FfH2 0.21 Bug Thread

Hey, sorry if this was already mentioned, or if I'm too stupid to be noticing the effect, but...

Many resource-specific happiness buildings (like Pagan Temple with incense) don't seem to be adding a happy face as they should. Playing as the Bannor on Prince last night I went nuts on Pagan temples, Breweries, etc. only to realize years later than nothing seemed to be coming of it. No little happy faces next to the buildings in the building list on the left of the city screen, and no "hidden" effect detectable by adding up the total happy vs. mad at the top. What gives?
 
It would be neat if Archeron was a one-city minor civ, like the Infernals

Play the Clan or Doviello (barb trait) at, say, Noble or higher with Raging Barbs and watch the barbs centered around Archy build an impressive empire of their own. It's a little scary. :lol:
 
Hey, sorry if this was already mentioned, or if I'm too stupid to be noticing the effect, but...

Many resource-specific happiness buildings (like Pagan Temple with incense) don't seem to be adding a happy face as they should. Playing as the Bannor on Prince last night I went nuts on Pagan temples, Breweries, etc. only to realize years later than nothing seemed to be coming of it. No little happy faces next to the buildings in the building list on the left of the city screen, and no "hidden" effect detectable by adding up the total happy vs. mad at the top. What gives?

Check the resources in the upper right of the city screen. The appropriate resource should say, for example,
:) (2)
 
Late game crashed after when i hit end turn. I reloaded, got up to that point and saved before i hit end turn and it crashed again. Now when i reload the new save (saved over the old one) it crashes on load.

Only significant thing i noticed happening the turn before the crash is that i got Shuet stone up and running and built a War Chariot that got the promotion (which is very cool btw).

Save is too big to attach. Probably not much help anyway as it crashes on load.

Game info: Huge map, max civs, playing as Clan of Embers, Monarch level, Founded and using Ashen Veil.

BTW - even though i founded AV and researched the next one (CotS or IP?) this game i don't ever remember seeing or reading about Hyborem entering or the Mercurian Gate being built. Neither of those two civs have been in the game that i could see. It is possible they entered and were killed but like i said, i don't remember reading the message.

- feydras
 
The problem was that exploration is just to good. The fact that it allows roads is good enough, to also have mobility on it made it quite easily the best first tech. Plus, this way horseback riding becomes more important. I suspect most players that are impacted by this would never have bother to research horseback riding before this change. So this change helps even out the techs.

And what about giving Mobility I to exploration and Mobility II to Horseback Riding ?

And unless you play with No Tech Trading, Horseback Riding was already an important tech
 
feydras, If you are using max Civs, there won't be an open "spot" for Hyborium or Basium to enter the game. Sadly, we are limited to 18 Civs, regardless of when they enter the game.

I wonder if that will change with the new expansion? I don't recall seeing any notes about more civs being possible, but since they added that to Warlords, I would guess they will build off of that for the new expansion... just speculating there.

Cheers!
 
Just a minor, cosmetic niggle:

When I toggle the "resource bubbles" on, Air nodes have the same icons as Body nodes. I apologize if this has been reported before.
 
Play the Clan or Doviello (barb trait) at, say, Noble or higher with Raging Barbs and watch the barbs centered around Archy build an impressive empire of their own. It's a little scary. :lol:

Archeron has rarely survived very long for me, I normally kill him by getting werewolves and throwing the cannon fodder at him. Last game he died to Barnaxus as I was setting up to throw 8 or so blooded wolves at him. I snuck in and killed the orcs, stole the loot, and ran away!
 
You can get a slave when capturing a worker.

Just to be clear: You get both a slave and the worker.
 
Personally, I welcome the move of Mobility I to later in the game. I play huge, marathon games and would like the wilds to stay wilder, longer.

- Niilo
 
You can get a slave when capturing a worker.

Just to be clear: You get both a slave and the worker.

You can get a ravenous werewolf and the worker also, if you attack with a wolf.
 
Has anyone been able to get more than 3 werewolf units in the newest patch? I won 2 battles in a row (once with a blooded werewolf, once with baron), both times it said lycantropy spreaded, but no new ravenous werewolf appeared?
 
Has anyone been able to get more than 3 werewolf units in the newest patch? I won 2 battles in a row (once with a blooded werewolf, once with baron), both times it said lycantropy spreaded, but no new ravenous werewolf appeared?

Yep, I'm approaching the max of 34.

Also a bug: I beat the elves to FoL, after several decades and not getting line of sight on any of their cities, I popped open the editor to find out that they have their disciple of leaves just sitting fortified in their capitol. They have no religions at all, and I can only assume the AI doesn't use the missionairies for religions that are not their state religion.

Another: Os-Gabella rush-founded AV, then (checking with the control-Z mode) started researching Agriculture. I thought the reason to rush the religion was to po out Hyborem in a reasonable timeframe?
 
I don't really think this is the place to post it, but it doesn't deserve it's own thread so I'll post it here anyway.

Hippus are supposed to be mercs. But, in none of my games have I been able to bribe them to go into war. The request was always in red "We don't like you enough" "We would have nothing to gain" etc. Any chance their script will get changed soon to reflect the mercness?
 
The problem was that exploration is just to good. The fact that it allows roads is good enough, to also have mobility on it made it quite easily the best first tech. Plus, this way horseback riding becomes more important. I suspect most players that are impacted by this would never have bother to research horseback riding before this change. So this change helps even out the techs.

Well, one thing is that I really like RoM and of course agree that Mobility I/II so early is too good, I can't agree though that Exploration was the best first line tech or that one wouldn't bother researching horseback riding.
1) Horseback Riding became, in one of the last versions, a prereq. for Trade. Getting Trade before the other civs is very important, hence the tech wasn't exactly a niche tech.
2) Agriculture is needed for a lot of useful techs and a super useful civic for early expansion. I wouldn't put Exploration with Mobility before it.

Can you also answer my question in post #292 ?

Another thing, it seems that civs that change alignement due to religion only change it diplomacy-wise, but not in the game mechanics.
For example, in a game with patch A, hell terrain had no chance to spread into Capria's border, although she was Evil (!! Yeah I know, pretty wicked game where she first converted to Octopus and then to the Veil ).
 
Ok, some python exeptions.

1. Casting Pillar of Fire on a lanun city.

2. Banishing an unit.

3. Giving corruption of spirit as gift to the lanun.
 

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Not really a bug, but I think it's a bit strange and I don't know in which thread to place it:

I was playing the Bannor yesterday. You're able to build mounted units (Valin Phanuel, Royal Guard) while you haven't discovered horseback riding yet. :)
 
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