FfH2 0.21 Bug Thread

Well, you don't need Order to summon Basium, just Hyborem and the tech that allows you to build the Mercurian Gate. Maybe the AI doesn't feel like they need Basium's help?

I'm well aware of the requirements for basium and hyborem to come, stating that the order was founded was to show the civs who might have summoned him had more than the requirement.

The point stands, from what I've seen, even in optimal conditions, the AI doesnt seem to summon either.
 
your unable to cast hellfire spell unless your at peace with the barbarians witch seems kind of wierd since they no longer spawn barbarians and even hyborem cant cast it if he breaks his allience so i think thats a bug
 
I've just noticed a city growth problem (0.21c, but it may have been occurring earlier).

Sometimes when a city is 1 turn from growth it's population wont increase and no food will be added to the city.

In the city screen everything appears as it should, the food bar says 1 turn, it has the proper dull orange colour, no problems.
However on the main screen th city name is not followed by "(1)", but instead has nothing following it, as though the city was stagnant. The population icon is still green (indicating growth) not white as when the city is actually stagnant.

I've had this come up playing as both the Amurites and the Sheiam, and in both single- and multi-player games.

Both times i had reached my happy-cap fairly early and stopped growth for some time, however when i tried to resume growth later i could not.
 
I'm well aware of the requirements for basium and hyborem to come, stating that the order was founded was to show the civs who might have summoned him had more than the requirement.

The point stands, from what I've seen, even in optimal conditions, the AI doesnt seem to summon either.

Sorry, didn't mean to imply that you didn't. I was just trying to enunicate the problem a little better.
 
Im having a problem. I am unsure if this has been discussed elsewhere (and if so im sorry) but the game seems to crash randomly (by crash I mean the computer restarts). I have a nagging feeling this might be a vido card/setup problem but ive never had one before.

So this will usually happen during a Tech Promotion or a Save/Load. Any suggestions (and I dont think its a memory problem, im running this on a 2.4ghz w/ 1gb of memory)
 
The regenerate spell seems to be broken.

So far I played 3 games in .21 and never was able to cast this spell.
I used it just last night, and it worked as usual.
Just to be sure, you are trying to cast it on injured units, right?

As for the appearance of Hyborem/AV, my current game hasn't seen them, even though it's been hundreds of years since the Order was founded. However, I'm only one of two evil civs left (and the other is Auric Ulvin), so I just figured it was my poor luck from having such a Runes-heavy early game.

- Niilo
 
Forgot to mention (this could be a very old issue, but still...): when playing Kuriotates in multiplayer you do not get the popup question about settlement or city hub when founding a new city. This can be a real strategy-killer for this civ.

If I recall correctly this was on purpose because the popup was causing out of sync problems on multiplayer.

your unable to cast hellfire spell unless your at peace with the barbarians witch seems kind of wierd since they no longer spawn barbarians and even hyborem cant cast it if he breaks his allience so i think thats a bug

No kidding, hellfire doesn't even make you at peace with barbarians any more it seems.

I've just noticed a city growth problem (0.21c, but it may have been occurring earlier).

Sometimes when a city is 1 turn from growth it's population wont increase and no food will be added to the city.

In the city screen everything appears as it should, the food bar says 1 turn, it has the proper dull orange colour, no problems.
However on the main screen th city name is not followed by "(1)", but instead has nothing following it, as though the city was stagnant. The population icon is still green (indicating growth) not white as when the city is actually stagnant.

I've had this come up playing as both the Amurites and the Sheiam, and in both single- and multi-player games.

Both times i had reached my happy-cap fairly early and stopped growth for some time, however when i tried to resume growth later i could not.

Did you by some chance click on the avoid growth button and later assigned a citizen to work food tiles without clicking on the avoid growth button again to turn it off?
 
Infernal Pact summons Hyborem now, that is why he came later. Also, you don't need the religion's tech to convert to it.

