over an ancient tower. Once the farm was built, the workers still had the lookout promotion. It was removed once they moved but if one of them just stayed put and fortified, they would keep it!

Edit: Running patch D, btw.
 
I was playing as the Kuriotates and was with war against Calabim, well the calabim had shadows that constantly attacked my mages But i can't attack them, they were hidden, So i thought I would use my own shadows to attack them, problem is I still couldn't see them even though my shadows where in range. So is it a bug?
 
I was playing as the Kuriotates and was with war against Calabim, well the calabim had shadows that constantly attacked my mages But i can't attack them, they were hidden, So i thought I would use my own shadows to attack them, problem is I still couldn't see them even though my shadows where in range. So is it a bug?

A unit must have the ability to see hidden creatures in order to see them. The ability to hide is different from the ability to see hidden.
you can find more details here: http://forums.civfanatics.com/showthread.php?t=206715

A small bug... Save game available.

Playing as Khazad, I built a farm over an ancient tower. Once the farm was built, the workers still had the lookout promotion. It was removed once they moved but if one of them just stayed put and fortified, they would keep it!

Edit: Running patch D, btw.

Why would this be a bug ?? AFAIK building an improvement in a square with an ancient tower does not remove the ancient tower.
 
disregard this, I messed up.
 
It does now, they were switched to improvements (so that they could change to snake towers and get that +1 hammer which shows up from some tech). I guess it should be possible to add a check in the bit which removes old improvements.
 
Oh I see... then the problem is probably the one reported for other promotions, which only work "on movement", for example the defensive promotion. Sureshot has already proposed to extend the script for the metal promotion (on movement and on beginning of the turn) to all this kind of promotions.
 
The problem with that is that it'll be a lot of extra work for the comp to check every single unit for whether it's on a sentry tower. What would make more sense in this case might be to check units with sentry to see if they're STILL on a tower each turn.
 
Really a great mod!!!!

Some problems I've found (patch "C" but I checked logs for patches as for today)

1. Healing time for my Amurites Hunter on the action "rest until healed" (sorry don't remember correctly) shows something like 2mln turns. Actually the healing seems working normally.

2. Couldn't find Pedia entry for Merryman.

3. On the Victory Conditions screen the religious influence of the second largest religion is always 0%, while on the Change State Religion screen it's displayed proporly (about 20%). I have it in every FfH game, but don't really know it's caused by FfH or Civ.


Marksman
 
I just promoted my Elven Scout with Subdue Animals to catch some of the animals for myself in the early game. But after that the unit doesn't get the +100% vs Animals Bonus anymore just the +25% from Subdue Animals even tho the +100% Bonus is still shown but not taken into anymore. Is that intended or a bug?

Patch D running btw
 
The problem with that is that it'll be a lot of extra work for the comp to check every single unit for whether it's on a sentry tower. What would make more sense in this case might be to check units with sentry to see if they're STILL on a tower each turn.

True but it would only have to check units fortified or skipped, not each single unit. Plus you could do the checks for the other promotions too.
 
True but it would only have to check units fortified or skipped, not each single unit. Plus you could do the checks for the other promotions too.

All checks are every single unit. If we are to only check units that are fortified (or with sentry or whatever) we have to run through every unit to see if they are fortified or not. Then apply the logic looking for the sentry promotion, tower, etc. So we end up searching every unit to do this anyway.

Big databases get around this by building indexes (abbreiviated lists that return links to just the data you want to work with). So you would maintain an index of fortified units (for example), adding and removing units from that list when a unit fortifies or unfortifies. That is of course really really overkill for FfH (we would lose more cycles maintaining the index than performing the search) but it addresses the same issue.
 
Free buildings granted to all cities by wonders seem to be missing some ancillary effects. Weaponsmiths granted by Caminus Aureus don't grant the Mithril Weapons promotion to melee units when the city has access to mithril, and Sheaim cities with mages' guilds granted by Catacomb Librarius don't work towards summoning troops through their Planar Gates. Oddly those cities which had the relevant buildings before the wonder was built *do* still grant these effects even after its completion.

I think it's the number of planar gates, not the number of mage guilds, that determine summon numbers. Have any of the Mobius Witches appeared in cities other than the capital?

This has been my experience as well. I built a single mage guild in my capital and built the catacombs there also. The number of mobius witches appears to be tied to the number of planar gates, but the only city where any mobius witches appear is in my capital. The game hasn't progressed to the point where I can tell if minotaur summoning is affected or not.
 
This has been my experience as well. I built a single mage guild in my capital and built the catacombs there also. The number of mobius witches appears to be tied to the number of planar gates, but the only city where any mobius witches appear is in my capital. The game hasn't progressed to the point where I can tell if minotaur summoning is affected or not.

Creature limits (for all creatures) are based on the amount of gates, not the amount of buildings that draw them. Of course if you have weaponsmiths (for example) in all your cities with gates you are going to be a lot more likely to get minotaurs fast. But just one city with a gate and a weaponsmith will be enough to spawn minotaurs (in that city) and your upper limit will be the same as if you had weaponsmiths in all your cities.
 
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