FfH2 0.25 Bug Thread

Jprc, alignments are dynamic and can change due to religion. The alignments in the civilipedia are only the ones they start out with.

Also if you use random personalities you can get different start allignments
 
Sorry if this not a bug or if it has already been listed before.

When the Seraphic Pyre is inside the boundaries of one's civilization, you don't get the Fire Mana ressource even if it is linked to your network with roads, by example.
 
.25 Patch K

The Soldier of Kilmorph gets knocked out of my queue when I become able to train Paramanders. I don't know if that's a bug or a design change, but it sure would be nice to be able to keep the soldiers around for building boosts.
 
I can't load the game. I try try to play on a standard, epic, pangea map, monarch level and it begins to load the game and I get a Microsoft "We've encountered an error" box and have to close the game down. What do I need to do to correct this?
 
Typhode Mary is no longer spreading the plague against stacks of alive Dovilo Units.
 
When mana leaves you territory (like after revolte from Purge the Unfaithful) it is impossible to build the same mana as you had before (see screenshot).

had the same thing happen to me tonight in a game as the luchuirp after taking over a sidar city. the mana went to a mana node but the air node structure stayed over it and could not be replaced
 
in my game when i started every city shot up to legendary culture and within 5 turns the clan of embers won a culture victory:eek: . this only started happening after i added my own hero and modified the forts.
 
When mana leaves you territory (like after revolte from Purge the Unfaithful) it is impossible to build the same mana as you had before (see screenshot).
had the same thing happen to me tonight in a game as the luchuirp after taking over a sidar city. the mana went to a mana node but the air node structure stayed over it and could not be replaced
This happened to me as well.
The improvement was there but I didn't have access to the mana.
So I pillaged it and then was able to rebuild that same mana type.
 
FfH 0.25, patch K
The Soldier of Kilmorph gets knocked out of my queue when I become able to train Paramanders. I don't know if that's a bug or a design change, but it sure would be nice to be able to keep the soldiers around for building boosts.

I have the same with Satyrs and agree with all said by AMBusam.

More bugs:
AI can't understand it needs training yard, stable, mage guild and archery range to build better units. So it sticks to the warriors :(

Giant Spider can't build spider pen.

Water elemental does not have water affinity (all other elementals are ok)

Acheron simply disappears. One turn he is in his city, then poof... But the Dragon Hoard stays there and can't be moved (unit is not created when the city is captured)

Leaders should value particular religions much more. I end with everybody converting to leaves/runes/OO all the time, with one of the above dominant.

Barbatos the Lich is simply too powerfull. He creates death zone around him, that ends up populated with barbarians and leaders with barbarian trait.
If AI starts closer than 10 fields from him, it is doomed even if not destroyed.
I suggest giving him weaker summons, making them last less or at least removing extension I from him...
 
when having multiple units selected, including a hero, the combat odds shown are that of the hero, even though he won't be doing the actual attacking due to the "hero's have a reduced chance of being selected for combat" thingy. Thus, the combat odds for the next attacker are actually a lot worse than shown
 
Got a python exception in 2.025k. Playing SP as Hannah.

Traceback (most recent call last):
File "CvRandomEventInterface", line 187, in doOrderVsVeil2
NameError: global name 'player' is not defined
 
I guess they will continue to pacth untill it works. I sure as hell hope so, since the current version crashes on my computer
 
Patch K, ran into these:

AI keeps wanting to have automated workers build workshops and forts over established mana nodes. There's a workaround, but kind of irritating to always need to keep an eye on all of my nodes each turn and move any workers that start building something I don't want on the mana node. Adepts were able to reassert the type of mana afterward, but again, kind of irritating.

Let me duplicate the Typhoid Mary issue. No plague.

Tower of the Elements was requiring all 4 elements to build.
 
Barbatos the Lich is simply too powerfull. He creates death zone around him, that ends up populated with barbarians and leaders with barbarian trait.
If AI starts closer than 10 fields from him, it is doomed even if not destroyed.
I suggest giving him weaker summons, making them last less or at least removing extension I from him...

I stumbled on Barbatos once so far, but fortunately he was located on a separate island/continent from everyone else. By that time I could kill him off really easily with a summoned earth elemental + Baron Duin Halfmorn. The issue here is to make sure Barbatos is nowhere near another Civ. Afterward, he's not that much of an issue (merely a source of XP for my units) ;)
 
Can't you just use the "automated workers leave old improvements"-setting?

Yes -- for now until workers get fixed. The other problem with workers is that they consistently flock to work tiles bordering with Civs at war with mine. They just can't wait to run up to the border and jump around waving their little virtual arms, begging "Come & Get Me!" :lol:
 
Hehe i know what you're saying... but isn't that also a problem in an unmodded version of civ? (I've been playing ffh for so long that I can't remember)
 
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