FfH2 0.21 Bug Thread

I've gone through the thread to this point and Im putting together patch "D". The big things from this will be a fix for Mokka's Cauldron (which is causing CtD's in many different situations) and getting the AI to rush founding the veil appropriatly.

Of couse there will be more fixes included, but I wanted to let everyone know it is coming and will be available this weekend.

:bowdown: My friends and I have been eagerly awaiting it.
 
Lo there. I've been experiencing a rather awkward bug lately. Namely that when I go to WB, sometimes a holy city loses its holy city state, even when I haven't touched the city. Now I play FFH with a map generator I downloaded a while ago (which lets you choose starting units, how much % desert etc) and something that made AI's force rush AV. I've only been experiencing the bug since that new script thing (or whatever it is), so it might be the fault of that thing. Just wanted to report.
 
Starting my game as Einon Logos/Elohim, I've been getting the following bizarre message:

"Congratulations, you gained access to your first food resource (Spirit Mana).........."


Not sure what's up with that?
 
There's still a bug with the Homeland promotion.

When you set out with one or more units and a settler to found a new city, the units lose the Homeland promotion as you would expect.

However, after you settle the new city, the units do NOT get the Homeland promotion back.

It can make a big difference having that promotion on your basic Warrior when a Skeleton attacks.

I have noticed that if you move the units out of the city and your borders and back in again or survive combat they seem to regain the promotion.

Still, shouldn't they get the promotion as soon as they are within your civ's borders?
 
I know the strengths, etc. of Scouts have been changed in patch c, but has anybody else noticed that now they seem to take on an awful lot of damage?

For example, I had a Scout with Combat III and Mobilty II attacked by a simple Wolf. The Scout needed 10 turns to be healed to full health.

It seemed to be true with Warriors too as I had one Warrior with Combat IV attacked by a Lion and need 12 turns to heal.

I don't know, but it seems like more damage when attacked rather than when doing the attacking.

Anyone else notice this?
 
the Chaos I spell "Dance of Blades" and perhaps other spell buffs that last 1 turn, are completely useless in defense on simultaneous turns, since they wear off before the AI can attack.

would be nice if these sort of buffs lasted 2 turns atleast, or used some other mechanic.
 
@Sarisin nope... I didn't.

would be nice if these sort of buffs lasted 2 turns atleast, or used some other mechanic.

Probably "until next combat" would be the best.
 
I've gone through the thread to this point and Im putting together patch "D". The big things from this will be a fix for Mokka's Cauldron (which is causing CtD's in many different situations) and getting the AI to rush founding the veil appropriatly.

Of couse there will be more fixes included, but I wanted to let everyone know it is coming and will be available this weekend.

Kael, what about Hell terrain not spreading to Evil civs that originally were Good civs ?
 
10. Mokka's Cauldron now produces Flesh Golems (dynamic unit creation was causing CtD's).

Really there has to be a different solution. How is Mokka's different from unit creation for werewolves, slaves, or other such activity?
 
Sarisin, do you mind aggregating your posts in the future (and reading through the thread...)?

Starting my game as Einon Logos/Elohim, I've been getting the following bizarre message:

"Congratulations, you gained access to your first food resource (Spirit Mana).........."


Not sure what's up with that?

Already reported. Spirit Mana provides health and that message really is saying you have gained access to your first resource that gives a health bonus (only food does this in vanilla). I would suggest turning off the hints.


There's still a bug with the Homeland promotion.

When you set out with one or more units and a settler to found a new city, the units lose the Homeland promotion as you would expect.

However, after you settle the new city, the units do NOT get the Homeland promotion back.

It can make a big difference having that promotion on your basic Warrior when a Skeleton attacks.

I have noticed that if you move the units out of the city and your borders and back in again or survive combat they seem to regain the promotion.

Still, shouldn't they get the promotion as soon as they are within your civ's borders?

Again, already reported. The promotion is granted onMove. Kael is aware of it and I suspect he will change it at some point, after taking time to consider performance issues.


I know the strengths, etc. of Scouts have been changed in patch c, but has anybody else noticed that now they seem to take on an awful lot of damage?

For example, I had a Scout with Combat III and Mobilty II attacked by a simple Wolf. The Scout needed 10 turns to be healed to full health.

It seemed to be true with Warriors too as I had one Warrior with Combat IV attacked by a Lion and need 12 turns to heal.

I don't know, but it seems like more damage when attacked rather than when doing the attacking.

Anyone else notice this?

Nope.
 
I know the strengths, etc. of Scouts have been changed in patch c, but has anybody else noticed that now they seem to take on an awful lot of damage?

For example, I had a Scout with Combat III and Mobilty II attacked by a simple Wolf. The Scout needed 10 turns to be healed to full health.

It seemed to be true with Warriors too as I had one Warrior with Combat IV attacked by a Lion and need 12 turns to heal.

I don't know, but it seems like more damage when attacked rather than when doing the attacking.

Anyone else notice this?

The most likely possibility would be that your scout or warrior were outside your cultural borders; healing is slowest in enemy territory, fastest in one of your cities, and you heal faster in your lands than in the wilderness.

Also, what game speed were you playing on, and how early in the game was it? I've noticed that healing does seem to take longer in the early game.
 
Really there has to be a different solution. How is Mokka's different from unit creation for werewolves, slaves, or other such activity?

Because it would try to create the matching infernal unit. Since not all of the units had infernal matches it would cause CtD's.
 
Sarisin, do you mind aggregating your posts in the future (and reading through the thread...)?



Already reported. Spirit Mana provides health and that message really is saying you have gained access to your first resource that gives a health bonus (only food does this in vanilla). I would suggest turning off the hints.




Again, already reported. The promotion is granted onMove. Kael is aware of it and I suspect he will change it at some point, after taking time to consider performance issues.




Nope.

Thank you for your comments GoBok.

As all were separate issues, I thought they should not be aggregated and it would be easier to address them separately.

I think I have read most, if not all of this thread. I apologize for missing the reported problem on the Spirit Mana message though.

I am pretty sure I am the one in this thread who reported the Homeland promotion bug. When I did not receive a response, and saw the problem again in another game, I thought it would be a good idea to report again.

I know it is not possible for Kael or somewhat else involved with FFH2 to respond to everything and I appreciate the work they do.

Thanks again for your words.
 
The most likely possibility would be that your scout or warrior were outside your cultural borders; healing is slowest in enemy territory, fastest in one of your cities, and you heal faster in your lands than in the wilderness.

Also, what game speed were you playing on, and how early in the game was it? I've noticed that healing does seem to take longer in the early game.

I was playing at Epic speed and it was definitely during the first 50 turns - before the barbarians show up.
 
Are you sure it was a wolf and not a giant spider? Poison would explain the problem.

Agreed about the Giant Spider causing a lot of damage, but I've found those easy battles with them are over.

No, it was a wolf in this particular example and a lion as mentioned in the other.
 
Because it would try to create the matching infernal unit. Since not all of the units had infernal matches it would cause CtD's.

Would it be possible to exclude out those with no infernal types? Or revert them to skeletons as you already do in some circumstance. It would be a shame to destroy a unique effect and just end up getting non-levelling flesh golems.

If its crashing on getCivilizationUnits then a white list could be kept, either Skeletonizing, Flesh Goleing or just simply ignoring anything else. If it's crashing on initUnit that means that getCivilizationUnits should be passing something (False, -1, something) that can be tested for.
 
But, this would definitly nerf the cauldron big time. Flesh Golems don't get exp and Immortals changing into flesh golems will lose the immortal promo after they die.
But ah well, if you don't have any other (fast) solution, I suppose we shouldn't whine
 
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