FfH2 0.21 Bug Thread

I just started up my first .21 game, and within 10 turns noticed something odd. New forests popping up everywhere. Cool.

New forests popping up in the Desert.. umm.. okay.

New forests popping up in the Ocean.. umm.. not cool.

Hopped on here - no one else is reporting this. Read through the entire thread (now concerned about scouts being too powerful), didnt see any others with this.

EDIT -- After starting a handful of games, I have not seen this reproduced, I am certain that there were about 5 new forests which popped up in the ocean, but only during that very first game. If it happens again I will repost this and try to get more information.
 
Not sure if this is a bug or just how civ4 works. I was playing as Lanun, and managed to circumnavigate the world two turns after leaving port with my ship. I had traded maps with the other civs and moved my ships to explore the last unexplored ocean (the edge of the map on a pangea world). Is the ship actually supposed to travel all the way around, or do you just need the maps for this?
 
Not sure if this is a bug or just how civ4 works. I was playing as Lanun, and managed to circumnavigate the world two turns after leaving port with my ship. I had traded maps with the other civs and moved my ships to explore the last unexplored ocean (the edge of the map on a pangea world). Is the ship actually supposed to travel all the way around, or do you just need the maps for this?

You just need to have each square on the X-axis mapped out. Yeah, it can lead to some pretty funny situations.
 
I've circumnavigated the globe without ever leaving my territory, by researching Omniscience (after adding a lot of Great Sages in the editor).
 
Would there be a way for summoned units to show how much longer they will last (in the case of those with the summoning trait). Also, consider a promotion allowing units to last a turn longer (therfore 4 turns for summoning).
 
Doesn't spell extension do that already? Though having something saying how long they have left could be useful.
 
Here is a "bug" -- not specific to .21 ---> but as I haven't seen anyone mention it, I thought that I'd throw it up here.

Gypsy Wagons. It took me a while to realize that it wasn't so much that they were underpowered, as it was the fact that they completely and totally don't work; and the few times that it would seem that they worked they would do exactly the opposite of what I had wanted them to do.

Any chance that they will be "fixed" ? Right now they set up carnivals, maybe cool -- but no where near as cool as setting up gypsy camps.
 
Unlike the scout or river issue, I've only seen this reported once so I'll second it: my warrior got his city defence bonus when attacking out of his city and the barbarian got a barbarian city attack penalty even though he was defending. Seems like it is all related to me.

Second, am I the only one who's noticed that the unit statistics add-on is gone? Since I haven't seen it reported, I'm starting to think that it was taken out on purpose and I didn't read the announcement.

I got an OOS error while playing a multi-player game. It appears that I caused it by upgrading a unit using the PLE.

All of the above was using patch 'a', with no mod-packs added to the game.

- Niilo
 
<double posted>
 
What happened to the Core of the Subtle?

That was my favorite early Wonder as it was nice to get 2 GP Engineer pts. and have my workers invisible - especially, when Blight hits.

Now, I think you really have only one early Wonder - Tomb of Sucellus. It is interesting to note when I opened the World Builder (wondering where all the animals went went the barbs showed up) that every AI civ but mine (9 of them) were building the Tomb.

You still have the ritual Pact of the Nilhorn, but see my next post on that.

So, how about it? Does anyone else see the need for a few more early Wonders, and can we please have our invisible workers back? Please. :)
 
In version .21 I propose a change from the Three Stooges to the Three Eunuchs. Maybe change their names to Lance, Bruce and Sue. ;)

What happened to these powerful Hill Giants turned pansies?

I lost one to a goblin for chrissakes. OK, the goblin had a 75% defense bonus, but still - Curley killed by a goblin!

Then I lost Moe to a basic Lizardman barb. This time Moe had the 75% defense bonus, was at 5+ strength/healing and was wiped out by the Lizardman.

That left me with only poor ole Larry to show for all the turns invested in researching the Pact.

As I mentioned previously, IMO you now only have the Tomb of Sucellus to go for as far as early game Wonders go. Maybe it is good some wonders come later, but I think it would still be nice to have a few more early ones.
 
