FfH2 0.23 Bug Thread

in .22 the mercurians were listed as having unique units, and the lunnotar are counted as a unique unit, or is there some inconsistency in my argument?

They are just implemented differently now. So a Herald used to replace the beastmaster, now it doesn't. Instead Heralds and Beastmasters are seperate unitclasses and the Mercurians cant build Beastmasters.
 
Comparatively minor I suppose but playing as the Bannor, they do not seem to get the +1 :) from their training yards while under nationhood.
 
Wanna try and figure out why this save won't load?:(

Ouch, no idea on that one. And since I cant load to look at it I don't think I'll be able to fix it.
 
Comparatively minor I suppose but playing as the Bannor, they do not seem to get the +1 :) from their training yards while under nationhood.

That will be fixed in patch "a".
 
I had a treant spawn due to invaders in my FoL ancient forest. However, it didn't come with summoned promotion, and stayed about 4-5 turns until defeated.

I was wondering about this. I noticed it in some of my playtesting too. But I didnt remember changing anything about it so I thought that must have been how it always was (which didn't seem right to me). I'll slap summoned 3 on them so they expire after a few turns.
 
Note on the treeant: I, too, remember that they've always been stay-until-defeated. I found that rather strong. Glad to see it wasn't intended.
 
Not always, for sure, but it might have crept past last version? I'm sure in the past I've had 1 turn Treants.

Yeah, its possible (I moved that code into the SDK and must have missed it). It wasnt intentional. I'll fix it in patch "a".
 
Patch "a" is linked in the first post. It won't break save games and fixes the following issues:

1. Fixed a CtD checking for panther cages during carnival escapes.
2. Fixed a CtD when building Yvain the Woodelf.
3. Form of the Titan now plays the correct movie.
4. Nationhood correctly gives +1 happiness with Bannor Training Yards.
5. Treants spawned from Ancient Forests start with Summoned 3.
 
Did not all of Hexagonian's wonder movies make it into the media pack? I noticed that, forex, he made one for the Catacomb Libralus, but there's no movie for it or several other wonders in the pack.
 
Did not all of Hexagonian's wonder movies make it into the media pack? I noticed that, forex, he made one for the Catacomb Libralus, but there's no movie for it or several other wonders in the pack.

That is correct, I didnt accept all of them. The Catacomb Libralus was rejected because it didn't have any books in it.
 
That is correct, I didnt accept all of them. The Catacomb Libralus was rejected because it didn't have any books in it.

Ok, but that doesn't explain why when I built Purge the Unfaithful, which is included, I didn't see a movie. And I checked and made sure that I didn't have "No Wonder Movies" checked and that I had installed the Media Pack.

ETA: I noticed that CIV4ArtDefines_Movie.xml references a CIV4ArtDefinesSchema.xml which does not appear to exist in the mod directory. I have no idea if this matters or not.
 
Ok, but that doesn't explain why when I built Purge the Unfaithful, which is included, I didn't see a movie. And I checked and made sure that I didn't have "No Wonder Movies" checked and that I had installed the Media Pack.

ETA: I noticed that CIV4ArtDefines_Movie.xml references a CIV4ArtDefinesSchema.xml which does not appear to exist in the mod directory. I have no idea if this matters or not.

It wasn't hooked up correctly (Purge the Unfaithful). I'll fix it in patch "b".
 
I'm playing as the Kuriotates, but the Cult of the Dragon doesn't seem to be in my tech tree. It's saying that it needs the 'Never' tech.
 
Awaken the Ancients was been removed in .22. The Cult is now founded not by a technology but by the creation of Abashi or Eurabatres (whichever is built first turns the city of its creation into the holy city. Both are not CoTD evangelists, and no longer require CoTD to be built, obviously)
 
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