FfH2 0.20 Bug Thread

- Sphener's Sanctify spell did nothing to the AC for me when removing the ruins of cities (using Patch h - startet using e or something)
 
Govannan and Barnaxus (and perhaps more) are missing the Hero tag when created.

This is with h
 
Barnaxus isn't supposed to have the hero promotion. You gotta level him up the old-fashioned way. (and this makes sense seeing how his promotions empower all the golems you own; if he could just hole up in your capital and get those promotions for free, it wouldn't be a very interesting game mechanic)
 
Hi, I was playing earlier today and managed to exploit a bug/glitch which allowed me to have more than 4 heavy crossbow men, by building crossbow men then upgrading them, i attached the save game. Thank you

Never saw this before, but...

If you use your Inquisitors or Arch Mages with Mind Control, you can get unlimited Tier IV units from the barbarians in later game when they come.

Some may be a bit different (Lizard Beastmasters, Lizard Druids,etc.), but you can still pile up some Tier IV bonus units with this strategy.
 
Someone mentioned that patch 'h' would not break save games, so I downloaded and installed it.

They should have warned that it could RUIN games however. ;)

I was 200 turns into building the Final Altar with 46 left. I started up the game and the first message I got was:

"You can no longer build the Alter of Luontannor in Hyll."

Grrrrr. The new requirements of the patch hit me in the face.

Unwilling to go through another 200-300 turns of Putting Out Fires (see yesterday's thread) I retired.

Not to worry though as I saved the turn in the same game before I founded Ashen Veil bringing Hyborem into the world. I decided to go back and have my first try at playing the Infernal.

See next post...
 
My first attempt at playing the Infernal included bad luck, but also, I think, a bug.

The same turn I founded Ashen Veil, the first two Horsemen arrived.

I agreed to play the Infernal and moved the units outside of the elves borders.

Next turn I founded a city, but also the 3rd Horseman appeared.

The next turn the 4th Horseman appeared and, suddenly, I had tons of units. My gold went from +6 to -98.

I moved my units, but then got the warning there was a STRIKE. I looked in the Civlopedia to see what that might be (I couldn't access the Wikipedia as I cannot play online) and found nothing.

The next turn, Hyborem left me. My main man gone.

Not to worry as he is Immortal and will return, right?

Wrong, he did not appear next turn. I guess he has to be killed in battle rather than just walking away.

Very depressing to lose Hyborem that way before you even have a chance to play him.

Why did he have to go rather than one or more of his underlings?

I suppose I should have deleted units like crazy in hindsight to avoid the strike, but I just retired from the game instead.

Why did Hyborem leave? Does the civ's hero leave when there is a strike?

Thanks.
 
Never saw this before, but...

If you use your Inquisitors or Arch Mages with Mind Control, you can get unlimited Tier IV units from the barbarians in later game when they come.

Some may be a bit different (Lizard Beastmasters, Lizard Druids,etc.), but you can still pile up some Tier IV bonus units with this strategy.

That's the catch, no mind control was involved. I just upgraded from crossbow men to heavy crossbow men outside the city.....
 
My first FFH game ever, playing Ljosalfer, still struggling to understand all game mecanics but I have enjoyed it so far (even when I hit AC 40 and 90, unawares of what would happen. Surprise! That Avatar of Wrath is nasty :lol: )
Im sure there is still a lot of work to do but Im impressed so far, keep it up, especially now since WH is struggling so, as I enjoy fantasy mods the most.
Anywho, on with the show, here are some issues I encountered while playing:

Graft Flesh gives me a python error
Spoiler :

python_error0000.JPG

I get the same exception when casting Entangle (though the spell seems to work fine once you have pressed "OK" and taget someone)

I also wonder why my newly built units suddenly got the Blessed promotion. I know the Altar of the Lounnotar (consecrated) has this ability but it says "this city only" in the tool tip in the city screen.
EDIT: Reading more under History in the Civilopedia entry for the altar, it actually says all units in the empire get Blessed, but under Special abilities it still says "this city only".
Also, under History for the first and second "stages" it states that it blesses all units but as I recall that isnt so. A minor thing maybe, now that I know, but still :)
 
Oh and another thing, I got a Rice resource that later got "veiled". When I Sanctified that tile the Rice came back...as Bananas! :eek:

The most important question is ofcourse, are bananas more evil then rice? ;)
The second is if this is intended and why?
 
