FfH2 0.23 Bug Thread

Werewolves!

having built the barron and gone a rampaging i was a little upset to find that even though i got the 'lycan has spread' message no little baby werewolves turned up, not in my stacks, not in my cities ... checked in worldbuilder and the only homicidal hairball in the game world was the barron

attacked about 10 different units with him, so i dont think its a one off

i want my hairballs!

thanks

Did you declare nationality? I think as HN unit he won't produce new units.
 
Using a wonderful odds calculator someone designed, this is what the combat 3 berserker with holy shield had against my 14 strength, combat 5, guerilla 1 paladin with commando.

Hits recieved Chance

0 0.00037719379144280675
1 0.0022878905763228925
2 0.00692565837805047
3 0.014761504656083775
Average HP left if wins 37.96905034731934
RecCombatResult.ChanceToWin[cv[0]][1]=0.024352247401899944Chance to kill exactly 1 units 0.024352247401899944

The result of the combat on the other hand was one ful health berserker and one dead paladin, the 14 strength, combat 2 flurry attacking the same berserker on a forest hill tile did the same thing. The berserker is a once a month occurance, not once a turn... I don't know what's not being added, because it only seems to happen to me, not the ai, but I'm losing near impossible odds regularly, and purely impossible odds almost as often. This can't just be a fluke of the random number generator, not with the casualty rates I'm taking.
 
After discovering the existence of a combat log, I went and looked it up. No combat promotions for defenders, the ai hasn't had enough of them to notice the difference, and I didn't have any live long enough myself till I reached the disciple units. I actually had a -15%, I'm guessing that was the homeland trait? A minus to go with the positive inside cultural borders isn't documented.
 
Ljosalfar Archery Range doesn't unlock building Archer. It does allow building Archer of Leaves. Is that intended?

I dunno if the Archer of Leaves thing is intended, but you can't build archer of leaves without Following the Leaves religion.

And archery range gives the dexterous promotion to all archery units built in the city. +1 Atk str


EDIT: AoL can't get Woodsman promotion.

No archer unit can. Only archers upgraded from a warrior with woodsman can get it. And then it won't have the dexterous promotion.
 
ok grey fox, its the mouseover tip that was confusing as it said need 0/1 law mana
 
I dunno if the Archer of Leaves thing is intended, but you can't build archer of leaves without Following the Leaves religion.

No archer unit can. Only archers upgraded from a warrior with woodsman can get it. And then it won't have the dexterous promotion.


Yeah, but the problem isn't being unable to build Archer of Leaves, but the normal Archer.
I'm playing Ljosalfar, have required techs and have Ljosalfar Archery Range built in the city. It seems to me that this building unlocks Archers of Leaves, but does NOT unlock units that the standard Archery Range unlocks (Archers, Longbowmen and so on). I know this because 1. picture of Archer is darkened and I can't select it to the building queue and 2. Pedia entry says Ljos. Arch. Range allows for building Archer of Leaves and does not mention standard Archer.
Being a replacement for Archery Range, Ljosalfar Archery Range should allow for building those standard units.
Uff, I should have defined a shortcut key for "Archery Range" ;)
 
Is it intended that mud golems stayed at 2 defense or is it a bug that they weren't upgraded to 3 defense to be able to defend against early attacks?

Also, some Pyre zombies were exploding on death and only damaging my own sheaim unit's and not the enemies, would be good if it effected the enemys again, and maybe give pyre zombies fire immunity.
 
Upon loading the game I recieved this xml warning message, and then I couldn't conduct diplomacy.
 

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2. Defensive strength modifiers will now be correctly used (previously the attack strength was always used, most apparent with the enraged promotion which aways gave +40% instead of +40%/-40%).

I'm thinking that somewhere in this change is the bug responsible for the combat promotions being negative when defending.
 
i hav the trait summoner- summoned creatures last 3 turns instead of 1

my mage with Fire II creates a fireball thing and dies the next turn
is it intended
 
my mage with Fire II creates a fireball thing and dies the next turn
is it intended

yes thats intended.
 
ok me friend is tryin to dl FFHII but when he starts it up it says...

The drive or network connection that the shortcut fall from heaven 2.lnk regers to is unavailable makesure the disk is inserted or the network resource available

civ4 disk is in ; not warlords
hes tryed re-dl-ing it
 
ok me friend is tryin to dl FFHII but when he starts it up it says...

The drive or network connection that the shortcut fall from heaven 2.lnk regers to is unavailable makesure the disk is inserted or the network resource available

civ4 disk is in ; not warlords
hes tryed re-dl-ing it

Can you launch the game from the mods menu (starting civ 4 first, then go to advanced, load a mod)?
on the city screen the left button to scroll through cities isn't working
Yeah, that needs to be fixed. In the meantime, use right and left arrow keys.
 
had a ctd immediately after ending this turn. a memory allocation error it said.

error report showed:

AppName: civilization4.exe AppVer: 1.6.1.1841 ModName: cvgamecoredll.dll
ModVer: 0.0.0.0 Offset: 000f8edc
 

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had a ctd immediately after ending this turn. a memory allocation error it said.

error report showed:

AppName: civilization4.exe AppVer: 1.6.1.1841 ModName: cvgamecoredll.dll
ModVer: 0.0.0.0 Offset: 000f8edc

It doesn't crash for me.
 
Do you have any theory on the magic/fire resistance vs fireballs/meteors not working bug yet?
 
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