FfH2 0.21 Bug Thread

After reading your post and some recent others, I really believe there is a bug associated with the Order.

Still, I'm not sure about what a satisfactory fix would be. I suppose it'd make sense for Hyborem to raze the Order holy city whenever he captured it, to raise the AC if for nothing else.
 
I've noticed an odd bug. When Hell spreads to peaks on grasslands and plains, they just become volcanoes on the appropriate Hell terrain. When Hell spreads to peaks on deserts, the peak is destroyed and the tile becomes burning sands. Is this a symptom of peaks and flames not being able to coexist?
 
The Balseraphs founded both the OO and AV. They choose OO as their state religion :confused: . Later in the game after AV had spread to a number of Balseraph cities, they built Purge the Unfaithful. With AV wiped out, except for the holy city of course, shouldn't the AC go down?
 
The Balseraphs founded both the OO and AV. They choose OO as their state religion :confused: . Later in the game after AV had spread to a number of Balseraph cities, they built Purge the Unfaithful. With AV wiped out, except for the holy city of course, shouldn't the AC go down?

hell, the same happened with me. as I said in another topic, I had not contact with Keelyn when she founded AV, then I kept waiting for Hyborem (so I could build the Gate).. when I met her she was OO already and no Hyborem for me. I dunno if she built Purge though.
 
When I play Basium or Hyborem, I follow the normal convention of waiting 10 turns in between adopting/changing civics.

However, I have noticed announcements in games when I am not playing Basium or Hyborem saying one or the other has adopted a slew of civics.

How are they able to do this in one turn?

Also, my first game in awhile with the new patch playing Basium. Actually, I got the gate and continued to play as Einon Logos/Elohim. I saved the point so I could go back and play as Basium.

Anyway, I found Basium's behavior strange. In over 200 turns (epic setting) he never left the city he took over. I think I read somewhere that Hyborem tends to stay at home, but I didn't think that was true with Basium??

It was pretty frustrating that I had to deal with the constant declaring of war (by Basium) with Hyborem, Evil civs and even neutral and good civs while getting almost no support from my ally, especially Basium himself.

So, I switched to Basium and I am enjoying sending him out (not alone, but with support) to wreak havoc.

Just a general comment: the ai seems very weak with your ally whether it is Basium or the civ who built the gate. After I took over Basium, the Elohim almost self-destructed by over expansion with cities with only one defender.
 
Everyone can change any number of civics with one revolution (anarchy will last longer the more you change). You just can't have another revolution for a few turns.
 
It might well announce them adopting their default ones when they appear, too - not sure.
 
Great Bards can discover Message from the Deep. This may or may not be intended, but when done and founding the religion, a city is chosen and given the religion but is not marked as a holy city.
 
Everyone can change any number of civics with one revolution (anarchy will last longer the more you change). You just can't have another revolution for a few turns.

Thanks, I didn't know you could change more than one civic per turn.

But, playing at Marathon I think each civic change requires 3 turns of anarchy, so that would be quite a long time of anarchy.

Also, I am pretty sure in Epic (and Marathon) you must wait 10 turns in between revolutions.

I don't think the announcement is stating the default civics for Hyborem/Basium as it comes some time after they enter the game and are more 'advanced' civics rather than the basic default ones. I should have included the religion conversion in this too as it also comes in the announcement and should cause anarchy as well.
 
If you are spiritual ten there is 0 anarchy. Anarchy time differ based on many things, such as the size of your empire. There have been times where changing 1 civic cost me 3 turns, and times where changing 3 cost only 1 turn of anarchy. I often change 4 at a time, and it rarely takes more than 3 or 4 turns. Typically, I rush for the techs that allow the civics I want and convert to all of them at once, before my empire has expanded too much. However, I rarely play on the slower speeds and often cheat (giving both myself and a few rival lots of great people), so this doesn't apply to you.

One time I changed the starting civs for multiple leaders (Cardith started with protect the meek, the Amuries with guilds and apprenticeship, etc) and found that, if they don't have the technology,they switch civics immediately. Instead of switching to the normal defaults, it switched to the available civ closest to the top of the list, e.g. Cardith and most the good civs switched straight to fend for themselves. Also, believe that I found these auto-changes did not require waiting any turns for anarchy or to switch the civics manually.
 
Great Bards can discover Message from the Deep. This may or may not be intended, but when done and founding the religion, a city is chosen and given the religion but is not marked as a holy city.

i just tried this with 21f, and in fact I have done this with my last several games. the city gets the OO marker with the star denoting holy city, and in the faith menu it lists it correctly as the holy city. Now i haven't been able to get a prophet in my last few games to build the wonder, but everything else looks right. have you checked your faith menu to see where it shows the holy city? is it possible someone else got it the same turn as you and they got the holy city? cause it seems to be working correctly for me.

-edited for bad typing-
 
I'm not sure if it is intended that Basium (the hero) can be diseased. Furthermore, I've noticed that the movement cost of a desert tile (former plains tile) with new forest (after blight happened), costs only one movement and not like a desert tile two.
cheers
 
Not sure if it's a bug, but certainly doesn't seem to have been intended. There is an easy way to generate unlimited Flesh Golems, one per turn, using Mokka's Cauldron, a Great Commander, and two other units (of any type).

If you "Join Commander" while in the city with Mokka's Cauldron, the "disappearance" of your Great Commander will create a Flesh Golem. The next turn, use "Split Commander" to release the Great Commander, then "Join Commander" with the other unit, creating yet another Flesh Golem. This combination (Split+Join) can be performed each turn, passing the Great Commander between the two units, to create an army of Flesh Golems.

Not yet sure why I'd want an army of FG, but...
 
Not sure if it's a bug, but certainly doesn't seem to have been intended. There is an easy way to generate unlimited Flesh Golems, one per turn, using Mokka's Cauldron, a Great Commander, and two other units (of any type).

If you "Join Commander" while in the city with Mokka's Cauldron, the "disappearance" of your Great Commander will create a Flesh Golem. The next turn, use "Split Commander" to release the Great Commander, then "Join Commander" with the other unit, creating yet another Flesh Golem. This combination (Split+Join) can be performed each turn, passing the Great Commander between the two units, to create an army of Flesh Golems.

Not yet sure why I'd want an army of FG, but...

kael is looking to make the triggers of oncapture and on(destroy?)
so he is looking into it(we just have 1 trigger for when a unit is removed)
 
A nightmare(the summoned kind) just killed the guy with orthus axe, he wouldn't give it to anyone else(the option was not present), and promptly unsummoned the next turn taking it with him to oblivion.

I'm asuming this is a bug and not an intentional pitfall for summoners?
 
I think the action is now "take axe", available to other units in the same tile, rather than "give axe", I think for cleaner python code or somesuch.
 
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