FfH2 0.22 Bug Thread

Sareln, Thanks for your answer.

So, I noticed something else.(FfH2 0.22d)
1. Shadow can attack multiple times per turn from the first with no Blitz promotion.

2. Copper Golem had Morale promotion, where the city built Ride of the Nine Kings. But it can have no promotion by civilopedia.

3. Altar of the Luonnotar(final) is free Blessed promotion for units built all city, maybe...
 
I'm pretty sure that is as intended.

I don't think so. From the Civ4Wiki and from the FfH2 022D Civlopedia:

Makes the unit invisible when in forests or jungles.

and I have seen it happen twice in a game I am playing.
 
First off thanks for thanks so much for this wonderful game. (I haven't reminisced once for Master of Magic since FFH1 came out, and it used to be a daily ritual)

I don't know if this is a bug or I just don't recognize the feature: my Giant Spiders (undeclared and declared nationality) seem be getting 'displaced' by the Svaltarfar units i'm warring with. Happens in the wilderness and in towns I try to defend. They Svalftarfar unit will attack and my spider will just reappear in an adjacent space with no resistance.

P.S. this probably is the wrong place for suggestions, but I think a different mechanic for the Spiders reproducing would keep the novelty but dampen the 'army of spiders' tactic i can't seem to resist employing now. Instead of automatically reproducing a baby spider, perhaps a way to spend gained xp on producing a baby? Maybe as a repeatable promotion. And the baby's maybe would have to earn xp for a giant spider promotion instead of a % chance of upgrading. Either that or i'll try to find some willpower to try another tactic.
 
kenken is right. Invisible units never defend. Among the team, leaving a giant spider to defend your city is known as "pulling a woodelf".
 
I am having huge slow down issues and I can't quite tell what is causing it. There don't seem to be too many units, but it's from the very first turn that the AI moves seem to take a while. It's a large map, 18 civs, epic with raging barbarians. Once the barbarians actually start to spawn the game pretty much becomes unplayable. I did not have this problem with version 2.21.
 
There are a lot more raging barbs now. Wolf packs, Lion dens, etc. That may have something to do with the lag.
 
my level 3 horse archer can upgrade to a repentant angel.
elohim assasins dont start with marksman

Pretty sure the Elohim "assassins" are supposed to be that way. As for the repentant angel, no idea why they allowed horse archers to upgrade to them instead of actual angels (paid the horse archers to die and come back immediately as a repentant angel?).
 
I have had a very strange error in my last few games whenever I summon a unit. The summon is produced properly, but the summoner's strength and movement values change dramatically. The units usually seem to gain many billions in their physical strength but also have absurdly high negative strength in all the different damage types. Their movement points, both total and remaining, also become extremely high, and at least one of these is always negative. If I leave these units alone then the game proceeds just fine but if I try to move one then it freezes up.

I assume that this is not a wide spread error and that it was my fault, since it occurred in a version that I had changed. Mostly of the changes were simple things in the .xls, but I also added a few spells in the python files. Most of these were terriforming spells borrowed from Maxmod, but I also wrote 2 spells myself: take spellstaff (basically a copy of take axe, but for spellstaffs. It also could be used regardless of whether either unit had attacked/casted, and did not give the caster the casted promotion) and Enlighten (a modified version of inquisition for the Luonnatar, which removes all religions, regardless of the owner's state religion). I don't see how these changes would have caused this bug.

I put the modified version in a separate file, and still have the unmodified version, which I think runs fine. Come to think of it, I believe the problem didn't start until after I installed a patch or two. Could that have caused the problem? The changes in the patch do not seem to have been applied, but I vaguely remember a patch for .21 causing some odd errors in a minor mod I had made of that version.


Edit-the problem now seems to occur with most, but not all, sorcery and divine spells as well
 
Blood of the Phoenix wonder doesn't do anything. Units die as normal, and don't get their one free resurrection.

CTD to desktop on defeating Basium. The Armegeddon counter was at 98. I don't know if it was defeating him that caused the crash, or rolling counter to 100.

Foul
 
Pretty sure the Elohim "assassins" are supposed to be that way. As for the repentant angel, no idea why they allowed horse archers to upgrade to them instead of actual angels (paid the horse archers to die and come back immediately as a repentant angel?).

Yeah, the Elohim Devout has the somewhat useless IMO Sanctify ability as opposed to the much more useful and deadly Marksman ability. :(
 
I'm not sure if anyone else has seen this in one of their games. It came in my 3rd .22 game playing as Einon Logos on a Huge Fantasy map at Epic, Prince:

Hyborem appeared rather early in an Epic game around yr. 325. I built the Mercurian Gate and the Mercurians and I (mostly me though as Basium continues to stay at home) destroyed Hyborem around 100 yrs. later.

Then, when the counter hit 70 (around yr. 600) the strange things started to happen:

1. About 20 'ratholes' each with a Sect of Flies appeared on it in my territory. These were not Hyborem units, of course, but barbarians. I went about dispatching these invaders - most did not move from their rathole.

2. A few turns later I noticed that Hyborem appeared again on the scoring list with 428 pts - about the same amount he had when he was destroyed.

3. Then, I noticed 3 Hyborem Infernal Lords with the immortal promotion just north of my civ attacking a Mercurian city.

4. I sent units there and killed the Lords. When the last one was killed, I got the goodbye message from Hyborem for the second time.

I don't think Hyborem reappeared elsewhere on the map or any more units or a city. Just these Infernal Lords, who didn't seem to have the immortal promotion afterall - although by killing them without a city to respawn in, that was it.

Anyway, anyone else see Hyborem make a brief comeback like this in their games?
 
If memory serves, devouts can also move through rival territory. That can be quite useful at times. Personally I still think that the way hell spreads needs to be changed so that sanctify is more needed. (why should the good players care about its spread when it doesn't effect their territory. Except for preventing demons from getting defensive promotions, helping out allies, and pure impatience I don't see why they should use it)

Personally I think that Devouts should have a different prerequisite tech than assassins.
 
If you sacrifice a unit with the immortal promotion using a demon altar, and he is reborn in your capital, you can convert another unit to an immortal (letting you go over the limit of 3).
 
I sacrificed my three Arch Mages, then I couldn't upgrade any wizards (in this case) to new ones. Intentional?
 
World builder reveals (after me waste WAY too much time trying to play it) THOUSANDS of wolves/bears but mostly wolves. The entire map is covered in every untakened space by me or the other cpu's, in WOLVES! come on. my idea of fun is not having to micromanage rangers for 500 turns to win.
 
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