The next turn the 4th Horseman appeared and, suddenly, I had tons of units. My gold went from +6 to -98.

Soon after the 4th horseman appears, hellfires will open everywere. Those are some sort of "rifts" in the world fabric. Demons are spawn by those "rifts". I thought they were barbarian demons (read this somewhere) but they are indeed infernal demons. If they appear when you have too few cities, this can be a pain. How did the counter get that high before the veil was founded anyway?? :confused:
 
Feedbacks playing the infernals (1 bug at least)
OK, so i decided to try out the infernals recently. I wanted to test the uber-city strategy, not that it has anything to do with bugs. It's fun but you just come late and i played with outdated units until hellfire gave me high tier units.

I noticed some strange things happening in this game : here they are :
  1. When i raze a city, i ALWAYS get manes in my cities, whether the city was evil, neutral or even good. Is it intended, i thought only evil-neutral cities would give manes. Or do thoses manes appear because the armaggedon increases.
  2. When Hellfire hit the world, the demons spawn belong to me (infernals), i thought they were barbs?
  3. The 4th horseman, Ars Moriendi, did nothing so far. He appeared at the end of a peninsula, creted a city named "Kwytellar" :eek: and sat there for some time. When he decided to move on, my territory had grown all over the peninsula and he was unable to cross it (i was still at peace with barbs). OTOH i can enter barb territory without causing war (i converted one of their cities to the veil with a savant). It works like a one-way open-border!
  4. I got a strange bug several times when attacking with Hyborem. First when attacking a city defended by Bambur, then attacking a city defended only by Stonewardens, last time when attacking Basium on the field. I attacked (with a high chance of winning), then got the message telling me i won, then Hybo disappeared and i got the message i had re-created him. He was actually in my capital, having lost his immortal trait. First two i reloaded and attacked something else (happens again if i re-attack the same target, it's not a custom game so random seed is saved). I was able to take those targets later without loosing hybo. :confused:

Buggy or undocumented armaggedon behaviour
In another game, this time playing Bannors. The AC rose slowly at first, but when Flauros founded the veil, it quickly grew to 39, and i was afraid it would reach 40 and Blight would occur. I was too far awy from flauros and Hybo to act against them, but my southern neighbour, Auric, whose i was watching closely to see if he would turn Order or not switched to the Veil. I quiclkly dispatched two of the Stooges and started to soften him (he was not very strong), and followed with my cavalry. I 3 turns he was gone. I was relieved and very surprised to see the armaggedon drop by 5 when i conquered his last city (it wasn't even a veil city, he only had one). Is AC supposed to drop when an evil civ is beaten (and possibly rise when a good civ is beaten), or is it a bug? This behaviour is documented nowhere, but apart from the dev-diary, we have few informations on how the AC works.
 
In that save I get strange phyton errors, that keep reapearing but don't seem to hinder the game.

The second screenshot showed up when I razed a city.
 

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4. I got a strange bug several times when attacking with Hyborem. First when attacking a city defended by Bambur, then attacking a city defended only by Stonewardens, last time when attacking Basium on the field. I attacked (with a high chance of winning), then got the message telling me i won, then Hybo disappeared and i got the message i had re-created him. He was actually in my capital, having lost his immortal trait. First two i reloaded and attacked something else (happens again if i re-attack the same target, it's not a custom game so random seed is saved). I was able to take those targets later without loosing hybo.

This has happened to me once too, was really annoying to kill a unit and have him vanish soon after.
 
Feedbacks playing the infernals (1 bug at least) Buggy or undocumented armaggedon behaviour
In another game, this time playing Bannors. The AC rose slowly at first, but when Flauros founded the veil, it quickly grew to 39, and i was afraid it would reach 40 and Blight would occur. I was too far awy from flauros and Hybo to act against them, but my southern neighbour, Auric, whose i was watching closely to see if he would turn Order or not switched to the Veil. I quiclkly dispatched two of the Stooges and started to soften him (he was not very strong), and followed with my cavalry. I 3 turns he was gone. I was relieved and very surprised to see the armaggedon drop by 5 when i conquered his last city (it wasn't even a veil city, he only had one). Is AC supposed to drop when an evil civ is beaten (and possibly rise when a good civ is beaten), or is it a bug? This behaviour is documented nowhere, but apart from the dev-diary, we have few informations on how the AC works.