Yes, but remember in my original post that I mentioned FIVE turns after Jonas CONVERTED to the AV, he was eliminated and Hyborem entered the world the same turn.

I cannot believe with only one city under attack Jonas was able to get Infernal Pact in FIVE turns. You cannot research Infernal Pact unless you have converted to AV, right?

Also, the sequence was (1) Jonas eliminated (2) Hyborem born, but in the same turn.
 
It does, just that the lowering the true count by one will not necessarily mean a display change if there are more than four players.

I'm sorry for being dense...

I am playing with 9 AI players. I move my Adept to city ruins and use the Sanctify spell. The Counter doesn't decrease. The ruins are removed, but nothing else seems to happen.

I'm not sure I understand what a true count is when it comes to the Counter.

How do you get it to decrease from 39 to 38 using the Sanctify spell when playing with more than 4 civs?

Thanks.
 
@ Vorshlumpf

Silly me, I tried it on uninjured units only.
Thanks for your help
 
should it be possible for a single skeleton [1 movement right?] to kill 2 warriors on the same turn?

had 2 warriors and 2 workers right next to a barrow on the turn that a skeleton was spawned ..

i figured that only one would have died and the skeleton would then end up injured and on the barrow [making a stack of 2] giving me a chance to get the workers away .... instead all 4 disappeared and the skeleton had about 1.something strength left...

edit: i -=think=- the other skeleton was uninjured - it was still on the barrow, so could not have attacked and stayed there also...
 
Got following phyton error between turns (just after declaring war on tessa).

Also Smoking tiles instantly destroy any lumbermills built on them. Even when you cast spring the same turn as they started smoking. This seems a little bit harsh - maybe it would be better to just destroy imprevements when the tile burns or changes to a burnt forest.
 

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also govonnon can teach druids and stuff spells that they normally shouldent be able to cast and allow them the higher spheres. is this intentional?

definately not-you should report it as a bug

I beg your pardon, but why wouldn't it be intentional ? That's the Amurites' hero ability: trainer. Without it he wouldn't be worth much as a hero.

should it be possible for a single skeleton [1 movement right?] to kill 2 warriors on the same turn?

had 2 warriors and 2 workers right next to a barrow on the turn that a skeleton was spawned ..

i figured that only one would have died and the skeleton would then end up injured and on the barrow [making a stack of 2] giving me a chance to get the workers away .... instead all 4 disappeared and the skeleton had about 1.something strength left...

edit: i -=think=- the other skeleton was uninjured - it was still on the barrow, so could not have attacked and stayed there also...

why not ? The first skeleton that attacked and won remained on the barrow because he couldn't move in the square still occupied by your second warrior. The second skeleton then killed the second warrior. This is possible but doesn't sound right, because AFAIK a skeleton defending a barrow will never attack if he's the last defender.
 
How do you get it to decrease from 39 to 38 using the Sanctify spell when playing with more than 4 civs?

Thanks.

You probably need to remove more than one ruin to lower the counter of 1, since the new patch. I noticed with patch C, more than once (with 8 players) I've heard the increasing-counter sound but the counter didn't actually increase. I think this is not a true bug but a side effect of the counter scaling to the number of civs in the game.
 
As the Clan, I had many city ruins laying around by the time I got Life mana. Using Sanctify on them worked, but clearing one ruins would not necessarily move the counter down by 1. Remember, the counter is a rounded off reflection of a fractional amount.

- Niilo
 
Yes, but remember in my original post that I mentioned FIVE turns after Jonas CONVERTED to the AV, he was eliminated and Hyborem entered the world the same turn.

I cannot believe with only one city under attack Jonas was able to get Infernal Pact in FIVE turns. You cannot research Infernal Pact unless you have converted to AV, right?

Also, the sequence was (1) Jonas eliminated (2) Hyborem born, but in the same turn.


He was the only one with AV, right? If so, he must have summoned Hyborem. Maybe he had a Great Prophet get born that researched the tech for him?
 
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