The invisible worker wonder was taken out like the Ethernal Flame for balance in 0.21. [I never knew that there was a wonder like that till it was take out, not the Flame, of that I knew :)]

There we have it again, heroes dying. In my games I lose some times on odds 98&#37; but very rarly, like 2 our of 100 ;) That does not apply to heroes. They tend to die 50 times out of 100 on odds 90-100% Is the function showing the odds been rechecked? I think it displays them wrong or calculates the strength for combat wrong. <- I am still in 0.20h cause I have a multiplayer game I want to end with my friend.
 
[NWO]_Valis;5197411 said:
The invisible worker wonder was taken out like the Ethernal Flame for balance in 0.21. [I never knew that there was a wonder like that till it was take out, not the Flame, of that I knew :)]

There we have it again, heroes dying. In my games I lose some times on odds 98% but very rarly, like 2 our of 100 ;) That does not apply to heroes. They tend to die 50 times out of 100 on odds 90-100% Is the function showing the odds been rechecked? I think it displays them wrong or calculates the strength for combat wrong. <- I am still in 0.20h cause I have a multiplayer game I want to end with my friend.

OK, I guess I should have read before I rushed to get Masonry so I could build the non-existent Core. I still think the game needs a few early wonders to fill the void.

Boy, you are right about those combat odds. They can really drive you crazy when you lose many battles at the 9X.X% odds. The 100% losses are there too and I have had about a dozen since I have been playing CIV4/FFH.
 
They can really drive you crazy when you lose many battles at the 9X.X&#37; odds

I blame Chaos Theory... And Murphy... Always Murphy.

I also rushed for the Core... I don't care much for the non-seeable workers... but those 2 great engineer points... Oh how I miss them.
 
We get an OOS in multiplayer when summoning Hyborem and taking him over. Is this a known issue?

This got buried. Bumping it.
 
I wonder if more details on what points the Arm counter changes could be supplied. The changelog says it is dependant on number of civs. so, if I add 2 civs to the default number on say a Large sized map.. does that change the counter at all? Does the dynamic change require 14 civs before it starts increasing its event points?

I wonder becuase I was playing a Normal speed game, Large map with 11 Civs and it didn't seem to change the event points in the counter(the default is 8 civs for that size map of course)... i.e. Blight still hit at 40...

I noted that combat odds seemed off earlier on, but nobody else has commented until now on it. Glad I am not the only one noticing it... In fact I just had a level 8 ranger killed by an orc spearman, while I was in a forrest!

Cheers!
 
Blight and other AC scripted events will still happen at the same AC level, but on larger maps it takes more to raise the counter to that level.
 
I investigated into the bonus vs animal bug and found something much more scary. Here is my results

Noble Difficulty
+10&#37; vs barb

Scout vs. Barb lion
2.10 vs. 0.95

scout 1 strength
+110%
=2.10

Lion 2 strength
/2.1 (110%)
=0.95


Scout vs. Civ lion
2.00 vs. 1.00
Again if both increases the strength of the scout by 100% but halves the lion.

Prophet vs. Barb lion
2.20 vs. 1.81
Adds the 10% to the prophet due to bonus vs barbs and reduces the lions strength (2.0/1.1(10%)=1.81)

Prophet vs. Civ lion
2.00 vs. 2.00
As it should be

Monarch difficulty
No bonus vs barbs

Scout vs. Barb lion
2.00 vs. 1.00

Scout vs. Civ lion
2.00 vs. 1.00

Prophet vs. Barb lion
2.00 vs. 2.00

Prophet vs. Civ lion
2.00 vs. 2.00

Now the scout gets bonus a bonus and the lion get a penalty, then something hit me..

Warrior (with elf slaying) vs. Elven warrior
2.80 vs. 1.42

the warrior gets the +40% vs elves as usual BUT the elven warrior also gets a 40% penalty (2.00/1.4=1.42)

Conclusion
ALL bonus versus other units act as both a bonus to the unit and and penalty to the other unit.

This really needs to be fixed
 
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