FfH2 0.21 Bug Thread

its rather simple and not singular to plains hills.

any center city tile maintains its food/production/commerce bonus (including resources/terrain/plot types, excepting bonuses from features/improvements) if theyre greater than 2/1/1 respectively.

so, building on a farm resource like corn on grasslands will give you a city whose main tile provides 3 food, 1 production, 1 trade.
building on a commerce resource along a river like incense or gems, will provide the cities main tile with 2/1/2.
 
Thats odd...

The reason that the pirates are going after Guybrush is that he is stronger than the Black Wind. The game forces an attacking unit (save for the assassin) to attack the strongest unit in the defending stack. Why guybrush is defending in the ocean i have no idea...

Water walking unit can defend in the ocean (which I think should be changed, as ship strengths are scaled to each other, not to land units - water walking units should just survive the sinking or at least have a strength penalty for fighting ships, but not sea monsters). Maybe Guybrush had water walking cast on him?

BTW, can Hidden Nationality units attack each other? I have never tried it, but if they can't Guybrush might be defending because the Black Wind is an invalid target, so the usual code that makes ships fight ships was bypassed some how.


Small problem with the Defender promotion...

Playing as Einon Logos, I sent several of my units with the Defender promotion with a Settler to found a new city.

I can understand them losing the promotion when they leave the boundaries of my civ, but shouldn't they get it back when the Settler founds a new city in my civ?

They did not and lost that bonus even though they were 'defending' my civ.

Apparently they have to leave the new city founded and return. This doesn't make sense to me.

Thanks.

The promotion is granted on move, which should probably be changed.


Pretty sure this is a bug, as Elohim I'm able to build more than one Harrowing of, & start more than one Rites of Ogmah[sp?], no city has actually finished it yet.

Fader

Rituals can be built multiple times and/or in multiple cities at the same time. They are broken out from wonders in the civilopedia, as they obviously aren't the same.
 
Patch "c":
1. No more duplicate Acherons.

well that helps,
patch c was quick :)
 
The promotion is granted on move, which should probably be changed.
Yup, which also means that a unit with this defensive promotion will retain it for an attack just outside of its cultural boundaries. I've assumed that it's implemented this way because to check every unit every turn would be too expensive.

- Niilo
 
dwarven melee units that can build mines can be made to improve all other resources if u group select them with a normal worker
 
it speeds it up

Filthy misinformation!

Just tested this, using one regular worker, codename "snow white" and seven dwarven soldiers.

Attempting to build a pasture on a pig resource, marathon speed:

Reported time for Snow White alone: 12 turns.

Reported time for Snow White grouped with all seven dwarves: 1 turn.

Actual time to completion for Snow White alone: 12 turns.

Actual time to completion for Snow White with all seven dwarves: 12 turns.

Result: It's just a minor display bug.

I rest my case.
 
Filthy misinformation!

Just tested this, using one regular worker, codename "snow white" and seven dwarven soldiers.

Attempting to build a pasture on a pig resource, marathon speed:

Reported time for Snow White alone: 12 turns.

Reported time for Snow White grouped with all seven dwarves: 1 turn.

Actual time to completion for Snow White alone: 12 turns.

Actual time to completion for Snow White with all seven dwarves: 12 turns.

Result: It's just a minor display bug.

I rest my case.

:salute: My findings exactly, though I hadn't thought to make an incredibly amusing reference to a Disney movie.
 
my bad.. when u asked if it just appeared that way i thought u meant that it allowed u to select build a farm etc, not that it displayed wrong number of turns

it is indeed just a display error
 
Recieved this python error when I casted banish on an invisible shadow.
 

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I'm not sure if this is a bug or if it's me, but on the game I'm playing on Quick, none of the Evil Civilizations are researching Corruption of Spirit, even though it's available to all (three) of them. (Started with six, but Charadon and Alexis turned Neutral and Jonas turned good.)

Is there any way to kick them in the seat of the pants to get them to research it? I'm playing Bannor, and waiting for the fight between Heaven & Hell, but Hell decided to stay home.
 
I'm not sure if this is a bug or if it's me, but on the game I'm playing on Quick, none of the Evil Civilizations are researching Corruption of Spirit, even though it's available to all (three) of them. (Started with six, but Charadon and Alexis turned Neutral and Jonas turned good.)

Is there any way to kick them in the seat of the pants to get them to research it? I'm playing Bannor, and waiting for the fight between Heaven & Hell, but Hell decided to stay home.

They wont start researching it until they have philosophy. Thats the kick to tell them that they should rush it (if no one else has).
 
They all have Philosophy.

In fact, they have Way of the Wicked and Knowledge of the Ether, the prereqs for Corruption of Spirit.

Game's .021b, using Nikis-Knight's 16 Civ scenario.
 
since downloading and using 021c I have noticed that it takes more time between turns, also noticed that randon generator seems to be putting down more barrows and ruins than normal. is anyone else experiencing either of these?
 
Not sure if this is for every Civ, since I've only played the Kuriotates...

On the first turn, if you regenerate the map, the settler becomes a normal, 2 move settler.
 
since downloading and using 021c I have noticed that it takes more time between turns, also noticed that randon generator seems to be putting down more barrows and ruins than normal. is anyone else experiencing either of these?

Definitely!

I mentioned in another thread about the long time in between turns. When you select 'Show Enemy/Friendly' moves you can see some bizarre unit movements (spinning in circles) which I'm sure affects the time between turns. Why this behavior? A vanilla thing?

In my current game, very early there was an onslaught of buzzing Lizardmen (from ruins) and skeletons (from barrows). I lost one city as my two warrior defenders (only had Defender promotion) could not stand against a stack of six skeletons.

It was impossible to build improvements - all this before the REAL barbs showed up.

When exploring I noted one ruin (Lizardman protecting) and a few barrows (skeletons protecting). In was not possible for my Scout or Warrior to challenge the protectors.

How often do barrows/ruins spawn skeletons and lizardmen respectively?

Finally, when it was time for the orc spearmen and goblins to appear there were very few because of all the skeletons and lizardmen already on the map.

Needless to say not a single animal was around too!
 
Didn't see this mentioned anywhere...

The Sanctify spell used on city ruins to decrease the Counter still isn't working. Tried it several times and no dice.
 
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