FfH2 0.23 Bug Thread

yes, I noticed the loading a bit. and also the time between turns. maybe it's just the randomness of the PCs, but in patch B I could count 6 seconds in early game. now it's 2-3 seconds. who knows...
:) Loading became definitely shorter. Even by a consideralbe factor as you also realized.
 
Any unit that gains promotion while aboard a Trojan Horse or Ship seems to lose the docked trait. You have to move the unit off the carrier and back on to dock again. It still moves with the carrier when the carrier is auto moving, but it asks you to do something with the unit on unit cycling.
 
Any unit that gains promotion while aboard a Trojan Horse or Ship seems to lose the docked trait. You have to move the unit off the carrier and back on to dock again. It still moves with the carrier when the carrier is auto moving, but it asks you to do something with the unit on unit cycling.
Its still on board. It is the same when you activate it manually.Just use the sleep/fortify button.
And thats even in vanilla so.
 
i had alot of giant spiders from capturing two and having them breed on barbarians. when they are outside my boarders and hit the explore button they never move it is jsut like fortifying them with no fortify bonus
 
i had alot of giant spiders from capturing two and having them breed on barbarians. when they are outside my boarders and hit the explore button they never move it is jsut like fortifying them with no fortify bonus

Probably because they don't move around (with rare exceptions) when controlled by barbarians either.
 
Kael:

You can ignore my earlier request to PM you, I discovered this site's "Upload" feature. I don't know if you're still fixing up version 0.23 or are completely focused on BtS now. I've attached a saved game from the turn before I get an unexplained CtD. If you're still cleaning up 0.23, then perhaps you would be willing to take a look and see what the problem might be, if any? Thanks.

Nor'easter

http://forums.civfanatics.com/uploads/111360/AutoSave_AD-0693.Civ4SavedGame
 
In case it was missed, the third level of the altar gives the bless promotion to unit's made in every city, not just the altar city.

Guardsman doesn't reduce city costs as it says in the description.

The special Bannor Training yard doesn't give the nationalism happy bonus (I hear the zulu barracks has the same problem in warlord's)
 
i was checking my odds against an elephant for battle and it shoowed me with 8.00 and the elephant with 4.40 but it should have been inverted since my hunter didnt have but one star. i attacked to see if the inverted odds would work in my favor but it didnt.
 
In case it was missed, the third level of the altar gives the bless promotion to unit's made in every city, not just the altar city.

Guardsman doesn't reduce city costs as it says in the description.

The special Bannor Training yard doesn't give the nationalism happy bonus (I hear the zulu barracks has the same problem in warlord's)
1-Intended. Needs description update
2-same thing. I'll try to remember to edit the text this weekend.
3-This was supposedly fixed in patch a or b. I didn't notice the change, but that might be because it will only fix new games. But maybe it didn't take.
 
Firstly, fantastic (no pun intended) mod, as it has always been. Having only one problem and that may be something I am doing wrong. When ever I start play by "Load Game", with the "Single Player" screen choice, my interface does not load with the game. Every thing else works, but I am someone who needs the interface. If I then do a cntl-l load of the same turn the interface loads properly. Just me, or is anyone else noticing this?
 
Just a quick post here to report that magic and fire resistance now work as advertised. It's another one of those cases of the bonus not making the defending unit stronger but rather making the attacking unit weaker, but it's all there and seems to be working. Thanks!

Correction: I should have tested a little more thoroughly. Magic resistance and fire resistance are now applied to the calculated strengths and odds but ignored in combat still. I set up a fight between fireball and warrior with magic resistance and fire resistance. The odds were very very low for the fireball and still it would win each time I set up that combat (and I didn't reload; I recreated the units). Looking into the combat log, the damages look just as if the magic and fire resistance were completely ignored. So this is still broken.
 
When you manually add trophies to the .dat file and later aquire some in game the last trophy is not written in the first free line of the file but at the end of the thing you put in. When you start a game you get a phython error and the interface is missing.
 
Don't know if this has been posted before: Kuriotathes can't choose if they want city or settlement hub when founding a city - is this new or a bug?
 
I don't know if this is a bug or a feature, but the Homeland promotion granted by the Defensive Trait disappears entirely if a unit leaves your cultural borders, and never returns. This makes expansion for Defensive leaders more difficult than it would be, because new units must be produced to defend newly-founded cities if they are to have the Homeland promotion.
 
Don't know if this has been posted before: Kuriotathes can't choose if they want city or settlement hub when founding a city - is this new or a bug?

In my last Kuritotate game this worked. Did you have "free" cities left? Otherwise the new one will automatically be a settlement.
 
I don't know if this is a bug or a feature, but the Homeland promotion granted by the Defensive Trait disappears entirely if a unit leaves your cultural borders, and never returns. This makes expansion for Defensive leaders more difficult than it would be, because new units must be produced to defend newly-founded cities if they are to have the Homeland promotion.
It's checked in OnUnitMove - shuffle them around into or within your borders and they'll regain it.
 
In our multiplayer game we had no popups beside those for the civics and diplomacy. No popups when discovering a tech can be annoying when your team mate founds something and forgets to tell you about it.
 
In a number of places in this function, there is the assumption that MAX_HIT_POINTS == 100. Needless to say, some mod-makers may choose otherwise. The following may work better:

GC.getDefineINT("MAX_HIT_POINTS")

As a side-note, I've figured out how to alter the combat odds (Human and AI) for Stoneskin. Let me know if you want a post on the detail.
 
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