FfH2 0.21 Bug Thread

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.

Thank you for your explanation. To answer your assumptions:

1. I always play on a huge Fantasy Realm map. That never changes.

2. I always start with the default number of AI civs - it is 9 or 10. Yes, some are often eliminated by the time I get to build the ritual, so this might be a variable.

I wish I could say this made it clearer, but, truth is, I am more confused now than I was before.

I will check the wiki to see if it will help. As I said, with poor online access, I am, I guess, too dependent on the civlopedia for things.

Thanks again for taking the time to explain.
 
Thank you for your explanation. To answer your assumptions:

1. I always play on a huge Fantasy Realm map. That never changes.

2. I always start with the default number of AI civs - it is 9 or 10. Yes, some are often eliminated by the time I get to build the ritual, so this might be a variable.

I wish I could say this made it clearer, but, truth is, I am more confused now than I was before.

I will check the wiki to see if it will help. As I said, with poor online access, I am, I guess, too dependent on the civlopedia for things.

Thanks again for taking the time to explain.
5/200 is about 2.5%, or in other words, it "was" due to rounding(rounding the percent of armageddon)-
 
I noticed a poor spider that also wasn't healing. I had my nearby scout stay for a few turns to verify it. I've got a save game if you wish.

- Niilo
 
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.

Hidden nationality Pirate units will do this. In a recent game, I had a Pirate stationed N of an AI city. When I tried to move the unit to the S side of the city to attack one of his ships, the path that the unit took passed through the city. Because I wasn't paying attention to the path chosen (thinking that the unit wouldn't select a path through the city), the Pirate attacked a city defender, and was sunk! :mad: This has happened to me at least twice! :blush: I wouldn't necessarily call this a bug, but it is damned annoying!

I have not tried to attack an enemy AI city, or witnessed the above phenomenon, using a declared nationality Pirate or any other naval unit.
 
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)

You are right- it was only two of my workers who couldn't build farms. I deleted them. Perhaps Hyborem's workers should be changed- to something like "imp worker" :D
 
This is my marker to note that I have gone through everything up to this point and checked in all fixes I could find. If I was able to reproduce it (and it was a valid bug) it should either be fixed and listed in the first post in this thread or listed int he to do list in the 2nd post of the changelog thread (http://forums.civfanatics.com/showthread.php?t=207471).

Oh, and an extra thanks to Vorshlumpf for doing such a great job of documenting issues in this thread and the cosmetic thread!
 
This building (and the later versions) appear to give all units the Blessed promotion through XML:
Spoiler :
Code:
<FreePromotion>PROMOTION_BLESSED</FreePromotion>
and (for living units only) through the python code:
Spoiler :
Code:
		if (pPlayer.getBuildingClassCount(gc.getInfoTypeForString('BUILDINGCLASS_ALTAR_OF_THE_LUONNOTAR_BLESSED')) > 0 or pPlayer.getBuildingClassCount(gc.getInfoTypeForString('BUILDINGCLASS_ALTAR_OF_THE_LUONNOTAR_CONSECRATED')) or pPlayer.getBuildingClassCount(gc.getInfoTypeForString('BUILDINGCLASS_ALTAR_OF_THE_LUONNOTAR_DIVINE')) or pPlayer.getBuildingClassCount(gc.getInfoTypeForString('BUILDINGCLASS_ALTAR_OF_THE_LUONNOTAR_EXALTED')) or pPlayer.getBuildingClassCount(gc.getInfoTypeForString('BUILDINGCLASS_ALTAR_OF_THE_LUONNOTAR_FINAL'))):
			if unit.isAlive():
				unit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_BLESSED'), True)

I assume that only one of these is desired (probably the later).

There is a nearly identical issue with Stigmata on the Unborn and Stigmata
 
7. Stoneskin no longer appears after every combat (you have to take mroe than 3 hits in a combat for it to be removed).
I know you mean 'disappears' - just want to point it out before someone gets confused.

I'd like to add that this will be an awesome addition to this spell. Of course, that makes me feel it is overpowered since I like it so much ;)

- Niilo
 
This is my marker to note that I have gone through everything up to this point and checked in all fixes I could find. If I was able to reproduce it (and it was a valid bug) it should either be fixed and listed in the first post in this thread or listed int he to do list in the 2nd post of the changelog thread (http://forums.civfanatics.com/showthread.php?t=207471).

It seems no one noticed my earlier comment (http://forums.civfanatics.com/showpost.php?p=5276551&postcount=541) about Elven and the Woodsman promotions not working in New Forests. Was this an oversight? Is this intentional? Were you unable to reproduce this?

I've attached some screen captures documenting this issue.
 

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So the Mokka's cauldron and Govannan changes are permanent?

Govannon probably, but I dont know about the cauldron yet.
 
Hey Kael, just so you know regarding Mokka's Cauldron. I am using the little code fix Saien posted earlier in this thread, and so far everything seems to be working as originally intented. I haven't had any trouble with it.

Cheers!
 
Hey Kael, just so you know regarding Mokka's Cauldron. I am using the little code fix Saien posted earlier in this thread, and so far everything seems to be working as originally intented. I haven't had any trouble with it.

Cheers!

Yeah, I didnt switch it out because I couldnt figure out how to fix it. I just prefered the new function for multipel reasons (the ctd's being one of them, exploits for infinite immortals being another, etc).
 
That is intentional, elves dont get their bonus's until they become full forests.

Well, it's mostly the movement issue that is annoying and illogical. Elven Workers, for example, move quickly in plains and quickly in dense forests, but slowly in light forests?

Also, is the intent for Woodsman not to apply in New Forests? New Forests provide the same normal defense bonus that Forests provide, anyway.
 
I think Stoneskin is already powerful enough without allowing its effects to linger. Nor do I see how it is illogical for the spell to dissipate after 1 combat, regardless of how many hits it successfully blocked. But since the decision to change it has been made, I just want to make sure you can recast Stoneskin on a unit that has 'partial stoneskin' and boost it back to 3 hit status (without boosting it to 4 or 5 hits.)
 
Playing the golem makers.

What is supposed to happen if another hostile kingdom's unit attacks a mud golem? Can the golem be captured since it has a 2 defense or is it just killed?

Even if the answer is capture, I believe I had a case where my golem was being escorted by a dwarven warrior. The warrior was killed by a Hippus horsemen and the golem was captured.
 
This is my marker to note that I have gone through everything up to this point and checked in all fixes I could find. If I was able to reproduce it (and it was a valid bug) it should either be fixed and listed in the first post in this thread or listed int he to do list in the 2nd post of the changelog thread (http://forums.civfanatics.com/showthread.php?t=207471).

Oh, and an extra thanks to Vorshlumpf for doing such a great job of documenting issues in this thread and the cosmetic thread!

Will the Dwarves be given the ability to counter Shadows at some point? Right now I just go into World Builder and delete them. ;)
 
One annoyance, though I'm not sure if its a bug-

When I set my workers to build a lumber mill, the forest they are in keeps growing into an ancient forest, and the worker stops.:gripe:
 
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