FfH2 0.21 Bug Thread

I think cvlowe's sugestion is pretty much the same thing I said at the end of my post, therefore I agree. There should definately be no Sphener or Crusaders. However, adepts are not tied to religion, so that part makes no sense. I think Inquisitors are technicaly priest, and they should not be allowed; the Inquisition has no place in a society that guarantees religious freedom.
 
His main problem with religions is that thay are at odds with each other; he doesn't like that the gods are using religions ideas to bring Humanity into their conflicts, he really doesn't like when people harm each other in the name of their gods. If a civ had true religious tolerance, it would be unable to do these things. It would also have to tolerate irriligious attitudes, as well as the views of those who will worship only The One. Perhaps the individuals of the each religion might be pawns in the gods' little game, but the government is refusing to play along.

The story about the man who followed the Order and joined Cassiel wasn't living in a country who follows the Order or the Ashen Veil I think. So he wasn't really oppressed by the government. I could be wrong though, and I'm too lazy to go reread ;p.
But anyway, IRL 2 religions can conflict even when the government doesn't have a state religion.
 
So I was working on trying to make my own scenario for FFH2 and saved one with the Hyborem already in play. When I went to try out the scenario, I got the message asking if I wanted to take over the newly forming Hyborem and a second Hyborem civ appeared (with a duplicate world unit and all) Worst of all they hated me for already being allied with the first Hyborem. I don't know if this was a bug with my scenario (I made it in Civ 4 using the built in editor, using a combination of play and edit, then saved it in world builder and launched it as a scenario) or what.

Figured I'd post it on the off chance anyone else has encountered the same thing.
 
My Swordsman, who had the 40% defense promotion in forest/jungle/etc, attacked a Hunter who was in a forest tile. My Swordsman received a 40% bonus due to forest, which obviously isn't right!

Foul
 
Terrain "defense" bonuses apply to offense as well in FfH, the tooltip needs to be changed.
 
v.21c
When i tell my pirate ship with HD to go a ways away it tries to go through nearby cities and instead of passing through ends up attacking land unit (even if there is a ship in port). I've won one of these battles killing an archer and lost 2 battles to crossbowmen.

- feydras
 
Okay, even weirder my Merrymen are traveling through Bannor lands due to Open Borders and while in a Bannor city a HD pirate of some other nation attacks the Bannor city and my Merrymen defend! This despite the fact the Bannor city has many better units in the city.

- feydras
 
v.21c
When i tell my pirate ship with HD to go a ways away it tries to go through nearby cities and instead of passing through ends up attacking land unit (even if there is a ship in port). I've won one of these battles killing an archer and lost 2 battles to crossbowmen.

- feydras

All HN units have a tendency to wander off and do their own thing if you don't keep a tight reign on them. HN Shadows are especially bad.
 
A Malakim Lightbringer was wandering around my turf and killed 2 barbarian units during the same turn.

I remember this issue being discussed many, many posts/threads ago. I assume it is still a bug. :confused:
 
v.21c
When i tell my pirate ship with HD to go a ways away it tries to go through nearby cities and instead of passing through ends up attacking land unit (even if there is a ship in port). I've won one of these battles killing an archer and lost 2 battles to crossbowmen.

I wouldn't recommend any Goto functions on your HN troops. They'll shortcut through foreign territory, where they'll get jumped and killed. They'll attack any unit they encounter on a road that doesn't belong to you, friend or foe. They really need a lot of looking after.

Okay, even weirder my Merrymen are traveling through Bannor lands due to Open Borders and while in a Bannor city a HD pirate of some other nation attacks the Bannor city and my Merrymen defend! This despite the fact the Bannor city has many better units in the city.

Any chance this was actually a Bannor Pirate ship? That would explain why your Merrymen defended and not the Bannor troops.
 
Imo, it would be a good idea to give most of the game's units the ability to go to a defensive mode. This could work by giving them a promotion that makes them unable to initiate an attack. That promotion would give them the ability, similar to declare nationality, that would take the promotion away. Perhaps it could also give a minor defensive bonus. This could both prevent the insane behavior of HN units and of some early suicidal scouts.

Also, I don't think that either of these abilities or declare nationality should give the unit the casted promotion like spells do.
 
I just played a game as clan of embers with an ally hyborem, and I noticed two things

firstly: before hyborem founds a city, he has a 'you are destroying the world' negative modifier (-9). This actually caused him to declare war on me at the start... I had to use the world editor and give him an ashen veil city so he would get the proper '+9' modifer, because he wouldn't make his own.

secondly: I know this has been thrown around a bit, but i'd like to just add another occurence to the mix. all four of the horsemen in my game spawned within a tile of each other. odd no? usually I would just put this down to luck, but a lot of other people have been complaining about this as well. maybe the spawn location script needs a bit of work?

*edit*

avatar of wrath just spawned at the exact same spot as well...... are they scripted to appear in areas outside of cultural influence? if so that's a bit silly considering late game has virtually no unclaimed land.
 
Imo, it would be a good idea to give most of the game's units the ability to go to a defensive mode. This could work by giving them a promotion that makes them unable to initiate an attack. That promotion would give them the ability, similar to declare nationality, that would take the promotion away. Perhaps it could also give a minor defensive bonus. This could both prevent the insane behavior of HN units and of some early suicidal scouts.

This already exists. It's called "Fortify".
 
What I want is an ability to avoid conflict when a unit is moving, especially if it is exploring automatically. If a unit runs into an enemy it could them stop like w worker would, making them easier to find. Sorry that was unclear.
 
Yeah, I do often get annoyed that my scout's go around attacking everything! Would be useful to have a command that'll enable passive exploring...
 
I've gone through the thread to this point and Im putting together patch "D". The big things from this will be a fix for Mokka's Cauldron (which is causing CtD's in many different situations) and getting the AI to rush founding the veil appropriatly.

Of couse there will be more fixes included, but I wanted to let everyone know it is coming and will be available this weekend.
 
Thanks Kael. Your dedication is admirable. Given that, I can only imagine how successful you are in real life. :goodjob:
 
getting the AI to rush founding the veil appropriatly.

I am SO looking forward to that. I wanted to play a save the world from being destroyed type game, but gave up on 4 games when it was clear that Hyborem would never come out and play. So- I was thinking about starting a destroy the world game instead :lol:
 
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