Check this page from the main thread, post 3909:
http://forums.civfanatics.com/showthread.php?t=171398&page=196
 
Patch H: In the city screen there are two arrows in the upper left that allow you to cycle back and forward between your cities. The right arrow still works correctly, but the Armageddon counter appears to be interfering with the left arrow.
 
Archer of Leaves can be built with a tag for another religion. OO in this case.

I'm sure this applies to all the other religiously-supplied units as well.
 
Oh and another thing, I got a Rice resource that later got "veiled". When I Sanctified that tile the Rice came back...as Bananas! :eek:

The most important question is ofcourse, are bananas more evil then rice? ;)
The second is if this is intended and why?

I dont store what was in the plot before it gets switched. Instead I convert all of the grain type bonuses to a snake pillar when it turns to hell. Then if it happens to turn back I convert the snake pillar to a random grain type. So it very well could switch.

Thats the real purpose of the snake pillar, to mark where grain resources were. Though it does give a decent hammer bonus to nearby players who have researched way fo the wicked and infernal pact.
 
Archer of Leaves can be built with a tag for another religion. OO in this case.

I'm sure this applies to all the other religiously-supplied units as well.

That will be fixed in the next version, thank you.
 
If it hasn't been fixed yet: Prophets can gain random religion promotions at creation, and then be upgraded to a disciple/priest of a different religion - as an example, a few versions back I created prophets in a veil city until one got the veil promotion, upgraded it to a stonewarden of kilmorph, and then used the 'found temple' ability to create a temple of the veil despite not having the infernal pact tech.
 
Feedbacks playing the infernals (1 bug at least)
OK, so i decided to try out the infernals recently. I wanted to test the uber-city strategy, not that it has anything to do with bugs. It's fun but you just come late and i played with outdated units until hellfire gave me high tier units.

I noticed some strange things happening in this game : here they are :
  1. When i raze a city, i ALWAYS get manes in my cities, whether the city was evil, neutral or even good. Is it intended, i thought only evil-neutral cities would give manes. Or do thoses manes appear because the armaggedon increases.
  2. When Hellfire hit the world, the demons spawn belong to me (infernals), i thought they were barbs?
  3. The 4th horseman, Ars Moriendi, did nothing so far. He appeared at the end of a peninsula, creted a city named "Kwytellar" :eek: and sat there for some time. When he decided to move on, my territory had grown all over the peninsula and he was unable to cross it (i was still at peace with barbs). OTOH i can enter barb territory without causing war (i converted one of their cities to the veil with a savant). It works like a one-way open-border!
  4. I got a strange bug several times when attacking with Hyborem. First when attacking a city defended by Bambur, then attacking a city defended only by Stonewardens, last time when attacking Basium on the field. I attacked (with a high chance of winning), then got the message telling me i won, then Hybo disappeared and i got the message i had re-created him. He was actually in my capital, having lost his immortal trait. First two i reloaded and attacked something else (happens again if i re-attack the same target, it's not a custom game so random seed is saved). I was able to take those targets later without loosing hybo. :confused:

Buggy or undocumented armaggedon behaviour
In another game, this time playing Bannors. The AC rose slowly at first, but when Flauros founded the veil, it quickly grew to 39, and i was afraid it would reach 40 and Blight would occur. I was too far awy from flauros and Hybo to act against them, but my southern neighbour, Auric, whose i was watching closely to see if he would turn Order or not switched to the Veil. I quiclkly dispatched two of the Stooges and started to soften him (he was not very strong), and followed with my cavalry. I 3 turns he was gone. I was relieved and very surprised to see the armaggedon drop by 5 when i conquered his last city (it wasn't even a veil city, he only had one). Is AC supposed to drop when an evil civ is beaten (and possibly rise when a good civ is beaten), or is it a bug? This behaviour is documented nowhere, but apart from the dev-diary, we have few informations on how the AC works.

A few people had mentioned this and I just figured it out. When you raze a city it passes the identify of the razor and the owner of the city to the function. I assumed that the owner of the city meant the old owner, but by that time the city has already been transfered to the attacking player.

So essentially if you are evil and you raze a city no matter who owned the city it will generate manes. I'll fix it in the next version.
 
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