FfH2 0.23 Bug Thread

It seem that in some situations the bonus from the Combat I-V is not being applied to defensive strength.

My Combat V scout was going to attack a Combat III bear. However the mouse-over combat odds window only had the '+100% strength' for my scout and not the expected '+60 strength' for the bear. Instead of attacking I waited for the bear to attack me. It did and killed my scout (no surprise there). However when i checked the combat log the bear's '+60% strength' had been calculated while my '+100% strength' had not.

I'm sure I've noticed this in other cases as well, but I'm also sure I've seen the odds calculated properly.

All these cases have been version 0.23a
 
The "Tower of Mastery" video seems kinda like it was supposed to go with the Altar victory - the "following in the footsteps of a god" bit along with a very Altar-like slab pictured at the start. Am I seeing the correct video, or has there been a switcharound?
 
Not a bug as such, but on the main mod download thread you have the changelog link head to the 0.22 changes and not the 0.23 changes.
 
Scout's bonus against animals is either not working or simply not showing up in the combat odds.

Bonus vs animals is so confusing becaise it isn't applied like a bonus to the units strength like everythign else. Instead its applied as a modifier to the other units strength. It doesn't show up in the combat odds, but your opponents combat vlaue should be lower than you would expect.

For example when I go to attack a bear with a scout I get 20% combat odds (2.0 for the scout vs 2.77 for the bear) and it doesn't show any modifiers. Well my Scout is correctly a 2.0, but the bear should be a 5.0 if its unmodified. Instead the scouts +50% vs animals is lowering the bears strength from 5 to 2.77.

Its confusing and if its like this after the BtS conversion I may do something to have it should up in the combat modifiers.
 
Ok, combat is borked to h**l n this version (love everything else though). It seems that the combat modifiers are not getting calculated right. As far as I can determine, some or all of the defensive boni and offensive boni are being applied against the wrong target. I am not sure which ones are, but I've lost a significant number of fights where as an attacker I had 100% chance of success, but when attacked (which would imply my chances are that much better), my unit consistently was killed.

It looks like instead of the defender gaining a defensive bonus, the attacker takes a penalty of equal %. So if you have 2 strength 4 units against each other, and one is in a forest, the fight seems to be 4 versus 2 instead of 6 vs 4. The same might be true for offensive boni, but it's difficult to test. The net result is that fights that should be won most of the time (based on the odds %) are often lost.
 
Patch "b" is linked in the first post. It won't break save games and it contains the following fixes:

1. Correctly hooked up the movie for Purge the Unfaithful.
2. Correctly hooked up the Domination and Cultural victory movies.
3. Fixed the CtD when attacking with a Skull Catapult.
4. Fixed Angel upgrades.
5. Fixed the CtD caused by Nature's Revolt.
6. Reversed the Altar and Mastery videos, I had them backwards.
 
Not sure if this is a bug or a feature - got the 'Orthus' notice and then found him a little later sitting on a village. He never moved off, even when I moved a stack of units right next to him and left it there for a few turns. I finally moved a settler a few spaces away, founded a city, popped it with a disciple -- and Orthus (and his axe!) vanished along with the village. I did get a worker for all my efforts, though. ..fritz..
 
Using 23a, looks like swordsmen are strength 3 (amurites replacement for axemen), should be 4 (otherwise, same as a warrior now)
 
Not sure if this is a bug or a feature - got the 'Orthus' notice and then found him a little later sitting on a village. He never moved off, even when I moved a stack of units right next to him and left it there for a few turns. I finally moved a settler a few spaces away, founded a city, popped it with a disciple -- and Orthus (and his axe!) vanished along with the village. I did get a worker for all my efforts, though. ..fritz..

In .22 I've seen Orthus spawn on a goodie hut and be assigned guard duty there. He never moved as far as I know. I later abandoned that game though.

Having barbs guard goodie huts, barrows, dens, etc. instead of going forth to pillage and raze never made sense to me. ;)
 
What the heck is up with these odds?

This is normal. You have the same combat value as the other, so in case of full health you would get a 50-50 situation. But as you have less health, you will be able to sustain less hits, so the code take that into account and calculate this 36% chance.

Health as two impacts: lovering strength, and lowering the amount of hits you can sustain. Said differently, a warrior with 80% health don't have 80% of his fighting abilities, but 80x80 = 64% ...
 
Svartalfar workers are marked "Elven", but are not "Elven Workers" and cannot construct Elven Farms/Cottages.

When they are taken as slaves however (slavery civic), they are "Elven Slaves" and gain the ability to build the Elven improvements.

Result: Svaltafar can't produce the special improvement types, but a race attacking them can use the captives to produce those improvements.
 
Precisely - you have a 50-50 chance to win each combat round, but need to win more than the defender to achieve victory, making your overall chance of winning less than 50%. EDIT: Gah, missed this page.
 
It seem that in some situations the bonus from the Combat I-V is not being applied to defensive strength.

My Combat V scout was going to attack a Combat III bear. However the mouse-over combat odds window only had the '+100% strength' for my scout and not the expected '+60 strength' for the bear. Instead of attacking I waited for the bear to attack me. It did and killed my scout (no surprise there). However when i checked the combat log the bear's '+60% strength' had been calculated while my '+100% strength' had not.

I'm sure I've noticed this in other cases as well, but I'm also sure I've seen the odds calculated properly.

All these cases have been version 0.23a

I've seen this too, my unexperienced warrior vs a Adept with combat III was showing up as 3.0 vs 3.0 and 50% chance.
 
Svartalfar workers are marked "Elven", but are not "Elven Workers" and cannot construct Elven Farms/Cottages.

When they are taken as slaves however (slavery civic), they are "Elven Slaves" and gain the ability to build the Elven improvements.

Result: Svaltafar can't produce the special improvement types, but a race attacking them can use the captives to produce those improvements.

So are Elven Farms and Elven Cottages functionally different from there "non-elven" equivalents? Is this just a minor flavor annoyance or are elves being denied some of their key racial benefits?
 
So are Elven Farms and Elven Cottages functionally different from there "non-elven" equivalents? Is this just a minor flavor annoyance or are elves being denied some of their key racial benefits?

They can be build in forests. And, please... :

3. Please don't "chat" in this thread. I hate it when real bug reports get lost in other posts, so please try to keep this thread as on task as possible (just for bug reports) and I will try to make sure everything mentioned here gets resolved.
 
Ring of Fire can bypass "cannot declair war!" as in:

1. 10 turn "unbreakable" peace treaty
2. Always peace game setting (exploitable!)
 
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