FfH2 0.21 Bug Thread

8. Govannon can't train disciple units.

Let me repeat: Bleh on this change.

However, after upgrading a couple rangers to druids, I realized I could have trained them first and then not only have a druid with Mobility II (which was why I did the upgrade) but also the potential of Death/Body/Chaos
 
Let me repeat: Bleh on this change.

However, after upgrading a couple rangers to druids, I realized I could have trained them first and then not only have a druid with Mobility II (which was why I did the upgrade) but also the potential of Death/Body/Chaos

dam- so it has to be changed so he can't train recon units either? bleh
 
I've never actually seen it built (I'm not sure how to use that cheat function) but I know I have captured it 2 or 3 times.
 
If you are Calabim, bring him out asap. The AV civic halves the food needed per capita, greatly improving the vampires' feast ability (you can feed a lot more often). Then you should try to get other civs to adopt this civic, so you have bigger feasts to celebrate each city conquest. Also, if Hyborem builds any super cities, you can conquer these and gain over 100 free xp instantly. However, you may want to destroy him to turn back the spread of hell (hell terrain offers less food for your human cattle).

My problem is keeping the people happy and productive. I can eat the unhappy ones, but that looks to be a downward spiral as the unhappiness due to my cruel oppression increases...
 
Has anyone noticed some odd behavior on behalf of the AI with respect to the tech tree (patch d)? Last night I was wrapping things up, and very tired, when I researched two techs that had something strange about them that I didn't think about until later. One tech allowed me to build Dwarven Druids when I already had Groves. The other tech allowed for Public Healers. But when I opened the Civics window, Public Healers was not an available option. Sorry for the lack of specifics, again I was tired and I don't have time to investigate further until until Monday because of the holiday. I'll come back then with more details. Some of the things I noticed may have to do with the fact I am playing the Khazad for the first time and I'm just not familiar with the tech tree as it relates to them.

With the first thing... I do believe groves and druids come at different techs, groves coming a tech before if I recall correctly. So if you don't have that second tech, you can't build the druids (You also have to be neutral to build druids), and a city needs a grove in it to build a druid.

Second thing. You're Khazad, and as such a neutral civ. Only good civs can adopt Public Healers ;)
 
With the first thing... I do believe groves and druids come at different techs, groves coming a tech before if I recall correctly. So if you don't have that second tech, you can't build the druids (You also have to be neutral to build druids), and a city needs a grove in it to build a druid.

Second thing. You're Khazad, and as such a neutral civ. Only good civs can adopt Public Healers ;)

You are right. Feral Bond builds Groves. Commune with Nature allows
Druids to be built in the Groves. Don't play when you are tired. :crazyeye:
 
My problem is keeping the people happy and productive. I can eat the unhappy ones, but that looks to be a downward spiral as the unhappiness due to my cruel oppression increases...

What you need is the Law II Sorcery Spell-Unyielding Order. This eliminates all unhappiness. The good news is that the Clalabim start with the necessary Law Mana, the bad news is how hard it is to get enough Archmages. This requires a late game tech and lots of adepts/mages with plenty of xp. Once you have the Archmages, it might be wise to turn a few into Leaches and to graft some into flesh golems.
 
What you need is the Law II Sorcery Spell-Unyielding Order. This eliminates all unhappiness. The good news is that the Clalabim start with the necessary Law Mana, the bad news is how hard it is to get enough Archmages. This requires a late game tech and lots of adepts/mages with plenty of xp. Once you have the Archmages, it might be wise to turn a few into Leaches and to graft some into flesh golems.

I haven't used graft yet, have to try it. The flesh golems I get from the cauldron don't level up or have any abilities.

I also found a bug. I took over a Hyborem city, sanctified all the land around it, but can not build farms- next to a river, tile says "fresh water", but no farm option on my workers.
 
Another bug, I can not build a farm over a tile with a burned forest.

Also- after summoning Hyborem, I switched to Order and brought out Basium. I'm not sure if this is a bug, but I can teleport into his cities, but can not vitalize his land. It would seem like that should be possible.
 
You are probably trying to build farms using Hyborem's captured workers. Although they look human, these are demonic workers who never have the ability to build farms.

I don't know about Cauldron flesh golems, since I haven't downloaded patch d and since I switched to Blaze's maxmod over the weekend. No golem (except Barnaxus), can ever level up, but a flesh golem made the old fashioned way starts with all the grafted units' promotions and the average of their strength ( I think they also kept the xp, although they cannot use it. I know that I have used flesh golem patriarchs pretty often, but in maxmod they didn't seem to have any xp, therefore could not call a holy war)
 
The civlopedia says this ritual reduces the counter by 5.

