FfH2 0.21 Bug Thread

That's my point. ;) I'll do the work today if it's possible. (I'm working on a mac today, but if there's a text file list that I can download, modify and re-upload I'm happy to do that.)
 
I think groupings like that would just get confusing. Alphabetical is the best way to go IMHO.
 
Any chance at seeing a sneak peak at the new Meshabber of Dis art model? Been tryin' to find a link of it on the site everywhere. No luck. Thanks :)
 
I have also noticed the Altar bug where when I build Divine it warns me about myself...Also noticed it doesn't turn off even when that victory condition isn't allowed...

Towards the scouts/hunters, while the improvement is useful, it is overpowered these days, because whereas before I could never best a bear, these days I'll rarely lose, and can often take a Hill Giant...
 
I'm sure by now you guys already know of the scout vs. animals bug so I'll spare the comment on that but I did encounter a strange river bug that I think someone else had actually mentioned as well, but anyway here's a screenshot. If you can't read it, it says "OK, so he loses 40% and then he gains 40%?".
 

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I think this should be corruption of spirit, not infernal pact:
Code:
CvGameInterface.py
def AI_chooseTech(argsList):
...
	if eTeam.isHasTech(gc.getInfoTypeForString('TECH_PHILOSOPHY')):
		if pPlayer.getAlignment() < 0:
			bValid = true
			for iTeam in range(gc.getMAX_PLAYERS()):
				eTeam = gc.getTeam(iTeam)
				if eTeam.isAlive():
					if eTeam.isHasTech(gc.getInfoTypeForString('TECH_INFERNAL_PACT')):
						bValid = false
			if bValid == true:
				iTech = gc.getInfoTypeForString('TECH_INFERNAL_PACT')

	if eTeam.isHasTech(gc.getInfoTypeForString('TECH_PHILOSOPHY')):
		if pPlayer.getAlignment() > 0:
			bValid = true
			for iTeam in range(gc.getMAX_TEAMS()):
				eTeam = gc.getTeam(iTeam)
				if eTeam.isAlive():
					if eTeam.isHasTech(gc.getInfoTypeForString('TECH_ORDERS_FROM_HEAVEN')):
						bValid = false
			if bValid == true:
				iTech = gc.getInfoTypeForString('TECH_ORDERS_FROM_HEAVEN')
 
For most of his existence Archeron has sat here meteor-ing my forests (which regrow before he has burnt them completely) and is ignoring the fact that the Lanun went past him and stole the Horde!

I've noticed this in a couple games as well. Any idea why he's being displaced out of his city?
 
Yes I cast a fireball (0.20 or 0.21 - I think it was 0.21) on desert and then the enemy (Sheiam?) attacked it in their turn (solo game). I used that to attack them with a 25&#37; defence penalty! :D


Archeron's meteors seem to be hanging around too.
 
Perhaps this isn't a bug. I seem to recall reading that the infernal manes were scaled back in .21...however....

In .2 I was playing with 16 civs and the manes were running rampant.

In a new 16 civ game, I've been at war for 100+years, as well as 3 other Ashen Viel civs, and I've been watching Hyborem and never seen a single mane.

At one point I used the world builder to create 20 units with ashen viel and I marched them off into hopeless battles...and still...not a single mane appeared.

If this isn't a bug in that the manes have been throttled down to far,
is there an XML setting that can be used to adjust the scaling?
 
I think the problem with Acheron is that he has a don't move AI applied to him, but it only comes into effect after his first turn (and I think Kael is aware of this). I think he should be given 0 movement as it is my supposition that the design team does not want him to leave the city. Give him some flying trait instead so that he can attack passers by but will never leave the city. I think that is where he is headed, but the devs have not put flying into the game yet with the exception of recon flights for birds.
 
Could we have an option to teleport a slave to the capital, but kills half of them and costs 10 gold for those it doesn't kill? This would simulate the problems of moving them, without all the micromanagement.

I'm only half joking.
 
Last night in our multiplayer game, I used my Runes patriarch ability to call Holy War on Sheelba. Instead of all of my allies declaring on her, I received a string of messages as she declared war on each of them. Overall the result was the same, but we were concerned because the war happiness penalty seems greater vs. the declarer. Is Call to War supposed to work this way?
 
Using Govannan's training ability on a priest gives that priest access to the Arcane/Channelling I spells for their spell types.

It's late, and long after arcane units are available, but they didn't have access to them before.
 
That's because it gives them the requisite promotions - maybe (although I'm loathe to suggest even more promotions for oneoff effects) a "Trained to cast X" promotion would work more sensibly (that, or blocking training for other spellcasters).
 
I think the problem with Acheron is that he has a don't move AI applied to him, but it only comes into effect after his first turn (and I think Kael is aware of this). I think he should be given 0 movement as it is my supposition that the design team does not want him to leave the city. Give him some flying trait instead so that he can attack passers by but will never leave the city. I think that is where he is headed, but the devs have not put flying into the game yet with the exception of recon flights for birds.

I'm not sure that's it because Archeron moved 2 squares and he has movement 1 doesn't he? Also I think he may have moved after a few turns anyway.
 
with summoning spells, would it be possible to include the strength and movement of the unit in the mouse-over text?
 
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