FfH2 0.21 Bug Thread

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.

Good point. Im going to change new forests to normal movement (same as plains), +25 health (instead of 50) and +25 defense (instead of 50). Make them more of a halfway point between plains and forests, instead of a direct copy of forests.
 
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.)

Stoneskin always rests at the end of every combat on its own (it doesnt record how many are used between battles).
 
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.

Good call, capture function doesn't check defense strength it checks attack strength. I'll fix that.
 
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:

OK now this has to be a bug. I have ancient forests growing taking out my already built lumber mills. :aargh:
 
Good point. Im going to change new forests to normal movement (same as plains), +25 health (instead of 50) and +25 defense (instead of 50). Make them more of a halfway point between plains and forests, instead of a direct copy of forests.

I would think because of the dense undergrowth new forests would greatly slow travel [took us 4 hours to go about a mile once] ... thinning down to the huge widely spaced Trees of Ancient Forest .. which incidentally its rather easier to move Very quickly in ... ;)

edit: at least thats the reasoning that i always thought would be used ..
 
the infernal palace has
{+ 1 gold, +1 beaker and + 1 culture from Runes of kilmorph buildings}
in the civilopedia(isn't that documented directly from the code in some cases?)
 
I'm fairly new to FfH2 but I'm really enjoying it so far. I also haven't read through the 35 pages of bugs that have been reported so forgive me if this has already been brought up but it seems that every game i'm playing results in one or more of my cities refusing to grow. The food bar will be full for several turns but it will never grow. I shrink the population down either through starvation or whipping and then let it grow (hoping for a running start) to push higher but it will never grow past that size. I'm not sure this is a FfH2 bug or a Civ IV bug.
 
I'm fairly new to FfH2 but I'm really enjoying it so far. I also haven't read through the 35 pages of bugs that have been reported so forgive me if this has already been brought up but it seems that every game i'm playing results in one or more of my cities refusing to grow. The food bar will be full for several turns but it will never grow. I shrink the population down either through starvation or whipping and then let it grow (hoping for a running start) to push higher but it will never grow past that size. I'm not sure this is a FfH2 bug or a Civ IV bug.

A few questions:
Is it possible that you have "avoid growth" turned on?
Which civ are you playing as?
Could you provide some screenshots?
 
Something about Lightning Elementals freezes my game. I attack, it makes the "your unit died" noise and then nothing happens, forever. The game doesn't crash, it simply stops responding.
 
I'm fairly new to FfH2 but I'm really enjoying it so far. I also haven't read through the 35 pages of bugs that have been reported so forgive me if this has already been brought up but it seems that every game i'm playing results in one or more of my cities refusing to grow. The food bar will be full for several turns but it will never grow. I shrink the population down either through starvation or whipping and then let it grow (hoping for a running start) to push higher but it will never grow past that size. I'm not sure this is a FfH2 bug or a Civ IV bug.

Vanilla (+FfH II) Civ causes of these symptoms:
1) You have 1 or more unhappy people in the city (this automatically turns on avoid growth)
2) You have 1 or more unhealthy people in the city (this automatically turns on avoid growth)

The reason why growth works fine with a smaller population is that the reduction of population removes the unhappy/unhealthy person (until the city grows again).

So I'd look at the detailed city screen and look at the health and happiness of your people.
 
OK now this has to be a bug. I have ancient forests growing taking out my already built lumber mills. :aargh:

Not a bug. If you are going to be worshipping the fellowship, you may not want to focus on lumbermills.
 
the infernal palace has
{+ 1 gold, +1 beaker and + 1 culture from Runes of kilmorph buildings}
in the civilopedia(isn't that documented directly from the code in some cases?)

Its +1 gold, +1 beaker and +1 culture from all state religon buildings. You probably saw Runes because you were following runes.
 
I'm fairly new to FfH2 but I'm really enjoying it so far. I also haven't read through the 35 pages of bugs that have been reported so forgive me if this has already been brought up but it seems that every game i'm playing results in one or more of my cities refusing to grow. The food bar will be full for several turns but it will never grow. I shrink the population down either through starvation or whipping and then let it grow (hoping for a running start) to push higher but it will never grow past that size. I'm not sure this is a FfH2 bug or a Civ IV bug.

Cities dont grow indefinitly. Instead they grow until their happiness drops low enough that the people working's food collection is just enough to feed the current population (the happy cap). Thats probably the limit you are seeing. Try getting some building in their that increase happy or some bonuses that increase happy and the city should start growing again.

edit: xanaqui42 beat me to it, and with a much better answer.
 
Will the Dwarves be given the ability to counter Shadows at some point? Right now I just go into World Builder and delete them. ;)

Loki came up with an interesting idea. In the next patch Hawks will be able to see Shadows.
 
Were you guys able to reproduce my issue with the Evangelist trait (Sphener)? I haven't seen any reference to it yet.

Thanks!
 
Not a bug. If you are going to be worshipping the fellowship, you may not want to focus on lumbermills.

OK not a bug, still if you're chopping down trees how do they grow into ancient forests...

I usually play elves so this was unexpected even though I knew elves don't use lumbermills. I was used to ancient forests growing over my improvements but not used to the improvements being destroyed.

So I switched back to Overlords again. Currently chopping down all the ancient forests, blooming them into new forests and when those grow up, going to re-build my lumbermills. Between that and rebuilding my farms from the AC40 effect, my poor workers getting worked to death! :whipped: :lol:

OK done threadjacking, back to your regularly scheduled bug reports!
 
Vanilla (+FfH II) Civ causes of these symptoms:
1) You have 1 or more unhappy people in the city (this automatically turns on avoid growth)
2) You have 1 or more unhealthy people in the city (this automatically turns on avoid growth)

The reason why growth works fine with a smaller population is that the reduction of population removes the unhappy/unhealthy person (until the city grows again).

So I'd look at the detailed city screen and look at the health and happiness of your people.

I have never seen unhappy or unhealthy automatically turn on avoid growth, I have to do that manually whenever I notice. Is there a game setting for this somewhere?
 
Loki came up with an interesting idea. In the next patch Hawks will be able to see Shadows.

HEY!!!
Great idea. Hawks should see stealth. This will save the Khazad and gie people a reason to use hawks.

Hey, I should at least get shared credit for that idea :mischief:

:lol:
 
Hey, I should at least get shared credit for that idea :mischief:

:lol:

Sorry my bad. We had a thread going about it in the design team forum and Loki listed a bunch of options, of which yours was one.

But yes, it is a really good idea and I think everyone will like it.
 
As a bird lover who has always found sentry promotions more useful than training any birds, I like this change. Is it only hawks, or can all birds see invisible? Parrots and ravens logically shouldn't have eyes quite as good as hawks', but unless they can also see invisible the Lanun and the initially evil civs would be at a disadvantage.
 
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