FfH2 0.22 Bug Thread

This was a funny bug in my current game...

In my Epic game in yr 114 as usual I got the announcement that Orthus was created. I could only tell generally where he was created as that part of the map was still dark.

I thought it was strange that the counter hadn't moved (city going down to Orthus) or I didn't receive the message that the axe had changed hands.

About 200 turns later I made my way over to that part of the map...and there was good old Orthus guarding a goodie hut. He hadn't moved and may still be there as I moved away from that part of the map. I guess I should have moved my unit next to his to see if he would attack.

Gee, I bet that goodie hut he was protecting really had something wonderful to give. :)
 
Yeah, when a barbarian spawns on a Goodie Hut, they guard it till it turns into a city.
 
Shouldn't Hyborem be a little bit more resistant to fire? Just nuked him out of this reality with Hemah. He took the bucket after ~10 meteors only.

PS: Epic Monarch game as Amurites, so nope, it wasn't a training game either.
 
Poisoned units don't receive a 10% strength penalty, as the poison mouse-over says they should.

Foul
 
Poisoned units don't receive a 10% strength penalty, as the poison mouse-over says they should.

Foul

Works fine for me. You may be expecting it to modify the displayed strength (soa 4 strength would show as 3.6 strength instead) but percenatge modifiers (positive or negative) are only shown in combat odds.
 
Patch "g" is uploaded and linked in the first post. It won't break save games and makes the following changes:

1. Cold units now put out smoke/fires instead of fire units.
2. War Machine now destroy's new forests and jungles.
3. The War Machine will correctly destroy improvements.
4. Removed the vile touch check in CombatWon (I'll remove vile touch in the 0.23, it would break saves if I removed it in a patch).
5. Winning diseased units can't infect non-alive or immune to disease units in the opposing stack.
6. Fixed the Blood of the Phoenix.
7. New Spectre model art from seZereth.
 
Death Knights require Horses to be built, Nightmares are not sufficient.

This makes them almost unaccessible.
All evil and neutral civs have hell terrain and the good civs won't trade with me.
I suggest Death Knights should also be buildable with Nightmares only (the same applies to War Chariots for that matter).
 
Patch "g" is uploaded and linked in the first post. It won't break save games and makes the following changes:

1. Cold units now put out smoke/fires instead of fire units.
2. War Machine now destroy's new forests and jungles.
3. The War Machine will correctly destroy improvements.
4. Removed the vile touch check in CombatWon (I'll remove vile touch in the 0.23, it would break saves if I removed it in a patch).
5. Winning diseased units can't infect non-alive or immune to disease units in the opposing stack.
6. Fixed the Blood of the Phoenix.
7. New Spectre model art from seZereth.

Man you guys are good. Thanks. :goodjob:
 
Death Knights require Horses to be built, Nightmares are not sufficient.

This makes them almost unaccessible.
All evil and neutral civs have hell terrain and the good civs won't trade with me.
I suggest Death Knights should also be buildable with Nightmares only (the same applies to War Chariots for that matter).

I'll fix that in patch "h" so that any unit that requires horses can also use nightmares.
 
Sorry if this has been addressed elsewhere or is not designed from this particular mod: I have found that when clicking one set of the small unit grouping buttons on the main screen, the ones on the far right that sort the units in some manner (I forget) they do not let you unclick that sort option. So what happens is you can't see or click on individual units in the stack anymore. It seems that closing the game down and reloading completely will fix this. The other grouping buttons will let you unclick one of the options, so you are back to default. But this particular group gets me stuck in one mode or another.

I am wondering if these little unit sorting icons are from another mod and were adapted to this one? Anyway I am just talking about the set of 3 on the very far right of the screen.
 
The 5th one from the right "Select Units by Unit Type" will return things to normal. They are a ModMod known as PLE buttons.
 
Works fine for me. You may be expecting it to modify the displayed strength (soa 4 strength would show as 3.6 strength instead) but percenatge modifiers (positive or negative) are only shown in combat odds.
Nope -- it's the combat odds to which I was referring. Through several games now, poisoned units don't have a -10% modifier applied. I'll send a screenshot, if that would help any.

Foul
 
Nope -- it's the combat odds to which I was referring. Through several games now, poisoned units don't have a -10% modifier applied. I'll send a screenshot, if that would help any.

Foul

That would be cool, thanks.
 
Not a bug, but a suggestion...

I am trying out new civs and am in my second game playing the Sheiam.

I was under the impression that each civ had a national hero (Corlindale, Gilden Silveric, etc.). Either that is not the case, or I have been unable to discover the Sheiam hero even by searching the Civlopedia. I am about 2/3 the way through an Epic game and into Tier 4 units now.

Would it be possible to list the national hero for the civ in that start-up screen that lists mana, starting tech, unique units, etc.?

That would save the search for those unfamiliar with a particular civ. Thanks.
 
Ok, look here. Then look again, again more to the right. See? :D

Their unique unit is Abashi - the black dragon. He is not a hero but acts as one in terms of uniqueness.

I found it hard to, to find those crucial informations in the first time I looked into the wiki. Now when I am used to it I do not have those problems but for new commers it can be misleading.

It is all about the fact that we do not focus so much on the right side but only on the left upper, that is why most of the www sites have their menus in that place [or is it because the menus are there we tend to look there first and neglect everything else?]
 
If you damage someone with magic they declare war on you, not the other way around. Shouldn't this line (in CvUnit::doDamage)
GET_TEAM(getTeam()).declareWar(pAttacker->getTeam(), false);
be
GET_TEAM(pAttacker->getTeam()).declareWar(getTeam(), false);
 
Horse Archer, Horse Archer (Hippus) and Horse Archer (Bannor) require Horse (instead of Horse or Nightmare).
 
Back
Top Bottom