FfH2 0.21 Bug Thread

There may be a problem with the mini-map. It was not correctly showing all the explored land. The main screen would show an area explored, but the mini-map would later darken it out again. Kind of confusing. This was all prior to circumnavigating the globe. I am not sure if it did so afterward.
 
Got a python error from just trying to look at the Seraph unit in the Civlopedia. Can't imagine that bodes well for the unit itself.
 

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The following savegame crashes when I use my confessor to build an order temple in the Lanun capital.

Thats not a crash, its a python error. Its being caused because the lanun people are trying to stuff your priest into their mokka's cauldron. I'll fix it in patch "a".
 
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.

They do have a hero, Abashi (the black dragon). Sometimes when you go into the Worldbuilder Abashi accidently gets placed because hes the first unit in the lists. Players usually delete him, but just placing him like that is the same as if he was built and died so the Sheaim will be able to build the shrine.
 
We get an OOS in multiplayer when summoning Hyborem and taking him over. Is this a known issue?
 
Patch "a" is linked in the first post. It resolves the following issues:

1. Fixed the set weapons error when Barnaxus is built.
2. Catapults and Balseraph Catapults decreased from 3 strength to 3/2 strength.
3. Trebuchets reduced from 5 strength to 5/3 strength.
4. Skull Catapults reduced from 6 strength to 5/3 strength.
5. Pitch Wagon reduced from 4 strength to 4/2 strength.
6. Cannon increased from 6 strength to 7/5 strength.
7. Dwarven Cannon reduced from 9 strength to 9/6 strength.
8. Fixed the Amurite Adept model (on non-shader cards).
9. Fixed the Doviello Assassin (on non-shader cards).
10. Fixed broken Seraph graphics.
11. Fixed a python error if a unit from another civ dies in a city with Mokka's Caudron.

It won't break save games.
 
I'm also getting weird odds against barbarians. All of these are on Immortal difficulty. First, my scout got double strength and halved the animals' strength (Scout vs. Lion is 2.00 vs. 1.00). Second, when my shock 1 combat 4 scout attacked an orc spearman, the combat log showed two -40% bonuses along with the -80% bonus. Strength 2.20 vs. 1.42. My scout's strength was calculated correctly, but where did 1.42 come from? The unit was not damaged. Third, when my warrior attacked from a city across a river, he received the river attack penalty, an equal river attack bonus, and a "City Barbarian Defense" bonus.

I have screenshots, but it seems that I'm not alone.
 
Please allow me to add my voice to the chorus of people calling for an adjustment to the scout's vs. beast ability. Today my unimproved elven scout was able to successfully defend against a hill giant. He was in a forest at the time and came out of the battle at 0.8 strength.
 
Barnaxus was created once a turn, every turn for twenty years. I don't think that the pieces promotion is being removed properly (.21, no patch)
 
2 bugs :

The double strength bonus for scout/hunter/.. against animal units, very annoying when you have made Pact of the Nilhorn.

And you can trade tech without Trade (I think it's Horseback Riding who allow it)
 
And you can trade tech without Trade (I think it's Horseback Riding who allow it)

The AI probably has trade so you can trade with that AI but not any others.
 
The Malakim (under Leaves) just founded the Ashen Veil. Was the don't research a religion that would change your alignment code updated after the switch of infernal pact with corruption of spirit?
 
-- I, too, have noticed the promotion bug, where it doesn't promote you until a turn after it should have (i.e., promoting on 18/17 instead of 17/17)

-- Hemah reached 102 xp through the normal one-turn progression. I assume this is because I fought a battle at one point and gained two xp (though it was when his xp was in the sixties). I believe the intention is to have the auto-progression stop at 100 regardless?

-- AI players seem only to build Chaos nodes? I'll have to double-check to see if it's truly all Chaos nodes, but it sure looks that way. They certainly don't seem to prioritize spellcasters / mana acquisition.

-- If the Altar of Luonnatar victory condition is turned off, is there an easy way to suppress the "Enemy is nearing completion" messages? And on that note, the "Enemy is nearing completion" message appears when YOU are getting close to finishing it, too... sorta silly, and potentially confusing.

Foul
 
-- Hemah reached 102 xp through the normal one-turn progression. I assume this is because I fought a battle at one point and gained two xp (though it was when his xp was in the sixties). I believe the intention is to have the auto-progression stop at 100 regardless?
Hemah would get the arcane bonus XP as well, so he will occasionally gain XP after 100.
 
Is there a problem in the calculations of scouts ability vs animals? They seem to win battles much more often than the percentages would indicate. If not, they may be a bit overpowered now vs animals, even unpromoted.

Bigben34
 
They do have a hero, Abashi (the black dragon). Sometimes when you go into the Worldbuilder Abashi accidently gets placed because hes the first unit in the lists..

How much trouble am I asking for when I propose that the unit list is ready to be re-organized? :) If it is as simple as an edit of one file, I'm volunteering.
I don't think I'm the only one who would like to see all the many many units grouped by type (Animals, Recon, Melee, Mounted, Archer, Arcane, Disciple, Naval, Hero, Beasts, etc.). The order of the types could be worked out, but wouldn't matter quite as much as being able to spot the one you wanted because it had to be near similar ones.
This would prevent the false-black-dragon issue. :)
 
How much trouble am I asking for when I propose that the unit list is ready to be re-organized? :) If it is as simple as an edit of one file, I'm volunteering.
I don't think I'm the only one who would like to see all the many many units grouped by type (Animals, Recon, Melee, Mounted, Archer, Arcane, Disciple, Naval, Hero, Beasts, etc.). The order of the types could be worked out, but wouldn't matter quite as much as being able to spot the one you wanted because it had to be near similar ones.
This would prevent the false-black-dragon issue. :)

Its not a big deal to reorder them. They are currently in alphabetical order (mostly) by their unitclass. So all the archers are together, all the axemen are together, etc. The reason I need them together is so I can easily compare between all of the axemen of the different civs.
 
Putting those unitclass groupings in some sort of order could be useful I'd imagine - all the melee unitclasses, then the archer ones, then recon, etc.
 
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