I have built the ritual quite a few times and never seen that.

I have seen mostly 2 or 3, but also once 4 and once 1.

Yes, I know there are some things that probably affect this:

1. Rounding. I just love that one.;)

2. An event that would increase the counter the same turn you built the ritual. However, I have not heard that counter 'sound' before the ritual, so I'm not sure about that one.

Maybe it would be just better to change the entry to reflect the 'real' counter and say the Hallowing of the Elohim will reduce the counter 1 - 5 pts.

By the way, in my Epic game, I have been able to build the ritual every 12 turns or so reducing the counter back close to zero. No blight yet and this game will not see the horsemen. I even researched Ashen Veil because none of the AI civs did - they (7 of them left) were all Neutral.
 
I noticed something in my game this weekend and wanted to know if anyone else had noticed it. It is in regard to hunters. I had one that got severely injured within barbarian lands; it was going to take 5 turns to heal so I brought it outside to heal and was told it would take 7 turns to heal. It seemed to happen only with my hunters. I'm playing the 'd' version of .21, the game is on Prince level, Epic speed and Large Map. My civilization is the Hippus.
 
I noticed something in my game this weekend and wanted to know if anyone else had noticed it. It is in regard to hunters. I had one that got severely injured within barbarian lands; it was going to take 5 turns to heal so I brought it outside to heal and was told it would take 7 turns to heal. It seemed to happen only with my hunters. I'm playing the 'd' version of .21, the game is on Prince level, Epic speed and Large Map. My civilization is the Hippus.

Let me guess: combat 5?
Because that will add +10% healing in enemy and neutral land so its possible to heal faster than at home.
 
Played the sheaim and the tardemons graded up to bronze weapons.
I dont think this is intentional.
 
Chip56
Warlord


Join Date: Jan 2006
Posts: 161 Let me guess: combat 5?
Because that will add +10% healing in enemy and neutral land so its possible to heal faster than at home.

You may be correct. I don't remember what level he was on but he was an experienced unit. I never had noticed this before; thanks for the input.
 
The civlopedia says this ritual reduces the counter by 5.

I have built the ritual quite a few times and never seen that.

I have seen mostly 2 or 3, but also once 4 and once 1.

Yes, I know there are some things that probably affect this:

1. Rounding. I just love that one.;)

2. An event that would increase the counter the same turn you built the ritual. However, I have not heard that counter 'sound' before the ritual, so I'm not sure about that one.

Maybe it would be just better to change the entry to reflect the 'real' counter and say the Hallowing of the Elohim will reduce the counter 1 - 5 pts.

By the way, in my Epic game, I have been able to build the ritual every 12 turns or so reducing the counter back close to zero. No blight yet and this game will not see the horsemen. I even researched Ashen Veil because none of the AI civs did - they (7 of them left) were all Neutral.

The civilopedia was written for Fire version .20. In that version, the Armageddon counter had a fixed minimum of 0 and maximum of 100. This led to it rising far too quickly on Huge maps or if there were too many civs, so it was change to display as a rounded percent of the true maximum counter value, which varies based on map size and number of players. The Hallowing of the Elohim/ The Elegy of the Sheaim lower/raise the AC by the number 5, not by 5 percent. The true maximum value of the counter on you map might be about 250 instead of 100. I'll assume that the map size and number of players was not the same every time you built the ritual.
 
I apologize if any of the following are exact duplications of already reported issues for .21.

