FfH2 0.21 Bug Thread

Good Wolf! :)

Speaking of wolves and such, another problem with these "uber" Scouts, I think, is by the time you get the Subdue Animal(s) promotion, the AI Scouts have killed all the critters. Not good. :cry:
 
Good Wolf! :)

Speaking of wolves and such, another problem with these "uber" Scouts, I think, is by the time you get the Subdue Animal(s) promotion, the AI Scouts have killed all the critters. Not good. :cry:

You're right. In my first game the animals completely vanished shortly after the barbs started appearing - around yr. 75 in Epic.

However, in my current game I had one of my settlements build Nature's Revolt because there was nothing else to build (Research and Wealth didn't even register). Well, I don't know who opened the zoo, but I NEVER saw so many animals in a game. There were over 100 I believe - some in groups of 3-4. But, I didn't have a Gorilla sighting. ;)

And, yes, as they replace barb units, several bears were defending a barb city. :)
 
Dear all,
Thanks for creating such a fantastic world! I've enjoyed all the games I've had in it and can honestly say it's like a dream come true (as both a hardcore roleplayer and civ player since my teenage years).
Recently I was playing my first game as the Lanun, monarch difficulty, small, archipelago (huge advantage for the Lanun I know ;) )map and marathon speed.
I ran into two things with the Black Wind, 1: when I attacked a stack of Balseraph drown on a hit and run mission my move went from 5 or 6 to 0, Is this because they overwhelmed my ship? I think I did it successfully earlier in the game but can't say for sure. 2: After capturing the Kuriotates holy city deep in their territory I made peace with them while my fleet of pirates (including the Black Wind) in the city. Next turn I was unable to move my (still hidden nationality) units through their cultural boundries that surrounded me.
Thanks again for all the hard work!!
Melian
 

Attachments

Is basium supposed to be able to build the angelic chariot thing? because right now he can't. Its the same problem that was at the beginning (with the lannun and the war tortoises)
 
Alright... this is odd

I was playing as the Sheaim and using summoned monsters to wreak havoc on my enemies. When I captured and razed two different cities, I got these two popups

The only noticable problem that occured is that razing the city did not affect the armageddon counter at all
Spoiler :
civ4screenshot0010qr0.jpg

civ4screenshot0011xn4.jpg

 
I investigated into the bonus vs animal bug and found something much more scary. Here is my results

Spoiler :
Noble Difficulty
+10% 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

I just want to second the last statement of you. This mayor bug really needs to be fixed as soon as possible!

I tried to create a workaround for this problem by reducing all the "versus-bonuses" I could find in the xml by mathematical correct values to compensate for the actual overpowered values (took me quite a while to find a fitting formula) but there is a problem too: The reduced values are actually a bit dependent on the other bonuses the fighting units have already. :(

To really solve the original problem I have to change something in the SDK I suppose and this will probably break save games. Am I right?

Is there a chance we are getting a solution like a 0.21b patch any time soon?
 
I am not sure if this is a bug. Playing as a Amurites with OO religion. I had build OO hero Hemah and taught him “Dominate” spell. I was trying to dominate enemy’s Archer of the Leaves, but they resisted the spell and the effect was opposite – enemy took control of my Hemah. Is that by purpose? And what the mind magic resistant depend on?
 
Is basium supposed to be able to build the angelic chariot thing? because right now he can't. Its the same problem that was at the beginning (with the lannun and the war tortoises)

At least through 0.21, UNIT_OPHANIM is not a UU; it should be a UU for Basium.
 
I am not sure if this is a bug. Playing as a Amurites with OO religion. I had build OO hero Hemah and taught him “Dominate” spell. I was trying to dominate enemy’s Archer of the Leaves, but they resisted the spell and the effect was opposite – enemy took control of my Hemah. Is that by purpose? And what the mind magic resistant depend on?

