FfH2 0.21 Bug Thread

In vanilla and its mods(such as FFH2) the odds are rounded to the nearest .1%. Which means if the real odds are over 99.95%, it is listed at 100%, even though it is not. This was fixed in Warlords, where it now will say ">99.9%"
 
Unquenciable Vengence (sp?) gives +40% vs Angels yet not vs Demons, since it does not mention this in the changelog I assume its a bug,
 
In vanilla and its mods(such as FFH2) the odds are rounded to the nearest .1%. Which means if the real odds are over 99.95%, it is listed at 100%, even though it is not. This was fixed in Warlords, where it now will say ">99.9%"

The same thing happened to me today. The rounded off 99.999 to 100 killed my hero. It's best to check the strength numbers and make sure that matches up to your percent (if it's really 100%, your units final strength should be twice your enemies strength or greater)


Also, i've noticed that holy cities seem to disappear rapidly. Ten turns after their founding, the holy cities of RoK, FotL, tO, and OO had vanished (they were all AI controlled. I never got a message saying any cities had been razed, but it said 'NONE' under holy city for each religion, and the founder mark disappeared from the founder's religion marker). Perhaps add a script to make the AI try to protect holy cities more?
 
Even units with twice the modified strength of the defender can still loose, icantcmyeye. In fact, there are no battles in regular CIV that are truly 100% odds. No matter how overpowered you are, there is still a slim chance of losing. This may be incorect in FfH2 Fire, as fire immune units shouldn't ever die from any number of fireballs should they? But that case only appys to units with non-standard power as their only power.
 
Alright... I think I found an actual bug this time. When it comes to disbanding units due to strike Rantine is treated as an orc spearmen, not a hero. Also the red dragon moved one tile away from his lair.
 
Time to run away then! Towards the fireballs never killing a unit immune to them, that is a good point, anyone know if that is possible to make or is the combat system hardfixed?
 
the battle still has to be played out to determine collateral damage i assume
 
The same thing happened to me today. The rounded off 99.999 to 100 killed my hero. It's best to check the strength numbers and make sure that matches up to your percent (if it's really 100%, your units final strength should be twice your enemies strength or greater)

Are you really going to abort an attack because you only have 99%?

If so, do you play poker? Where? I want to play too!
 
I don't even have a clue what this is. My best guess is that the AI was trying to give away a unit!?!?! Never thought that could ever happen though.
 

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It will probably be a while before I can take the 15+ hrs to download .21 :(

But, I was wondering if anyone was able to play the new version on Marathon setting and/or with raging barbs?

Has the counter been adjusted for these game settings?

Thanks
 
The barbarians razed my city (pop 1) but the Arm. counter did not rise from 0 to 1. Not sure if this is intended.


Here's a shot of the ruins quite a few turns later (note A. counter still on 0):



I suppose it might be a good exploit building cities and letting the barbs raze them to gain A. counter points so maybe it was intended? :confused:
 
AI controlled Sheiam can build the Shrine of the Champion even though they've never built a hero. I assume this is because they have no hero.
 
It will probably be a while before I can take the 15+ hrs to download .21 :(

But, I was wondering if anyone was able to play the new version on Marathon setting and/or with raging barbs?

Has the counter been adjusted for these game settings?

Thanks

The counter is adjusted to the number of players, not game speed or barb activity.
 
I was playing at a friends house tonight. A hotseat game, Prince difficulty, Normal speed, Huge map with 16 starting civs. we noticed a few things that may be bugs or just plain weird.

1. Acheron came into the game and immediately moved out of the city, 1 hex to the NW and stayed there for the whole night breathing meteors every single turn
2. At the time this happened the two of us knew 9 of the 16 civs, Charadon( who was in 9th out of those 9 civs) was able to attack the barbarian city with the dragon's hoard in it and take it over. no units were hidden nationality either.
3. The armageddon counter would chime but not increase. It hit 1 on turn 110, it hit 3 on turn 155, it hit 4 on turn 175, it hit 5 on turn 229 and it hit 6 on turn 235. we ended the night on turn 250. the AC never decreased, just very slowly increased. I knew of 5 razed citied on my continent and my friend knew of 4 razed cities on his continent
4. We never saw Beeri Bawl get a great Bard or use prophets, etc. but his cultural borders for all his cities were growing as if he was at least creative.
5. Playing the Sheaim had Planar Gates in 2 cities with carnivales and mage guilds for 45 and 39 turns respectively and 1 town produced 1 chaos maurader and 1 witch and the other town nothing. Is this normal?
6. The witch started with 14 XP, but got just 1 promotion, when she hit 17 XP she had to wait 2 turns before she got that promotion.
7. The barbarian lizardmen seem to be back to their old tricks of never going into a civs cultural borders and attacking workers/units/cities anymore
 
Howdy, Checking in.

I got the same giftunit error that Gamestation got.

Also, I am not sure how the Arm counter is set to change now that its dynamic. I raised 3 cities, and sanctified 5, and the counter never changed during those events or on the turn after... Playing on normal speed, large map game with 9 civs(now that Hyb is out in the field).

EDIT:: I have been attacked multiple times in my cultural borders by Lizardmen, on single-player anyway, not sure why/if MP would change that behavior.

Cheers!
 
I'm not getting charged anything for my obelisk. :confused:

Mhh, you know this priest you have in your screenshot gives you one gold don't you?? :mischief:

I have had the super scout too. A scout with only mobility have something like 99% chance against a lion :p
 
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