- Niilo

  1. Weapons promotions are not logically tied to technology. One would assume that you'd need Bronze Working, Iron Working, and Mithril Weapons to get the respective techs. However, it currently behaves as follows:
    • Bronze Weapons do not require Bronze Working, but Forges require Bronze Working, so that requirement is indirectly set (I do not know if it is possible to capture a city and keep its forge before you know how to use the forge - but that could be a way to bypass the tech req)
    • Iron Weapons do not require the Iron Working tech, just Smelting and a Forge
    • Mithril Weapons do not require the Mithril Weapons tech, just Mithril Working (for the Weaponsmith) and Metal Casting (for the Mithril)
  2. It doesn't seem to make sense that you can learn Mithril Working without having found Mithril yet (you can bypass Metal Casting, which is the tech that reveals Mithril, and get Mithril Working through Iron Working)
  3. The gaining of lesser weapons promotions did not remove the higher promotions in my game (Avatar of Wrath grabbed units with the Mithril Weapons promo, and the barbs only had the tech and buildings for Iron - all of my former units were running around with both promotions). I was not able to reproduce this within a single civ, though (e.g., by removing my own source of Mithril once my units got Mithril Weapons). The screenshot shows a Merc unit that I won back via combat - you can see the Mithril and Iron promos.
    Spoiler :
    screenie06.JPG
  4. Are meteors supposed to cause less collateral damage than fireballs?
  5. Acheron no longer heals on his own (I don't see him moving, but he's casting those meteors every turn)
  6. You can pillage burnt forest
  7. New forest that catches fires does not turn to burnt forest
  8. Related to new forest and/or burnt forest, some squares gain a persistent a fog of war. You can 'lose' your units in these.
    Spoiler :
    screenie08.JPG
  9. I was able to promote Prophets to Lizardmen. I think the 'path' was Prophet -> Disciple of Leaves -> Lizardman Ranger. Even if this upgrade path is acceptable, I didn't have Fellowship of Leaves as a religion.
  10. The Clan doesn't get a diplo penalty from razing cities. I assume this is because of the auto-razing.
  11. Sanctify is enabled even when not on city ruins or near hell terrain. This only happens, however, near former hell terrain and when one tile separates the caster and the hell terrain. I assume this is from the implementation of the hell terrain spread. My most 'fun' with this was when I realized hell terrain was spreading across oceans with no visual cue - I had to use a line of ship-borne witchdoctors to make sure I got it all.
  12. Marksmen units attack non-combat units or ships berthed in cities, making them practically useless in some situations.
  13. Ships are unaffected by collateral damage while they are berthed in cities.
  14. Snake Pillars are changed to a random food resource when Sanctified, not necessarily to the original
  15. Fireballs and meteors still get penalties for attacking across a river
  16. Fireballs and meteors cannot go through empty cities (I'm assuming this is a matter of going with the simplest implementation, as these spells are considered units by the game)
  17. Fireballs and meteors can cause the appearance of treants. Since these can go over mountains I don't see why they can't go over ancient forest.
  18. If it is acceptable for fireballs and meteors to cause the appearance of treants, then they shouldn't lose all movement points as normal units do in this situation.
  19. Vulnerable to Fire promotion does not work (according to the combat odds and the combat log calculations, anyway)
  20. If you cast a targettable spell while a stack of units is selected, the whole stack gets the 'casted' and you get a python error (one for every other unit in the stack)
    Spoiler :
    screenie04.JPG
  21. I'm not sure if this is as intended, or just accepted as is, but Stone Skin promo disappears even if your unit is not hit at all in combat. Ideally, it would be nice if your 3 hit grace period was saved from combat to combat, so that even if you get hit once, you'll still have 2 hits left.
  22. Unlike the description says, Poison promotions do not disappear once a unit reaches full HP; it disappears the turn after (if this is as intended, then ignore this bullet, as it is a cosmetic issue instead).
    Spoiler :
    screenie02.JPG
  23. Issues with Hidden Nationality Units
    • They cannot enter an empty enemy city (either for sacking or for passing through). By enemy I mean someone you are at war with.
    • Collateral damage does not work against HN units unless the owning civ is at war with you
    • HN units are not treated as enemies by workers or units that are in Sentry stance
    • It's been reported already that HN units lose extra movement when they attack. The amount of movement depends on the situation. The following factors apply: whether the HN unit's civ is at war or at peace with the target unit's civ, if the target unit is in a city or not, if the target unit is part of a stack, if you have the Quick Combat option enabled. As well, if you have a stack of HN units selected when you attack another stack, all HN units will lose movement, not just the one who attacks.
    • Not having a unit flag is a huge detriment for me. A single bear can hide a stack of barb units underneath without you knowing at a glance. Mousing over the flag gives important information about the unit(s) that can't be had otherwise.
    • Workers and Settlers are considered individual hurdles to HN units. Whereas a normal enemy unit can mow down any number of workers/settlers in one move, a stack of them can keep a HN unit occupied for many turns.
    • Valor allows you to get XP for 'killing' workers/settlers with HN units. I assume it's the same for the Raider trait. If the previous problem is solved, I'm sure this one will be as well.
 
Most elementals (but not all) seem unaffected by the national wonder which is supposed to give the +1 strength bonus.

The AI attacks land units in my cities with naval units (actual ships, it appears). I've not tried attacking their cities in the same way.

Also, should lunatics upgrade to beserkers?
 
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