That is correct behavior. Look at the two links for both what the behavior is, and the Magic Resistance calculation.
 
Chariot (Infernal)
Can gain the weapons promotions, but the Str is unchanged in .21 (4/2 + 2 Unholy).

Chariot (Mercurians) has the same problem. The exact same str (does Unholy Damage, probably should do Holy damage).
 
Chalid Astrakein now has str 5/3 (was 6), starting in 0.21a.

This may not be a defect, but I'm suspicious that it was accidental (as it didn't make the change log).
 
Hellfires pop out demons that are now owned by the Infernals, correct?

If so, why doesn't reqHellfire check for war with Infernals instead of Barbarians? What happens if the Infernals are not created yet?
 
First of all - this mod is very, very impressive! Now, to bugs:
1. My "hidden nationality" units completely ignore enemies (and even enemy cities) in pathfinding - meaning, if I just send them somewhere, they will go (or try to) straight through them, not even stopping...
2. Is there any way to see hostile units on your territory on minimap? It's quite annoying to reload when some barbarian warrior goes unnoticed and destroys your improvements.
3. The necromantic stone resource (forgot its name) is completely ignored by AI civilization when trading - they don't want to give _anything_ for it. I suppose it's a bug, 'cause by itself +1 death damage is so nice... (Oh, and is it really appropriate for good civs, like my elves, to be allowed to use it?)
4. Not a bug, just observing: for all my games with this mod (few so far, and not on hard difficulty levels) only good, or neutral, AI civs really prospered from start-to-middle game... Evil ones are not wiped out, but neither are they becoming very powerful. Is this, probably, intentional?
 
First of all - this mod is very, very impressive! Now, to bugs:
1. My "hidden nationality" units completely ignore enemies (and even enemy cities) in pathfinding - meaning, if I just send them somewhere, they will go (or try to) straight through them, not even stopping...
2. Is there any way to see hostile units on your territory on minimap? It's quite annoying to reload when some barbarian warrior goes unnoticed and destroys your improvements.

Yes, you really have to micromanage the pathfinding of your HN units. As you say they will always try to cut through a city and often get killed in so doing. Another matter. which I am told is a civ4 vanilla issue, is how units will not move directly to a tile when directed if there is a road adjacent to the tile. If in a stack they will take the road, attack, and run out of movement pts. out in the open - instead of attacking and staying in the stack. Very annoying!

I try to track the movement of enemy units by selecting to see enemy/friendly units in the OPTIONS screen. I shows MOST of their movements, but sometimes not all. For example, a unit with a lot of movement pts., like a Worg Rider might be just off the screen one turn and in your territory the next pillaging an improvement.

Also, when there are tons of units, friend and foe, it can be a bit busy as you get to see all of them move.

I always wonder, though, when you see AI units apparently just spinning around in circles on a turn. They end up on the same tile. It doesn't seem to serve any purpose (like a patrol unit, for example), but just adds to the time in between turns IMO
 
4. Not a bug, just observing: for all my games with this mod (few so far, and not on hard difficulty levels) only good, or neutral, AI civs really prospered from start-to-middle game... Evil ones are not wiped out, but neither are they becoming very powerful. Is this, probably, intentional?

Most evil Civs have bad diplomacy thresholds in my experience. Many of them will be annoyed with a person even if they're at 0 net relations. I think most of the evil AI is based on leaders like Montezuma, Tokugawa, and Alexander. They can be tough in a war, sure, but their economies don't turn out very well.
 
Also, when there are tons of units, friend and foe, it can be a bit busy as you get to see all of them move.

You can use the globe view and select military / view only enemy units if you don't want to show all the moves (it doesn't crash anymore, yay!)

On a related note, I found that the workers will not cancel their actions (such as building something) when a lizardman or warg riders is within range of killing them. So I have to click the workers before my other units to prevent them from using up their move points (or reload autosave). This is probably a vanilla bug, though?
 
Back
Top Bottom